Author Topic: Alternate original seven faction mod  (Read 51442 times)

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Offline Dio

Alternate original seven faction mod
« on: August 15, 2013, 08:40:48 PM »
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  • Certain personal guidelines I placed upon this modification is that only the faction bonuses that are in the original SMAC can be used. The reason for this is that I wanted to use all of the options that were available to the designers (this includes the social talent bonus). In other words, I wanted to see if I could fit all of those bonuses flavorfully into the original seven while still keeping them balanced relative to each other. Another point is that I always take into serious considerationthe  input, suggestions, recommendations, etc. of others on the faction bonuses and how they can be fit flavorfully into the factions.

    With that being said, let me start by re-naming most of the factions.

    Gaia's Stepdaughters is re-named as Stepdaughters of Gaia.
    Their starting base should be Gaia's High Garden

    Peacekeeping Forces is re-named as Keepers of Wisdom.

    Morgan Industries is re-named as The Morgan Conglomerate.

    University of Planet is re-named as the Society of Archons.
    I was thinking of re-naming their starting base Institute of Archons.

    The Spartan Federation stays the same.
    I think their starting base should be Spartan Command.

    The Lord's Believers is re-named as The Lord's Conclave.
    I think their starting base should be Great Conclave.

    The Human Hive I think should be re-named The Human Labyrinth. However, input on this one would definitely be welcome.
    Their starting base could remain the same or be changed to something else.

    (Continued in next post by me)
    « Last Edit: August 25, 2013, 03:15:33 AM by Dio »

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #1 on: August 15, 2013, 08:46:19 PM »
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  • Edit: attached to this post is the zip file containing all the alternate faction graphics and text files. Once you download and unzip the file, simply remove the alt from each .pcx and text file. Then insert the files into the game folder and you are good to go and play SMAC.

    Faction Profiles:

    Original Bonuses:
    Gaia's Stepdaughters:
    +2  Efficency, +1 Planet, +1 Nutrients from Fungus, - 1 Police, -1 Morale.

    Stepdaughters of Gaia:
    AI-Interests: Build, Explore
    Aggressiveness: Low
    Limited Bonuses: TECH, Ecology, SOCIAL, +EFFIC, SOCIAL, +PLANET, ROBUST, GROWTH
    Limited Negatives: SOCIAL, -POLICE, SOCIAL, --GROWTH
    Unlimited Bonuses: PSI, 25, MORALE, 0,
    Unlimited Negatives: POPULATION, 3,
    Edit: Changed FUNGENERGY to ROBUST, GROWTH. Changed -SUPPORT to --GROWTH.

    Peacekeeping Forces:
    -1 Efficency, 1 Talent plus an additional Talent for every four population at a base, 2x votes in planetary elections, may exceed hab population limits by two.

    The Keepers of Wisdom:
    AI-Interests: Discover, Build, Explore
    Aggresiveness: Low
    Limited Bonuses: TECH, Biogen, SOCIAL, +TALENT, VOTES, 2, TECH, 1, 
    Limitedl Negatives: SOCIAL, -PROBE, FUNGMINERALS, -1
    Unlimited Bonuses: COMMERCE, 1, SHARETECH, 3,
    Unlimited Negatives: INTEREST, -5,
    Edit#1: changed FUNGNUTRIENT, -1 to FUNGMINERALS, -1


    Morgan Industries:
    +1 Economy, -1 Support, +1 Commerce, +100 Energy Credits at start, Bases cannot exceed size four without hab complexes and size 12 without hab domes.

    The Morgan Conglomerate:
    Aggressive: Low
    AI-Interests: Conquer, Discover, Build
    Limited Bonuses: TECH, Indust, SOCIAL, +ECONOMY, SOCIAL, +INDUSTRY, FUNGENERGY, 1,
    Limited Negative: SOCIAL, -EFFIC, SOCIAL, -MORALE, PENALTY, Green,
    Unlimited Bonuses: ENERGY, 100, INTEREST, 3,
    Unlimited Negatives:  DRONE, 4,
    Edit#1: Changed interest from = to number of bases to a set percentage of 5%.
    Edit#2: Changed interest from 5% to 3%.

    University of Planet:
    +2 Research, -2 Probe, Free network node at each base, Additional drone for every four population at a base, 1 Free tech at the start.

