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Thread: Anyone interested in helping with an Avatar mod?

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    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 superior technology (stronger armor and more powerful weapons, I'll come up with actual numbers later) but they have a terribly slow growth rate (people have to be brought on the ship from Earth) and they have to clear the forest and terraform to get resources. Na'vi suffer from weaker weapons and armor, but they have fast growth and they can get all the resources they need from the forest itself and don't need Formers at all.

    Research, Diplomacy, and possibly Social Engineering would be disabled, so it would pretty much be a "build an army and fight" mod. If possible, I'd like to have some different graphics for the Na'vi Direhorses and Banshees. That's the part I'd need help with, as I have no idea if it even can be done.

    Anyway, what do you all think? Is this worth pursuing?

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    King vyeh's Avatar
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    Hi, dgh64!

    It is good to see you again.

    Quote Originally Posted by dgh64 View Post
    So I was watching Avatar for the jillionty-seventh time the other day, and I realized Pandora is in the Alpha Centauri system.
    I just saw Avatar.

    Quote Originally Posted by dgh64 View Post
    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).
    Are you aware that there are rivers that are part of the game? You seem to be talking about lakes that are 1 square across.

    Quote Originally Posted by dgh64 View Post
    There are 2 players: Humans and Na'vi

    Humans have superior technology (stronger armor and more powerful weapons, I'll come up with actual numbers later) but they have a terribly slow growth rate (people have to be brought on the ship from Earth) and they have to clear the forest and terraform to get resources. Na'vi suffer from weaker weapons and armor, but they have fast growth and they can get all the resources they need from the forest itself and don't need Formers at all.
    It sounds like you could use the fungus mechanism. If the humans were a conventional faction, the fungus would be useless to them. If the Na'vi have factional fungus nutrient, mineral and energy bonuses, then they can use the fungus.

    Quote Originally Posted by dgh64 View Post
    Research, Diplomacy, and possibly Social Engineering would be disabled, so it would pretty much be a "build an army and fight" mod. If possible, I'd like to have some different graphics for the Na'vi Direhorses and Banshees. That's the part I'd need help with, as I have no idea if it even can be done.
    I am going to have to refer you to a different forum for graphics. Skunkworks: The Modding Guild is a forum for modders at WePlayCiv Forums.

    After you register, start a new thread. I would recommend "Avatar mod." Tell everybody that you posted here and that you spoke to me. In particular, you should ask chuft (he has been working on the Lazytown mod) and Buster's Uncle (a whiz at graphics) for assistance. They are very friendly. There may be other artists there but I am not as familiar with their work.

    It can be done. Take a look at the Lazytown mod.

    Quote Originally Posted by dgh64 View Post
    Anyway, what do you all think? Is this worth pursuing?
    A mod is a lot of work. I think it would be interesting. You should also look at a couple of reference works at my site (see my signature): The Scenario Editor, particularly Part I - Building a Map, and Alpha(x).txt editing. While you are at my site, you should register, download the patch and start a thread outlining what you are trying to accomplish. There may be people there that do not visit the Skunkworks forum that can offer an opinion about your project.

    While I am sending you on a grand tour, you should go to Civilization Fanatics' Forums, register and post. While they don't do much with SMAC mods, they have a huge Civ mod community and maybe one of them will see your post. Again, be sure to tell them you posted here.

    If you are interested in pursuing it (and the satisfaction can be worth the time and effort), then you will need other people (to provide feedback) and I suggest you post in all four SMAC forums.

    Good luck.

    vyeh
    Last edited by vyeh; May 29, 2010 at 05:19.

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    Thanks for all the information!

    I spent last night fiddling around with alphax.txt and tweaked a couple of factions (I'm using the Gaian graphics for Na'vi because their bases look like trees, and the Spartans for humans).

    I like the idea of using fungus resource bonuses, but the only problem is how it looks. Is there an easy way to replace the fungus graphic with the forest graphic?

    I don't have a lot of time right now, but I'll go check out those other sites after work.

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    King vyeh's Avatar
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    Quote Originally Posted by dgh64 View Post
    Thanks for all the information!
    You're welcome.

