Announcement

Collapse
No announcement yet.

my alpha.txt changes

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

  • my alpha.txt changes

    I made these changes in alpha.txt to make my games last longer and to incorporate several ideas discussed in this forum. In this post, I tried to briefly describe the changes and give some thread references. The second post shows the actual changes, and the ZIP attached there is my alpha.txt (named alphaWilly.txt ) and these two essays.
    (the most recent edition is in my 23-04-2004 22:40 post later in this thread)
    The way I play, a "short" game takes at least a week and many games last a month. I like it this way. I don't care about "fast transcendence" or "high score". I want a long epic novel, not a quickie short story. These changes make that possible. Some changes cause effects that are readily seen, other changes are "because I wanted to ".

    #RULES: Changed some values.

    #TERRAIN: All terraforming operations now have prerequisite techs except Remove Fungus and Level Terrain. Edited text. Note: I know Magtube, Sensor, and Borehole don't work at sea; I haven't returned the entries to Disable yet.

    #WORLDBUILDER: Adjusted values. Added value for Giant planet.

    #WORLDSIZE: 6th entry is my Giant 256x208 planet, as described in "I think I did my math right..." which is my post in Map Sizes?.

    #TECHNOLOGY: Added four new techs, adjusted prerequisites accordingly. Rocketry techs are named for some of NASA's programs: Basic Rocketry = Mercury, Advanced Rocketry = Gemini, Orbital Spaceflight = Apollo, and Advanced Spaceflight = Odyssey. The Basic and Advanced Rocketry concepts are "borrowed" from what Velocyrix described in his Torture Mod, Ongoing Discussions. The Centauri Awareness tech is described in the fifth and eleventh posts in Mr. President's Free Facilities thread (I have also incorporated into the SMAC-7 faction texts the free facilities as described there).

    #CHASSIS: Made all defensive units Female gender, changed some names and pluralities. Increased Copter and Gravship ranges. Traded specs for Foil and Cruiser, as discussed in other threads such as How would you improve SMAC or SMACX (more closely, begin at this post) and Chassis Reality Check: Foils vs Cruisers.

    #REACTORS: Shortened name of Singularity Engine.

    #WEAPONS: Changed some names. Changed prerequisites for Conventional Payload (Basic Rocketry) and Planet Buster (Advanced Rocketry).

    #DEFENSES: Shortened some names.

    #ABILITIES: Changed some names. Enabled Heavy Transport (Solids) and Slow Unit (Mobility) - not that anyone would want to make a slow unit. I just felt like enabling it, and it does work.

    #MORALE: Changed "Very Green" to "Recruit".

    #UNITS: Changed some names, costs, and abilities. Added Scout Rover (identical to Unity Rover, just with a different name).

    #FACILITIES: No changes to cost of construction and maintenance. Edited some texts. Changed prerequisites for satellites: SkyHy and Transmitter = Orbital Spaceflight, Defense Pod = Advanced Spaceflight. Notice this makes Planet Busters a very real threat. (BTW, I play solo exclusively and have had the AI Bust me in several games, often seemingly unprovoked. Miriam likes PB's a lot, and I have had Deirdre and Lal launch them more than once.) Changed the prerequisite for The Weather Paradigm and The Nano Factory to two of the new techs. Changed the prerequisite for The Virtual World to Optical Computers, to push it off a little and to give OptComp more purpose (this change was mentioned in this forum, I couldn't find the thread).

    REGARDING THE COSTS FOR THE SECRET PROJECTS: The concept is from the same thread by Velocyrix I linked above at #TECHNOLOGY. I have made them cost at least twice the original, and several are more than that. I followed a simple formula: C=10L+N, where C = Cost of Project, L = Tech Level of prerequisite, N = Number of techs required if you had to actually research every tech. If the result of this formula was less than 2x the original cost, I simply doubled the original. The cost for The Ascent to Transcendence is 999. Have fun rushing it .

    #ENERGY: Psych text.

    #CITIZENS: All your Drones are pacified upon your first completion of Transcendent Thought.

    #MIGHT: Dropped "little" from Anemic and Feeble.

    #PROPOSALS: No changes except to use edited short names of prerequisites.
    Last edited by gwillybj; April 23, 2004, 22:47.
    I am on a mission to see how much coffee it takes to actually achieve time travel.

