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Forum: AC Creation

  1. Sticky Thread Sticky: Singleplayer Map Creation Contest - First Edition

    First edition of Singleplayer Map Creation Contest Requirements: Maps are standard format, 40x80 tiles. For SMAX Maps must be original, never submitted anywhere before. Remaining map settings are up to its author: - ocean coverage - erosive forces - native life - cloud cover

    Started by Mart‎, October 11, 2005 00:08
    • Replies: 12
    • Views: 17,566
    January 8, 2010, 16:50 Go to last post
  2. Sticky Thread Sticky: Active CMN Profiles

    Im very angry now while writing this post thus I wont repeat the long text I wrote before Poly's stupid hotkeys ate it. :mad: For short - all people who are CMNing or would like to or at least can provide advice on the matter, please sign in and update time by time (in case say your activity status changes)! :doitnow!: E-mail: (to be posted as name || domain | com) IRC: AIM: MSN: ICQ:

    Started by binTravkin‎, June 17, 2005 07:25
    • Replies: 11
    • Views: 10,483
    May 6, 2007, 02:42 Go to last post
  3. Sticky Thread Sticky: Common questions about CMNing and their answers

    There are some new people around wanting to CMN. Unfortunately, they often get old or faulty info about how things should be set up. The purpose of this thread is to be a place where anyone having a question about CMNing which has not already been answered here can ask and it will be answered by expierenced CMNs present. Posting rules: 1.Never post anything which is already answered upon. This implies you scan the thread before posting. 2.Pose your questions in following form: 3.Be...

    Started by binTravkin‎, January 30, 2006 06:39
    • Replies: 10
    • Views: 10,448
    April 5, 2006, 17:33 Go to last post
  4. Sticky Thread Sticky: Design Workshop

    test one -/> opp –gg.56 -/> run startup_cpn.exe -/> initializing… -/> loading databases… complete -/> loading interface… complete -/> welcome to Design Workshop ! -/> ( running Information Networks software, version 0.0302, MY2100.bbh3, software copyright UN) -/> work in progress, extracting databases... / 34 percent complete -/> 13 out of 27 pages processed

    Started by Illuminatus‎, October 31, 2005 03:50
    • Replies: 1
    • Views: 12,980
    November 8, 2005, 11:17 Go to last post
  1. Custom Faction Storyline, also need help with balancing/and graphics

    A few years ago, when first playing SMAC (vanilla), I thought, "You mean to tell me, because Earth was in trouble, the UN got together and built a STARSHIP. The UNITED NATIONS somehow did something useful?" My storyline revision: The UN tried to build a starship whilst Earth was dying off to ensure the survival of humanity. Sea levels were rising, Earth was becoming uninhabitable. During the construction of the Unity, there were a pair of secret entities, named the Conjoined and the...

    Started by NewAgeOfPower‎, November 5, 2011 21:15
    • Replies: 2
    • Views: 356
    November 24, 2011, 20:07 Go to last post
  2. Multiple Attacks Per Round- Game Balance/Mod Questions.

    So, I've Googled and searched for ways to modify which air units may attack multiple times a turn. Something about modifying the #Chassis or the game itself???!?!? Need help. EDIT: Just realized, should be moved to AC Creation.

    Started by NewAgeOfPower‎, November 1, 2011 21:52
    • Replies: 2
    • Views: 493
    November 2, 2011, 19:46 Go to last post
  3. Question Faction graphics, colours, blurbs etc

    I've been seeing a lot of posts lately on using custom factions, pcx files, editing colours etc. I am also wrestling with this in the help section. That area does not get a lot of traffic or people simply don't know. Perhaps we can use this thread as a how too or an faq on the subject. Question: How do you load a custom faction into smacx using the faction editor while maintaining that custom faction's graphic set, sidebar colours(for units), base icons, base colours, and text blurbs? ...