    Quote Originally Posted by dgh64 View Post
    I spent last night fiddling around with alphax.txt and tweaked a couple of factions (I'm using the Gaian graphics for Na'vi because their bases look like trees, and the Spartans for humans).

    I like the idea of using fungus resource bonuses, but the only problem is how it looks. Is there an easy way to replace the fungus graphic with the forest graphic?
    I imagine it is a matter of finding the fungus graphic and replacing it with the forest graphic.

    Quote Originally Posted by dgh64 View Post
    I don't have a lot of time right now, but I'll go check out those other sites after work.
    Let me know how it goes.

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    I just posted at Skunkworks.

    I played around with alphax.txt last night, and here's what I have so far:

    HUMANS:
    Base square produces 4N. No resources from forests, but they have access to formers and can mine, solar, farm, road, sensor, and borehole. Get 1 free former at starting base.

    Chassis:
    Mech suit (infantry), 2 moves
    Scorpion gunship (helicopter), 16 moves, 1 turn fuel
    Dragon gunship (grav ship), 8 moves, 8 turns fuel, 16 transport slots

    Weapons:
    Knife (hand weapons), 1 damage
    Rifle, 2 damage
    Gatling Gun, 5 damage
    Rocket Launcher, 6 damage

    Armor:
    Synthmetal, 4 defense

    Special:
    Nerve gas, Fuel Nanocells

    NA'VI:
    Couldn't figure out how to switch the forest/fungus graphics, so instead I gave them a free tree farm and hybrid forest, so for them forests produce 2N 1E. Also gave them a recycling tank which gives 8M 4E, in addition to the base square's normal 4N production. I know 8M is a lot, but that's their only source of minerals unless I can figure out the fungus thing.

    Chassis:
    Direhorse (Speeder at the moment), 3 moves
    Banshee (Needlejet at the moment), 12 moves, infinite fuel

    Weapons:
    Knife (hand weapons), 1 damage
    Hunting Bow, 4 damage

    Armor:
    Silksteel, 2 defense (I like it because it's blue)

    Special:
    Cloaking device (needs to be renamed)

    Note that the Na'vi have no transports, so this pretty much requires the map to be all one big landmass. This will give a slight advantage to the humans, because they can fly units directly instead of having to go around water.

    Oh, and yes, I know there are already rivers in the game that give you 1 energy, I'm talking about something sort of like near Planet Neck, where there's a long, thin body of water and it forces you to go around.
    Last edited by dgh64; May 30, 2010 at 15:32.

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    King vyeh's Avatar
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    Quote Originally Posted by dgh64 View Post
    I played around with alphax.txt last night, and here's what I have so far:

    HUMANS:
    Base square produces 4N.
    No minerals? No energy?

    Quote Originally Posted by dgh64 View Post
    No resources from forests, but they have access to formers and can mine, solar, farm, road, sensor, and borehole. Get 1 free former at starting base.
    If you are using fungus mechanism, the formers will have to clear the forests first.

    Quote Originally Posted by dgh64 View Post
    Chassis:
    Mech suit (infantry), 2 moves
    Scorpion gunship (helicopter), 16 moves, 1 turn fuel
    So helicopters cannot land outside base? Are you allowing the formers to build air fields?

    Quote Originally Posted by dgh64 View Post
    Dragon gunship (grav ship), 8 moves, 8 turns fuel, 16 transport slots
    So you modified chassis to give them 8 turns of fuel. Why did you go with 8 turns?

    Quote Originally Posted by dgh64 View Post
    Weapons:
    Knife (hand weapons), 1 damage
    Rifle, 2 damage
    Gatling Gun, 5 damage
    Rocket Launcher, 6 damage
    I assume you are talking about attack strength.

    Quote Originally Posted by dgh64 View Post
    Armor:
    Synthmetal, 4 defense

    Special:
    Nerve gas, Fuel Nanocells
    Since you aren't allowing tech research, they get all this at the start.

    Quote Originally Posted by dgh64 View Post
    NA'VI:
    Couldn't figure out how to switch the forest/fungus graphics, so instead I gave them a free tree farm and hybrid forest, so for them forests produce 2N 1E. Also gave them a recycling tank which gives 8M 4E, in addition to the base square's normal 4N production. I know 8M is a lot, but that's their only source of minerals unless I can figure out the fungus thing.
    Ask Buster's Uncle.

