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Andrew Miller
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College Park, Maryland
Sep 2002 time: 05:22
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I'm just re-installing SMAC after a while, and am trying to tweak it a bit before beginning play. I would enjoy the game more if no sea colonies were allowed, forcing all factions to either colonize islands or increase the size of their own territories by raising land out of the sea.
Does anyone know how to tweak the game to disallow sea colony pods? I can't figure it out for myself.
--Andrew
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Markus The Mighty
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quote: Originally posted by Adalbertus
I'm not experienced in tweaking the game. But isn't it possible to simply forbid mounting a colony pod to a seagoing chassis, the same way as you can't mount a probe equipment to an aircraft? |
AFAIK, no, you can't. There is no way in the alpha(x).txt you can prevent mounting weapons/equipment on different chassis.
I don't know about the thing with jet-probe teams, never tried that one. If you can't create one, it may be hardcoded, but I can't find anything about it in the text files.
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Andrew Miller
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College Park, Maryland
Sep 2002 time: 05:22
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Blake, your list of tweaks did the job. Thank you.
Incidentally, the reason I wanted to disable sea colony pods is because I find they make the late game tedious-- your opponents declare Vendetta, but their seagoing empire is vast, and putting them out of commission so their needlejets don't continually strafe your territory practically requires you to build huge forces of Locusts, the only unit which can both fly and capture bases. This experience resonate with anybody?
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:22
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quote: Originally posted by Straybow
Correcting that AI cheat would be a hack I'd like to see. |
Why is this an AI cheat? You can build seabases in deep ocean also.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:22
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I would do this just to bump up the cost of Sea Colony. A Sea Colony automatically has a Pressure Dome, which in turn includes Recycling Tanks. It makes sense to me to add the Pressure Dome cost (8 rows) to the Sea Colony unit cost. That alone might discourage AI fixation on sea colonies.
Q: When predesigning units, does the game assume that the most advanced reactor meeting the preq is included? What happens when the next power plant becomes available?
For example, a fission colony speeder costs 8 but a fusion colony speeder costs 4. I can specifiy a "Colony Wagon," preq Mobile and cost 8, then "Colony Rig," preq Mobile, Fusion and cost 4, assuming that the latter will have fusion reactor.
Naturally, this means that every chassis and ability you wish to allow for would either have a cost that doesn't drop with advanced power plants, or you need to include a cost calculated predesigned type for each power plant (ugh).
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grayrest
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quote: practically requires you to build huge forces of Locusts, the only unit which can both fly and capture bases. |
I have a completely unpatched SMAC, but I take sea bases with gravships.
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