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fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 28-09-2004 21:02 Visit fluxionman's homepage!
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Okay - the files will be made available later today.

So far, we have:

Paradigm: fluxionman
Institute: tmelnick
Totality: AI
Proteans: Hardcore SMAX
Disciples: mart7x5
Covenant: Dubhghlas
Syndicate: open

Firstblood: if you want to play, there's one faction left.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 28-09-2004 21:50 Visit fluxionman's homepage!
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Because I'm such a nice guy, and because this mod is somewhat different from SMAC's default gameplay, I thought I'd take a minute to write up a few pointers for the new players:

Gameplay - General


  • Because each population requires 3 nutrients, good initial base site selection is essential. The base growth requirement has been reduced from 10 to 7 per (population+1), so bases will grow fairly quickly if they have enough excess nutrients. The key to steady growth is to watch your resource production carefully and to make sure that you have enough nutrients for a population increase before it happens. Losing a population increase do to starvation is frustrating. Terraforming in advance is always a good idea.
  • The number of turns between Councils has been reduced to 8. Bear this in mind as you push for the governorship or for your favorite UN measures.
  • Altitude is a factor in combat. Artillery gains a bonus while bombarding from a higher altitude, and unit suffer a penalty attacking from lower ground.
  • Forests provide fewer resources than before, both from base production and harvesting.
  • Bases are harder to capture, but the infantry vs. base bonus has also been increased. Troops are still the best unit vs. bases.
  • With blind research, check the new tech tree to make sure you're focused on the right areas.

Gameplay - Factions

Here are a few quick hints for each faction:

  • Proteans: Growth is your strongest attribute. You start with the ability to build farms, so expand early and quickly, and use your Research advantage to gain a technological edge. Your foils can help you explore quickly. Be careful in direct conflicts, however - your Morale penalty can be crippling, especially in struggles with native life forms.
  • Covenant: Your biggest problem is a poor Economy. Initial research into Conquer techs should net you Applied Physics, which will give you the solar collectors you need to generate energy; until then, be careful not to run your treasury down to nothing. Once you're generating income, you'll be able to concentrate on building the military that is your biggest strength.
  • Syndicate: Forget research - you'll gain techs as soon as three other players discover them. The best early tech for you to get is Ethical Calculus, because the Children's Creche improves your lousy Efficiency. Build your energy reserves - you'll need money to put those precious probe teams to good use. And watch out for drones; build Rec Commons as quickly as possibel to keep them happy.
  • Disciples: Your industrial and research are dismal, so in order to get ahead early, use your ability to capture mind worms. Focus on growth and conquest early while you have the advantage - before other factions with better technology can equal you on the battlefield. Remember - Planet is your best friend.
  • Paradigm: This faction loves income and hates to fight. Their cash reserves and good Probe rating mean they prefer to mind control enemies rather than confront them with force.
  • Institute: A researching machine. The Institute can make a lot of friends by trading technologies, but can be slow to field units due to their Support penalty.
  • Totality: Totality does one thing well - pump out a steady stream of units. Watch for them to climb the power graph early and make life difficult for any nearby factions. The best strategy against them is to hold them at bay until enough force can be built up to deal with them.

DilithiumDad is offline DilithiumDad
Prince
Ohio
Aug 1999
time: 00:22
Question  Old Post 28-09-2004 22:20
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#33 Report this post to a moderator
Got spare money?

This mod seems to be based on SNAC. Is that true? Does anyone still play SNAC?

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 28-09-2004 23:12 Visit fluxionman's homepage!
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Lose 30 kilos (of popups)

quote:
Originally posted by DilithiumDad
This mod seems to be based on SNAC. Is that true? Does anyone still play SNAC?


This is based on SMAC, so apparently someone does.

In truth, while Alien Crossfire made welcome additions to AC, it did not radically alter gameplay in any way. I built this mod in SMAC because I was playing with someone who doesn't have the expansion.

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 03:57
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Suffering from ads?

My biggest threat is becoming worm food.

I notice no mention of other bugs that I read about at the SMAC academy.
I take it that these (e.g. F4 screen manipulation, stockpile bug) are all banned?

Still awaiting those files, dude.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 29-09-2004 05:00 Visit fluxionman's homepage!
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quote:
I notice no mention of other bugs that I read about at the SMAC academy.
I take it that these (e.g. F4 screen manipulation, stockpile bug) are all banned?


You are better versed in SMAC's loopholes than I am, señor. I assume you are referring to this list. 90% of the tricks described here violate SMAC's rules as defined in the manual, so, yes, they are considered cheating. We want to win through strategic superiority rather than exploiting bugs, don't we?

