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* Disable healing completely or modify healing rates under different circumstances (territory, base, bunker, corresponding morale facility).* Modify unit cost calculation formula. I am not talking about specific changes now - just a generic possibility.* Modify how weapon picture is assigned to a weapon. Currently it is assigned by the weapon attack rate. Could it be done by the weapon name? This is to be able to change weapon attack rate without losing corresponding picture. This change is pretty minor and optional.
You can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.
For AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.
Quote from: tnevolin on November 05, 2018, 07:44:34 PMYou can build like 10 needlejects capable of knocking out enemy base defenders and just bomb-heal-repeat conquer them without casualties.So can them. AIs even before ThinkerMod were capable of amassing needlejets and destroying every former, colony pod and crawler in range, then switching to base defenders. Quote from: tnevolin on November 05, 2018, 07:44:34 PMFor AI it is even worse as it doesn't know about indestructible army tactics and doesn't use it. Humans do and that's why they beat it every time.Sorry, I don't catch. AI builds units with highest available attack, and it uses healing, doesn't it? But probably we should talk about this in your thread, not here.
If anyone has ideas how to get the SP movies working again, could be also useful to know.
> However, I see that AI equip their custom units with Singularity one!!!There was a bug in the old code where it didn't check properly for disabled techs. It is fixed in the most recent version but it can't undesign already designed units in an old save. It should work properly on newly started games of course.
So this file is basically a verbatim copy of movlist.txt if expansion is enabled? If I were to keep this feature, I think the game should read those modded values from ac_mod folder just like the other modified files if expansion is disabled. Does not feel useful to distribute a copy of a standard file with the patch. I'm not sure if some other files might have to be put into that folder too, currently the list is: alphax.txt, helpx.txt, conceptsx.txt, tutor.txt, labels.txt
The text files in scient's patch are generally better than the ones that come with the game. If I were you I'd just expand scient's installer (code available) and add thinker to it. If you really don't want to use movlistx.txt either make a copy on first run or just change the binary to use movlist.txt?
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