SMAC mods on the Mac

My second game went much better. I lost. :) This time I used the Super AIs, so all the problems that inspired me to start this thread are resolved.

I substituted Gians and Cult for a couple of the SMAniaC aquatic factions, and Cult ran away with it from the mid game on. Tech/Military/Territory/Population — the whole ball of wax. Of course, this just adds fuel to my assertion that the fungus is over powered, but it was good to see Cult do well for a change.

The SMAniaC factions are interesting and complementary. The loading of the enhanced factions is nicely simplified. Are the SMAniaC factions and Super AI files fully compatible with the shipping alphax.txt file/settings?

I still prefer the original Social Engineering choices as they seem more varied. (Less realistic, but more game like.) I built the Cloning Vats this time, so I finally found the value of the Anthropomorphic choice!

I started the game with a sea base in the Fresh Water Sea (I ran one of other SMAniaC aquatic factions) which I think would have been fatal to an AI. (One would have to found a land base and then a coastal land base to get out to the open ocean. I think an AI would build half a dozen sea bases in the Fresh Water Sea.) I was reminded of one improvement Civ4 has made, starting with a settler rather than a city.

Have you checked out the modtechtree.jpg file in the documentation folder?

I finally took a look. I think it might be too “stove piped,” that is, more techs in each discipline should have prerequisites from the other research priorities. That way the AI (and players, like myself, that prefer blind research and stick to one track) end up with more balance. I am not sure if the “dead ends” (which I know you hate) from the shipping tech tree are necessarily defects. Might they be a side effect or a mechanism for the balance Brian Reynolds was looking for?

In any case, technology seemed to unfold more reasonably to me, albeit still too fast for my tastes. I like playing builder campaigns, frequently I run out of facility choices! That has not happened either game. I never hit my stride building colonies either. I had lots of unexploited and fertile territory under my control. I like putting colony pods on needle jets, so having that chassis come late interferes with this habit. Plus the slow start (from the landing of the second game) interfered with my usual patterns.

I still had the problem with rogue “scout” units in the workshop. I knew to avoid them, so it did not crop up until mid game. Again, this is similar to a bug I have encountered with the unmodified game.
 
Once again, Cult ran away with it. No even close, and nothing I could have done even early on. He’s completing a Special Project every turn. Getting 8 minerals from every (fungus) tile. It just isn’t right that a faction causes so much ecological damage and then only benefits from the blooms and the worms. I will not be using him for my next game…
 
Anyone care to tell me how to get the most of out of (single player) SMAniaC? Or point me to some old threads? I shared the largest continent with three other factions. Three of us mostly got along (trading, swapping tech, etc.) but University (on an isolated large continent) was building Voice of Planet before any of us even had fusion. I was less than 5000 energy credits away from rushing Transcendence, so maybe I could have won if I did things smarter, but the game just does not feel balanced. Again, I blame the tech tree and how fungus is mostly a plus.
 
Lost again. Buying my way to Transcendence was not an option, but overall the game seemed more balance. At least the whole map got uncovered this time. I may not be able to win against the Super AIs without exploiting supply crawlers or the fungus.

The biggest fluke with the Tech Tree this time was such that I got to quantum reactors, but never had the ability to build sensors! The bug with scout units never manifested this time. Maybe the tech that enables radar units is the same that allows sensors?

I realized I have not written about another significant deficit. With the original SE table, there are several combinations that result in no negative modifiers. (Not that I felt like that was necessary.) But with SMAnaiC, I cannot spot any combinations where this is possible!

I have played the Atlanteans, Bree, Empaths, Genesis, Republic, and Templar. Their differentiating characteristics are not manifesting themselves to me. The Ghosts seem pretty straight forwards, so I will skip them. I am going to try the original factions and see if that helps the Tech Tree unfold more completely.
 
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