  • #2
    the devil is in the details

    #RULES
    50, ; Technology discovery rate as a percentage of standard
    60, ; Extra percentage cost of prototype SEA unit
    70, ; Extra percentage cost of prototype AIR unit
    6,5, ; Psi combat offense-to-defense ratio (SEA unit defending)
    9,8, ; Psi combat offense-to-defense ratio (AIR unit defending)
    10, ; Combat % -> Attacking from higher elevation
    10, ; Combat penalty % -> Attacking from lower elevation
    10, ; Combat % -> Defend vs. mobile in Rough
    25, ; Combat penalty % -> Air Superiority unit vs. ground unit
    90, ; Combat % -> Air Superiority unit vs. air unit
    90, ; Combat % -> Bonus vs. ships caught in port
    90, ; Combat % -> AAA bonus vs. air units
    3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
    10, ; Minimum # of turns between Councils
    0, ; If non-zero, humans can always contact each other in hotseat/email games
    90, ; Maximum % damage inflicted by Arty versus units in Open
    4, 3 ; Numerator/Denominator for frequency of Global Warming (1,2 would be "half" normal warming).
    3300 ; Normal ending year for lowest 3 difficulty levels
    3100 ; Normal ending year for highest 3 difficulty levels

    #TERRAIN
    Farm, Biogen, Kelp Farm, Biogen, 4, Cultivate $STR0, f, F
    Soil Enricher, EcoEng2, Kelp Booster, Disable, 8, Install $STR0, f, F
    Mine, Indust, Mining Platform, Indust, 8, Sink $STR0, M, M
    Solar Collector, Physic, Tidal Harness, Physic, 4, Set up $STR0, S, S
    Forest, Ecology, Mangrove, Disable, 4, Plant $STR0, F, Shift+F
    Road, Mobile, Bridge, Disable, 1, Grade $STR0, R, R
    MagTube, Magnets, MagTube, Magnets, 3, Build $STR0, R, R
    Bunker, MilAlg, Bunker, Disable, 5, Fortify $STR0, K, K
    Air Base, DocAir, Air Base, Disable, 10, Establish $STR0, ., .
    Sensor Array, InfNet, Sensor Buoy, InfNet, 4, Connect $STR0, O, O
    Fungus, None, Sea Fungus, None, 6, Remove $STR0, F, F
    Fungus, EcoEng, Sea Fungus, EcoEng, 6, Plant $STR0, F, Ctrl+F
    Condenser, EcoEng, Condenser, Disable, 12, Raise $STR0, N, N
    Echelon Mirror, EcoEng, Echelon Mirror, Disable, 12, Erect $STR0, E, Shift+E
    Thermal Borehole, EcoEng, Thermal Vent, EcoEng2, 24, Drill $STR0, B, Shift+B
    Aquifer, EcoEng, Aquifer, Disable, 18, Tap $STR0, Q, Q
    Raise Land, EnvEcon, Raise Sea Floor, EnvEcon, 12, $STR0, ], ]]
    Lower Land, EnvEcon, Lower Sea Floor, EnvEcon, 12, $STR0, [, [[
    Level Terrain, None, Level Sea Floor, Disable, 8, $STR0, _, _

    #WORLDBUILDER
    3,6,9,12,15,18
    ; Ratio (Continent size ratios)

    #WORLDSIZE
    6
    Tiny 48x40 planet, 48, 40
    Small 64x52 planet, 64, 52
    Standard 80x64 planet, 80, 64
    Large 96x80 planet, 96, 80
    Huge 128x104 planet, 128, 104
    Giant 256x208 planet, 256, 208