Since Firstblood has agreed to be the Syndicate, it would appear we have our requisite six humans and one AI. i will be forwarding a message to each of you shortly with the new files and instructions for installing them. Please check them out, give them a practice run, and let me know if anything does not work as advertised.

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 08:02
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Tired of ads?

I believe the play order goes:
Totality
-player-
-player-
-player-
-player-
-player-
-player-
Aliens

One of us plays at 22:00 GMT, 6:00 GMT and 12:00 GMT (me).
If we have the players' times we can organise the fastest game, but who plays first?

Paradigm: fluxionman
Institute: tmelnick
Totality: AI
Proteans: Hardcore SMAX
Disciples: mart7x5
Covenant: Dubhghlas
Syndicate: Firstblood

Is that the turn order, or can we change it?
I don't even know the playing times!

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 29-09-2004 08:13
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I have never tried it, but factions are declared in alpha.txt
If we all make the same order of factions - some optimized one, we would be maybe ok. there is a fragment with heading:
#FACTIONS
somewhere at the end of alpha.txt
What do you think?

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 29-09-2004 09:14
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Some problems with graphics. All seven files, each one for a single faction:

covenant.pcx
totality.pcx
....

are not recognised by my system. I have tried to open them in several graphics apps, like MS Photo editor, GIMP, Irfanview. None is able to do it.
Maybe you have those files in another format. or you can use other graphics software to save it in pcx format. The format currently they are in must have some small detail making it somehow different.

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 10:08
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#40 Report this post to a moderator
Remove this text

Yes, your .pcx are corrupt. Game runs fine, though.
Off to own the AI.

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 10:46
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Avatar Enlargement: We've got the solution

HEY!
I don't have a free bio lab as indicated!

After removing some other abilities from the protean ability list, I got my free facility as indicated.
The problem is, you've assigned TOO MANY ABILITIES to the proteans - hence they do not get them all.

I'm editing their faction file, removing the fungus energy and the excess population.
It seems that the maximum abilities that you can give a faction is limited to 8.

All of your factions have more than this number of attributes.
You badly need to rework these factions.
Until this is done, I'm out of the loop.
ALSO
fix the .pcx files, and ffs edit your text files - newlines are represented as boxes, so alpha.txt is VERY unreadable.

I hand you your n00b hat, and leave this team.
Good day to you.

Last edited by Hardcore SMAX on 29-09-2004 at 11:02

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 11:15
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Unrelated Strategic note:
FM is ++ECON, ---PLANET, -----POLICE, ++INDUSTRY
Wealth is +ECON, --MORALE, ++INDUSTRY
Everyone's going to be running FM/Wealth.

Paradigm Omnimedia runs away with the game, and here's why:
Their +ECON is a boon to base spamming, with -POLICE ineffective.
With free holos and talents*, they can spam bases and ICS the crap out of stuff.
Given their now insane income, 5% per turn* doubles their cash every 14 turns.

Note that the *s don't come into play due to the limit to 8 faction modifiers.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:22
  Old Post 29-09-2004 11:27 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Reference the attached page. Each faction can have up to 8 "faction options". Extra are ignored. I have seen no limit on "rule options".

Attachment: faction.zip
This has been downloaded 7 time(s).

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 29-09-2004 11:33
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Got spare money?

quote:
Originally posted by Hardcore SMAX
I hand you your n00b hat, and leave this team.
Good day to you.

Problems can be worked out. Give it some time. There is already so much good work done in this mod.

Fluxionman, I have a good SMAC/X faction editor. It is for download somewhere, but I can send it to you. Maybe you already have it. It is ACEdit 2.0. It is quite user friendly and takes into account game limitation like max 8 abilities.
Disciples behave strange too. E.g. cannot accumulate research for like 10 years (believing ability) It was probably not intended.

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 17:25
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#45 Report this post to a moderator
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The n00b hat is a (seemingly inside) joke.
At my LANs, the dude at the ass end of the killcount has to wear a traffic cone with 'n00b' written on it.

Idk how you'd redesign the factions,
but you seem to have given them loads of extras.

SE settings: 3 mods are all you need to define a faction.
Here's your settings:
Industry: Pumps facilities
Econ: Pumps cash
Support: Pumps units
Research: Pumps tech
Planet: Pumps worms
Police: Pumps drone control
Growth: Pumps growth
Probe: Pumps security
Efficiency: Pumps expansion
Morale: Pumps morale

Say you want some player types:
1. Secret Weapons (Conquer / Discover)
2. The War machine (Conquer / Build)
3. Expansionists (Conquer / Explore)
4. Tech powerhouse (Build / Discover)
5. Pop powerhouse (Build / Explore)
6. Planet hunters (Discover / Explore)
7. MEGA KICK ASS AI (E/B/D/C)

You can take it from there.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 29-09-2004 18:12 Visit fluxionman's homepage!
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#46 Report this post to a moderator
Inflate your Upload Space

Well, I'm sorry if there have been problems with the files.