    Society of Archons:
    Aggressiveness: Erratic
    AI-Interests: Conquer, Discover, Build, Explore
    Limited Bonuses: TECH, InfNet, SOCIAL, +RESEARCH, FUNGMINERALS, 1, FACILITY, Network Node
    Limited Negatives:  SOCIAL, -SUPPORT, FUNGNUTRIENT, -1
    Unlimited Bonuses: TERRAFORM, 0, HURRY, 75,
    Unlimited Negatives: DRONE, 4,
    Edit#1: Changed -MORALE to -SUPPORT. Also, changed Impunity Knowledge to FUNGMINERALS, 1,
    Edit#2: Changed Hurry from 75% to 90%.

    Spartan Federation:
    +2 Morale, +1 Police, -2 Industry, Free Prototypes.

    The Spartan Federation:
    Aggressiveness: High
    AI-Interests: Conquer, Discover, Explore
    Limited Bonuses: TECH, Mobile, SOCIAL, +MORALE, SOCIAL, +SUPPORT, UNIT, 12, 
    Limited Negatives: SOCIAL, -INDUSTRY, SOCIAL, -PLANET,
    Unlimited Bonuses: FREEPROTO, 0, RESEARCH, 1,
    Unlimited Negatives: HURRY, 125
    Edit#1: Changed +POLICE to +SUPPORT.
    Edit#2: Decreased Hurry penalty from 125% to 110%.


    Original Bonuses:
    The Lord's Believers:
    +2 Support, +1 Probe, -1 Planet, -2 Research, Fanatic Bonus, No research until 2110.

    The Lord's Conclave:
    AI-Interests: Conquer, Build, Explore
    Aggressiveness: High
    Limited Bonuses: TECH, Psych, SOCIAL, +GROWTH, IMPUNITY, Fundamentalist  FUNGNUTRIENT, 1
    Limited Negatives: SOCIAL, -RESEARCH,  FUNGENERGY, -1,
    Unlimited Bonuses: MINDCONTROL, 0, FANATIC, 0, TALENT, 4,
    Unlimited Negatives: TECHCOST, 125


    The Human Hive:
    +1 Industry, +1 Growth, --2 Economy, Free Perimeter Defense at each base, Immunity to negative efficency effects.

    The Human Labyrinth:
    AI-Interests: Conquer, Discover, Build
    Limited Bonuses:  TECH, Physic, SOCIAL, +PROBE, SOCIAL, +POLICE, IMPUNITY, Police State, 
    Limited Negatives: SOCIAL, -MORALE, SOCIAL, -ECONOMY,
    Unlimited Bonuses: POPULATION, -3, TECHCOST, 75,
    Unlimited Negatives: RESEARCH, -1
    Edit#1: Changed -PLANET to -MORALE. Replaced Robust EFFIC with IMPUNITY, Police State. Changed +SUPPORT to +POLICE.
    « Last Edit: August 25, 2013, 03:14:54 AM by Dio »

    Online Geo

    Re: Alternative original seven faction bonuses and names.
    « Reply #2 on: August 15, 2013, 08:55:52 PM »
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  • Is it possible to use the Talent social benefit, or was it only buggy in the faction editor?

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #3 on: August 15, 2013, 08:58:16 PM »
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  • It definitely works when you put it in by hand.

    Online Geo

    Re: Alternative original seven faction bonuses and names.
    « Reply #4 on: August 15, 2013, 09:02:12 PM »
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  • oky doky

    As on your faction clones project, it would help if you posted the stats of the original faction with it as a comparison.  :)
    On the Morgan intrest rate, how would you implement something like an increasing intrest rate according to the number of bases? AFAIK, it's stated in the faction text file, and that's it for the rest of the game.

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #5 on: August 15, 2013, 09:34:58 PM »
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  • The interest percentage equals the number of bases owned when you set the INTEREST bonus to zero in the faction file. Also a faction's units become immune to negative morale modifiers when you set the bonus named MORALE to zero in a faction file.