    #TECHNOLOGY
    Adv.
    Military Algorithms, MilAlg, 3, 0, 1, 2, DocFlex, OptComp, 000000000
    Super Tensile Solids, Solids, 1, 0, 5, 2, MatComp, Odyssey, 000000000
    Digital Sentience, DigSent, 0, 4, 3, 2, IndRob, Gadget, 000000010
    Self-Aware Machines, HAL9000, 0, 4, 3, 3, Odyssey, DigSent, 000000010
    Doctrine: Air Power, DocAir, 3, 0, 3, 4, Alloys, Fossil, 000000000
    Centauri Empathy, CentEmp, 0, 1, 0, 6, Brain, CentAwe, 000000000
    Ecological Engineering, EcoEng, 0, 0, 3, 4, CentAwe, Gene, 000000000
    Advanced Spaceflight, Odyssey, 2, 4, 2, 3, Apollo, SupLube, 000000000
    Orbital Spaceflight, Apollo, 0, 4, 3, 3, Gemini, Algor, 000000000
    Inspector Gadget, Gadget, 1, 1, 0, 0, HomoSup, MatComp, 000000010
    Basic Rocketry, Mercury, 1, 0, 0, 2, MilAlg, DocAir, 000000000
    Advanced Rocketry, Gemini, 0, 1, 2, 0, EnvEcon, Mercury, 000000000
    Centauri Awareness, CentAwe, 0, 1, 1, 4, Ecology, None, 000000000


    #CHASSIS
    Infantry,M2, Squad,M1, Sentinels,F2, Garrison,F1, 1,0,0,0,1, 1, None, Rangers,M2, Watch,F1,
    Speeder,M1, Rover,M1, Defensive,F1, Skirmisher,F1, 2,0,0,0,1, 2, Mobile, Dragon,M1, Enforcer,F1,
    Hovertank,M1, Tank,M1, Skimmer,F1, Evasive,F1, 3,0,0,0,1, 3, NanoMin, Behemoth,M1, Guardian,F1,
    Foil,M1, Skimship,M1, Aerofoil,F1, Coastal,F1, 6,1,0,0,2, 6, DocInit, Megafoil,M1, Superfoil,F1,
    Cruiser,M1, Destroyer,M1, Cutter,F1, Gunboat,F1, 4,1,0,0,4, 4, DocFlex, Battleship,M1, Monitor,F1,
    Needlejet,M1, Penetrator,M1, Interceptor,F1, Tactical,F1, 8,2,2,0,1, 8, DocAir, Thunderbolt,M1, Sovereign,F1,
    Copter,M1, Chopper,M1, Rotor,F1, Lifter,F1, 8,2,1,0,1,10, MindMac, Gunship,M1, Warbird,F1,
    Gravship,M1, Skybase,M1, Skyship,F1, Skyfort,F1, 8,2,0,0,1,12, Gravity, Deathsphere,M1, Doomwall,F1,
    Missile,M1, Missile,M1, Missile,F1, Missile,F1, 12,2,1,1,0,12, Mercury, Missile,M1, Missile,F1,

    #REACTORS
    Singularity Engine, Singular, 4, SingMec,

    #WEAPONS
    Fusion Laser, Fusier, 10, 1, 10, -1, SupLube,
    Quantum Laser, Quanser, 16, 1, 16, -1, QuanMac,
    Singularity Laser, Singer, 24, 1, 24, -1, ConSing,
    Psi Attack, APsi, -1, 2, 10, -1, CentPsi,
    Planet Buster, Planet Buster, 99, 0, 32, -1, Gemini,
    Terraforming Unit, Former, 0, 9, 6, -1, Ecology,
    Conventional Payload, Conventional, 12, 0, 12, -1, Mercury,

    #DEFENSES
    Synthmetal Armor, Synth, 2, 0, 2, Indust,
    Silksteel Armor, Silk, 4, 1, 4, Alloys,
    Probability Sheath, Sheath, 6, 2, 6, ProbMec,
    Neutronium Armor, Neutron, 8, 1, 8, MatComp,
    Antimatter Plate, ZPlate, 10, 2, 10, NanEdit,
    Psi Defense, DPsi, -1, 2, 6, Eudaim,

    #ABILITIES
    Deep Radar, 0, MilAlg, ARS, 10000111111, Sees 2 spaces
    Cloaking Device, 1, Surface, Cloak, 00001111001, Invisible; Ignores ZOCs
    Amphibious Pods, 1, DocInit, SEAL, 00000001001, Attacks from ship
    Polymorphic Encryption, 1, Algor, Crypt, 00000111111, x2 cost to subvert
    Fungicide Tanks, 1, Fossil, FungX, 00000010111, Clear fungus at double speed
    Heavy Artillery, -7, Poly, Arty, 00010001001, Bombards
    Heavy Transport, 1, Solids, Heavy, 00100100111, +50% transport capacity
    Repair Bay, 1, Metal, MASH, 00100100111, Repairs ground units on board
    Slow Unit, 0, Mobile, Slow, 01000110001, -1 moves

