Native life forms are supposed to ignore reactor rating. It's how they stay relevant as the game progresses. Human psi attackers, on the other hand, do use reactor rating.Kyrub, I remember there's a bug regarding psy combat and reactor power
According to here's post, psi combat ignore reactor power DESPITE the game display other wise. Ie it displayed that a fusion reactor has some effect when in fact there's no effect in that. Does your patch fix it or not?
Native life forms are also maintenance free as long as you keep them on fungus tiles. And psi attack gets better once you pump it with secret projects and/or a high planet rating, which gives a 10% bonus (or penalty) to psi attack (but not defense) per point. Human psi attackers also improve with morale rating/facilities, and if it's Alien Crossfire you can give them Dissociative Wave (Goodbye trance/song) and Soporific Gas Pods (enemies get -2 to morale). On the other hand if you use native life forms your morale rating can be negative and you can be behind on reactor strength but you won't care.Psi attack is pretty good if you are behind on techs or production. It basically negates the other guy's techs and if done carefully, they can be "free" units in terms of manufacture (not maintainence). When I was playing the game, I recall sending out Unity rovers just to find and capture mindworms so that I never have to build more than the minimal defences required to keep my bases from rioting. The mindworms took care of every attempt by Miriam to penetrate my borders. At one stage, in one game, I still have 1/1 scouts protecting my bases, even though I have techs for fusion lasers and photon wall, or something like that.
Damage is calculated as a %age. Doesn't matter what your reactor rating is.I thought Reactor rating was just treated as HP (e.g. reactor 1 = 10 HP, reactor 2 = 20 HP)? How exactly do you "ignore" that, do hits against reactor 2 with psi do double damage?
Psi's problem (with built units) is that it's a fairly lategame tech that is only useful if you are behind on tech. If you do want to use it, you need both high morale and high planet rating, and maximizing those SEs makes your faction kind of shit. Lategame already favors the defender, so Psi's 3:2 base advantage is worse than what you'd normally get, and defense already sucks because your attacker can just rape your crawlers.
Native life rushes are absolute rape though. Mostly because fungus cloaks, heals, and acts as a road for you, and in a game in which getting off the first shot means you almost always win, you almost always win.
In what category? Strategy game? Multiplayer game? PC Game of All Time?Hi, I'm just popping in to remind everyone that it's 2018 and SMAC still hasn't been surpassed.
In what category? Strategy game? Multiplayer game? PC Game of All Time?
Speaking of maintenance costs, IIRC the starting unit, any rovers you recover from pods, and any native life forms you capture don't have a home base, so they are all maintenance free at all times (unless for some stupid reason you decide to assign them to a home base). Any native life forms you build will cost you maintenance unless you park them on fungus tiles. There's a slight trick here in that you can just upgrade your starting unit and any rovers you found into more useful units later on without ever having to pay maintenance for them. I think probe-subverted units might not have a home base either so they'd be maintenance free too.
I'd have to disagree. SMAC isn't perfect. The AI is still retarded, the GUI is outdated, and like all civ games the endgame is a pain in the ass to manage. The combat system could be more interesting. Also the gameplay has some broken and exploited mechanics like crawler-rushing Secret Projects. Speaking of which, even not counting SMAX's Cloudbase Academy, some Secret Projects are still OP like Weather Paradigm. Also the game isn't balanced for multiplayer.
SMAC is sui generis, but there are more perfect computer games like Star Control 2 and Sid Meier's Pirates! (remake). SMAC should have a remake of its own.
However, despite its critical reception, it sold the fewest copies of all the games in the Civilization series.[18] It sold more than 100,000 copies in its first two months of release. This was followed by 50,000 copies in April, May and June.[6] In the United States alone, Alpha Centauri's sales reached 224,939 copies by April 2000.
Had SMAC sold like Diablo, I bet it would have gotten a sequel or remake.In 2000, Diablo was the 20th best-selling computer game in the United States, with 260,020 copies sold.[32] As of August 29, 2001, Diablo had sold 2.5 million copies worldwide.
It depends on distance from your nearest base. If it is within a certain distance, then the nearest base takes up the maintenance. If not, it is free.Speaking of maintenance costs, IIRC the starting unit, any rovers you recover from pods, and any native life forms you capture don't have a home base, so they are all maintenance free at all times (unless for some stupid reason you decide to assign them to a home base). Any native life forms you build will cost you maintenance unless you park them on fungus tiles. There's a slight trick here in that you can just upgrade your starting unit and any rovers you found into more useful units later on without ever having to pay maintenance for them. I think probe-subverted units might not have a home base either so they'd be maintenance free too.
Of course in a sense SMAC sort of cheats the endgame. After Advanced Spaceflight, it's reasonable to assume that the factions would build off-Planet colony ships and establishing off-Planet colonies.
Original Civ travel time to AC was 15.2 years if you have all of the spaceship upgrades.Of course in a sense SMAC sort of cheats the endgame. After Advanced Spaceflight, it's reasonable to assume that the factions would build off-Planet colony ships and establishing off-Planet colonies.
Pretty sure FTL isn't supposed to exist in SMAC. SMAC takes off (literally) from a science victory in Civilization, meaning a colony ship with colonists in stasis that takes 50-100 years to reach its destination (ala https://en.wikipedia.org/wiki/Project_Orion_(nuclear_propulsion)). Meaning if it took you 50 years to build a rocket, 50 years to get there, 50 years for them to build a rocket, and 50 years to get back, it's 200 years minimum before you get any return on a colonization investment.
Unless you meant colonizing within the system, but Alpha Centauri has no other known planets and just putting people in space is... well in SMAC land it seems great since you have magical satellites giving infinite food, energy and minerals, but IRL it doesn't make much sense to put people in space habitats for the heck of it.
Of course in a sense SMAC sort of cheats the endgame. After Advanced Spaceflight, it's reasonable to assume that the factions would build off-Planet colony ships and establishing off-Planet colonies.
Pretty sure FTL isn't supposed to exist in SMAC. SMAC takes off (literally) from a science victory in Civilization, meaning a colony ship with colonists in stasis that takes 50-100 years to reach its destination (ala https://en.wikipedia.org/wiki/Project_Orion_(nuclear_propulsion)). Meaning if it took you 50 years to build a rocket, 50 years to get there, 50 years for them to build a rocket, and 50 years to get back, it's 200 years minimum before you get any return on a colonization investment.
Unless you meant colonizing within the system, but Alpha Centauri has no other known planets and just putting people in space is... well in SMAC land it seems great since you have magical satellites giving infinite food, energy and minerals, but IRL it doesn't make much sense to put people in space habitats for the heck of it.