Announcement

Collapse
No announcement yet.

Announcing! Aldebaran 1.beta.1 (prerelease notes)

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #61
    Whoops! I forgot to upload the modifyed palette onto the aquatic graphic file! D'OH! Oh well, I sent the corrected version to Smack and here is the palette file for those of you who suffer from the pink-square syndrome when modifying graphics.
    Attached Files
    ... This body holding me reminds me of my own mortality...
    ... Pain is an illusion...

    Comment


    • #62
      I will be happy to playtest. Actually I would have beta tested the mod as well, but I only just now got around to reading this thread. My apologies. I had seen the thread before and meant to read through it but always got caught up in something else.

      I have avoided reading your detailed design notes (though I did follow some of the technical discussions on proposals to get the AI to play better) and I have not read any of the associated fiction.

      Please let me know which material(s) it would be good for a prospective first timer to read in prepartion for game play.

      - Scipio
      Delende est Ashcrofto

      Comment


      • #63
        Scipio,

        Ah good, I could use the help as my other beta-testers have evaporated

        At this point I've really two last goals with playtesting: Make sure there is nothing further I can improve with the AI (and I'm pretty sure it's as good as it gets. I just got thumped in a Thinker-level game), and improve the scenarios in any way I can.

        The nice things is, you don't need to read anything to play. Most of the potential bugs are worked out, and the game auto-loads the correct factions, graphics, helptext, and whatnot. I would highly reccomend reading Kassiopeia's story Aldebaran on the Fiction threads, and you might want the plot-outline to get the idea behind the scenarios.

        I will need your email, (send to Rmontalbon@aol.com) and indicate whether you want me to send along the now-finished faction graphics. They're about 1-2megs zipped. The game itself is about 60k zipped. I will of course include a readme about installation.

        And The News from Aldebaran:

        Kassiopeia finished the blurbs.txt for techs. I'm working on the facilities, etc. I'll be travelling a lot this week, but hope to finish the background for the Interludes at least. We can still expect some form of finished product early next week.

        -Smack
        Visit Aldebaran:Aldebaranweb

        Comment


        • #64
          Originally posted by Smack
          As a technical question, though I both hope to answer it myself, and that it's not true, I'm wondering if the little sub-names for the techs, ie C4-Conquer 4, are at all functional. I seem to think they are redundant, in other words, just names and part of the graphics display. If they are actually used I can't see it, but it's worrisome. I believe control of what techs a faction researches is soley controlled by the 'faction influencers' as I call them, the 4 numbers appearing after a tech in the Alphatext. If anyone knows or has fooled with these sub names, let me know. I'm proceeding as if they are merely aesthetic and the evidence from my own testing supports that conclusion.
          You probably don't have one of the copies of the game which came with a poster - the poster makes the meaning of this obvious. Your conjecture is correct - it is purely aesthetic. Basically if a tech has no prereqs then it's a level 1 tech; otherwise its level is one greater than the level of its highest-level prerequisite. So Info Networks is a level 1 tech, Planetary Networks has Info Networks as a prereq so it's level 2; Bio-Engineering has Neural Grafting (level 4) and Gene Splicing (level 3) as prereqs so it's level 5 (4+1). The Datalinks display automatically calculates this for you, taking any changes you've made to the tech tree into account.

          The Conquer/Explore/Discover/Build is from the AI preferences for the tech. If you open the alpha.txt file and go down to #TECH, you'll see that in the line for Biogenetics are the numbers 0,3,2,2.
          Those stand for power, tech, wealth, growth. Since the tech is the highest, the Datalinks will display Biogenetics as a Discover tech.

          So knowing that a tech is "Build 10" tells you something about the tech, but it doesn't actually do anything.

          Comment


          • #65
            Basil,

            Thanks for clearing that up. I hadn't even thought that the game engine would pick up on which AI-Influencer is strongest and use that, but I see now that you are correct, it does, how marvelous. Largely I've just ignored this as the AI Influencers I use are often counter-intuitive.

            The Conquer-Discover-Build-Explore series has been changed to use the slot 'Discover' for 'Planet' with a focus on a mix of conventional weapons/armor at a slightly better strength/cost ratio at the expense that they come a little slowly. Also, Native units and Psi combat in general falls on this line.

            Aldebaran News:

            Slow week. I'll be travelling a lot but will try to mop-up with the various changes and completions as I go.

