Posted December 12, 2018
I've released version 1.26 of my extensive mod for SMAC. I don't have a reputation high enough to give you a URL for it, so I'll just tell you how to find it yourself. Go to Alphacentauri2 dot info, the last bastion of substantial community for this game. Go to the Forum section, to the Modding section, and look for my "SMACX AI Growth mod". If someone with more rep than myself wants to reply with a proper link, I'd be much obliged.
I've attached a screenshot of my new Social Engineering Choices table, to give you a feel of just one aspect of the mod. Ordinarily I'd put it as a splashy screenshot at the top of my post, but the text editor on this forum doesn't have that capability. We shall make do!
I'm on an "at least 1 month between releases" development cycle now. If you tried out 1.25, here is a summary of what has changed since then:
- Social engineering choices all start at Tier 3 now instead of Tier 2, and have Secret Projects associated with them, so the AI isn't going to trade them with you. Except Democracy, which remains at Tier 2 because it's useless early on anyways.
- The Explore path in the tech tree aims straight at learning how to make mindworms, so that PLANET friendly factions can get started with their mode of conquest.
- Early armors are spread out over the tech tree instead of all being clumped together. Synthmetal Armor is back to being a Tier 1 tech. Lasers are strength 2 again and are a Tier 2 tech.
- The Discover path in the tech tree is shortened, so that RESEARCH oriented factions can start building advanced labs more quickly.
- Some combat variables are tweaked to make the game more tactical and less annoying. For instance, Sensor Arrays now give a +50% defense bonus instead of +25%. If you want to fortify your defenses, build Sensor Arrays where enemy artillery can't hit them.
- Added various predefined units.
If you haven't tried my mod before at all, get full details on my home site as per above! Lots of changes, all for the better. This is not amateur hour diddling, this is professional grade game design. 4.5 PERSON MONTHS of work to pull this off so far, and still counting. Try it!
There will be a 1.27 release in January. I'm speeding up ships, making Needlejets have greater range, and probably putting Orbital Insertion much earlier in the tech tree. My mod is designed around Huge maps to give the AI factions enough room to expand and create a more substantial challenge. Various units feel way too slow and cumbersome on that size of map. I also think orbital drop warfare is somewhat interesting. It's my policy to push "interesting stuff" earlier in the tree, so that it actually gets used in the game instead of forgotten about. I push "boring stuff" later in the tree, mainly bigger weapons and armor.
I've attached a screenshot of my new Social Engineering Choices table, to give you a feel of just one aspect of the mod. Ordinarily I'd put it as a splashy screenshot at the top of my post, but the text editor on this forum doesn't have that capability. We shall make do!
I'm on an "at least 1 month between releases" development cycle now. If you tried out 1.25, here is a summary of what has changed since then:
- Social engineering choices all start at Tier 3 now instead of Tier 2, and have Secret Projects associated with them, so the AI isn't going to trade them with you. Except Democracy, which remains at Tier 2 because it's useless early on anyways.
- The Explore path in the tech tree aims straight at learning how to make mindworms, so that PLANET friendly factions can get started with their mode of conquest.
- Early armors are spread out over the tech tree instead of all being clumped together. Synthmetal Armor is back to being a Tier 1 tech. Lasers are strength 2 again and are a Tier 2 tech.
- The Discover path in the tech tree is shortened, so that RESEARCH oriented factions can start building advanced labs more quickly.
- Some combat variables are tweaked to make the game more tactical and less annoying. For instance, Sensor Arrays now give a +50% defense bonus instead of +25%. If you want to fortify your defenses, build Sensor Arrays where enemy artillery can't hit them.
- Added various predefined units.
If you haven't tried my mod before at all, get full details on my home site as per above! Lots of changes, all for the better. This is not amateur hour diddling, this is professional grade game design. 4.5 PERSON MONTHS of work to pull this off so far, and still counting. Try it!
There will be a 1.27 release in January. I'm speeding up ships, making Needlejets have greater range, and probably putting Orbital Insertion much earlier in the tech tree. My mod is designed around Huge maps to give the AI factions enough room to expand and create a more substantial challenge. Various units feel way too slow and cumbersome on that size of map. I also think orbital drop warfare is somewhat interesting. It's my policy to push "interesting stuff" earlier in the tree, so that it actually gets used in the game instead of forgotten about. I push "boring stuff" later in the tree, mainly bigger weapons and armor.