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Banal modern copy of SMAC: Pandora

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Pandora: First Contact is published by Matrix Games and currently in beta phase. Haven't looked it up at all so this early beta version is all I have to form my opinions on so far.

Without further ado adieu, let's take a look at the different factions.

drrg.jpg


HHR high on Frankenwheat. A low tech unit spam faction if I ever saw one.

And no, she doesn't have Miriam's depth of character or eloquency.

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:salute: True patriots and defender of Western Civilization. Obviously devastating in early game and small maps.

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Jews.

Only this time not disguised as niggers nor led by Morgan Freeman.

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Starting to look like SMAC already?

Chinks will be my faction choice this time because I need to EMBRACE THE SELF OF GROUP

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Hippies. Only without boner inducing Deidra thus utterly worthless and pathetic.

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FOR I HAVE TASTED THE FRUIT.



Alien Aggression will be high enough on medium and they can literally stomp your face if you are not careful or a beginner. Temperature is set on normal and World Shape is Pangea because fuck fleets.


gbfc.jpg


And here we go.

We start off with a colonizer, a former and a unit of Colonial Troopers. Former at the start is exclusive to Human Hive Chink Dynasty.

That blue-purple growth to our left is the Fungus, only not infested with mindworms or other horrors. Units who spend a turn on it however suffer some damage.

Flowers to the south are a natural resource that gives +50% industrial output to the city that works it. Those barrel icons on the forest tiles represent polution reduction, grasses food/organic material and rocks minerals.

Run out of food and growth is reversed and people are unhappy/riotous. Run out of minerals and you cannot produce buildings, units or conduct operations. Overpollute your lands and xenos will try to cleanse you.

ujvt.jpg


Exploring the ruin to our south gives us some minerals. Lack of minerals is gonna be our main issue as Chink Industries as factories are ravenous for the stuff.

m1k3.jpg


Now, a look at the city screen. Each time the city grows we get an extra citizen, standard stuff. You can assign citizens to farming, mining, manufacturing or science roles.

Notice the slots in mining and farming departments. Depending on the type of tiles and the resources they produce you can only assign so many to each role.

Habitat is also important as morale and productivity for unhoused citizens is in the gutter. Technologies can be researched to increase habitat levels either by edicts (they are automatically issued, no government types or economic plans are available:decline:) or by buildings extra housing.

You can assign as many workers as you can which increases production but severely drains mineral and food reserves. Thus you either need to balance your cities or have some mining/farming settlements and some wholy focused in production. Growth and wealth are pretty self explanatory as you can gear all production to either assisting growth or making shekels.

4r4u.jpg


Now, the research screen is pretty interesting.

Each game the project order in each tier is randomised as different techs are available and different routes lead to a certain tech.

When BURN THE XENOS is done researching, we will move on to the equipment tab.

vswk.jpg


As the Colonial Marines start exploring the surroundings, they come across the first Xeno Hive and a vein of gold. As soon as the hive has been cleansed, we will send a coloniser to secure that vein.

vxxk.jpg


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Now that the equipment to PURGE properly are available, it is time to hand them to the marines.

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The colonial marines are shit, much like the omonymous game.

However they can be equipped with several new weapons, armor and implants (as can every other unit) to make them effective against different types of foes.

The +25% gear icon means that it will take 25% higher cost to build them than regular marines without hellfires.

The existing units do not receive the upgrade and have to be refitted. To do this you must place them inside a city and spend a certain amount of gold depending on what type of unit you want to upgrade them too.

For example: you can have two versions of Colonial Marines, one with rocket launchers and titanium armor and another with flamers and steel armor. Former are gonna cost more gold since they have better upgrades and more expensive weaponry.

You can also upgrade them into higher tier infantry once researched, such as assault troopers.

4ky3.jpg


Next up are refining arrays for extra MINERALS. This should free up some miners for scientist or worker duties.

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Xenos sighted.

Thankfully, they aren't hostile yet. But a few turns later an event will play that triggers Alien 2 tier ITZ.

