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  • I have finished my set of 6 new factions with all new old graphics

    My goals when making this were:

    1) To make factions that blanced with each other, and the other human 12

    2)Make factions that fit with the smac atmosphere as much as possible, grapically and storywise. So, all the bases/portraits are from somwehre in the graphics file, except for the symbols somewhat.

    3) Take advantage of seldom used modifiers when making custom factions - especially the + and - Offense/Defense modifiers, hopefully creating some interesting combat scenarios.


    Here are the factions:
    PLANET INSURGENCY:

    #DATALINKS1
    ^LEADER: {Spartan Kel}
    ^BACKGROUND: {Lieutenant, Spartan Special Forces}
    ^AGENDA: {Guerrilla warfare}
    ^

    #DATALINKS2
    ^-1 ECONOMY: {All available monies put toward better training}
    ^-1 INDUSTRY: {Bases little more than ambush sites}
    ^+75% Offensive combat: {Exquisitely planned ambushes}
    ^-75% Deffensive combat: {Poorly amoured troops}
    ^Cloaking Device FREE for all units upon discovery: {Masters of stealth}
    ^Deep Radar FREE for all units upon discovery: {Vital to discover enemy before he dicovers you}
    ^Dissociative Wave FREE for all units upon dicovery: {Special abilities ineffective against small, superior force}
    ^Free PSI GATE at each base: {Highly mobile army}

    3 special abilities looks excessive at first. But only one (wave) really makes a signifigant impact, the cloaking comes too late to make much of a difference, and deep radar is nice, but not a game changer.

    UN UNITY CREW:
    #DATALINKS1
    ^LEADER: {Pascal Jones}
    ^BACKGROUND: {Commander, UN UNity}
    ^AGENDA: {Survival, apprehension of Captain Garland's assassin}
    ^TECH: {Applied Physics

    #DATALINKS2
    ^+1 SUPPORT: {Maximize resources}
    ^+1 EFFICENCY: {Centrifugal toliets}
    ^+1 MORALE: {Highly trained personal}
    ^-1 GROWTH: {Haphazard bases leave little room to expand}
    ^AAA Tracking ability FREE to all units upon dicovery of Doctrine: Air Power: {Gifted pilots}
    ^Need HAB COMPLEX for bases to exceeed size 5: {Space at a premium}

    This is the first faction I did graphics-wise, it was a good tutorial for Paint Shop Pro because I've never done anything thing related to graphics before. This faction is also the closest to the baseline faction of my new 6.

    PLANET MECHANICS:

    #DATALINKS1
    ^LEADER: {James Reynolds}
    ^BACKGROUND: {UN Unity, Logistics Officer}
    ^AGENDA: {Research, conservation of available materials}
    ^TECH: {Nanometallurgy}

    #DATALINKS2
    ^-2 PROBE: {information sharing leads to lack of security}
    ^-2 MORALE: {LOVE tinkering. Actual warfare, not so much}
    ^Share Tech w/Inflitrator: {information sharing leads to lack of security}
    ^Free COMMAND CENTER with discovery of Doctrine: Loyalty: {Skilled machinsts}
    ^Free NAVAL YARD with discovery of Doctrine: Initiative: {Skilled machinsts}
    ^{May not use Police State politics.}

    This is the weakest faction storywise, the whole point of is an excuse to give a faction Nanometalurgy as a starting tech. In human vs. computer, this faction is probabaly overpowered since the computer can't use probes effectively and you could pound them with carriers/noodles. Human vs. Human though? Shame on you if you can't inflitrate someone by doc: air power. (Does reverse engineering work with human vs. human? That could be another way to get carrier decks.) The free center/yard are there for the fast repair and not the morale.