I'm not sure what I've done to merit the somewhat insulting/condescending attitudes, but I'll do what I can to fix things. These modifications are a work in progress.

I use the Macintosh version of SMAC, which does not include the faction editor. I've done my editing by hand, with a text editor.

The .pcx files have been used before by a Windows user, so I'm not certain what the issue with them might be.

I'm looking into these problems.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 29-09-2004 18:17 Visit fluxionman's homepage!
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Remove this text

quote:
Originally posted by Hardcore SMAX
The n00b hat is a (seemingly inside) joke.
At my LANs, the dude at the ass end of the killcount has to wear a traffic cone with 'n00b' written on it.

Idk how you'd redesign the factions,
but you seem to have given them loads of extras.

SE settings: 3 mods are all you need to define a faction.
Here's your settings:
Industry: Pumps facilities
Econ: Pumps cash
Support: Pumps units
Research: Pumps tech
Planet: Pumps worms
Police: Pumps drone control
Growth: Pumps growth
Probe: Pumps security
Efficiency: Pumps expansion
Morale: Pumps morale

Say you want some player types:
1. Secret Weapons (Conquer / Discover)
2. The War machine (Conquer / Build)
3. Expansionists (Conquer / Explore)
4. Tech powerhouse (Build / Discover)
5. Pop powerhouse (Build / Explore)
6. Planet hunters (Discover / Explore)
7. MEGA KICK ASS AI (E/B/D/C)

You can take it from there.


Glad I don't attend your LAN parties.

And thanks for explaining how the game works. I wasn't sure. Just slow, I guess.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:22
  Old Post 29-09-2004 18:36 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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A faction with -X Research cannot accumulate research for the first 5X years. The Drones in SMAX suffer from this, as well as any custom factions with negative research. Furthermore, tech costs for such factions are increased by approximately the following formula:

To research tech number i
pay (i)/(i-1) times normal, or twice as much if i = 1.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 29-09-2004 19:09
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edited for limit atributes, see the list
quote:
Originally posted by Chaos Theory
A faction with -X Research cannot accumulate research for the first 5X years.

This is something I was not aware of. I thought it was declared somewhere else. Everything is clear now.

I have checked the limitation of faction abilities. It appears that the limit pertains to the following things:

- techs
- social settings
- free facilities
- free units
- fungus bonus
- governor votes modifier

others sem to be loaded ok. So far... E.g. this works:

tech: Mobility
tech: Faith
- Economy
++growth
++industry
-planet
++morale
facility: perimeter defence

(8 above)

fanatic - 25% bonus -works still as 9th faction bonus


I was working on covenant faction and it would need to drop only one thing to fit within the limitations. I propose the free unit in this regard. I will see other factions.

One remark about road bonus. It appears the game takes it no matter if the fight is on road or not. I would remove this feature from alpha.txt There is no point in this case to keep it there. Unless I am missing smth here, but I simulated a fight in open field - no road there and I got a bonus. This feature is probably not working ok.

Last edited by mart7x5 on 29-09-2004 at 19:55

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 29-09-2004 19:58 Visit fluxionman's homepage!
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#50 Report this post to a moderator
Got spare money?

I was led to believe that the limit imposed on the faction modifiers applied not to number of bonuses/penalties/techs/free facilities, but simply to the length of the line in which the text that defines the modifiers appears. Apparently, SMAC cannot parse lines longer than 128 characters.

I will pull these files and have them tested in Windows before re-posting them.

Again, sorry to have wasted your time.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:22
  Old Post 29-09-2004 20:44 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by mart7x5
One remark about road bonus. It appears the game takes it no matter if the fight is on road or not. I would remove this feature from alpha.txt There is no point in this case to keep it there. Unless I am missing smth here, but I simulated a fight in open field - no road there and I got a bonus. This feature is probably not working ok.


I have heard this from many sources, to confirm your observations.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 29-09-2004 20:50
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I have some additional observations. These factions will need testing still. Covenant works ok, but some other factions are having strange results when I modified them. I'll post later what tests showed.
Thank you Chaos Theory. I also remember something in SMAC Academy was mentioned about it too. but I do not remember details.