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #6 on: August 15, 2013, 10:43:02 PM »
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  • Some other things I have changed include:

    1. Rules and terrain changes:

    1a. Increasing the +/- per planet to 25%
    1b. Hypontic trance gives +100% vs. PSI
    1c. Changing around prototype costs
    1d. Reduced base output of Forests to 1 nutrient, 2 minerals, 0 Energy
    1e. Added a pre-requisite tech to forests of Centauri Ecology
    1f. Enabled Sea Formers with Doctrine Flexibility
    1g. Enable sea based versions of Boreholes, Airbases, bunkers and sensor arrays
    1h. Added pre-req for all basic sea terraforming options of Doctrine: flexibility
    1i. Changed max resource output for fungus from three of each resource to two of each resource
    1. Increased base square resources to 2 Nutrients, 1 Mineral and 2 Energy

    2. Disabled Hunter Seeker Algorithms Secret Project

    3. Tech changes:
    3a. Changed MMI to a build tech
    3b. Changed Quantum Power to a build tech
    3c. Changed Quantum Mechanics to a Discover tech
    3d. Changed Advanced Military Algorithms to a Explore tech
    3e.Changed Advanced Subatomic Theory to a Build Tech
    3f. Changed Changed Planetary Economics to a explore tech
    3g. Re-named Sentient Econometrics to Sentient Ecology
    3h. Re-named Planetary Economics to Centauri Economics
    3i. Re-named Nano-matter editation to Infinity Editation
    3j. Re-named Advanced Military Algorithms to Doctrine: Total War
    3k. Re-named Non-Linear Mathematics to Chaos Theory
    3l. Re-named Advanced Subatomic Thoery to Subatomic Theory
    3m. Swapped Doctrine: Total War with Photon/wave mechanics
    3n.Swapped Doctrine: Total war with Doctrine: loyalty
    3o. Re-named Doctrine: Loyalty to Doctrine: Security
    3p Changed a pre-requisite of Synthetic Fossil Fuels from high energy chemistry to Subatomic Theory
    3q. Changed a Pre-requisite of Doctrine: Total War from Optical Computers to Polymorphic Software
    3r. Changed the Pre-requisites of Quantum Power from Planetary Economics and Frictionless Surfaces to Fusion Power and Unified Field Theory.
    3s. Added Global Energy Theory
    3t. Added Inertial Damping with a pre-req of frictionless surfaces and something else
    3u. Swapped Centauri Ecology's blurb with Centauri Empathy's blurb

    4. Adjusted some facility names (perhaps costs as well):

    4a. Recreation Commons is re-named Recreation Dome

    4b. Paradise Garden is re-named Paradise Dome

    4c. Naval Yard is re-named Naval Base

    4d. Sky Hydroponics Lab is re-named Sky Farm

    4e. Stockpile Energy is re-named Mass to Energy

    5. Swapped positions of Missile Launcher and Gatling Gun in weapons section
    5a. Re-named Gatling Gun to Gatling Laser

    5. Renamed and changed some pre-requisites and costs of special abilities
    a. AAA becomes Tracking Lasers
    b. Deep-Pressure Hull now requires Silksteel Alloys instead of Nanometallurgy as a pre-requisite.
    c. Added short name for Deep Radar (name could be Radar)

    6. Will probably change names of social models and their effects:
    For example, having Police State give --Economy.
    6a. Re-named Economy to Energy

    7. Changed pre-requisite for Unite Behind Me as Supreme Leader from MMI to Homo Superior
     
    8. Fun Facts :D:
    Some weapon names from development include:
    Nano-Missile Battery
    Matter Cannon
    Gatling Laser
    Temporal Disruptor
    Psi Blaster

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    Re: Alternative original seven faction bonuses and names.
    « Reply #7 on: August 16, 2013, 02:15:52 AM »
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  • Seems to be like a pre-release version of stuff. :)

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #8 on: August 16, 2013, 05:03:00 AM »
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  • I am so glad someone finally said that. It is has been my goal the whole time ;).

    Offline Dio

    Re: Original Faction Bonuses
    « Reply #9 on: August 16, 2013, 05:43:58 AM »
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  • Deleted
    « Last Edit: August 16, 2013, 06:22:43 PM by Dio »

    Online Geo

    Re: Alternative original seven faction bonuses and names.
    « Reply #10 on: August 16, 2013, 03:01:01 PM »
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  • ?= Unknown or undecided and definitely make your opinion known.
    :=seperation between title and actual information
    Faction Profiles:


    Original bonuses:
    Gaian's:
    +2  Efficency, +1 Planet, +1 Nutrients from Fungus, - 1 Police, -1 Morale.

    The Stepdaughters of Gaia:
    AI-Interests: Build, Explore
    Aggressiveness: Low
    Social Bonuses: +1 Efficency, +1 Growth, +1 Fungus Nutrient Production
    Social Negatives: ??
    Other Bonuses: Gaian Psi +25%, ??
    Other Negatives: ?Decreased Population Limits?