            I've been continuing to tinker with the 'All-Pacifist' vs. a mix of AI strategies, and have at this point fallen back on a position of all-erratic (between aggressive and passive) factions. While the factions no longer build as miraculously as the All-Pacifist [-1, 0, 1, 1, 1] approach, they are no longer as abuseable in the realm of tech-trading and pacting. It's not the tradeoff I would liike, but I'll include a couple special scenarios later on that will use the All-Pacifist approach combined with (possibly) pacted and human-hating AI factions. Those are the very toughest games.

            Nonetheless, the All-Erratic AI's do remarkably well, now that they are sufficiently boosted with bonuses to Support, Industry, and a few other things . I can barely keep pace on Thinker level.

            If anyone else was looking for a beta at this point, you can email me as above, but otherwise I'm going to slow the pace down a bit on development. I'd like to really polish the scenarios and take care of a few other projects before it's released.

            Thanks again to all the wonderful teamwork: Kassiopeia, Blake, Cybergod, Velociryx, the Network Node, Tokamak, and others.

            -Smack
            Visit Aldebaran:Aldebaranweb

            Comment


            • #66
              Aldebaran News:

              With a recent illness and travel I havn't had the chance to do much work on finishing this monster project. I don't expect to get a chance to do any serious work until the end of this coming weekend.

              -Smack
              Visit Aldebaran:Aldebaranweb

              Comment


              • #67
                Aldebaran News

                Kassiopeia and I are putting the finishing touches on the 'fluff' department, which in this case means the 'techlongs.txt' and 'interludes.txt'.

                Beyond that, it's done. Sure, I might tweak the scenarios a bit, but everything has come together.

                Latest Changes Made: if anyone's following this!

                Added a few more psi-units to the game
                Added a true 'Superformer'
                Used the unused icons for some special units
                Created 'Leader Units' to represent the actual physical leader of each faction
                -these are currently unused but I'll eventually use them in a scenario
                -killing these units does nothing in regular play, but this can be made as a
                -scenario objective..ie 'Kill the leader of said faction and it's game over for them'
                Polished the text for the factions
                Incorporated Cybergod's excellent faction graphics

                Preparing for the release.
                Let me reiterate here that there will be two versions of the game:

                1. Aldebaran.novice : Plays around the difficulty level of SMAC

                2. Aldebaran.veteran: Will crush anyone... ....just kidding. It is actually the reccomended version as it's tougher, but only impossible on Transcend (and just maybe beatable there).

                There will also be graphical and non-graphical versions of each game (the non-g using the original graphics).

                There are at this point 4 sequential scenarios that were developed in conjunction with the plot and storyline of Kassiopeia's 'Aldebaran' story.

                The Network Node will host the downloads, but I will mirror with my own site, and possibly I'll post the non-graphics version here on Apolyton (the Graphics are too big otherwise).

                That's the news....Smack is in Computer school...watch out world

                -Smack
                Visit Aldebaran:Aldebaranweb

                Comment


                • #68
                  I've discovered only recently this thread...
                  Can I join the beta-testing?

                  Thank a lot.

                  -Vultur
                  Aslo the gods are impotent against men's stupidity --Frederich Shiller
                  In my vocabulary the word "Impossible" doesn't exist --Napoleon
                  Stella Polaris Development Team -> Senior Code Writer (pro tempore) & Designer

                  Comment


                  • #69
                    Vultur,

                    We're just about done beta-testing here, but the public beta is soon (gads, I keep saying that) to be released. If I get delayed again, I'll make sure you and Scipio get the Beta's.

                    -Smack
                    Visit Aldebaran:Aldebaranweb

                    Comment


                    • #70
                      First of a series of posts outlining the changes in Aldebaran.

                      List of Changes from SMAC to Aldebaran

                      Part I: Alphatext

                      #General Parameters

                      4,2 for artillery damage, instead of 3,2 - makes arty useful

                      9 nutrient cost multiplier instead of 10 - faster growth

                      65 percent of standard tech rate - techs are slower to develop

                      3 minimum base size for specialists - instead of 5. Makes specialists more important.

                      3 Drones induced by Genjack Factory - instead of 1. This factory, called the Direct Control Unit in Aldebaran appears earlier and helps the AI while being prohibitive to most human players.

                      12 Population limit without hab dome - instead of 14.

                      100 percent cost to prototype air units - reflects the difficulty of flight in a thin, caustic atmosphere.

