Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Sigma on October 30, 2014, 07:05:57 PM

Title: What do you consider to be the White Whale of SMAC modding?
Post by: Sigma on October 30, 2014, 07:05:57 PM
Pursuant somewhat to this thread (http://alphacentauri2.info/index.php?topic=8411.0), I was thinking about things in SMACX that we'd love to be able to mod but at this point in time are unfeasible based on the community's current understanding of the game's code. These are the White Whales-- the ultimate achievements that are just beyond reach.

Just off the top of my head, I'm thinking:


Personally, I'd be amazed at the prospect of unlocking the game's Interlude triggers, which would allow Modders to create entirely new and unique story progressions.

What are your thoughts?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on October 30, 2014, 07:46:24 PM
The first basic rule is that anything that means new information, rather than just a new way for things to work, is difficult; it took quite a bit of work just to enable new alphax variables, and there were tricks that I used there that cannot be used when there's more data involved.

The second rule is that the more often something shows up, the harder it is to do something with it.  The number of factions is used all over, so it gets two "hits".

Faction-specific units would actually probably not be so incredibly difficult; essentially, it would be equivalent to a "virtual" tech automatically known by one faction and not tradeable to others.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Dio on October 30, 2014, 07:50:15 PM
I would like to see the rest of the features that were originally planned or partially implemented in the game completed.

1. The Unit prototype trade system implemented (PROTOPACT and the associated option on the #PROPOSALMENU).
2. Getting the COMMFREQ faction bonus to work.
2. Combat bonuses for certain weapon modes versus certain armor modes.
3. The ADVENERGY, ADVENERGY2, ADVDECIPHER, and ADVDECIPHER2 script options made operational.
4. The above operation would also involve making it so that probe teams start at a lower base morale level. Also, perhaps making negative SOCIAL, PROBE effect probe team morale.
5. Commerce Penalities reintroduced/implemented for negative SOCIAL, ECONOMY effects.
6. Getting SOCIAL, TALENT to work and display properly in the game.
7. Getting the additional Citizen Specialist effects implemented.
8. Fixing the FACTENERGYBON/PEN Script Display.
9. Making it so that you can play SMACX without having Fungal Towers, spore launchers and sealurks appear in standard games.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on October 30, 2014, 07:56:53 PM
I personally I would like to see the rest of the features that were originally planned or partially implemented in the game completed.

1. The Unit prototype trade system implemented.

How does this work?  Because it sounds like something that we may be better off without.

Quote
2. Combat bonuses for certain weapon modes versus certain armor modes.

Should be doable as part of a general combat project.

Quote
3. The ADVENERGY, ADVENERGY2, ADVDECIPHER, and ADVDECIPHER2 script options made operational.

They aren't?

Quote
4. The above operation would also involve making it so that probe teams start at a lower base morale level. Also, perhaps making negative SOCIAL, PROBE effect probe team morale.

Both are actually on my current list.

Quote
5. Commerce Penalities reintroduced/implemented for negative SOCIAL, ECONOMY effects.

This would be doable on request (and I've actually decided to start taking requests fairly soon).

Quote
6. Getting SOCIAL, TALENT to work and display properly in the game.

It already works as far as I know; displaying would require figuring out where it should show up.

Quote
7. Getting the additional Citizen Specialist effects implemented.

Which effects are these?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Sigma on October 30, 2014, 07:58:47 PM
3. The ADVENERGY, ADVENERGY2, ADVDECIPHER, and ADVDECIPHER2 script options made operational.
I've never heard of these. What are they?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Dio on October 30, 2014, 08:10:22 PM
I personally I would like to see the rest of the features that were originally planned or partially implemented in the game completed.

1. The Unit prototype trade system implemented.

How does this work?  Because it sounds like something that we may be better off without.

Quote
2. Combat bonuses for certain weapon modes versus certain armor modes.

Should be doable as part of a general combat project.

Quote
3. The ADVENERGY, ADVENERGY2, ADVDECIPHER, and ADVDECIPHER2 script options made operational.

They aren't?

Quote
4. The above operation would also involve making it so that probe teams start at a lower base morale level. Also, perhaps making negative SOCIAL, PROBE effect probe team morale.

Both are actually on my current list.

Quote
5. Commerce Penalities reintroduced/implemented for negative SOCIAL, ECONOMY effects.

This would be doable on request (and I've actually decided to start taking requests fairly soon).

