 |
|  |
 |
|  |
 |
|  |
 |
|
Enigma_Nova
|
|
* Enigma opens up Alphax.txt. *
* Enigma tinkers around *
Ah yes here we are.
change the line
Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
To
Drop Pods, 2, MindMac, Drop, 000000111011, Makes air drops
This will allow all ships to have the drop pods ability.
Or, if you keep that original line, and directly under it add:
Drop Pods, 2, MindMac, Drop, 000101101010, Makes air drops
So that the two lines in alphax.txt read:
Drop Pods, 2, MindMac, Drop, 000000111001, Makes air drops
Drop Pods, 2, MindMac, Drop, 000101101010, Makes air drops
Then you can build drop ship transports without dropping all ships.
Note that the last string of 1s and 0s was copied from the 'carrier deck' ability - and if I'm not mistaken this allows airplane dropships if you build a ship with the 2 special abilities!
...
Clever, aren't I?
|
|
|  |
 |
|
The Mad Monk
|
 |
of Ice Cream
Mar 2000 time: 23:33
|
|
Anywho, I've gotten far enough to try this in my current game. So, I create the new design, and upgrade a spare transport cruiser, which is sitting just outside a base.
Using the context menu, I order it to drop into a seabase -- it dosen't work, and tells me I cannot drop into water.
Next, I order it to drop into an inland base -- this works (yay!).
I then reload, and try dropping it inland, not into a base -- it works, and I'm looking at a transport cruiser sitting on a patch of rocky terrain at 2300 meters.
I finish the turn, and go back to where I left the cruiser -- it has disappeared.
|
|
|  |
 |
|
johndmuller
|
 |
Capitol Hill, Colony of DC
Feb 2001 time: 00:33
|
|
D,
I'm surprised you picked this thread to boost your otherwise potentially good idea. After all, do you really want to be able to drop ships into the desert? Back in the Arizona Beachfront Real Estate business again, are you? Next thing you know, the Titanic will be a casino on the Vegas Strip.
You also seemed to have neglected the mandatory warning message: Kids: don't try this at home! Remember to Back Up your original Alpha(x).txt and other AC files before modifying them. In the spirit of TV drug commercials, you might want to add: Possible side effects include green faced Yangs, forgetting what the original settings are supposed to be, mistakenly using slow choppers in a real PBEM, sleepless nights after discovering that your game won't start up, getting caught with your Unity (gravship) Probeteam unit in the CGN tourney. There is also a low incidence of terminal disruption to your Alpha Centauri installation and there are occasional reports of pop-boom dysfunction and (rarely) Sister Miriam infatuation.
Seriously though, as you know, rampant modification of one's Alpha(x).txt etc., files, even with the best file swapping intentions executed (nearly) perfectly can easily lead at best to embarassing confessions and explanations and/or less pleasant spoiled games, wasted time and other unpleasantries.
Creating a separate installation on an alternate drive is a great idea, but it is, after all only 1 additional playground, which would itself become at risk and subject to all these same warnings as soon as one started playing PBEMs with some alternate .txt files.
A while ago, I was playing Smack's Aldebaron mod and I wrote a set of batch file programs which checked out my AC directory, figured out which set of files were active and switched between the Aldeb and normal Alpha.txt and other stuff as appropriate. Other people have written scripts to load game note files, A-C.ini files (to get the right faction graphics), etc. for each of their PBEMs and to run SMAC or SMAX as appropriate. Some such approach adds a significant amount of protection, but the temptation to just 'make a quick change' can be too much sometimes no matter how compulsive the security.
Anyway, all that aside, it would, IMhO, be really great to have an agreed upon improved configuration that we could all use to play a better version of our favorite game. I would suggest that we start with some of the cleanups that Rubin and Darsnan identified in their excellent treatise on Alpha(x).txt in the CGN Academy article that they wrote. For example, fixing the Anti-Grav Struts ability so it applies to Air units as was clearly intended in the game documentation.
Starting small might create the momentum for a 'climate of agreement', which will be necessary if we are going to create a new and improved version that we can all live with.
A separate thread of its own might be a good idea too .
Last edited by johndmuller on 30-01-2004 at 22:44
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|