I've read "Sounds" posted by cpp and I've remembered strange features not implemented in the game, I searched and I discovered many interesting things:
1.Inertial Damping & Global Energy Theory
In order tech 24 and tech 70 of SMAC's technology tree. These techs have been deleted in normal game, but sounds' files are yet presents.
This is the text of SF:
##Inertial Damping
#TECH24
Until now the battle had been proceeding smoothly: the enemy was outflanked and had been driven from the reactor housing. But
against the reactor itself the matter cannon were strangely ineffective. Rounds simply . . . stopped. In mid-air.
^
^ -- Col. Corazon Santiago,
^ "A Tactical History of Sparta"
##Global Energy Theory
#TECH70
"Energy is the currency of the future."
^
^ -- CEO Nwabudike Morgan,
^ "The Centauri Monopoly"
But more interesting things are the not-implemented abilities:
2.Hyperstimulants, fungicide and subliminal coercion.
I've found these abilities reading Script file (I was correcting grammar... but this is another history...)
I was surprised, because the ideas of these units' abilities were good:
#HYPERSTIM
#xs 400
#caption Operations Director
Hyperstimulants activated! Unit's movement rate doubled until end of turn. Unit can opt to use "skip" (space bar) command to expend hyperstimulants and repair all damage.
#FUNGICIDE
#xs 400
#caption Operations Director
Fungicide activated! Area cleared.
#VOICE
#xs 400
#caption Operations Director
Subliminal Coercion activated! Select action:
Force target to attack.
Force target to retreat.
#VOICEFIZZLE
#xs 400
#caption Operations Director
Subliminal Coercion attempt fails.
Try to think at Morgan with Fungicide...
or Santiago with hyperstim...
There other surprises:
3.Charge
It seems that some units could have "charge" abilities. Read this:
#NOCHARGE
#xs 400
#caption Operations Director
This unit has expended its special ability charge. To recharge, it must spend a complete turn resting at a friendly base.
4.Polymers
Last but not least I've found also this terraform (?) action:
#POLYMER
#xs 400
#caption Operations Director
Polymer adhesives placed! Movement into/through this area impeded.
5.Will of Planet
In my tour this texts have attracted my attention:
$TITLE2 $NAME3, your time is now. Planet has spoken to you, awakening you for your task. You have no memory of a previous life, but it does not matter. Your challenges will be many, and others will at first try to resist you, but you have established a cadre of
loyal followers, and you are ready to do the will of PLANET.
#FEATURE
#xs 440
#caption Things that make you go UNH.
Feature not yet implemented.
#BETAFEATURE
#xs 440
#caption Things that make you go UNH.
This feature is disabled for this test release.
As you have noticed the title of my article is the same of the last 2 texts.
What does it means UNH?
If you know other strange things please post them here.
---------------------------------------------
Bibliography
You can find the same information in your Script and Blurbs(x) files
1.Inertial Damping & Global Energy Theory
In order tech 24 and tech 70 of SMAC's technology tree. These techs have been deleted in normal game, but sounds' files are yet presents.
This is the text of SF:
##Inertial Damping
#TECH24
Until now the battle had been proceeding smoothly: the enemy was outflanked and had been driven from the reactor housing. But
against the reactor itself the matter cannon were strangely ineffective. Rounds simply . . . stopped. In mid-air.
^
^ -- Col. Corazon Santiago,
^ "A Tactical History of Sparta"
##Global Energy Theory
#TECH70
"Energy is the currency of the future."
^
^ -- CEO Nwabudike Morgan,
^ "The Centauri Monopoly"
But more interesting things are the not-implemented abilities:
2.Hyperstimulants, fungicide and subliminal coercion.
I've found these abilities reading Script file (I was correcting grammar... but this is another history...)
I was surprised, because the ideas of these units' abilities were good:
#HYPERSTIM
#xs 400
#caption Operations Director
Hyperstimulants activated! Unit's movement rate doubled until end of turn. Unit can opt to use "skip" (space bar) command to expend hyperstimulants and repair all damage.
#FUNGICIDE
#xs 400
#caption Operations Director
Fungicide activated! Area cleared.
#VOICE
#xs 400
#caption Operations Director
Subliminal Coercion activated! Select action:
Force target to attack.
Force target to retreat.
#VOICEFIZZLE
#xs 400
#caption Operations Director
Subliminal Coercion attempt fails.
Try to think at Morgan with Fungicide...
or Santiago with hyperstim...
There other surprises:
3.Charge
It seems that some units could have "charge" abilities. Read this:
#NOCHARGE
#xs 400
#caption Operations Director
This unit has expended its special ability charge. To recharge, it must spend a complete turn resting at a friendly base.
4.Polymers
Last but not least I've found also this terraform (?) action:
#POLYMER
#xs 400
#caption Operations Director
Polymer adhesives placed! Movement into/through this area impeded.
5.Will of Planet
In my tour this texts have attracted my attention:
$TITLE2 $NAME3, your time is now. Planet has spoken to you, awakening you for your task. You have no memory of a previous life, but it does not matter. Your challenges will be many, and others will at first try to resist you, but you have established a cadre of
loyal followers, and you are ready to do the will of PLANET.
#FEATURE
#xs 440
#caption Things that make you go UNH.
Feature not yet implemented.
#BETAFEATURE
#xs 440
#caption Things that make you go UNH.
This feature is disabled for this test release.
As you have noticed the title of my article is the same of the last 2 texts.
What does it means UNH?
If you know other strange things please post them here.
---------------------------------------------
Bibliography
You can find the same information in your Script and Blurbs(x) files
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