    MINDWORMS:
    #DATALINKS1
    ^LEADER: {Lumbricus mens mentis}
    ^BACKGROUND: {unknown}
    ^AGENDA: {To feed}
    ^

    #DATALINKS2
    ^+2 PLANET: {Worms are native lifeforms}
    ^+1 Nutrients/Minerals/Energy in fungus squares
    ^+100% Psi combat modifier: {Worms are adept at psi combat}
    ^Mind Worms do double police duty: {Worms are native lifeforms}
    ^-95% Offensive combat: {Unable to field conventional forces}
    ^-95% Deffensive combat: {Unable to field conventional forces}
    ^{May not use Democratic politics.}

    This is the faction most balanced in computer v.s computer hands. I'm very reluctant to weaken it though, becasue it's not so much overpowered as it is just EFFECTIVE. For example, the fung bonus allows this faction to kinda have decent terraforming. In human hands though, fungus is nice alternate to forrest, but probablly not a reaplcement for boreholes/condenser (at least until wayyyyyyyyyyyyyy late game). The computer AGGRESIVELY builds mindworms once its gets empathy (every base almost), and with the +100%, they are actually decent troops, and pretty much remain so the whole game, instead of the computer running with missles when you got shard. Again, not overpowering in that a good human player would use a healthy dose of scout trance/empath against them instead of high quality units. An interesting side effect with the -95% is that atry is no longer nearly as effective against the mindworms. You see, the -95% is the last thing applied, so the +PSI isnt actually 100 in the game file, its 3900. Well, the -95% applies to every type of combat except for the spore launchers defending, so they end up with an absurd amount of strength. It's only on defense though, so its not a huge deal, and actually kind of brings back some balance to to artillery vs. natives. Now arty vs. naked mindworm = mindworm with 1 health. Arty vs. mindworm and sporelauncer = dead arty.

    ALGORITHMS:
    #DATALINKS1
    ^LEADER: {Hunter Seeker Algorithm}
    ^BACKGROUND: {Development lab, Alpha Legacy}
    ^AGENDA: {Control information}
    ^TECH: {Planetary Networks}

    #DATALINKS2
    ^-1 INDUSTRY: {Lack of manual labor}
    ^-50% Offensive combat: {Lacks advanced millitary algorithms}
    ^-75% Probe Cost: {Programmed for information warfare}
    ^Immunity to Mind Control: {Hunter Seeker Algorithm}
    ^Air Superiority ability FREE to all units upon discovery of Doctrine: Air Power: {Allows probe teams to subvert air units}
    ^Empath Song ability FREE to all combat units upon discovery of Secrets of the Human Brain: {Probe teams cannot subvert native units}
    ^

    At first you might say -75% cost? Are you insanse? But like all the other factions I made, there still counter strategies you can use. Stacking your units is now important since they can only hit you with 50% strength. The air superiority is what can really make this faction interting though. Imagine this faction getting nanometalurgy, then building submarine probes that subvert overflying aircraft. The empath is just so for game balance, mindworms would run them over without it.

    #DATALINKS1
    ^LEADER: {Planet Freight Board of Trustees, Ocean Division}
    ^BACKGROUND: {Spinoff IPO, Morgan Hydrochemical}
    ^AGENDA: {Free trade}
    ^TECH: {Doctrine: Initiative}

    #DATALINKS2
    ^-1 SUPPORT {Extra resources required for sea colonies}
    ^-1 ECONOMY {Lack of tarrifs lead to trade deficit}
    ^+3 Bonus Commerce Rate {highly skilled traders}
    ^Amphibious Pods ability FREE to all units upon prototyping
    ^Penalty to Democratic Politics: {Extra resources required for sea colonies}

    Basically Morgan of the Sea. The negative ECON is there to make you work a little for that +1, since sea sqaures already give globs of it. The only real point of the negative -1 support is to prevent a power/demo combination (and negate the 2 per unit mineral cost). I didn't want to give them a -1 growth and remove popbooming completely, but I did want to make it very expensive to do, especially since there arent usually a whole lot of sea minerals. The amphibious pods are more for peaceful reason than combat ones. If you want to terraform an archipeligo with the Pirates, you really have to build a former for each island + a transport; not a viable strategy. At least this way, you only need the former.


    That's it. Any suggestions, balance issues, etc.? Oh, and I migh redo the Algorithms symbol, it doesnt look that great.


