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Author | Topic: SNAC1.2 |
Shining1 |
![]() ![]() ![]() The update to my previous mod pack. Here it is... SNAC
This mod pack is designed for use with Version 3.0 of Sid Meier's Alpha Centauri (though Updated 18.7.99 Goal: In Brief: Instructions for installation It is STRONGLY recommended you back up the original text and voice files before doing this, to
FUNDAMENTAL RULES TERRAFORMING TECHNOLOGY UNITS, WEAPONS, AND ABILITES BASE FACILITES, PROJECTS CITIZENS SOCIAL ENGINEERING ADDENDUMS ** 'Free' terraforming options are aquifier, forest, road, level terrain, clear fungus
* Changed 'formers can execute...' line to 'formers can use...' BLURBS.txt
TECHSHORTS.txt
ALL FACTIONS BELIEVE.txt Vision: Little has been altered, save to bring them a little more back into the public domain (free The Believers are also affected slightly by the increased cost of probe teams. Favourite Techs: Changes: Datalinks Info:
Vision: As before Favourite Techs: Changes: No datalinks changes
Vision: The Hive has been changed to favour a more population based approach to domination of planet, Favourite Techs: Changes: Datalinks info:
Vision: Definitely the weakest of the original factions, morgan has been upgraded to a Favourite Techs: Changes: Datalinks info: ^+1 ECONOMY: {Industrial conglomerate}
Vision: While not actually weak in the original, the PeaceKeepers weren't much more successful Note that early sharetech can hinder as well as help, since A.C determines tech cost according Favourite Techs: Changes: Datalinks info
Vision: Somewhat altered, the spartans lose their crippling industry penalty in exchange Favourite Techs: Changes: Datalinks info:
Vision: Not quite as dark and hostile as the original university, this version offers a The delay in arrival of some of the early weapon systems aids the university to a small Favourite Techs: Changes: Datalinks info:
TECH SYMBOLS VOICE FILES and the new weapon info, since I find them amusing: #WEAPONDESC0 #WEAPONDESC1 #WEAPONDESC2 #WEAPONDESC3 #WEAPONDESC4 #WEAPONDESC5 #WEAPONDESC6 #WEAPONDESC7 #WEAPONDESC8 #WEAPONDESC9 #WEAPONDESC10 #WEAPONDESC11 Shining1 |
Shining1 |
![]() ![]() ![]() Hopefully, it will be available on either Apolyton, PlanetSid (ACOL), or somewhere within the month ![]() MarkG, AsianFlu/MtG, this excludes you, naturally. |
Alexnm |
![]() ![]() ![]() Congratulations, Shiny1! It seems a very good work. I will try it when it becomes available (keep us informed!). I am a builder, and your modpack may help to restore the balance I've been looking for. (I just hope it works with version 4.0). Alexnm |
Krushala |
![]() ![]() ![]() Good work Shining1. You put a lot of hard work and thought into a flawed single player game. Beefing up base defense is a must. I have been able to take over entire factions in 1 year. This shouldn't happen. The terraforming options are interesting too. I have been able to do conquer victories in 75 years without any terraforming at all. This should show the value of terraforming. |
itdoesntfit |
![]() ![]() It's great! But did you modify the AI (I'm not even sure if that's possible, but if there is I'll try to modify it)? I didn't read everything though, but it sounds good. Where can I download it? If I can't do you have the scenarion texts (I deleted all of them)? |
Krushala |
![]() ![]() ![]() It's easy IDF just create your own game. And you can put whatever ai you want into it. |
Krushala |
![]() ![]() ![]() and if you read the whole thing he shows when and where to download it |
Shining1 |
![]() ![]() ![]() NOTE: Er... like much of the SMAC documentation, and some of the code (notably memory management), the SNAC 1.2 mod info is getting a little junked. Importantly, it missed the 'Probes cannot steal tech' switch. And probes do not cost 8, they cost 4 (changed back after making the switch). This is important to a builder game, since you stop hemorraging tech to your enemies. But I recommend you play with the spoils of war setting switched on. Alexnm/Krushala: Thanks very much. I will definitely post when this gets up on the net. And I can send anyone who wants it a copy of the Alpha.txt file, which covers the main changes (factions can be easily edited from the list, but Alpha has loads of dependancies to fix as well. It's not fun trying to do it from scratch).
