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  • Scenario Editor

    Hi there!

    Im having problems creating a map with SMAC! Everytime i create the map in scenario editor to its completion after my first turn the entire map turns to ocean squares except for a few squares that are about 10m above sea level!

    Does anyone know how i can solve this problem and keep my map? The sea level wont stop rising uncontrollably!

  • #2
    There you are!
    Welcome our newest member!
    Maybe look at your alpha.txt file - there's a string:
    1, 1 ;nominator and denominator for global warming

    If its correct (1, 1), then place 0, 1 instead and you'll get 0/1=0 global warming and thus no sea rising!
    If its not correct, correct it!

    And if still having problems, download alternate smac/x version from http://smac.2be.cc
    -- What history has taught us is that people do not learn from history.
    -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

    Comment


    • #3
      i checked my alpha.txt and the only thing i could find for global warming was a lattitude divisor which was at 8,

      is this what i need to change? what will i change it to?

      Comment


      • #4
        1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).

        This is the line you should looking for. It is the 5th last line of the #RULES section in alpha.txt
        He who knows others is wise.
        He who knows himself is enlightened.
        -- Lao Tsu

        SMAC(X) Marsscenario

        Comment


        • #5
          thats not in my alpha.txt

          here's mine

          #RULES
          3, ; Movement rate along roads
          2, ; Nutrient intake requirement for citizens
          3,2 ; Numerator & Denominator for artillery fire damage
          2, ; Max artillery range (larger will break multiplayer)
          8, ; Max airdrop range w/o orbital insertion
          10, ; Nutrient cost multiplier

          nothin in rules bout it, i found global warming in worldbuilder below rules and resources.

          Comment


          • #6
            I said the 5th last line, si2themax.
            He who knows others is wise.
            He who knows himself is enlightened.
            -- Lao Tsu

            SMAC(X) Marsscenario

            Comment


            • #7
              oh! lol, sorry

              emmm, in that case heres mine

              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

              thats my last 5 lines in rules

              i cant find nethin in there bout num/denominators cept artillery fire!

              Comment


              • #8
                #RULES
                3, ; Movement rate along roads
                2, ; Nutrient intake requirement for citizens
                3,2 ; Numerator & Denominator for artillery fire damage
                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
                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)
                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

                This is the whole #RULES section of my alpha.txt file.
                Looks like your alpha.txt is messed up by whatever reason.

                Perhaps copying this block in your file helps solving the problem.
                He who knows others is wise.
                He who knows himself is enlightened.
                -- Lao Tsu

                SMAC(X) Marsscenario

                Comment


                • #9
                  right, after all this im guessing its not actually global warming that is my problem, considering the game doesnt actually say global warming has occured, it was just the only thing i could think of, does the sea level thing mean no tidal waves too?

                  whats happened in full, i created a map, put down factions set out to where i would start them, places landmarks etc, and before i even turn off the editor to begin the game the entire map just turns to ocean except garland crater,pholus ridge and mount planet when i choose any other editing choice, ie world parameters etc

                  p.s this only happened after i had saved the map and game.

                  Comment


                  • #10
                    Choosing world parameters after working on the map restarts a worldcreation.

                    I suggest you save a map/scenario first, and start it as a scenario game afterwards, not start to play just after placing all stuff.
                    He who knows others is wise.
                    He who knows himself is enlightened.
                    -- Lao Tsu

                    SMAC(X) Marsscenario

                    Comment


                    • #11
                      thanks


                      why did some of my landmarks and a mine i put down stay when the ocean covered the rest?

                      Comment


                      • #12
                        It's a bug in the editor. Simply restart from nil if you placed those.
                        Even if you 'drown' and remove those landmarks, their benefits (extra energy/minerals) will stay.
                        He who knows others is wise.
                        He who knows himself is enlightened.
                        -- Lao Tsu

                        SMAC(X) Marsscenario

                        Comment


                        • #13
                          The nearest thing I can remember,
                          is that the first river placed on a loaded map causes the terrain to drop by 1000m
                          Solution - make a map in the editor, save it, open it and re-edit it.

                          As for anything else, I can't be sure.
                          That's all I can say for now.

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