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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Aldebaran2: Smax.
Current Update: 8/18/04: Aldebaran 2.1.0
Aldebaran 2.1 -Full Install- with ModMan is available as of today, August 18, 2004.
Our First Succession Game is commencing over in the MP forums...
Status: Beta Testing

I just got permission to use some lovely pictures by Walter Myers. I hope he'll forgive my photochopping...
Welcome to:
Aldebaran2: Smax.
This is now the release thread for the playable beta version of Aldebaran for Smax. Feel free to discuss any issues here, from likes-dislikes to install issues.
One can download Aldebaran here:
Aldebaran 2.1 -Full Install- with ModMan
Or, If you'd like the files without the installer or ModMan, here they are:
Aldebaran 2.1 -files-only-
A brief introduction:
Aldebaran is a total rewrite of Smax and Smac, insofar as that has been possible through editing the text and image files. It's not a scenario, rather, it's a whole world. Everything is just a little bit different for the Chironian.
The main focus of this modification of Smax was originally to make Smax more challenging, which it does. It grew into a bigger project, however, with story by Kassiopeia and characters of it's own. A few tech changes to optimize the performance of the AI turned into a total rewrite of the technology tree. A simple change to terraforming that encourages the AI to plant more forests turned into sea-changes in terraforming. I think you can see where I'm going. With all the differences though, it's still run on the Smax game engine, and all the mechanics of 'Where do I look to find out what technology...' kinds of things are in the familiar places. So I hope it's an enjoyable game for everyone, and perhaps is challenging enough to be a good place to do post-graduate play in Smax.
Check out the Aldebaran strategy guide thread for some idea of all the changes.There are scenarios for Aldebaran, which will be re-released in a week or two, after I do some editing and take a little vacation from making batch files.
Some Threads from the (Ancient) Original Smac version:
Aldebaran One: Release Thread
Aldebaran One: Website (don't laugh too hard)
Aldebaran One: Beta thread
Be sure to declare yourself a beta tester and perhaps get a landmark named after you. I know Blake loves his landform from Aldebaran-1 
-Smack
Last edited by smacksim on 19-08-2004 at 06:02
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by smacksim
To this end, I'll be journaling a bit in this thread to make public my ongoing work with the mod, and to invite others to join in. |
You can count me in! My main talents are editing the alphax.txt file , helpx.txt, and script.txt files. I can also write some good backstories, as I am currently building my own mod called Beta Lyrae. Here is a taste of what I can do, so if you need any help in these areas, I can assist.
quote: Originally posted by smacksim
However, I'll be working a bit differently this time. Aldebaran One was a mad scramble to keep beta-testers and graphics people and story-tellers all churning out results before the end of the summer of 2001 (I think it was that summer). This time, I'm mainly doing an update and general overhaul to make a Smax version of Aldebaran. The bulk of the work will be straight from the first version, and is hence, already done. |
I'd say take your time and do it right.
quote: Originally posted by smacksim
I wish I had the kind of time to really re-vamp the mod and make all the changes that I now know how to make. |
We the loyal fanbase of SMAC(X) are extremely knowledgeable in the semantics of the game, and can contribute significantly if asked. Time therefore can be divided significantly if the tasks are assigned appropriately. But first we need to know what those tasks are. If you can list all the changes you want to make, then people can then enlist their services against that list. It could shorten your turnaround time for the mod significantly! [/QUOTE]
quote: Originally posted by smacksim
However, I have a slightly different plan, as I've said. Here's an outline of my activities:
Basic Project Outline
- Analyze Smax changes vs. Smac
- Test original Aldebaran with Smax version of Smac
- Crash-proof the original version as much as possible
- Design a quick tech-stapling surgery to add the new techs in a decent way
- Add the new SPs and Abilities and Weapons/Armor to the tech tree
- Redesign the factions
- Rewrite the story a little bit
- Create a simple installer/uninstaller
- Publish this quick untested version soon
- Play-test and otherwise improve the beast over the summer
- Take suggestions and otherwise feedback loop.
- Petition for artistic help, installer help, and back-story co-writing.
- Re-publish a nice clean version in the fall
- Give it a real website (the original was my very first!)