    Started by Grosjos‎, March 17, 2000 11:22
    • Replies: 5
    • Views: 1,945
    June 17, 2011, 18:57 Go to last post
  4. Lost Eden Alien Crossfire Total Conversion Mod

    Lost Eden Total Conversion Mod for Alien Crossfire (Beta) Direct Download - Project Page - Discussion Thread Lost Eden, a new total conversion (mod) for Alien Crossfire, has just been released as a public beta, available here. It's a world in which good and evil wage war unlike ever before. A mysterious figure, Meora, has caused people and factions to war. Can you gain control of Lost Eden and put an end to the madness once and for all? Notes: The Alien Crossfire add-on to Alpha...

    Started by Petek‎, March 27, 2011 20:01
    • Replies: 2
    • Views: 2,269
    March 28, 2011, 20:21 Go to last post
  5. Question Question about some Believers and Cyborg options

    Hi, i have a question. 2) Where I can change Cybernetic Consciousness option about stealing technology when capturing a base (^Can steal technology when capturing a base)? Or can I add this option to other faction? Help, please...

    Started by yachsmit48‎, December 5, 2010 05:32
    • Replies: 6
    • Views: 1,454
    December 11, 2010, 06:04 Go to last post
  6. ACEditor?

    So I've attempted to google search for ACEditor, and I've attempted going to networknode.org (it's down), but I can't find anything about downloading it. Does anyone have a direct link or a copy they're willing to share?

    Started by hambino‎, June 21, 2010 01:42
    • Replies: 10
    • Views: 2,447
    December 9, 2010, 13:05 Go to last post
  7. Lost Eden a new SMAX mod needs testers

    I've been helping Kilkakon develop a mod ("Lost Eden") for the last six months. It has reached the alpha stage, complete except for testing, some tech quotes and some artwork. It occurs in a fantasy setting. The readme file contains more information. It can be downloaded here. It's 10.7 MB Please feel free to discuss any suggestions, thoughts or any other feedback in this thread or in the CFC thread where we have worked for the last six months.

    Started by vyeh‎, December 3, 2010 00:53
    • Replies: 4
    • Views: 1,627
    December 4, 2010, 00:05 Go to last post
  8. Lightbulb SMAC terrain graphics mod

    No one ever does terrain graphics mods, or none that I have been able to find. So, I did my own. I guess the best description is that its a Desert based, Coloring book style that's bright like in a Civ game. I didn't mean for it to look like a coloring book. It just happened when I tried to create a grass-type look for moist and rainy squares. At least the Desert looks realistic. But there may be some visibility issues with rolling/rocky squares since I left them the original color but with...

    Started by wgabrie‎, July 29, 2005 16:42
    2 Pages
    1 2
    • Replies: 48
    • Views: 22,535
    November 11, 2010, 16:01 Go to last post
  9. Iniswap - tool solving faction graphics bug

    Iniswap for SMAX in Windows Version 2 for download Changes in version 2: - After selecting ini file, terranx.exe starts automatically - Iniswap now checks for this file only: Alpha Centauri.ini Previous test of folder did not work properly on some machines. I hope this one runs with no problems - upload service might attach garbage

    Started by Mart‎, December 22, 2004 12:53
    • Replies: 12
    • Views: 4,064
    October 26, 2010, 08:55 Go to last post
  10. Big Grin Announcing TurboSMAC!

    It's faster, more balanced, and probably closer to what the original programmers had in mind. All the best alpha.txt changes from numerous mods over the years combined in one product. INSTRUCTIONS 1. Download TurboSMAC.zip from this post to your game directory (which is probably C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri\) 2. Rename alpha.txt to alphaoriginal.txt. (Right click on alpha.txt and select "rename"). 3. Unzip TurboSMAC.zip in the current directory.

