Map settings: Random maps, everything standart. I prefer less watery maps since naval combat in the game is retarded, naval travel is made almost completely irrelevant by air units, and naval bases can't really compete with land ones and are a pain to defend, which ensures that colonizing water is a fool's errand. On the other hand, water limits the ICSing, and that might be a welcome change sometimes.Question: What's the usual settings you play with?
I am into micro-management. My energy reserves are empty 99% of the time because of all the other stuff I hurry. And since I am an ICSer, too, I never run out of stuff to hurry.- Higher Goal: Yes (although while its story-line fascinating, I think Transcendence is the most boring way of winning - its pretty much rush-building the Ascent to Transcendence with the ridiculous amounts of energy you have in the end)
Most of the games end this way.- Total War: Yes
For those games where I am too lazy to conquer every last thing.- Peace in Our Time: Yes
I managed to try and corner the market once when playing Morgan and getting something like 1000 credits per turn. The opponent surrendered, so I couldn't actually verify how it works.- Mine, All Mine: Yes (never won a economic victory - anyone ever did?)
Don't see why not.- One For All: Yes
Depends. One shouldn't really lose early to worms (there are safeguards against that in-game and if you do lose, that's on you and your reckless style), and if you are wiped out by an early game rush you are so far behind that you might as well be dead anyway. But I still have this on as a method to keep computer players in game.- Do or Die: Nope (don't wanna lose players to worms or early-game rushes)
Obligatory for me. Even though more often than not it does not make a difference, it really pays off when it does.- Look First: Used to play with this until I realized I was 'sperging and OCDing about the most optimal starting position, restarting over and over until I got THE PERFECT STARTING POSITIAN. Even today I still sperg a lot over optimal city placement - not a ICS sort of guy at all.
Indifferent about it. By 2300s the game is over one way or the other.- Tech Stagnation - Usually yes. Otherwise I think the game is over too quickly, by 2300s you're already transcending.
Lame. Espionage is gimped so that tech stealing and infiltration are the only viable options anyway, no need to make it completely redundant.- Spoils of War - Used to, but I realized it was a lame and made aggressive strategies too strong
The game is designed in a really- Blind Research - Used to, but I think Blind Research, while a great and very logical idea, is sort of a raw mechanic.
It is a 'dogpile human player' option. Useful when you are playing a duel against another player and do not want AIs influencing the match too much.- Intense Rivalry - Used to (no idea why). I think its absolutely unnecessary unless you want to have Vendettas with almost everyone - The AI is very aggressive as it is, especially the aggressive trio (Yang, Miriam, Santiago). Even the less aggressive factions can be rather violent when they want to - its always surreal to meet Morgan and have him declare his hate of you instantly.
Tried it a few times, didn't like it.- No Unity Survey - Does anybody plays with this? Seems to spoil all the fun imho.
Obligatory for me. It was fun to 'check the huts' in single player, but in multi it often creates an unfair advantage for one player. One finds nutrient resourses and expands explosively, the other finds a can of worms.- No Unity Scattering - Never played with this, it does make sense on some levels, one might argue that Unity Pods unbalance the game towards the player because, unlike the AI, you're smart enough to start cranking transports once you're finished with all the pods on your continent. Result is you get dozens of alien artefacts and a lot of credits.
I like them too, and they provide a small incentive to develop infrastructure.- Bell Curve - Nah, I like random events (except the one that nukes your sattelites, that shit is just crap)
Don't really use it. Some AI choices are beyond ridiculous, like never bothering to learn Centauri Ecology by 2150. And I think you start with a staggering techcost for some reason, so there is a chance you won't be able to.- Time Warp - Never played with it, but I hear its actually a very balanced option, especially if you can easly surpass the AI with your starting strategy alone.
No.- Iron Man - No.
- Randomize faction leader personalities - Anyone ever did this? I wonder if it works well, partly because the personalities are very condutive to their playstyles. Pacifist Believers or Spartans would't do well, I think.
- Randomize faction leader social agendas - I think I did this once, no idea what happened. Could be retarded fun, tho.