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Imran Siddiqui |
![]() ![]() ![]() Hmm, I'll try this out. Since I have Version 3 on the other computer (not connected to the internet right now), and 4.0 on this one, I'll install it here and see how it goes... |
Zoetrope |
![]() ![]() ![]() Question: If a land transport can carry two units, can both of them be land transports? And if those transports carry two land transports, doesn't that make four units being carried, and so on, ad infinitum? Except at the level where we get tired of the tower of transports, can we fill the transports with troops, so carrying a huge army in one transport? OTOH it might be a very vulnerable army. |
Fistandantilus |
![]() ![]() ![]() Shining: It seem to be a great mod, good work. And thanx for reporting all the changes you made. It is a lot simpler for me changing the italian files using this list rather than downloading the english ones. |
Imran Siddiqui |
![]() ![]() ![]() Btw, when can I DL this? |
OldWarrior_42 |
![]() ![]() ![]() Up, up and away. |
Shining1 |
![]() ![]() ![]() It reappeared before my eyes. Thank you, Old Warrior. |
Oleg Leschoff |
![]() ![]() ![]() Uh, I have got some comments on this, and think that some points may deserve discussion... The techs meanings? 24-infinite range??? I hate forest decrease. But this all is just my opinion. By the way, how about to completely remove clean reactor feature? I always thought of it as about cheat, thus never used it. Also, I agree about Morgan's free EB, and used it in my games. I don't think that cheap colony pod is realistic enough. Didn't you thought about INCREASING it's cost? Having read the rest, I think that you made too many changes. Are you SURE you understand the impact of every of these changes? Especially facilities cost. Heh, who needs that Bulk, especially with increased cost? |
Shining1 |
![]() ![]() ![]() Applied Systems: Point taken. But it is meant to be a very wide ranging tech. Forest Decrease: This is important to the mod. Remember, the base squares gets no minerals to start with. Clean Reactor: At cost 2, this makes a unit a lot more expensive to build, and costs a fair whack of energy to upgrade to. I find it a very useful feature, personally, and one that favours a builder, who produces few units, all of which tend to live a long time. Not a cheat in the least. Cheap colony pods: These work very well. The realism issue is pretty well satisifed, as you also lose a point of population when the pod is finished, and it has the effect of being able to move a misplaced city on the first turn (20 free minerals, 20 minerals per pod - useful). More to the point, losing an early pod to mindworms, etc, is no longer a game losing event, and a player trapped on an island can found cheaper sea bases. This is a gameplay motivated change, and a good one. It's also more honest from an ICS viewpoint - you can expand to your heart's content (and the mod does take other steps to mess up an ICS strategy). And the thought of INCREASING the pod cost never crossed my mind. Given everything I've said, I think you can see why. Infrastructure: Yes, I do know what I'm talking about. Most of this stuff is of only incremental value and STILL takes a long time to build, even under the mod. Faced with the choice of building a single network node or two impact rovers, I'll take the rovers. A network node or one impact rover? 50/50. Remember, this is a builder friendly mod, and it's FIRST priority is to make investment in the masses of available infrastructure a more worthwhile exercise. And believe me, you still want the bulk. Given that it provides DOUBLE minerals in ALL bases, this, like the teletubbie matrix, is a virtual game winner. |
Krushala |
![]() ![]() ![]() do you mean the bulk matter transmitter? I usually have won the game by this point. I never even build it any more until after voice of planet. Just to avoid a lot of ecodamage reactions. Your ICS mods are good. But I still think the ai will build a lot of bases. This is just a trait of the ai that I don't think can be changed. I do like colony pods a little cheaper. It can be tough losing your first colony pod to a mindworm. But the ai will build a lot of them. |
Shining1 |
