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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > AC-General/Help/Strategy-Archive > changing nerve gas casualties on cities?
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CreepyD is offline CreepyD
Settler

Jul 2002
time: 05:26
  Old Post 17-03-2003 17:59
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#1 Report this post to a moderator
changing nerve gas casualties on cities? Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I been looking on webbies and in all the text files but cant find it anywhere.
How do i change the 50% population loss that is caused?
imo its way too much, especially as the AI never uses it, it just gives me a huge advantage when I get choppers+nerve gas and obliterate everyone.

i think 10% casualties would be fairer, maybe even 25% attack increase, not 50%. dunno how to change that either.

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
time: 05:26
  Old Post 17-03-2003 18:17
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choppers with nerve gas .... now thats something I haven't tried, normal choppers are normally too overpowering against the AI, this is just gonna be sweet overkill

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:26
  Old Post 17-03-2003 18:17
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#3 Report this post to a moderator
Help yourself to an AD-FREE life

How about... never remove the UN Charter?

-Jam

CreepyD is offline CreepyD
Settler

Jul 2002
time: 05:26
  Old Post 17-03-2003 18:35
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Support Apolyton, pre-order Civilization IV

well i try that first..
if it fails, i just go ahead and use it anyway hehe
funny to see a few thousand years of sanctions

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:26
  Old Post 17-03-2003 18:46
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#5 Report this post to a moderator
Support Apolyton or Terrorists Win

Or edit the autodesign units so the AI builds X-Choppers?

-Jam

CreepyD is offline CreepyD
Settler

Jul 2002
time: 05:26
  Old Post 17-03-2003 19:11
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oh nice idea, will try that
but will they actually use it ok?

id still rather change the 50% to something lower tho

edit: hm how would i add it to their build list?

Last edited by CreepyD on 17-03-2003 at 19:18

Jamski is offline Jamski
Deity
lol ED&D is officially full PvP LOL
May 2002
time: 05:26
  Old Post 17-03-2003 19:33
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#7 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

The AI will build "anything" that the auto designer comes up with, IIRC.

-Jam

Googlie is offline Googlie
Emperor
Commanding Officer, CRYPTEIA
Apr 1999
time: 21:26
  Old Post 17-03-2003 23:58 Visit Googlie's homepage!
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#8 Report this post to a moderator
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Go to alpha.txt or alphax.txt amd find the list #ABILITIES list

Scroll down to "Nerve Gas Pods" and change the "can +50% offence (Atrocity)" to whatever you want.

I don't believe that a nervegas chopper can be added to the prebuilt units, ans the #UNITS list doesn't allow for special abilities, just basic (eg I have added a foil probe to my list, but i can't add a trance foil probe)

G.

Alinestra Covelia is offline Alinestra Covelia
Queen
I sense the dodgy presence of Bing - a presence I've not felt since...
Feb 2000
time: 00:26
  Old Post 18-03-2003 03:20
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#9 Report this post to a moderator
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I've moved Nerve Gas way up the tech tree to Retroviral Engineering, because it's just so powerful. (I've also torn choppers out of the game entirely.)

If you find that there's something that the AI really doesn't do at all well, you can always keep yourself from using that benefit by making it unbuildable in the Alphax.txt file.

CreepyD is offline CreepyD
Settler

Jul 2002
time: 05:26
  Old Post 18-03-2003 04:01
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Avatar Enlargement: We've got the solution

ive removed nerve gas from the game entirely now, seems ok and much fairer
not sure about choppers, will leave those for now.

its a shame there many things the AI doesnt do well, there are soooo many improvements that could be done with the AI.

gwillybj is offline gwillybj
Prince
Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001
time: 00:26
  Old Post 18-03-2003 14:00
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#11 Report this post to a moderator
could be a thread of its own, but here goes Enter the AD-FREE zone

quote:
Originally posted by Googlie:
Go to alpha.txt or alphax.txt amd find the list #ABILITIES list

Scroll down to "Nerve Gas Pods" and change the "can +50% offence (Atrocity)" to whatever you want.

That text is just a note which is displayed in the Unit Workshop or Help, it doesn't affect anything in-game. For example, up at Deep Radar, if you change it to read "Sees 4 spaces" your units with Deep Radar will still see only 2 spaces. Or, Comm Jammer, changed to "+75% vs. fast units", still gives only +50% vs. fast units.

quote:
I don't believe that a nervegas chopper can be added to the prebuilt units, ans the #UNITS list doesn't allow for special abilities, just basic (eg I have added a foil probe to my list, but i can't add a trance foil probe)

Here you go, complete with Special Abilities:

Nerve Gas Chopper, 'Copter, Gun, Scout, 1, 0, 0, Chemist, 0, 000100000000000000000000

That string of 0's and 1's is the Special Ability Flags. Read the digits from right to left to find the corresponding Ability. The last, or right-most digit is Super Former, which is the first ability in the list. There are 24 digits for AC. In AX the #UNITS have 26 digits, so the sequence above would be 00000100000000000000000000 (also delete the apostrophe from 'Copter; it's in AC but not AX). I'm not sure if the prerequisite tech would be Chemist or MindMac; whichever generally comes later would be correct.

You might notice there are 29 Abilities in alphax.txt, which would appear to preclude Marine Detachment, Fuel Nanocells, and Algorithmic Enhancement from being given to predesigned units. Not so. Simply tack enough digits to the left of the string to get the "1" in its proper place. For example, if you wanted those Nerve Gas Choppers to also have Fuel Nanocells, the string would be 28 digits: 1000000100000000000000000000.

This is how Locusts of Chiron and Unity Scout Choppers become SAM units (00000000000000000000100000), Unity Foil is a Slow Unit (00100000000000000000000000), Sealurk is a Sub (00000000000000000001000000), Spore Launcher is Artillery (00000000001000000000000000), Battle Ogre MK1 is a Police unit (00010000000000000000000000), and Battle Ogre MK2 and MK3 are both Police and Wave (10010000000000000000000000).

You can assign as many Abilities as you want to predesigned units, as long as the Ability is allowed for that unit type (see the list under "Flags =" in the notes above the #ABILITIES list for those allowances and restrictions), but you will be charged extra for each Special Ability unless you assign a specific mineral cost. This is the value before the prerequisite tech: 0=autocalculate (which can become very expensive), any other value is multiplied by the value in this line under #RULES: "10, ; Minerals cost multiplier".

See The 25th Special Abilities Flag for a tidbit about applying these flags to custom predesigned units.

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