                      4,3 Psi combat offense-to-defense ratio for AIR units defending - instead of 1,1. Slight modification to make PSI better at handling air units.

                      40 Intrinsic Base Defense - instead of 25. All around help.

                      25 percent bonus for attacking from a higher elevation - instead of 0. Hills are important and combat now takes them into consideration.

                      10 percent penalty for attacking from lower elevation - instead of 0.

                      35 percent bonus to infantry vs. base - instead of 25.

                      40 percent bonus to fanatic attackers - instead of 25. Not used.

                      40 percent bonus to trance defending vs. Psi - instead of 50. Narrows the gap.

                      40 percent bonus to empath attacking vs. Psi - instead of 50.

                      80 percent penalty to air-superiority units vs. ground units - instead of 100.

                      50 percent bonus to attacking ships in port - instead of 100. Just because.

                      15 percent bonus per planet rating for Psi units - instead of 10. Further emphasizes benefits of going Green.

                      40 percent penalty to retooling production - instead of 50. Just silly.

                      8 mineral retool exemption - instead of 10. Not so many free minerals.

                      10 turns between councils - instead of 20. Call the council every 10 years.

                      10 minerals for harvesting forest - instead of 5. Slight improvement for this strategy.

                      6 max territory from base - instead of 8.

                      (see techtree for techs that have global effects)

                      100 percent possible damage for arty vs. units in the open - instead of 99.

                      Game from 2300-2700, 2800 - instead of 2100-2500, 2600.

                      #TERRAIN
                      Terraforming depends on different techs. Also, added sea-bunkers, sea-soil enrichers, and sea-sensors, called Minefield, Xenophagii, and Sonar Net, respectively. Note that 'Xenophagi' and 'Xenophagii' are place-holder names for what was 'Soil Enricher' and I need better names.

                      Terraforming Costs:
                      Farms 3 instead of 4
                      SoilE 10 instead of 8
                      Forest 3 instead of 4
                      Fungus 4 instead of 6
                      ClearF 4 instead of 6
                      Borehole 18 instead of 24
                      Aquifer 10 instead of 18
                      Raise/lower 10 instead of 12
                      Level Terrain 6 instead of 8

                      #RESOURCE INFO

                      Bonus squares: Mineral and Energy bonuses are 3 instead of 2
                      Recycling Tanks: 1, 2, 2 instead of 1, 1, 1 bonus.
                      Improved Sea: 2, 2, 3 instead of 2, 1, 3.
                      Monolith: 2, 3, 2 instead of 2, 2, 2.
                      Borehole: 0, 5, 7 instead of 0, 6, 6.

                      #WORLDBUILDER

                      300 instead of 256 additional land from land selection: x0, x1, x2.
                      4 instead of 1 hills base number.
                      3 instead of 4 plateau basic size.
                      6 instead of 8 plateau modifier.
                      12 instead of 8 rivers base.
                      21 instead of 15 deep water modifier.
                      10 instead of 15 plains modifier.
                      15 instead of 10 beach modifier.
                      35 instead of 25 peaks modifier.

                      #TECHNOLOGY
                      Just different.

                      #CHASSIS
                      Infantry: Can carry 2 units instead of one, if equipped with transport.
                      Speeder: As above.
                      Hovertank: Can carry 3 units instead of one, if equipped with transport.
                      Foil: Moves 7 instead of 4. Note, appears later than Cruiser.
                      Cruiser: Moves 5 instead of 6. Cost reduced to factor 4 instead of 6.
                      Needlejet: No changes.
                      'Copter: Moves 6 instead of 8. Can carry 3 units instead of 1. Cost factor 9 instead of 8. Note, appears in limited versions early, then released as chassis later.
                      Gravship: No changes.
                      Missile: Moves 10 intead of 12.