    #MORALE
    Recruit
    , Hatchling

    #UNITS
    15

    Colony Pod, Infantry, Colony Pod, Scout, 8, 3, 0, None, -1, 000000010000000000000000
    Former, Infantry, Former, Scout, 9, 2, 0, Ecology, -1, 000000010000000000000000
    Scout Patrol, Infantry, Gun, Scout, 3, 1, 0, None, -1, 000000000000000000000010
    Transport Cutter, Cruiser, Transport, Scout, 7, 4, 0, DocFlex, -1, 000000000000000000000010
    *Sea Former, Cruiser, Former, Scout, 9, 4, 0, Disable, -1, 100000000000000000000010
    Crawler, Infantry, Supply, Scout, 10, 3, 0, IndAuto, -1, 000000000000000000000010
    Probe Team, Speeder, Probe Team, Scout, 11, 3, 0, PlaNets, -1, 000000100000001000000000
    Alien Artifact, Infantry, Artifact, Scout, 12, 1, 0, Disable, 2, 000000010000000000000000
    Mind Worms, Infantry, APsi, DPsi, 1, 5, 0, CentEmp, 3, 000000000000000000000000
    Isle of the Deep, Foil, APsi, DPsi, 7, 8, 4, CentMed, -1, 000000000000000000000000
    Locusts of Chiron, Gravship, APsi, DPsi, 4, 1, 0, CentGen, -1, 000000000000000000100000
    Unity Rover, Speeder, Gun, Scout, 3, 2, 0, Disable, -1, 000000000000000000000010
    Unity Chopper, Copter, Gun, Scout, 4, 2, 0, Disable, -1, 100000000000000000100010
    Unity Cutter, Cruiser, Transport, Scout, 7, 4, 0, Disable, -1, 100000000000000000000010
    Scout Rover, Speeder, Gun, Scout, 3, 2, 0, Mobile, -1, 000000000000000000000010

