Nutty
Deity
So I've been working on a playable alien civ that I'm calling The Xeno Planetary Defense Coalition (or The Xenos for short).
I have a working civ that uses the alien models as well as the Rocktopus and Xeno Titan, [EDIT: and the unused beetle-like version of the Wolf Beetle], as well as these Tyranid models from WH40K, but now I'd like to request help for design ideas and rebalancing.
For flavor, I'll be renaming buildings, wonders, etc. and revising their effects a bit. If anyone wants to jump in with some suggestions there, I'd love to hear 'em.
Affinities, the Tech Web, and Strategy
Problematic. Purity won't make any sense at all. I thought about turning it on its head by reversing Purity and Harmony, and allowing the aliens to genetically engineer themselves in a human direction, but frankly that's a can of worms I'd rather not open at this point.
The tech web generally is an issue. I definitely think the aliens should be nerfed in research capacity (though I think they'll at least start with a slight edge, maybe given a couple of extra techs). They'll be buffed in other ways to compensate, but I'm thinking their strategy balance should drive them to win early. Worst case, I'll have to make a separate, alternative web for them.
Barbarian Aliens
I'm also having problems in how to deal with the aliens-qua-barbarians. For now, I'm starting with disabling them altogether anytime this civ is part of the game. I can stop the aliens themselves from spawning, but I haven't figured out how to stop the nests from spawning; I think it might be in the DLL. I can delete the nests every turn, and I'm going to kill the "nest discovered" notification but I'm not sure whether I can get rid of the momentary blue flash.
Regardless, I may just leave the barbarian aliens in, try to limit their numbers a bit, and just force this civ to be at peace with them.
Alternatively, I could allow the nests to spawn, and then manually spawn aliens nearby, letting this civ control them. However, that changes the dynamic considerably, and I'm not sure that's what I'm going for.
Anyway...
Thoughts?
I have a working civ that uses the alien models as well as the Rocktopus and Xeno Titan, [EDIT: and the unused beetle-like version of the Wolf Beetle], as well as these Tyranid models from WH40K, but now I'd like to request help for design ideas and rebalancing.
For flavor, I'll be renaming buildings, wonders, etc. and revising their effects a bit. If anyone wants to jump in with some suggestions there, I'd love to hear 'em.
Affinities, the Tech Web, and Strategy
Problematic. Purity won't make any sense at all. I thought about turning it on its head by reversing Purity and Harmony, and allowing the aliens to genetically engineer themselves in a human direction, but frankly that's a can of worms I'd rather not open at this point.
The tech web generally is an issue. I definitely think the aliens should be nerfed in research capacity (though I think they'll at least start with a slight edge, maybe given a couple of extra techs). They'll be buffed in other ways to compensate, but I'm thinking their strategy balance should drive them to win early. Worst case, I'll have to make a separate, alternative web for them.
Barbarian Aliens
I'm also having problems in how to deal with the aliens-qua-barbarians. For now, I'm starting with disabling them altogether anytime this civ is part of the game. I can stop the aliens themselves from spawning, but I haven't figured out how to stop the nests from spawning; I think it might be in the DLL. I can delete the nests every turn, and I'm going to kill the "nest discovered" notification but I'm not sure whether I can get rid of the momentary blue flash.
Regardless, I may just leave the barbarian aliens in, try to limit their numbers a bit, and just force this civ to be at peace with them.
Alternatively, I could allow the nests to spawn, and then manually spawn aliens nearby, letting this civ control them. However, that changes the dynamic considerably, and I'm not sure that's what I'm going for.
Anyway...
Thoughts?