    Quote Originally Posted by dgh64 View Post
    Chassis:
    Direhorse (Speeder at the moment), 3 moves
    Banshee (Needlejet at the moment), 12 moves, infinite fuel

    Weapons:
    Knife (hand weapons), 1 damage
    Hunting Bow, 4 damage

    Armor:
    Silksteel, 2 defense (I like it because it's blue)

    Special:
    Cloaking device (needs to be renamed)
    OK.

    Quote Originally Posted by dgh64 View Post
    Note that the Na'vi have no transports, so this pretty much requires the map to be all one big landmass. This will give a slight advantage to the humans, because they can fly units directly instead of having to go around water.

    Oh, and yes, I know there are already rivers in the game that give you 1 energy, I'm talking about something sort of like near Planet Neck, where there's a long, thin body of water and it forces you to go around.
    I don't understand the reference to Planet Neck.

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    Quote Originally Posted by vyeh View Post
    No minerals? No energy?
    Nope. Na'vi have the large production from recycling tanks, but humans have to mine/solar. That's why they get a free Former. I'm also going to set the starting energy to something like 300 so you can rush-build a couple units while you wait for your mines to get up and running.

    Quote Originally Posted by vyeh View Post
    If you are using fungus mechanism, the formers will have to clear the forests first.
    That's correct. If I do end up using the fungus mechanism, then I'll give the humans free fungicide.

    Quote Originally Posted by vyeh View Post
    So helicopters cannot land outside base? Are you allowing the formers to build air fields?
    Yes, helicopters can land (we saw this in the movie), and formers can build airfields to extend their range without taking damage.

    Quote Originally Posted by vyeh View Post
    So you modified chassis to give them 8 turns of fuel. Why did you go with 8 turns?
    I don't know why 8... I kinda wanted to be able to loiter for a few turns before going home, but I didn't want infinite fuel. Do you think it should be different?

    Quote Originally Posted by vyeh View Post
    I assume you are talking about attack strength.
    Yeah, attack strength.

    Quote Originally Posted by vyeh View Post
    Since you aren't allowing tech research, they get all this at the start.
    I'm still considering allowing tech. I think maybe a very basic A leads to B leads to C thing, in which each side has their own 2 or 3 techs. So maybe you'd get heavier armor first, and then nerve gas? There might also be a branch or two with base enhancement or something, but I'd like to keep it as simple as possible.

    Quote Originally Posted by vyeh View Post
    I don't understand the reference to Planet Neck.
    Maybe I got the name wrong. On Huge Map of Planet, the big Eastern continent has a channel that starts at the South end and cuts the continent almost in half. I was using that as an example of what I meant when I said "river" earlier. I thought Planet Neck was the little strip of land that went across the mouth of the channel.

    Anyway, some more progress to report:

    I just found out I can use #UNITS in alphax.txt to make things you can't do with the design workshop -- in particular, it's possible to make a combat unit with a powerful weapon that also has transport ability. I'm thinking of making a Dragon (massive gunship) with Gatling gun that also transports 16, and disabling it, but giving the human player one of them to start with. What do you think?

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    Quote Originally Posted by dgh64 View Post
    Yes, helicopters can land (we saw this in the movie), and formers can build airfields to extend their range without taking damage.
    So helicopters will take normal 30% damage if they end turn outside base or air field?

    Quote Originally Posted by dgh64 View Post
    I don't know why 8... I kinda wanted to be able to loiter for a few turns before going home, but I didn't want infinite fuel. Do you think it should be different?
    The other side has infinite fuel. Will you be using two different chassis?

    Quote Originally Posted by dgh64 View Post
    I'm still considering allowing tech. I think maybe a very basic A leads to B leads to C thing, in which each side has their own 2 or 3 techs. So maybe you'd get heavier armor first, and then nerve gas? There might also be a branch or two with base enhancement or something, but I'd like to keep it as simple as possible.
    OK.