    Started by DilithiumDad‎, November 18, 2004 13:44
    2 Pages
    1 2
    • Replies: 48
    • Views: 9,513
    October 19, 2010, 18:41 Go to last post
  11. SMAniaC

    The overall goal of this modification pack is to widen the strategic choices available to the player. Over the years a number of ‘best strategies’ have been developed of which deviating can be lethal in a multiplayer game. Most of us here all know them: race to crawlers, tree farms and air power. Use chop&drop in combat as soon as available. Forest & Forget, or go advanced all the way, with no overall third terraforming strategy available… This leads to whole aspects of the game being unused as...

    Started by Maniac‎, May 25, 2005 13:28
    8 Pages
    1 2 3 4 5 6 7 ... 8
    • Replies: 215
    • Views: 74,105
    August 28, 2010, 12:27 Go to last post
  12. Generic Faction Portrait? (networknode.org)

    That site's down right now, and I can't access the custom factions. Ugh. Cache can't handle Flash... So does anyone have a copy of the picture of the generic faction leader portrait? I actually like that one, and I'd like to use it as an avatar.

    Started by MysticWind‎, April 14, 2006 01:50
    • Replies: 1
    • Views: 1,597
    August 23, 2010, 19:52 Go to last post
  13. Blank faction2.pcx and faction3.pcx files

    I've been searching through these and other Civ/SMAC/SMAX forums, trying to find blank versions of the faction.pcx, faction2.pcx, and faction3.pcx files. I DID manage to find a blank version of the first, but the other two only seem to be in archive files on sites that no longer exist. I realize I'm almost a decade late to the party in terms of custom faction creation, but having tinkered with balance and text-cosmetic modifications to factions, I'd like to see what my artistic (read:...

    Started by Alfador‎, July 18, 2010 23:56
    • Replies: 6
    • Views: 2,097
    July 25, 2010, 02:50 Go to last post
  14. Tech tree, and which techs show up in a mod...

    So, regarding the stupid hardcoded rules that make some of the techs not show up, even if you have the prerequisites, I was just reading About Beelining to Industrial Automation..., and someone said (post #10) that this has something to do with the slot # in alpha(x).txt that the tech uses. Has this been verified, and does it apply the same to SMAX, or just vanilla? I'm reworking the tech tree for a mod, so does this mean that if I cut+paste a tech to a different row, I can make it show up...

    Started by dgh64‎, July 1, 2010 14:13
    • Replies: 3
    • Views: 1,930
    July 2, 2010, 13:48 Go to last post
  15. Beacon Spire

    Hi, everyone. Since 2008, I've been working on a rearrangement mod to Sid Meier's Alpha Centauri that I decided to call Beacon Spire. It's basically a collection of alterations made in an attempt to enhance gameplay. This mod is intended for vanilla SMAC. You do not need Alien Crossfire to play it. However, the faction files are SMAX-compatible. The files are available here. Hopefully, they'll also be available via zip file soon. Faction Agendas and Personalities: Yang's ideology is...

    Started by TimeTraveler‎, June 28, 2010 21:34
    • Replies: 10
    • Views: 2,030
    July 1, 2010, 11:56 Go to last post
  16. Change Facility/Project effects?

    Quick question -- is it possible to modify the effects of the base facilities and secret projects? I noticed in alphax.txt there are a bunch of empty facility and project slots, and I wondered if I could use them for something, or change the effects of the existing facilities. Right now the only thing I can do is make power plants by setting the maintenance cost to a negative number.

    Started by dgh64‎, June 14, 2010 02:55
    • Replies: 1
    • Views: 1,589
    June 14, 2010, 08:03 Go to last post
  17. #citizens in alphax

    Apologies if this has been asked before (I'm sure it has, my search turned up nothing though!) - does anyone know what the 7 0's after the econ/res/psych fields do in #citizens in alphax? ie, below #CITIZENS Technician, Technicians, None, Fusion, 3, 0, 0, 0000000

    Started by EHKodiak‎, January 5, 2010 13:30
    • Replies: 4
    • Views: 2,219
    June 11, 2010, 02:37 Go to last post
  18. Anyone interested in helping with an Avatar mod?