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- Concerning analyzing SMAX vs SMAC: if you do generate a comprehensive list, please publish it, as I don't know of anyone else doing this to date.
- If you need help playtesting, let me know. I already have 2 seperate directories for SMAC(X), and can easily create a 3rd directory to house your mod.
- for your backstory, I can give ideas and/ or edit input.
- as far as giving it a real website, I guess I have to ask why? There are 2 main websites for SMAC(X), which are 'poly and CGN. I think you can probably ask both for your own directory to host your mod. Creating an offshoot for hosting would sort of limit its exposure to a certain extent, IMO.
quote: Originally posted by smacksim
Actually I've had a few good laughs digging out this old project. Nonetheless, I've also been pretty impressed with it. I'm amazed at how much work went into re-writing nearly all the blurbs and techlongs, etc.. Thanks Kassiopeia! |
It is a significant amount of work rewriting the script.txt and helpx.txt files, especially in the atmosphere of creating a mod from the original, as in places you are hamstrung in what you can substitute in as far as variables are concerned!
quote: Originally posted by smacksim
I'm at about step four in the above list. I'm just going to badly mash together my old tech-tree with the newly available tech slots, projects, etc.. I say badly because a whole lot of thought went into making the original tech tree. I mean A LOT. It's a cornucopeia of ideas from the torture mod, SNAC, the hydromechanics patch, humor, theories of AI development, tech dead ends, alternate pathways for weapons, and on and on. |
We've had some discussions as far as where is best to place some of the SP's, special abilities, and techs. My advice would be to poll the players for their advice, and place accordingly. Several things that come to mind are the Cloudbase Academy, the "Carrier" special ability, and my favourite, the "Submarine" capability (moved up to Doc: Init).
quote: Originally posted by smacksim
But the point is to just get it going with Smax in a not game-breaking way (figuratively and literally), and then to tinker with it. Heck, I even forget how the tech tree works after all this time. It seems that Vel has probably played it more than anyone. Go Vel!
I'm a bit excited to see if I can get a version running by this evening, so I'd better go do that! |
I wish you luck getting a version going tonight! When you get something to the point you think is worthy of feedback, then I volunteer for playtesting! 
quote: Originally posted by smacksim
But first, I'll say again that I'd love some faction art and perhaps some help re-writing the back-story for the game, which never really got published and is now a dead link on Aldebaran's website. The story is really pretty good. The focus of the mod is improved gameplay though. That's where 95% of the original effort went, and that's where it'll be going this time, at least on my end of things.
-S |
Improved gameplay is my goal as well! Let me know how I can contribute, and we can proceed from there!
D
Last edited by Darsnan on 27-06-2004 at 06:34
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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From the first post, but truncated to keep the intro shortish:
Greetings Apolyton. I've recently been getting back into Smac and Smax after some years away getting another degree . I'm so glad to find familiar friends and new friends here at 'poly after so much time. I'm really rather surprised. I was even more surprised to see that Aldebaran still exists on the web and that I was able to download it to my PC. I originally made it using a Mac powerbook, which caused some headaches for the PC users. Now I see why! But incompatability aside, it was a great team project that got me interested in programming more seriously, or at least, more competently. I recently got Smax to go along with my re-found fun with playing Alpha Centauri. So, to go along with that I thought it was time to get Aldebaran updated for this bigger better world that is Alien Crossfire.
To this end, I'll be journaling a bit in this thread to make public my ongoing work with the mod, and to invite others to join in. However, I'll be working a bit differently this time. Aldebaran One was a mad scramble to keep beta-testers and graphics people and story-tellers all churning out results before the end of the summer of 2001 (I think it was that summer). This time, I'm mainly doing an update and general overhaul to make a Smax version of Aldebaran. The bulk of the work will be straight from the first version, and is hence, already done.
I wish I had the kind of time to really re-vamp the mod and make all the changes that I now know how to make. However, I have a slightly different plan, as I've said. Here's an outline of my activities:
Basic Project Outline
Green is current position in the process
- Analyze Smax changes vs. Smac
- Test original Aldebaran with Smax version of Smac
- Crash-proof the original version as much as possible
- Design a quick tech-stapling surgery to add the new techs in a decent way
- Add the new SPs and Abilities and Weapons/Armor to the tech tree
- Get the thing to run without errors-done!