    #FACILITIES
    Children's Creche, 5, 1, EthCalc, Disable, Growth+Effic+Morale
    Biology Lab, 6, 1, CentEmp, Disable, Research+PSI
    Hologram Theatre, 6, 3, OptComp, Disable, Psych+Fewer Drones
    Tree Farm, 12, 3, EnvEcon, Disable, Econ+Psych+Forest
    Hybrid Forest, 24, 4, PlaEcon, Disable, Econ+Psych+Forest
    Fusion Lab, 12, 3, Fusion, Disable, Econ+Labs Bonus
    Quantum Lab, 24, 4, Quantum, Disable, Econ+Labs Bonus
    Research Hospital, 12, 3, Gene, Disable, Labs+Psych Bonus
    Nanohospital, 24, 4, HomoSup, Disable, Labs+Psych Bonus
    Genejack Factory, 10, 2, Viral, Disable, Minerals+More Drones
    Punishment Sphere, 10, 2, MilAlg, Disable, No Drones, -50% Tech
    Housing Complex, 8, 2, IndAuto, Disable, Increase Population Limit
    Pressure Dome, 8, 0, DocFlex, Disable, Submersion+Resources
    Command Center, 4, 1, Mobile, Disable, Land +2 Morale
    Naval Yard, 8, 2, DocInit, Disable, Sea +2 Morale, Sea Def +100%
    Aerospace Complex, 8, 2, DocAir, Disable, Air +2 Morale, Air Def +100%
    Bioenhancement Center, 10, 2, Neural, Disable, ALL +2 Morale
    Sky Hydroponics Lab, 12, 0, Apollo, Disable, +1 Nutrient ALL BASES
    Orbital Power Transmitter, 12, 0, Apollo, Disable, +1 Energy ALL BASES
    Orbital Defense Pod, 12, 0, Odyssey, Disable, Missile Defense
    The Human Genome Project, 40, 0, Biogen, Disable, +1 Talent Each Base, -1, 0, 0, 1, 1,
    The Command Nexus, 40, 0, DocLoy, Disable, Command Center Each Base, 1, 2, 0,-1, 0,
    The Weather Paradigm, 40, 0, CentAwe, Disable, Terraform Rate +50%, 0, 0, 0, 2, 1,
    The Merchant Exchange, 40, 0, Indust, Disable, +1 Energy Each Square Here, 0, 0, 1, 2, 0,
    The Empath Guild, 40, 0, CentEmp, Disable, Commlink For Every Faction, -2, 0, 0, 0, 0,
    The Citizens' Defense Force, 60, 0, Integ, Disable, Perimeter Defense Each Base, 0, 1, 0, 0, 0,
    The Virtual World, 60, 0, OptComp, Disable, Network Nodes Help Drones, 0, 0, 2, 0, 0,
    The Planetary Transit System, 60, 0, IndAuto, Disable, New Bases Begin At Size 3, 0, 0, 0, 1, 2,
    The Xenoempathy Dome, 60, 0, CentMed, Disable, Fungus Movement Bonus, 0,-1, 0, 0, 2,
    The Neural Amplifier, 60, 0, Neural, Disable, Psi Defense +50%, 0, 0, 0, 0, 0,
    The Maritime Control Center, 60, 0, DocInit, Disable, Naval Movement +2; Naval Bases, 1, 1, 0, 0, 0,
    The Planetary Datalinks, 60, 0, Cyber, Disable, Any Tech Known To 3 Others, 0, 0, 1, 0, 0,
    The Supercollider, 60, 0, E=Mc2, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
    The Ascetic Virtues, 74, 0, PlaEcon, Disable, Pop. Limit Relaxed; +1 POLICE, 0, 0, 0, 1, 2,
    The Longevity Vaccine, 62, 0, BioEng, Disable, Fewer Drones or More Profits, 0, 0, 0, 2, 1,
    The Hunter-Seeker Algorithm, 65, 0, Algor, Disable, Immunity to Probe Teams, 0, 0, 2, 0, 0,
    The Pholus Mutagen, 95, 0, CentGen, Disable, Ecology Bonus; Lifecycle Bonus, 0, 0, 0, 1, 1,
    The Cyborg Factory, 80, 0, MindMac, Disable, Bioenh. Center Every Base, 1, 1, 0, 0, 0,
    The Theory of Everything, 93, 0, Unified, Disable, Labs +100% At This Base, 0, 0, 2, 0, 0,
    The Dream Twister, 134, 0, WillPow, Disable, Psi Attack +50%, 0, 1, 0, 0, 1,
    The Universal Translator, 108, 0, HomoSup, Disable, Two Free Techs, 0, 1, 2, 0, 0,
    The Network Backbone, 157, 0, DigSent, Disable, +1 Lab Per Commerce/Net Node, 0, 0, 1, 0, 0,
    The Nano Factory, 145, 0, Gadget, Disable, Repair Units; Low Upgrade Costs, 2, 1, 0, 0, 0,
    The Living Refinery, 125, 0, Odyssey, Disable, +2 SUPPORT (social), 0, 1, 0, 1, 0,
    The Cloning Vats, 100, 0, BioMac, Disable, Population Boom At All Bases, 0, 0, 0, 1, 2,
    The Self-Aware Colony, 176, 0, HAL9000, Disable, Maintenance Halved; Extra Police,0, 1, 0, 2, 0,
    Clinical Immortality, 188, 0, NanEdit, Disable, Extra Talent Every Base, 0, 0, 1, 1, 0,
    The Space Elevator, 146, 0, Solids, Disable, Energy +100%/Orbital Cost Halved,0, 0, 2, 2, 0,
    The Singularity Inductor, 222, 0, ConSing, Disable, Quantum Converter Every Base, 0, 1, 1, 1, 0,
    The Bulk Matter Transmitter, 207, 0, Matter, Disable, +2 Minerals Every Base, 0, 1, 1, 1, 0,
    The Telepathic Matrix, 190, 0, Eudaim, Disable, No More Drone Riots; +2 PROBE, 0, 1, 0, 0, 1,
    The Voice of Chiron, 233, 0, Thresh, Disable, Begins Ascent To Transcendence, 0,-2, 2, 2, 1,
    The Ascent to Transcendence, 999, 0, Thresh, Disable, End of Human Era, 0, 0, 2, 2, 2,

