posted 04-09-99 01:58 AM ET
I've asked a question about this myself (in The Game forum) coz I'm unsure, but I would think it probably works like this (I am open to confirmation or correction!):To remove missiles totally, edit the Missile chassis type within the #CHASSIS section of alpha.txt so that instead of...
12, 2, 1, 1, 0,12, Orbital,
...it says
12, 2, 1, 1, 0,12, Disable,
To stop other types of chassis being given missile-type abilities, edit the #WEAPONS section as follows:
Change these two lines...
Planet Buster, Planet Buster, 99, 0,32, -1, Orbital,
Conventional Payload, Conventional, 12, 0,12, -1, Orbital,
... to these:
Planet Buster, Planet Buster, 99, 0,32, -1, Disable,
Conventional Payload, Conventional, 12, 0,12, -1, Disable,
To remove the PBs' special ability (i.e. taking out whole areas), if SMAC is like CIV2 then you'd need to change the 99 figure to a lesser one. 99 is a special attack rating that tells the game to give the PB its special destructiveness... well, that was how nukes worked in CIV2, anyway.
The cost is the third of the four numbers, so to make conventional missiles x2 cost you set this to 24 not 12 and to quadruple PBs you would set this to 128 not 32, though I am not sure whether the game might not understand a number above 99 - there might be a limit there, can anyone advise? You might also need or want to change the cost in the #CHASSIS section, so that the entry for the Missile chassis changes from...
12, 2, 1, 1, 0,12, Orbital,
... to
12, 2, 1, 1, 0,24, Orbital,
Can anyone confirm that this would all work OK? This is how CIV2 does things but I'm not so familiar with editing SMAC