I was in the middle of reinstalling apha centauri, but a scratch on my cd prevented me from succeeding in my task, which is kinda sad because i bought the game twice already, and they wonder why people pirate games.
Well anyway. I was looking to see if Sid had any plans on remaking alpha centauri, and I found this. I was very skeptical trying this game out. no roads, no workshop, and that eco-counter thing, but my first game on prince with gia was very fun, and very addictive. The local wildlife kept me entertained, and their was always something to do.
Some of the great things about this mod...
Separate tech trees- Everyone ends up with a unique tech tree due to a lack of requirements to get your next tech.
hybrids vs terraformers- 2 very different sides, and 2 very different strategies. very cool, and makes the mod very replayable.
variety of wildlife- The spore launcher, fungal tower, and sea lurch were all great additions to the native army.
Good Ai- Alpha centauri's Ai was terrible. Planetfalls AI seems pretty darn good, and I was only playing on prince. I didn't see any water colonies yet, but maybe on monarch I will.
Bunkers- great idea, very useful
Some things That I didn't like as much.
no roads- This makes no sense to me, because its so basic. If you don't want them to be overdone make them take a long time to build, and/or make them only buildable in your territory. I didn't like fiddling with dropships just to move a few units around my own territory.
Overlapping improvements- I liked how in the original game you could build a kelp farm, and a tidal harness in the same tile. I could care less about combining farms, mines, solar panals, and such, but their are a few possibilities.
Faction Flavor- The factions could use some flavor. one special ability does not bring in enough to make the factions feel unique. Unique units would be tough to balance, but unique promotions could be interesting.
Buildings, and wonders - Smac had tons of wicked wonders that this game lacks, and whats up with mcdonalds, honestly. The buildings could use some love too. like biology labs giving a research bonus. reduced base cost structers arent very useful, since bases dont cost much anyway, and their is a lack of +science, +economy, + spy structures.
I also discovered a few bugs, or exploits.
If you build a colony on a coastal flatland square surrounded by cliffs then they only way the base could be attacked is via amphibious attack. making that base one tough cookie.
You can set up a line of dropships that can move units across the entire map in one turn similiar to a transport exploit in previous civ games
Fungal tower has a movement of 1, and I couldnt find any hint that it couldn't move, yet it can't move. it has a cargo space of 3, which is useless, and I assume it was done so that it could not be picked up by drop ships, which also sucked. I would prefer giving it 1 movement, and giving it * can only defend personally, because its a wierd unit to capture as of now.
I a firmly in love with this mod, and I think you guys had some really cool ideas that worked out very well. I think I'm most impressed that you got the AI to follow all of the changes you made.
Well anyway. I was looking to see if Sid had any plans on remaking alpha centauri, and I found this. I was very skeptical trying this game out. no roads, no workshop, and that eco-counter thing, but my first game on prince with gia was very fun, and very addictive. The local wildlife kept me entertained, and their was always something to do.
Some of the great things about this mod...
Separate tech trees- Everyone ends up with a unique tech tree due to a lack of requirements to get your next tech.
hybrids vs terraformers- 2 very different sides, and 2 very different strategies. very cool, and makes the mod very replayable.
variety of wildlife- The spore launcher, fungal tower, and sea lurch were all great additions to the native army.
Good Ai- Alpha centauri's Ai was terrible. Planetfalls AI seems pretty darn good, and I was only playing on prince. I didn't see any water colonies yet, but maybe on monarch I will.
Bunkers- great idea, very useful
Some things That I didn't like as much.
no roads- This makes no sense to me, because its so basic. If you don't want them to be overdone make them take a long time to build, and/or make them only buildable in your territory. I didn't like fiddling with dropships just to move a few units around my own territory.
Overlapping improvements- I liked how in the original game you could build a kelp farm, and a tidal harness in the same tile. I could care less about combining farms, mines, solar panals, and such, but their are a few possibilities.
Faction Flavor- The factions could use some flavor. one special ability does not bring in enough to make the factions feel unique. Unique units would be tough to balance, but unique promotions could be interesting.
Buildings, and wonders - Smac had tons of wicked wonders that this game lacks, and whats up with mcdonalds, honestly. The buildings could use some love too. like biology labs giving a research bonus. reduced base cost structers arent very useful, since bases dont cost much anyway, and their is a lack of +science, +economy, + spy structures.
I also discovered a few bugs, or exploits.
If you build a colony on a coastal flatland square surrounded by cliffs then they only way the base could be attacked is via amphibious attack. making that base one tough cookie.
You can set up a line of dropships that can move units across the entire map in one turn similiar to a transport exploit in previous civ games
Fungal tower has a movement of 1, and I couldnt find any hint that it couldn't move, yet it can't move. it has a cargo space of 3, which is useless, and I assume it was done so that it could not be picked up by drop ships, which also sucked. I would prefer giving it 1 movement, and giving it * can only defend personally, because its a wierd unit to capture as of now.
I a firmly in love with this mod, and I think you guys had some really cool ideas that worked out very well. I think I'm most impressed that you got the AI to follow all of the changes you made.