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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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quote: Originally posted by Darsnan
I can help, if you want. One of the things I've noticed is that the script.txt and helpx.txt files haven't been updated, especially for the new Aldebaran units. If you have some prepared text, I can update the files, or I can ad-lib if you want. Let me know.
D |
I suppose it would be easiest if I swap the tech-texts that I muddled up since I think I can remember which techs got moved around.
Could you try to work out the Units and Special Abilities texts that got bungled up? That'd be an ad-lib job, for sure. Don't worry about the Xeti units that appear later on in the story. I'll fix them when I get around to re-releasing the Scenarios.
For anyone that wants to work on the big blurbs or other story items, let me know. I sent out a 'Writer's Package' to the original team, and think I can basically recreate it (Kassiopeia and I both have lost it after all this time).
Since the Aldebaran storyline has only the first book finished, which ends with planetfall, I'll write down the rest of the plot line so that the Aliens make some sense. Let me know by PM if you'd like the plot outline sent to you. Otherwise, expect to find hints in the game and full disclosure in the scenarios 
Without being a spoiler, I can say that the Galactics appear to be human, but are some advanced form of human subspecies. It's impossible for the Chironians to communicate with them without close study of their language (which was Progenitor Psyche).
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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quote: Originally posted by smacksim
O.k.. Considering that ModMan is under development and might just idiot-proof the install process and make it all a one-click affair, I think I'll hold off on releasing 2.1 until we've run it successfully on Win XP and Win ME machines (the two flavors we have access to). |
If you need me to, I have spare machine here and a large selection of windows OS's (Actually every version from 3.1 onwards ) so I could test a few. Don't expect me to be too patient with it though as it does take a while to install a new OS 
quote: Also, I have a couple questions for the beta testers:
- Do you ever get stuck with no facilities to build because techs not yet discovered?
- Are you satisfied with having 7 super AI and 3 regular Aldebaran factions in the menu? Or should I reverse this so that all 7 'normal' Aldebaran factions are playable out of the box?
- Have you tried playing the included Smac version?
- Is anyone interested in making new graphics?
- Is anyone interested in further extending the help menus to include beelines and important terraforming technologies?
- Anyone ready for an Aldebaran pbem?
-Smack |
Err... in order:
- Yep definatly. Sounds like a huge map problem though. In my current game it's 2394 (I was sure the game started in 3000?) and I have nothing to build. I want to build an army, but I lack any good offensive techs. I also only got ASU's last turn so that's a pain in the butt...
- Again, yep. They seem to get creamed early on though (Only tested the uni and the hive, both were killed inside 50 years by the SAI).
- I lack the skills I'm afriad. Kudos on the existing graphics though

- I'm not sure beelines should be in the help menu. I think existing best beelines are probably not the best in Aldebran too. Sats seem more accessable than crawlers for instance?
- I'd have a go at a PBEM, but I'd like a bit longer to get into the game. I think this game is a labour of love for me, as I micromanage everything and against the ai it's just not worth it. Aldebran is keeping me interested by it's freshness though, but as soon as that changes, it's time for a PBEM IMHO.

Edit: Removed some unnecessary quotage.
Last edited by Chaunk on 19-07-2004 at 04:22
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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quote: Originally posted by smacksim
Without being a spoiler, I can say that the Galactics appear to be human, but are some advanced form of human subspecies. It's impossible for the Chironians to communicate with them without close study of their language (which was Progenitor Psyche). |
I guess this is a scriptx.txt thing, but currently when I try and contact the Galactics (Who are withholding some juicy techs from me in my current game ) the game says "You cannot contact teh Galactics until you learn Progenator Psych or they learn Social Psych." (If any of you are grammer nazi's please tell me if the full stop should be inside or outside the quote! Thanks!)
Is Social Pysch still in the game as the tech for the "human" language? Does the tech in the position of social pysch have that effect?
Here are my original PM'ed comments too (Some of this might be obsoleted by the latest patch by the way):
quote: Several of the quotes in the data links seem to be messed up? For example, the Planet buster has the description for the troop transport. The small blurbs for each tech when choosing the next tech is wrong too. Or at least it was in my last game when I was actually making notes on the game play rather than just trying to get to grips with the system.