Quote
6. Getting SOCIAL, TALENT to work and display properly in the game.

It already works as far as I know; displaying would require figuring out where it should show up.

Quote
7. Getting the additional Citizen Specialist effects implemented.

Which effects are these?

1. The automatic request by the AI for a Protoype trade (PROTOPACT) was only skeletal and simply contained the code for showing the Script box.

COMMFREQ: Unless you fixed it in one of your more recent patch updates it still does not operate.

3.ADVENRGY would operate almost identically to ADVDECIPHER. ADVENERGY1 and ADVDECIPHER1 would prevent probe teams below a certain morale level from breaking into a base after the first such attempt on that base.
My mistake, #ADVDECIPHER is the option that currently works correctly to decreases probe team survival and success after the first probe team tech steal action on a specific base. I meant to say #DECIPHER instead of ADVDECIPHER. The DECIPHER script (if it worked correctly) would allow a probe team to either randomly grab a tech with a higher chance of success or to steal specific tech with a much lower chance of success. The chance of success is modified based upon whether it is the first or second plus action on the base. If the faction has no new tech it automatically takes their world map with option 1 and nothing with option 2 (bug).

7. Taken from the Help.txt File:

#CITIZENHECK
^Commerce bonus for base.
^Production bonus for base. Uncertain meaning
^Psi defense bonus for base.
^Morale bonus for base.
^Unit support bonus for base.
^Efficiency bonus for base.
^Aliens bonus for base. (Aliens Lifecycle Bonus)

This list exactly match the number of empty zero data pointers that appear at the end of each line in the #CITIZENS section of ALPHAX.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on October 30, 2014, 08:54:23 PM
1. The automatic request by the AI for a Protoype trade (PROTOPACT) was only skeletal and simply contained the code for showing the Script box.

What would happen in such a trade if it worked correctly?

Quote
COMMFREQ: Unless you fixed it in one of your more recent patch updates it still does not operate.

Apparently true.  It's definitely a potential for the list of bugs to be fixed (when I switch to taking requests, the order of bugfixes for non-game-crippling bugs such as this will also be largely request-based.)

Quote
3.ADVENRGY would operate almost identically to ADVDECIPHER. ADVENERGY1 and ADVDECIPHER1 would prevent probe teams below a certain morale level from breaking into a base after the first such attempt on that base.
Do they not work properly now?

Quote
My mistake, #ADVDECIPHER is the option that currently works correctly to decreases probe team survival and success after the first probe team tech steal action on a specific base. I meant to say #DECIPHER instead of ADVDECIPHER. The DECIPHER script (if it worked correctly) would allow a probe team to either randomly grab a tech with a higher chance of success or to steal specific tech with a much lower chance of success. The chance of success is modified based upon whether it is the first or second plus action on the base. If the faction has no new tech it automatically takes their world map with option 1 and nothing with option 2 (bug).

Yes, enabling targeted techsteal would be a possible future project.

Quote
7. Taken from the Help.txt File:

#CITIZENHECK
^Commerce bonus for base.
^Production bonus for base. Uncertain meaning
^Psi defense bonus for base.
^Morale bonus for base.
^Unit support bonus for base.
^Efficiency bonus for base.
^Aliens bonus for base. (Aliens Lifecycle Bonus)

This list exactly match the number of empty zero data pointers that appear at the end of each line in the #CITIZENS section of ALPHAX.

Yes, that would indicate unimplemented options; the nice thing about unimplemented options is that they've probably already got the necessary space, making them relatively easy to implement.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Lord Avalon on October 30, 2014, 09:02:49 PM
I wish there were more slots in the Unit Workshop. I wish I could get rid of more than one obsolete unit type at once, so I didn't have to scroll all the way back to the obsolete unit section. Or at least a button for jumping to obsolete units. Or maybe the screen could stay put, meaning the focus would shift from freed up slot to adjacent slot.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Dio on October 30, 2014, 09:16:05 PM
1. The automatic request by the AI for a Protoype trade (PROTOPACT) was only skeletal and simply contained the code for showing the Script box.

What would happen in such a trade if it worked correctly?

Quote
COMMFREQ: Unless you fixed it in one of your more recent patch updates it still does not operate.

Apparently true.  It's definitely a potential for the list of bugs to be fixed (when I switch to taking requests, the order of bugfixes for non-game-crippling bugs such as this will also be largely request-based.)

