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CreepyD
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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.
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:26
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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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