I'm no stranger to modifying the Alphax.txt or faction.txt documents to tweak the SMAX experience over the years, and in all my single-player games work with a re-shuffled tech tree, re-balanced SMAX factions, two custom factions, and different mineral costs for a few facilities/secret projects. Juggling unit abilities and such within the existing tech tree seems to go down smoothly, but the real speed-bump is with creating wholesale new techs. Some say this is hard-wired into the programming code and can't be done, but I can't help but notice two "delected tech" spots in the Alphax.txt and one "user tech" at the end of the list. Could these be modified to create new techs within the tree? It stands to reason that within the playtesting and development trials of SMAC/X back in the day certain ideas were chucked, which included techs that never made the final cut (also observe unused .wav files in the "voice" folder of SMAC/X).
I've already tried, of course. The tech in question is "Advanced Naval Algorithims," about mid-range in the tech tree that includes the Carrier Deck, Repair Bay, and Subsea Trunkline, requires Doc: Init and Doc: Air to aquire, and is the pre-requisite for Homo Superior and NanoMetallurgy (taking the spot of Doc: Init previously).
In the techshorts and techlong.txt files I filled in descriptions for a Tech24, respectively, since that spot is vacant; in the list Tech 23 jumps to Tech 25.
When I've tried to load SMAX now, I get a bad chassis error message, and a bad weapkey and armkey in the "script".txt, so it claims, and crashes back to the desktop. Insight into what I'm doing from those who have already tried and succeeded/failed, is much appreciated.
I've already tried, of course. The tech in question is "Advanced Naval Algorithims," about mid-range in the tech tree that includes the Carrier Deck, Repair Bay, and Subsea Trunkline, requires Doc: Init and Doc: Air to aquire, and is the pre-requisite for Homo Superior and NanoMetallurgy (taking the spot of Doc: Init previously).
In the techshorts and techlong.txt files I filled in descriptions for a Tech24, respectively, since that spot is vacant; in the list Tech 23 jumps to Tech 25.
When I've tried to load SMAX now, I get a bad chassis error message, and a bad weapkey and armkey in the "script".txt, so it claims, and crashes back to the desktop. Insight into what I'm doing from those who have already tried and succeeded/failed, is much appreciated.
I loaded an earlier version of alphax.txt (not the original from the CD; I've made too many alterations that would be lost) from my backups and then inserted Advanced Naval Algorithms into the first "deleted" tech slot in the tech list, aligned the cooresponding prerequisites and descendant techs, abilities, and facility, and viola, I have a new tech! It even included my techlong and techshort I wrote up in the appropriate .txt files, uses one of the unused Santiago .wavs in the game (how serendipitious!
), and uses that cool Controlled Singularity graphic. Outstanding! Now I've bridged the naval gap betwixt Doc: Initiative and NanoMetallurgy. It's nice when tinkering works. Thanks BinTravkin and all!
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