    #ENERGY
    Psych, Psychology,

    #CITIZENS
    Drone, Drones, None, TranT, 0, 0, 0, 0000000


    ##### IMPORTANT NOTE TO TRANSLATORS
    # For this list of adjectives, please translate to all genders & plurality:
    Morgan

    #MIGHT
    Anemic, anemic
    Feeble, feeble

    #PROPOSALS
    Salvage Unity Fusion Core, Apollo, +500 Energy Credits Every Faction
    Launch Solar Shade, Odyssey, Global Cooling; Sea Levels Drop
    Increase Solar Shade, Odyssey, Global Cooling; Sea Levels Drop
    Attached Files
    I am on a mission to see how much coffee it takes to actually achieve time travel.

    Comment


    • #3
      ^ bump ^

      Comment


      • #4
        Very nice!

        It looks like you've gone to a lot of effort to set up your alpha.txt! Well done! And I'm very flattered that you still use the free facility modifications I proposed that time.
        Everything changes, but nothing is truly lost.

        Comment


        • #5
          Willy, since I know you and I seem to have similar tastes and play styles, I've decided to download your alpha.txt and install it on my computer.
          Everything changes, but nothing is truly lost.

          Comment


          • #6
            Originally posted by Crimson Sunrise:
            Willy, since I know you and I seem to have similar tastes and play styles, I've decided to download your alpha.txt and install it on my computer.
            If anyone is interested, here is the current edition. I've been using this version for so long that I don't remember if there are any major differences from what I posted above. I don't think there are. I am sure if these two items:

            (1) I have changed the shortname for Industrial Base to IndBase because I did that in my tech progress spreadsheet to make it a unique search string. It is correctly changed wherever Industrial Base is a prerequisite. If your game includes a faction that gets Industrial Base as a starting tech, change the shortname in the faction.txt.

            (2) I've always had trouble remembering the morale levels (had a Post-It on the side of the monitor). I've been switching between SMAC and a couple of wargames (also solo turn-based), so I changed the morale names to Army ranks, and one tiny change for the natives. The new list is:
            #MORALE
            Corporal, Hatchling
            Sergeant, Larval Mass
            Lieutenant, Pre-Boil
            Captain, Young Boil
            Major, Mature Boil
            Colonel, Great Boil
            General, Demon Boil
            (the most recent edition is in my 23-04-2004 22:40 post later in this thread)
            Last edited by gwillybj; April 23, 2004, 22:50.
            I am on a mission to see how much coffee it takes to actually achieve time travel.

            Comment


            • #7
              Heah gwillybj,
              some nice concepts here! Have you had a chance to edit your Alphax.txt yet?

              Some ideas I've had are to upgrade the chassis on some of the native life: lessens the human players abilities to soak up easy cash from killing NL's all day long, as the NL's are now more likely to escape when attacked. I am also looking at increasing the numbers of turns for for terraformers to build Tree Farms and Boreholes, staples of the human players terraforming stratetgy, while leaving farms/mines/ solar collectors alone.
              Artillery I have increased to a 15/8 ratio, thus making it (and especially those lurking Spore Launchers in SMAX) much more dangerous.
              Since I know you play SP exclusively, why one thing I used to do with a game called "Empire" was to pre-build a bunch of maps (i.e. 20 or so at a time) based on what I observed as being to the advantage of the AI's. I could then be assured of much better gameplay than from a randomly generated map. FYI.


              D

              Comment


              • #8
                I have also experimented with beefing up the randomly generated NL units, including upgrading the chasis. I'm not sure that the ability to disengage did much to save them from me, but the extra movement allowed them to attack me better (as I would get attacked without warning from afar and if I happened on them somewhere where I couldn't attack them first, any vulnerable infantry or foil units would not be able to get far enough away from them). I think that it would be helpful if the mechanism that determines the morale of the randomly encountered NL units could be tweaked to generate a couple levels higher morale than is currently generated; does anyone know if and/or how that can be done?

