 |
|  |
 |
|
Ned
|
 |
of Aptos, CA
Oct 1999 time: 21:13
|
|
Locus, I don't know how you would limit the number of bases in the Alphax.txt, however you can do two things to limit the number of bases in the game. First, don't build more than the number you think right. (Depending on the size of the map, building beyond a certain number results in an additional drone(s) per new base. As well, building far from your home base (more than 20 tiles) simply is a waist due to inefficiency.) If you take a base from an enemy, either give that base to a submissive or wait until the faction from whom you took the base surrenders and then give it back to him or her. What this does is both strenghten your submissive and increases commerce income between the base you just gave away and one of your "home" bases. Since commerce income is related to the sum of the energy produced by "both" matched bases, even a size 1 base, far across the map, can generate 30-40 commerce income in a matched base! Ned
|
|
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
|
|
Locus:
One of the things you could do (and it does have drawbacks) is to start a scenario, set all the parameters, and check the AI strategy to build things other than bases (eg lotsa arty or missiles, or to concentrate on air, sea or land power), then set the "you control" preference to the faction you want to play, and save it. Now open "play scenario" and proceed as normal, but save it early as a regular .sav game.
Drawback is, of course, you see the map and the starting positions of the other factions (after all, you put them there)
As a test, if you let me know which faction you like to play, and which against, I'll set it up for you and e-mail it you and then let me know if, after you've played, the AI was more intelligent as to its strategy.
Another thing you can do is to disable the sea colony pod in the alpha.txt file. Drawback is tho that no-one can build them then except you (thru the workshop, much like a trawler). Or you can edit the txt to make colony pods ten timews (or any multiple) more expensive - again, you are hit as well as your expansion would be ten times as expensive.
Don't know of any wat to limit the actual number in the txt files, tho.
Let me know if you want me to build a scenario start for you
Googlie
|
|
|  |
 |
|
Googlie
|
 |
Commanding Officer, CRYPTEIA
Apr 1999 time: 21:13
|
|
Locus:
Specifically, if smacx, use a word program to open aplhax.txt. About half way thru thru file is a set headed #UNITS, where all the prreset units are (I think there are 23 - I have 24 in my list 'cos I made a preset sea crawler)
This is how that list starts (in my version):
#UNITS
24
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 00000000000000000000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 00000000000000000000000000
Towards the end is a unit called:
Sea Escape Pod, Foil, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00000000000000000000000000
(right before the Unity Gunship)
delete those 2 lines, and set the # of the title to 1 less than is there (e.g. if 23, then set to 22 - this aligns the unit with its graphics)
The AI won't be able to build any sea colonies, and you will only be able to do so thru the workshop (but it'll look like a land pod on floats, not like the usual sea colony pod)
Good luck
G.
[This message has been edited by Googlie (edited April 09, 2001).]
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:13. Apolyton Time is 00:13. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|