44 downloads of v.0.16 later, and two days of figuring out what the patch did, v.0.17 is ready. I'll update the posts at the start of the thread in a bit.
WARNING: the balance on this version is probably WAY off. It's not going to be nearly as balanced as pre-patch, because so much has changed. I'll need feedback on everything: gold balance, tech rates, you name it.
Also, there'll be a few things that aren't user-friendly. For one thing, the little help blurbs for each tech that say what its benefits are? I haven't adjusted those to the new effects, so go by the tech tree instead of reading those.
That being said, here goes:
v.0.17, dated 3/3
Changes are split into two groups: those that are directly related to the patch's changes, and those that aren't. As usual, "Balance" means the change is in the Crazy Spatz Balance Mod, while "Content" means the Alpha Centauri mod.
PATCH COMPATIBILITY:
BALANCE:
> Because they’ve now added a new Aqueduct building, I removed the now-duplicated building class and text keys. However, since I’m going to keep the Aqueduct effect I had previously, not all text keys changed, but they’re now Updates instead of Rows.
> The Aqueduct they added was remarkably similar to mine, but a few changes were made: my cost was 150 (instead of 120), the building is given for free in Renaissance or later starts, and of course the +1 unmodded happiness and 10% food storage instead of the 40% of the vanilla game.
> I’m keeping the Hospital at its previous effect (+20% storage and double healing rate) instead of the new +5 food.
> The Bank and Satrap’s Court were changed to have one Merchant slot, so I removed my edit.
> The Mud Pyramid Mosque and Burial Tomb were lowered in cost from 120 to 100, close enough to my 90 that I removed my edit.
> Strangely, the Temple was NOT reduced in the patch, and remained 120, so I lowered it to 100 to match the others.
> Both the Mud Pyramid Mosque and Temple were reduced to 1 Artist, which I’d already done, so my change was removed.
> The Observatory’s maintenance cost of 2 had been removed. I put it back in. (Since the Observatory is now a combined research/culture building in my mod, it’s too valuable to be free.)
> The Monastery’s maintenance cost of 2 had been removed. I put it back in.
> In the patch, the Colosseum was changed to 3 happiness for 2gpt, the same as my mod, so I removed my changes. However, the patch also reduced its build cost from 150 to 120, while I’d increased it to 180, so I left my change in; my mod also increases the Hurry cost and adds +1 culture.
> The patch reduced the Theater to 4 happiness for 3 gpt, but I’m keeping it my old way (3 happiness and 2 culture for 4 gpt).
> The Opera House was changed to 4 culture (same as mine) and 250 cost (closer to my 260 than the old 220), so I removed my edits to those. It still gains a new Artist slot, however, and I’m keeping the maintenance at 4 gpt.
> The Factory was given a second Engineer slot in the patch. I put it back down to 1. While that’s less than some other buildings in the same era, there are now quite a few other production buildings that add an Engineer slot.
> In the patch, the Stock Exchange's cost was reduced from 650 to 600, and given a second Merchant slot, while my verson was cost 500 with only one slot. I’m keeping mine.
> The University was given a second Scientist slot. It’s bad enough when you’re doing this in the industrial buildings, but the University is WAY too early for that, so I put it back down to 1, especially since the Public School now has a slot. Given that I've added so many new buildings in the future eras, I don't really want ANY building to have two slots of any kind.
> Because it now has a Scientist slot, I removed the extra Culture point the Public School gets. It still gets 1, just not the 2 I’d changed it to.
> Because they changed the Trading Post to have a base yield of 1, my identical change was removed.
> In the patch, they gave Trading Posts +1 gold at Economics, while I’d split the bonus, with freshwater posts getting +1 at Compass (significantly earlier) and the rest getting +1 at Economics. I prefer my version.
> Because I use tech-based yield improvements for the various Great Person buildings, I undid the increase to the base values of the Landmark, Academy, and Manufactory, with the exception that the Landmark was only reduced from 6 to 5 (instead of back to 4), due to the increased culture of Artist specialists.
> Pre-patch, trade routes gave 1.0 + 1.25*pop + 0*capital. This was changed to –1.0 + 1.1*pop + 0.15*capital. My version was –1.0 + 1.33*pop + 0.07*capital. Given the decrease in the vanilla value, I’m changing mine to –2.0 + 1.25*pop + 0.1*capital, which breaks even at size ~10.
> I’d previously given Pastures +1 production at Ecology and Plantations +1 gold at Penicillin. The patch gave them each +1 food at Fertilizer, so I removed my changes (but this had other effects, below.)
> I’d given Quarries +1 gold at Electronics. The patch gave them +1 production at Chemistry, so I removed my changes.
> Because I give Wells +1 gold at Lasers, I reduced its base production from +3 to +2. (Pre-patch it was only +1.)
> Various Civilopedia entry changes. Still working on this one, but I got quite a few of them done already.
CONTENT:
> Because the Pasture increase was changed to +food at Fertilizer, I changed its Centauri Empathy increase from +food to +gold.
> Because the Plantation and Pasture increases were moved to Fertilizer, I moved the Plant Forest action to Ecology and Plant Jungle to Penicillin.
> Tech costs were drastically increased in the patch, which required repricing the future era techs. The new costs, by tier:
Digital: 6800/7700/8700 (was 3750/4200/4700)
Fusion: 9800/11000/12300 (was 5200/5800/6500)
Nanotech: 13700/15400/17200 (was 7200/8000/9000)
Transcendence: 19000/21000 (was 10000/12000)
The scaling on this one needs a LOT of tweaking. For those of you new to the discussion, my goal is to have techs always take about 8-10 turns to research on Standard speed.