                In general, however, despite some variations with scads of attributes added to the basic designs, the NL was still insufficiently powerful to give either me or the AI much additional trouble. All these variations retained the basic psi combat setup, which I gather leads to many of the add-on combat attributes being ineffective or ignored. I suspect that NL units with normal weapons and armor would benefit more form these attributes, but unfortunately they generally lose their NL 'look' graphics when given normal weapons and armor. OTOH, Something I added to the psi-psi NL designs (AAA, I presume) made these NL much more effective when attacked by aircraft - and seemingly presented misleading combat odds which lead me to lose quite a few planes when attacking them.

                One of the drawbacks to creating nasty NL is the possibility of them being captured by green-oriented human controlled factions - excessively extreme designs could become destabilizing that way.

                Comment


                • #9
                  Is there a modpack that adds the techs for gwillybj's changes to alphatxt? Otherwise it's not really playable is it or am I missing something?

                  Thx.

                  Comment


                  • #10
                    ask and ye shall receive

                    Using just the edited alpha.txt posted most recently above is indeed completely playable.
                    Attached to this post, though, is a 183kb zipped package that contains 17 files:
                    • alpha.txt
                    • Blurbs.txt
                    • TechLongs.txt
                    • TechShorts.txt
                    • energy1.wav
                    • tech078.pcx
                    • tech079.pcx
                    • tech080.pcx
                    • tech081.pcx
                    • Seven edited faction.txt files: The SMAC-7, each with a free facility

                    The other file is readme_gwillybj.txt with details about the package:
                    This is a list of the files modified by "gwillybj" for use in his solo-play of Sid Meier's Alpha Centauri - A Brian Reynolds Design. All copyrights are acknowledged.

                    The changes were intended for use when playing on huge maps (256w x 208h) with tech stagnation. If you use these changes to play on standard-sized maps without tech stagnation, you will likely find your games ending very quickly, and your infantry will be swinging clubs while your artillery is throwing rocks.

                    These files are intended to be put in the C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri folder and used with version 4.0 of SMAC. They WILL mess up your "Alien Crossfire" game if you put them in the C:\Program Files\Firaxis Games\Sid Meier's Alien Crossfire folder! You can have both on one hard drive. Each ignores the other. My modification of that version is in progress and will include all of these changes, but I have to make some adjustments due to the new techs already added in SMAX.

                    I've lost track of the source of every little inspiration. Most of it is from the Apolyton forum.
                    Several of the changes were inspired by "Velocyrix" and others in "Torture Mod, Ongoing Discussions" at http://apolyton.net/forums/showthrea...threadid=22680.
                    Some were originated by "Mr. President" in "Free Facilities" at http://apolyton.net/forums/showthrea...threadid=59917.
                    Others are my own ideas. Most of it is detailed in "my alpha.txt changes" at http://apolyton.net/forums/showthrea...threadid=75187.

                    I have played several games with all of this and it works as intended. You will notice a minor oddity when you complete your research of each of the new technologies. Because there are no sound files for the quotes, the quote for the last tech you researched will likely replay. This does not affect how the game plays out in any way.

                    As always when using modified files, you are encouraged to backup the originals so you can return to the original game configuration without having to reinstall the whole thing. I made a folder C:\Program Files\Firaxis Games\SMAC Original Files and copied them there.

                    Four TXT FILES go in C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri
                    - alpha.txt
                    - Blurbs.txt
                    - TechLongs.txt
                    - TechShorts.txt

                    One WAV FILE goes in C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri\fx
                    - energy1.wav
                    This is a mix of the original "energy1.wav" with "projectile1.wav" and "projectile2.wav" which are two unused sounds. I think you'll like it.

                    Four PCX FILES go in C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri\techs
                    - tech078.pcx (Inspector Gadget)
                    - tech079.pcx (Advanced Rocketry)
                    - tech080.pcx (Basic Rocketry)
                    - tech081.pcx (Centauri Awareness)

                    Seven FACTION.TXT FILES go in C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri
                    - All seven of them were edited to include a free facility per the discussion with "Mr. President". When used in combination with all of the other modifications, this change does not affect the "balance" significantly. You can, of course, use the original unaltered factions or any other factions you have, not just these.