    Quote Originally Posted by dgh64 View Post
    Maybe I got the name wrong. On Huge Map of Planet, the big Eastern continent has a channel that starts at the South end and cuts the continent almost in half. I was using that as an example of what I meant when I said "river" earlier. I thought Planet Neck was the little strip of land that went across the mouth of the channel.
    I understand now.

    Quote Originally Posted by dgh64 View Post
    Yes, helicopters can land (we saw this in the movie), and formers can build airfields to extend their range without taking damage.
    So helicopters will take normal 30% damage if they end turn outside base or air field?

    Quote Originally Posted by dgh64 View Post
    I don't know why 8... I kinda wanted to be able to loiter for a few turns before going home, but I didn't want infinite fuel. Do you think it should be different?
    The other side has infinite fuel. Will you be using two different chassis?

    Quote Originally Posted by dgh64 View Post
    I'm still considering allowing tech. I think maybe a very basic A leads to B leads to C thing, in which each side has their own 2 or 3 techs. So maybe you'd get heavier armor first, and then nerve gas? There might also be a branch or two with base enhancement or something, but I'd like to keep it as simple as possible.
    OK.

    Quote Originally Posted by dgh64 View Post
    Anyway, some more progress to report:

    I just found out I can use #UNITS in alphax.txt to make things you can't do with the design workshop -- in particular, it's possible to make a combat unit with a powerful weapon that also has transport ability. I'm thinking of making a Dragon (massive gunship) with Gatling gun that also transports 16, and disabling it, but giving the human player one of them to start with. What do you think?
    Yes, you can. I think that will work well.

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    Quote Originally Posted by vyeh View Post
    So helicopters will take normal 30% damage if they end turn outside base or air field?
    I guess... unless there's a way to change it? It'd be nice if it was only 10%

    Quote Originally Posted by vyeh View Post
    The other side has infinite fuel. Will you be using two different chassis?
    Yes, 2 chassis: Helicopter for the Scorpion, and Grav Ship (with limited fuel added) for the Dragon.

    The Na'vi are riding animals, which can stop and eat wherever they are, so I figure it's like every square is an airbase.

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    Quote Originally Posted by dgh64 View Post
    I guess... unless there's a way to change it? It'd be nice if it was only 10%
    I assume you have looked through the rules at the beginning of alphax.txt. Off the top of my head, I don't think so.

    Quote Originally Posted by dgh64 View Post
    The Na'vi are riding animals, which can stop and eat wherever they are, so I figure it's like every square is an airbase.
    Right.

    How did the graphics Buster's Uncle give you work out?

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    I haven't had time to try them yet, but I'll let you know after work.

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    How about the other tribes. From my one viewing, there were Na'vi on the coast, the plains. You can create other Na'vi factions with some tweaks on the one you have. Then the human will face the hordes!

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    That's a pretty good idea. Although, I'd probably have to throttle back the growth quite a bit, becuase with the small amount of play-testing I've done a single AI-controlled Na'vi is pretty hard to beat.

    I'm about to go plug in Buster's Uncle's modded fungus graphics, rewrite alphax.txt, and see how it works. I'll get back to you in a few hours...

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    I had some trouble with the fungus graphics, but I spent the last 2 hours working with alphax.txt and my faction files anyway. Here's the new system:

    Base Square gives 2/1/1
    Recycling Tanks (which Na'vi get free but humans can't have) gives an additional 0/1/1

    Na'vi get 1/1/1 from fungus, and have 4 levels of technology to increase it to 2/2/2, then 3/3/3, and so on to a max of 5/5/5

    Humans get nothing from fungus, instead they have to use the more traditional terraforming. I changed the fungus coefficient in #WORLDBUILDER to 4, so with native life set to Abundant you get mostly fungus but a few non-fungus squares here and there, so humans will (most likely) have a square or two of no fungus to start with. Humans also can build roads through fungus by default.

    As it is right now, each side has 5 techs:

    Na'vi have the 4 fungus resource techs, plus one that branches off from #2 and allows the Flux Vortex special ability (a.k.a. cloaking device) for stealth.