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To prepare the brave colonial marine patriots for the rape that awaits, steel armor is researched to protect sensitive spots in the colon area from multiheaded alien dicks.

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The colony is growing well in the meantime and construction on a mineral array is started to stop the decline tread in mineral reserves and hopefully allows us to convert a miner into a worker.

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Another upgrade for the colonial marines, especially for the ones defending our cities.

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Now they have sufficient strength to take on the hive.

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:salute:

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HOW DO I GET OUT OF THIS CHICKENSHIT OUTFIT

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You don't, son.

Nevertheless, despite many sacrifices and blood spilled, the hive is destroyed.

Mind you, this was a very small one. Big ones are scary and shit out xenos with kingcomradely enthusiasm.

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The only worst thing than hippies is a hippy with a jewnose. But survival comes first so a NAP wouldn't be such a bad thing. We can always break it later.

IT WIRR ARR BERONG TO GRORIOUS CHINA

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:mhd:

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It is a sign of strength to give 0 fucks so the coloniser and a marine escort are sent out to establish a new city.

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Next up in line are tanks. Very useful against smaller alien swarms but twice as vulnerable against big stompy ones.

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City names will be a continuous source of amusement for most of the game.

Nevertheless, the gold mine is secured and shekels begin to flow.

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This is my gold, xenogoy, git.

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Although it pales in comparison to the demolisher tank we research at the next tier, it will be useful in cleaning out hives.

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Now, as to some unit actions.

Fortify, wait, heal, skip turn, destroy environent, roads and improvements in that order. All are self explanatory.

k0we.jpg


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In the grimdark darkness of the far future even the manboons dig bunkers.

They are pretty good for city defense, if not mandatory. Trust me, xenos can clear up a city pretty fast, especially in early game when your defenses aren't able to easily deal with the swarms. And I ain't taking screenshots of every alien incursion because I don't want to start paying imageshack money for over 400 images.

And Alien Invasion turned up to max? Haha. No.

Build bunkers.

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Next up, the economy tab.

Here you can quickly manage any city you want as well as set the overall tax rate. Low morale is nothing to be laughed at though, since it lower productivity and leads to riots/rebellions when low enough.

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Military tab is similar in the sense that you can quickly refit or redeploy your available forces or just check up on their status.

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This larger hive is for some reason weak. Usually you won't find any big hives with less than 8.0 strength at the very least.

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Not one to look a gift horse in the mouth, I purge the hive and pocket the shekels.

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Cleanups, etc etc

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Note: I do not name the cities. Not a single one.



Ie so far, this is how the game goes.

Next update will deal with a more expanded empire as well as diplomacy, dealing with larger hives, city development. After that it's faction wars.


Things I'd like to list so far:

1. You can have multiple units in a single tile.
2. Some units such as mechs or planes ignore some terrain features.
3. There are techs that decrease alien aggression on your empire.
4. Nukes. Never used any so I dunno about the consequences, we will look into it in this LP though.
5. No espionage that I know of so far but I haven't looked into diplomacy much so that's still open.
6. NO POLICY ISSUING/GOVERNMENT CHANGE. FUCK.
7. Alien invasions are much more numerous and frequent than SMAC and pretty much set the overall trend for expansion, which takes quite some time. Unless you enjoy having your cities raped by alien dongs.

About improvements:
Formers can do exactly the same stuff as in SMAC. Except for the lack of solar/power generators. Fungi and forest clearance (or forest planting) and all the rest are in it.


Verdict so far: meh. Poor man's SMAC but not popamole. Has potential. Lots of upgrades and different unit chassis' should make combat interestin at the very least.
 

Hellraiser

Arcane
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Xenomorphs means literary alien (life)forms so whatever, it's not like the alien franchise created that name.

Also I'm guessing it doesn't run all too fast by the 21-ish FPS counter from fraps on the screenshots. Then again not sure what our gracious LPer's gaming rig is.
 
