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Author Topic:   Alpha.TXT
Y posted 09-18-99 03:41 PM ET   Click Here to See the Profile for Y  
How do i change the ending year in ALPHA.TXT to 3000?
itdoesntfit posted 09-19-99 08:19 AM ET     Click Here to See the Profile for itdoesntfit  Click Here to Email itdoesntfit     
;
; Sid Meier's ALPHA CENTAURI
;
; Alpha Centauri User-Configurable Rules
;
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
;
; ALPHA CENTAURI reads the rules of the game from this file at
; startup. Feel free, at your own risk, to experiment with editing
; this file. We recommend you make a backup copy of the original.
;
; If you are building a scenario and need custom rules, copy this
; file into a subdirectory with your scenario file before editing.
; Files in the same subdirectory as a scenario file automatically
; take precedence over files in the main game directory.
;

;
; FUNDAMENTAL RULES
; You will find that many of the items on this list have been
; finely balanced: small changes can have drastic effects on
; gameplay.
;
#RULES
3, ; Movement rate along roads
5, ; Nutrient intake requirement for citizens
3,2 ; Numerator & Denominator for artillery fire damage
5, ; Max artillery range (larger will break multiplayer)
10, ; Max airdrop range w/o orbital insertion
10, ; Nutrient cost multiplier
10, ; Minerals cost multiplier
100, ; Technology discovery rate as a percentage of standard
1, ; Limits mineral increase for mine without road in square
0, ; Nutrient effect in mine square (0 or -1)
5, ; Minimum base size to support specialists
5, ; Drones induced by Genejack factory
15, ; Population limit w/o hab complex
25, ; Population limit w/o hab dome
200, ; Extra percentage cost of prototype LAND unit
200, ; Extra percentage cost of prototype SEA unit
200, ; Extra percentage cost of prototype AIR unit
3,1, ; Psi combat offense-to-defense ratio (LAND unit defending)
5,1, ; Psi combat offense-to-defense ratio (SEA unit defending)
4,1, ; Psi combat offense-to-defense ratio (AIR unit defending)
50, ; Players' starting energy reserves
100, ; Combat % -> intrinsic base defense
25, ; Combat % -> attacking along road
50, ; Combat % -> for attacking from higher elevation
50, ; Combat penalty % -> attacking from lower elevation
50, ; Combat % -> Mobile unit in open ground
0, ; Combat % -> Defend vs. mobile in rough
0, ; Combat % -> Infantry vs. Base
100, ; Combat penalty % -> attack after airdrop
50, ; Combat % -> Fanatic attack bonus
200, ; Combat % -> Land based guns vs. ship artillery bonus
100, ; Combat % -> Artillery bonus per level of altitude
100, ; Combat % -> Trance bonus defending vs. psi
100, ; Combat % -> Empath Song bonus attacking vs. psi
50, ; Combat penalty % -> Air superiority unit vs. ground unit
200, ; Combat % -> Air superiority unit vs. air unit
0, ; Combat penalty % -> Non-combat unit defending vs. combat unit
50, ; Combat % -> Comm Jammer unit defending vs. mobile unit
200, ; Combat % -> Bonus vs. ships caught in port
100, ; Combat % -> AAA bonus vs. air units
100, ; Combat % -> Defend in range of friendly Sensor
10, ; Combat % -> Psi attack bonus/penalty per +PLANET
100, ; Retool percent penalty for production change
3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
20, ; Retool exemption (first X minerals not affected by penalty)
5, ; Minimum # of turns between councils
20, ; Minerals for harvesting forest
12, ; Territory: max distance from base
30, ; Turns to corner Global Energy Market
CentPsi, ; Technology to improve fungus squares
CentPsi, ; Technology to ease fungus movement
CentEmp, ; Technology to build roads in fungus
Neural, ; Technology to allow 2 special abilities for a unit
Gene, ; Technology to allow 3 nutrients in a square
EcoEng, ; Technology to allow 3 minerals in a square
EnvEcon, ; Technology to allow 3 energy in a square
Gravity, ; Technology to allow orbital insertion w/o Space Elevator
EcoEng2, ; Technology for +1 mining platform bonus
PlaEcon, ; Technology for economic victory
1, ; If non-zero, probe teams can steal technologies
1, ; If non-zero, humans can always contact each other in net games
1, ; If non-zero, humans can always contact each other in hotseat/email games
50, ; Maximum % damage inflicted by arty versus units in base/bunker
100, ; Maximum % damage inflicted by arty versus units in open
100, ; Maximum % damage inflicted by arty versus units at sea
1, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).
2100 ; Normal starting year
2600 ; Normal ending year for lowest 3 difficulty levels
2500 ; Normal ending year for highest 3 difficulty levels
0, ; If non-zero, obliterating a base counts as an atrocity

In the bottom lines :[quote]2100 ; Normal starting year
2600 ; Normal ending year for lowest 3 difficulty levels
2500 ; Normal ending year for highest 3 difficulty levels[/quote], change 2600 to 3000 and 2500 to 3000.

itdoesntfit

itdoesntfit posted 09-19-99 08:20 AM ET     Click Here to See the Profile for itdoesntfit  Click Here to Email itdoesntfit     
oops, I forgot to add, this is my "cheatalpha" file, so I've tampered with them a bit.
Y posted 09-19-99 11:40 AM ET     Click Here to See the Profile for Y    
From C: or D:?
itdoesntfit posted 09-19-99 12:57 PM ET     Click Here to See the Profile for itdoesntfit  Click Here to Email itdoesntfit     
What? What do drives have to do with this? Just go to Alpha.txt in the Alpha centauri game directory, then change those two lines. I'm not too sure if you change those two numbers, something might be damaged, all I know, is that you can make it shorter, but if it happens, just change it back and nothing will happen. I suggest you cheat and change the turn instantly to 2600 ad, or 2500 ad (depending on the level), then end the turn, if nothing happens, it should be safe.

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