Alpha Centauri - Alien Crossfire

Guide to ALPHAX.TXT Customizing


Table of Contents

  • General information
  • 1 #RULES
  • 2 #TERRAIN
  • 3 #RESOURCEINFO
  • 4 #WORLDBUILDER
  • 5 #WORLDSIZE
  • 6 #TIMECONTROLS
  • 7 #TECHNOLOGY
  • 8 #CHASSIS
  • 9 #REACTORS
  • 10 #WEAPONS
  • 11 #DEFENSES
  • 12 #ABILITIES
  • 16 #UNITS

  • General information

    This is just a test sample... built using FrontPage default FAQ... (never tried that before :) )

    Tested on 16 #UNITS.

    NO_INFO indicates currently unconfirmed stuff.

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    #RULES

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    #TERRAIN

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    #RESOURCEINFO

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    #WORLDBUILDER

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    #WORLDSIZE

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    #TIMECONTROLS

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    #TECHNOLOGY

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    #CHASSIS

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    #REACTORS

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    #WEAPONS

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    #DEFENSES

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    #ABILITIES

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    #UNITS

     

    #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, e.g. if you add a unit increase the 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.

     

    Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000

    Determines 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, 00000000000000000000000000

    Determines 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, 00000000000000000000000000

    Determines the armor the unit uses. 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, 00000000000000000000000000

    Determines the plan of 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 list below)

    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)

     

    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)

     

    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 technology prequisite. This refers to the technology id code in the #TECHNOLOGY section. If set to none the unit is available at game start.

     

    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.(NO_INFO: Corresponding with .pcx -unit- file)

     

    Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000

    Special ability flags for the unit. These are 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 police special ability etc.

    1. Dissociative Wave

    2. Soporific Gas Pods

    3. Slow Unit

    4. Non-Lethal Methods

    5. Repair Bay

    6. Nerve Gas Pods

    7. Heavy Transport

    8. Hypnotic Trance

    9. Blink Displacer

    10. Clean Reactor

    11. Heavy Artillery

    12. High Morale

    13. Fungicide Tanks

    14. Polymorphic Encryption

    15. Empath Song

    16. Antigrav Struts

    17. Comm Jammer

    18. AAA Tracking

    19. Carrier Deck

    20. Deep Pressure Hull

    21. Air Superiority

    22. Drop Pods

    23. Amphibious Pods

    24. Cloaking Device

    25. Deep Radar

    26. Super Former

    (NO_INFO: not available abilities: Marine Detachment; Fuel Nanocells; Algorithmic Enhancement)

     

    See also #ABILITIES section.

     

     

     

    Note: All units use the fission reactor. It is not possible to change this configuration.

     

     

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    TEST VERSION

    Revised: juni 29, 2003 .