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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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Since I've been significantly contemplating becoming involved in the cIV-->SMACX mod once Civ4 comes out, why in anticipation I have been going over the various SMAC(X) files to see exactly what they do and how they are organized. Since I've also been on again/ off again working on my own mod to the existing SMAC(X), why I decided to kill 2 birds with one stone, so to speak, and work on this project at the same time. Attached in this post and the next are the files I've modded to date. If you are interested in helping me out by playtesting this mod, then use the following instructions:
1) Use your SMAC(X) disks to create a second loading of SMAC(X) on your machine. Suggestion: the directory path I've used when creating new loadings on my machine is "C:SMACX\Loading X" where X represents the loading number.
2) Download the attached zipped files in this and the next post and unzip them into the main directory of your new loading. (Note: had to break these up because the original zip file was greater than 500k, which is my upload limit....)
3) Download and unzip the files in the third and fourth post in this thread and unzip them into the "fx" subdirectory of your newly created loading.
4) Create a shortcut on your desktop pointing to this version of the game, and rename the shortcut "Beta Lyrae".
5) On your desktop double-click on the Beta Lyrae icon to start the game.
6) Select New Game, choose whatever planetary parameters you like, and human Faction of choice.
7) Ensure the Progenitors are enabled as AI's, that Random Events are on, and that Interludes are on.
8) For winning the game, go for the Transcendence option.
There's a lot of new concepts here garnered from player feedback, CMN ideas, and my own ideas on an alternate Interludes storyline. So feedback from all arenas is what I'm looking for here, the more the better, for better, or for worse! 
D
Attachment: bl 1.zip
This has been downloaded 14 time(s).
Last edited by Darsnan on 29-08-2005 at 00:32
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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By MY 2473, several Factions have established themselves as the dominant forces in the Alpha Centauri solar system. Planet Busters, Drop Units, helicopters armed with Nerve Agent, and growing hordes of native lifeforms make it clear that, with a single spark, Planet could very well go the way of Earth, and erupt into devastating global warfare!
In these most ominous of times, several minor factions discovered the wreckage of a Progenitor interstellar spaceship on the farside of Nessus. In utmost secrecy the Factions agreed to pool their meager resources and reverse-engineer the alien spaceship, hoping that by using the interstellar drive of the spaceship they can find a new home outside of the Alpha Centauri solar system, free from the dominion of the dominant Factions on Planet.
After much discussion, the Faction leaders agree that their destination is to be an Eden-like planet labeled on the salvaged Progenitor star charts simply as “Colony: Failed”.
By MY 2492, 1,000 years after Columbus made his historic voyage, the spaceship Santa Maria is ready, and the hyperjump is made to the Beta Lyrae solar system.
However, upon arriving in-system, the spaceships sensors indicate that the planet chosen for colonization is not the pristine Garden of Eden listed in the Progenitor database, but an eroded wasteland, showing only brief glimpses of what this planet must once have once been like.
Discouraged by this turn of events, a council is called, and it is agreed that another promising solar system is to be chosen for the purpose of colonization.
Just as the Progenitor-cloned hyperdrive is being activated, a strange alien spaceship materializes in the space above you, attacking your spaceship and sending it into a decaying orbit around the planet below, known as Beta Prime.
Now, armed only with what you could hastily salvage from the spaceship, you must begin anew on the former Progenitor colony planet of Beta Prime!
D
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:37
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The Kra-Lek are actually a polyglot of species, each controlled by two parasitic organisms that act as each individual’s brains, with the Kra serving as the consciousness, and the Lek governing those tasks that fall into the realm of the subconsciousness. Because the Kra-Lek Empire has encompassed many solar systems, and thus many varying environments and species, the Kra-Lek’s parasitic ability to control other species allows them to become masters of many disparate domains.
At their pinnacle, the Kra-Lek were masters of all they surveyed, engulfing an empire spanning hundreds of parsecs. Now, by MY 2492 in human reckoning, the Kra-Lek are a beaten race, their empire on its knees. Massive armadas of enemy spaceships are bearing down on every Kra-Lek border, with revenge and retribution in store for the Kra-Lek……
However, the Kra-Lek have one last hope. Many years ago they had enslaved a race that had discovered the ability to open interdimensional portals, allowing the Kra-Lek to explore their homeworld as it appeared in another reality. For years this technology lay dormant, with only a brief surge in interest when a strange alien race which called itself the "Progenitors" attempted to colonize the Kra-Lek homeworld in this alternate dimension, and it was determined that the aliens should be "removed"....