    Original bonuses:
    Peacekeeper's
    -1 Efficency, 1 Talent plus an additional Talent for every four population at a base, 2x votes in planetary elections, may exceed hab population limits by two.

    The Keepers of Wisdom:
    AI-Interests: Discover, Build, Explore
    Aggresiveness: Low
    Social Bonuses: +1 Talent or 1 talent + additional talent for every number of population, ?+1 Fungus Energy Production
    Social Negatives: ?-1 Probe
    Other Bonuses: +1 Commerce?, ?perhaps reduced Tech Cost
    Also I want something other than Democracy as second part of Agenda. Suggestions would be very helpful.
    Other Negatives:


    Original bonuses:
    Morgan:
    +1 Economy, -1 Support, +1 Commerce, +100 Energy Credits at start, Bases cannot exceed size four without hab complexes and size 12 without hab domes.

    The Morgan Conglomerate:
    Aggressive: Low
    AI-Interests: Conquer, Discover, Build
    Social Bonuses: +1 Industry, +1 Economy/Energy, Impunity to Free Market?,
    Social Negative: -1 Planet, -1 Morale or perhaps talent, ?Penalty to Green
    Other Bonuses: Energy reserve interest per year = to the number of the bases controlled by faction, +100 Energy Credits
    Other Negative: ?-1 Morale


    Original bonuses:
    University:
    +2 Research, -2 Probe, Free network node at each base, Additional drone for every four population at a base, 1 Free tech at the start.

    Society of Archons:
    Aggressiveness: Erratic
    AI-Interests: Conquer, Discover, Build, Explore
    Social Bonuses: +1 Research, ?+1 Mineral Production in Fungus
    Social Negatives: ?-1 Talent
    Other Bonuses: ?+ number of labs at each base, ?perhaps tech share, ?reduced hurry cost, or ?Free prototypes
    Other Negatives: ?additional drone for every number of population


    Original bonuses:
    Spartans:
    +2 Morale, +1 Police, -2 Industry, Free Prototypes.

    The Spartan Federation:
    Aggressiveness: High
    AI-Interests: Conquer, ?Discover or Build, Explore
    Social Bonuses: +1 Morale, +1 Support ?Robust Efficency
    Social Negatives: ?-1 Economy, ?-1 Growth
    Other Bonuses: ?Increased population limits
    Other Negatives: -100 Energy Credits?, or -% interest on energy credits per year, -number of labs at each base.


    Original bonuses:
    Believer's:
    +2 Support, +1 Probe, -1 Planet, -2 Research, Fanatic Bonus, No research until 2110.

    The Lord's Conclave:
    AI-Interests: Conquer, Build, Explore
    Aggressiveness: High
    Social Bonuses: ?+1 Planet, Immunity to -Economy/Energy or Impunity to Fundamentalist, ?2x votes in elections, + Fung Production
    Social Negatives: ?-1 Research
    Other Bonuses: ?Immunity to Mindcontrol or +1 Morale, Fanatic Bonus
    Other Negatives: ? - number Labs at each base, or increased tech cost?


    Original bonuses:
    Hive:
    +1 Industry, +1 Growth, --2 Economy, Free Perimeter Defense at each base, Immunity to negative efficency effects.

    The Human Labyrinth:
    AI-Interests: Conquer, Discover, ?Build or Explore
    Aggressiveness: High
    Social Bonuses: +Probe, +Police, Impunity to Police State or ?Immunity to Economy
    Note: These are what I was thinking for this faction
    Social Negatives: ?-1 Energy, ?-1 Talent or extra drones per number of population
    Other Bonuses: ?Bonus Labs or reduced tech cost
    Other Negatives:

    Much better for comparison.  :P

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #11 on: August 16, 2013, 06:30:10 PM »
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  • Quote
    ?= Unknown or undecided and definitely make your opinion known.
    :=seperation between title and actual information
    Faction Profiles:


    Original bonuses:
    Gaian's:
    +2  Efficency, +1 Planet, +1 Nutrients from Fungus, - 1 Police, -1 Morale.

    The Stepdaughters of Gaia:
    AI-Interests: Build, Explore
    Aggressiveness: Low
    Social Bonuses: +1 Efficency, +1 Growth, +1 Fungus Nutrient Production
    Social Negatives: ??
    Other Bonuses: Gaian Psi +25%, ??
    Other Negatives: ?Decreased Population Limits?


