This is an upgraded test sample of the general structure of the alphax.txt guide (built using FrontPage default FAQ). The idea is to present a guide-format that makes it easy to add new information. Each section in the alphax.txt has its own section in this guide. If no information is currently available for a section, it should simply be left out (i.e. no link etc.). All sections are listed in the Table of Contents.
To help identify comments/tips/tricks and bugs regarding the alpha.txt, I've used color codes. In addition I've set up simple boxes displaying custom stuff, e.g. custom units, custom rules etc. The idea is to make it easy to just copy and paste this box-information into your own alpha.txt. A color code should usually be applied to the box.
; You can copy lines in these boxes and paste them into your alphax.txt |
Additional color codes: <This Color> indicates an editable parameter; <This Color> indicates a file reference. Finally I think it's possible to make this guide usable for both SMAC and SMACX, but I haven't yet figured out how --- maybe special SMAC boxes:
SMAC note: These boxes should recieve special attention from SMAC folks! Maybe place a box after each section to point out differences etc. |
Since this guide is still in development NO_INFO indicates currently unconfirmed stuff and/or other untrustworthy comments.
The alphax.txt is divided into several sections. These sections can be identified by a # in the beginning of the section, e.g. #RULES, #RESOURCEINFO etc.
Whenever a ; (semicolon) is used before some information, the game will not use that information. This kind of information is considered to be only helpful notes to navigate through the
alphax.txt file.
3, ; Movement rate along roads Determines the number of squares a unit can travel along roads using a single movement point. |
2, ; Nutrient intake requirement for citizens Determines how many nutrients are needed to support 1 population/citizen in a base. |
3,2 ; Numerator & Denominator for artillery fire damage Determines the damage inflicted by artillery bombardment of units. Increasing the first number makes artillery hit harder. |
2, ; Max artillery range (larger will break multiplayer) |
8, ; Max airdrop range w/o orbital insertion |
10, ; Nutrient cost multiplier |
10, ; Minerals cost multiplier |
100, ; Technology discovery rate as a percentage of standard |
1, ; Limits mineral increase for mine without road in square |
-1, ; Nutrient effect in mine square (0 or -1) |
5, ; Minimum base size to support specialists |
1, ; Drones induced by Genejack factory |
7, ; Population limit w/o hab complex |
14, ; Population limit w/o hab dome |
50, ; Extra percentage cost of prototype LAND unit |
50, ; Extra percentage cost of prototype SEA unit |
50, ; Extra percentage cost of prototype AIR unit |
3,2, ; Psi combat offense-to-defense ratio (LAND unit defending) |
1,1, ; Psi combat offense-to-defense ratio (SEA unit defending) |
1,1, ; Psi combat offense-to-defense ratio (AIR unit defending) |
10, ; Players' starting energy reserves |
25, ; Combat % -> intrinsic base defense |
0, ; Combat % -> attacking along road |
0, ; Combat % -> for attacking from higher elevation Increase the number to recieve a bonus for attacking from a higher elevation with ground units. I guess there are 4 different levels of elevation: ground level (0-999m), medium elevation (1000-1999m), high elevation (2000-2999m), very high elevation (above 3000m) [NO_INFO]. Comment: I like to have this value set to 12. This enables a more complex strategy when building new bases --- and especially defending the bases and possible entry points. It also makes conquering new territory quite different if your opponent has troops almost like your own. Note: The AI do NOT seem to be particulary aware of this, so changing this value actually hurts the AI [NO_INFO]. |
0, ; Combat penalty % -> attacking from lower elevation |
25, ; Combat % -> Mobile unit in open ground |
0, ; Combat % -> Defend vs. mobile in rough |
25, ; Combat % -> Infantry vs. Base |
50, ; Combat penalty % -> attack after airdrop |
25, ; Combat % -> Fanatic attack bonus |
50, ; Combat % -> Land based guns vs. ship artillery bonus |
25, ; Combat % -> Artillery bonus per level of altitude |
50, ; Combat % -> Trance bonus defending vs. psi |
50, ; Combat % -> Empath Song bonus attacking vs. psi |
50, ; Combat penalty % -> Air superiority unit vs. ground unit |
100, ; Combat % -> Air superiority unit vs. air unit |
50, ; Combat penalty % -> Non-combat unit defending vs. combat unit |
50, ; Combat % -> Comm Jammer unit defending vs. mobile unit |
100, ; Combat % -> Bonus vs. ships caught in port |
100, ; Combat % -> AAA bonus vs. air units |
25, ; Combat % -> Defend in range of friendly Sensor |
10, ; Combat % -> Psi attack bonus/penalty per +PLANET |
50, ; Retool percent penalty for production change |
2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free) Bug: If set to 3 game overrides automatically to 2. Thus you cannot set the retool strictness to Never Free. |
10, ; Retool exemption (first X minerals not affected by penalty) |
20, ; Minimum # of turns between councils |
5, ; Minerals for harvesting forest |
8, ; Territory: max distance from base |
20, ; Turns to corner Global Energy Market |
CentPsi, ; Technology to improve fungus squares |
CentPsi, ; Technology to ease fungus movement |
CentEmp, ; Technology to build roads in fungus |
Neural, ; Technology to allow 2 special abilities for a unit |
Gene, ; Technology to allow 3 nutrients in a square |
EcoEng, ; Technology to allow 3 minerals in a square |
EnvEcon, ; Technology to allow 3 energy in a square |
Gravity, ; Technology to allow orbital insertion w/o Space Elevator |
EcoEng2, ; Technology for +1 mining platform bonus |
PlaEcon, ; Technology for economic victory |
1, ; If non-zero, probe teams can steal technologies |
1, ; If non-zero, humans can always contact each other in net games |
1, ; If non-zero, humans can always contact each other in hotseat/email games |
50, ; Maximum % damage inflicted by arty versus units in base/bunker |
99, ; Maximum % damage inflicted by arty versus units in open |
100, ; Maximum % damage inflicted by arty versus units at sea |
1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming). |
2100 ; Normal starting year |
2600 ; Normal ending year for lowest 3 difficulty levels |
2500 ; Normal ending year for highest 3 difficulty levels |
1 ; If non-zero, obliterating a base counts as an atrocity |
10 ; Size of base for subspace generator Only available in SMACX = not available in SMAC ... |
6 ; Number of subspace generators needed |
#TERRAIN Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F Soil Enricher, EcoEng2, Soil Enricher, Disable, 8, Construct $STR0, f, F etc. |
TERRAIN PARAMETERS:
Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F
This is the name of the land based terraforming improvement.