                    NOTE: I did all this for FUN, to enhance my own solitaire PLAY of this wonderful GAME, and did not anticipate any measurable interest, so I expect there will be some things with which you completely disagree. That's fine. Toss the whole batch of changes in the dumpster and play the game as it was originally written or try someone else's modifications. No harm, no foul. Please post any comments in the Apolyton forum at http://apolyton.net/forums/showthrea...threadid=75187.

                    Have A Nice Day
                    gwillybj
                    January 12, 2004
                    Attached Files
                    I am on a mission to see how much coffee it takes to actually achieve time travel.

                    Comment


                    • #11
                      the icing on the cake

                      Here's a 256x208 map for anyone who wants it. The zipped file is 229KB. The unzipped file is 2.23MB.
                      Saved games using maps this large can be from 2.25 to 3MB in size. That doesn't cause me any problems and my hard drive is only 6GB!
                      I don't use Ironman. I use the Autosave option. I manually save frequently because the wiring in this 50-year-old trailer in which I live acts funky sometimes. At the end of a session, I delete all but the last save, and I keep only the autosaves numbered 1-5.
                      Using this map with all of the edited files makes for games that can take 2-3 weeks to play out all the way.
                      The map is not set up to force any special starting positions or balance or any of that. It is, rather, intended to irritate, frustrate, and sometimes anger. You're getting dumped on an alien planet with little or no time to prepare. Things will not always be "fair". Deal with it . The AI plays on it with no problem, and you can beat the AI, can't you?
                      Have Fun
                      ~gwillybj~
                      Attached Files
                      I am on a mission to see how much coffee it takes to actually achieve time travel.

                      Comment


                      • #12
                        I've been reading some of the other mods, and I've been thinking...

                        *Should Crawlers be disabled 100%?
                        *Should special, "slow" hovertank Transports that can carry extra troops (maybe 2? 3?) become available and be one of the "auto" units at a certain technology?
                        *Should some fast naval probe teams become available before the fast ship tech normally is available?
                        *Should something be done to get rid of the "forest and forget" strategy, like in the Torture mod or the Snac mod? Any suggestions as to whats the best way of doing that?

                        Comment


                        • #13
                          Ok...thx for the files. I've been trying out Shining1's Mod recently and like alot of what he has added in the couple of games I've been able to play all the way through. I seem to get some terranexe crashes now however that I never had before in over 5 years of playing smac\x. Some of the crashes are the intercepter crashes others have talked about, but some are crashes in the diplo screen when the added techs are traded for. Sometimes I can work around them on ironman and sometimes no real luck and had to restart the game.

                          Neways...thx again for the files and I'll try them out.

                          Comment


                          • #14
                            Originally posted by Gluegun
                            I've been reading some of the other mods, and I've been thinking...

                            *Should Crawlers be disabled 100%?
                            *Should special, "slow" hovertank Transports that can carry extra troops (maybe 2? 3?) become available and be one of the "auto" units at a certain technology?
                            *Should some fast naval probe teams become available before the fast ship tech normally is available?
                            *Should something be done to get rid of the "forest and forget" strategy, like in the Torture mod or the Snac mod? Any suggestions as to whats the best way of doing that?
                            First: absolutely
                            Second: yes
                            Third:maybe not
                            Fourth: perhaps - constant forest seeding gets little boring.

                            Thought struck me - when is the last time someone actually built a solar collector?
                            SMAC/X FAQ | Chiron Archives
                            The reasonable man adapts himself to the world; the unreasonable one persists in trying to adapt the world to himself. Therefore all progress depends on the unreasonable man. --G.B.Shaw

                            Comment


                            • #15
                              Originally posted by obstructor


                              First: absolutely
                              Second: yes
                              Third:maybe not
                              Fourth: perhaps - constant forest seeding gets little boring.

                              Thought struck me - when is the last time someone actually built a solar collector?
                              For that 3500 altitude energy park with all the crawlers in it, of course!

                              What else?

                              Get rid of the "X" ability...
                              Get rid of the Empath Guild...
                              Move the "infinite AA's can be cashed in here" secret project up WAY early...

                              Also, in your changes, you have colony pods set to "clean" ... a human player would simply take away this ability to get them to be cheaper early on, and thereby gain a turn advantage over the AI...

                              Comment

                              Working...
                              X