This may or may not have been discussed before (sorry if it was but I didn't know what to search for), but why did the creators of SMAC/X put the empty facility and secret project entries in the alphax.txt file if there is no way to make those facilities do anything? Is it just to taunt us or were they just lazy? Or is there some way to add that functionality to new facilities that we just don't know about?
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Re: Empty Facilities
Originally posted by doodle_diddle
This may or may not have been discussed before (sorry if it was but I didn't know what to search for), but why did the creators of SMAC/X put the empty facility and secret project entries in the alphax.txt file if there is no way to make those facilities do anything? Is it just to taunt us or were they just lazy? Or is there some way to add that functionality to new facilities that we just don't know about?
Or the Empty Facilities could just have been placeholders in the alphax.txt file for ideas that didn't make the final cut in the game....
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when did googlie find out how to do that?if 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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Originally posted by Cataphract887
when did googlie find out how to do that?
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2004 huh?
interesting historical bit.if 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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Originally posted by Cataphract887
interesting historical bit.
Sorta reminds me of David Brin's "Startide Rising" series where the Galactic Library is so big and so old that there are whole sections that are continually being rediscovered (and re-explored) for the benefit of those who stumbled back onto them.
Anyways, back onto topic: if a player conquers a base with empty facilities in it, then the conquering player can then also cash in the empty facility just as they would any other facility!
D
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It seems so. Impalers' mod made use of that as well. He gave a lenghty explanation last year on how he did it.
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overflow numbers?if 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 guess the 'useless' facilities aren't so useless if you can use them in the ways you guys mentioned. I just wish they had provided methods of making them do more than just affect energy. I wanted to create something like "Cathedral of Planet" or different types of labs... I hope they make SMAX2...
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I recently found, that it is possible to give a base tile negative energy. This may represent like 1 EC for maintenance of a base. It occured to me when recently working on anti-ICS mod.
Has anyone noticed this before?
There is problem though, that if energy is less than zero, it is assigned zero. So
0-1 = 0
1-1 = 0
The benefit of -1 energy in base tile is working then for economics effects, when +1 or higher energy is granted to each base.
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Originally posted by Darsnan
Anyways, back onto topic: if a player conquers a base with empty facilities in it, then the conquering player can then also cash in the empty facility just as they would any other facility!
D
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mart did you try overflow numbers?
googlei might have been giving it massive values like 65000's area for example.that often rounds over to positive numbers (for ec income)if 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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Basically, doing a "-1" on a base tile nullifies the effect of a rec tanks in the energy department.
All it really does is giving the player a slower lab/economy start.
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Originally posted by GeoModder
Basically, doing a "-1" on a base tile nullifies the effect of a rec tanks in the energy department.
All it really does is giving the player a slower lab/economy start.
The real problem are satellites. You build 1 satellite, then your gain multiplies as many times, as you have bases, and cost remains the same. I think that is the weakest part of satellites. Kinda perpetum mobile. something from nothing.
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