Hello,
I've been attracted to the "Marathon" setting that was introduced to Civ4 with the last patch. Its effect is to greatly increase costs for all game items (techs, units (etc.) and development times (terraforming, border expansion). Movement and combat however are unaffected. This creates a much slower game with plenty of time to use units before they become obsolete. I have no idea how long it will last, but for the moment I really enjoy that setting.
It didn't take long for me to wonder whether this can be or even has been done in SMAC. Of course, I'm aware of the "tech stag" option included in the game, but that option only affects research and - in my games at least - allows you to build almost all the available infrastructure removing too much of the choice element from the game. I'd like to try a slow version of SMAC where both technology and production costs are inflated in the hope to see the tactical aspects of the game enhanced.
For a short moment, I thought this is just a question of changing cost values in the alpha.txt-file and even someone with no programming skills whatsoever (like me) can just try it. Then, caution set in and I decided to visit this to me somewhat scary place (it's a bit like one of Zakharov's secret labs where strange things can happen) and ask a few questions:
(1) Is it possible at all?
(2) How do I change unit costs across the board given SMAC's more sophisticated unit component system?
(3) Which values would need to be changed other than tech, building and unit costs?
(4) Are there any special features in SMAC (crawlers?) that would make "Marathon SMAC" something very different (and perhaps less desirable) from its Civ4 counterpart?
(5) Am I making a complete fool of myself, because this has already been done back in April 1999 and I just missed it?
That's all I can think of at the moment. Any advice (particularly an affirmative answer to question #5) will be much appreciated.
Verrucosus
I've been attracted to the "Marathon" setting that was introduced to Civ4 with the last patch. Its effect is to greatly increase costs for all game items (techs, units (etc.) and development times (terraforming, border expansion). Movement and combat however are unaffected. This creates a much slower game with plenty of time to use units before they become obsolete. I have no idea how long it will last, but for the moment I really enjoy that setting.
It didn't take long for me to wonder whether this can be or even has been done in SMAC. Of course, I'm aware of the "tech stag" option included in the game, but that option only affects research and - in my games at least - allows you to build almost all the available infrastructure removing too much of the choice element from the game. I'd like to try a slow version of SMAC where both technology and production costs are inflated in the hope to see the tactical aspects of the game enhanced.
For a short moment, I thought this is just a question of changing cost values in the alpha.txt-file and even someone with no programming skills whatsoever (like me) can just try it. Then, caution set in and I decided to visit this to me somewhat scary place (it's a bit like one of Zakharov's secret labs where strange things can happen) and ask a few questions:
(1) Is it possible at all?
(2) How do I change unit costs across the board given SMAC's more sophisticated unit component system?
(3) Which values would need to be changed other than tech, building and unit costs?
(4) Are there any special features in SMAC (crawlers?) that would make "Marathon SMAC" something very different (and perhaps less desirable) from its Civ4 counterpart?
(5) Am I making a complete fool of myself, because this has already been done back in April 1999 and I just missed it?
That's all I can think of at the moment. Any advice (particularly an affirmative answer to question #5) will be much appreciated.
Verrucosus
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