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Senethro
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quote: Originally posted by H0bbes
I've changed my mind, I'll take the consciousness.
Hobbes |
Whats the rush to shoot yourself in the foot? -_-
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Senethro
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Ok, Naval game is ready to go.
Almost.
Darsnan, remind me, I remember that you told me that custom faction files (In this case Aquagaia, Aquacycon, Aquahobbits etc) are imprinted onto the scenario but do I also remember you telling me that the units section is also imprinted? If I understand correctly, you will achieve Carriers+subs at the desired techs by receiving the unit in the unit workshop and then reverse engineering it?
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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 Senethro
Ok, Naval game is ready to go. |
Excellent! 
quote: Originally posted by Senethro
Almost.
Darsnan, remind me, I remember that you told me that custom faction files (In this case Aquagaia, Aquacycon, Aquahobbits etc) are imprinted onto the scenario |
Exactly how are you doing this? Are you using standard factional text names for this, or did you modify the (I believe) #CUSTOMFACTION section of the alphax.txt file to include these factions? Reason I am asking this is that if you went the route of modifying the #CUSTOMFACTION section then everyone (I believe) would then need to play with the modified alphax.txt file, which although probably doable by the players in this game, is a PIA. A way to avoid this is to modify the existing Gaian, Cycon, and PK files to give them aquatic capabilities, then after this game is finished being set up you can just remove the files from your directory.
quote: Originally posted by Senethro
but do I also remember you telling me that the units section is also imprinted? If I understand correctly, you will achieve Carriers+subs at the desired techs by receiving the unit in the unit workshop and then reverse engineering it? |
The #UNITS Section is imprinted onto the game once you start placing units onto a map. Therefore all of the units contained in this section of the alpha(x).txt file should then be available to all players. As far as reverse engineering is concerned, why if the unit is available upon the prerequisite tech, then there shouldn't be a need for reverse engineering (unless of course people decide to build sub probes and sub carriers..... , , ) Hmmm, this game could be very interesting indeed!
D
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Senethro
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How typical, the problem arises from the area you didn't expect.
What I did was to make a copy of the factions in question, add the aquatic trait and save them with the name "aquafaction". I then loaded the base map file, used the "Reload Faction" option in the Scenario menu to insert the factions into the game. They are not saved under the same names as the original factions.
I take it this was not the correct method then?
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Senethro
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Map made for the puppets game, this ones going to require a large amount of playtesting however.
Its a supercontinent that I've chopped up by connecting the isolated pools and lakes. Erosion is average, but as my world builder has a high peak number you could mistake it for weak. Fungus is average but heavily tweaked due to the presence of two Planet factions in the game. Rainfall is high.
I personally have found this most conducive to good CPU performance.
Faction placement was made with the assumption that you would have a maximum of 3 cities.
I still need to know how you would like me to configure your own puppet AI.
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Senethro
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Ummmm. I forget. Either Large or "Grand" (custom size 52 by 104).
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Senethro
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Well, I was meaning in terms of aggression and things that can be configured on the faction personality/strategy menus.
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Senethro
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Puppets is now ready to go. Your email addresses and password requests please. These games have been delayed long enough.
The Naval game is less ready than I thought because my CPUs are refusing to expand no matter how I cajole them. I'm attempting a few workarounds. I am reminded that the only time I've seen large Pirate factions was by the year 2350 and its probably been the best part of a year since I played a game past 2250.
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Senethro
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I've been studying for an exam and not looking into it so much just while Darsnan was away. I'd moved from having a weak AI that doesn't expand to a AI with lots of unfair advantages making it initially strong in terms of production/research, but without a clue how to attack or expand. The AI factions in this last version would be resources to be mined by aggressive players.
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Senethro
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Both the maps are made, Puppets is ready to go as soon as Googlie shows his face in this thread, (I've chased him about a few other forums), Naval Game is just deeply unsatisfactory with the AI consistently underperforming. I've also been ignoring it as I have an exam in one week that I've been studying for. I've been limiting my SMAC activities to my PBEM games and 'poly. Sorry for the inconvenience, I should have posted this sooner.
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