Modding
24) Q: Where can I find some new factions?
A: AC-Creation subforum contains threads with independently created factions, faction creation tools, tutorials, and other resources for customization.
25) Q: How do I create new factions?
A: The alpha.txt and alphax.txt files detail the mechanics of this process. The Faction Editor included in SMAX streamlines the process (but is buggy). By opening the faction specific .txt files you can manually alter stats and descriptions. Custom factions in SMAC must replace one of the original seven under the #FACTIONS heading in the alpha.txt file. Custom factions in SMAX go under the #CUSTOMFACTIONS heading in the alphax.txt file. In both cases the faction should be listed twice and separated with a comma.
26) Q: Q: Help, my custom factions locking up my faction-selection screen!
A: Make sure your factions are installed in the proper locations in the alphax.txt file, and you're following Faction Editing and translation guidelines. The game may potentially freeze if you have more than 7 custom factions enabled. Additionally, if you delete a custom faction which was used in the LAST game you started (and is thus list in the Alpha Centauri.ini file) the game will choke when starting. Deleting the Alpha Centauri.ini file may solve this. Sometimes SMAX can't stomach manual edits of custom faction files, in which case it is better to confine your creation to the Facedit program. If a custom faction loads cleanly in Facedit (no Terranx crashes), it should load smoothly in the game.
27) Q: How do I disable the opening movie?
A: Edit the Alpha Centauri.ini file and change the line DisableOpeningMovie=0 to 1.
28) Q: Why does the progenitor music play with all the new SMAX factions? How can I restore original music?
A: The ambient music used in SMAC/X is located in the fx folder in your SMAC directory. They are the .amb files; sset1.amb is for the Spartans, gset1.amb for the Gaians, and so forth. There is no new ambient music for the SMAX factions and the progenitor music (aset1.amb) plays for all of them (a bug in the expansion includes the Believers while under SMAX). If you wish to use ambient music from the original seven factions for the new factions, back up the aset1.amb file and replace it with a copy of one of the other .amb files, properly renamed. It's not a direct translation of the same ambient music, but it is close.
29) Q:Where can I find a mod-swapper to help with swapping alternative factions?
A: In SMAC you can: Load the factions by using the LOAD function when selecting the faction you are playing as and typing the name of the faction; or you can edit the Alpha.txt file under the line #FACTIONS to the 7 factions you want; or change the name of the factions you want to the default faction names (GAIANS, HIVE, UNIV, ect.) For SMACX you can simply add the 7 factions you want in the alphax.txt file under the line #CUSTOMFACTIONS or load them in the scenario editor, save them, and click 'add faction to game'. Also in SMACX if you wanted to have 3 sets and switch factions back and forth frequently you could replace the 7 original factions with set , the 7 new factions with set 2, and add set 3 as the custom factions.
In assisting Smacksim with his Aldebaran2 mod, #endgame got a bit carried away and wrote a generic modswapper for SMA(C/X), called ModMan, which replaced fileswatter in the Aldebaran2 package.
http://apolyton.net/forums//showthread.php?s=&threadid=118976.
30) Q: Is there a way to increases what you get from a base upgrade, like upgrading it so that century preserve gives a slightly greater eco bonus?
A: No.
31) Q: What ability flags do what in the #units (predesigned units, worms/native, battle ogres, etc) table inside alpha/alphax.txt?
A: from left-to-right:
10000000000000000000000000000 Algorithmic Enhancement
01000000000000000000000000000 Fuel Nanocells
00100000000000000000000000000 Marine Detachment
00010000000000000000000000000 Dissociative Wave
00001000000000000000000000000 Soporific Gas
00000100000000000000000000000 Slow (-1 Move, unused in game)
00000010000000000000000000000 2X Police
00000001000000000000000000000 Repair
00000000100000000000000000000 Nerve Gas
00000000010000000000000000000 Heavy Transport (+50% cargo capacity, also Unused)
00000000001000000000000000000 Trance
00000000000100000000000000000 Blink Displacer
00000000000010000000000000000 Clean Reactor
00000000000001000000000000000 Artillery
00000000000000100000000000000 Trained
00000000000000010000000000000 Fungicidal
00000000000000001000000000000 Polymorphic Encryption
00000000000000000100000000000 Empathic
00000000000000000010000000000 Antigrav Struts
00000000000000000001000000000 Comm Jammer
00000000000000000000100000000 AAA
00000000000000000000010000000 Carrier
00000000000000000000001000000 Deep Pressure Hull
00000000000000000000000100000 AIR superiority
00000000000000000000000010000 Drop Pod
00000000000000000000000001000 Amphibious
00000000000000000000000000100 Cloaked
00000000000000000000000000010 Deep Radar
00000000000000000000000000001 Super Terraformer
32) Q: Is it possible to create predesigned units with Fusion, Quantum or Singularity Reactors?
A:No, this is not possible.
33) Q: Is it possible to predesign and use units that use armor/weapons/abilites that are set to DISABLED in other parts of the Alpha?
A: Yes and they will work, the player will NOT be able to use the disabled weapon/armor/ability in the workshop after getting the predesigned unit, they will be able to build ONLY the predesigned unit exactly as its described in the Alpha.
Though the player cannot use the disabled armor/weapon/ability they can reverse engineer the unit to get other units with that armor/weapon/ability.
34) Q: How can I add armor or abilities to alien colony pods without crashing the game?
A: (Tested for both XP and Mac) Replace ACOLPOD.cvr (for PC, located in the main SMAC folder, and for Mac, located in the Caviar folder in the Add-On Data folder) with a copy of drop.cvr (for PC, located in the main SMAC folder, and for Mac, located in the Caviar folder in the Data folder) that has been renamed ACOLPOD.cvr.
35) Q: How can I reproduce music from SMAC(X) outside the game?
A: You can't. At least not easily. The music is actually a combination of short audio fragments that are combined by the game engine according to events in your game. So there is no single music file that can be copied and/or converted.
36) Q: Is there any mod/patch to change the color scheme, for making it more pleasant?
A: There is the Drab SMAC color scheme. Pink fungus is now rust colored, as well as some other basic color changes. Drab scheme Also try wgabrie's Graphics terrain mod.


Reply With Quote
Bookmarks