HandofBobb |
posted 06-16-99 01:27 PM ET
got a few questions for anyone else who's hacked thier alpha.txt- I've already played around with it, to relfect the fact that I like to play on huge maps, but don't like crawling around in the dirt for so long, so everything has more or less a threefold movement bonus- but now I really want to mess with it. my question is this- in the tech tree are listed 10 user techs, which are currently disabled- has anyone tried to enable these techs, and how do you "rate" thier values? Personally, I envision them as additional techs which would kick in after Threshold of Transcendance, to give me a few more turns before looking at all those "Transcendant Thought" screens. (BTW: who else thinks Transcendant Thought ought to be good for more than just a bonus score?) Also, there are a few techs in the tree which are listed as 'deleted', and if you look at thier ranking, they are primarily military, so perhaps they were additinal weapons techs, no? Also, a long time ago, someone posted that they'd hacked their Alpha.txt so that speeders were an upgrade to infantry, and hover was an upgrade from speeder- can anyone tell me how to do this?
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The Doc
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posted 06-17-99 01:23 AM ET
I use these techs (but not all 10). Just fit them into the tree somewhere. The game will determine whether it's a Conquer, Build, etc type of tech based on those 4 numeric values you give it in alpha.txt.Also, those disabled techs mixed amongst the regular techs can be enabled again by typing in pre-req techs rather than the word "Disabled". Hence, you can add in more than just 10 original techs. Something weird once happened where I could no longer get Transcendent Thought during the game. To avoid this, make sure it's the last tech in your tree (don't even have 2-way ties between this tech and another). |