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  • Movementrate of sealurkers

    Hello!

    Greetings from Germany. I am a new member and nice to be here.

    I have a problem with the movementrate of sealurkers in fungi. If I use a sealurker in fungi, the movementrate is reduced to 0.
    Only if i have the project called "Xenoempathy Dome", the movementrate in fungus was correct. Any ideas, how can i fix this?

    Sorry für my badly english. I hope you can unterstand what I mean. Thank you!

    greets,

    o.r.

  • #2
    This looks like a bug. There is specific code that checks the basic unit id (alphax.txt -> #unit) of isle of deep in sea fungus or mind worm / spore launcher in land fungus and skips movement restrictions. Locusts of Chiron have no restriction because of air unit and Fungal Tower are AI only and immobile (I think).

    Is there any reason sealurker's shouldn't move in fungus the same way as isle of deep?

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    • #3
      Originally posted by scient View Post
      This looks like a bug. There is specific code that checks the basic unit id (alphax.txt -> #unit) of isle of deep in sea fungus or mind worm / spore launcher in land fungus and skips movement restrictions. Locusts of Chiron have no restriction because of air unit and Fungal Tower are AI only and immobile (I think).

      Is there any reason sealurker's shouldn't move in fungus the same way as isle of deep?
      Thanks for your response, scient. No, I can´t find any reason for this reduction. Sealurkers should move in fungus the same way as isle of deep or any other native lifeform. Unfortunately, I can´t find a mistake in alphax.txt for this unit, too. It seems to be "hardcoded", so I can´t fix it.

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      • #4
        Using the scenario editor, I created a sealurk in fungus. If it moved through the fungus, it cost 3 movement points. If it moved to open sea, it only cost 1 movement point.

        For a IoD, it cost only one movement point regardless of whether it was moving through fungus or non-fungus.

        The manual on the SMAX CD says:

        "Sealurks. These sea units are similar to Isles of the Deep, but they cannot carry other units. They are harder to spot using submarine rules for movement and discovery. Their combat effectiveness against coastal sea bases is greater than that of the isles. These units can be built at a base upon discovery of Centauri Psi (E8)."

        So basically a sealurk operates like a conventional naval vessel, costing 3 movement points to move through fungus. Since it is native life, I think this was an oversight by the team that made SMAX and doesn't conform to the manual.
        Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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        • #5
          @optimus rex,

          I think that the German version of the game has some problems not present in other versions. You might want to visit this German SMACX site. Perhaps someone there can help.

          Petek
          "The avalanche has already started. It is too late for the pebbles to vote."
          -- Kosh

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          • #6
            If I may chip in, from a story point of view, Sealurks are a native species hinted at being possibly independent of xenofungus.
            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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            • #7
              From datalinks:
              Sealurks haunt the fungal patches and ocean depths of Planet's seas. As opposed to the less aggressive Isles of the Deep, the Sealurks seek out and attack ocean and coastal bases. They may also lie in wait for easy prey, catching unwary ships that travel too close to fungus. When immobile, these creatures are extremely hard to detect until they begin their attack.

              Sealurks can engage in Psi Combat when attacked, in which weapon and armor strengths are ignored. Morale level is quite important when attacking Sealurks.
              It seems they like to hang out in fungus so I could see them getting bonus like other native units. However, I don't know much about the story regarding SMAX so I dunno. I did find the location to add check in so that isn't an issue. Illuminatus, do you know where it hints they are independent?

              Comment


              • #8
                I wasn't arguing against removing native lifeform mechanics (just adding trivia I guess) - they too have telepathic capabilities similar to those of Mindworms (in addition to their size) and it is quite obvious that they are part of the global symbiotic relationships.

                An old ACX designer article and SMAC GURPS - basically they are mysterious deep ocean creatures living in trenches - extreme and barren environments at least comparable and greater than those of Earth's. They may have been agitated by the terraforming, although it is unknown how it could affect their habitat. Second theory is that Planetmind is enticing them to attack via telepathic stimulation.
                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


                • #9
                  I wasn't arguing against removing native lifeform mechanics (just adding trivia I guess) - they too have telepathic capabilities similar to those of Mindworms (in addition to their size) and it is quite obvious that they are part of the global symbiotic relationships.

                  An old ACX designer article and SMAC GURPS - basically they are mysterious deep ocean creatures living in trenches - extreme and barren environments at least comparable and greater than those of Earth's. They may have been agitated by the terraforming, although it is unknown how it could affect their habitat. Another theory is that awakening Planetmind is enticing them to attack via telepathic stimulation.
                  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


                  • #10
                    @scient

                    Could you give them this native xenofungus-bonus? That would be great! You are my hero.

                    EDIT:

                    By the way, in the german version of AX a textfile (helpx.txt) discribes the sealurker as a native lifeform, a aggressive Version of the isle of deep.
                    Last edited by optimus rex; March 30, 2009, 17:12.

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                    • #11
                      Listen to fac360. I think them not getting the fungus movement bonus is intentional.

                      "Just don't let them get too close to the fungus, or they'll turn on you like a razorshark."
                      Contraria sunt Complementa. -- Niels Bohr
                      Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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                      • #12
                        Sorry, but I don´t understand you. Who is "fac360"?

                        Why should a native lifeform doesn´t move through xenofungus as other native lifeform do? For me, it is not explainable.

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                        • #13
                          "Just don't let them get too close to the fungus, or they'll turn on you like a razorshark."

                          The way I read this, I take it to mean that when the Sealurks get too close to the Fungus, they come under the influence of planet rather than their human captors - that implies they have an empathy with planet and thus should gain all the native fungus bonuses
                          Into Alien Crossfire? It has been almost 10 years. Time to update your datalinks.
                          Try out my Comprehensive Datalinks Update. Now v1.3!

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                          • #14
                            Originally posted by optimus rex View Post
                            Sorry, but I don´t understand you. Who is "fac360"?

                            Why should a native lifeform doesn´t move through xenofungus as other native lifeform do? For me, it is not explainable.
                            Fac360.wav is the name of a sound file in your /voices folder which plays in game.

                            Juvenile sealurks when isolated from the collective planetary consciousness perform astounding feats as underwater sheepdogs. Vast schools of calory rich sporefish may be herded by only a few well trained specimens. Just don't let them get too close to the fungus or they'll turn on you like a razorshark.

                            --Captain Ulrik Svensgaard, Tending the Sea
                            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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                            • #15
                              Originally posted by Illuminatus View Post
                              Fac360.wav is the name of a sound file in your /voices folder which plays in game.

                              Juvenile sealurks when isolated from the collective planetary consciousness perform astounding feats as underwater sheepdogs. Vast schools of calory rich sporefish may be herded by only a few well trained specimens. Just don't let them get too close to the fungus or they'll turn on you like a razorshark.

                              --Captain Ulrik Svensgaard, Tending the Sea
                              Many thanks for your remarks, Illuminatus.

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