Author Topic: EXE patch ideas  (Read 687 times)

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Offline dino

EXE patch ideas
« on: June 03, 2017, 01:40:56 PM »
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  • I'd like to start a topic that could contain suggestions / ideas for exe patches ( Ytzi's next patches in practice ).
    I'd suggest to limit this thread to ideas that should be reasonably easy to implement given the chellange exe modders face ( assembler :/ ).

    Below some of my suggestions:

    AI factions
    An option that automatically loads a faction from faction_ai.txt instead of faction.txt when faction is computer controlled.
    Would make AI buffing with custom factions much less of a hassle

    SMAC interface graphics
    Make an option that use SMAC start movie and startmenu background also change start menu font color and ingame interface textures.
    (I currently use SMAC textures renamed to SMAX variants ( added '_a' ) they work fine. It would make SMAC in SMAX engine conversion complete.

    Option to adjust defensive structures defense bonus
    Since AI can't into maneuvering in the field, I experiment with equalizing weapon and armor stats, but it makes bases with tachyon field too difficult to conquer for AI.

    Option to disable stack splash damage when defender is destroyed in regular attack.
    Again, since AI can't into maneuvering in the field,  human player can easily devastate its stack of any size, with a few times smaller stack of rovers.

    AI disband or upgrade obsolete designs
    Easy to conquer bases chock full of obsolete units eating into AI mineral output are scourge of the AIs. It could be limited to units with defensive plan.
    Because obsolete offensive units exploring the map, gathering pods, planet pearls and making contact with other factions, or destroing terrain improvemnts, formers and crawlers are useful.

    Along the same lines a routine that would prevent to build more units if unit support exceeds a certain percentage of base mineral output would help a great deal with proper development.

    « Last Edit: June 03, 2017, 05:32:47 PM by dino »

    Offline MercantileInterest

    Re: EXE patch ideas
    « Reply #1 on: June 07, 2017, 08:57:26 PM »
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  • Yitzi hasn't been here for a while. He has given much to the cause. *salutes*

    Offline gwillybj

    Re: EXE patch ideas
    « Reply #2 on: June 07, 2017, 09:27:16 PM »
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  • Yitzi ;llap

    I've been modifying my alphax.txt for years - all the way back to when I started playing in 2000. Yitzi's terranx.exe patches and alphax.txt additions have helped me in many ways. SMAX has become something I can't put down in favor of anything else. Sometimes I might play a few games of Space Empires IV, or get down to earth and play an all-out wargame in The Operational Art of War III, but SMAX always pulls me back.
    Two possibilities exist: Either we are alone in the Universe or we are not. Both are equally terrifying. ― Arthur C. Clarke

    Offline Yitzi

    Re: EXE patch ideas
    « Reply #3 on: September 10, 2017, 02:02:24 AM »
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  • Yitzi hasn't been here for a while. He has given much to the cause. *salutes*

    Yeah, the job search has taken a lot of my energy, particularly when I wasn't sure what I wanted to do.  Now that I've decided against actuary and in favor of software engineering, I'll probably be getting back to at least some extent.

    Offline BUncle

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    Re: EXE patch ideas
    « Reply #4 on: September 10, 2017, 02:51:48 AM »
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  • [shrugs]  I've come to be quite fond of you just for you, independent of your monolithic value to the community.  I hope it works out that you can come around more.

    Offline PvtHudson

    Re: EXE patch ideas
    « Reply #5 on: September 25, 2017, 10:37:48 AM »
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  • An option that forbids planting forest in arid tile, as well as auto-spreading of forest into arid tile. Another level of the same option could kill off forest if tile beneath it becomes arid. Can make terraforming more diverse for those who used to forest "from sea to sea". Can also give a thrill to those who happen to planetfall at Upland Wastes, Uranium Flats, or Unity Wreckage. By the way: am I the only one who plays with 1-2-0 forests, and finds them still almost OP?
    Another suggestion I saw somewhere on the forum: transfer "Prevent airdrops" function from Aerospace Complex to Tachyon Field. Loads off part of value from over-useful Aerospace Complex, and at the same time makes airdrop prevention map more observable.