  • #2
    Oh, and if you have any questions how I did anything graphics wise, feel free to ask

    Comment


    • #3
      And one more thing, I plan on making a scenario pack when I get the time to introduce the back story more

      Comment


      • #4
        Re: I have finished my set of 6 new factions with all new old graphics

        Originally posted by dmm1285
        My goals when making this were:

        1) To make factions that blanced with each other, and the other human 12

        2)Make factions that fit with the smac atmosphere as much as possible, grapically and storywise. So, all the bases/portraits are from somwehre in the graphics file, except for the symbols somewhat.

        3) Take advantage of seldom used modifiers when making custom factions - especially the + and - Offense/Defense modifiers, hopefully creating some interesting combat scenarios.


        Here are the factions:
        PLANET INSURGENCY:

        #DATALINKS1
        ^LEADER: {Spartan Kel}
        ^BACKGROUND: {Lieutenant, Spartan Special Forces}
        ^AGENDA: {Guerrilla warfare}
        ^

        #DATALINKS2
        ^-1 ECONOMY: {All available monies put toward better training}
        ^-1 INDUSTRY: {Bases little more than ambush sites}
        ^+75% Offensive combat: {Exquisitely planned ambushes}
        ^-75% Deffensive combat: {Poorly amoured troops}
        ^Cloaking Device FREE for all units upon discovery: {Masters of stealth}
        ^Deep Radar FREE for all units upon discovery: {Vital to discover enemy before he dicovers you}
        ^Dissociative Wave FREE for all units upon dicovery: {Special abilities ineffective against small, superior force}
        ^Free PSI GATE at each base: {Highly mobile army}

        3 special abilities looks excessive at first. But only one (wave) really makes a signifigant impact, the cloaking comes too late to make much of a difference, and deep radar is nice, but not a game changer.
        I don't see this faction holding many bases. Defense against air power is hard enough even with aerospace complexes and AAA. Chop'n'drop would rip this faction apart.

        There are problems with granting more than one free ability. I believe that by the time units would benefit from all three abilities given, for each ability you try to add in the design workshop, you'd lose one free ability.

        UN UNITY CREW:
        #DATALINKS1
        ^LEADER: {Pascal Jones}
        ^BACKGROUND: {Commander, UN UNity}
        ^AGENDA: {Survival, apprehension of Captain Garland's assassin}
        ^TECH: {Applied Physics

        #DATALINKS2
        ^+1 SUPPORT: {Maximize resources}
        ^+1 EFFICENCY: {Centrifugal toliets}
        What was that quote earlier?
        Make factions that fit with the smac atmosphere as much as possible
        Yeah, that fits the SMAC atmosphere
        ^+1 MORALE: {Highly trained personal}
        ^-1 GROWTH: {Haphazard bases leave little room to expand}
        ^AAA Tracking ability FREE to all units upon dicovery of Doctrine: Air Power: {Gifted pilots}
        ^Need HAB COMPLEX for bases to exceeed size 5: {Space at a premium}

        This is the first faction I did graphics-wise, it was a good tutorial for Paint Shop Pro because I've never done anything thing related to graphics before. This faction is also the closest to the baseline faction of my new 6.
        The AAA ability represents the ability for ground units to defend themselves from the air. It probably doesn't involve pilots. I'm not sure how AAA might work on plane-plane combat.

        PLANET MECHANICS:

        #DATALINKS1
        ^LEADER: {James Reynolds}
        ^BACKGROUND: {UN Unity, Logistics Officer}
        ^AGENDA: {Research, conservation of available materials}
        ^TECH: {Nanometallurgy}

        #DATALINKS2
        ^-2 PROBE: {information sharing leads to lack of security}
        ^-2 MORALE: {LOVE tinkering. Actual warfare, not so much}
        ^Share Tech w/Inflitrator: {information sharing leads to lack of security}
        ^Free COMMAND CENTER with discovery of Doctrine: Loyalty: {Skilled machinsts}
        ^Free NAVAL YARD with discovery of Doctrine: Initiative: {Skilled machinsts}
        ^{May not use Police State politics.}

        This is the weakest faction storywise, the whole point of is an excuse to give a faction Nanometalurgy as a starting tech. In human vs. computer, this faction is probabaly overpowered since the computer can't use probes effectively and you could pound them with carriers/noodles. Human vs. Human though? Shame on you if you can't inflitrate someone by doc: air power. (Does reverse engineering work with human vs. human? That could be another way to get carrier decks.) The free center/yard are there for the fast repair and not the morale.
        Share tech needs a number associated with it to indicate how many factions must possess a tech before you receive it.

