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sammy1339
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United Nations
Oct 2003 time: 00:34
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Is it possible in SMAC to make the impunity and penalty functions for SE choices work when editing faction files? I wanted the AI to make better SE choices, so I tried to apply bonuses and penalties to the SE choices on a faction by faction basis such that stopping Deirdre from playing Fundamentalism (as she so often and so stupidly does) wouldn't stop Miriam from playing it (as she so often and so stupidly doesn't.)
For example, I put this line in Gaians.txt:
TECH, Ecology, TECH, Biogen, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +PLANET, FUNGNUTRIENT, 1, FACILITY, 3, IMPUNITY, Green, PENALTY, Police State, PENALTY, Fundamentalism, PENALTY, Power
(Free tech and tanks were based on the idea of speeding up early research and slowing it down later.)
When I opened up a game I found that the impunity and penalty functions didn't take effect at all. However I had no problems with direct SE modifications to the faction files, and the tanks did appear. Do these functions simply not work, or did I type them wrong, or were they fixed in a patch I don't have? I think they should work in SMAX since I think the Consciousness has impunity to cybernetic, but I lost my expansion CD.
Thanks for your help.
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Cataphract887
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i think you need to have all those on one line,if it drops down,they seem to get cut off. IIRC
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sammy1339
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United Nations
Oct 2003 time: 00:34
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They are all on one line, actually. It's just that when I cut and paste in here they get split up.
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Senethro
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A faction can only have eight properties. In that instance, you've given the Gaians twelve.
I know, I know, its sucks. Its also uncircumventable as its hardcoded. Its perhaps one of the reasons I would like a Civ4 SMAC mod.
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:34
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Which reminds me: does _anyone_ use Power during the war? I'm under the impression that even when you're a psychotic warmonger it's better to live with the Wealth penalty than the Power one...
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Cataphract887
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ah ha,i was wondering why i had a faction with 14(AI) working ++'s
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binTravkin
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Lord of Progress of the Council of Lords of Gaia
Jan 2004 time: 07:34
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To make someone use / not use some SE choice, or aim/run from some social bonus use these lines:
Positive line (1):
code: Politics, Fundamentalist, PROBE
Means, faction will take Fundamentalist in 90% cases (there are som Force Majeurs which distract AIs from it) and will like ALL SE choices which have a bonus to PROBE.
The bigger the bonus the more likely faction is to choose that SE.
Negative line (2):
code: Values, Knowledge, RESEARCH
Means, faction will NEVER take Knowledge because it simply does not have that choice and will dislike ALL SE choices which have a bonus to RESEARCH.
The bigger the bonus the less likely faction is to choose that SE.
Works just the other way too.
Like if a choice has --RESEARCH and you switch the negative line to have RESEARCH as the disliked bonus, it is likely to take this choice.
If you have 2 SE which have both of those choices in combination which conflicts, you can determine which one AI's choosing by:
1.Say you set positive to PLANET
2.Say you set negative to GROWTH
Take Green Choice for example.
It has ++PLANET, so it has a malus of 2 from the first line
It has --GROWTH, so it has a bonus of 2 from the second line
Result is 0.
So if you set Free Market to not have ANY GROWTH or PLANET bonuses/maluses it will be 50/50 which one of them a faction will take if Planned is disabled (because Planned is the usual choice of all factions for at least first 100 MYs).
I use this scheme to make AIs a lot smarter in the games I create. I also used this scheme in the Aldebaran mod, making AIs really competitive (along with the other bonuses they had).
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Kirov
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Warsaw, Poland
Sep 2002 time: 06:34
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I also prefer Wealth to Knowledge, at least in most cases, due to the ind bonus. Even at war Wealth penalties hurt less that Knowledge - 2 Probe (IMHO even if you're playing Zak, who when running Knowledge gives his bases for nothing).
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Commy
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St. Louis, MO, USA
Mar 2004 time: 05:34
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Keep in mind that the disadvantages for negative probe stop at -2, so -4 isn't any different...also, unless you have +3 probe, all bases all vulnerable to mind control and tech stealing (although at varying degrees and costs)...really, you should have one or two probe teams in every one of your bases, making your probe rating irrelevant...except for unit controlling, though I find escorting any stack of units (though I have few stacks as stacks are bad) with a probe team or two does the trick...
Since I make use of military factories (two or three bases that work 3 or 4 boreholes and solely produce units), none of my bases ever need to produce military units, unless at war...also, with my 'advanced terraforming' (boreholes in as many squares as possible, followed by condensors and then echelon mirrors), most bases have so many minerals, by the time I actually can do wealth (I get ecological engineering before industrial automation, I don't use crawlers), the +1 industry is irrellevant because I hurry just about everything, so it would only save me a little money...
Units cost more to hurry, so I don't hurry those and let my military factories build them...I only hurry facilities, which are relatively cheap, and I rarely run out of cash...
I find that +1 efficiency and +2 economy can get me more energy than +3 economy, strangely enough, so I stick with my Knowledge...plus, I can actually build elite units...
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