![]() ![]() ![]() Krush: The A.I builds a massive number of pods, and the three conqueror factions generally tend to have massive empires under the mod (morgan isn't bad, either). It makes the game that much more challenging. Good pickup on this point, BTW. |
Oleg Leschoff |
![]() ![]() ![]() Actually I thought that Bulk still gives 2 minerals per base, witch was ridiculous (the same as having two NMSs). I just have tested this. Bulk increases minerals production by half on every base, witch is of cause better then before. But I still believe that psi gate in every city would be more interesting. By the way, In my last game as Gaians I have noticed that with free EB thing Morgan does really somewhat better, as it was not in the same hole with the couple of bases as it was most of time before. However, before this I saw that one of AI problems is his inability to use energy reserves, so either AI was somewhat tweaked in last patch or I was wrong on this. |
korn469 |
![]() ![]() ![]() here's what i think the bulk matter transmitter should do...increase your faction's industry rating by +1 korn469 |
The Builder |
![]() ![]() ![]() I gave Morgan free Energy Banks for each Colony, too. And he got the point. The last game he won with an economic victory. (I had a pact and the other computer players seemed not to mind about it.)
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Zero_Gauss |
![]() ![]() ![]() Shining you're killing me! PLEASE PLEASE PLEASE post the files somewhere (a nice fast FTP site maybe?) -I'm going out of my mind trying to implement the changes in the two hours of gaming I get a day. If putting the files somewhere is too difficult, perhaps you could e-mail me? I'm on a DSL line and don't care how long it takes to pull down e-mail ... let me know at [email protected] and I'll help you to beta-test and refine the changes. thanks! |
The Doc |
![]() ![]() I never knew what "SNAC" was until I read this. I read through the changes Shining1 made and was surprised to discover that I've made many similar ones and for the same purposes. Just a few comments: 1) First of all, as for the +2 Minerals bonus of the Bulk Matter or whatever SP that was, it should say "+50% Minerals in every city". You may want to change this in alpha.txt. Note for korn469: this would be the mathematical equivalent of anywhere from +2 to +3.33 Industry rating, depending on what mineral-increasing improvements are currently in the base. Basically, this SP increases the BASELINE mineral production by 50%. 2) Shining1, you've probably spent lots of hours to come up with all your changed values, but I'll give you my input anyway: a) Needlejets, Copters, and Gravships should cost even more, so that the faction that gets them first doesn't automatically get to make cheap killing machines. An increase to 10 or 12 doesn't do much. I use 24/30/36. This way, you or the AI probably won't want to make chaos air units until after Fusion Power due to the high cost. Also, I limited my Copter movement, but only down to 6, not 4. b) Coincidentally, you chose a very similar name for the tech needed to make PB's. I call it "Doctrine: Mass Destruction". c) If you don't like the concept of the Transcendi (specialist), call them "Cyborgs". For the icon, I'm using a mugshot of C-3PO from Episode I. (I know, he's really not a Cyborg, but I like the pic better than seeing a bunch of glow-in-the-dark figurines depicted by the Transcendi icon.) Oh yeah, and Librarians can be Biophysicists. d) I don't know if you changed this, but did you consider penalty/bonus for elevation? I mean for regular units, not just artillery? I use 15% for both in alpha.txt. e) I disagree with your decision to decrease the penalty of Police in the Free Market SC from -5 to -3. I don't think the extra Psi penalty makes up for it. Having an extra energy in EVERY square is almost an unbalancing advantage. Nothing in CivII had this much of an effect. Democracy came close, and so it had the double unhappiness unit penalty. So I feel you should keep that unit penalty (by keeping police -5). Anyways, I like your modifications overall. I can't say I'll be playing your mod file as is (probably each of us has made his own modified game to his/her liking) but I like how you typed them all out here so that people who read them can get new ideas. Coincidentally, I had also made a lot of the changes you made, identically in some cases. |
