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I'm planning on making a SMACX2 modpack once I finish making the SMAC2 modpack.
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Sinapus
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Houston, Texas
Jun 1999 time: 23:13
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Well, I work nights, was off Sunday morning and DST was ending, so I opened up a text editor and started looking through the alphax.txt and other files to see what was changed.
Found I could only fit three of SNAC's techs in there. Doctrine:Intelligence, Doctrine estruction and Planetary Engineering got chosen. The stuff Applied Systems was supposed to allow is now part of Adaptive Doctrine and Gene Splicing is just going to have to sub for Secrets of Genetics w/o the free advance to the first to discover it.
Haven't fully playtested it (mostly just started a game with one or another faction to see if the mods worked) and don't consider it complete. Mainly because I haven't really thought of any mods for the new factions and I didn't touch the alien techs.
Basically, I switched Planetary Networks with Doctrine:Intelligence for the Angels and gave the Cyborgs a -2 Morale penalty. Tried to put in the changes done to the original seven factions, but couldn't fit a free former unit in some of them (Morgan in particular).
I could throw together all the files I changed and put it somewhere where others can look. However, I haven't written any detailed readme files for SNACX like what Shining1 did when he created SNAC. ^_^;;
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|"Anything I can do to help?" "Um. Short of dying? No, can't think of a |
| thing." -Morden, Vir. 'Interludes and Examinations' -Babylon 5 |
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AlexanderIII
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Canada
Aug 1999 time: 05:13
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I am nearing completion of my SNAX 1.0, the precursor of SNAC from Shining1, which will be maxed out with additions to SMAC. It will include versions of the SMAC-X factions, adapted for this SMAC mod. How I handled adding the SMAC-X factions was to rearrange what abilities go to what techs, and then just assign them as starting techs for the factions. For instance, for the Pirates, to allot them ship-capture-like abilities, I reassigned Amphibious Pods and '+1 bonus to mining platform' to a new tech called Adaptive Hydonautics, then assigned it as one of the faction's starting techs. The AI still places their bases on land, but there's not much van be done about that for SMAC.
My SMAC-X module SNAX-X will be out in December hopefully. Since SNAX adds about 11 new techs, one shy of all the tech slots, it will be hard choosing among them which ones to add to the new SNAX-X mod. I've been thinking that one might be able to add more techs after Transcendent Thought and then simply add corresponding graphics numbers above 80, but I have not tried whether the game wil recognize them yet. Has anyone tried this?
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