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  • Opinions sought on a SMAC conversion mod

    Hey all Modders -

    After completing, testing, and starting a PBEM game with my first mod, Proxima Centauri (http://apolyton.net/forums/showthrea...hreadid=123521), I'm working on another, more ambitious makeover for SMAC that imagines events on Earth immediately after the Unity departs for Alpha Centauri. I'd like to run the mod past other players and modder to see how the idea floats.

    Setting: After the Unity mission, the situation on Earth deteriorated rapidly. Overpopulation, shortages of resources, climatic disruptions, ecological collapses, disease, political strife, and territorial disputes resulted in a global population on the verge of revolt. The situation came to a head as a result of a mysterious bombing of U.N. headquarters. Fingers were pointed, blame passed around, and popular dissent built until centers of power, seeing no alternative, launched attacks on one another in order to consolidate their holding in precious resources. Nuclear weapons destroyed many population centers before anti-missile defenses prevented an all-out cataclysm. In the aftermath, nations were thrown into disarray - their technological and communications infrastructures smashed, their governments destroyed, their roads and cities in ruins.

    The partial devestation has left the world in a kind of modern dark age; semi-autonomous city-states, inhabited by the remaining educated elite, lord over the hungry masses outside. Governments have been re-organized along more primitive (autocratic) lines within the few cities still intact. Factions have assimilated the remaining military powers and wield brutal force to keep the surviving masses, who live on the edge of starvation, in line. Manufacturing and research capabilities were destroyed and need to be rebuilt from scratch. Technology must be re-mastered or re-discovered. "Legacy" systems - units and facilities from the high-tech age before the fall - are falling into disrepair and must be reverse-engineered before they can be mass-produced.

    This total conversion will involve pretty much all of the data files that can be changed for SMAC. New feature will include:
    • Seven custom factions: These include six groups organized along geographic/ethnographic lines - North America, South America, Europe, Africa, East Asia, and Russia - and one decentralized resistance group. Starting locations will be fixed in the scenario, except for the ristance group, who will begin with a number of colony pods, thus making their headquarters location variable and secret. The six primary factions will begin swith established cities, specific techs, and certain military units representing the remnants of their military forces. Each faction will start with diplomatic status with some other factions as well as some comm frequencies.
    • Tech tree designed from scratch: "Techs" will be replaced with "Advances", as they represent more than simply technologies, but also fiscal policies, social agendas, political doctrines, and general fields of knowledge.
    • New resources: Food, raw materials, capital (slight change in theme, same purpose)
    • New facilities, map improvements, and Special Projects: while I can't change the basic function of these, I can rename them and alter the graphics to make them a closer fit for the scenario. Because the theme of this conversion is socio-political rather than ecological, facilities and improvements will be along the lines of industrial/commercial centers and government facilities.
    • A custom map of Earth: I saw the map available for download on this site, but I found it to be a too small. I wanted more land area for base construction and warfare. So, I'm drawing a new one using outline and topographic maps as guides. I'm about 2/3 done - I have N. and S. America, Europe and Africa, western Asia and Antarctica drawn.
    • New map textures: I am eliminating both forest and fungus, and replacing them with settlements and "sprawl" (see below for changes to alien life). Bases represent cities being rebuilt by the various factions. Sprawl represents the lawless, makeshift, pseudo-urban population areas where the majority of the world's population live at the subsistence level. Settlements are the "suburbs" - built by the factions and populated by city dwellers, providing resources to the cities, and tending to grow on their own.
    • Altered alien life: I have found that I am able to change the graphics for mind worms by altering one of the .pcx files. My idea was to make worms, which are a manifestation of Planet's resentment toward the Unity colonists, into something more topical. I intend to change the "Planet" rating into something akin to "Social" to represent a faction's relations with the Earth's population at large - impoverished and starving as they are, according to this scenario. Thus eco-damage becomes "unrest" and worms become "insurgents", lightly-armed groups of fighters that appear in underdeveloped areas (sprawl), attack faction units using unconventional tactics ("insurgency" rather than psi), sometimes destroy improvements, and attack faction bases (cities). Certain advances will enable units to train to resist the insurgents' special tactics ("counter-insurgency" special ability) and fight them on their own terms. I think anyone who's been paying attention to the news lately understands the problem of a conventional armed force fighting loosely-organized guerilla fighters using unconventional tactics. Advances which, in SMAC, give a faction the ability to exploit fungus or use native life would reflect the development of degrees of trust between a government and the "outsider" population, enabling a faction to fund their own insurgents, extract resources from sprawl areas, build improvements there, etc.
    • Changed monoliths and Unity pods: These will represent pre-collapse "Legacy" facilities (monoliths) and ruins (pods) that provide players with bonus units, advances, and resources.