-------------
Fungnutrient looks like is working for disciples
fungmineral and fungenergy I cannot get to work. Are they turned off somehow?
Population limits seem not to work either. Totality should have +3 limit but cannot grow above 7

Last edited by mart7x5 on 29-09-2004 at 21:09

Preview is offline Preview
Settler

Sep 2004
time: 05:22
  Old Post 29-09-2004 21:10
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The behavior your seeing is odd since I am using a set of the modded files to a play a game with Fluxion. I know he tweaked some things from the version I currently have, but I wouldn't have expected these kinds of issues. I thought we had worked through them. No worries, though. We'll get to the bottom of it as soon as we can.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 29-09-2004 21:18
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I got population limits though they should be with minus, the same as in Peacekeepers file:
POPULATION, -3, not Population, 3, this last case does not work

still I am not sure about those mineral and energy in fungus, why they do not work
----------
I use Planetpack version on WinXP. maybe this is the reason

fluxionman is offline fluxionman
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Midwest
Sep 2004
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  Old Post 30-09-2004 00:49 Visit fluxionman's homepage!
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I have what I think are the necessary modifications for the faction.txt files figured out.

I will re-post those files later today and see if I can determine why my .pcx files are incompatible. If anyone has had similar issues with custom image files, I'd be interested to hear about your experiences.

Hardcore SMAX is offline Hardcore SMAX
Settler

Sep 2004
time: 05:22
  Old Post 30-09-2004 08:16
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#56 Report this post to a moderator
Lose 30 kilos (of popups)

Kindly ignore earlier remarks about alpha.txt being unreadable.
I opened it in IE and the newlines were there.
CTRL-C, CTRL-V, Notepad.
We are ready to edit.

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 30-09-2004 09:25
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In my case notepad could not open the files correctly. Wordpad did.
It is all about 'end of line' ascii characters in txt files. for some reason they were different. there are some differences in standards as we can see. problems between macintosh and windows happen.
just a note

I am very interested in the solutions to the problem. also i could save pcx files in readable for windows format. I recall, one of the apps I have was able to change them, so the game worked ok. All I need is those files in another format, which my windows apps can load.

fluxionman is offline fluxionman
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Sep 2004
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  Old Post 30-09-2004 09:35 Visit fluxionman's homepage!
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The files have been re-posted in the same location. Preview and I working together appear to have found the problem with the .pcx files. For whatever reason, the zip utility I was using corrupted the files. I had him zip the files in Windows and they appear to work fine. The text files have been updated to reflect the limitations of SMAC's parser and other suggestions, and apparently work (according to Preview), but still show some strange characters in place of apostrophes and the like. I will open these files tomorrow at work in Wordpad and see if those corrupted characters need to be changed by hand.

You are welcome to download the files from the same location, if you wish, and see if they work. Testing on at least one Windows machine indicates that they do.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
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  Old Post 30-09-2004 22:52 Visit fluxionman's homepage!
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#59 Report this post to a moderator
Get a bigger avatar today!

Thanks again to anyone still follwing this thread for your patience and input.

A few material changes have been made to the custom factions in order to make them comply with SMAC's text parsing requirements. The text files have been cleared of strange characters in Windows and will be updated later today.

Here are the new faction modifiers (a few changes but mostly trimming):


  • Covenant: Doc:Mobility, Doc:Faith, +25% Fanatic bonus, -1 Economy, +2 Growth, +2 Industry, -1 Planet, +1 Morale, free Perimeter Defense at every base
  • Disciples: Centauri Ecology, Doc:Loyalty, +1 Morale, -2 Industry, -1 Research, +1 Planet, +1 Support, +25% Psi combat bonus, free Tree Farm at every base
  • Institute: Information Networks, Industrial Base, free prototypes, -2 Support, +1 Efficiency, +2 Research, +1 Industry, -2 Probe, free Network Node at every base
  • Paradigm: Social Psych, Information Networks, +1 Economy, -2 Morale, +1 Probe, -1 Police, extra Talent per 4 population, free Hologram Theater at every base, enhanced Commerce, 1% Interest earned on energy reserves
  • Proteans: Doc:Flex, Biogenetics, +2 Growth, -2 Morale, -1 Planet, +1 Probe, +1 Research, Population limits +2, free Biology Lab at every base
  • Syndicate: Doc:Intelligence, Social Psych, +1 Economy, -2 Efficiency, +2 Probe, -2 Police, +1 Growth, -2 Research, gain any Tech known to 3 other Factions
  • Totality: Applied Physics, Industrial Base, -2 Growth, +2 Industry, -3 Planet, +2 Support, Population limits +3, immune to Mind Control, extra Drone per 4 Population

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:22
  Old Post 02-10-2004 16:22
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An interesting and informative thread to read. Thanks all.

 
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