                      #WEAPONS
                      Hand Weapons, Gun, 1, 0, 1, -1, None,
                      Laser, Laser, 2, 0, 2, -1, Physic,
                      Chironator, Chironator, 4, 0, 4, -1, Chiron,
                      Psionic Field, Field, 5, 1, 4, -1, Psi5, Cost reduced to 4 instead of 5
                      Rail Launcher, Rail, 6, 2, 6, -1, Projec,
                      Purpleator, Purple, 8, 0, 8, -1, Psi8,
                      The Tachy, Tachy, 10, 1,10, -1, Weap10,
                      Planet Bolt, P Bolt, 12, 1,10, -1, Psi12, Cost reduced to 10 instead of 12.
                      Planet Shard, P Shard, 13, 2,12, -1, Psi13, Cost reduced to 12 instead of 13.
                      Quantum Laser, Quantum, 16, 1,16, -1, Weap16,
                      Graviton Gun, Graviton, 20, 0,20, -1, Weap20,
                      Singularity Laser, Singularity, 24, 1,24, -1, Weap24,
                      Psi Attack, Psi, -1, 2,10, -1, Psimoun,
                      Planet Buster, Planet Buster, 99, 0,32, -1, Chopp,
                      Colony Module, Colony Pod, 0, 8,10, -1, None, ; Noncombat packages
                      Terraforming Unit, Formers, 0, 9, 7, -1, None, Cost increased to 4 instead of 6.
                      Troop Transport, Transport, 0, 7, 4, -1, Industs,
                      Supply Transport, Supply, 0,10, 8, -1, Crawler,
                      Probe Team, Probe Team, 0,11, 5, -1, Tacit3, Cost increased to 5 instead of 4.
                      Alien Artifact, Artifact, 0,12,36, -1, Disable,
                      Conventional Payload, Conventional, 12, 0,12, -1, Fact1,


                      #DEFENSES
                      No Armor, Scout, 1, 0, 1, None,
                      Enviro Barrier, Aldebaran, 2, 0, 2, Aldeba,
                      Fungal Jumpsuit, Fungus, 3, 2, 3, pArm3,
                      Silksteel Armor, Silksteel, 4, 1, 5, Arm4, Cost increased to 5 from 4.
                      Mitochondrial Wall, Organic, 5, 1, 4, pArm5, Cost reduced to 4 from 5.
                      Probability Sheath, Probability, 6, 2, 6, Arm6,
                      Telekinetic Armor, TK Defense, 8, 1, 8, pArm8,
                      Antimatter Plate, Antimatter, 10, 2,10, Arm10,
                      Velocyrix Wall, Velociryx, 12, 2,12, Arm12,
                      Psi Defense, Psi, -1, 2, 6, Psimoun,


                      #ABILITIES
                      Super Former, 1, React2, Super, 00000011111, Terraform rate doubled Change: Allowed for Combat units for silly reasons.
                      Deep Radar, 0, Field2, , 10000111111, Sees 2 spaces
                      Real Fungus, 1, Fungof, Camo, 00001111001, Invisible; Ignores ZOCs
                      Nautical Training, 1, Nauti, Nauti, 00000001001, Attacks from ship
                      Transmitter Unit, 2, Mattert, Gate, 00000111001, Makes air drops
                      Air Superiority, 1, Airpast, SAM, 00000001111, Attacks air units
                      Bathymetry, 1, Subplan, Sub, 00000111010, Operates underwater
                      Carrier Deck, 2, Airpast, Carrier, 00101101011, Mobile Airbase. Change: Allowed for land units.
                      AAA Tracking, 1, Cascad, AAA, 00010011011, x2 vs. air attacks Change: Allowed for terraformers.
                      Comm Jammer, -1, Sentien, ECM, 00010111001, +50% vs. fast units
                      Antigrav Struts, 1, Robot2, Grav, 00000111001, +1 movement rate (or +Reactor*2 for Air)
                      Psi Amplifier, -2, Trance, Amplified, 00000001111, +50% attack vs. Psi Change: Allowed for Psi Units.
                      Polymorphic Encryption, 2, Tacit3, Secure, 00000111111, x2 cost to subvert
                      Fungicide Tanks, 1, Extra, Fungi, 00000011111, Clear fungus at double speed Change: Allowed for combat units for silly reasons.
                      Discipline, 1, Command, Trained, 00000001111, Gains morale upgrade
                      Heavy Artillery, -3, Projec, Arty, 00010001001, Bombards
                      Clean Reactor, 4, Clean, Clean, 00000111111, Requires no support
                      Shroud Training, -6, Energy, Shrouded, 00000001111, Bypass base defenses
                      Psi Buffer, -1, Trance, Buffered, 00000111111, +50% defense vs. PSI Change: Allowed for Psi Units.
                      Heavy Transport, 1, Struck, C-, 00100100111, +50% transport capacity
                      Nerve Gas Pods, 1, Park1, X, 00001001101, Can +50% offense (Atrocity)
                      Repair Bay, 1, Mineral, Repair, 00100100111, Repairs ground units on board
                      Militia Recruitment, 1, Tacit2, Militia, 00000001001, x2 Police powers
                      Slow Unit, 0, Disable, Slow, 00000111111, -1 moves

