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#citizens in alphax

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  • #citizens in alphax

    Apologies if this has been asked before (I'm sure it has, my search turned up nothing though!) - does anyone know what the 7 0's after the econ/res/psych fields do in #citizens in alphax? ie, below

    #CITIZENS
    Technician, Technicians, None, Fusion, 3, 0, 0, 0000000

  • #2
    I don't think they do anything. Could be wrong though.

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    • #3
      Prima Strategy Guide says it is "[a] binary flag slot that is always empty" (p. 307).
      Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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      • #4
        So, in other words, it's just like the string of zeros after each line in #TECHNOLOGY or #UNITS except that it doesn't do anything.

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        • #5
          That's correct. Maybe at one point, there were flags to give each specialist some attribute, but it was abandoned. I suppose you could try setting one of the flags to 1 and see if anything happens.
          Unofficial SMAC/X Patches Version 1.0 @ Civilization Gaming Network

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