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mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 02-10-2004 17:47
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I will test these factions on my windows system this weekend. Just been busy last couple of days, little sleep too...
I also eagerly await for the new graphics in pcx format. Anything new?
The new graphics is just awesome.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 02-10-2004 21:11 Visit fluxionman's homepage!
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All the updated files are available at http://home.wi.rr.com/fluxion/SMAC/. Take note that I have separated the text files from the faction graphics and tech graphics. The installation process is the same - as always, back up anything that is being replaced.

The only nagging issue being worked on with the .txt files is the adsence of the "help" button during faction selection. Hopefully, I will determine what is causing this. Otherwise, the factions, alpha.txt, and techs seem to work fine.

DilithiumDad is offline DilithiumDad
Prince
Ohio
Aug 1999
time: 00:22
  Old Post 02-10-2004 21:11
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After reading this thread, I am convinced that my Turbo-SAMC mod will rely on alpha.txt changes only, at least at first. New factions create the potential for many, many bugs!

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 02-10-2004 21:20 Visit fluxionman's homepage!
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quote:
Originally posted by DilithiumDad
After reading this thread, I am convinced that my Turbo-SAMC mod will rely on alpha.txt changes only, at least at first. New factions create the potential for many, many bugs!


Actually, the source of my problems has been migrating custom files from a Macintosh to Windows machines. The intricacies of text files formats, special characters, and line breaks are more complex than I imagined!

Luckily, I seem to have sorted out the issues. In truth, changing the faction files is easier than altering alpha.txt, especially if you have access to the faction editor (which I don't).

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 04-10-2004 08:03
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I have checked Covenant and Totality in new edition. Everything works fine. I'll see 5 remaining factions later this evening

mart7x5 is offline mart7x5
King

Sep 2002
time: 22:22
  Old Post 08-10-2004 01:23
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I have checked remaining factions. They work ok on my system - win XP home.
I'm ready to start the game.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 08-10-2004 04:46 Visit fluxionman's homepage!
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quote:
Originally posted by mart7x5
I have checked remaining factions. They work ok on my system - win XP home.
I'm ready to start the game.


I am glad to hear all is working well and thank you for your perseverence.

I recently sent messages to those who expressed interest in playing, but unfortunately have not head back. So, the lineup now stands at:

Proteans: open
Covenant: open
Disciples: mart7x5
Syndicate: open
Institute: Preview
Paradigm: fluxionman
Totality AI

I will attempt to contact the other players again. If anyone wishes to join in the meantime, please feel free to tell me. This will be an excellent game for srategists and roleplayers who want to try a new faction in a slightly altered environment.

Firstblood is offline Firstblood
Chieftain
Vasteras
Sep 2004
time: 06:22
  Old Post 09-10-2004 06:11
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Well, everything is working fine for me, though havent tested all, and didnt whant to be a part of the beta testing, sorry for my lazyness. As I have nothing to refer to that it is working like it suppose too I assume it does work, it start up well and the SE seems to be Ok, so Im in; can play the syndicate

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:22
  Old Post 09-10-2004 11:56 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I could use another PBEM. I'd like the Covenant.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 09-10-2004 18:48 Visit fluxionman's homepage!
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Alright:

Proteans: open
Covenant: Chaos Theory
Disciples: mart7x5
Syndicate: Firstblood
Institute: Preview
Paradigm: fluxionman
Totality: AI

I will wait until later to today to see if the last slot gets filled; if not, I'll set the Proteans as an AI faction as well. Either way, I'll create the game file, start a new turn-tracking thread, and send the file to the first person on the list.

Thanks!

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:22
  Old Post 11-10-2004 02:43 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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#71 Report this post to a moderator
Lose 30 kilos (of popups)

Observations:

I noticed you messed around with retooling:

code:
3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free) 20, ; Retool exemption (first X minerals not affected by penalty)


This does not do what you expect. First, I believe that a retool strictness greater than 2 is just treated as 2. Furthermore, the retool exemption is used also as how many free minerals a new base gets, and how many minerals are required to avoid paying double to hurry.


Unity Foils are still foils, and thus move 4 tiles. Finding one early let me relatively safely pop all the pods at sea, and ferry rovers to new islands. Rovers with 3 moves can pop pods on rocky terrain and attack mind worms that spawn, so I was ridiculously successful at popping pods. Of course, eventually the land pods started yielding 8 mindworms apiece, but not before I found 2 artifacts, 3-4 techs, and several hundred ECs. What use do cruisers have apart from being transports, anyway? They're slower, more expensive, and come later on the tech tree.

