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Deadlier Mindworms, More Energy From Fungus, Etc

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  • Deadlier Mindworms, More Energy From Fungus, Etc

    Iam making a Dune-type scenario, but there are somethings I'd like to do, but don't know how. I'd like to make the Mindworms more deadly, in the sense that they could kill any unit, no matter how strong, at the same time I'd like to restrict them to a particular terrain. Also, I'd like to get more energy from fungus, and set exactly how much.

    Anyone know how to do this?

    Thanks.


    ------------------
    Andrew
    "L33T Master must not eat 'scuzzy' things from trash. Not healthy. Give bad gas." - MegaTokyo
    "Horses can not be Astronaughts..." - A Servbot

  • #2
    Well, there are two solutions to the problem, neither of which are very fun to do. Here is what I see:

    Nasty mindworms: give all factions a -100 PSI penalty. They won't have a chance.

    More/fixed energy: First, turn off all the flags in the techs that give you more energy from fungus. Then, using the faction fungus energy bonus, give them as much energy as you want.


    There is probably better ways to do these, so stick around and wait for more answers.
    Banned on Black Saturday in the name of those who went before him.

    Realizes that no one probably remembers that event.

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    • #3
      I would say the same thing for the Fungus energy, however for the Mindworms, I'd give them a better reactor if possible, but I don't think alpha.txt gives you that option.

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      • #4
        I gave it some thought myself. I thought of changing the PSI Offense/Defense ratio to maybe 6,1 and upping the movement rate to maybe 10(give or take). Anyone know if upping the movement rate on mindworms is possible?

        Anyone more importantly, I'd like to restrict the terrain mindworms can travel on to both dunes and fungus. I'd like to give the factions -some- defense against the mindworms. Stay off the dunes and fungus, and they'll be fine. On the otherhand, sending out a few supply crawlers onto the fungus will net -alot- of energy. Maybe I could restrict them to just the fungus.(hmm)



        ------------------
        Andrew
        "L33T Master must not eat 'scuzzy' things from trash. Not healthy. Give bad gas." - MegaTokyo
        "Horses can not be Astronaughts..." - A Servbot

        Comment


        • #5
          From the #UNITS section of alpha.txt

          Code:
          Mind Worms,             Infantry, Psi,          Psi,        1, 5, 0, CentEmp,  3, 000000000000000000000000
          Isle of the Deep,       Foil,     Psi,          Psi,        7, 8, 4, CentMed, -1, 000000000000000000000000
          Locusts of Chiron,      Gravship, Psi,          Psi,        4,10, 0, CentGen, -1, 000000000000000000100000
          The key here is the second column, it's the chassis upon which the unit is based. For example, if you replace Infantry by Hovertank, you have a worm that can move 9 squares/turn. I don't think you can restrict them to Fungus though.

          Aredhran

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          • #6
            Ahh, but wouldnt you also want to make it so the factions couldnt build the mind worms? Only native ones would appear? But they could still be captured?

            =)

            I'm sure that throws a nice wrench in the gears. Still thinking about the fungus/dune restriction idea . . .

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            • #7
              >>Ahh, but wouldnt you also want to make it so the factions couldnt build the mind worms? Only native ones would appear? But they could still be captured?<<

              Yup, thats true. Maybe by the editing the tech that allows Mindworm building, have to check in on that.

              As for captured worms. Wonder if there is way to make them go feral after a couple of turns. Or maybe make them undesirable to have? Perhaps I could make them so they need lots of support. Or maybe make using them an atrocity.

              You people are giving me lots of good ideas, keep'em coming.
              "L33T Master must not eat 'scuzzy' things from trash. Not healthy. Give bad gas." - MegaTokyo
              "Horses can not be Astronaughts..." - A Servbot

              Comment


              • #8
                here's what i'd do...in your scenario, just use sea fungus and only allow sea mindworms, but instead of using a foil chassis use a crusier chassis so they'd have killer movement and youcan't make the psi attack defend ratio be 6-1 cuz if you attacked a mind worm you'd always win maybe those ideas will help

                korn469

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                • #9
                  "As for captured worms. Wonder if there is way to make them go feral after a couple of turns"

                  Actually, how about a certain percentage chance each turn instead, based on your planet rating. (5% cumulative a turn)-(5xPlanet rating)-(1-5% for each SP or tech dealing with native technology)

                  I think that makes a bit more sense, the more Planet friendly you are, the more submissive the worms would be. Unlike with Morgan, the worms probably would last more than a turn or two at most, unless he went green.

                  This seems like a cool mod, if you can get it to work I'd love to playtest it.

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                  • #10
                    quote:

                    Originally posted by

                    <
                    I think that makes a bit more sense, the more Planet friendly you are, the more submissive the worms would be. Unlike with Morgan, the worms probably would last more than a turn or two at most, unless he went green.>>

                    This sounds great. Unfortunately, I have no idea how to go about implementing it. Another way I've noticed that might potentially make Mindworms undesirable to keep around is increasing the cost of support. Anyone know how do this? Another way would be that using Mindworms would be an atrocity. There are a couple of lines in Alpha.txt that seems to make it possible to do this, but it seems impossible to make heads or tails out of this. The lines are:

                    ; Abil = Special ability flags
                    Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000

                    The last part of the mind worms line is what is referred to as the special ability flags. But what flag gives you what ability. Originally, I thought it referred to the abilities like Clean Reactor, Super Former, etc, but there seems to be no correlation. Hmm..maybe I should ask Firaxis? Anyone know how good their tech support is, or if there is a specific person I should try to contact?


                    <
                    >>

                    Sure.

                    Incidentally, one last question. The map I am working with. Works fine in the Scenario Editor, but when I use to start a normal, no scenario game with it the game just hangs. I think it has to do with the fact that I increased the elevation of everything to 3500 meters. Or maybe the game can't decide where to put the starting position of the factions. Anyone have any ideas?

                    "L33T Master must not eat 'scuzzy' things from trash. Not healthy. Give bad gas." - MegaTokyo
                    "Horses can not be Astronaughts..." - A Servbot

                    Comment


                    • #11
                      Eh formating got screwed up on the last post, sorry bout that.


                      "L33T Master must not eat 'scuzzy' things from trash. Not healthy. Give bad gas." - MegaTokyo
                      "Horses can not be Astronaughts..." - A Servbot

                      Comment


                      • #12
                        Try this to prevent the worms from being built. I haven't tried it myself, so no guarantees.

                        Psi, Psi, 1, 5, 0, Disable, 3, 000000000000000000000000
                        Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, Disable, -1, 000000000000000000000000
                        Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, Disable, -1, 000000000000000000100000

                        Aredhran

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                        • #13
                          After messing with units for a VERY long time, I can say that what Aredhran suggested will work with absolute certanty.
                          Banned on Black Saturday in the name of those who went before him.

                          Realizes that no one probably remembers that event.

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