- Redesign the factions
- Rewrite the story a little bit
- Create a simple installer/uninstaller
- Publish this quick untested version soon
- Play-test and otherwise improve the beast over the summer
- Take suggestions and otherwise feedback loop.
- Petition for artistic help, installer help, and back-story co-writing.
- Re-publish a nice clean version in the fall
- Give it a real website (the original was my very first!)
The list reminds me of the good laugh I had when I first played Alien Crossfire a month ago and found that the 'new' factions are somewhat similar to the ideas I had for the 'new' factions that got used in Aldebaran. IE, the Nauticon, some Aliens with super tech (Homo Galacticus), the United Noncomplicity Front (Outlaws) are quite like the Crossfire probe-faction, etc.
Actually I've had a few good laughs digging out this old project. Nonetheless, I've also been pretty impressed with it. I'm amazed at how much work went into re-writing nearly all the blurbs and techlongs, etc.. Thanks Kassiopeia!
I suppose I should put a link here to the old thread and the website. See links above.
I'm quite open to suggestions, and even moreso to artistic help. When we were first making Aldebaran I wasn't watching much TV and didn't realize the Cybergod pulled nearly all the faction-graphics from either the Network Node or from Farscape!
I'm at about step four in the above list. I'm just going to badly mash together my old tech-tree with the newly available tech slots, projects, etc.. I say badly because a whole lot of thought went into making the original tech tree. I mean A LOT. It's a cornucopeia of ideas from the torture mod, SNAC, the hydromechanics patch, humor, theories of AI development, tech dead ends, alternate pathways for weapons, and on and on.
But the point is to just get it going with Smax in a not game-breaking way (figuratively and literally), and then to tinker with it. Heck, I even forget how the tech tree works after all this time. It seems that Vel has probably played it more than anyone. Go Vel!
I'm a bit excited to see if I can get a version running by this evening, so I'd better go do that!
-Smack
But first, I'll say again that I'd love some faction art and perhaps some help re-writing the back-story for the game, which never really got published and is now a dead link on Aldebaran's website. The story is really pretty good. The focus of the mod is improved gameplay though. That's where 95% of the original effort went, and that's where it'll be going this time, at least on my end of things. Hey, if anyone can convince Kassiopeia to come over here and bring some storyline with him, that'd be excellent!
-S
- Part 1: Text Grafting and Bug Squashing
- Part 2: Tidying up for Beta playtesting
- Part 3: Playtesting
- Part 4: Releasing a Completed Aldebaran 2
And this post, as it was:
Journaling on.....
Some things about Smax that are a bit dicey to change:
two 'deleted' techs
progenitor psych
resonance armors, pulse armors.
These all have abilities that are not accessible in the alphax.txt to change. That is, their additional abilities are somehow hard-coded, though I hate to go to that term to explain anything . Another way to think about is say, restriction-lifting techs or facilities. Here's my 'gastric' tech lifting nutrient restrictions:
quote: Gastric, ; Technology to allow 3 nutrients in a square |
These all have lines in the alpha(x).txt files, so they are changeable. But progenetors have no line that would say:
'smackstech79, Technology to allow communications from human factions to aliens'
So, in other words, it must be tied to the literal tech:
quote: Progenitor Psych, PrPsych, 0, 2, 3, 4, None, None, 000000000 |
This, plainly, stinks. It shows me that the people who worked on Alien Crossfire were almost definately not the people who worked on the original. Sure, there's lots of things not changeable in the alpha(x).txt, but what's there is consistent.
#2 I'm nervous about those two deleted techs in alphax.txt. I'm keeping those lines, which will keep my total technologies equivalent to Crossfire. Maybe later I'll try to take advantage of the extra two tech slots. I like putting big secret projects and abilities on tech dead-ends (Cloning Vats are, crawlers are, etc..)
#3 I feel the same way as #1. The resonance and pulse abilities are tied directly to the weapons and don't appear to me to be changeable. Too bad, and a little nerve-wracking lest I break something. I don't dare try to change res-3 to say, res-5. I just don't imagine it'd work. And things that don't work 99% of the time break things. It's a blessing we have some text files to work with at all. I don't forget that, ever. Most games keep all the code hidden. So thanks Firaxis, but hey, I see this oversight in this one case....