    So I was watching Avatar for the jillionty-seventh time the other day, and I realized Pandora is in the Alpha Centauri system. That got me thinking... and I came up with the following idea for a mod: It would include one or more custom-made maps, which are pretty much all land except for some rivers (1 square wide) and small lakes (no more than 3 or 4 squares across) and pretty much all forested (fungus and native life are disabled). There are 2 players: Humans and Na'vi Humans have...

    Started by dgh64‎, May 29, 2010 01:06
    2 Pages
    1 2
    • Replies: 31
    • Views: 3,681
    June 9, 2010, 20:37 Go to last post
  19. Bureaucracy drones formula edit

    I discovered smac a few weeks ago and as i like singleplayer games on huge maps, i have obvious problem with bureaucracy drones. Is there possibility to alter its formula? I did not found anything useful in alpha.txt.

    Started by jklamo‎, May 28, 2010 11:16
    • Replies: 1
    • Views: 1,687
    May 28, 2010, 14:38 Go to last post
  20. Is there any way to get more than 7 factions at a time?

    I heard whispers that it is possible. Are they true?

    Started by dnzrx‎, May 24, 2010 16:02
    • Replies: 5
    • Views: 2,390
    May 25, 2010, 10:05 Go to last post
  21. How many custom factions can be install at one time

    I heard there is a limit. I heard there is not? Can anyone clearify this?

    Started by dnzrx‎, May 24, 2010 23:52
    • Replies: 2
    • Views: 1,610
    May 25, 2010, 08:06 Go to last post
  22. Changing the bioscan figure

    When you go to the diplomacy screen, you can get to see a animation of a person/alien being scaned. Is there any way to modify this image?

    Started by dnzrx‎, May 24, 2010 15:53
    • Replies: 3
    • Views: 1,858
    May 25, 2010, 06:54 Go to last post
  23. Question Scenario Editor Question

    I got a little tired of the often lame starting positions on random map, and was so surprised that there are so few user created maps out there, that I decided to make my own. I used the AC faction set, and made bases for every faction. If I run the game turn by turn in the editor everything plays out as planned, but if I choose 'play scenario' from the main page then there are some problems. 1 - The alien ship descending message eliminates my pre-placed alien cities. 2 - Cult of planet...

    Started by YiLong‎, May 22, 2010 10:22
    • Replies: 3
    • Views: 1,678
    May 25, 2010, 06:43 Go to last post
  24. Question Max number of faction special rules

    I know this info has to exist somewhere, but I can't find it. In SMACX, what is the maximum number of faction special abilities that can go in this line (example from Usurpers): ALIEN, 0, OFFENSE, 125, SOCIAL, +GROWTH, SOCIAL, +MORALE, SOCIAL, -PLANET, FACILITY, 3, TECH, Ecology, TECH, Physic, TECH, Biogen And is it different for progenitor factions than human ones?

    Started by chuft‎, April 4, 2010 15:47
    • Replies: 3
    • Views: 2,254
    May 3, 2010, 03:54 Go to last post
  25. Question SMAX bugfixes

    I've got original disks of SMAC and SMAX. I'm running SMAX on a Lenovo R61i laptop with WinXP and about 3 GB of memory. I'm having problems with the large map bug (crash to desktop) and the scramble aircraft bug (also crash to desktop). Reading old threads here on Apolyton and on Civ Fanatics, I found that several programmer types have apparently corrected these bugs on their own systems. My question: Are any of these fixes available to us non-programmer types? It's very annoying...

    Started by jwkinneyjr‎, May 2, 2010 17:53
    • Replies: 2
    • Views: 1,717
    May 3, 2010, 00:58 Go to last post
  26. v. 2.0 of Lazymod available

    I have just uploaded v. 2.5 of my new factions mod, which contains four new factions: the Lazytowners, the Fremen, the Cylons, and the Cthulhu Cult, as well as some new Cthulhu Mythos units, and rules changes to nerf airpower. Details, and download link, here

    Started by chuft‎, April 2, 2010 16:50
    • Replies: 1
    • Views: 2,228
    April 24, 2010, 21:57 Go to last post
  27. About the "Bioscan"...

