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  • #16
    Originally posted by Jamski


    Phallocentric is a good word BTW.

    -Jam
    I can't take credit for it. I saw it on Alinestra Covelia's web site.
    Everything changes, but nothing is truly lost.

    Comment


    • #17
      She has a phallocentric website?
      No, I did not steal that from somebody on Something Awful.

      Comment


      • #18
        Not really. It was in the Letters From Visitors section, I think.
        Everything changes, but nothing is truly lost.

        Comment


        • #19
          Originally posted by Impaler[WrG]
          I find Economic vicotory to be the hardest to achive, atleast if you can save up that much money its rather pointless as you have to be so far ahead pop, tec, territory, infastructure wise that its easier to win by any other victory method.

          Perhaps if your Morgan (which I dont play much) you could find it easier and more fuffilling.

          I have wondered if you edited Morgan to have Interest of 1% or 2% would if be a more viable option. I experimented with adding this ability to Morgan (its easy just add "INTEREST, X", X being the percent). Its amazing how powerfull it is, at 3% I had hundreds of credits in just a few turns and was raking in half my income from the Interest alone so I recomed 2% max or your going to break the game balance very badly.
          Where do you find these extra option codes?
          No, I did not steal that from somebody on Something Awful.

          Comment


          • #20
            In the faction file.
            There is a section with all the special rules.


            ; TECH = Free technology at start. Parameter
            ; is either a tech id (e.g. "Cen") to
            ; indicate a specific technology, or a
            ; number (e.g. 2) to indicate a number
            ; of player-selected technologies.
            ; MORALE = Morale modifier (if 0, indicates an
            ; exemption from negative modifiers from
            ; other sources).
            ; PSI = Percentage combat bonus for PSI Combat.
            ; FACILITY = Every new base gets this free facility.
            ; Param indicates facility (e.g. "4" is
            ; a Perimeter Defense) from the facilities
            ; list. Do NOT attempt to give satellites
            ; and secret projects this way.
            ; RESEARCH = Free research points per base per turn.
            ; DRONE = Extra drone at base (per "param"
            ; citizens, rounded down)
            ; TALENT = Extra talent at base (per "param"
            ; citizens, rounded up)
            ; ENERGY = Free energy reserves at start
            ; INTEREST = Energy reserves interest.
            ; Non-zero = constant percentage per turn (including negative)
            ; Zero = +1/base each turn
            ; COMMERCE = Increased commerce rate
            ; POPULATION = # to be added to population limit of
            ; each base for purposes of Habitation
            ; domes, etc.
            ; HURRY = Percentage change in costs of "Hurry"
            ; button on construction (e.g. 125 means
            ; 125% of normal cost, so 100 costs 125).
            ; UNIT = Extra free unit at start; param is
            ; index from units list (e.g. 0 equals
            ; Colonists, 1 Terraformers, 2 Scout
            ; Crawler)
            ; TECHCOST = Modifier % for tech research rate.
            ; (e.g. 125 means each discovery costs
            ; 125% the usual number of research
            ; points).
            ; SHARETECH = Gain any technology known to # other players
            ; TERRAFORM = Halves terraform raise/lower cost
            ; SOCIAL = Gives a modifier in the named social effect category
            ; ("SOCIAL, +EFFIC" raises the EFFIC rating by 1;
            ; "SOCIAL, --POLICE" lowers POLICE rating by 2);
            ; ROBUST = Halves the intensity of minus effects in the named
            ; social area ("ROBUST, EFFIC" halves minus efficiency
            ; effects in social model).
            ; IMMUNITY = Immunity from minus effects in the named social
            ; area. ("IMMUNITY, ENERGY" prevents minus energy
            ; effects in social model).
            ; IMPUNITY = Impunity :-) from minus effects from a particular
            ; social setting. "IMPUNITY, Police State" prevents
            ; all - effects from "Police State" setting.
            ; PENALTY = Opposite of impunity: doubles the negative effects
            ; of a particular setting.
            ; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
            ; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
            ; FUNGENERGY = Modifier to ENERGY produced in fungus squares
            ; COMMFREQ = Gets an extra comm frequency (another faction to
            ; talk to) at beginning of game. (Parameter is ignored)
            ; MINDCONTROL = Vehicles and bases immune to mind control
            ; FANATIC = +25% bonus on attack
            ; VOTES = Multiplier for governor votes
            ; FREEPROTO = Prototype cost reduced to zero for this faction
            SMAC/X FAQ | Chiron Archives
            The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

            Comment


            • #21
              Almost forgot. For SMAX look in alphax file where you will find this additional options
              ; AQUATIC = This is a sea-based faction
              ; ALIEN = Non-human faction
              ; FREEFAC = Free facility when appropriate tech is discovered
              ; REVOLT = Additional % chance that other revolting bases will defect to this faction
              ; NODRONE = Number of drones per base made content
              ; WORMPOLICE = Mindworms do double police duty
              ; FREEABIL = All appropriate units have this ability when requisite tech is discovered
              ; PROBECOST = Percentage of normal cost for probe-team actions (default is 100)
              ; DEFENSE = Percent modifier for defensive combat (default is 100)
              ; OFFENSE = Percent modifier for offensive combat (default is 100)
              ; TECHSHARE = When used with SHARETECH, requires one to be spying on the other
              ; factions (by probe, Empath Guild, Governor, or Pact). Parameter is ignored.
              ; TECHSTEAL = Faction steal a tech when it captures a base. Parameter is ignored.
              SMAC/X FAQ | Chiron Archives
              The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

              Comment


              • #22
                Trancendence.
                My Words Are Backed With Bad Attitude And VETERAN KNIGHTS!

                Comment


                • #23
                  Originally posted by The Mad Monk
                  Where do you find these extra option codes?
                  You also get them when using the facedit program:



                  (Which is actually a lot easier to use in smax than ever it was in smac)

                  G.

                  Comment


                  • #24
                    For some reason my facedit has all options blued so that I cannot read a thing It is like running a window with dozen blue options. Anyway I used to manual modifying of files - probably because of constant tinkering with alpha.txt file.
                    SMAC/X FAQ | Chiron Archives
                    The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

                    Comment


                    • #25
                      Hey Googlie ware can I find this Program your refering too? I like to edit my Alpha a lot and have been thinking of editing the Factions too. Particularly adding more things to the Original Factions that are in line with their Ethos such as giving Morgan Interest and using some of the other un-used paramiters like FreeAbility for all units (I think Morgan could have Free Fungacidal Tanks so as to destroy native life faster )
                      Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

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                      • #26
                        Step 1. Buy Smax
                        Step 2. Locate facedit.exe

                        Comment


                        • #27
                          Economic.

                          But then again, my favourite faction is the Morganites, so it's probably to be expected.

                          Comment


                          • #28
                            How the heck do you do an economic victory? It always tells me "You need 600,000 energy credits to corner the energy market" and the like.
                            Everything changes, but nothing is truly lost.

                            Comment


                            • #29
                              You amass the required number of credits. Then you claim economic victory. The other factions have 20 (I think) turns to eliminate you or achieve victory themselves - if they can't, you corner the global energy market (and therefore win) at the end of that time.

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