Shining1 |
![]() ![]() ![]() The Doc: I tend to disagree, but only time will tell. -3 Planet increases fungus growth as well as giving a -60% psi attack penalty, and -3 police means that moving combat units around is difficult. Give that SMAC is inherently a conqueror game (regardless of what I do - this is another version of Brian's "Stop we no, slow we yes"), the inability to move units around is a serious problem (remember that under -3 police you also lack the ability to use heavy police controls). Free market is basically an out and out declaration that you're not at war with anyone. Because of the highly rewarding nature of conquest in SMAC, I think that peace should also be heavily rewarded ![]() And I also want the Freemarket Demo ombination to be used, instead of just Freemarket Policestate. (with Demo, Freemarket, Knowledge the ultimate peaceful combo - +1 energy/square, Paradigm economy, +2 Research). Finally, compare it to the alternatives. +2 growth and +1 industry is usually preferable at the early peaceful stages of the game, where you are BOOMING your bases up to the hab limit to get the max mineral production. As for the rest, I'm happy we agree on so much. Doctrine: Mass Destruction made me laugh out loud. Coincidence? Wow. I'll consider the vehicle mods, but think I've taken a slightly different approach to Copters than you have. Firstly, they appear quite a bit later (under Homo-Superior), which means their power is somewhat balanced for the attack and also that most players left by this time should have at least some form of air defense. Secondly, those air defenses are quite a bit cheaper. I'll change the bulk info. I like the current bonus for elevation. Controlling the high ground has always been a priority for gunners. Finally, and for EVERYONE: Please feel free to comment or flame any part of this - unless you are particularly off beam, I'm happy to discuss any part of this mod. Zero_Gauss: |
korn469 |
![]() ![]() ![]() the doc i didn't know that the BMT increased baseline mineral production that much. however...when mineral production increases so does eco damage. all i was thinking was that if things cost less then you'd need less minerals to build them. so having smaller mineral output is not bad because of the benefit of decrease eco damage. now that i think about in the datalinks doesn't the bulk matter transmission say +2 minerals? maybe +2 minerals=+2 industry...just a thought korn469 |
korn469 |
![]() ![]() ![]() the doc i didn't know that the BMT increased baseline mineral production that much. however...when mineral production increases so does eco damage. all i was thinking was that if things cost less then you'd need less minerals to build them. so having smaller mineral output is not bad because of the benefit of decrease eco damage. now that i think about in the datalinks doesn't the bulk matter transmission say +2 minerals? maybe +2 minerals=+2 industry...just a thought korn469 |
korn469 |
![]() ![]() ![]() sorry about the double post |
The Doc |
![]() ![]() Shining1, You say you like the current bonus for elevation, which leads me to believe there may be a misunderstanding on both of our parts. First, in my post I didn't mean to say 15% for "both", meaning for regular units and artillery units (I kept the default 25% for artillery per level of altitude). I meant the change should be applied as a bonus for the attacker at higher altitude, as well as a penalty to an attacker of lower altitude. However, I believe the game's default bonus/penalty for regular non-artillery units is 0 for both of these parameters. Note for anyone: The "penalty" for attacking from lower altitude is actually implemented as a "bonus" for the defender (+XX%), rather than a real penalty from the attacker. |
Shining1 |
![]() ![]() ![]() Korn: FirX hasn't updated the help file in three patches. It does say +2 minerals. I think it was analyst who pointed out that this was ridiculous, given that the bulk matter transmitter costs as much as 5 nessus mining stations. Doc: Ah. Yes, I wanted to avoid given bonuses to units on high ground simply because of the complexity of this. FirX seems to agree, however, so maybe I should try it (not joking in the least). |
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