    Does anyone know where the game gets the pics that appear next to the "Bioscan" (when meeting with the leader to another faction) from? More to the point, does anyone know how to customize these? Thanks in advance, Craig ------------------ "I am serious; and don't call me Shirley." -- Leslie Nielson (from Airplane! movies)

    Started by CraigG‎, September 13, 1999 14:50
    • Replies: 2
    • Views: 2,656
    April 24, 2010, 21:54 Go to last post
  28. How to Make .flc biography movies for the Diplomacy screen

    Someone on weplayciv asked me to create a how-to on making flc animations (those little biographical slideshows that play in the Diplomacy screen). I make them for my custom factions. I made a tutorial, you can read it here: http://www.weplayciv.com/forums/showthread.php?t=2996

    Started by chuft‎, March 30, 2010 01:49
    • Replies: 0
    • Views: 1,836
    March 30, 2010, 01:49 Go to last post
  29. Some Ideas to Reduce the Effectiveness of ICS

    I'd like to propose some radical changes to the game to limit, as far as possible, the effectiveness of ICS'ing. Feedback is much appreciated. :) Why is ICS so effective? Well, there are lots of reasons, but here's the biggest: faster growth. The faster you expand, the faster you can start harvesting more resources than the next guy. You can then use those extra resources to expand even faster, and so on. This is a positive feedback effect which will result in a geometric increase in...

    Started by Selador‎, October 23, 2009 18:21
    • Replies: 27
    • Views: 4,174
    February 7, 2010, 23:21 Go to last post
  30. Hypothetical SE Changes

    So here are the Datalinks descriptions of some hypothetical changes to the SE settings. It has been informed by many of the other threads on the topic, but I hope to keep it distinct. One aspect in particular is the transformation of Police State into something of a "peace-time only" government. Of course, it is quite possible that the factions would have to be rebalanced to account for the change in SE settings, but that is a discussion for another day. Politics Frontier Frontier...

    Started by Quadhelix‎, October 21, 2009 16:26
    • Replies: 22
    • Views: 4,379
    January 19, 2010, 10:05 Go to last post
  31. Question getting loopy over giant maps.

    I recently loaded SMAC back on my system. I decided that, at least hypothetically, since I used to play this on a cyrix 166 with a 1mb video card I ought to be able to make a ginormous map with my dual-core processor and 3.5GB ram. I could type in any number I wanted for the size, it would give me the warning, but it would load me right up...to a 256x256 map. I've looked all over the net and finally came across this site, and more importantly this thread. Hope blossomed, then wilted and...

    Started by valis5‎, January 14, 2010 17:30
    • Replies: 1
    • Views: 1,960
    January 14, 2010, 18:44 Go to last post
  32. New lifeforms for Planet

    Let's celebrate the 10th anniversary of Alpha Centauri by adding some fresh life ;) ! Toxoactinia A kind of super Mindworm, with a nasty bulging 'head' housing a malevolous mind, high mobility and great punch, available from the discovery of Retroviral Engineering:

    Started by Paso Leati‎, April 17, 2009 10:08
    • Replies: 7
    • Views: 3,729
    January 5, 2010, 16:11 Go to last post
  33. A library database for new factions

    I know that the site has a database for factions. But I got the feeling that recently created ones are not listed in the database. Is there a list of all of the factions that was created ever since the database's last update?

