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Illuminatus is offline Illuminatus
SMAC Stories Editor
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  Old Post 21-07-2005 18:02 Visit Illuminatus<br><img src=/forums/images/staff-icon.gif>'s homepage!
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Weird SMAC screenshots Get a bigger avatar today!

Being in possibility to use my home computer again, I started a new game of SMAX couple of hours ago. However, as you can seeon the images below, something weird has occured. At first I noticed that Spartans are building Fungicide Missile Foil. Since the base building it was out of reach, I did not worry about it. Now, Spartans have sent foil to bombard base where part of my airforce is located.

Attachment: weird1.jpg
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Last edited by Illuminatus on 21-07-2005 at 18:25

Illuminatus is offline Illuminatus
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I haven't modded anything, and I can't design a similar unit in the workshop. I'll let the foil live until a probe cruiser is ready to subvert it.

I must say this is an innovative design for Spartan navy. And foil looks interesting too,.

Strangely enough, this bug hasn't affected my game yet. I'll report if anything happens when I subvert it.

What are your weird SMACX screenshots?

Attachment: weird2.jpg
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Last edited by Illuminatus on 21-07-2005 at 18:13

Chaos Theory is offline Chaos Theory

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2241 and you're still on Orbital Spaceflight?

Illuminatus is offline Illuminatus
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quote:
Originally posted by Chaos Theory
2241 and you're still on Orbital Spaceflight?


Tech stagnation is on. I've started on a five square landmass so I had to 'liberate' neighbouring continent to spread first. There were a lot of wars and AIs weren't particulary useful for probing techs from them. I probed Yang for AdvSpaceflight around 2225, but game recently offered me only skipped Orbital Spaceflight for research.

jadenstriker is offline jadenstriker
Settler

Jul 2005
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  Old Post 22-07-2005 00:53
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Surely those are your more outter reaching bases?! Those look quite under developed for 2241, tech stag or not.

Yeah, thats got to be it. They have to be your most recent colonies, and haven't had time to terraform the area.

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  Old Post 22-07-2005 01:00
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quote:
Originally posted by jadenstriker
Surely those are your more outter reaching bases?! Those look quite under developed for 2241, tech stag or not.

Yeah, thats got to be it. They have to be your most recent colonies, and haven't had time to terraform the area.


Makes sense since it is a size 2 with a name "beta sector" which IIRC is one of the default names the game goes to after you exhaust your faction specific ones

Illuminatus is offline Illuminatus
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quote:
Originally posted by jadenstriker
Surely those are your more outter reaching bases?! Those look quite under developed for 2241, tech stag or not.

Yeah, thats got to be it. They have to be your most recent colonies, and haven't had time to terraform the area.


Base is not even on mainland - it is on a minor landmass between me and Spartans. It was established as an airbase by a needlepod. By the time screenshot was taken, landbridge to connect it to the continent was under construction.

I subverted the fungicide foil. Design of fungicide foil appeared in unit workshop but whenever I tried to view it or modify it showed up as an ordinary foil. So much for combat fungicide foils.

Datajack Franit is offline Datajack Franit
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Why wasting time on naval force if the whole word is so tech backward?

Maniac is offline Maniac
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Jul 1999
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  Old Post 22-07-2005 06:16
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The fungicidal foil is a known bug. AFAIK the only factions who can sometimes build them are the Spartans and Believers. As you've discovered yourself already, you can't build them yourself, and their existence doesn't do anything bad or crashy to your game.

jadenstriker is offline jadenstriker
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Jul 2005
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quote:
Originally posted by Illuminatus


Base is not even on mainland - it is on a minor landmass between me and Spartans. It was established as an airbase by a needlepod. By the time screenshot was taken, landbridge to connect it to the continent was under construction.

I subverted the fungicide foil. Design of fungicide foil appeared in unit workshop but whenever I tried to view it or modify it showed up as an ordinary foil. So much for combat fungicide foils.


AH! Thats why. Heh, done that a few times too. Though when sea transport get air bays I usually have those in remote area's that tend to be neglected, more so if I have fungus like road or other secret tech. If you can plant an airbase in funcus and not be detected, more power to you.

Sense it is a remote landmass between you and sparta, I can see way you want to occupy it first, don't want them getting too close if they are hostile.

Illuminatus is offline Illuminatus
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quote:
Originally posted by Maniac
The fungicidal foil is a known bug. AFAIK the only factions who can sometimes build them are the Spartans and Believers. As you've discovered yourself already, you can't build them yourself, and their existence doesn't do anything bad or crashy to your game.

I've never seen it before, despite having seen numerous asteroid strikes.

Thanks

Datajack Franit is offline Datajack Franit
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Same here

Ghidorah is offline Ghidorah
Settler

Jul 2005
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  Old Post 23-07-2005 07:47
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So if you steal them with a probe, can they clear fungus?

The people want to know these things

Chaos Theory is offline Chaos Theory

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Well, since fungicidal doesn't grant the ability to clear fungus (it just makes that faster), I would expect no. However, it wouldn't be unprecedented for the game to combine a noncombat ability with a combat unit. The IoD does this, and further units that transport and attack can be designed, such as the Q Ship.

molly bloom is offline molly bloom
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Lundenwic
Oct 2001
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  Old Post 25-07-2005 15:32
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I like it- looks like a mutant early hovercraft, full of Spartan day trippers and children, looking forward to a sunny day's work of rending, reiving and wrecking.


Market scene, Kylix from Sparta

Attachment: spartamarket995.jpg
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Googlie is offline Googlie
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Apr 1999
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quote:
Originally posted by Illuminatus

What are your weird SMACX screenshots?