                      #UNITS
                      Added 13 core units. Some, like the 'Xeti Oberazi' for example, are only used by certain factions. I'm not going to list what special abilities each new unit has. If you'd like to look them up, compare the '00001000100001' strings with the above special abilities, working from the bottom-up.
                      27
                      Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 000000000000000000000000
                      Formers, Infantry, Formers, Scout, 9, 0, 0, None, -1, 000000000000000000000000
                      Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 000000000000000000000000
                      Aldebaran Transport, Cruiser, Transport, Scout, 7, 0, 0, Industs, -1, 000000000000000000000000
                      *Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 000000000000000000000000
                      ASU, Infantry, Supply, Scout, 10, 0, 0, Crawler, -1, 000000000000000000000000
                      Shroud, Speeder, Probe Team, Scout, 11, 0, 0, Tacit3, -1, 000000000000000000000000
                      Free Node, Infantry, Artifact, Scout, 12, 10, 0, Disable, 2, 000000000000000000000000
                      Mind Worms, Infantry, Psi, Psi, 1, 5, 0, Psionic, 3, 000000000000000000000000
                      Isle of the Deep, Cruiser, Psi, Psi, 7, 8, 4, Psi5, -1, 000000000000000000000000
                      Locusts of Aldebaran, Gravship, Psi, Psi, 4, 10, 0, Psi8, -1, 000000000000000000100000
                      Aldeb Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 000000000000000000000000
                      Aldeb ADU Patrol, 'Copter, Gun, Scout, 4, 0, 0, Disable, -1, 000000000000000000100000
                      Aldeb Cruiser, Cruiser, Transport, Scout, 7, 0, 0, Disable, -1, 100000000000000000000000
                      Diocletian, Infantry, Chironator, Aldebaran, 1, 0, 0, Mast, -1, 000001000000000000000000
                      Seawolf, Foil, Psi, Psi, 6, 0, 0, Fungof, 4, 000000000000000001000000
                      Constantine, Cruiser, Chironator, Scout, 6, 0, 0, Fungof, -1, 000000000000000000000100
                      Chopper Lift, 'Copter, Transport, Scout, 7, 8, 3, Command, -1, 000000000000000000000010
                      Air Defense Chopper, 'Copter, Chironator, Scout, 4, 10, 0, Airpast, -1, 000000000000000100100010
                      Assault Chopper, 'Copter, Chironator, Scout, 1, 12, 0, Struck, -1, 000000000000000000000011
                      Carrier, Cruiser, Gun, Silksteel, -1, 15, 7, Projec, -1, 011011010001110110000011
                      Xeta Ping, Infantry, Field, Silksteel, 3, 7, 0, Disable, 6, 010001110111111100000110
                      Xeta Oberazi, Hovertank, Tachy, Fungus, 1, 12, 0, Disable, -1, 010001010101101100000111
                      Great Worm, Hovertank, Psi, Psi, 1,15, 1, Park1, 4, 000000010100001100111010
                      Great Locust, 'Copter, Psi, Psi, 4,15, 1, Park2, 3, 000000010100000100100010
                      Field Agent, Speeder, Gun, Fungus, 12, 0, 0, Struck, 6, 000001010000100000000010
                      Megaformer, Infantry, Gun, Fungus, 9, 5, 0, Extra, 1, 010001010010101100000001
                      ;

