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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alpha Centauri > AC-Creation > Deadlier Mindworms, More Energy From Fungus, Etc
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16.Sep: ZAKHAROV TURNS ELEVEN
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beyowulf is offline beyowulf
Chieftain
US
Feb 2000
time: 05:13
Post  Old Post 17-02-2000 06:22
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Deadlier Mindworms, More Energy From Fungus, Etc Support Apolyton buy from Amazon

Iam making a Dune-type scenario, but there are somethings I'd like to do, but don't know how. I'd like to make the Mindworms more deadly, in the sense that they could kill any unit, no matter how strong, at the same time I'd like to restrict them to a particular terrain. Also, I'd like to get more energy from fungus, and set exactly how much.

Anyone know how to do this?

Thanks.


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Andrew

Jasonian is offline Jasonian
King
Ruins of Jasonia Palace
Sep 1999
time: 00:13
Post  Old Post 18-02-2000 04:51
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Increase the size of your Attachments

Well, there are two solutions to the problem, neither of which are very fun to do. Here is what I see:

Nasty mindworms: give all factions a -100 PSI penalty. They won't have a chance.

More/fixed energy: First, turn off all the flags in the techs that give you more energy from fungus. Then, using the faction fungus energy bonus, give them as much energy as you want.


There is probably better ways to do these, so stick around and wait for more answers.

Grigger is offline Grigger
Warlord
CT
Jul 1999
time: 05:13
Post  Old Post 20-02-2000 02:00
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Put an end to popups!

I would say the same thing for the Fungus energy, however for the Mindworms, I'd give them a better reactor if possible, but I don't think alpha.txt gives you that option.

beyowulf is offline beyowulf
Chieftain
US
Feb 2000
time: 05:13
Post  Old Post 20-02-2000 08:26
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I gave it some thought myself. I thought of changing the PSI Offense/Defense ratio to maybe 6,1 and upping the movement rate to maybe 10(give or take). Anyone know if upping the movement rate on mindworms is possible?

Anyone more importantly, I'd like to restrict the terrain mindworms can travel on to both dunes and fungus. I'd like to give the factions -some- defense against the mindworms. Stay off the dunes and fungus, and they'll be fine. On the otherhand, sending out a few supply crawlers onto the fungus will net -alot- of energy. Maybe I could restrict them to just the fungus.(hmm)



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Andrew

Aredhran is offline Aredhran
Prince
Geneva, Switzerland
Apr 1999
time: 06:13
Post  Old Post 21-02-2000 15:29
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From the #UNITS section of alpha.txt

code:
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000 Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 000000000000000000000000 Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 000000000000000000100000


The key here is the second column, it's the chassis upon which the unit is based. For example, if you replace Infantry by Hovertank, you have a worm that can move 9 squares/turn. I don't think you can restrict them to Fungus though.

Aredhran

Travathian is offline Travathian
Warlord
Chandler, AZ, USA
May 1999
time: 21:13
Post  Old Post 26-02-2000 23:24 Visit Travathian's homepage!
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#6 Report this post to a moderator
Enter the AD-FREE zone

Ahh, but wouldnt you also want to make it so the factions couldnt build the mind worms? Only native ones would appear? But they could still be captured?

=)

I'm sure that throws a nice wrench in the gears. Still thinking about the fungus/dune restriction idea . . .

beyowulf is offline beyowulf
Chieftain
US
Feb 2000
time: 05:13
Post  Old Post 27-02-2000 09:54
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>>Ahh, but wouldnt you also want to make it so the factions couldnt build the mind worms? Only native ones would appear? But they could still be captured?<<

Yup, thats true. Maybe by the editing the tech that allows Mindworm building, have to check in on that.

As for captured worms. Wonder if there is way to make them go feral after a couple of turns. Or maybe make them undesirable to have? Perhaps I could make them so they need lots of support. Or maybe make using them an atrocity.

You people are giving me lots of good ideas, keep'em coming.

korn469 is offline korn469
King
Poetic Justic
Apr 1999
time: 00:13
Post  Old Post 27-02-2000 10:57
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here's what i'd do...in your scenario, just use sea fungus and only allow sea mindworms, but instead of using a foil chassis use a crusier chassis so they'd have killer movement and youcan't make the psi attack defend ratio be 6-1 cuz if you attacked a mind worm you'd always win maybe those ideas will help

korn469

Travathian is offline Travathian
Warlord
Chandler, AZ, USA
May 1999
time: 21:13
Post  Old Post 28-02-2000 00:52 Visit Travathian's homepage!
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"As for captured worms. Wonder if there is way to make them go feral after a couple of turns"

Actually, how about a certain percentage chance each turn instead, based on your planet rating. (5% cumulative a turn)-(5xPlanet rating)-(1-5% for each SP or tech dealing with native technology)

I think that makes a bit more sense, the more Planet friendly you are, the more submissive the worms would be. Unlike with Morgan, the worms probably would last more than a turn or two at most, unless he went green.

This seems like a cool mod, if you can get it to work I'd love to playtest it.

beyowulf is offline beyowulf
Chieftain
US
Feb 2000
time: 05:13
Post  Old Post 29-02-2000 09:20
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Lose 30 kilos (of popups)

quote:

Originally posted by

<
I think that makes a bit more sense, the more Planet friendly you are, the more submissive the worms would be. Unlike with Morgan, the worms probably would last more than a turn or two at most, unless he went green.>>

This sounds great. Unfortunately, I have no idea how to go about implementing it. Another way I've noticed that might potentially make Mindworms undesirable to keep around is increasing the cost of support. Anyone know how do this? Another way would be that using Mindworms would be an atrocity. There are a couple of lines in Alpha.txt that seems to make it possible to do this, but it seems impossible to make heads or tails out of this. The lines are:

; Abil = Special ability flags
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 000000000000000000000000

The last part of the mind worms line is what is referred to as the special ability flags. But what flag gives you what ability. Originally, I thought it referred to the abilities like Clean Reactor, Super Former, etc, but there seems to be no correlation. Hmm..maybe I should ask Firaxis? Anyone know how good their tech support is, or if there is a specific person I should try to contact?


<
>>

Sure.

Incidentally, one last question. The map I am working with. Works fine in the Scenario Editor, but when I use to start a normal, no scenario game with it the game just hangs. I think it has to do with the fact that I increased the elevation of everything to 3500 meters. Or maybe the game can't decide where to put the starting position of the factions. Anyone have any ideas?

beyowulf is offline beyowulf
Chieftain
US
Feb 2000
time: 05:13
Post  Old Post 29-02-2000 09:23
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Eh formating got screwed up on the last post, sorry bout that.


Aredhran is offline Aredhran
Prince
Geneva, Switzerland
Apr 1999
time: 06:13
Post  Old Post 29-02-2000 17:02
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Tired of ads?

Try this to prevent the worms from being built. I haven't tried it myself, so no guarantees.

Psi, Psi, 1, 5, 0, Disable, 3, 000000000000000000000000
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, Disable, -1, 000000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, Disable, -1, 000000000000000000100000

Aredhran

Jasonian is offline Jasonian
King
Ruins of Jasonia Palace
Sep 1999
time: 00:13
Thumbs up  Old Post 01-03-2000 05:31
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After messing with units for a VERY long time, I can say that what Aredhran suggested will work with absolute certanty.

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