Here's one that I just encountered (A Darsnan CMN'd game - some remnants of one of his mods crept into a new game he set up)

My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......

Attachment: 1234-occ2.gif
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Darsnan is offline Darsnan
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New Syracuse, Beta Prime
Dec 2001
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  Old Post 25-07-2005 18:39
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quote:
Originally posted by Googlie


Here's one that I just encountered (A Darsnan CMN'd game - some remnants of one of his mods crept into a new game he set up)

My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......



Gee - thanx for pointing my mistakes out to everyone, Googlie!

Anyways, another thought that occured to me was that, since this was an OCC game, why I had disabled CP production in it via the Scenario Designer. I'm not sure if this somehow screwed up the unit selection as well. Any experience with trying this parameter in the Scenario Designer? If not, I'll look into this as well. Regardless, why push come to shove I can just make all my alphax.txt files the same, which should defeat the problem at hand when I rebuild the game for you.

Anyways, back to topic (which is "weird screenshots"): I'm working on my next SP Challenge, and intermittently what is happening is that various parts of the explored map suddenly go dark (i.e. unexplored) on me. I'm using the Flat map, and another issue that I see here is that along the edges of the map why I can "see" AI units moving off the edges of the map. Anyone else have experiences like this playing on a flat map?


D

Ghidorah is offline Ghidorah
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Jul 2005
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  Old Post 25-07-2005 18:41
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Looks more like your scout had something that disagreed with him for dinner. Rather a lot of something, in fact.

molly bloom is offline molly bloom
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  Old Post 25-07-2005 19:45
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quote:
Originally posted by Ghidorah
Looks more like your scout had something that disagreed with him for dinner. Rather a lot of something, in fact.



Looks like fungus pizza. Not the most popular dish in the rec commons that night....


Still, you could keep 'em quiet in the children's creche by threatening them with it for dindins the next day too....

Illuminatus is offline Illuminatus
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quote:
Originally posted by Googlie
My scout is witnessing evolution before his very eyes as an IoD struggles to gain land .......


Shouldn't it be returning to the land?

BTW isn't that NL graphics from SMAC demo?

Commy is offline Commy
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quote:
Originally posted by Darsnan

Anyways, back to topic (which is "weird screenshots"): I'm working on my next SP Challenge, and intermittently what is happening is that various parts of the explored map suddenly go dark (i.e. unexplored) on me. I'm using the Flat map, and another issue that I see here is that along the edges of the map why I can "see" AI units moving off the edges of the map. Anyone else have experiences like this playing on a flat map?


I have this happen every time on a flat map...it's a problem with the game...what I try to do to prevent it is to not have any land on the edge of the map, just have 1 or 2 squares of water....

dmm1285 is offline dmm1285
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Oct 2002
time: 00:37
  Old Post 26-07-2005 03:29
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quote:
Originally posted by Chaos Theory
Well, since fungicidal doesn't grant the ability to clear fungus (it just makes that faster), I would expect no. However, it wouldn't be unprecedented for the game to combine a noncombat ability with a combat unit. The IoD does this, and further units that transport and attack can be designed, such as the Q Ship.


Q ship?

Darsnan is offline Darsnan
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quote:
Originally posted by dmm1285


Q ship?


Q Ship: a naval combat unit which can also carry land units. First proposed by Googlie about a year ago, with the name coming from the German merchant raiders of WW2 in that they were disguised as transports/ merchentment, but carried concealed armaments. Example:

Q Ship, Foil, Impact, Scout, 7, 0, 2, Disable, -1, 00100100000000000000000000000


This unit has an Impact weapon, and can carry 2 land units. It also has the Marine Detachment capability, meaning it can capture enemy naval units.


D

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Oct 2002
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  Old Post 26-07-2005 04:18
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quote:
Originally posted by Darsnan


Q Ship: a naval combat unit which can also carry land units. First proposed by Googlie about a year ago, with the name coming from the German merchant raiders of WW2 in that they were disguised as transports/ merchentment, but carried concealed armaments. Example:

Q Ship, Foil, Impact, Scout, 7, 0, 2, Disable, -1, 00100100000000000000000000000


This unit has an Impact weapon, and can carry 2 land units. It also has the Marine Detachment capability, meaning it can capture enemy naval units.


D


so you put 2 things in a units weapon slot by editing the alpha(x).txt? i'm surprised that's possible.

Darsnan is offline Darsnan
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  Old Post 26-07-2005 05:32
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quote:
Originally posted by dmm1285


so you put 2 things in a units weapon slot by editing the alpha(x).txt? i'm surprised that's possible.


Visit CGN's SMAC Academy where this and many more secrets of the game are explained.


D

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Interesting...

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  Old Post 26-07-2005 19:22
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Now that's interesting...it is possible to have this happen when you have specialists, but this is much more trickier...

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how?

Senethro is offline Senethro
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Jul 2004
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  Old Post 31-07-2005 06:30
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The game already gives priority to Labs for distribution of energy. When you have an odd number of energy and 50/50 assignment it always gives labs the extra energy.

Maybe it just knows psych sucks

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I found the distribution to be really odd. Since the game insists on integers for energy allocation, with 5 energy and a 90/0/10 split, 5/0/0 and 4/0/1 would be equally near the desired split, and either would be acceptable. To throw a leftover point into labs is absolutely silly, and reveals sloppy programming, but that wouldn't be unprecedented in Alpha Centauri. Fortunately, the game is so good that it partially transcends its implementation.

 
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