However, as the Kra-Lek’s fortunes waned in the ensueing years, and with the realization that that their species would most assuredly be exterminated for their crimes, the Kra-Lek began desperately pouring resources and energy into developing the technology for moving the remnants of their civilization into this alternate reality, where the Kra-Lek could begin anew, safe from the avengers bent on their destruction.
Several years have passed since the Kra-Lek have initiated this program. Many permanent colonies have been established in the alternate dimension, and flora from the homeworld have been seeded and taken root, naturally spreading across the face of the planet that is to become their new home. In the space above, sensors have been placed, with specially equipped spaceships of the Home Guard ready at a moments notice to teleport into the alternate dimension, to protect their burgeoning new home from any intruders…..
The year is now MY 2492…….
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:37
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Upon starting terranx.exe:
A bad technology key was found in alphax.txt
Bad key: CentPsi
On following line: The Will to Power, WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000
Solution: Replace all appearances of BetaPsi with CentPsi or vice versa
Crashed upon reaching faction selection; quick start works, however, and that's what I've used to test out the mod somewhat.
So far, so good. 50 years in and mostly alone, but a bit cramped. Even if you hadn't posted these mod files, I'd instantly know you wrote the interludes, because of your creative use of the word "why".
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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 Chaos Theory
Upon starting terranx.exe:
A bad technology key was found in alphax.txt
Bad key: CentPsi
On following line: The Will to Power, WillPow, 0, 3, 1, 4, HomoSup, CentPsi, 000000000
Solution: Replace all appearances of BetaPsi with CentPsi or vice versa
Crashed upon reaching faction selection; quick start works, however, and that's what I've used to test out the mod somewhat. |
Grrrr - I fixed those problems! Must've not saved off the right file into the appropriate subdirectory that I zipped and uploaded.....
Anyways, I have uploaded the appropriate files now. I'll E-Mail you the labels file that you can replace the one thats creating the terranx crash.
quote: Originally posted by Chaos Theory
So far, so good. 50 years in and mostly alone, but a bit cramped. |
OK. Some of things that I've changed won't become apparent right away, like decreased minerals for certain base units, etc.
quote: Originally posted by Chaos Theory
Even if you hadn't posted these mod files, I'd instantly know you wrote the interludes, because of your creative use of the word "why". |
Why, is that a bad thing? Regardless, I'm really interested in what people think of this replacement storyline for what happens on Beta Prime, and if its all plausible/ makes sense/ flows.
Anyways, any and all feedback appreciated! 
D
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GeoModder
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The most erratic Overlord!
Jan 2004 time: 06:37
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Darsnan, I simply switched 2 Kra'lek units in the alphax.txt file (Kra'lek city with Kra'lek hovertank and vice versa), and ingame I could see the hovertank then.
Edit: Nah, doesn't work either... the hovertank can only be native unit then.
Attachment: alphax.zip
This has been downloaded 4 time(s).
Last edited by GeoModder on 30-08-2005 at 10:31
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Cataphract887
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-nt
Last edited by Cataphract887 on 03-09-2005 at 19:59
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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 Cataphract887
hey darsnan do you have a log you kept,of every single edit made to any files etc? |
Essentially my computer is communal (i.e. wife and kids use it as well), so while I'm waiting my turn on it I jot my notes down on paper as ideas come to me, then edit in the ideas. Some ideas didn't work, and so were taken out. Nothing is documented as far as in a softcopy form for changes that I've made, nor has there been an organized effort to keep track of the changes that were kept. The way that I decide as to whether to incorporate a change or not is that I have an underlying theme that I am following, and if the idea/ concept I've thought of makes sense (and it works!) then I incoporate it.
Also please remember that this has been an off again/ on again project that I've been working on for almost 2 years now (It all started one day when I decided to try giving the Sealurk the marine detachment in addition to its sub special abilities. When I saw that this worked, I then started building the whole game off of that), so my recollection of every little edit may not be complete. If you have a specific question, why I should be able to answer that relatively easy though, as I can pull up the pertinent files and see what I did versus an unedited version.
D
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Cataphract887
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this isnt related to the prob i have dars,but how does the texture2.pcx file work ? my fresh installed copies dont have it, photoshop opens it as a graphics file,with rivers etc. is this a graphical overlay onto the original stuff? somewhat confused as to what it does or how
EDIT: sorry about any false alarms raised over your mod dars. a log file and questions are no longer needed 
Last edited by Cataphract887 on 03-09-2005 at 19:58
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