-Smack
More notes from the first post discussing the various batch files that make the installer work (well, for me anyways!):
Installer notes:
I'll try to explain a bit more here about the installer and fileswapping utility. I'm trying to get the simplest and clearest explanation for the installer, so bear with me while I think out loud here....
ZIP -> Aldebaran2.exe which is an installer in Pascal/C++
Aldebaran2.exe -> Aldebaran2 Folder , which should be placed in your install of Smax, not in a new folder. It will also make 2 very handy shortcuts for your desktop (see below) Note:Choose the Folder that Contains your copy of Terranx.exe, wherever that may be. The installer does the rest.
Aldeb2 Folder: Contains several .bat files, and two Folders: 'modswaps' and 'modinstalls', each of which contain the native Smax type files for the game.
The Batch Files:
Installmod,bat: Does the initial install, IE, makes new folders: Data, Uninstalled, Preserved. Makes new files: most important of which are the swaplist.txt, installlist.txt, and wholelist.txt, which keep track of all the files. These exist in the Data folder.
Launchmod.bat: Launches Terranx.exe after checking to see if the mod is installed and in place. If it isn't, it swaps the mod files in, and then launches terranx.exe
Launchorig.bat: Launches Terranx.exe after checking to see if the relevant files need to be swapped back in (just like the above), then launches terranx.exe
Uninstallmod.bat: Should be run before removing Aldebaran, if you've run any of the .bat files. It 'knows' what files need to be pulled and or swapped back into place, and does so. After this, you can either run the uninstaller from the original compressed download (IE, the pascal/C++ based thing), or you can just delete the whole folder.
So those 4 batch files above control all the other batch files via 'call otherbatchfile'. I'll call these other files the workers and the others the Big-4. The worker-bee batch files are:
listmaker.bat: Generates a list of all the files in each of the two mod folders: modswaps, and modinstalls. Concatenates that list into 'wholelist.txt', which is used for uninstall, and of course, the initial install.
swapmotor.bat: does the heavy lifting. Takes input in terms of what file to read from (swaps.txt is the usual), and then swaps the files, one at a time via....
fileswapper.bat , which does a little DOS trick with the linestub from 'keepme.txt' in order to process lists of files.
launchit.bat: is just a connector to the shortcut 'apptarget', which is created by the pascalesque installer.
apptarget: the shortcut to terran.exe. Gets created on install so that it properly points to the application. This was the trickiest step because SMAX will not run apparently if the 'Start In' field is not exactly correct. Anyways, it is just a shortcut to the app. It's just hard to make 
forceuninstall: If you fuddle things up, this will read from the preserved files, attempting to remove all the modded files in the game directory and replace with the preserved files. It tears the house down too. But it works.
desktop shortcuts The initial instller can place two shortcuts on your desktop. One goes to modlauncher.bat. The other to origlauncher.bat. Double clicking on the modlaucher one, which should say 'Aldebaran' will check to see if mod is in place. If so, launches mod. If not, swaps the files and then launches. The opposite works for the other shortcut, which should say 'VanillaSmax'. This will always launch plain old Smax, by checking for the mod and moving it out if needed. Hope that makes sense. It's the whole point!
Last edited by smacksim on 13-07-2004 at 02:23
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Wow,
Thanks Darsnan. You're my kind of thinker. Game-play is after-all, the #1 reason Smac is still around. It's simply the best.
I'd seen you referring to Lyrae in another thread. I'll have to go check it out. I'm on a little roll right now with grafting Aldebaran alpha.txt onto Aldebaran alphax.txt, so I'm going to keep going with it.
From my post above, another problem with progenetor psych is the reverse ability that depends on Social Psych. NONE of the original Smac techs are the same in Aldebaran. Granted, it might be fixable by:
1. putting social psych back in, in the same list-position and reworking the Aldebaran tree back around it.
2. hoping it's based on list position and then just rearranging the Aldebaran techs to something appropriate.
3. discovering a Smax text file that covers this (doubtful)
I'm very familiar with all the Smac text files. Not at all familiar with the Smax text files. If you have any ideas, let me know. I have a bad feeling that it'll have to be #1.
