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  • My Faction

    Lately, for the past few weeks since i managed to get my SMAC version and the crossfire expansion working, thanks to some helpful members here.

    I have been tinkering with the faction editer, getting a few pictures, had to borrow a base city design (From FreeChina, in the useful files section of apolyton), simply because i lost my basic .gcx files from the network node, which sadly has exceeded it's bandwith limit.

    Anyway, i messed, around tried recording sounds, working with graphics etc, and especially a lot of time devoted to making those diplomatic sayings not sound so corny, although they still do (in my opinion)

    Anyway, i just want to get all your feedback on the faction, any bugs, inbalances, suggestions would be the best for me right now.

    Here is a link to the file:
    The Empire (Edit, the download link may seem tedious but it's the only on the go web hosting site i could find without too much adware strapped onto it)

    If the faction seems unfinished or parts of it have been missed please and i mean i am begging you all tell me!
    I'll try and get them sorted, namely the faction editor cant keep the diplomatic sayings correct.

    P.S. This is my very first ever produced *anything* for SMAC so please dont flame me

  • #2
    Change that Techshare, 1 then we can talk.

    Comment


    • #3
      Originally posted by Senethro
      Change that Techshare, 1 then we can talk.

      Techshare, 1

      Does that mean you get every tech anyone else has ??
      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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      • #4
        Yeah, kind of makes that -1 research pointless. I also raise an eyebrow at the bizarre techcost, 80 which gives them an overall research bonus.

        Comment


        • #5
          Originally posted by Senethro
          Yeah, kind of makes that -1 research pointless. I also raise an eyebrow at the bizarre techcost, 80 which gives them an overall research bonus.
          I'd hate that faction-- no need to probe for tech or agonize over tech trades. heck you could ignore tech to just emphasize cash
          You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

          Comment


          • #6
            I'll try removing that then, didnt exactly know what it fully meant.
            And your right it does unbalance them, i was hoping for a more slower but santiago-morgan approach on them, guess the techshare ruins that philosophy, as well as the techcost.

            Comment


            • #7
              It's always good to see new creators. Welcome.

              Might I suggest in future posting the faction details (the flavour text) in the thread so people can get a broad overview without needing to download.

              Also, http://apolyton.net/forums/forumdisp...?s=&forumid=24 is the AC-Creation forum, where this sort of stuff is usually found.
              #play s.-cd#g+c-ga#+dgfg#+cf----q.c
              #endgame

              Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

              Comment


              • #8
                Lol I checked that forum, but it looked too crazy with the [Programming] and all the other tags, multiple civ threads as well, lol i decided it was best to avoid that forum until, lol i get a *fully* working faction working.

                Anyway:

                Version 1.01

                Removed the Techshare and techcost bonuses, also the growth and economy bonuses (they didnt fit in too much with the idea either)

                Link to the updated version.
                The Empire

                Also, thanks for the tip #endgame.

                The empire is a faction built around a universal mental link, this enables the enable faction unparralled speed when it comes to matters of machinery, programming or even combat, the empire maintains the link through the use of their cybernetic implants (much like the consciousness), and a naturally trained psyche.

                The empire is designed to be a slow and steady faction, designed to be more of a threat later in the game, possesing more of a trenched ability in the game than an offensive or transcendance approach.

                The Empire Statistics:

                Starts with Industrial Base and Biogenetic tech.

                +2 Efficiency (due to mental link)
                -1 Research (lack of creativity)
                +1 Planet (they are aware planet is a threat and therefore make sure not to anger it)
                +1 morale (citizens are raised/grown strong)
                +2 Police (Strict control of citizens)
                -2 Growth (forced reproduction)

                [May not use Eudaimonaic politics)

                Now for background:

                The Empire was originally a group of cybernetic individuals among the consciousness whom, wanting to found a stable and controlled society set out on their own.

                During their time of attempting to be removed from the consciousness they uncovered a 'disturbing' technology enabling everyone within the link to function as a single individual (inspired by the borg , hehe).

                With their new found powers they were quick and relenting to acquire new members to their cause, with the main administrator of the group being (me) Cker (Lol try thinking of name).

                Although there may be individuals in the empire that do not possess the mental link (drones...duh) the number of them tends to decline with the massive influence of installing the cybernetic implants.

                The empire wishes to found a New Order based on:

                Stability
                Safety
                Happiness (for one or all?)
                Freedom (not confined to domes)
                Efficiency (earth suffered because of this, pollution was the main aftereffect of inefficiency)

                Hope you enjoy them guys, i'm planning, once i've finished this faction to make an alternate one, known as the 'rebels?'

                P.S. Can anybody link me with the basic .gcx templates that the networknode used to have, i'm thinking about making my own designs for cities soon.
                Last edited by Cker; May 12, 2006, 08:54.

                Comment


                • #9
                  why would I play with your faction?

                  its seems pretty similar to the cycon

                  Comment


                  • #10
                    I suppose they're balanced now, but what I see is a Gaia that can't pop-boom or have size 2 bases without riots in the early game.

                    Comment


                    • #11
                      Originally posted by Senethro
                      I suppose they're balanced now, but what I see is a Gaia that can't pop-boom or have size 2 bases without riots in the early game.
                      I agree--Growth penalties are among the toughest to compensate for as they hit you on on things as basic as getting the second wave of bases out.

                      I would probably lose the police penalty to allow them some better easy drone control
                      You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                      Comment


                      • #12
                        Ah sorry about the -2 police thing, it's actually +2.
                        I miss typed it.

                        Sorry bout that, i've edited it.

                        Comment


                        • #13
                          Moved to appropriate forum.
                          SMAC/X FAQ | Chiron Archives
                          The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

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