I've arrived very late to the SMACreation scene. What is Modman?
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Announcing TurboSMAC!
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Modswapping utility that I wrote about 1/2 a year ago and got largely ignored. Powered by good old dos batch (sadly no mac or linux version because I'm nub with respect to those OS'es).
*Points at http://apolyton.net/forums/showthrea...hreadid=118976*
for more info.#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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you can edit forests output in SMAX,dunno about SMAC.i have it working perfectly,with hybrid forests+free market they only give 2 energy not 3if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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I thought ModMan was for MAKING mods, not swapping them. Live and learn, I guess. From reading the post you pointed to, I'm still not clear on what it does.
At this point, TurboSMAC comes entirely from altering a single file, alpha.txt. I think people can handle renaming a single file.
For total makeovers like Aldebaran and the StarWars mod, ModMan is a must.Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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It turns out that reducing forest energy is not ncessary, because fungus becomes a competitive alternative now after Environmental Economics, which now gives +1 energy from fungus. So I will jsut delete it from this version and form the future TurboSMAX.Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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Originally posted by DilithiumDad
I thought ModMan was for MAKING mods, not swapping them. Live and learn, I guess. From reading the post you pointed to, I'm still not clear on what it does.
At this point, TurboSMAC comes entirely from altering a single file, alpha.txt. I think people can handle renaming a single file.
For total makeovers like Aldebaran and the StarWars mod, ModMan is a must.
The referred thread is mainly bug reporting and where I post new versions. Put simply, ModMan is a mod swapper to prevent all the 'by hand' changes usually required.#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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Hmmm, never thought of allowing forest in sea before...(\__/) Save a bunny, eat more Smurf!
(='.'=) Sponsored by the National Smurfmeat Council
(")_(") Smurf, the original blue meat! © 1999, patent pending, ® and ™ (except that "Smurf" bit)
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A balance of small boosts are better than halving everything. A modest cut to mineral costs (-20%), a larger cut in nutrients for growth (-30%), a boost in tech speed (+33%) combined with increased resources from farms, solar collectors, recycling tanks and bonus squares speeds things up nicely. Another important factor is half-price colony pods and transports. Also, formers automatically come on a rover chassis with synthmetal armor at no extra cost. This really speeds up early terraforming and formers can also serve as an additional mobile defense early on.
The mod is designed for PBEM, to speed up e-mail games without a lot of tinkering by the game host.Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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Alright I've play around with this for a while, here is my current feedback:
Overall, change the NONE future sociality to +2 industry, -1 growth, -1 moral
Fundamentalism seems overpowered. I like the additional MORALE s and dampening of the RESEARCH penalty in exchange for less TALENTS, but the +2 to GROWTH pushes it way over the top. I'd consider dropping it all together or dropping it down to just +1 GROWTH. That way democracy still remains semi-unique
Drop the –PLANET from Power. --RESEARCH is enough for this one.
Knowledge also seems a bit to giving. I'd drop the + PLANET. The +2 RESEARCH in your new system is already profound Perhaps just make it +3 RESEARCH and drop the extra TALENTS.
I found myself using a new type of tactic in TurboSMAC, mainly what I call the Super Hovertank Push. The idea is that using the newly enhanced resources of this mod, I go IotD huting while building a fleet of 8/3 hovertanks, grab the command center and xenoempathy dome. Then just drop the Hovertanks in the fungus and its game over for the most part. Usually everything is elite by this time, (fundamentalism/green/knowledge)
But yeah, this mod is extremely fun
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Originally posted by eisdead
Alright I've play around with this for a while, here is my current feedback:
Overall, change the NONE future sociality to +2 industry, -1 growth, -1 morale
Fundamentalism seems overpowered. I like the additional MORALE s and dampening of the RESEARCH penalty in exchange for less TALENTS, but the +2 to GROWTH pushes it way over the top. I'd consider dropping it all together or dropping it down to just +1 GROWTH. That way democracy still remains semi-unique
Drop the –PLANET from Power. --RESEARCH is enough for this one.
Knowledge also seems a bit to giving. I'd drop the + PLANET. The +2 RESEARCH in your new system is already profound Perhaps just make it +3 RESEARCH and drop the extra TALENTS.
I found myself using a new type of tactic in TurboSMAC, mainly what I call the Super Hovertank Push. The idea is that using the newly enhanced resources of this mod, I go IotD huting while building a fleet of 8/3 hovertanks, grab the command center and xenoempathy dome. Then just drop the Hovertanks in the fungus and its game over for the most part. Usually everything is elite by this time, (fundamentalism/green/knowledge)
But yeah, this mod is extremely funBe sure to sign up for the TurboSMAC PBEM Tournament, coming soon!
Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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