As to all your other suggestions/tips/cheers, Darsnan, it's simply excellent to read such quick and enthusiastic feedback. And I'll be the first to admit that I'm more ambitious than knowledgeable or talented. So advice and help and eldering are all welcome here.
As to playtesting and asking people what they want in a mod, well, those are two really different things. I simply don't have the time to go through a complete ground-floor re-write, though others are welcome to take the project from wherever it goes and continue improving. So many things were considered and applied in the first build that I'd like to lean on Aldeb-1's solid gameplay for now. Of course it can be improved. Much improved! That's why I'd like to go through some playtesting soon and over the summer in general, and I hope I have time to do so. But I hope you can see why I'm a bit hesitant to go back to the drawing board completely. I should, but don't feel I can at the moment. That doesn't mean that any suggestions aren't welcome, just that if they are fundamental changes they won't be made by me till at least the fall.
As to changes Smac -> Smax, I have a list now. I'll get around to publishing it as requested. I also made a comparison of changes from SMAC alpha.txt to Aldebaran alpha.txt in one of the original threads somewhere. I'll do that for Aldeb-2 as well.
My fantasy is to make a Flash application to extract all the info from all the text and .pcx files and display it. I have the technology, not the time. But it'd be a great project. Flip through any tech tree for any mod, or view any faction, etc.. It would also be handy to read/print/change any aspect of the help texts, etc.. I almost did something similar for another game, but got drawn into real work instead (more profitable, eh?).
-Smack who goes in search of a non-crashing start to Aldebaran-2: Smax
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Finished the surgery! Probably about 100 changes to get the techs/units/facilities all co-ordinated. I think that makes the chances of it running pretty slim. Good thing I saved many copies along the way.
If, as I suspect, the progenitor psych/social psych effects are coded into the tech's actual names, I'll be in a fix. As it is, I've kept the Smax new techs/facilities/projects names intact, just tied them into the Aldebaran tech tree. So if those two communication-with-aliens techs are bungled, that's the first thing I'll have to go fix. If I get proof of this dependency I'll let you know Darsnan so you can update your very nice Alpha-text editing page (link in his post above).
I'm wired on late-night coffee and crunching out the text files. Next up: techlongs, shorts, blurbs, etc.. Typically these really just need the correct number of entries so it shouldn't be nearly as complex as sorting the tech tree. However, I remember some bad crashes from word-wrap problems, so, let's hope I get it right this time.
-Smack
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Darsnan,
As far as you know, has anyone ever written a mod-installer script for AC? That's what we really need. I could do it in Perl, but it'd be nice to have a Windows native installer.
Just imagine: You make a mod, double click on 'Transform Mod to installer package', then send out the installable/uninstallable mod or scenario-mod. The user downloads the mod, hit's 'Install Googlie's Challenge #255', and presto, all relevent files are swapped into a safe directory and the new ones placed correctly. When you're done, hit 'Uninstall Googlie's Challenge #255', and it's back to SMAC as normal.
-S
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by smacksim
Darsnan,
As far as you know, has anyone ever written a mod-installer script for AC? That's what we really need. I could do it in Perl, but it'd be nice to have a Windows native installer.
Just imagine: You make a mod, double click on 'Transform Mod to installer package', then send out the installable/uninstallable mod or scenario-mod. The user downloads the mod, hit's 'Install Googlie's Challenge #255', and presto, all relevent files are swapped into a safe directory and the new ones placed correctly. When you're done, hit 'Uninstall Googlie's Challenge #255', and it's back to SMAC as normal.
-S |
No one to date has done anything of this nature, to the best of my knowledge. This is a relatively new realm for us. This is almost exactly the format I have been looking for! To be able to download a PBEM with specific rules, play the PBEM, then delete
the PBEM's rules and game and move on from there! The gameplay expansion capability is exponential from here, IMO!
D
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Done Stage 1.
It's up and running. Took about 6 hours total to do the conversion. Granted, it needs a bit of work, but it's up and even more stable than the original.
A day or two and I'll put up the zips for both the Smac original and the new Smax version, bearing in mind that one or both will be getting playtested and improved over the summer.
Current issues:
- Have yet to test 'Alien' communication possible pitfall
- Smax faction colors don't mesh too well with Aldebaran factions yet
- Playtesting! I havn't crashed it yet, even in the help menu.