    Original bonuses:
    Peacekeeper's
    -1 Efficency, 1 Talent plus an additional Talent for every four population at a base, 2x votes in planetary elections, may exceed hab population limits by two.

    The Keepers of Wisdom:
    AI-Interests: Discover, Build, Explore
    Aggresiveness: Low
    Social Bonuses: +1 Talent or 1 talent + additional talent for every number of population, ?+1 Fungus Energy Production
    Social Negatives: ?-1 Probe
    Other Bonuses: +1 Commerce?, ?perhaps reduced Tech Cost
    Also I want something other than Democracy as second part of Agenda. Suggestions would be very helpful.
    Other Negatives:


    Original bonuses:
    Morgan:
    +1 Economy, -1 Support, +1 Commerce, +100 Energy Credits at start, Bases cannot exceed size four without hab complexes and size 12 without hab domes.

    The Morgan Conglomerate:
    Aggressive: Low
    AI-Interests: Conquer, Discover, Build
    Social Bonuses: +1 Industry, +1 Economy/Energy, Impunity to Free Market?,
    Social Negative: -1 Planet, -1 Morale or perhaps talent, ?Penalty to Green
    Other Bonuses: Energy reserve interest per year = to the number of the bases controlled by faction, +100 Energy Credits
    Other Negative: ?-1 Morale


    Original bonuses:
    University:
    +2 Research, -2 Probe, Free network node at each base, Additional drone for every four population at a base, 1 Free tech at the start.

    Society of Archons:
    Aggressiveness: Erratic
    AI-Interests: Conquer, Discover, Build, Explore
    Social Bonuses: +1 Research, ?+1 Mineral Production in Fungus
    Social Negatives: ?-1 Talent
    Other Bonuses: ?+ number of labs at each base, ?perhaps tech share, ?reduced hurry cost, or ?Free prototypes
    Other Negatives: ?additional drone for every number of population


    Original bonuses:
    Spartans:
    +2 Morale, +1 Police, -2 Industry, Free Prototypes.

    The Spartan Federation:
    Aggressiveness: High
    AI-Interests: Conquer, ?Discover or Build, Explore
    Social Bonuses: +1 Morale, +1 Support ?Robust Efficency
    Social Negatives: ?-1 Economy, ?-1 Growth
    Other Bonuses: ?Increased population limits
    Other Negatives: -100 Energy Credits?, or -% interest on energy credits per year, -number of labs at each base.


    Original bonuses:
    Believer's:
    +2 Support, +1 Probe, -1 Planet, -2 Research, Fanatic Bonus, No research until 2110.

    The Lord's Conclave:
    AI-Interests: Conquer, Build, Explore
    Aggressiveness: High
    Social Bonuses: ?+1 Planet, Immunity to -Economy/Energy or Impunity to Fundamentalist, ?2x votes in elections, + Fung Production
    Social Negatives: ?-1 Research
    Other Bonuses: ?Immunity to Mindcontrol or +1 Morale, Fanatic Bonus
    Other Negatives: ? - number Labs at each base, or increased tech cost?

    Original bonuses:
    Hive:
    +1 Industry, +1 Growth, --2 Economy, Free Perimeter Defense at each base, Immunity to negative efficency effects.

    The Human Labyrinth:
    AI-Interests: Conquer, Discover, ?Build or Explore
    Aggressiveness: High
    Social Bonuses: +Probe, +Police, Impunity to Police State or ?Immunity to Economy
    Note: These are what I was thinking for this faction
    Social Negatives: ?-1 Energy, ?-1 Talent or extra drones per number of population
    Other Bonuses: ?Bonus Labs or reduced tech cost
    Other Negatives:
    Quote
    Much better for comparison.

    I have made the recommended changes.

    Offline Dio

    Re: Alternative original seven faction bonuses and names.
    « Reply #12 on: August 16, 2013, 06:46:31 PM »
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    to found a society on the principles of security and control
    This text is what prompted me to  give the Labyrinth +1 Police and +1 Probe.

    Online Geo

    Re: Alternative original seven faction bonuses and names.
    « Reply #13 on: August 16, 2013, 07:45:32 PM »
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  • Dunno, but a statement doesn't necessarily mean it is implemented;)

    Online BUncle

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    Re: Alternative original seven faction bonuses and names.
    « Reply #14 on: August 16, 2013, 08:30:18 PM »
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  • But the whole point of the project is retro and going another way...

     

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