                      #FACILITIES
                      ;
                      ; Base Facilities
                      ;
                      ; Name, Cost, Maint, Preq
                      ;
                      ; Name = Name of facility type
                      ; OldName = SMAC name, if changed
                      ; Cost = Construction cost in minerals (x Minerals multiplier in RULES)
                      ; Maint = Maintenance cost in energy per turn
                      ; Preq = Technology prerequisite (see TECHNOLOGY)
                      ;
                      Headquarters, 5, 0, None,
                      Chironian Habitat, Childrens Creche, 5, 1, Human2,
                      Recycling Tanks, [changed ability], 3 (was 4), 0, Human1,
                      Perimeter Defense, 5, 1 (was 0), Subplan,
                      Tachyon Field, 12, 4 (was 2), SpaceE,
                      Recreation Commons, 3 (was 4), 1, Tacit1,
                      Energy Bank, 4, 0 (was 8,1), Commerc,
                      Network Node, 4, 0 (was 8,1), InfNet,
                      Planet Lab, Biology Lab, 5, 0 (was 6,1), Psi8,
                      Skunkworks, 5, 0 (was 6,1), Chiron,
                      The Tokamat, Hologram Theatre, 8, 2 (was 6,3), Tacit2,
                      Transcends Temple, Paradise Garden, 18, 2 (was 12,4), Transp,
                      Tree Farm, 8, 3 (was 12, 3), Arbor1,
                      Hybrid Forest, 16, 4 (was 24, 4), Arbor2,
                      Endothermy Lab, Fusion Lab 12, 5 (was 12, 3), Lab1,
                      Mind-Machine Lab, Quantum Lab 12, 3 (was 24, 4), Psi8,
                      Research Hospital, 10, 3 (was 12, 3), Human1,
                      Ascetic Retreat, Nanohospital 12, 2 (was 24, 4), Ascet,
                      Robotic Assembly Plant, 20, 4, Robot2,
                      Nanoreplicator, 32, 6, Fact2,
                      Quantum Converter, 20, 5, Factx,
                      Direct Control Unit, Genejack Factory, 12, 2 (was 10, 2), Tacit2,
                      Punishment Sphere, 10, 2, Extra,
                      Subsurface Environment, Hab Complex, 10, 3 (was 8, 2), Subplan,
                      Habitation Dome, 20, 4 (was 16, 4), Struck,
                      Pressure Dome, 8, 0, None,
                      Command Center, 4, 1, Command,
                      Maritime Factory, Naval Yard, 8, 2, Nauti,
                      Mattertran Generator, Aerospace Complex, 10, 2 (was 8, 2), Mattert,
                      Bioenhancement Center, 10, 2, Eugen,
                      The Planetpark, Centauri Preserve, 10, 0 (was 10, 2), Park1,
                      Cult of Planet, Temple of Planet 20, 0 (was 20, 3), Park2,
                      Psi Gate, 10, 2, pArm8,
                      Mystery Food, Sky Hydroponics Lab, 10, 0 (was 12, 0), Nuts,
                      Core Extraction Facility, Nessus Mining St, 12, 0, Mineral,
                      Matter-Energy Transformer, Orbital Power, 12, 0, Energy,
                      Projection Defense Pod, Orbital Defense, 8, 0 (was 12, 0), Mattert,
                      Stockpile Energy, 0, 0, None,

                      Secret Projects: Names and Costs Vary. Note also that the AI influencers are different. No notes here besides the HGP as an example. Generally more expensive, more projects available early, and more appealing to the AI. Because the AI can 'cheat' and switch out of a project to build a unit or anything, then switch back at no penalty, this generally gets them to start work on many projects and use this 'cheat' more often.

                      The Huge Gnome Project, HGP, 40, 0 (was 20, 0), Planetp, Disable, +1 Talent Each Base, 0, 9, 9, 9, 9, (was -1, 0, 0, 1, 1),

