Wow....plus SMAC mod reborn!

I'm sorry but I must disagree with that:
The aliens may have been unnecessary and the new lifeforms more of a pain in the neck then anything else, but the new human factions were either cool concepts that just begged to be tried (like the Pirates) or actual realworld idealogies (Free Drones: Socialists, Data Angels: Anarchist, pure democracy.)
Sea Bases actually became something other then padding for your Council votes and the new secret projects owned.
 
Thank you Woodelf to take the snipper position, you've closed my study.
About SMAX factions : Because some were badly implemented in AC doesn't mean we can't get a better result with the mod we are currently designing.
 
I can guarantee that we'll do a better job. :D

Traits, civic options, diplomacy, ect will make this much more detailed and a better gaming exp.
 
Of course, after all Alpha Centuari was based off Civ II, we have had two refinements since then and a third one rumored to be in the works. Of course we can do a better job, we have better tools.
 
Here's a textured render shot of a missile foil.
 

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Just poppin' in to show my support. Go You :goodjob: !!
I'll be DL'ing this one whenever it's done.
Actually, I'll buy Civ4 for it!

One gripe I always had with SMAX was that, when going with random factions, there was no way to block the alien factions and that annoying Cha Dawn from being in the game. Would i be possible to implement such an option?
Also, do whatever you like with the workshop, but please, don't take my Needlejet Colony Pods away from me ( ;) )!
 
I saw these in the graphics forum too and thought "Morgan." You just need to add one of those flashy teal domes on top of one or two of the skyscraper models (like in the Morgan wonder movie), and it'll look perfect.
 
In response to GRM7584 about the Faction-Specific Traits:
Spoiler :
Why would the politics be set in stone? However that is not my complaint. Giving anarchy 50% Upkeep Costs seems wrong depending on what kind of anarchy there is. Of course if it is the normal assumes anarchic idea ie. communistic anarchy then I can understand it. But if it is an market anarchy then costs would be competed over and pressed down like we see with all other market products. Am I not right?

Also the revolt situation is somewhat difficult to grasp, if your units and cities are anarchic in nature... Then wouldn't that mean they don't have anyone to revolt against and break free from? But at the same time it is not at all difficult to see how a unit/city could decide to start their own phalanx or join another faction.
 
Welcome to CFC, Metroid !
You know, GRM7584 has lots of good ideas regarding traits. By the way, I can't understand what traits have to do with anarchy currently.

Thank you...
Anarchy has nothing specificly to do with traits, just thought I would pitch my thoughts about traits of anarchy for the union as I am quite interested in philosophy and studied/studies anarchistic ideas.
 
As far as the traits go for any particular ideology--I would say to pick whatever suits game balance that is also plausible within the ideology. The focus should be on game balance...with enough plausibility to carry it.
 
lordmetroid said:
Thank you...
Anarchy has nothing specificly to do with traits, just thought I would pitch my thoughts about traits of anarchy for the union as I am quite interested in philosophy and studied/studies anarchistic ideas.

Spoiler :

My notion wasn't that their society is in anarchy, merely that a large portion of the citizenry are susceptible and receptive to anarchistic or simply libertarian philosophies. The faction was meant to represent an extremely small-government federal democracy (as presented to the public) which struggles to direct the inherent talents of its citizenry. In this case, upkeep costs have nothing to do with economy, but rather, are additional spending (bribes, propaganda to hide additional spending, etc) needed to keep the government up to par with a nominal planetary bureuacracy in terms of the amount of control that Faction provides for the player, without sparking outright riots or revolutions. Since the government is seen as small and unimportant by that society, there are a lot more citizens likely to take opportunities to revolt against it without fear of retribution (hence the revoluting/deserting). If the faction was a temporarily stable form of anarchy, as you said, their special trait would involve stripping the player of all control of their bases, units, and policies.
 
lordmetroid said:
Yes that reasoning sure makes sense. But then it should be called minarchy.

Spoiler :

I'm quibbling over semantics now, but I used anarchic in the sense of "advocating anarchy" or "tending towards anarchy". The people tolerate their factional government, but it doesn't embody a perfect state of living for them, just, a better one than any other factions can offer. Trying to break off and form governmentless collectives on a hostile planet isn't really possible; a group would need to steal a lot of equipment and escape the confines of a closed environment, then set up their own base from scratch, without leadership or coordination, while being attacked by mindworms and fungal growths, with a timeline to make a self-sustaining community before their life support systems run dry. Which isn't to say that that very chain of events doesn't happen in this particular faction...that's part of why the "revolt" and "desertion" effects would happen more often. To an outside observer, it would be termed a minarchy, but to the common man in the faction, its "the closest thing to anarchy".
 
Right, that reasoning sure makes all the pieces come together for the plausible explanation of the nature of things. Good and dandy, so how can I help working on this project?

Never done anything to CivIV but played CivIV. but I do like the idea of a new Alpha Centauri and would more than happily get involved in the making of it...
 
so how can I help working on this project?

Thanks for the offer. Unfortunately, right now we have ourselves a pretty full team, to which we believe that adding more would probably just cause more mayhem to the ideas flying about, and right now we're trying to bring it all to some sort of order.

When we release a version outside of the main mod team, we'll definitely be looking for input, and getting a group of dedicated beta testers will be high on our priorities.

Until then, we're keeping an eye on this thread and those who are participating in it, as well as the ideas that come from it.
 
Hmm. Will you be making probe teams invisible? If so, then bribing might become a problem. Also, the idea of having multiple units on a tile in order to stop probe teams from bribing units: In a r-p-s style of game (rock, paper, scissors), it's really rare for a unit to be on its own and as such probe teams might have problems working effectively in the game.

Hmmm. Instead of implementing a steal tech ability, why not implement a steal research ability which takes a bit of existing research on a tech rather than the whole tech itself.
 
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