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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:36
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quote:
Add predesigned rover formers to help the AI
Change the default probe team (the one prototyped with plan. nets) to infantry chassis, and predesign a rover probe team that requires plan. nets and doctrine: mob.
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Requiring PN and Mobility isn't possible. However, the other two ideas are possible to implement.
Note that rover formers probably wouldn't help the AI that much. They wouldn't know how to use it properly, and the increased cost would slow the AI down more I think.
quote:
Probe rollover bug fix: Set the angels to +1 SEProbe instead of +2? What about fundy?
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Some players think it's a significant disadavantage to get their probe reduced by 1. Instead this bug needs to be fixed in the source code.
quote:
Progenitors: Need : Balancing? Alien Faction : Flag : Much depends on it. Battle Ogre : Directed Research : Survey : Energy Grid.
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No clue what you're talking about. Sentences would help.
It'll take a long time to arguing on how Cha Dawn could be or shouldn't be fixed.
The bugs that really need to be fixed are in the source code, if source code for SMAX was available. Then someone could actually write a real patch for the game. Alpha centauri has a really long buglist.
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Enigma_Nova
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quote: Originally posted by Kody
No clue what you're talking about. Sentences would help. |
The progenitors need balancing.
The FLAGS in alpha.txt are important.
What about the Battle ogre, energy grid, directed research and unity survey?
Seriously, you can't speak Progenitor?
Speech: Progenitor: To remember: Easy.
Therefore
Kody: N00B
Enigma: to PWND1: Kody
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Qwerty88
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quote: Still, we should do what we can.
What I'm saying is that the Progenitors have a flag "Alien Faction"that does the following:
- Starts their game with a Battle Ogre Mk1 and extra colony Pod
- Gives them Progenitor Psych and Field Modulation
- Changes their graphics
- Disables Commerce & enables City Energy Grid
- Sets conquered bases to size 1 and spawns C-Pods for the defeated faction (The reverse is also true).
- Gives them unity survey, even if it's disabled
- Gives them directed research, even if it's disabled |
Some of these just modify the rules, if you play as aliens everyone can direct research, if not aliens can't direct research either, the same may be true of unity survey
quote: At least someone understood what I said. But you did have the advantage of my later posts. Another Progenitor trait that I forgot to mention is:
- Cannot pact with humans |
I've had pacts of servitude as aliens from all humans and as humans from both aliens
quote: - Caretakers cannot transcend. |
through a bug caretakers can transend as dicussed in my thread 'Impossible Victory Achived'.
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#endgame
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of the town of ZZT
Dec 2003 time: 15:36
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Darsnan, that's really nifty!
Say, what do people think about the following bugfixes: From the alphax thing Darsnan posted:
Bug-fix: The Antigrav Struts ability is not applicable to air units by default, even though both the manual and help texts say so. Looking at the flags of this ability it becomes clear that the Antigrav Struts ability is disabled for air units. To enable the ability for air units the tenth binary flag has to be set to 1:
Antigrav Struts, 1, Gravity, Grav, 000000111101, +1 movement rate (or +Reactor*2 for Air)
Bug-fix: The Amphibious Pods ability is not applicable to Probe Teams, although the game sometimes suggests that you apply this ability to your Probe Teams. To fix this change the seventh binary flag in Amphibious Pods special ability to 1, which allows the ability to be applied to non-combat units. This possibly affects other units as well, but I see no problems with that, since this actually makes sense (amphibious ground transports etc.):
Amphibious Pods, 1, DocInit, Amphibious,000000101001, Attacks from ship
Also, any datalinks errors found, please send to:
SpamWeldingMaskMan AT hotmail DOT comSpam
Any links for the research and ecodamage formulae would be handy too.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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quote: Originally posted by #endgame
Darsnan, can you elaborate on what you mean by 'not carried forward'?
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If you start, and save a game, or if you create a scenario and then save it, and send either to a second player, only the #UNITS portion of your alphax.txt gets embedded in the save file.
(ie, changes to factions in your faction files, or changes in your alphax.txt to technologies, facilities, etc don't "carry forward" to the next players set-up)
If you want your edited alphax.txt to apply to the other player(s) then you need to save the game you've created as a scenario in a separate scenario file, and copy your alphax.txt there. Then when the next player opens the scenario, the game first looks for the alphax.txt file in the scenario folder before defaulting to your alphax.txt file in the general directory
G.
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Enigma_Nova
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quote: Originally posted by #endgame
- fundy thought control zak builds covert ops centre
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Zak's SE aversion is what?
* Enigma_Nova slaps #endgame
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