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Crossfire version of SNAC?

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  • Crossfire version of SNAC?

    Anyone have any ideas on modifying SMACX to use the SNAC mods that were made for the original game? Or something similar?

    I've checked alphax.txt and it looks like a lot of the "User Defined" tech slots are taken up by the new and alien techs.

    {Just wondering since any extensive mods I make on my own will probably make the game go haywire. }

    ------------------
    |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
    | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |


    |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
    | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |

  • #2
    I'm planning on making a SMACX2 modpack once I finish making the SMAC2 modpack.

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    • #3
      Well, I work nights, was off Sunday morning and DST was ending, so I opened up a text editor and started looking through the alphax.txt and other files to see what was changed.

      Found I could only fit three of SNAC's techs in there. Doctrine:Intelligence, Doctrine estruction and Planetary Engineering got chosen. The stuff Applied Systems was supposed to allow is now part of Adaptive Doctrine and Gene Splicing is just going to have to sub for Secrets of Genetics w/o the free advance to the first to discover it.

      Haven't fully playtested it (mostly just started a game with one or another faction to see if the mods worked) and don't consider it complete. Mainly because I haven't really thought of any mods for the new factions and I didn't touch the alien techs.

      Basically, I switched Planetary Networks with Doctrine:Intelligence for the Angels and gave the Cyborgs a -2 Morale penalty. Tried to put in the changes done to the original seven factions, but couldn't fit a free former unit in some of them (Morgan in particular).

      I could throw together all the files I changed and put it somewhere where others can look. However, I haven't written any detailed readme files for SNACX like what Shining1 did when he created SNAC. ^_^;;

      ------------------
      |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
      | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |


      |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
      | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |

      Comment


      • #4
        I am nearing completion of my SNAX 1.0, the precursor of SNAC from Shining1, which will be maxed out with additions to SMAC. It will include versions of the SMAC-X factions, adapted for this SMAC mod. How I handled adding the SMAC-X factions was to rearrange what abilities go to what techs, and then just assign them as starting techs for the factions. For instance, for the Pirates, to allot them ship-capture-like abilities, I reassigned Amphibious Pods and '+1 bonus to mining platform' to a new tech called Adaptive Hydonautics, then assigned it as one of the faction's starting techs. The AI still places their bases on land, but there's not much van be done about that for SMAC.

        My SMAC-X module SNAX-X will be out in December hopefully. Since SNAX adds about 11 new techs, one shy of all the tech slots, it will be hard choosing among them which ones to add to the new SNAX-X mod. I've been thinking that one might be able to add more techs after Transcendent Thought and then simply add corresponding graphics numbers above 80, but I have not tried whether the game wil recognize them yet. Has anyone tried this?

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        • #5
          Originally posted by AlexanderIII on 11-02-1999 09:41 PM
          I've been thinking that one might be able to add more techs after Transcendent Thought and then simply add corresponding graphics numbers above 80, but I have not tried whether the game wil recognize them yet. Has anyone tried this?
          There are two slots, #24 and #70 that are marked as 'deleted'. Slot 24 is for something called 'Inertial Damping' and slot 70 has some 'Global Theory' in the blurbs.txt as well as mp3's for each.

          I placed Doctrine:Intelligence and Planetary Engineering in those two slots and have had no problems so far. At least Doctrine: Intelligence showed up when I researched it.

          I don't know what happens if you go above Transcendant Thought, but I have seen a tech92.mp3 in the voices directory which has the same message as tech88.mp3 (TransThought's slot) so I think that's the Future Tech soundfile.

          ------------------
          |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
          | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |


          |"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
          | thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |

          Comment

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