    Started by dnzrx‎, June 28, 2009 23:56
    • Replies: 14
    • Views: 3,816
    December 5, 2009, 22:41 Go to last post
  34. Novelty factions idea: 'poly AC posters

    This is a down-the-road notion, as I'm juggling a lot of graphics eggs right now, so there's plenty of time to discuss- but my services are offered. It would be a hoot to make a faction set based on AC-heads who post here. I’d suggest Illuminatus is a gimme, as are vyeh and scient. The silly nature of the thing indicates the portrayals need not be fair or accurate, so long as no one's feelings are hurt. I'd urge going for the comedy; this place tends towards humor-impairment. You...

    Started by Buster's Uncle‎, April 21, 2009 11:58
    • Replies: 7
    • Views: 3,081
    November 27, 2009, 00:56 Go to last post
  35. Forward the Foundation?

    I have seen Dune mentioned a few times, but has anyone ever considered making a mod based on Issac Asimov's 'Foundation' novels (or possibly another of his books)? P.S. Does anyone actually know what i am talking about in the first place?

    Started by Larrin‎, November 20, 2009 22:05
    • Replies: 5
    • Views: 2,640
    November 26, 2009, 22:47 Go to last post
  36. SMAC-inspired RISK-game

    INTRODUCTION I recently was given a set of pastel crayons by a friend. Along with my existing watercolours I plan to create a game-board usable with any RISK game set in existence. INITIAL LANDMARK TERRITORIES First I have planned out a couple randomly generated maps to look at overall board redesigns that will useful for the SMAC board. Now I am starting to redraw the map of planet into its respective landmarks(*1). However on the computer my copy of SMAC resides is not connected...

    Started by sir_schwick‎, July 15, 2009 16:34
    • Replies: 1
    • Views: 2,636
    November 22, 2009, 05:33 Go to last post
  37. Adding NEW terraforming & units for SMAC!!!

    As the author of the Advanced Hydromechanics tech patch and soon to complete a newer version of the complete SMAC remod SNAC 1.0, which will be released soon, I have discovered how to add several new features to the game, making things VERY interesting. TERRAFORMING If you check out my tech patch, you will notice I added sea terraforming abilities, such as the Sea Sensor Array, the Kelp Enricher and the Minefield. I experimented with adding all the others to the sea, and some of them...

    Started by AlexanderIII‎, October 9, 1999 04:46
    2 Pages
    1 2
    • Replies: 51
    • Views: 7,656
    November 6, 2009, 15:27 Go to last post
  38. Question Any modders know how to do this?

    Hi, been lurking for a couple days, and I thought I'd make an accout so I can ask a question.... there are a few things I think should be different about combat and how unit equipment works: *Unit HP should be determined by armor, not reactor... that's pretty obvious, at least to me... say, like 10 HP standard, and add an additional 5 for each level of armor? *Regardless of which unit is attacking and which is defending, both should use their weapons to do damage. I mean, how exactly is...

    Started by dgh64‎, October 29, 2009 23:03
    • Replies: 14
    • Views: 2,781
    November 6, 2009, 13:03 Go to last post
  39. Two newb questions

    I have two quick questions about SMAX modding, specifically starting and world generation: 1. What, if anything, controls the number of colony pods you get when starting out? I hate starting with only one colony pod while the AI all get 2. I'd love to lock this to 1. 2. Is there ANY freaking way of removing/disabling/neutering that stupid Jungle? I hate it. With a passion. Thanks!

    Started by MachDelta‎, October 18, 2009 20:52
    • Replies: 2
    • Views: 2,374
    October 22, 2009, 22:44 Go to last post
  40. Some minor alterations to SMAX proper

    Hello Apolyton. For a longer and more detailed hello, see here. Despite not knowing one end of a crawler from another until fairly recently, I do know my way around simple modding of the game, and have actually done a bit of this for my own amusement for years. I've never intended a total-conversion mod like SMAniaC, but recently I decided I wanted to fix some of the things I thought were problems in SMAX proper, without mucking around with it too much. Reading these forums over the last...

    Started by DeathandGravity‎, July 7, 2009 01:13
    • Replies: 2
    • Views: 3,010
    October 17, 2009, 12:01 Go to last post

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