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SMACX AI Growth mod

Per the installation notes on the homepage, alien crossfire is required. Making a plain SMAC version would not be difficult at this point, but who actually wants that?
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I have released version 1.21. The mysterious Global Energy Theory and Inertial Damping techs, which shipped with the original game but weren't used, are enabled! Neural Grafting, Cruisers, Hovertanks, Genejack Factories, Clean Reactors, and Genetic Warfare come earlier in the tech tree. Made Fungi Rover Former, Cruiser Colony Pod and Submarine Probe Team predefined units to help the AI.
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I have released version 1.22. Believers get +1 GROWTH and +1 ECONOMY. No other changes.
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I have released version 1.23. Resonance Lasers are now attack strength 3 and come before Particle Impactors. Weapon and armor progression is smoothed out over the tech tree. Heavy Artillery is available with C1 Applied Physics. Drones are Erratic again, they were too peaceful.
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I have released version 1.24. Information Networks, Industrial Base, Progenitor Psych, Command Centers, and Nerve Gas Pods become Tier 1 techs again. Amphibious Pods and Marine Detachments are moved earlier to Tier 2. The various Plasma armors now have their own individual Tier 3 techs. The Neural Amplifier and the Command Nexus are moved earlier to Tier 3. R-Lasers are now attack strength 2. Plain Lasers are now attack strength 3. Both are Tier 3 techs, resulting in a longer buildup before offensive operations begin.
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I have released version 1.25. AI starts using armored speeder probe teams. Heavy Artillery available at tech Tier 1. Perimeter Defense available at Tier 2. Cloaking Device available at Tier 3. Probe team base morale doesn't go up just for researching techs. Comm Jammers etc. for Combat units only. Battle Ogre armaments toned down.
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