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Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Originally posted by #endgame
Why not put the Aldeb factions over the old faction buttons - have the 'Standard Aldeb factions' and the 'SuperAI factions'.
Or you could try the labels.txt thing and change the label to 'DONTPUSHTHISBUTTONUNLESSYOUWANTSMACTOCRASHANDLIKE DELETINGYOURALPLACENTARUI.INIFILE'
or some similar
and change the graphic to something like a big 'NO' symbol.
One problem there is that we can only have 10 custom factions... but there are 14 or 16 Aldebaran factions... (and I still like using yet another custom faction )
I once was a slave to the Alderbaran 2 project!
Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
It's Nword like 'lord' and 'sword'
Alright, I'll kick out the Smac(x) factions and put the Aldebaran starting 14 up there. Making their group picture could be fun. Getting a clear photo of Awen could be tough. The outlaws don't like camera's much
The niggling problem with this is that (and don't be surprised), if we switch the starting factions someone will say 'Hey, can I play Aldebaran with the original factions?' because some people like to open their mouths before having a look around (like some of the relatives I'm visiting). But yeah, it seems most of ye beta testers are much more interested in playing the Aldebaran factions than the old factions, so the switch, on the whole, makes sense.
Originally posted by GeoModder
Smacksim, there is a delay in the graphics of the Planetlovers, I bought a new computer and can't access the data on my old one ATM for at least the remainder of this week.
The Datalinks info for the Brood Pit is incorrect. It's currently showing the info for the Core Mining Facility or something like that.
The CMF itself is lacking any info, so it was prolly a pasting error *shrug*.
This second game of mine is going well. I got a pact sis who gives me her units rather frequently... (i'm ignoring the fact that she bribed me for over 1000 credits earlier)
Another thing; Noodles are just about useless for me.... EIGHTY PERCENT disadvantage is quite severe... At least they still work for destroying sensors and forests :-\
I once was a slave to the Alderbaran 2 project!
Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
It's Nword like 'lord' and 'sword'
Not sure how I missed this, but I am definitely checking it out tonight. I miss SMAC and this sounds like it would be a nice return to it!
Get 84 Resources, 96 Resources, or the NEW 153 Resources! Get Rockier Bonus Grassland versions1.0 or 2.0! Get My Mix of Snoopy and Womocks early terrain! Get Varied Goody Huts!
Upcoming Mods - Optimator (with over 1000 new units!!!) & Godzilla, Revenge of the Kaiju!
I am in dire need of new dino and Kaiju units!
Just a stray thought on my part this evening is that has anyone put some thought into doing a new holobook series for this mod? If not, then while I'm sitting round a campfire this weekend why I can give it a go.
Originally posted by Lord Nword
Holobook series as in the stuff at the end of the game? Like "recycling tank humor"?
Sounds like a plan to me
Yes, exactly! I really won't have anything else to do, so I think I should be able to come up with a few new quotes here.
btw you had volunteered to play in the Aldebaran Succession game. Are you still interested in doing this? Personally, I'd say go ahead and play the next turn, and lets see what happens from there,
Well, the problem with the base facility descriptions was that the original 4 orbital ones and stockpile engery were misnumbered.
I fixed that and those are all displaying info now, and the ones that they had the same numbers as, are now showing the correct info too.
The info for the Core Fungus Facility was under the apparently old name of Mystery Food thinggummy. Changed that and a small typo in the regular version of the help.txt file, as well.
(to fix the Mystery Food thingy for regular SMAC included changing the alpha.txt file)
That'll be 3 files zipped in the attachment:
Help.txt
Helpx.txt
Alpha.txt
Edit: oh ya, the succession game, I was having so much fun with my own games where my headquarters get blown sky high...
Well... I still can't get the Impunity to work for the Nauticon. (yes I reduced the number of different "bonuses", I even made it the second "bonus"...)
Am I right that it is supposed to take away the negative effects of the given SE Choice?
Edit: Ahah... I didn't realize that the impunity didn't show on the table itself. But it's effects are evident in the numbers however
Last edited by Lord Nword; August 13, 2004, 15:41.
I once was a slave to the Alderbaran 2 project!
Now I shall work towards cIV:AC!... Oh Wait, that's dead too...
It's Nword like 'lord' and 'sword'
There is a great faction editor tutor at http://smac.2be.cc/index.html follow the links that you should check out it explains everything.
I copied this straight from the guide:
ROBUST, [social], Halves the intensity of minus effects in the named social area ("ROBUST, EFFIC" halves minus efficiency effects in social model)
IMMUNITY, [social], Immunity from minus effects in the named social area. ("IMMUNITY, ENERGY" prevents minus energy effects in social model)
IMPUNITY, [social], Impunity from minus effects from a particular social setting. "IMPUNITY, Police State" prevents all negitive effects from "Police State" setting.
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