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Author Topic:   Bugs/Undoc. Features (v2.0)
Yoru posted 02-13-99 12:25 PM ET   Click Here to See the Profile for Yoru   Click Here to Email Yoru  
Well, I've had the full for 3 days and I'm already up 'till 2 AM playing SMAC. Great job, Firaxis..
I got the SMAC v2.0 patch ASAP yesterday, and in a 2 AM marathon, a few interesting... things turned up.
First isn't really a bug, but kinda a neat feature. If you go into the faction file and add "FACILITY, 1" to the modifiers line (with "UNIT, #", "SOCIAL , (-/+)(NAME)", etc.), you get a Headquarters at EVERY BASE, (well, duh, it's in the facfile) but the old ones remain.. Meaning virtually 0 inefficiency. Very useful on huge maps where empires can sprawl across huge areas by midgame.

Second, I found the voiceovers were having a strange reverb sometimes, due to the fact that they were all playing simultaneously. (E.g. "C-c-c-onstruction C-c-c-complete!" + echo) This happened because I didn't disable EAX and DS3D in the AlphaCentauri.ini file with my aging sound card.

The third thing is an interesting technology caveat. Thanks to exploring like crazy, I rushed several artifacts to my bases (as University, so linking was immediate) and somehow managed to completely bypass "Secrets of the Human Brain". By "bypass" I mean I've got "Secrets of Alpha Centauri", et al., by now. Now Blind Research is on, so I can't go back directly to correct it, but for some reason, the tech picker just won't pick up SotHB even when focussed entirely on "Discover". Since SotHB isn't a hugely important tech for me (I don't use Hypnotic Trance or Fundamentalism much, if at all), it's not a big deal, but what happens if you bypass, say, neural grafting (thanks to artifacts)? That could get really annoying.. Perhaps the tech picker should detect if there's a tech significantly lower than your average tech level and select it immediately.
I can think of a fairly easy way to implement it (depending on how you've set up the method of storing available tech choices). If it's an array, a quick FOR() loop to compute the average followed by a second loop to check all the "available" techs(mockup: "if(available_tech[index]->number <= (avg_tech_level - 3))" etc.) should work like a charm.

That's all for now.
-- Yoru-Hikage

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