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beyowulf
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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
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Grigger
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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.
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beyowulf
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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
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Aredhran
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Geneva, Switzerland
Apr 1999 time: 06:13
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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
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:13
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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?
=)
I'm sure that throws a nice wrench in the gears. Still thinking about the fungus/dune restriction idea . . .
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beyowulf
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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.
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Travathian
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Chandler, AZ, USA
May 1999 time: 21:13
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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.
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beyowulf
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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?
<
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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?
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beyowulf
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Eh formating got screwed up on the last post, sorry bout that.
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Aredhran
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Geneva, Switzerland
Apr 1999 time: 06:13
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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
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