It can be really hard to find enough food early, to the extent that in one game, when both of my starting cities rose to size 2, one had to starve back. Of course, with more experience, I wouldn't have let both grow like that. After recycling tanks, ICS becomes a piece of cake, especially with all the energy that is hard to spend anywhere else. In fact, ICS is even easier to tolerate because it's hard to make large cities, so vast expanses of land lie unused even in the middle of a fledgling empire.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 11-10-2004 03:12 Visit fluxionman's homepage!
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quote:
Originally posted by Chaos Theory
Observations:

I noticed you messed around with retooling:

code:
3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free) 20, ; Retool exemption (first X minerals not affected by penalty)


This does not do what you expect. First, I believe that a retool strictness greater than 2 is just treated as 2. Furthermore, the retool exemption is used also as how many free minerals a new base gets, and how many minerals are required to avoid paying double to hurry.


I hadn't noticed this. I hadn't noticed it had caused any problems, though.

quote:
Unity Foils are still foils, and thus move 4 tiles. Finding one early let me relatively safely pop all the pods at sea, and ferry rovers to new islands. Rovers with 3 moves can pop pods on rocky terrain and attack mind worms that spawn, so I was ridiculously successful at popping pods. Of course, eventually the land pods started yielding 8 mindworms apiece, but not before I found 2 artifacts, 3-4 techs, and several hundred ECs. What use do cruisers have apart from being transports, anyway? They're slower, more expensive, and come later on the tech tree.


I've always played without Unity scattering - I find pods too unbalancing. A few at start is okay.

Cruisers are problematic. I find the inability to assign attack/defense modifiers to chassis types frustrating. In the end, foils and cruisers are identical except for speed, cargo, and cost. When cruisers are faster AND carry more cargo, why build foils?

quote:
It can be really hard to find enough food early, to the extent that in one game, when both of my starting cities rose to size 2, one had to starve back. Of course, with more experience, I wouldn't have let both grow like that. After recycling tanks, ICS becomes a piece of cake, especially with all the energy that is hard to spend anywhere else. In fact, ICS is even easier to tolerate because it's hard to make large cities, so vast expanses of land lie unused even in the middle of a fledgling empire.


The purpose of the mod was to make survival and expansion more difficult, and to require more careful planning. I guess the changes were made to effect a specific style of play rather than to alter play balance.

Would you say these criticisms invalidate the other changes I've made?

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:22
  Old Post 11-10-2004 04:15 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 fluxionman

I've always played without Unity scattering - I find pods too unbalancing. A few at start is okay.


Fair enough - I'm used to having unity pods around, but with large risks if I touch them under most circumstances.

In default SMAC, Unity foils die if IoDs appear and Transport Foils have a good chance of dying. Combat foils can't pop units, and still can't pop pods in fungus safely. Rovers can pop pods on open flat or rolling terrain in relative safety, but risk dying when popping other pods. Therefore, I often leave even nearby pods untouched until I can handle the worst case outcome.

quote:

Cruisers are problematic. I find the inability to assign attack/defense modifiers to chassis types frustrating. In the end, foils and cruisers are identical except for speed, cargo, and cost. When cruisers are faster AND carry more cargo, why build foils?


Because they're cheaper, in base SMAC. You've made it even worse - why build cruiser combat ships, ever? For transports, I'd still probably use foils, as speed is very important for a successful invasion, and the lower cost of foils partially makes up for needing twice as many.

quote:


The purpose of the mod was to make survival and expansion more difficult, and to require more careful planning. I guess the changes were made to effect a specific style of play rather than to alter play balance.

Would you say these criticisms invalidate the other changes I've made?


I don't believe you've made expansion more difficult or require more planning, and the native life is rarely threatening enough to challenge survival. Other players certainly can, but I can't test that adequately on my own. The changes you've made intentionally are worth trying, but they aren't obviously bad or good.

Hercules is offline Hercules
Emperor
in Tir Na Og
Sep 2002
time: 05:22
  Old Post 11-10-2004 04:34
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If this is still open for another I'l join.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 11-10-2004 05:25 Visit fluxionman's homepage!
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Remove this text

quote:
Originally posted by Hercules
If this is still open for another I'l join.


Aw, man . . . I sent the first turn last night. And we had one empty slot left.

Sorry, Herc! If we need a sub, I'll let you know. Thanks for the interest. The tracking thread is here: http://apolyton.net/forums/showthre...threadid=123521

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:22
  Old Post 12-10-2004 03:40
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#76 Report this post to a moderator
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[shameless plug]
Rather than overwriting everything, you could try ModMan for this kind of thing.
http://apolyton.net/forums/showthre...threadid=118976
[/shameless plug]

I only say this because the thread disappeared from the default view.

fluxionman is offline fluxionman
Chieftain
Midwest
Sep 2004
time: 05:22
  Old Post 12-10-2004 04:41 Visit fluxionman's homepage!
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This might be a good option for our Windows players. Thanks for the plug, shameless or otherwise.

You wouldn't happen to have scripted a Mac OS 10.3 version, would you?

#endgame is offline #endgame
Prince
of the town of ZZT
Dec 2003
time: 15:22
  Old Post 16-10-2004 08:16
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#78 Report this post to a moderator
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No idea for Mac (or Linux,) I'm afraid.
If you can get a shell script for either, shouldn't it run on both?

Natalinasmpf, I think, was looking into it.

 
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