Announcement

Collapse
No announcement yet.

my alpha.txt changes

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

  • #46
    Hey there...
    Please do consider me a newbie in terms of modifying my SMAC/X experiences before commenting
    Directed to gwillybj: I've noticed that some of the available mods for SMAC/X are somehow outdated, in the sense that they are only available for SMAC (actually I'm implying the SNAC mod here).
    Is there any chance of creating something similar in your mod where you balance the factions as it was in SNAC?
    I'm playing SMAX ver 2.0 at the moment and was wondering are there any mods for this version? I see that there is a general agreement that SMAC is better than its expansion....why's this?
    Thank you to all for keeping a great game alive. Recently re-discovered it only after two years on the shelf

    Blinking_Spirit

    Comment


    • #47
      I don't feel that the SMAC-7 are unbalanced at all. I like them as-is when using the unedited alpha.txt.

      I suspect that SMAX has fewer mods because by the time it was released the multiplayer community had grown so large that it was taken up by them before the remaining solo players had any time to create mods and have them spread widely.

      My own feeling about SMAX is that the Progenitors are just too, well …um… silly . It's like reading "The Sandman" by Neil Gaiman, or "Preacher" by Garth Ennis & Steve Dillon, and encountering The Penguin and The Joker .

      My alphax.txt is a work in progress and will be intended to be used without either of the original Progenitor factions. Some of the new Techs will be adjusted a little, so I don't think they (the Progenitors) will play "right". Whether a customized faction with the "Alien" attribute will work, I don't know.
      I am on a mission to see how much coffee it takes to actually achieve time travel.

      Comment


      • #48
        I'm starting to get the hang of alpha.txt, thanks to comparing your changes and the original.
        I was wondering if it's possible to take out sea colony pods??
        In your alpha.txt, was the starting facility the only thing you changed about the original factions? How has it worked out?
        Thanks

        Comment


        • #49
          Sea Colony Pod removal has been covered in other threads. I don't consider them the least bit of a problem.

          Giving the SMAC-7 the free facilities as listed and playing them with my alpha.txt hasn't resulted in enough of a difference to make me want to remove them. I don't even think about it any more.
          I am on a mission to see how much coffee it takes to actually achieve time travel.

          Comment

          Working...
          X