        Granting such a late-game tech as Nanometallurgy doesn't make any sense story-wise and is asking for problems.

        Why can't they use Police State?

        MINDWORMS:
        #DATALINKS1
        ^LEADER: {Lumbricus mens mentis}
        ^BACKGROUND: {unknown}
        ^AGENDA: {To feed}
        ^

        #DATALINKS2
        ^+2 PLANET: {Worms are native lifeforms}
        ^+1 Nutrients/Minerals/Energy in fungus squares
        ^+100% Psi combat modifier: {Worms are adept at psi combat}
        ^Mind Worms do double police duty: {Worms are native lifeforms}
        ^-95% Offensive combat: {Unable to field conventional forces}
        ^-95% Deffensive combat: {Unable to field conventional forces}
        ^{May not use Democratic politics.}

        This is the faction most balanced in computer v.s computer hands. I'm very reluctant to weaken it though, becasue it's not so much overpowered as it is just EFFECTIVE. For example, the fung bonus allows this faction to kinda have decent terraforming. In human hands though, fungus is nice alternate to forrest, but probablly not a reaplcement for boreholes/condenser (at least until wayyyyyyyyyyyyyy late game). The computer AGGRESIVELY builds mindworms once its gets empathy (every base almost), and with the +100%, they are actually decent troops, and pretty much remain so the whole game, instead of the computer running with missles when you got shard. Again, not overpowering in that a good human player would use a healthy dose of scout trance/empath against them instead of high quality units. An interesting side effect with the -95% is that atry is no longer nearly as effective against the mindworms. You see, the -95% is the last thing applied, so the +PSI isnt actually 100 in the game file, its 3900. Well, the -95% applies to every type of combat except for the spore launchers defending, so they end up with an absurd amount of strength. It's only on defense though, so its not a huge deal, and actually kind of brings back some balance to to artillery vs. natives. Now arty vs. naked mindworm = mindworm with 1 health. Arty vs. mindworm and sporelauncer = dead arty.
        So the game with this faction goes like this:
        Hunt for mind worms with scout patrols.
        Beeline for Centauri Empathy, so you can actually produce your own army. Hope someone doesn't mow you down first.
        Beeline for the Spore Launcher tech, so artillery doesn't smash you.
        Develop your infrastructure some. Neglect tech, at least any tech relating to warfare.
        Make an army of units that are superior to your opponents' units, regardless of their technology.
        Win at combat.

        ALGORITHMS:
        #DATALINKS1
        ^LEADER: {Hunter Seeker Algorithm}
        ^BACKGROUND: {Development lab, Alpha Legacy}
        ^AGENDA: {Control information}
        ^TECH: {Planetary Networks}

        #DATALINKS2
        ^-1 INDUSTRY: {Lack of manual labor}
        ^-50% Offensive combat: {Lacks advanced millitary algorithms}
        ^-75% Probe Cost: {Programmed for information warfare}
        ^Immunity to Mind Control: {Hunter Seeker Algorithm}
        ^Air Superiority ability FREE to all units upon discovery of Doctrine: Air Power: {Allows probe teams to subvert air units}
        ^Empath Song ability FREE to all combat units upon discovery of Secrets of the Human Brain: {Probe teams cannot subvert native units}
        ^

        At first you might say -75% cost? Are you insanse? But like all the other factions I made, there still counter strategies you can use. Stacking your units is now important since they can only hit you with 50% strength. The air superiority is what can really make this faction interting though. Imagine this faction getting nanometalurgy, then building submarine probes that subvert overflying aircraft. The empath is just so for game balance, mindworms would run them over without it.
        Again, multiple free abilities cause problems.
        Empath Song becomes available with Centauri Empathy.