I think the Codex might view it as "the Jagged Alliance 2" of 4x strategy games.Never played it, should I bother? Or is this game cruising by on nostalgia alone at this point? It doesn't look all that interesting.
Oh, but please do educate us how the UI is outdated!The UI is outdated
No mouse-over tooltips. In-game datalinks tech tree is functional but very uncomfortable to navigate. Scrolling through your unit designs in the workshop ...Oh, but please do educate us how the UI is outdated!
If you like to play a Civilization style game in a sci-fi setting, then SMAC is still worth it. The setting is well thought out and the presentation is very atmospheric.Never played it, should I bother? Or is this game cruising by on nostalgia alone at this point? It doesn't look all that interesting.
I was going to make one. I still have the alphax file somewhere on my PC. It mostly amounts to juggling some values around and making the research in multiple directions viable.Query: Anyone knows a good balance mod for SMAC?
They already do. If you attack a cruiser with a foil (a slower unit), it will retreat. Not that it matters, as you can bombard it and it won't budge as per the retarded rules of artillery combat.- Anyone knows if you can give foils and cruisers the ability to retreat to a adjacent square, like rovers and hovertanks do?
No way that I am aware of.- Any idea on how to change mag tube's bonus? I think infinite movement rate is too cheesy (especially in a Pangea map, like the one I just downloaded and plan to play soon), I was thinking of 10 or 12.
Hybrids are very expensive, as you would quickly find in multiplayer games. However, that's hardly a counter-argument, as it serves to make the ones that are already ahead climb the power graph up even faster. But maybe making forests 1-1-1 and removing the penalty from farming in a mine square would solve your problem?- Thinking about taking out the Hybrid Forest's bonus. Forests are too powerful. I think 3-3-2 is too powerful, 2-2-2 is already fantastic.
Yes. That is one of the changes I did, and though Green still does not compare with Free Market economically, it becomes a viable alternative.- Thinking about putting fungus bonuses earlier, as it is by the time fungus becomes useful, you have scrubbed all that crap from your territory and put some nice forests in its place. May copy some mods.
Here is some beginner advise: In addition to The Brazilian Slaughter's tips (Kyrub's patch etc.) don't bother with the lower difficulty settings. The "Librarian" setting is where you should start. The lower difficulties tend to teach you to do dumb stuff. (They certainly did to me.)
There is a better way to give you some edge for your first game. Play as Gaians on a customized map that plays to that factions strengths: Sparse cloud cover, abundant native life, sparse minerals. Those are basically the most hostile map conditions, making the game generally harder, for every faction that isn't the Gaians. It'll give you a head-start.
I recommend using the in-depth manual that this exquisite game comes with.No mouse-over tooltips
Also the game comes with a big ass tech paper map which you can use to tuck in bed our kids with, hide their bodies or cover up that prison escape tunnel entrance.In-game datalinks tech tree is functional but very uncomfortable to navigate
Scrolling through your unit designs in the workshop
Morgan is certainly a different beast compared to Gaia or University. The enforced small size pre-habitation dome ensure that you really should build cities near each other
I recommend using the in-depth manual that this exquisite game comes with.
Sid Meier's Alpha Centauri, the game from a time where reading paper was considered cool!
Also the game comes with a big ass tech paper map which you can use to tuck in bed our kids with, hide their bodies or cover up that prison escape tunnel entrance.
finicalities!
(obsolete button is king)
P.S. : are you a douchebag pirate like me and you don't have access to all the memorabilia the gamebox came with???
Morganites are not weak. Or for the AI's hands they probably are, but that's it.Didn't like these mods much, so I have taken upon myself to do some homebrewing. I know, I know, SMAC is sacred, but does the sacred brook no improvement?
Some things I wanted to do:
- Anyone knows if you can give foils and cruisers the ability to retreat to a adjacent square, like rovers and hovertanks do?
- Any idea on how to change mag tube's bonus? I think infinite movement rate is too cheesy (especially in a Pangea map, like the one I just downloaded and plan to play soon), I was thinking of 10 or 12.
- Thinking about taking out the Hybrid Forest's bonus. Forests are too powerful. I think 3-3-2 is too powerful, 2-2-2 is already fantastic.