> Because Oligarchy now no longer gives a promotion to units, there was no need to add it to my new unit classes.
> The repricing of units meant that many future-era units needed to be repriced:
Stealth Ship: 600 -> 800 (Secondhand: 500 -> 700)
Leviathan: 900 -> 1000
Skimmer: 600 -> 700 (Secondhand 500 -> 600)
Vertol: 600 -> 750 (Secondhand 500 -> 650)
Scout Powersuit: 500 -> 550
Assault Powersuit: 600 -> 700
> Lots of editing to AssignStartingPlots.lua to integrate my changes with the core game. Most of this was just a straight merging, but a few of the rarity numbers were tweaked to account for the newly increased Oil deposit sizes. This one actually undid some of the changes I'd made in the last couple versions. So expect more tweaking on this one in the next version.
NEW STUFF:
BALANCE:
> Until I get it working, I’ve commented out the negative happiness for the Courthouse. I've had some good suggestions about how to fix the Happiness issue, so we'll see what happens.
> The Growth flavors of the Sewer System and Recycling Center were increased by 10 each, to 30 and 40.
> Moved the late Industrial/early Nuclear tech yield increases from the Content mod to the Balance mod.
> The Manufactory’s +2 production at Plastics wasn’t working because the game spelled it as TECH_PLASTIC instead of the plural. This has been fixed.
> The patch put a +1 production to Mines at Chemistry. I changed this to be a no-fresh-water-only increase at Chemistry (which would cover the majority of mines), and then put the +1 I’d added at Nuclear Fission in the freshwater category.
> The Sewer System is now moved from Scientific Theory to Fertilizer. Think about it.
> The +1 gold for Forts at Computers was moved up to Rifling.
> The Harbor now gives +1 gold to all local Whale and Pearls tiles. This complements the Lighthouse’s increased food for Fish deposits. The only other aquatic resources are Oil, Omnicytes, and Dilithium, and those'll have high enough base yields that they don't need a boost like this.
CONTENT:
> Workers can no longer plant Forests or Jungles. You have to upgrade to Combat Engineers to get that ability, but since the Plant actions are now about two eras later than before, it’s not a problem.
> Skimmer strength is reduced from 70 down to 56 (which is why their cost didn’t increase as much as that of the other units of that era). They do gain Interception III (+50% chance of intercepting), to help protect nearby units, but not the Anti-Air promotion that true AA units have. This isn’t as bad as it sounds, because the base 56 strength (plus the usual multipliers) will be more than those old AA units had; even Plasma Artillery’s Combat (which is what interception uses, instead of ranged strength) is only a 40, although the true AA units have a +100% chance of intercepting instead of +50%..
The Skimmer was never intended to be a primary combat unit. Like the cavalry and gunships, it was intended to be a skirmisher support unit, but that 70 strength made it better than Modern Armor. So now, it's weaker, although it still has a few advantages, like the fact that it doesn't have the city attack penalty of the Vertol or Gravtank. And it now acts as a supplementary anti-air unit, so that everything doesn't hinge on the placement of Plasma Artillery.
> The Skimmer’s Flavor ratings were adjusted to account for this change, with a little less Offense and a little bit of AntiAir. They also gained the “Counter” AI as a valid AI type.
> Added a Secondhand version of the Skimmer (50 strength, 400 cost) for city-states. It made no sense that CSs would have Mechanized Infantry but couldn’t upgrade them, while they COULD get secondhand gravtanks. Even with the reduction it’s still an upgrade of the MechInfantry (42 strength, 4 move, less terrain ability), especially with the interception boost.
> The Anti-Air promotion that AA guns, SAMs, and Plasma Artillery get would give a +100% bonus against Bombers and Fighters (including the Jet / Stealth upgrades) but did NOT give a bonus against the new Multirole type that the Needlejet is in, because it keyed off of CombatType instead of Domain. So, Plasma Artillery were getting utterly destroyed by Needlejets, despite being the intended counter to them. This has been fixed.
> The Combat Mech now uses the icon of the Giant Death Robot. I think it was always supposed to and I’d just mistyped 26 instead of 36.
> All new units now have custom icons (but not unit flag icons yet). Unlike the previous version’s batch, however, these images were NOT taken from the original SMAC game. Many are from related works of science fiction, but a couple were just Google Image Search results.
> The Empath and Transcend specialists now have custom icons taken directly from SMAC's specialists.
> The +1 research for Mines at Superconductor, previously a freshwater yield (to counteract the non-freshwater at Nuclear Fission) was moved to nonfreshwater.
> The Power policy, in addition to giving +10 XP to all new units, adds 2 culture per kill. Which I'd mentioned previously.
> The Xenoempathy Dome, Telepathic Matrix, Universal Translator, and Manifold Harmonics now generate slightly more Great Empath points than they did before.
> Instead of having an Empath slot, the Neural Amplifier generates 3 Great Empath points per turn. Wonders don't usually have specialist slots.
> Previously, if you right-clicked on the Ranger icon in the tech tree it’d take you to the custom promotion of the same name. To fix this, the unit’s custom promotion has been renamed “Special Forces”. I’d call it “Commando”, but I’m already using that term for the Civ4-like “can use enemy roads” promotion that had that name previously... and the Ranger is also the only unit to possess that promotion, at least for now.
> The Scout Powersuit’s movement rate was increased from 3 to 4.