    Humans have 2 combat system techs, which unlock the heavier weapons (Gatling Gun, Rocket Launcher, and the Dragon chassis) as well as the perimeter defense and tachyon field (renamed Basic and Advanced Defense Grids), and 2 power generator techs, which let you build generators to feed the large power requirements of the defense grids. The grids use 8 and 12 energy respectively, and the generators produce 10 and 15 respectively, so a base with all 4 buildings will have a surplus of 5. The final human tech is Advanced Chemistry, which requires both Power 1 and Combat 1. It unlocks Fungicide, fuel nanocells, and Nerve Gas, which is very important given the Na'vi growth advantage.

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    This is coming along pretty well, and I'm looking at tomorrow for a beta release. I have a couple technical questions, though:

    You know the Scout Patrol you get at the beginning? Is there a way to change that to a different pre-designed unit? Because right now it's giving AMP Suits to the Na'vi. I've looked through the Spartan faction file to see what makes them get a Rover instead, but couldn't find anything.

    Also, my pre-designed Dragon Assault Transport won't hold onto its units. I move a land unit to the same square and click "Board Transport", and on the transport's screen the cargo number goes up by 1, but when I move the transport all the units stay behind.

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    This is coming along pretty well (fungus graphics are working acceptably well, and the gameplay is mostly working but needs some fine-tuning), and I'm looking at tomorrow for a beta release so I can get some much-needed player feedback. I have a couple technical questions, though:

    You know the Scout Patrol you get at the beginning? Is there a way to change that to a different pre-designed unit? Because right now it's giving AMP Suits to the Na'vi. I've looked through the Spartan faction file to see what makes them get a Rover instead, but couldn't find anything.

    Also, my pre-designed Dragon Assault Transport won't hold onto its units. I move a land unit to the same square and click "Board Transport", and on the transport's screen the cargo number goes up by 1, but when I move the transport all the units stay behind.

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    Quote Originally Posted by dgh64 View Post
    I had some trouble with the fungus graphics, but I spent the last 2 hours working with alphax.txt and my faction files anyway. Here's the new system:
    Have you been having problems getting onto Apolyton? I have had received the message several times that the server is too busy.

    Quote Originally Posted by dgh64 View Post
    Base Square gives 2/1/1
    Recycling Tanks (which Na'vi get free but humans can't have) gives an additional 0/1/1
    How did you prevent the humans from getting Recycling Tanks?

    Quote Originally Posted by dgh64 View Post
    Na'vi get 1/1/1 from fungus, and have 4 levels of technology to increase it to 2/2/2, then 3/3/3, and so on to a max of 5/5/5
    Uh, 5/5/5 is a lot. Do you still have specialists? Boreholes?

    Quote Originally Posted by dgh64 View Post
    Humans get nothing from fungus, instead they have to use the more traditional terraforming. I changed the fungus coefficient in #WORLDBUILDER to 4, so with native life set to Abundant you get mostly fungus but a few non-fungus squares here and there, so humans will (most likely) have a square or two of no fungus to start with.
    Does it still take 6 turns to remove fungus?

    Quote Originally Posted by dgh64 View Post
    Humans also can build roads through fungus by default.
    I assume you set alphax.txt to no tech for building road through fungus.

    Quote Originally Posted by dgh64 View Post
    As it is right now, each side has 5 techs:

    Na'vi have the 4 fungus resource techs, plus one that branches off from #2 and allows the Flux Vortex special ability (a.k.a. cloaking device) for stealth.

    Humans have 2 combat system techs, which unlock the heavier weapons (Gatling Gun, Rocket Launcher, and the Dragon chassis) as well as the perimeter defense and tachyon field (renamed Basic and Advanced Defense Grids), and 2 power generator techs, which let you build generators to feed the large power requirements of the defense grids. The grids use 8 and 12 energy respectively, and the generators produce 10 and 15 respectively, so a base with all 4 buildings will have a surplus of 5. The final human tech is Advanced Chemistry, which requires both Power 1 and Combat 1. It unlocks Fungicide, fuel nanocells, and Nerve Gas, which is very important given the Na'vi growth advantage.
    OK. And where will the 5 surplus go? I assume into research and rush building.

    Quote Originally Posted by dgh64 View Post
    This is coming along pretty well (fungus graphics are working acceptably well, and the gameplay is mostly working but needs some fine-tuning), and I'm looking at tomorrow for a beta release so I can get some much-needed player feedback.
    I would suggest you release it in all 4 major SMAC forums (Apolyton, CivFanatics, CivGaming and WePlayCiv).

