[MOD] Planet Roanoke, a/k/a all SMAC'ed up

seZereth said:
hey guys sonner or later i will help you out with art, but now that i have less spare time, i want to finish up the human civs for the warhammer fb mod, cause they surely can be used in some other medieval mods too and WH FB will finally get the unique character i want it to have, even when we have to wait for fantasy civs cause of a lack of models!
After that i will go on with that plant thing i think.

What i could do is a simple borg unit or infantry unit, but i never saw SMAC close enough (so to say only saw a friend playing it) to have an impression which style they should have.

Thanks Sez. This isn't a SMAC remake so don't worry about matching styles. This is what would happen if colonists landed elsewhere. There is nothing set in stone so any models you created would by right, not wrong. ;)
 
Padmewan said:
  • Need resources equivalent to iron and horses for early rushing. Proposed: Crystal (for lasers) and He-3 (for fusion engines)

He-3? I think that we should leave He-3 for more advanced fusion. Simple He and Crystals sounds good to me. Although later I think crystals should be replaced with silicon and optics.
 
Welcome loki. ;)

The entire surface of the Planet, right now anyhow, is SiO2. That will be a hardship to overcome, but I imagine computer parts should come cheap.
 
Yeah, a big problem is I'd like the choice of a state religion (Preferred Lifeform) to have the same consequences as a Civic. So there's an argument to be made that Lifeform should be captured by a Civic rather than (or perhaps in addition to???) repurpose the Religion engine.

Krikkitone said:
As for buildings Instead of population, I don't think the AI could handle that well,... I was thinking more of extra factories (+% to production) for the Borg..... They just don't have extra 'Libraries' like the Cyenid, or 'Theaters' + 'Granaries' like the Mutagens, or 'Banks'+'harbors' like the Natives.)
Yeah, that was my concern too. The AI likes food! I've seen the AI do things like make cities unhealthy or unhappy, but never purposefully go into negative growth. A momentum human player can do the math and realize that building boreholes would allow the quick construction of buildings that replace citizens and thereby enable a "rush" strategy. Can the AI?

I had this vision that the game board would look different from civ to civ... that the Borg territories would be big stretches of scarred lands that they'd exploited for every last mineral... Perhaps one way to do that is to give Borg +Food on Boreholes/Mines, -Food on farms -- easily modeled with Civics, not so easy with Religion.

Because Boreholes eventually collapse, you have to keep building them to get that quick fix. (They should work like crack.) The only way to survive them is to BUILD citizens rather than GROW them -- but if you're right about the AI not handling this well, that's a problem.

Maybe I will take vanilla Civ4, create a borehole improvement, and see what the AI does with it in the Ancient era...

Krikkitone said:
Assuming that you are using a 1 specialist per species model, where the 'specialist allowing' buildings come in three types
1 requires proper tech only (say gives max of 1 at a high tech)
2 requires species present (say 1 as early as the species)
3 requires species to be official (allows 2 as early as the species, with some special midtech 'cathedrals' that allow an additional 3)
Yup! In the proto-mod posted, that's already modeled to some degree. Not balanced or tested, tho, b/c by the time you get there there are no more techs to research so the game is basically "over." But it's there...

Krikkitone said:
(Or is Pure Breeding a stronger form of Anthrocentric? No state species at all?) ... That might be good to have since I don't think you get the bonuses for No state 'Species' even if there are no 'species' present.
Well, the root problem is that in this mod, "No religion" = "pure human." So "Pure Breeding" could be a more virulent form of Anthrocentrism. OR it could be a "new" lifeform in the sense that the original human settlers have evolved so much by the time this tech is discovered, "pure" homo sapiens are actually a different race.

So probably 2 civics for 'Pure Breeding'
1=Pure Breeding Humans (No state Species, Building that eliminates non-state non-Holy city Species, +2 unhappy for all non-State Species Present, and Military Bonuses, Unlimited Human Specialists for all cities)

2=Pure Breeding Nonhumans (Building that eliminates non-state non-Holy city Species, +2 Unhappy for non-State Species Present, GPP bonus...aiming to "perfect the species")
This meshes with what I'm currently describing as "Chauvinism," the name of which I'm not attached to.