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Xenomorphs means literary alien (life)forms so whatever, it's not like the alien franchise created that name.

Also I'm guessing it doesn't run all too fast by the 21-ish FPS counter from fraps on the screenshots. Then again not sure what our gracious LPer's gaming rig is.

I'm on my laptop right now, specs are

dual core T9550 2.66 GHZ

radeon hd 3650

3 gigs of ram

So yeah, not that good of a rig.

Just six players is weak, too. Why not eight?
I hope they have the decency of adding new factions in the expansions, preferably THIS TIME adding the possibility of playing with more than the default number (SHEESH, FIRAXIS!).

Dev is Slitherine.
 

TigerKnee

Arcane
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Feb 24, 2012
Messages
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Wow, this really is trying to graft Alpha Centauri onto a Civ5-like engine.
 
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Update came out, balanced a variety of stuff and also destroyed my save game.

Started another game though and next update will start with a big war and some tech overview.
 

oscar

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I wish they'd been a little more creative with the factions. As it stands they're SMAC rips with the subtlety and charm dropped. And no Wyrmlordian UN wimp.
 

TigerKnee

Arcane
Joined
Feb 24, 2012
Messages
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I wish they'd been a little more creative with the factions. As it stands they're SMAC rips with the subtlety and charm dropped. And no Wyrmlordian UN wimp.
This puts it way better than I can. AC without the actual charm of said game.
 

Borelli

Arcane
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Dec 5, 2012
Messages
1,278
Not played it but based on what i've seen here i love the SMAC feel they are going for.
HHR high on Frankenwheat. A low tech unit spam faction if I ever saw one.

And no, she doesn't have Miriam's depth of character or eloquency.
But at least she has a nice pair of tits (obviously given to her by God).
True patriots and defender of Western Civilization. Obviously devastating in early game and small maps.
Santiago looks better.
Jews.

Only this time not disguised as niggers nor led by Morgan Freeman.
5 seconds and i already can't stand looking at this yuppie. Morgan Freeman > vanilla boy.
Hippies. Only without boner inducing Deidra thus utterly worthless and pathetic.
Redhead. :love:But her face doesn't have the genuine sadness of Deidre.

And where is this game's Pravin Lal?!:outrage:
 
Joined
Feb 11, 2007
Messages
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And where is this game's Pravin Lal?!:outrage:
Exactly. WCDS is here, but where is their liberal nemesis?

Also, if they are so blatantly copying something as good as SMAC, they should at least do a thorough job - I hope social engineering or something similar is going to be added at some point.
 

CappenVarra

phase-based phantasmist
Patron
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I don't know but I've been told
Deidre has a network node
Likes to flick the on/off switch
Dig that crazy Gaian witch
 

Space Satan

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Portraits are utterly craptacular. Why stick with shitty 3d, it's only great when enough effort have been put to it. Stardrive's flash-animation is 1000 times better that this retarded talking heards with down's syndrome.
 
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A few things about different techs and workshop upgrades.

6xyp.jpg


In 2135 war was beginning.

If this imminent stomp could be called war. Colonial troopers versus Demolishers and Biosuit Troops is a pushover.

Imperium clearly got the short end of the research stick.

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All in all, research tree seems to be pretty short. 350 turns in and I am seeing the end of it.

It is divided into 3 eras.

Colonisation era (blue techs), Mechanisation Era (dark blue techs) and Transendence Era (golden techs).

pzmd.jpg


With the exception of edicts, implants/devices and some early techs (such as colony ship dismantling or the one that allows your units to cross the seas) most technologies are simply upgrades of their earlier version.

Military units are typical of this trend. The tanks, for example.

The chassis are: Avenger -> Demolisher -> Liberator.
They do not replace the earlier versions and you can still outfit Avengers with trancendence era weaponry if you want to spam low cost units. (goes without saying that a Liberator takes a lot more production than an Avenger)

eza9.jpg

Nukes work that way also.