    I would be grateful to hear observations, questions, and ideas. Has this kind of conversion been done before? Does this sound interesting?
    Paradigm Omnimedia - You'll Pay Us to Tell You What You Think

  • #2
    Sounds great! I deffinitely will be keeping an eye on this list to see how it goes. The Network Node has a simmilar concept, except that theirs takes place after the chironian settlers come back to see what has happened in the interim.
    $$$Rule of Aquisition 95: Expand...or Die!$$$

    Comment


    • #3
      Re: Opinions sought on a SMAC conversion mod

      Originally posted by fluxionman
      [*]Changed monoliths and Unity pods: These will represent pre-collapse "Legacy" facilities (monoliths) and ruins (pods) that provide players with bonus units, advances, and resources.[/list]

      I would be grateful to hear observations, questions, and ideas. Has this kind of conversion been done before? Does this sound interesting?
      Heah fluxionman,

      any chance you can post your alpha.txt file as well as your modded .pcx files? I can provide feedback on the alpha.txt file, and I am curious about whether or not the modified "images" are imprinted onto the game file or not, as well as what the images look like.


      D

      Comment


      • #4
        Fluxionman: you can make the native life appear as a random resistance movement. mw's as scouts, iod as impact rovers, even perhaps a proper 'saboteur' (probe, wonder how the game will handle that)... stuff like that. That way you can put a seventh 'proper' faction in the game.
        He who knows others is wise.
        He who knows himself is enlightened.
        -- Lao Tsu

        SMAC(X) Marsscenario

        Comment


        • #5
          Sounds very interesting, fluxionman, and I'm up for testing it. Especially this insurgency looks nice...

          I wish I had more time for doing such things myself.

          Comment


          • #6
            Originally posted by GeoModder
            Fluxionman: you can make the native life appear as a random resistance movement. mw's as scouts, iod as impact rovers, even perhaps a proper 'saboteur' (probe, wonder how the game will handle that)... stuff like that. That way you can put a seventh 'proper' faction in the game.
            The "8th Faction" doesn't really use probe teams that well. They have no "money", hence cannot probe units nor MC cities.
            However, giving the 8th Faction special abilities, especially if given a theme, can really be very enjoyable. In my ongoing Beta Lyrae "mod" I gave the aquatic units the marine detachment capability, which fits my "theme" perfectly as this version of the 8th Faction are parasites that enslave those they infect, hence explaining why the marine detachment works in this mod. It also can make the 8th Faction much more potent. Nothing worse than having a transport laden with Marine Chaos Invaders 8/4/1 being taken over by the 8th Faction and being steered right back at you!


            D

            Comment


            • #7
              Re: Re: Opinions sought on a SMAC conversion mod

              Originally posted by Darsnan


              Heah fluxionman,

              any chance you can post your alpha.txt file as well as your modded .pcx files? I can provide feedback on the alpha.txt file, and I am curious about whether or not the modified "images" are imprinted onto the game file or not, as well as what the images look like.


              D
              I am currently still in the planning stages of the changes to alpha.txt - I have about 12 sheets of paper with the new tech tree drawn up, and a printed copy of the file marked up with changes in red pen. I have also begun changes to the graphics, and I'd be happy to post screencaps of those changes as they are finished.

              The changes to graphics would not effect the game files, if by this you mean saves. I'm changing the various .pcx files in the Data directory (texture.pcx, units.pcx, etc.).

              Thanks!
              Paradigm Omnimedia - You'll Pay Us to Tell You What You Think

              Comment


              • #8
                Originally posted by GeoModder
                Fluxionman: you can make the native life appear as a random resistance movement. mw's as scouts, iod as impact rovers, even perhaps a proper 'saboteur' (probe, wonder how the game will handle that)... stuff like that. That way you can put a seventh 'proper' faction in the game.
                An interesting idea. Do you mean altering native life units to behave more like standup military units? I'm not sure it would be necessary, since the power of native units comes from their psi ability, and conventional units would quickly be outclassed by factions with higher technology.

