Cool! Looking forward to the next patch!Hurray! I changed a line of code, and behold, the AI just built a sea base!
1) Is it possible that - on land - mindworms are not that common, because there are a lot of sporelaunchers?
And about events: Do you like random events?
1) Is it possible that - on land - mindworms are not that common, because there are a lot of sporelaunchers?
2) The early native life activity seems to be a bit lacking. Once you start polluting/caring for planet, the fungal blooms do their jobs rather nicely. But during the early exploration phase, it's possible to uncover large amounts of the maps without any hostile encounters with native life.
And about events: Do you like random events? The SMAC ones were - some at least - totally out of whack (solar flares!? asteroid impact!?)... but some minor ones might be nice, especially to convey a bit of the flavour that made SMAC so great. Plus one could integrate this for pretty SMAC-style events!
No, no, flavour-wise, it does make sense and fits the sci-fi mood. I just don't like the impact it has on gameplay - it's totally out of your control and totally random - and can screw you over for good. I hate that, because it devalues strategy and your decisions, ditto for the flares and meteor showers destroying your satellites (IIRC).The asteroid one isn't really out of whack, you know. Alpha Centauri is a binary system and I can imagine that the second star disrupts the orbits of a few extra rocks towards Alpha Centauri A on its closest approach. And eventually some of those have to hit a planet.
Well, I think it would need to be abbreviated to fit the event box - but nice idea to put in some of the interlude snippets!And it would be nice that the training of a faction's first native life pops up the leader vs apprentice text.
Cool ideas, though I imagine Maniac might have different plans for the extra factions (and triggering them off the random events would change the game quite a bit, if you turn off random events).What else is possible? ...*snip*
Equal numbers of mind worms and spore launchers should spawn. I suspect the problem is simply that, because all factions start close nearby, there just isn't all that much fog of war terrain for native life to spawn nearby.
I have in fact recently been thinking to place some mindworms on the map right from the start, but give everyone on all difficulty levels one or two free kills against barbarians - it's a simple XML change. That way there's no negative effect on gameplay (nobody will get killed in the first couple turns of the game), but you do get the story element.
In SMAC there was always a chance when entering fungus (outside of your territory) that a mindworm would appear. I liked this in that it made exploring Planet more dangerous than exploring Earth, and it makes the fungus more dangerous.
I just noticed that you added the ability to build greenhouses on rainy terrain
The AI disagrees!
I didn't.
If you want plots with a 3+ nutrient yield, you'll need farms and condensers.
Hurray! I changed a line of code, and behold, the AI just built a sea base!
slugwalk said:Minor error: The Network Node tooltip needs to be updated to match the +3 labs.
The datalinks doesn't state that greenhouses can be built on rainy terrain. Greenhouses get a nutrient penalty on greenhouses - that's to cover the case where someone would build a condenser on an adjacent plot, turning a flat moist greenhouse plot into flat rainy for instance.
OK here's another information bug (I think I'm not failing to notice something this time): When I hover over the maintenance for a base with Ultraponics maintenance, the extra energy shows up in the total, but not as one of the entries for sources of maintenance. Also, the finance adviser screen shows this maintenance as a number of bases maintenance, not Ultraponics. I can tell because I have a hybrid economy, so its the only thing adding to number of bases maintenance.
Actually isn't the shelf promotion completely useless? It gives the same 10% as a "combat" promotion but only works some of the time. I'd argue it should be at least 15%, possibly 20%.