Does the L.Faire Economics choice have a -1 or -2 police penalty? Having not gotten the requisite tech in game yet to change, I couldn't say, but both are stated in the datalinks.
All the quotes for the techs in the datalinks are the quotes from the SMAX clan. I guess this will need some work to fix as they're not easy to come up with I imagine...
The production SE section isn't writen yet rod:
You've increased the worth of the alien artefact in the datalinks, but not in the game. Why?
The peaceniks seem over powerful. +4 growth as an inherint bonus is HUGE. The only strategy of any worth is ICS, as otherwise your bases get too big to have easy drone control. Plus being able to build a third base in 8 turns is too fast IMHO. Perhaps the free chironian habitat should be one that is free when the requisit tech is discovered not from the get go? I was pwning the super ai by 2125
Also, can you do an eigth faction for people like me who loath sea factions? With the improved sea forming too, it seems too large an advantage IMO to start in the water.
Regardless, I'm currently really enjoying the game It's a totally different experience from plain smax, and I really like some little things (Like Robotics... it's a completely redundant tech is it not?) and the terraforming rocks. I was a little annoyed at not be able to do certain things at first, but really enjoying it. |
I stand by the peacenik comment though. +2 growth as a base faction advantage and then an additional +2 from the chironian habitat gives +4 growth. A base with +2 nuts grows in 7 turns! Thats faster than a +0 growth base with 3 nuts! Massive advantage. Added to their +1 industry and they're a real monster faction. Beeline to the chironator for State Economics and you're away. The difference between -3 and -5 morale, is for the most part, an extra (+) because of the free CC's (sic). Most of my units defend their bases as very green (++++) +25%! Insane!
I would suggest making the free habitat available only with the requisit tech as I say above, not from the very start. Then the +2 growth is still a big bonus, but not as big: the -3 morale is then also a big penalty in the early game, not a bonus as it currently acts.
Just my 2 e.c.s.
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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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Chaunk,
Thanks for the extensive comments! I won't quote the whole thing, but I think you raise some excellent points.
When I got your PM I thought that you must be playing the Super-AI version of the Peaceniks. But I went and checked, and yep, they both have the +2 growth bonus. I havn't actually played them as a player since Aldebaran-1, so your comments are very enlightening.
I now completely agree that they are overpowered b/c of the growth thing. Especially considering how hard booming is for the other factions pre-Citizens SE choice (mid game). But what to do? I think I should just scrap the free Chironian Habitats altogether (children's creches for those from Chiron). Even getting them upon discovering the appropriate tech is fairly early in the game. Hmm. How to give them a growth advantage then? How about a free extra CP? Or perhaps another free tech leading to creches. Let me know if you have further suggestions.
About the 'Can't talk to Galactics until Progenitor Psych', yeah, those texts need to be....will be changed to correspond to the real techs ..... Sapiens Galacticus in this case. I'll try to get that in before assembling 2.0.6 tonight.
Will fix Lassaiz Faire help text.
Hopefully tree farms earlier will help 'unstick' the situation where you have little to build if you are beelining to crawlers.
Crawlers and Satellites (Matter Transmitters ) are about the same research to beeline to. Keep in mind that most of the changes are geared towards keeping the AI competetive. Crawlers are too effective a human strategy to be earlier. I didn't want to completely eliminate them though. They do help a player catch up to the AI in the midgame.
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Darsnan, thanks for the feedback. I PM'd you r/e the help text.
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So it looks like another week before we get a pbem up? I can't wait!
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One more thing. I am looking at changing some of the SE choice values a little bit. Nothing drastic, but just focusing them a little more. I'll update you one what gets changed, if that makes it into 2.0.6
-Smack, who goes to further fix the help text and Peaceniks.
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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 #endgame
I'd really like to see infantry transports be able to get carrier deck. Imagine the potential for noodles and copters post magtube.
Or, can you put missiles in transports? PB launching subs, Flying PB launchers... |
The Scud Launcher. Its a unit I use in some of the games I CMN:
Scud Launcher, Speeder, Transport, 8-Res, 3,10, 4, Disable, -1, 00100000000000000010000000
I usually put a few missiles, or Scud Missiles (nerve agent tipped) on it and put the units in sleeper mode. Usually once a human player finds a couple of these, why they become less "ambitious" about exploration....
D
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