- Need to put restriction-lifting help into the help menu
Really, that appears to be that. It's now a matter of tuning the whole thing as mentioned in the original 'To Do' list above. I can't believe how generally easy this was.
Crashes in conversion: 5
1. Forgot to rename chassis-name prerequisite techs.
2. Forgot to put in the Aldebaran facilities, oops
3. My favorite, the 'BadChassis Error' in scripts.txt, which tells you nothing. It was one of the Battle Ogre's with a bad tech.
4. Another custom unit error, this time, wrong armor name.
5. forgot to rename most of the secret projects (again, oops, but not a big deal).
And yes I'll email the project to any serious mod people that want a peek. But it'll be up in a few days, I promise
Oh, and the two 'deleted' technologies? I'd forgotton, but I've already used those slots in Aldebaran-1, so there are 2 more techs in Aldebaran than either Smac or Smax. Still havn't tested an 'Alien' communication though. That'll have to wait for tomorrow.
Kassiopeia, want to help me re-write a brief back-story?
-Smack
Last edited by smacksim on 27-06-2004 at 12:22
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Original 14 factions are working great. Aldebaran 16 factions are also fine (they didn't need any tweaking to be functional). Now it's time to sit back and do a little re-writing of the storyline while having a heavy object on the 'Return' key to have the AI play against each other. That's one of my favorite things in the alpha-testing stage. It's amazing what the AI does sometimes. I've seen 40 or so bases at 99 population with satellites, planetbuster wars galore, and the odd economic victory. It takes perhaps an hour to run a full game on my 1.8 ghz machine. I realistically plan to only do perhaps 10 runthroughs at this stage before enlisting human playtesting help. I just want to make sure there are no crash points.
Oh, and the talk-to-aliens techs? It seems they are based on the tech's position in alphax.txt. Currently the aliens can only talk to the humans upon discovering Rovers ('The Wheel'). I'll have to swap that position with 'Social Controls' and see if it works. I'm sure it'll be fine.
Other issues:
Was worried about the parsing of 'Economics, L. Faire, nil' for the two Smax factions with an aversion to the open market. But it seems to parse just fine, just like the " 'Copter " used to parse in the original Smac. It's now " Copter ", by the way.
I'm going to post Kassiopeia's original storyline in a little bit. It's a good length, but is really only a fiction introduction. So I'll be writing a small outline of the plot as well.
Had a repetitive task cutting and pasting the unit color information around the original Aldebaran faction graphics. Way back when, neither Cybergod nor I had Smax, so we didn't know to include those little boxes in the lower left corner. Makes a big difference!
I'm ecstatic about the realitively smooth job this has been. It's really great to see the super-charged Aldebaran AI factions fighting off the Progenitors and Spartans and Homo sapiens galacticus all on one map. I can't wait to get playing and get familiar with the old tech tree again. I hardly know it!
I spent some time looking and finding programs to make simple Windows installers. This looks promising. Also, I spent a good long time trying to find the simplest way to build a graphical tech-tree extractor. If I get really motivated I'm going to build a .txt -> XML -> either Java or Flash techtree extractor that should work with any game, and of course, especially Smac(x). I like Flash for this kind of simplistic front end. We shall see.
-Smack
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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quote: Originally posted by smacksim
It requires only a single Smax game, and preserves both versions of the game. Not that Smax takes up much room. Certainly it's easy enough to have two+ directories for most of us, but it'd be one step easier for the average Joe to have a swapping system. |
Heah smacksim,
If I understand your above statement correctly then one of the previous observations to the method of "swapping" in a single SMAX directory was that it would be relatively easy to make a mistake and load a SMAX PBEM turn into a mod (Aldebaran or otherwise), as once the turn is opened the first thing that is computed is growth, energy, and mineral production for the turn, which is computed differently for Aldebaran as for SMAC(X). This would then require the player to explain a reload warning, as the player would have to close out the game, perform the "swap", then reload the PBEM turn.
Since I am heavily into PBEM and CMN'ing games, I prefer 2 (or more) loadings of SMAC(X) on my machine, with different desktop icons pointing to the different versions. My $0.02 on the subject.
