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vitamin j
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Hey Googlie!
That sounds really cool, count me in. Gotta love them pirates. Props to Scipio for the idea. Do you mind telling me what happened to the game you mentioned, why it was discontinued?
Also, I'd be interested in looking at a save from that game if you have one and it's cool. Thanks.
vitamin j
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Scipio Centaurus
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Sure. Count me in. You can use the Pirate clones I created if you want.
Since they are Pirate faction clones, would the game have to be SMAX? I'm not sure if SMAC terran.exe can recognize certain faction file attributes like the AQUATIC attribute.
There was no AI in WW01 because I created a SMAX WaterWorld scenario [SC file] based on a alphax.txt file with only the 4 human controlled factions in it. I don't know about the rest of you players from WW01, but I got faction file parse errors every time I loaded a game turn, because terranx.exe expects to find 7 factions specified in alphax.txt. Didn't affect play, though.
For a true all Pirates pickup game with no AI, I think you would need all 7 factions under human control. i.e. You would need 3 more Pirate clone factions. Or you could just let SMAX pick AI factions at random, like some of the Apolyton tournament games.
Otherwise, you might have to do what I did - create a custom scenario with AI factions removed by modifyng the alphax.txt file
Maybe there's some simple workaround I'm unaware of?
- Scipio
PS. To whoever asked why the WaterWorld game died... it died the "Death of a Thousand Delays".
Last edited by Scipio Centaurus on 23-10-2001 at 10:19
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Scipio Centaurus
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quote: Originally posted by Googlie
In the Scenario editor itself you can eliminate factions so that you are left with just the loaded ones... |
I tried 'eradicating' various factions from the editor, but they always showed up in my test runs anyway. Hopefully you'll have better luck.
quote: Also you don't need to alter the alphax.txt to get a custom faction in the game if you are using the Scenario Editor (There's a "reload factions" command that lets you drop a faction and add another) In smax's alphax there is an empty section called "Custom factions" - you can load up to six factions there and then when selecting from the game menu for factions in the game these choices appear - also selecting 'random' will let the computer choose from among these as well. |
Right. My 'regular' alphax.txt does list the Pirate factions in the custom factions section and it does behave exactly as you say. But I must always have 7 factions when I start a pickup game that way. What Firaxis forgot to put into the faction load screen was an option to select NONE for one or more factions in the 7 faction slots. That would make pure Pirate vs. Pirate or Hive vs. Hive style games much easier.
BTW, it's kinda fun to play a pickup game against the Pirate clone factions from time to time because you get to see the altered dialog for each faction. You don't get to see that in the MP Pirate games, though the new base names do still come into play. Feel free to pass out my Pirate clone TXT files to anyone who wants to play solo against [or with] them.
quote: Using the 'reload factions' command, the leaders' pics that are displayed are the ones that were in the last game you played (so one clone leader might be Aki, if the cyborgs were the last regular faction in that slot before you changed it in the Scenario Editor). Loading through adding the factions to the 'Custom Factions' in the alphax.txt will default to the gaians pics if no changes have been made to the 'namefaction2' and 'namefaction3' graphics. |
Yea. This is a niusance bug. Control of faction graphics is via the Alpha Centauri.ini file. There are several cures, but I won't get into the details here.
quote: And while you can load the factions to SMAC - the pirates attributes aren't carried over (eg don't get the mineral from shelf tiles, etc) So my guess would be it needs to be played on a smax platform. Googlie |
Thought so. I'll bet it's that AQUATIC=0 [or whatever] faction attribute that tells the terranx.exe engine to give ocean shelf MIN bonuses and start the faction with a sea colony pod in the ocean, etc.
- Scipio
Last edited by Scipio Centaurus on 23-10-2001 at 22:26
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Scipio Centaurus
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Let's see how many I can remember.
>Aquatic factions [Pirates are aquatic] start with sea colony pod[s]
>Aquatic factions get 2 unit prototypes free: Sea Colony Pod & Sea Former
>Aquatic factions get +1 mineral bonus in ocean shelf [coastal] tiles
>Aquatic factions can build enhancements [mining platforms/tidal harnesses] in ocean and ocean trench tiles after learning AdvEcolEng
>Pirates are -1 efficiency & -1 growth
>Pirates get 2 free techs: DocMob & DocFlex
>Pirates get free Naval Yards in every base after learning DocInit
>Pirates get free Marine detachments on every combat boat after learning AdapDoc
- Scipio
Last edited by Scipio Centaurus on 24-10-2001 at 01:14
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vitamin j
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I would rather not have a 7 player game either. It's hard enough to get good turn-around with 4 people. So my vote is to set up another game.
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Black Sunrise
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Buffalo, New York, USA
Aug 2000 time: 05:15
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I'm ready and waiting.
I reiterate my desire that we definately have a moderator, though.
First of all, it would allow us to maintain passwords, second, it would help if someone needs to take a week off for something, and third, it would allow rules clarifications (ever get half way into a game and wonder "that's a neat trick. Can I do it, or is it cheating?" Well, if you ask the whole group, they know exactly what you are doing. Having a mod allows you to check that w/o giving away the secret). Just a few thoughts,
Indra
Black Sunrise
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All times are GMT. The time now is 05:15. Apolyton Time is 00:15. |
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