                I have a specific theme in mind for the seventh faction that goes along with their unconventional setup: a collective of indiginous peoples working toward undermining the imperialism and industrialization of the other six factions. Their strength will lie in their decentralization and their close ties with insurgents. I thought that a scenario pitting three factions versus three factions, with a seventh trying to undermine them all and "native" units causing constant problems, would be most compelling.
                Paradigm Omnimedia - You'll Pay Us to Tell You What You Think

                Comment


                • #9
                  Originally posted by Darsnan


                  The "8th Faction" doesn't really use probe teams that well. They have no "money", hence cannot probe units nor MC cities.
                  However, giving the 8th Faction special abilities, especially if given a theme, can really be very enjoyable. In my ongoing Beta Lyrae "mod" I gave the aquatic units the marine detachment capability, which fits my "theme" perfectly as this version of the 8th Faction are parasites that enslave those they infect, hence explaining why the marine detachment works in this mod. It also can make the 8th Faction much more potent. Nothing worse than having a transport laden with Marine Chaos Invaders 8/4/1 being taken over by the 8th Faction and being steered right back at you!


                  D
                  That's a great idea. How do you apply special abilities to default units? I assume you need to assign numbers to the "tags" section at the end of default unit listings.
                  Paradigm Omnimedia - You'll Pay Us to Tell You What You Think

                  Comment


                  • #10
                    Yep, that's the way. You just enable the right flag.

                    Watch out though, the abilities flags work the other way around IIRC. They go from bottom to top. And for factions giving extra abilities: don't put more then one a faction, for else that faction won't be able to use the extra abilities later ingame if a player puts 2 abilites in the workshop and that unit is entitled to more then 1 'free' ability.
                    He who knows others is wise.
                    He who knows himself is enlightened.
                    -- Lao Tsu

                    SMAC(X) Marsscenario

                    Comment


                    • #11
                      Re: Re: Re: Opinions sought on a SMAC conversion mod

                      Originally posted by fluxionman
                      I am currently still in the planning stages of the changes to alpha.txt - I have about 12 sheets of paper with the new tech tree drawn up, and a printed copy of the file marked up with changes in red pen. I have also begun changes to the graphics, and I'd be happy to post screencaps of those changes as they are finished.
                      Thats the way I used to do it as well. Maybe this will help you. Scroll down to the bottom of the screen for the section that'll help you, including what all the flags mean.

                      Originally posted by fluxionman
                      The changes to graphics would not effect the game files, if by this you mean saves.
                      That would be too bad. Still, I'd like to see the pics when you get the mod'd.

                      Comment


                      • #12
                        Luckily, this isn't my first makeover of SMAC. My first attempt started with "I want to insert myself as a faction leader" and ended up encompassing seven original factions, a redesigned tech tree with new techs, and alpha.txt with new parameters. I just started a PBEM game using the mod.

                        This overhaul is much more ambitious, however. With the graphics, I've started with the map textures. My settlement and sprawl tiles are almost finished. Then, I need to redo the moist and wet textures. I also want to remake sea fungus into ice floes to restrict sea movement at the poles.

                        The Academy, of course, is a vital link to players and modders.
                        Paradigm Omnimedia - You'll Pay Us to Tell You What You Think

                        Comment


                        • #13
                          I like the sound of this.

                          [insert ModMan plug here]

                          But seriously, I like it.

                          Any plans for IoDs, locusts and sealurks?
                          #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                          #endgame

                          Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                          Comment


                          • #14
                            Originally posted by #endgame
                            I like the sound of this.

                            [insert ModMan plug here]

                            But seriously, I like it.

                            Any plans for IoDs, locusts and sealurks?
                            I've been thinking about what to do with those, while at the same time investigating the possibility of using the empty unit graphic slots in unit.pcx. (IoD, locusts, etc., are not included in that file with regular worms, but if I can assign units those graphics, I might as well use them, right?) I am open to suggestions.
                            Paradigm Omnimedia - You'll Pay Us to Tell You What You Think

                            Comment


                            • #15
                              I'd advise against removing them, since you really need a regulator against any aquatic factions or early expansion. I can't think of a story based explanaation though.
                              #play s.-cd#g+c-ga#+dgfg#+cf----q.c
                              #endgame

                              Quantum P. is a champion: http://geocities.com/zztexpert/docs/upoprgv4.html

                              Comment

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