You start with Orbital Bombardment in Colonisation Era, then move on to nukes before finally researching black holes.

OB does some damage to troops on a tile, Nukes deal even more damage and decimate the population of a city (if a city is targeted) and Black Holes pretty much ahnilate everything (and bring cities down to 1 pop) and turn all the tiles around the target into a polluted wasteland.

To deploy them you build a launch control center for each munition type in a city then, when at war, you can conduct this operation by either spending money or production to complete it.

v9hk.jpg


Now, back to the workshop.

Biosuit troopers are the final sort of infantry that you can produce. These ones are armed with Gauss rifles (mech era tech) and armored in anti-matter.

Gauss rifles are a middle ground between flamers and lasers, with missile launchers coming uo next in terms of Armored Pen/Biological Unit hit penalty.

2aos.jpg


Another workshop tweak.

This is a Demolisher tank, mech era unit, outfitted with an artillery gun from Trans era as well as the best armor available in the game and a device that allows it to heal units on the same tile as well as itself.

q4u9.jpg


Or a Liberator MBT. The chassis is different, looks different ans is equipped for an entirely different role.

Anti-matter armor helps more against heavy guns, the Assault device gives it a bonus when on the offensive and the Talchyon Cannon is effective against armored targets but suffers a slight malus against infantry units.

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There are literally a dozen combinations I can do with different unit types and their equipment.

The next best thing would be the ability to organise your units into armies that specialise in different areas of combat so you can switch between them easily.

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Now, to the mechs.

Mechs are all-terrain vehicles. They do not suffer any movement maluses from forests, mountains, hills etc.

However, they also do not gain any movement bonus from roads since they are neither tracked or wheeled vehicles. (infantry on the move is supposed to be motorised I believe)

They are however the most powerful units in the game. A colonisation era mech (the Goliath that you can see here) can go toe-to-toe or probably even defeat a Demolisher tank and so on with each higher tier.

Mechs can be outfitted with all sorts of weapons, from infantry ones to AFV heavier ordnance and can thus fulfill any role.

Only problem is that they are very costly to buy, maintain and very production-heavy, even for Human Hive Chink Dynasty.

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Fuck I love mechs. They are also really big and scary on the map.

And just wiat 'till you see the Titan. (trans era mech)

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Lastly, there is one more device I wanted to show you that I have not yet researched.

Advanced Cost Computation is what you need for BLITZKRIEG!!1EINS. And this is what I love the most about this game so far.

Devices aren't there merely to boost your units power but also influence your tactics as much as the terrain does.

High-end tanks on open ground with blitz implant?

Believers Divine Ascension fanatics with low upkeep/cost implants and cheap cannon fodder low tech infantry dug into mountain ranges?

Add/mod in army creation and management and I just might like this.
 
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Forgot to add:

Aliens are all but gone now that each faction has expanded greatly and are into the latest techs.

Played with low alien aggression this time. After I finish with this war will try one with more xenos and see how it works out.
 
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God damn it! It seem reinstall Alpha Centaury is still more viable play that this shit.

Since they already ripped off 90% of the game, might as well go all out and make it SMAC with better graphics and a better UI.

Eras...Civilization decline infected the game after all.
It's pretty standard nowadays.

Personally, I don't really care much as long as techs are more than just new buildings and troops. Randomised research availabilities at start are pretty good though.

My biggest gripe with the technology tree (shouldn't even be a tree) is how small it is.
 

oscar

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More faction background info: http://www.slitherine.com/forum/viewtopic.php?f=173&t=45109&sid=6fd02da37a77bc4f455b88dafd84a7fa

At the end of the 20th century, war got expensive, fast. When a single shot dumb missile costs more than a small town, you can't just fire them at anyone but the Western powers did, fearful of losing even a single soldier. Most first world soldiers never got within a mile of a living enemy, and their autonomous drones. Meanwhile their developing world opponents cobbled together counter tech from video game consoles, how-to guides on 4chan and sheer bile.


:lol:
 

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