    Quote Originally Posted by dgh64 View Post
    I have a couple technical questions, though:

    You know the Scout Patrol you get at the beginning? Is there a way to change that to a different pre-designed unit? Because right now it's giving AMP Suits to the Na'vi. I've looked through the Spartan faction file to see what makes them get a Rover instead, but couldn't find anything.
    You need to edit the third slot in #UNITS in alphax.txt. This is the scout patrol, which each faction receives automatically. The Spartans receive a Unity Rover in addition. If they don't get a free unit, then it is hard coded.

    Quote Originally Posted by dgh64 View Post
    Also, my pre-designed Dragon Assault Transport won't hold onto its units. I move a land unit to the same square and click "Board Transport", and on the transport's screen the cargo number goes up by 1, but when I move the transport all the units stay behind.
    The Dragon Transport has a gravship chassis, right? Air chassis can only load units in bases and airfields. Try loading unit in a base and see if the unit stays with the transport.

    I've been having trouble getting on Apolyton. You should keep the address of my forum off-line if you want some feedback and Apolyton is not available.

    I gather the forrest graphics provided by Buster's Uncle worked out. Were all of your graphics needs met?

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    Quote Originally Posted by vyeh View Post
    Have you been having problems getting onto Apolyton? I have had received the message several times that the server is too busy.
    I've had trouble, too, which is where the double post yesterday came from.

    Quote Originally Posted by vyeh View Post
    How did you prevent the humans from getting Recycling Tanks?
    I just set the prereq for the tanks to a disabled tech, so it's unresearchable, but you can still give the Na'vi a free one from the faction file.

    Quote Originally Posted by vyeh View Post
    Uh, 5/5/5 is a lot. Do you still have specialists? Boreholes?
    Yes, there are still specialists. Na'vi can't do terraforming of any kind, but if they capture a human base then they would be able to use the boreholes and whatever else is there. Do you think I should reduce it? I was thinking maybe something like this: Start with 1/1/1, then research leads to 2/1/1, then 2/2/2, then 3/2/2, and finally 3/3/3.

    Quote Originally Posted by vyeh View Post
    Does it still take 6 turns to remove fungus?
    Only 4, and after some research you get fungicide tanks.

    Quote Originally Posted by vyeh View Post
    I assume you set alphax.txt to no tech for building road through fungus.
    Yes.

    Quote Originally Posted by vyeh View Post
    OK. And where will the 5 surplus go? I assume into research and rush building.
    Research, rush building, and also if you build a forward base it'll allow you to build the defenses first and generators later without having to worry about a deficit.

    Quote Originally Posted by vyeh View Post
    I would suggest you release it in all 4 major SMAC forums (Apolyton, CivFanatics, CivGaming and WePlayCiv).
    I haven't gone on CivFanatics or CivGaming yet, but I will when I'm ready to release.

    Quote Originally Posted by vyeh View Post
    You need to edit the third slot in #UNITS in alphax.txt. This is the scout patrol, which each faction receives automatically. The Spartans receive a Unity Rover in addition. If they don't get a free unit, then it is hard coded.
    I think it must be hard-coded. I tried changing slot #3 to something else, but it changes it for EVERYONE (humans as well as Na'vi). As far as I can tell, the only way to change it for one faction and not the others is to start a game and use the scenario editor to create/remove units.

    Quote Originally Posted by vyeh View Post
    The Dragon Transport has a gravship chassis, right? Air chassis can only load units in bases and airfields. Try loading unit in a base and see if the unit stays with the transport.
    I didn't know that about air chassis. I guess it makes sense, though, in the way the "real" vehicles work.

    Quote Originally Posted by vyeh View Post
    I've been having trouble getting on Apolyton. You should keep the address of my forum off-line if you want some feedback and Apolyton is not available.
    I will.

    Quote Originally Posted by vyeh View Post
    I gather the forrest graphics provided by Buster's Uncle worked out. Were all of your graphics needs met?
    The forest works acceptably. Some of the tiles are sideways, but they said there's no way to fix that. I did some graphics myself, putting new faces in for my custom factions.

