And both links go to the same download?
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Aldebaran 2: Smax
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yep yep. I just try to put it top and bottom to make it convenient on a long post.Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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Just hold back on 2.1 for a second, because ModMan 1.03 is here!
It now maintains a separate Alpha Centauri.ini for each mod, as per your request, Smacksim.Attached Files#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html
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And the Mod definitions for Aldebaran 2.0.9
Unpack ModMan to (Your SMAC Dir)\ModMan
Unpack Aldebaran 2.0.9 to (Your SMAC Dir)\Aldeb209
Unpack The Definitions to (Your SMAC Dir)\ModMan\Mods
Then run the run.bat in the ModMan directory.Attached Files#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html
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Originally posted by #endgame
Another thing, since the SkyHydros (Whatever thay're called now) are underground, can you make them not reveal the map?
D
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What's weird though is that there is a flag for reveal map. Currently the only tech that reveals the map is 'Collective Projections', a late mid-game tech.
Another weird thing is that ODPs don't reveal the map. Huh? I thought they did, which is part of why they are earlier than Core Fungus Facilites.
I suppose the work around would be to attach reveal map to an earlier tech. I'm sure I can figure a reason why Core Fungus reveals the whole map. Perhaps the core fungal stalks contain information on all surface fungus, like a ganglia contains info on nerve endings.
Yeah, a bit goofy.
I'll try the new modman and get back to you sometime tomorrow.Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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Originally posted by smacksim
I'm sure I can figure a reason why Core Fungus reveals the whole map. Perhaps the core fungal stalks contain information on all surface fungus, like a ganglia contains info on nerve endings. Yeah, a bit goofy.
D
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My thoughts exactly...
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Which is what the Ganglia-neuron hypothesis is about....
Guess what? I've made a whole bunch of changes to the SE table and technology preferences (the 1,1,2,3 type numbers along the techs), to try to further bolster the AI. It seems to be working nicely. Because these changes are more severe, I'll release this in the 2.1 series.
Here's the SE table comparison, for those of you that've studied it
Original 2.0.9 table:
Propaganda, Economics, Protocol, Production
Dogmatic, None,
Intolerance, Subplan, ++SUPPORT, +INDUSTRY, -EFFIC, --POLICE
Paranoia, Tacit3, ++PROBE, ++POLICE, -INDUSTRY
Unity, Eugen, +ECONOMY, ++EFFIC, -INDUSTRY, -SUPPORT
Barter, None,
L. Faire, Commerc, +ECONOMY, ++EFFIC, -PLANET, --POLICE
State, Chiron, +INDUSTRY, ++POLICE, -MORALE, -EFFIC
Utopian, Orwell, ++EFFIC, ++++RESEARCH, -ECONOMY
Survival, None,
Controlled, Human2, +INDUSTRY, +POLICE, -MORALE, -RESEARCH
Extractive, Extra, ++ECONOMY, ---PLANET, ---POLICE, --SUPPORT
Green, Transp, +INDUSTRY, ++PLANET, +RESEARCH, --GROWTH
Not Much, None,
Military, Command, ++SUPPORT, ++MORALE, -PLANET, -ECONOMY
Citizens, Arbor2, ++++GROWTH, -PLANET, -ECONOMY, -INDUSTRY
Macroeconomic, MacroE, +INDUSTRY, +ECONOMY, -RESEARCH
New improved table:
Propaganda, Economics, Protocol, Production
Dogmatic, None,
Intolerance, Human1, +SUPPORT, +MORALE, -RESEARCH, -POLICE
Paranoia, Tacit3, +PROBE, +POLICE, +SUPPORT, -INDUSTRY
Unity, Arbor1, +ECONOMY, ++EFFIC, -INDUSTRY, -SUPPORT
Barter, None,
L. Faire, Commerc, +ECONOMY, ++EFFIC, -PLANET, --POLICE
State, Tacit2, +INDUSTRY, ++POLICE, +PROBE, --EFFIC
Utopian, Transp, ++EFFIC, +++RESEARCH, +GROWTH, +MORALE
Survival, None,
Controlled, Cyborg, +INDUSTRY, +SUPPORT, +GROWTH, --RESEARCH
Extractive, Extra, ++ECONOMY, ---PLANET, ---POLICE, --SUPPORT
Green, pArm3, ++PLANET, +INDUSTRY, +POLICE, -EFFIC
Not Much, None,
Military, Command, +SUPPORT, ++MORALE, +PROBE, -ECONOMY
Citizens, Arbor2, ++++GROWTH, -PLANET, -ECONOMY, -INDUSTRY
Macroeconomic, MacroE, +POLICE, +ECONOMY, +INDUSTRY, +EFFIC
Basically, factions that have Probe, Support, Police, or Morale as their SE preverence will do quite well, whereas before they tended to avoid all the choices because of penalties in these areas. Factions that have Efficiency or Economy as their preference will not be crushed by support or police problems, unless they choose Extractive protocols. In testing they actually avoid that if they run into police problems.
Also, all the choices can now be had by the mid-game, creating some interesting possibilities.
Things yet to fix: The Peacemaker impunity to Police problems allows them to run Extractive Protocols too easily, IMO. There are a few too many support bolsters in the new table. But the AI need some help with that.
Question: If I were to pick 2 SE choices and move them further back in the table, which would they be? Macroeconomic is the hardest to research with the new table.
Question 2: Should the AI have a preference for researching a few weapons techs? Currently, with the new setup, they avoid most weapons and armor above 4-3-3 and focus on infrastructure past choppers. Should I increase their liking of weapons up to maybe 8-4-3 type chassis? This will slow down their research in other areas but will make them a tough kill for momentum players.Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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If the provost is now part of the fungus, why not make their bases look like fungal towers with small habitation areas next to them? That frees up your modified fungboy graphics for the Planetlovers.#play s.-cd#g+c-ga#+dgfg#+cf----q.c
#endgame
Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html
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A decent idea. The Uni is more about ascetic practices than fungal love though. In fact, most of them wish that they were not tied in with the fungus mentally....it's quite loud in the brain. Hence all the meditation. They know they must live with plantetmind, and be allies, but it was a shotgun wedding...
Fungal-Tower + some habitation graphc would be good for Planetlovers though. Anyone care to make the graphics?Aldebaran 2.1 for Smax is in Beta Testing. Join us for our first Succession Game
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I've got some experience with merging small habitation with native life, but don't know if I have much time being a turnplayer now. How quick do you need it?
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Here is an example. I made it for a scenario which is more or less abandonned at the moment.Last edited by GeoModder; February 13, 2010, 15:58.
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Originally posted by GeoModder
Here is an example. I made it for a scenario which is more or less abandonned at the moment.
btw I recognize that water base graphic (sans housing complexes)! Any chance you've got that inserted in place of the sealurk image for you scenario?
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