|
AlexanderIII
|
|
Canada
Aug 1999 time: 05:13
|
|
There are a few things you can do:
1. Change these lines in #RULES in alpha.txt to:
None, ; Technology to improve fungus squares
None, ; Technology to ease fungus movement
None, ; Technology to build roads in fungus
So that even if fungus does appear, it does not hamper anything in any way.
2. Change these lines in #TERRAIN in alpha.txt to:
Fungus, None, Sea Fungus, None, 0, Remove $STR0, F, F
Fungus, Disable, Sea Fungus, Disable, 6, Plant $STR0, F, Ctrl+F
This disallowes you from planting fungus, and makes removal of existing fungus take no time at all.
3. Change these lines in #WORLDBUILDER in alpha.txt to:
0, ; Fungus (Fungus coefficient based on LIFE selection)
This ensures that no fungus will appear on the map (I think) no matter the fungus selection at game start.
4. Change the whole of #UNITS in alpha.txt to:
#UNITS
29
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None, -1, 00000000000000000000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, Ecology, -1, 00000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 00000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, PlaNets, -1, 00000000000000000000000000
Alien Artifact, Infantry, Artifact, Scout, 12,10, 0, Disable, 2, 00000000000000000000000000
Mind Worms, Infantry, Gun, Scout, 1, 5, 0, Disable, 3, 00000000000000000000000000
Isle of the Deep, Foil, Gun, Scout, 7, 8, 4, Disable, -1, 00000000000000000000000000
Locusts of Chiron, Gravship, Gun, Scout, 4,10, 0, Disable, -1, 00000000000000000000000000
Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 00000000000000000000000000
Unity Scout Chopper, Copter, Gun, Scout, 4, 0, 0, Disable, -1, 00000000000000000000100000
Unity Foil, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 00100000000000000000000000
Sealurk, Foil, Gun, Scout, 6, 6, 0, Disable, 4, 00000000000000000000000000
Spore Launcher, Infantry, Gun, Scout, 0, 5, 0, Disable, 5, 00000000000000000000000000
Battle Ogre MK1, Infantry, R-Laser, 3-Res, 0,10, 0, Disable, 6, 00010000000000000000000000
Battle Ogre MK2, Infantry, R-Bolt, 8-Res, 0,15, 0, Disable, 6, 10010000000000000000000000
Battle Ogre MK3, Speeder, String, Stasis, 0,20, 0, Disable, 6, 10010000000000000000000000
Fungal Tower, Infantry, Gun, Scout, 3, 0, 0, Disable, 1, 00000000000000000000000000
Unity Mining Laser, Infantry, Laser, Scout, 0, 0, 0, Disable, -1, 00000000000000000000000000
Sea Escape Pod, Foil, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00000000000000000000000000
Unity Gunship, Foil, Gun, Scout, -1, 0, 0, Disable, -1, 00000000000000000000000000
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000000000
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 00000000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000100000
Sealurk, Foil, Psi, Psi, 6, 6, 0, CentPsi, 4, 00000000000000000001000000
Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000001000000000000000
Fungal Tower, Infantry, Psi, Psi, 3, 0, 0, CentPsi, 1, 00000000000000000000000000
What this does is reposition the fungal/alien psi units elsewhere so the players/factions can build them, but because the units in their original position have been removed of their psi and abilities, they are effectively no longer any threat at all, even if they do pop up, which cannot be helped, alas. Putting Disable in the tech of the original units disallows the players or factions from building the impotent units. In addition, the player/factions may now even build the Fungal Tower at the Centauri Psi tech. You may wish to remove the ability for the players/factions to build these units, in which case you would delete the last six lines and keep the first two lines as
#UNITS
23
Other than that I cannot see what much can be done. Fungus will still pop up with increased eco damage, though it won't hamper movement and the mind worms it produces will not be a threat. The Ruins will still have lots of fungus around it, though it should not matter either. Fungus will still retain its camouflaging properties, though.
|