    I didn't have as much time as I thought I would last night, and I still have quite a bit of work to do with the factions (I've made 4 different Na'vi clans, each with a couple of differences) so it'll be ready for beta-testing probably this weekend.

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    Quote Originally Posted by dgh64 View Post
    I just set the prereq for the tanks to a disabled tech, so it's unresearchable, but you can still give the Na'vi a free one from the faction file.
    That's need.

    Quote Originally Posted by dgh64 View Post
    Yes, there are still specialists. Na'vi can't do terraforming of any kind, but if they capture a human base then they would be able to use the boreholes and whatever else is there. Do you think I should reduce it? I was thinking maybe something like this: Start with 1/1/1, then research leads to 2/1/1, then 2/2/2, then 3/2/2, and finally 3/3/3.
    It depends. They may need the greater productivity to be competitive with the humans.

    Quote Originally Posted by dgh64 View Post
    Only 4, and after some research you get fungicide tanks.
    And at that point, it only takes 2 turns to remove fungus, right?

    Quote Originally Posted by dgh64 View Post
    I think it must be hard-coded. I tried changing slot #3 to something else, but it changes it for EVERYONE (humans as well as Na'vi). As far as I can tell, the only way to change it for one faction and not the others is to start a game and use the scenario editor to create/remove units.
    Slot #3 goes to every non-aquatic faction. Slot #23 goes to aquatic factions. If you look at Data Angels, you will see the way to assign a free unit to a faction. Put a scout in slot #3 and then give the humans a free unit.

    Quote Originally Posted by dgh64 View Post
    I didn't have as much time as I thought I would last night, and I still have quite a bit of work to do with the factions (I've made 4 different Na'vi clans, each with a couple of differences) so it'll be ready for beta-testing probably this weekend.
    Are you running AI simulations. You can set the scenario editor so all the factions are run by the AI. If you hold down the return key, the pop-up messages go away and you can see what happens. Several run-throughs will tell you if the humans and Na'vi are balanced.

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    Quote Originally Posted by vyeh View Post
    And at that point, it only takes 2 turns to remove fungus, right?
    Right.

    Quote Originally Posted by vyeh View Post
    Slot #3 goes to every non-aquatic faction. Slot #23 goes to aquatic factions. If you look at Data Angels, you will see the way to assign a free unit to a faction. Put a scout in slot #3 and then give the humans a free unit.
    If I set the Na'vi to be an aquatic faction, then they'll get the unit that's in Slot 23? Then I could just put the Direhorse Scout in slot 23, right? Does being an aquatic faction change anything else?

    Quote Originally Posted by vyeh View Post
    Are you running AI simulations. You can set the scenario editor so all the factions are run by the AI. If you hold down the return key, the pop-up messages go away and you can see what happens. Several run-throughs will tell you if the humans and Na'vi are balanced.
    I've done a couple of me-versus-AI games part way through. Usually I run into a bug or something that interrupts the game and I have to fix it and try again. Now that I've pretty much solved everything, I'll do what you suggest.

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    Quote Originally Posted by dgh64 View Post
    If I set the Na'vi to be an aquatic faction, then they'll get the unit that's in Slot 23? Then I could just put the Direhorse Scout in slot 23, right? Does being an aquatic faction change anything else?
    Okay, just answered my own question. Aquatic factions always land in the water. Duh. The slot #23 thing works, but I need them to land on the land...

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    Quote Originally Posted by dgh64 View Post
    I didn't have as much time as I thought I would last night, and I still have quite a bit of work to do with the factions (I've made 4 different Na'vi clans, each with a couple of differences) so it'll be ready for beta-testing probably this weekend.
    I assume you've seen bdanv's offer at the Skunkworks forum to test your mod?

    Quote Originally Posted by bdanv
    dgh64, do you have some early version that you can release?
    i may have some free time this weekend and i would like to test some mods.
    You won't get too many volunteers to test (I was concerned that you wouldn't get one), so you should jump on the offer. I believe bdanv is in European time zone, so it would be a good idea to post an early version at the Skunkworks forum (you can note what is incomplete) and a later version here.