- Thinking about putting fungus bonuses earlier, as it is by the time fungus becomes useful, you have scrubbed all that crap from your territory and put some nice forests in its place. May copy some mods.
Thinking about buffing Spartans and Morganites a bit - I think they're the weakest factions in the game, Spartan AI usually becomes mega-powerful early on (early-game conquest spree or Moonsoon jungle) or remains a middling power, while Morganites have a rough start and I only saw them doing fantastic in a game, like, once (in the Naval Action map, Morganites were rich and pwning the Spartans in a never-ending war, lol. Probes, I think.).
Not a lot, actually. You will give an unfair advantage to any faction that starts near a rocky mineral tile (7 minerals with a mine) - they will be able to produce them at twice the normal speed.Would colony pod price increase actually do much?
Increase armor efficiency and remove drop pods from combat units (Chop&Drop is the cheapest trick that exists in the game). Make interceptors dirt cheap. Choppers aren't that scary if they can't punch through advanced armor - which they always can in vanilla.Then I'd make Needlejets and Choppers a bit worse, if I were making a mod.
I think they are hard-coded.Hybrid Forest gives forests +1N and +1E, right? Could remove either of those bonuses, but taking away both would be going overboard I think.
I suppose that would work, but you mostly use forests as cheap crawler fodder. 2 minerals for 4 terraforming turns are too good.- How about taking out the forest nutrient, making them 0-2-1? That would make them 1-2-1 with Tree Farm, and 2-3-2 with Hybrid Forest - quite respectable, but if you really need food you go farm + solar then Enhanced Farm + solar.
Yes, it is necessary. Bear in mind that farm+mine is still ~10 terraforming turns against 4 for a forest. You might want to address this, too.so the solution here may be getting rid of farm + mine nutrient penalty, which would make them attractive.
First, it would make them into 3-1-2 which is pretty distinguishable from a mineral-heavy fungus.Making forest 1-1-1 might also work, but they would be 2-2-2 and nearly indistinguishable from modded fungus.
They are a part of the problem, and a major one at that. With crawlers, a base can boost its production very high, which leads to ICSers gaining a huge early advantage and lets them crank units (formers) by the dozens, terraforming more land for crawlers while it doesn't matter where they put their actual bases - since they will only rely on crawlers anyway.- I don't think crawlers are the problem here. Without crawlers, ICS would still be possible, if harder.
How do you rush with Scout Patrols if your opponent can crank them out indefinitely, too, because they are free?Clean reactors to Scout Patrols is a bit weird, but might work (inb4 Scout Patrol rush).
Nah. It works. Make all defense free and make it so that there is no SUPPORT penalty for defending your bases heavily. It is a part of solving the inefficiency of defense, too.Clean reactors to general defenders would be a bit more silly.
Make it 'Hive and Gaian only'. Sparta would have to be pretty dumb to use it, those -2 EFFIC are killers.Making Police State viable is not a bad idea, its pretty much Hive and Spartan-only civic
I have removed -EFFIC completely and gave it -2 TALENT. I also gave Fundamentalism +1 INDUSTRY, fanatics are cheap workforce and all.One simple way of boosting Police State might be giving it a -1 EFFIC penalty rather than -2
When I mentioned it to kyrub he denied there was a bug at all.But say, did they fix the bug in SMAC where Golden Ages didn't give the extra growth?
So either it was fixed, or he is not aware of it. The worst part is that the bug is inconsistent and only shows up from time to time.Not true.There were several annoying bugs that were fixed only in SMAX. For example, the maintenance cost for buildings on higher difficulty levels was supposed to be lower for AI, but this was mistakingly applied to the player as well. Or the bug when +2 GROWTH provided by a Golden Age combined with +4 gained by other means sometimes did not trigger a population boom in the base - this was critical for factions that could not achieve +6 GROWTH by means other than Golden Age.
But the armor/weapon difference is too big, and you can't afford too many defenders because of support issues.Chop 'n drop is more of an AI problem tho, human players can simply build Aerospace Complexes and AAA defenses, unless the armor/weapon difference is too big or gas/cannon fodder wave is used, chop 'n drop doesn't work as well.