                      The Command Nexus, 30, 0, Command, Disable, Command Center Each Base, 1, 2, 0,-1, 0,
                      The Dozer Factory, 30, 0, Industs, Disable, Terraform Rate +50%, 0, 3, 3, 3, 3,
                      The Bank of Aldebaran, 20, 0, Commerc, Disable, +1 Energy Each Square Here, 0, -5, 0, 0, 0,
                      The Shroud Guild, 30, 0, Cascad, Disable, Commlink For Every Faction, -2, 3, 3, 3, 3,
                      The First Impression, 40, 0, Subplan, Disable, Perimeter Defense Each Base, 0, 1, 0, -5, 0,
                      The Greatest Game, 60, 0, Tacit2, Disable, Network Nodes Help Drones, 0, 9, 9, 9, 9,
                      The People Factory, 40, 0, Psionic, Disable, New Bases Begin At Size 3, 0, 1, 1, 1, 2,
                      The Fungal University, 40, 0, Fungof, Disable, Fungus Movement Bonus, 0,-1, 0, 0, 0,
                      The Neural Amplifier, 60, 0, NaDt, Disable, Psi Defense +50%, 0, 1, 2, 1, 0,
                      The Nautical College, 60, 0, Nauti, Disable, Naval Movement +2; Naval Bases, 1, 1, 0, 0, 0,
                      The Planetary Datalinks, 80, 0, Datalin, Disable, Any Tech Known To 3 Others, 0, 8, 8, 8, 8,
                      The Field Institute, 40, 0, Field1, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
                      The Ascetic Virtues, 50, 0, Transp, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 5, 5, 5, 5,
                      The Longevity Vaccine, 60, 0, Disable, Disable, Fewer Drones or More Profits, 0, 3, 3, 3, 3,
                      The Hunter-Seeker Unleashed, 80, 0, Chopp, Disable, Immunity to Probe Teams, 0, 3, 3, 3, 3,
                      The Gift of Planetmind, 60, 0, Psi5, Disable, Ecology Bonus; Lifecycle Bonus, 0, 1, 9, 1, 1,
                      The Gene Lab, 80, 0, Cyborg, Disable, Bioenh. Center Every Base, 1, 9, 5, 3, 3,
                      The Theory of Everything, 50, 0, Park1, Disable, Labs +100% At This Base, 0, 0, 0, 1, 0,
                      The Dream Twister, 60, 0, NaDt, Disable, Psi Attack +50%, 0, 4, 7, 4, 1,
                      Seventh Law of Thermodynamics, 60, 0, Lab1, Disable, Two Free Techs, 0, 9, 9, 9, 9,
                      The University Syndrome, 40, 0, NetBack, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 5, 5, 5,
                      The Nano Factory, 60, 0, Fact2, Disable, Repair Units; Low Upgrade Costs, 2, 1, 0, 0, 0,
                      The Living Refinery, 60, 0, Mast, Disable, +2 SUPPORT (social), 0, 7, 1, 1, 1,
                      The Cloning Vats, 90, 0, Clone, Disable, Population Boom At All Bases, 0, 9, 9, 9, 9,
                      The Self-Aware Colony, 90, 0, Orwell, Disable, Maintenance Halved; Extra Police,0, 5, 5, 5, 5,
                      Clinical Immortality, 80, 0, Arm4, Disable, Extra Talent Every Base, 0, 9, 9, 9, 9,
                      The Collectivity Engine, 90, 0, SpaceE, Disable, Energy +100%/Orbital Cost Halved,0, 2, 2, 2, 0,
                      The Singularity Inductor, 90, 0, Factx, Disable, Quantum Converter Every Base, 0, 6, 7, 8, 7,
                      The Transmitter Trials, 40, 0, Field2, Disable, +2 Minerals Every Base, 0, 1, 1, 1, 0,
                      The Telepathic Matrix, 80, 0, Ascet, Disable, No More Drone Riots; +2 PROBE, 0, 9, 9, 9, 9,
                      The Voice of Planet, 200, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, -2, -2, -1,
                      The Ascent to Transcendence, 2000, 0, Thresh, Disable, End of Human Era, 0, 0, 50, 50, 50,

                      #SOCIO
                      Totally different Socioeconomic table.

                      #FACTIONS
                      PLANETLOVERAI, PLANETLOVERAI
                      SYNDICATAI, SYNDICATAI
                      UNIVERSALAI, UNIVERSALAI
                      AQUATICAI, AQUATICAI
                      OUTLAWAI, OUTLAWAI
                      GALACTICAI, GALACTICAI
                      PEACENIKAI, PEACENIKAI

                      Different factions. Note that in Smax, this is the table you need to change. For those with just SMAC, you reload the player version while in-game at the startup menu. A player version has the same name minus the 'AI' bit at the end. See the README.

                      #PROPOSALS
                      Council proposals are available at differing times.

                      #NATURAL
                      Garish Crater, Crater
                      Mount Smack, Volcano
                      Moniker Jungle, Jungle
                      Uranium Flats, Uranium
                      New Euxine, Sargasso
                      The Henge, Ruins
                      Bad Dunes, Dunes
                      Freshwater Sea, Fresh
                      The Blake, Mesa
                      Apolytonia, Canyon
                      Planet Gass, Geothermal
                      Silicon Ridge, Ridge
                      Builders Bane, Borehole
                      Manifold Nexus, Nexus

                      Note, many of these are 'placeholder' names until I figure out better ones. If you think of any, let me know!

                      End of Alphatext comparison
                      Visit Aldebaran:Aldebaranweb

                      Comment

                      Working...
                      X