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    Yeah, just replied to the offer.

    Apparently it's way to big to upload all at once, so I'm putting each clan in a different file...
    Attached Files Attached Files

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    And now for the final piece:

    (and I'm off to the other sites to do exactly the same thing...)

    EDIT: Almost forgot to mention, the alphax.txt changes pretty much break the stock factions, so don't be surprised if they die in about 3 turns. I'd just use the scenario editor to eliminate them at the start.

    EDIT #2: Couple of bugs in alphax.txt. Use the one in Other (2).
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    Last edited by dgh64; June 4, 2010 at 14:23.

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    Okay, kinda having a problem here. I gave all the Na'vi factions FUNGNUTRIENT, 1, FUNGMINERAL, 1, FUNGENERGY, 1, so they could get resources from the "forest", but it apparently only applies for human players. If you start a single-player game against AI-controlled Na'vi, then open the scenario editor and switch sides, the Na'vi get no resources from "forest". Anyone know what's wrong?

    EDIT: Weird. It works fine if you advance 1 turn.
    Last edited by dgh64; June 5, 2010 at 09:51.

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    Did you start in MY 2100? There are some funny things that happen for MY 2100 that don't happen for MY2101.

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    I changed alphax.txt so the game starts at MY 2154 (which is when the movie takes place).

    I'm working on several high-fungus Pandora maps, with modified landmarks and such, and also making scenarios with special rules (no tech trading, no planetary council, etc.) I somehow figured out the scout/scout rover problem (not sure what I did, but whatever it was, it worked) and I also gave the Na'vi their own colony pod with a special icon. I'll release Version 1.0 when I've thoroughly tested everything (like I didn't do last time)

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    Quote Originally Posted by dgh64 View Post
    I also gave the Na'vi their own colony pod with a special icon.
    How did you do that?

    Quote Originally Posted by dgh64 View Post
    I'll release Version 1.0 when I've thoroughly tested everything (like I didn't do last time)
    I look forward to it.

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    Quote Originally Posted by vyeh View Post
    How did you do that?
    Copied the line in #UNITS and changed the -1 (in the special icon collumn) to a 0. Then set the prereq for the original colony pod to "Human" and the prereq for the new one to "Navi". Also, the costs are different, to encourage humans to have a small number of large, heavily defended bases while the Na'vi have lots of smaller, easier to conquer bases.

    Of course, the special icon disappears if you do any reverse-engineering, but I came up with a "quick and dirty" method to discourage that. On special units like the colony pod, or Toruk Makto, which has more powerful weapons and armor than I want to have available for normal units, I just set the cost of the unit in #UNITS to a nice, reasonable number (instead of auto-calculate) and then set the cost of the weapon and armor to a ridiculously high number. So, it's possible to reverse-engineer the equipment onto units that aren't supposed to have them, but the resulting unit will take hundreds of turns to build and you'll never get your money's worth from them.

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    Quote Originally Posted by dgh64 View Post
    Copied the line in #UNITS and changed the -1 (in the special icon collumn) to a 0. Then set the prereq for the original colony pod to "Human" and the prereq for the new one to "Navi". Also, the costs are different, to encourage humans to have a small number of large, heavily defended bases while the Na'vi have lots of smaller, easier to conquer bases.
    Assuming the original colony pod is in the first slot and is now the colony pod requiring "human," isn't that the original colony pod(s) for the Na'vi (I suppose it doesn't matter if "flexible starting location" is off (unless the game engine gives you an extra colony pod).

    Quote Originally Posted by dgh64 View Post
    Of course, the special icon disappears if you do any reverse-engineering, but I came up with a "quick and dirty" method to discourage that. On special units like the colony pod, or Toruk Makto, which has more powerful weapons and armor than I want to have available for normal units, I just set the cost of the unit in #UNITS to a nice, reasonable number (instead of auto-calculate) and then set the cost of the weapon and armor to a ridiculously high number. So, it's possible to reverse-engineer the equipment onto units that aren't supposed to have them, but the resulting unit will take hundreds of turns to build and you'll never get your money's worth from them.
    This assumes that you don't want to have the weapons and armor available at a later time (when the appropriate tech is discovered).

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