    Offline PvtHudson

    Re: EXE patch ideas
    « Reply #6 on: October 04, 2017, 10:38:33 AM »
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  • An option that lets everyone to decide for themselves: is Probe Team ability to provide circumvention of Zones of Control to regular units a bug or feature? I.e., when the option is set, regular unit trying to move to tile with friendly Probe Team (and without friendly regular units) is not exempted from ZoC check. Sorry if I missed that already has been implemented.
    Also I'd like to once again raise the question of non-finishing airstrikes. I'm afraid, this feature as described in has been over-engineered and is therefore hard to implement. To me, it is quite sufficient in its original edit:
    Attack by air unit cannot reduce land unit's health below 10% outdoor, 50% in base or bunker. Ideally, collateral damage to population from Nerve Gas Pods should still apply. Probe teams can be obliterated, inglourious basterds they are! And probably SAM land units must fight to the death.

    Offline PvtHudson

    Re: EXE patch ideas
    « Reply #7 on: November 13, 2017, 08:36:04 AM »
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  • I wonder, how an option 'Treat use of natives against human units and, especially, bases, as atrocity' could change the game? Probably, good for roleplaying, but bad for gameplay. And not so easy to implement, as it involves changes to AI code.

    Offline bvanevery

    Re: EXE patch ideas
    « Reply #8 on: February 22, 2018, 04:58:21 PM »
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  • Yeah, the job search has taken a lot of my energy, particularly when I wasn't sure what I wanted to do.  Now that I've decided against actuary and in favor of software engineering, I'll probably be getting back to at least some extent.

    It is unfortunately the life cycle of any kind of volunteer software projects, whether open source coding or making content for games or patches or what have you.  You have time, until finally in Life you don't.  You get real world job pressure.  I guarantee you you're going to spend time on the real world job pressure, first and foremost before all else.  Then at some point a lot of people meet Significant Others.  That takes more time.  A fair number of people get married, many of those have children.  More time.

    Fighting battles with ancient game binaries is frankly not a sustainable practice in such circumstances.  Even if you had the full source code, you can easily come to the point of saying, uuuh, all this tweaking and fiddling is not worth it.

    Example: we've had FreeCiv for quite a long time.  The code was a mess, and I find myself reluctant to discover whether anything has changed in that regard.  Also the code is GPLed, which in practice makes it commercially worthless.  Which means pouring buckets of labor into it to make $0 is pretty much a non-starter, at least for someone who's been at Life long enough to know what careers require.

    Past a certain point, pouring blood on the table for a game is only worth it, if one makes enough money to pay for a reasonable quality of life.  That's the reality.  When people are younger, they spend a lot more hours of their lives on their "enthusiasms".  Then eventually the harsh world makes them realize that they have to make money somehow.  Or else live homeless out of a car and forego a lot of things that other people have ready access to.  I've been doing the latter for 8 years now.  Even that gets old and frankly I wouldn't mind "graduating" from it now.  But I will only do it on my own terms, I'm not going back to "the traditional grind".

    I would encourage you, as someone who has put a lot of time and energy into this genre of game, to think seriously about making a commercial effort of some kind.  I do believe this genre isn't "done yet" and that there are things SMAC started to achieve, that other games haven't.  That's why I'm still playing it almost 20 years later, warts and all.

    For my part, in almost 20 years I've never come up with a solution for "various difficult SMAC-like problems".  If I had, I would have kicked that game out the door.  I may yet realize something I previously have not.  One thing I think has really held me up, is how much I basically hate the programming tools of the game industry.  They're primitive.  I've spent a lot of time working on better tools rather than better games, and honestly that hasn't proven to be any easier.


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