        #DATALINKS1
        ^LEADER: {Planet Freight Board of Trustees, Ocean Division}
        ^BACKGROUND: {Spinoff IPO, Morgan Hydrochemical}
        ^AGENDA: {Free trade}
        ^TECH: {Doctrine: Initiative}

        #DATALINKS2
        ^-1 SUPPORT {Extra resources required for sea colonies}
        ^-1 ECONOMY {Lack of tarrifs lead to trade deficit}
        ^+3 Bonus Commerce Rate {highly skilled traders}
        ^Amphibious Pods ability FREE to all units upon prototyping
        ^Penalty to Democratic Politics: {Extra resources required for sea colonies}

        Basically Morgan of the Sea. The negative ECON is there to make you work a little for that +1, since sea sqaures already give globs of it. The only real point of the negative -1 support is to prevent a power/demo combination (and negate the 2 per unit mineral cost). I didn't want to give them a -1 growth and remove popbooming completely, but I did want to make it very expensive to do, especially since there arent usually a whole lot of sea minerals. The amphibious pods are more for peaceful reason than combat ones. If you want to terraform an archipeligo with the Pirates, you really have to build a former for each island + a transport; not a viable strategy. At least this way, you only need the former.
        Doc: Initiative is a pretty advanced tech to start with.
        Power + penalty Demo = net -2 support. Throw on a faction penalty of -1 support and you end up at -3, which means each unit costs 1 to support.

        That's it. Any suggestions, balance issues, etc.? Oh, and I migh redo the Algorithms symbol, it doesnt look that great.

        http://apolyton.net/upload/view.php?...tionpack10.zip
        "Cutlery confused Stalin"
        -BBC news

        Comment


        • #5
          Re: Re: I have finished my set of 6 new factions with all new old graphics

          Originally posted by Chaos Theory


          I don't see this faction holding many bases. Defense against air power is hard enough even with aerospace complexes and AAA. Chop'n'drop would rip this faction apart.
          Interceptors still work fine with them. The apperentaly Offense/Defense pentalies/bonuses don't apply for the defender if they are using their weapon value to defend (i.e. atrillery, ship battles with artillery, etc.) So if anything they might be overpowered with chop n drop. I'll have to experiment more.

          Originally posted by Chaos Theory
          There are problems with granting more than one free ability. I believe that by the time units would benefit from all three abilities given, for each ability you try to add in the design workshop, you'd lose one free ability.
          Hmmm, this throws a wrench in my plans, but if I can figure out how they replace each other, it may not be a huge deal.

          Originally posted by Chaos Theory
          What was that quote earlier?
          Yeah, that fits the SMAC atmosphere
          What, you can't smell the atmosphere? Ha, actually that's just a placholder I forgot to replace.

          Originally posted by Chaos Theory
          The AAA ability represents the ability for ground units to defend themselves from the air. It probably doesn't involve pilots. I'm not sure how AAA might work on plane-plane combat.
          My line of thinking was that a group of former pilots would have to do new jobs (terraforming, working quares, etc.), but pilot skills like hand eye coordination, know weak points of planes etc. would still be empasized, so they would have better ideas on how to defend against air raids.

          Originally posted by Chaos Theory
          Share tech needs a number associated with it to indicate how many factions must possess a tech before you receive it.
          Hmm, are you sure you aren't thinking of the share technology trait? That requires a number, but in the facedit program share tech w/ inflitartor is just an on/off button.

          Originally posted by Chaos Theory
          Granting such a late-game tech as Nanometallurgy doesn't make any sense story-wise and is asking for problems.
          Normally, I'd agree with you, but as far as game balance issues, the tech that nanometallurgy is a prerequisite for all need other high techs. Also, the special abilites don't really come in to play until doctrine air power, which is why I turned on share tech/w inflitrator, so it would be spread around by then, very hard to protect the carrier advantage. From a story prespcetive it makes plenty of sense, what really doesnt make sense is that you can build satelittes before carriers. After all, the most basic carrier is just a ship with a huge deck. Of course, today's are infintely more complex, but I think mechanics could easily have the knowlege/imagination to build basic carriers.

