That doesn't sound like a good idea to me. It should be possible to select only a single special ability for a unit, and the current implementation allows that. Being forced to chose either multiple special abilities or no special abilities would be annoying.Now that you say I rememberNonetheless, I would prefer for the sake of consistency that the order of choosing has no impact here (= choosing "Light" as 2nd would remove any special ability learned before)
Oh, there's another thing - you may want to use Choppers/Rotors to fend off naval attacks - that addition is pretty new, so I haven't fully absorbed it yet - but it might prove helpful, since it's a bit easier on production as they double as defenders on land as well (i.e. less need to build a dedicated navy).Defending sea bases and there improvements is indeed more difficult and bunkers are a must have - but I can manage it usually, though ship spamming is sometimes necessary...
That doesn't sound like a good idea to me. It should be possible to select only a single special ability for a unit, and the current implementation allows that. Being forced to chose either multiple special abilities or no special abilities would be annoying.
Lord Tirian said:And, by the way, there's an oddity I've seen in the current game I'm playing: Mindworms are invading Miriam - they took two bases already... and one is building a Children's Creche! Is that like farming? (more seriously... could it be made possible that native life that's not under player control can't invade bases? Instead, what if they enter a base, they destroy themselves, reduce the pop count by one (destroying pop 1 cities) and also raise the flowering counter - might be a nice way of jacking up the counter a bit more)
(though I agree that the enclosed route is a bit bland, as I've noted earlier).
My problem with navy is (that's why I pitched some ideas to Maniac earlier) is that native life is brutal on the seas (way more than on land) - since Psi combat on seas is 3-3, it means that you only win half the battles.
I'm getting a CTD in between turns.
safe from the Pholus Mutagen
However, I think raging native life on sea is a great problem for the AI
I've used these tricks (forts, choppers, cheap navy swarms etc) to try to fend off the naval native life, but the point is that the reward simply isn't worth it.
I'm not convinced right now without further research that native life activity is the reason for potentially reduced overseas exploration
I released a patch to fix this. See Download thread.
Plant Kelp instead of improvements on places that could be threatened by native life.
This would help somewhat.1) naval units can only pillage once per turn, regardless of movement points
Safe from the Pholus Mutagen?
I should have a look at the sea transport AI. I'm not convinced right now without further research that native life activity is the reason for potentially reduced overseas exploration. Perhaps the reason why the AI may seem to expand less is simply that they have less land to expand to and build up their economy before needing to go overseas. In Planetfall the factions are placed closer to each other. And Dune uses an Archipelago map IIUC. Does the Planetfall AI expand less than the vanilla AI on an Archipelago map?
Yeah, that's the weird bit - plus the game actually makes settle suggestions, meaning there is a plot evaluation for sea colony pods going on.I could run a test, but that would only cover the oversea land expansion, not the question why the AIs happily build sea colony pods without using them ever.
Noticed something else along this line: Kelp farms destroy trenches (this is due to the fact that kelp farms are features - like trenches - not improvements).Another thing: Sea colonies can be settled on the trench feature - and settling cities destroys features... it's somehow odd to see cities munching up trenches. I think settling on trenches could be forbidden - just like peaks on land.
Is it intended that fungal towers can shoot down mass driver bombardment? Seems pretty bizarre.
- AI sometimes spams bunkers...they give +1 food, but I don't think they should be the main terrain improvement for anyone - perhaps there should be a rule that bunkers can not be placed adjacent to each other?
It seems that there is no way to acquire the Blitz promotion (the Datalinks entry shows both no tech which enables it and no class of units for which it is allowed). SMAC had no special Blitz ability, but IIRC units could always attack as long as they had movement left, e.g. choppers (what made them - beside their low cost - so insanely powerful and unbalanced) - so I think having Blitz in Planetfall would be right, also it would help vs. native life in some cases.
Those textures look horrible.![]()
I don't want all high movement units to have inherent blitz, but I do like the idea of a special ability. I don't have any inspiration though. What name would you give to the special ability with this effect? What tech would enable it? What unit combat types could pick it?
if you are interested (are you?) in the skjold, why you did not asked me if you can get a slightly different texture (or the non shader version)![]()
Hmm... MMI is a pretty good tech already, giving you a unit, a building and a new special ability. I'd rather stick it onto Neural Grafting or Moletronics, which are both a bit underwhelming for me - especially the latter.A tech enabling Blitz? Mind/Machine Interface of course.![]()
Huh - the camouflage texture was... not that good, but the ship itself is actually quite nice. With a bit of retexturing, I could imagine a couple of uses for it:Of course, due to the ability to change graphics with promotions, the graphic could still be used for a cruiser unit with extra movement points.