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ICEMOD: mod design, race design, strategies

Discussion in 'Other Civ-Related Games' started by Rocco.40, Mar 11, 2015.

  1. Nelphine

    Nelphine Chieftain

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    Continuing to my next game, again it's around 250, and the AI still hasn't finished things like colony base on the 4th planet of its home star system.
    Further ai generally seem to focus a little too much on the combat tech trees; not one of my 7 opponents have got to astro university or terraforming/heightened intelligence. Strangely this game, none of them have reached robo miners either, although adamantium armor, galactic cybernets, and plasma sensors all have been found.

    They just seem to go a little too heavily into construction and physics in general, and since they often miss important economic things in other tree's (like biosphere), the focus on armor/weapons means they get left behind in other tech.

    But I don't have a vast range of experience with ice, so it's quite plausible I'm simply seeing patterns that I want to see (because the AI was bad at these things in 1.31) not because they actually exist.

    Incidentally, I'm playing -1 research uncreative this game (restarting until I have automated factories), which has led to the unusual position that I have Gaia transformation but I don't have terraforming. So my planets aren't uniform! And it prevented me from a council win yet.

    Also, is there anything built into ice to encourage you to like your own species? Specifically, the AI get such amazing starting picks, that going out and getting some of their races, and then just filling all your planets with aliens, is completely valid.

    This game is a little extreme: I have uncreative, and unification. That's a huge amount not spent on my people, and then I conquered mrrshan with feudal (which doesn't impact me), subterranean, +2 industry, +2 food production, +50 pop growth.

    Edit: huh, heightened intelligence doesn't apply to aliens, even if that alien also has heightened intelligence. That's one drawback I suppose.
     
    Last edited: Feb 11, 2019
  2. Nelphine

    Nelphine Chieftain

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    Tractor beams can't be seperated into different groups. Is that intended? (I found why my transporters weren't working, I didn't realize damper fields killed 80% of such marines)
     
  3. Rocco.40

    Rocco.40 King

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    First of all thanks for all your feedback, glad to are enjoying the ice mod.
    Ideally high-g and lhw should be mutually exclusive since if you now combine the two you waste the 2 LHW picks. Haven't got to it yet.

    I don't see a reason to make Titan's and Doom Stars more expensive than they are now, they already are very high-investment ships. Frigates and especially Destroyers are very useful ships and stay useful for a very long time.

    - anti-missile rockets are good against higher tier missiles, pulson and zeon, which are much harder to shoot down by PD beams.
    - in an earlier version of ice I had auto.fact singled out and h. armor did come much later in tech tree. can't remember in which version i restored this back to classic-way. but something can be said for both implementations.
    - actually, I am not entirely happy with current placement of fortress and fluxers in same tech field, but haven't found a better way. one of my struggles with ice is a shortage of available tech fields, given the fact that I don't want to set any tech for free at game start (I want all techs to be in the tree).

    good suggestion!

    imo, university is ok as is, it became quite a bit stronger compared with classic due to ice's higher population limits.

    These two techs suck and I actually wanted to remove them from ice completely, but kept them in after all for nostalgia-sake. I don't know what to do with them to make them useful atm.

    - Yes, fusion rifle is 'meh' but I won't make laser rifle weaker because of it. There already is the pulse rifle at +0. One idea was to create a high tier disruptor rifle instead.
    - bombs indeed have a limited role atm, and planet shields were very strong in very early versions of ice, but the AI had much problems coping with these buffed shields, so I nerfed them back.
    - yes, PD at 50% is a bit expensive.
    - fwd ext mod is very useful at 25% but 360 at 50% is indeed a bit expensive. I left it at classic because if you lower the 50% cost it very quickly results in fwd ext and 360 having the same nett effect on miniaturized weapons, which i don't like.

    again, thanks for all feedback and sorry for belated reply!
     
  4. Rocco.40

    Rocco.40 King

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    They way AI does research is for a large part detemined by their personality and objective. Also, AI likes to tech deep into 1 tech branch, ignoring other branches for a long time. I guess, the idea here was that tech trading should solve the resulting tech gaps.

    Yes, this is a weakness of ice with it's buffed NPC's. I want to change this in some future version of ice, by giving AI more generic bonusses and take away some of these racial modifers.

    Correct, h.i applies to your race only. it's a 'classic' mechanic.
     
  5. Rocco.40

    Rocco.40 King

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    That's indeed so intended by the original game developers...
     
  6. zitro

    zitro Chieftain

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    I often find myself facing AIs with very limited 'chemistry' research level, finding titanium enemies or AI that can't reach me (fuels). Incentive for Zortium?
     
  7. Rocco.40

    Rocco.40 King

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    .. time to start playing multiplayer then .. :)
     
  8. zitro

    zitro Chieftain

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    For gamers who do quick single-player games at their own pace, I was hoping that one of my biggest frustrations with MoO2 (advanced AIs with titanium) could get corrected given the otherwise improved AI choices. I did notice in my latest game that 2 AIs went the chemistry route but seemed to get everything but armor.
     
  9. kwahraps

    kwahraps Chieftain

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    In regards to Bio-Terminator and/or Death Spore, is there any way to allow these weapons to reverse-terraform a planet and/or reduce the production value of a planet by 1?
    It would be kind of the ultimate F U to use biological weapons to reduce an ultra rich gaia planet to an ultra poor toxic one.

    Granted, if you have beaten the planet defenses, it's probably lights out for that planet regardless, but there may be situations where their big fleet is one turn away from defending and you want to do as much damage as possible if you cannot kill off every single colonist.
     
  10. Rocco.40

    Rocco.40 King

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    interesting idea, something not as bad as a stellar converter but still harming the planet. however, such change requires extensive new coding to implement.
     
  11. kwahraps

    kwahraps Chieftain

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    Yeah, I was thinking it might have more impact early in the game if you can reduce the farming/production ability of another planet.
    Similar to how the Space Ameoba can slime a world into toxic.

    I'm sure the coding would be a nightmare, but it would be neat for every tech to have some kind of practical use.
     
  12. sibeliuz

    sibeliuz Chieftain

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    Hi! Thanks for the mod. Are there any strategies for killing space monsters without MIRVed nukes (they're not available) ? I mean earliest available strategies. Dragon and Hydra easily defeat 12 frigates with regular nukes. It's too long to wait for MIRVed merculites.
     
  13. kwahraps

    kwahraps Chieftain

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    IMHO, by the time you research beam weapons (fusion or mass drivers) and get them to a point where they can actually kill a monster, you'll probably be right where you were if you had gone the Zortrium Armor route to get MIRV'd mercs.
     

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