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  • #16
    Originally posted by Illuminatus

    What are your weird SMACX screenshots?
    Here's one that I just encountered (A Darsnan CMN'd game - some remnants of one of his mods crept into a new game he set up)

    My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......
    Attached Files

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    • #17
      Originally posted by Googlie


      Here's one that I just encountered (A Darsnan CMN'd game - some remnants of one of his mods crept into a new game he set up)

      My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......

      Gee - thanx for pointing my mistakes out to everyone, Googlie!

      Anyways, another thought that occured to me was that, since this was an OCC game, why I had disabled CP production in it via the Scenario Designer. I'm not sure if this somehow screwed up the unit selection as well. Any experience with trying this parameter in the Scenario Designer? If not, I'll look into this as well. Regardless, why push come to shove I can just make all my alphax.txt files the same, which should defeat the problem at hand when I rebuild the game for you.

      Anyways, back to topic (which is "weird screenshots"): I'm working on my next SP Challenge, and intermittently what is happening is that various parts of the explored map suddenly go dark (i.e. unexplored) on me. I'm using the Flat map, and another issue that I see here is that along the edges of the map why I can "see" AI units moving off the edges of the map. Anyone else have experiences like this playing on a flat map?


      D

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      • #18
        Looks more like your scout had something that disagreed with him for dinner. Rather a lot of something, in fact.

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        • #19
          Originally posted by Ghidorah
          Looks more like your scout had something that disagreed with him for dinner. Rather a lot of something, in fact.

          Looks like fungus pizza. Not the most popular dish in the rec commons that night....


          Still, you could keep 'em quiet in the children's creche by threatening them with it for dindins the next day too....
          Vive la liberte. Noor Inayat Khan, Dachau.

          ...patriotism is not enough. I must have no hatred or bitterness towards anyone. Edith Cavell, 1915

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          • #20
            Originally posted by Googlie
            My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......
            Shouldn't it be returning to the land?

            BTW isn't that NL graphics from SMAC demo?
            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

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            • #21
              Originally posted by Darsnan

              Anyways, back to topic (which is "weird screenshots"): I'm working on my next SP Challenge, and intermittently what is happening is that various parts of the explored map suddenly go dark (i.e. unexplored) on me. I'm using the Flat map, and another issue that I see here is that along the edges of the map why I can "see" AI units moving off the edges of the map. Anyone else have experiences like this playing on a flat map?
              I have this happen every time on a flat map...it's a problem with the game...what I try to do to prevent it is to not have any land on the edge of the map, just have 1 or 2 squares of water....

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              • #22
                Originally posted by Chaos Theory
                Well, since fungicidal doesn't grant the ability to clear fungus (it just makes that faster), I would expect no. However, it wouldn't be unprecedented for the game to combine a noncombat ability with a combat unit. The IoD does this, and further units that transport and attack can be designed, such as the Q Ship.
                Q ship?

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                • #23
                  Originally posted by dmm1285


                  Q ship?
                  Q Ship: a naval combat unit which can also carry land units. First proposed by Googlie about a year ago, with the name coming from the German merchant raiders of WW2 in that they were disguised as transports/ merchentment, but carried concealed armaments. Example:

                  Q Ship, Foil, Impact, Scout, 7, 0, 2, Disable, -1, 00100100000000000000000000000


                  This unit has an Impact weapon, and can carry 2 land units. It also has the Marine Detachment capability, meaning it can capture enemy naval units.


                  D

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                  • #24
                    interesting!

                    Originally posted by Darsnan


                    Q Ship: a naval combat unit which can also carry land units. First proposed by Googlie about a year ago, with the name coming from the German merchant raiders of WW2 in that they were disguised as transports/ merchentment, but carried concealed armaments. Example:

                    Q Ship, Foil, Impact, Scout, 7, 0, 2, Disable, -1, 00100100000000000000000000000


                    This unit has an Impact weapon, and can carry 2 land units. It also has the Marine Detachment capability, meaning it can capture enemy naval units.


                    D
                    so you put 2 things in a units weapon slot by editing the alpha(x).txt? i'm surprised that's possible.

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                    • #25
                      Re: interesting!

                      Originally posted by dmm1285


                      so you put 2 things in a units weapon slot by editing the alpha(x).txt? i'm surprised that's possible.
                      Visit CGN's SMAC Academy where this and many more secrets of the game are explained.


                      D

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                      • #26
                        Interesting...
                        Attached Files
                        "Cutlery confused Stalin"
                        -BBC news

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                        • #27
                          Now that's interesting...it is possible to have this happen when you have specialists, but this is much more trickier...

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                          • #28
                            how?
                            I will never understand why some people on Apolyton find you so clever. You're predictable, mundane, and a google-whore and the most observant of us all know this. Your battles of "wits" rely on obscurity and whenever you fail to find something sufficiently obscure, like this, you just act like a 5 year old. Congratulations, molly.

                            Asher on molly bloom

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                            • #29
                              The game already gives priority to Labs for distribution of energy. When you have an odd number of energy and 50/50 assignment it always gives labs the extra energy.

                              Maybe it just knows psych sucks

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                              • #30
                                I found the distribution to be really odd. Since the game insists on integers for energy allocation, with 5 energy and a 90/0/10 split, 5/0/0 and 4/0/1 would be equally near the desired split, and either would be acceptable. To throw a leftover point into labs is absolutely silly, and reveals sloppy programming, but that wouldn't be unprecedented in Alpha Centauri. Fortunately, the game is so good that it partially transcends its implementation.
                                "Cutlery confused Stalin"
                                -BBC news

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