1. Multispecies/freebreeding... No state Religion,...+1 food per specialist, can build 'Missionaries' without 'Monasteries'
Great, very similar to "Tolerance."
2. "Organized Religion" One that eliminates City Distance Maintenance+Gives a Production/Commerce Bonus to the Capital. (High Maintenance)

In the game as it stands, the default Anthrocentrism is low maintenance, +1 unhappy for other Lifeforms. So switching to Tolerance (no traits whatsoever) is a step up from bad because it eliminates unhappiness; however, it is high maintenance. I like your ideas because I think starting from 0 and going to 2 is better than starting from -1 and going to 1, if you know what I mean (?)

btw, there is a weird bug if you mouse over the existing "Chauvinism" civic. It shows the +1 unhappiness as +[very large number] happiness. It still works, tho.

Species Specialist ideas
1. Generics: +2 Commerce, no GPP
2. Humans: +2 Happy? if possible?, GPP
3. Cyenid: +3 Research, GPP
4. Mutagen:+2 Health, +4 Psi, GPP
5. Borg: +2 Production, GPP
6. Natural: +3 Gold, GPP
Yeah, the current specialists are a bit more, um, punitive than this. The "Vitaologist" is +3 food, -1 hammer, -2 psi (turning minerals into food is very demoralizing). The Borg are also -1 psi. I was doing this because I was thinking that Psi could work like a "bank" and that Psi borders should grow and shrink, rather than only grow. Culture then becomes a resource like everything else. Any thoughts on that?

Each "Great Person" can
5. Do some OTHER special thing (Mutagen=Psibomb, Cynoid=Academy+Scotland Yard, Borg=HeroicEpic+Barracks, Natural=Bank+Hospital, Human=Forbidden Palace+Happiness)
I was actually thinking of the Borg as potentially being upgradeable to a fighting super-unit of the current era.

Free Society..No Maintenance
(Military units extra+'Emancipation' effects)

Engineered Society..(Medium Maintenance)
Building Bonus, +Happy from 'Courthouses'/'Schools'/ or 'Jails'

Collective Mind/Thought Control (High Maintenance)
no WW, no Trade Routes, +Happy Military Unit
[/quote]
These all mesh well with the civics we've got on the table; we needed one more for governance and society. The Gov civic closest to Collective Mind is either "Consentience" or "Hive."
 
Padmewan said:
Unit classes

Infantry - conventional
Mounted - conventional
Psi - Used by native and mutagen lifeforms
Hack - Used by Cyneid; like artillery

That's it?
I say add orbital units. These would be immobile but able to spy and bombard the map.
What about some lattice specific units?
 
Padmewan said:
Yeah, a big problem is I'd like the choice of a state religion (Preferred Lifeform) to have the same consequences as a Civic. So there's an argument to be made that Lifeform should be captured by a Civic rather than (or perhaps in addition to???) repurpose the Religion engine.

I can see two easy ways to do this.
1. Have civics be linked to religion. There should be one category of civics where each is linked to one religion except for a default one that doesn't allow state religion.
2. Whenever the religion spreads to a city you can add a trigger that automatically adds a building to that city which gives all of the advantages and disadvantages of the religion.

Either way works, but I personally prefer the first.
 
loki1232 said:
That's it?
I say add orbital units. These would be immobile but able to spy and bombard the map.
What about some lattice specific units?

I think each "religion" or Lifeform will get it's own unitcombat class. They almost have to to get promotions and tactical warfare going.

I hadn't thought of orbital classes....Would these give bonuses to the civs ala SMAC with the later units that I can't remember their name!
 
nice idea. If I don't remember bad though (it's been years) the naturalist's name is Deirdre (surname Sky ?).
 
onedreamer said:
nice idea. If I don't remember bad though (it's been years) the naturalist's name is Deirdre (surname Sky ?).

Skye. My dream woman! Don't tell my wife....;)

edit - odd that I've always thought her name Deidre. No wonder she never returned my calls. :p
 
woodelf1. think each "religion" or Lifeform will get it's own unitcombat class. They almost have to to get promotions and tactical warfare going. 2. I hadn't thought of orbital classes....Would these give bonuses to the civs ala SMAC with the later units that I can't remember their name![/QUOTE said:
1. Definetly. Except mutagens which share with natives.

2. I have no idea what you are saying. I think that orbital class would be cool. They would work sort of like air-units.
 
loki1232 said:
1. Definetly. Except mutagens which share with natives.

