Ideas for developing three of Thinker's new features #25
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Okay, let's see. :) I'm not sure if I follow you with the base naming description. Thinker's new_base_names is supposed to use the same vanilla naming scheme until it runs out of names in the faction definition, and then generate new unique (generic) names for new bases. So not sure if there's a difference in the beginning. About supply pods, it's certainly possible to add more monoliths on the maps. This can be done with the new world builder code. In fact, because the supply pod frequency is reduced, fewer monoliths are spawned on the map, so this could be adjusted closer to the original frequency. Maybe change like one fifth of the resource bonus tiles to monoliths. Also it's true revised_tech_cost is more aimed for directed research games. I'm not really fan of the blind research mechanic as it randomizes gameplay way too much and also most multiplayer games leave it disabled as far as I know. Also I have a bias against the Progenitor factions because they don't fit very well thematically with the original game lore. So I'm not really trying to balance them as first priority. But yeah, it's true revised_tech_cost attempts to model some cross border "technology transfer" with those discounts. It always happens with some degree between nations, whether allied or not. Have to think about adjusting that bonus. Also as advance notice, I'm planning to deprecate the old terranx_mod.exe and switch to a new exe launcher for the mod that does all the changes in-memory. So we would not need any patched terranx_mod.exe files anymore. After I deploy the changes, it would be good to gather some insight to make sure it works on all Windows versions. It should be available soon. |
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Starting from Dec 10 develop build, Thinker now contains a new launcher program thinker.exe which is used to start the mod.
If you have any issues with the launcher program, let me know. It could use more testing on different Windows versions, but probably it will be okay. About the base naming scheme, I can see there's a difference with the way it works on sea bases vs. vanilla. However I can't decide now how to rewrite the code, because it uses a specific randomization scheme which should probably maintain compatibility with vanilla version. Have to think about it later. |
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Version 2.9 is released now, but there's still some areas in the game balance that could be adjusted for next release. These could also involve additional alphax.txt edits. Another player commented on reddit it's (too) easy to rush projects with crawlers. The AI doesn't currently rush projects with energy reserves or use crawlers for hurrying them either. This could be adjusted so that it would be harder to just grab every project later in the game, but it needs to also be balanced against how fun such an AI would be to play against. Thinker is not entirely about min-maxing for victory even though most of the mod is such.
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Obviously, they're not that strong as base defenders (i.e. probes can't be used as base defenders against a military assault). But they shouldn't be useful against military assault. That's not their purpose. Why should I build base defenders that cost maintenance if I can build base defenders that don't? As for why it makes sense, the fiction is that they are probe TEAMS, not probe regiments or probe divisions. The number of people in them is considered trivial compared to the number of people in the military units. It would be reasonable for them to escape a falling base (e.g. use the function that sends them home after completing a mission to send them to a different base owned by their faction, though what if this was the faction's last base but the faction is still alive due to colony pods?) It is not reasonable for them to prevent enemy military units from occupying an otherwise undefended base. Something that would be nice would be to increase the cost of mind controlling a base depending on the number of military units in it. At the moment, if you have two military units in a square you can't subvert them, but if you have 20 military units in a size 2 base you can get the base and the military units for the cost of mind controlling an empty size 2 base. I remember the 1/3, 2/3 maintenance on AI base facilities, although I can't find any mention of it. Supposedly it was bugged in SMAC, so that the AI paid triple maintenance on their base facilities at transcend difficulty in SMAC, and this was fixed in SMAX. I don't think there's a need to change this. It makes sense in that the AI isn't checking that it has enough revenue to pay for its maintenance, and on higher difficulty levels it'll randomly build more of everything, so more base facilities, so more maintenance. Can you check whether there is actually a research penalty associated with punishment spheres? As far as I can tell, looking at the various screens in game, that isn't implemented, but it's entirely possible that it is and it's just not being reported on the report screens. |
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Previously Thinker Mod has not modified the tech tree but I've been developing some interesting concepts recently. The files can be downloaded here. There were some very specific design ideas that I decided to implement. I have not decided if I should make this new tree the default in the mod, probably needs more comments from players.
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Three ideas for some of the new features
For new_base_names
Current behaviour:
Vanilla:
If it's the faction's first base, X. If it's a land base, Y1.
If it's a sea base, choose a name from the faction's #WATERBASES list of sea base names. If all of those have been used, choose a name from the faction's #BASES list of base names. If all of those have also been used, use the vanilla base name generator to create a name.
Thinker 2.8:
If it's the faction's first base, X. If it's a land base, Y2.
If it's a sea base, choose a name from the faction's #WATERBASES list of sea base names. If all of those have been used, use Thinker's base name generator to create a name.
How I'd like it to work:
If it's the faction's first base, X. If it's a land base, Y2.
If it's a sea base, choose a name from the faction's #WATERBASES list of sea base names. If all of those have been used, choose a name from the faction's #BASES list of base names. If all of those have also been used, use Thinker's base name generator to create a name.
Comment: This is both consistent with the original game's behaviour and means that you will get further into the game with flavorful base names.
Game setting: rare_supply_pods
You could mix in some monoliths among the nutrient/mineral/energy bonus resources. Monoliths are an interesting terrain feature, quite nice at the start of the game, and definitely not being transported from Earth on the Unity. I also think you could mix in some fungal towers, but that's just me. Remember, the vanilla supply pods aren't always good.
Game setting: revised_tech_cost=1
I agree that this is the better choice when playing with directed research, but when you are playing with blind research the number of techs the faction has works better than the level of the tech being researched. (If I am playing with blind research, and I change my research priorities, then maybe the number of years expected to research the tech changes dramatically, which, besides just being weird, means that I can make a pretty good guess of what the tech is.)
Note that Progenitors always get directed research even when the game rules are set to blind research.
Alternate choice: Factions that are either infiltrated or are in a Pact with the current faction count twice.
Comment: Historically, there are a lot of examples of allied countries sharing their technology.
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