Farm, None, Kelp Farm, None, 4, Cultivate $STR0, f, F
This is the technology prerequisite upon which the terraforming improvement becomes available. This refers to the technology id code in the #TECHNOLOGY section. If set to none your formers will always be able to perform this option.
Comment: Reducing the productivity of Forest squares, can make other terraform options more attractive. Often players just plant forests and let them spread. Combined with Tree Farms and Hybrid Forests forests provide a high output of both nutrients, minerals and energy --- even better when on a special resource.
Alternative forest output suggestion; on arid, fungus plagued worlds these forests are still quite attractive:
Forest Square, 1, 1, 0, 0, |
[NO_INFO]
384, ; Land base (Seeded land size of a standard world) Explanation please! |
256, ; Land modifier (additional land from LAND selection: x0, x1, x2) Another explanation, please! |
NO_INFO
#WORLDSIZE 5 Tiny planet|(early conflict), 24, 48 Small planet, 32, 64 Standard planet, 40, 80 Large planet, 44, 90 Huge planet|(late conflict), 64, 128 |
[NO_INFO]
#TECHNOLOGY Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000 Industrial Base, Indust, 2, 1, 3, 0, None, None, 000000000 Information Networks, InfNet, 0, 3, 2, 1, None, None, 000000000 etc. |
TECHNOLOGY PARAMETERS:
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
This is the name of the technology as seen ... ehh ... where?!? :)
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
The technology id code.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
This is the power value of the technology.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
This is the tech value of the technology.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
This is the wealth value of the technology.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
This is the growth value of the technology.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
Determines the first technology prerequisite.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
Determines the second technology prerequisite.
Biogenetics, Biogen, 0, 3, 2, 2, None, None, 000100000
Binary special tech flags. (See Table 1)
Table 1: Special tech Flags |
|
[NO_INFO]
[NO_INFO]
#WEAPONS Hand Weapons, Gun, 1, 0, 1, -1, None, Laser, Laser, 2, 0, 2, -1, Physic, Particle Impactor, Impact, 4, 0, 4, -1, Chaos, etc. |
[NO_INFO]
#DEFENSES No Armor, Scout, 1, 0, 1, None, Synthmetal Armor, Synthmetal, 2, 0, 2, Indust, Plasma Steel Armor, Plasma, 3, 2, 3, Chemist, etc. |
[NO_INFO]
#ABILITIES Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled Deep Radar, 0, MilAlg, , 010000111111, Sees 2 spaces Cloaking Device, 1, Surface, Cloaked, 000001111001, Invisible; Ignores ZOCs etc. |
ABILITIES PARAMETERS:
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
The name of the special ability as shown in the game. NO_INFO
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
The extra cost code of the unit recieving the ability. (See Table 2)
Table 2: Special Ability Cost Code |
|
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Determines the technology prerequisite of the special ability, i.e. the special ability becomes available upon discovery of the required technology. This refers to the technology id code in the #TECHNOLOGY section. If set to none the special ability is available at game start. If set to disable the special ability cannot be applied to any unit, though it may be found on predesigned units.
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
The abbreviation of the special ability as shown in the game when auto generating the name of the unit with this special ability, including the information found after the unit stats. If left blank,nothing is added to the unit name. The Deep Radar special ability is left blank by default and does not show in any description. NO_INFO: How are names determined?
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Determines the binary flags for the special ability (see Table 3). These flags do not have any effect on predesigned units --- only units made with the design workshop.
