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Author Topic:   how do you customize your alpha.txt ?
tolver posted 05-11-99 03:12 AM ET   Click Here to See the Profile for tolver   Click Here to Email tolver  
i have found a few places where i have to change my alpha.txt to make the game more stable. i play with update 2, 3 is too unstable for me.

0, ; Max artillery range (larger will break multiplayer)

somehow, i allways get a unit stuck on failed artilery bombardment, this solves that little problem.

10, ; Minimum # of turns between councils

20 was just too long for me.

25, ; Extra percentage cost of prototype LAND, SEA, AIR unit

it was 50 for all 3, but this makes the game roll faster, mind you, this effects all players.

im allways experimenting with other settings, but im convinced that the game was very balanced from the begining, but there are a few places where it can be improved, i think.

so where would you alter your alpha.txt???

tolver

trippin daily posted 05-11-99 08:51 AM ET     Click Here to See the Profile for trippin daily  Click Here to Email trippin daily     
9,8 ; Numerator & Denominator for artillery fire damage

2, ; Drones induced by Genejack factory

50, ; Combat % -> intrinsic base defense

33, ; Combat penalty % -> attacking from lower elevation
33, ; Combat % -> Mobile unit in open ground
33, ; Combat % -> Defend vs. mobile in rough
50, ; Combat % -> Infantry vs. Base
66, ; Combat penalty % -> attack after airdrop
25, ; Combat % -> Fanatic attack bonus
50, ; Combat % -> Land based guns vs. ship artillery bonus
33, ; Combat % -> Artillery bonus per level of altitude
75, ; Combat % -> Trance bonus defending vs. psi
75, ; Combat % -> Empath Song bonus attacking vs. psi
75, ; Combat penalty % -> Air superiority unit vs. ground unit
100, ; Combat % -> Air superiority unit vs. air unit
75, ; Combat penalty % -> Non-combat unit defending vs. combat unit
50, ; Combat % -> Comm Jammer unit defending vs. mobile unit
75, ; Combat % -> Bonus vs. ships caught in port
75, ; Combat % -> AAA bonus vs. air units
25, ; Combat % -> Defend in range of friendly Sensor
15, ; Combat % -> Psi attack bonus/penalty per +PLANET
50, ; Retool percent penalty for production change
3, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)

75, ; Maximum % damage inflicted by arty versus units in base/bunker
99, ; Maximum % damage inflicted by arty versus units in open
100, ; Maximum % damage inflicted by arty versus units at sea
(Makes artillery actually somewhat useful)

Hand Weapons, Gun, 1, 0, 1, -1, None,
Laser, Laser, 2, 0, 2, -1, Physic,
Particle Impactor, Impact, 3, 0, 3, -1, Chaos,
Gatling Laser, Gatling, 4, 1, 4, -1, Super,
Chaos Gun, Chaos, 6, 0, 6, -1, String,
Missile Launcher, Missile, 5, 2, 5, -1, Fossil,
Fusion Laser, Fusion, 8, 1, 8, -1, SupLube,
Tachyon Bolt, Tachyon, 10, 1,10, -1, Unified,
Plasma Shard, Shard, 14, 2,14, -1, Space,
Quantum Laser, Quantum, 18, 1,18, -1, QuanMac,
Graviton Gun, Graviton, 22, 0,22, -1, AGrav,
Singularity Laser, Singularity, 30, 1,30, -1, ConSing,
Psi Attack, Psi, -1, 2,16, -1, CentPsi,

No Armor, Scout, 1, 0, 1, None,
Synthmetal Armor, Synthmetal, 2, 0, 2, Indust,
Plasma Steel Armor, Plasma, 3, 2, 3, Chemist,
Silksteel Armor, Silksteel, 4, 1, 4, Alloys,
Photon Wall, Photon, 5, 1, 5, DocSec,
Probability Sheath, Probability, 7, 2, 7, ProbMec,
Neutronium Armor, Neutronium, 9, 1, 9, MatComp,
Antimatter Plate, Antimatter, 12, 2,12, NanEdit,
Stasis Generator, Stasis, 15, 2,15, TempMec,
Psi Defense, Psi, -1, 2, 8, Eudaim,

I also raised the cost of special abilities drastically, so that they actually have an effect on the overall cost towards endgame when every is normally built in one turn, not anymore though.

That prevents me from playing a peaceful faction and still going on an early rampage. It makes games a lot longer, and it can actually involve strategy in attacks now.

Trippin Daily

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