          [QUOTE] Originally posted by Chaos Theory
          Why can't they use Police State?
          [/QUOTE}
          I've decided to change it to power, though neither have a large effect on gameplay

          Originally posted by Chaos Theory
          So the game with this faction goes like this:
          Hunt for mind worms with scout patrols.
          Beeline for Centauri Empathy, so you can actually produce your own army. Hope someone doesn't mow you down first.
          Beeline for the Spore Launcher tech, so artillery doesn't smash you.
          Develop your infrastructure some. Neglect tech, at least any tech relating to warfare.
          Make an army of units that are superior to your opponents' units, regardless of their technology.
          Win at combat.
          You are grossly overestimating the power of thier millitary, even with mindworms with a cost of only 3 rows and +100% psi, they are equal in strength to 1e - 1 - 1, and inferior to 1 - 1t- 1. With the dream twister/nerual amplifier, this disadavnatage becomes even larger. These SP's don't help out the MWs at all since with the -95%, they only get a 2.5% bonus in psi combat, i.e. nothing. The much bigger issue that you pointed out is the negligence of tech. Also, I've found the +1 engery is too much, a 2/1/0 square from the start is very respectable, any more is overpowering. This is how I have them balanced now:

          ^+2 PLANET: {Worms are native lifeforms}
          ^+1 Nutrients/Minerals in fungus squares
          ^+100% Psi combat modifier: {Worms are adept at psi combat}
          Cost of native life reduced.
          ^+125% Research modifier: {Primitive research facilities}
          ^-95% Offensive combat: {Unable to field conventional forces}
          ^-95% Deffensive combat: {Unable to field conventional forces}
          ^{May not use Democratic politics.}

          One of the things that still concerns me is it makes the mannifold nexus extremely valuable for them, I might lower to +1 planet, but that might make the early game even harder. My other option is to go penalty FM or aversion FM, but I'd prefer not to do either. What do you think?

          Originally posted by Chaos Theory
          Again, multiple free abilities cause problems.
          Empath Song becomes available with Centauri Empathy.
          Originally posted by Chaos Theory
          Doc: Initiative is a pretty advanced tech to start with.
          Power + penalty Demo = net -2 support. Throw on a faction penalty of -1 support and you end up at -3, which means each unit costs 1 to support.
          I've decided to give them doc: felx and industrial base instead. I've decided to leave support how it is, at least Power has some utility for one of the factions.

          Comment


          • #6
            Re: Re: Re: I have finished my set of 6 new factions with all new old graphics

            Originally posted by dmm1285

            You are grossly overestimating the power of thier millitary, even with mindworms with a cost of only 3 rows and +100% psi, they are equal in strength to 1e - 1 - 1, and inferior to 1 - 1t- 1. With the dream twister/nerual amplifier, this disadavnatage becomes even larger. These SP's don't help out the MWs at all since with the -95%, they only get a 2.5% bonus in psi combat, i.e. nothing. The much bigger issue that you pointed out is the negligence of tech. Also, I've found the +1 engery is too much, a 2/1/0 square from the start is very respectable, any more is overpowering. This is how I have them balanced now:

            ^+2 PLANET: {Worms are native lifeforms}
            ^+1 Nutrients/Minerals in fungus squares
            ^+100% Psi combat modifier: {Worms are adept at psi combat}
            Cost of native life reduced.
            ^+125% Research modifier: {Primitive research facilities}
            ^-95% Offensive combat: {Unable to field conventional forces}
            ^-95% Deffensive combat: {Unable to field conventional forces}
            ^{May not use Democratic politics.}

            One of the things that still concerns me is it makes the mannifold nexus extremely valuable for them, I might lower to +1 planet, but that might make the early game even harder. My other option is to go penalty FM or aversion FM, but I'd prefer not to do either. What do you think?
            Actually, I'm wrong about the +planet %, it wasnt working before for some reason but it is now, meaing that the psi SPs are very (too)powerful. Also + 1/1/0 might still be too much. There doesn't seem to be any interest in this anyways, so I'm pretty much talking to myself haha.

            Comment


            • #7
              No - its an interesting approach. Its just that it takes a bit of thought to consider how these things will work out. On my usual 10 minute glance through poly, I couldn't do even a halfway decent analysis . . . But I will look later and give thoughts.

              My initial thought is that I dislike things that can totally cripple a faction such as the one with minus 95% modifiers to BOTH offensive and defensive combat. It just seems too extreme and limiting
              You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

              Comment

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