2. I have no idea what you are saying. I think that orbital class would be cool. They would work sort of like air-units.

:lol:

Wouldn't be the first time. I can't remember what the units were called that got launched and didn't do anything except add food, production, or energy to cities.
 
loki1232 said:
1. Have civics be linked to religion. There should be one category of civics where each is linked to one religion except for a default one that doesn't allow state religion.
(In my Luke-talking-to-Yoda voice) -- Can this be done??? That may resolve this discussion.

"Dierdre" has two "r"s???

btw I looked up some Gaelic (or was it Celtic?) words and used one for the name of the Neo-Gaian faction. I couldn't get all the accents right so I took them out.

Finally, SMAC abstracted the idea of orbital satellites because, well, the Civ engine is based on 2-D landscape. Satellites did nothing but provide resources for ALL of your cities. Pretty uber. You could later build attack satellites to take out rival civ's satellites. But all of this was very abstract, and in some ways a parallel engine.
 
I still think Deidre sounds better!

The Orbital stuff in SMAC became unbalanced late game, but it was cool having size 40+ cities!
 
loki1232 said:
Well its been done in the FfH mod, so I don't see what's stopping us from doing it here.

Is there where Arete, Guardians of Nature, ect come into play? I've often wondered why they weren't in the same column. Should they be?
 
I have no idea why, but the patch messed up the Main menu and most fonts in the pedia from the main menu. I'm not even going to try to start a game since the initial screen is blank!
 
The thing to remember with specialists is they Could be doing something better. so they really shouldn't be to punitive. (I can see 'Vitaologist' though making something necessary). I do think the idea of negative psi is good. (for some specialists, buildings, possibly a few religions, etc.)... although how the AI will deal with that I'm not certain... probably just keep it limited.

One note on Boreholes, you need to make them un-pillageable, especially if they eventually 'runout' to prevent people from 'Almost' running them out and then eliminating them.

And for the Terraforming... It would be interesting if you couldn't terraform with workers from Tundra to Terran Dryland, but that had to be done by "Global Warming" especially now that the SDK is out, if some type of 'terraforming event' would trigger it instead of nuclear events...perhaps you build Terraforming Device Buildings, and they 'meltdown' with no damage to the population...

probably a number of ways to do it but having Terraforming be a Global event rather than a local one would be an interesting improvement.
(Boreholes could lower the chance, perhaps even perform reverse terraforming)
 
Krikkitone said:
The thing to remember with specialists is they Could be doing something better. so they really shouldn't be to punitive. (I can see 'Vitaologist' though making something necessary). I do think the idea of negative psi is good. (for some specialists, buildings, possibly a few religions, etc.)... although how the AI will deal with that I'm not certain... probably just keep it limited.

I found the AI handles the Vitologist quite interestingly... AI-controlled civs rarely end up with 1-tile cities, but mine does if I leave the governor on. OTOH, the Talent specialist gives +1 psi (rather than +1 prod) so after the city shrinks to 1 tile, the AI seems to switch to the Talent. The border yo-yos until you get to 2 pop, then the AI seems to de-prioritize the Vitologist. There must be some kind of variable prioritization, because according to the XML, the AI weighs hammers 120 and food only 100.

(With the creative trait this is not an issue!).

One note on Boreholes, you need to make them un-pillageable, especially if they eventually 'runout' to prevent people from 'Almost' running them out and then eliminating them.
Good observation about pillaging, because I just realized the pillage order has to be reversed (when you pillage a new borehole, it turns into borehole II rather than into nothing, otherwise you could pillage borehole IV back to borehole III).

Anyway, the solution to this is to turn the tile permanently into a useless, non-terraformable type upon completion of the 'hole. You can really cripple a borehole-dependent civ by pillaging it is what you are pointing out. But then, a boreholey civ is probably one on the rampage elsewhere or about to collapse upon itself, anyway.

To make sure that both players and AI understand the REAL consequences of building a borehold (terraforming the land to "useless") a little sleight-of-hand in Python will be necessary. If the final borehold produces 10 hammers, and Packed SiO2 naturally produces 2, there needs to be a borehole specially made for Packed SiO2 that shows +8 hammers. Then when the Python code terraforms the land from Packed SiO2 to Stripped, it also converts the improvement into the "real" Borehole.
 
I think Specialists will be super important to this mod because the land is so barren at first. Getting them balanced and the AI to use is a real challenge, but has very cool possibilities...
 
@ Krikkitone! - Follow my sig to the alternate forums! Your presence has been requested. ;)

Please...
 
Top Bottom