Table 3: Binary Flags for Special Abilities |
|
Super Former, 1, EcoEng2, Super, 000000010111, Terraform rate doubled
Brief description of the special ability. This shows up in the Design Workshop in the special ability fields. NO_INFO
Bug-fix: The Antigrav Struts ability is not applicable to air units by default, even though both the manual and help texts say so. Looking at the flags of this ability it becomes clear that the Antigrav Struts ability is disabled for air units. To enable the ability for air units the tenth binary flag has to be set to 1:
Antigrav Struts, 1, Gravity, Grav, 000000111101, +1 movement rate (or +Reactor*2 for Air) |
#UNITS 23 Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 00000000000000000000000000 Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 00000000000000000000000000 Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000 etc. |
The number 23 below #UNITS, refers to the total number of units in the list, i.e. if you add a unit increase this number by one.
UNIT PARAMETERS:
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
The name of the predesigned unit as shown in the game. You can rename any of the 23 default predesigned units. Note that the game reads the unit configuration from the entry of the unit in the list --- not the unit name; i.e. the Scout Patrol is entry #3 in the list, the Spore Launcher is entry #16 etc.
Scout Patrol,
Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000Determines the chassis the unit uses. The chassis name must correspond with a name in the #CHASSIS section, Infantry, Foil, Missile etc.
Scout Patrol, Infantry,
Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000Determines the module (weapon/package) the unit uses. The module name must correspond with a name in the #WEAPONS section, Gun, Shard, Transport, Probe Team etc.
Scout Patrol, Infantry, Gun,
Scout, 3, 0, 0, None, -1, 00000000000000000000000000Determines the armor of the unit. The armor name must correspond with a name in the #DEFENSES section, Scout, Silksteel, Psi etc.
Scout Patrol, Infantry, Gun, Scout,
3, 0, 0, None, -1, 00000000000000000000000000Determines the plan for the unit for AI purposes. The plan corresponds with the common usage of the unit. The Scout Patrol is mainly a reconnaisance unit, hence the number 3 (See Table 4)
Table 4: AI plans for units |
|
Example: If you add a Probe Cruiser this number would be 11 (Info Warfare)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the cost (in minerals) of the unit. A value of 0 (zero) auto calculates the cost. (NO_INFO: probably based on the configuration of the unit, need cost update)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the carrying capacity of the unit. A value of 0 (zero) auto calculates this.This number is mainly used for transport units. (NO_INFO: IoD, Capacity limits?)
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the technology prerequisite of the unit, i.e. the unit becomes available upon discovery of the required technology. This refers to the technology id code in the #TECHNOLOGY section. If set to none the unit is available at game start. If set to disable the unit cannot be built, though it may be obtained from supply pods or other special events.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Determines the special icon for the unit. A value of -1 auto calculates this, based on current configuration.Certain units use special graphics (Fungal Towers, Alien Artifacts, Battle Ogres etc.), that the game reads from the file units.pcx. Some of these graphics vary according to the morale level of the unit --- others don't. The value for the special icon corresponds with the rows of images in the units.pcx file. Top row has a value of 0, bottom row is 8. The values that are independant of morale levels always use the first (left most) image in a row for unit display. Morale dependant rows are: #1 (Fungal Tower), #3 (Mind Worms), #4 (Sealurk) and #5 (Spore Launcher). The Isle of the Deep and the Locusts of Chiron seem unavailable and un-editable.
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Special ability flags for the unit. These are 26 binary signifiers (either 1 or 0). A 1 (one) indicates that the unit has a specific special ability. The Scout Patrol has no special abilities, hence all flags are set to 0 (zero). To add a special ability: Change the correct 0 to 1. Changing the first 0 to 1 adds the dissociative wave special ability; changing the fourth 0 to 1 adds the non-lethal methods special ability etc. (see Table 5). You can add as many of these abilities as you wish to a single unit. See also #ABILITIES section.
Table 5: Special Ability Flag Positions |
|
(NO_INFO: non available abilities: Marine Detachment; Fuel Nanocells; Algorithmic Enhancement)
Comments: You can edit the configuration of both the Unity Mining Laser and the Unity Scout Chopper, just as long as you do NOT change the position (#13 and #21) of these units in the unit list --- you can change the names though. This results in new units emerging from the Unity Wreckage.
In order to assist the AI in naval probe actions it is highly recommended to add a Probe Cruiser to the unit list, otherwise you'll practically never see AI naval probes. Usually the unit is set to become available upon the discovery of Doctrine: Initiative. Here is the standard version (copy and paste into your alphax.txt, remember to update the number at the beginning of your unit list):
Probe Cruiser, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000 |
Here's an idea for a chemical missile (Nerve Gas) that uses the special XX Missile icon:
XX Missile, Missile, Conventional, Scout, 0, 0, 0, Orbital, 8, 00000100000000000000000000 |
Note: All predesigned units (except Battle Ogres Mk2 & Mk3) use the fission reactor. Sadly, it is not possible to change this configuration.
#FACILITIES Headquarters, 5, 0, None, Disable, Efficiency Children's Creche, 5, 1, EthCalc, Disable, Growth/Effic/Morale Recycling Tanks, 4, 0, Biogen, EcoEng2, Bonus Resources etc. |
NO_INFO