D
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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This is good that the installer is being heavily discussed before I go and compile Aldebaran-2.0 . 
As to your concerns, this is part of why I'm planning on overwriting the splash screen and menu screen. It will boldly say 'Aldebaran', so there will be little chance of accidentally loading an MP game or even an SP game.
Secondly, there is a convenient crash that happens if you try to play with non-Aldebaran factions. This is because the tech names in each faction, as well as SE proclivities, do not match with the Aldebaran alphax.txt. It is feasible to eliminate this bug (rename the key-names for SE choices and techs to match Smax), but I actually like it as is. There just isn't a way to accidentally play a Smax game with Aldebaran. It is possible to design a faction that would get around this bug, but it would have to have no starting tech (well, a few have the same names), and no SE leanings, like the pirates.
So anyways, I'm going to make a stock 'Aldebaran' logo in photoshop for the splash screen and icon. I'd be happy to have an artiste drop in and re-do them at a later date, but I'm too excited not to have a custom icon for the very first release into the wild.
Spent part of the morning surfing for more faction graphics. I still can't find a decent picture of a man-in-nature for the Planetlover faction. Lady Deirdre's Lover should be handsome, black or hispanic, and wearing natural garb. It's a fun part of the project. I got sidetracked downloading supermodels for the Galactic faction. Hehe....
-Smack
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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ignore this
Last edited by smacksim on 25-07-2004 at 10:24
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Using Inno Setup Compiler, which is excellent freeware. It's tested and works well for the install. Now working on a batch file to do a fancy little file-swapping as we discussed above.
Installer:
1. User Downloads Aldebaran
2. Clicks Install
3. Files and graphics loaded into user-specified Aldebaran directory, which goes inside the Smax directory.
4. Creates two shortcuts: Aldebaran and Smax-vanilla.
5. Each icon triggers a batch file (see below)
6. Gets a nice readme and installer launches batch-file for Aldebaran, if the user wants. Otherwise Aldebaran just sits there, not touching any Smax files.
Batch file: Aldebaran
1. Checks flag 'Is_Aldebaran'. If it already is, runs terranx.exe. Otherwise,
2. Swaps in the Aldebaran files and launches terranx.exe, setting a flag to 'Is_Aldebaran' in a log.
Batch file: Smax-Vanilla
Swaps back in the original Smax if the flag currently says 'Is_Aldebaran'. If it's not, it just runs terranx.exe like a regular shortcut.
I'm using batch files because it'll be a snap to rewrite for any mod. It's basically a mod-installer generalist.
I know all that sounds complicated, but it just means that a user will not have to think at all about it. Just click the Aldebaran icon for Aldebaran, and the Smax icon for Smax.
-Smack
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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Well, it's 99% done! But the last 1% is giving me a headache. I've written a batch file (actually a set of batch files) that will swap any mod into any game, no matter how many files.
It has an installer, uninstaller, modlaunch and originallaunch function, keeps track of all files (which are which, and where), and it even makes tea.
The problem is in the actual launching of terranx.exe. First I tried just calling it, then on a blank line, then with start (all dos commands), then I did what I thought I should do in the beginning, I made a shortcut to the .exe, placed it nearby, and launched that. That seems to work the best, gets the farthest. But it's funny. The problem really seems to be in the display, that having the dos program (batch file) still running when it calls the shortcut, somehow makes it tough for poor old terran.exe to gain enough control over display to be stable.
Of course, I can still launch the game with the original icon, (modded or un-modded), but I'm holding out for perfection on this one.
-Smack
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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The title, ah. Got it uploaded. Nevermind
Last edited by smacksim on 05-07-2004 at 00:36
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smacksim
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Deputy Chairman of the Council of Lords of Gaia
Feb 2004 time: 00:37
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There's a funny mistake in the installer. Seems it doesn't include the files...hold on while I fix it.
No, it was basically fine. I did change it to not create a new 'Sid Meier's Alpha Centauri' folder if not installing in default location. I'll be uploading it again in a moment. Also I'll upload the plain files for those wishing to do all this by hand. I probably won't have enough upload space for everything though...
Edit again: Actually there was a DOS compatibility error, which was fixed.
-S
Last edited by smacksim on 06-07-2004 at 02:07
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