Quote
3.ADVENRGY would operate almost identically to ADVDECIPHER. ADVENERGY1 and ADVDECIPHER1 would prevent probe teams below a certain morale level from breaking into a base after the first such attempt on that base.
Do they not work properly now?

Quote
My mistake, #ADVDECIPHER is the option that currently works correctly to decreases probe team survival and success after the first probe team tech steal action on a specific base. I meant to say #DECIPHER instead of ADVDECIPHER. The DECIPHER script (if it worked correctly) would allow a probe team to either randomly grab a tech with a higher chance of success or to steal specific tech with a much lower chance of success. The chance of success is modified based upon whether it is the first or second plus action on the base. If the faction has no new tech it automatically takes their world map with option 1 and nothing with option 2 (bug).

Yes, enabling targeted techsteal would be a possible future project.

Quote
7. Taken from the Help.txt File:

#CITIZENHECK
^Commerce bonus for base.
^Production bonus for base. Uncertain meaning
^Psi defense bonus for base.
^Morale bonus for base.
^Unit support bonus for base.
^Efficiency bonus for base.
^Aliens bonus for base. (Aliens Lifecycle Bonus)

This list exactly match the number of empty zero data pointers that appear at the end of each line in the #CITIZENS section of ALPHAX.

Yes, that would indicate unimplemented options; the nice thing about unimplemented options is that they've probably already got the necessary space, making them relatively easy to implement.
1. Their is a procedure in the game that controls the purchase of tech and commlinks. Inside this procedure is an incomplete section for also buying prototypes. As such, I realize it would be a lot of work to finish implementing such a feature. In other words, for almost every section I have seen prototypes in, it has been incomplete.

3. ADVENERGY, ADVENERGY1, and ADVDECIPHER do not currently work as of the most current version of your patch.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on October 30, 2014, 09:27:18 PM
I wish there were more slots in the Unit Workshop.

This would be fairly difficult, but probably feasible as a major project.

Quote
I wish I could get rid of more than one obsolete unit type at once, so I didn't have to scroll all the way back to the obsolete unit section. Or at least a button for jumping to obsolete units. Or maybe the screen could stay put, meaning the focus would shift from freed up slot to adjacent slot.

Screen stays put would probably be the easiest, and probably not that difficult.

1. Their is a procedure in the game that controls the purchase of tech and commlinks. Inside this procedure is an incomplete section for also buying prototypes. As such, I realize it would be a lot of work to finish implementing such a feature. In other words, for almost every section I have seen prototypes in, it has been incomplete.

I also have serious doubts about whether the ability to buy prototypes is even desirable from a gameplay perspective.

Quote
3. ADVENERGY, ADVENERGY1, and ADVDECIPHER do not currently work as of the most current version of your patch.

So the second time targeting a base is no more difficult than the first?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Dio on October 30, 2014, 09:52:50 PM
My mistake again. The script for #ADVDECIPHER works properly. The other scripts are not operational but are in the game code. A method to prove Advenergy does not work is by simply probing the same base two or more times for energy credits. Stealing energy credits does not get harder the second time to probe a base. The other two are somehow related to probe team morale level.

Functions Correctly:
#ADVDECIPHER
#xs 440
#caption Operations Director
Our probe team believes the network at $BASENAME0 to be newly equipped
with a high security interlock! Continued tampering risks exposure.

Abort mission. ($CHANCES1)
Break in at all costs. ($CHANCES2)

Does Not Function:
#ADVENERGY
#xs 440
#caption Operations Director
Our probe team believes the energy grid at $BASENAME0 to be newly equipped
with a high security interlock! Continued tampering risks exposure.

Abort mission. ($CHANCES1)
Break in at all costs. ($CHANCES2)

#ADVENERGY1
#xs 440
#wave 11
#caption Operations Director
Our probe team has found the energy grid at $BASENAME0 to be newly equipped
with a high security interlock! This probe team does not have sufficient
experience to bypass such a countermeasure.

#ADVDECIPHER1
#xs 440
#caption Operations Director
Our probe team has found the network at $BASENAME0 to be newly equipped
with a high security interlock. This probe team does not have sufficient
experience to bypass such a countermeasure.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: ete on November 02, 2014, 04:41:40 PM
For me the biggest thing I'd love to be able to do but can't is give the ability to build specific units as a faction bonus. The way custom units can be defined allows for all sorts of cool things normally not buildable like Probe Planes or units with loads of interesting abilities at once, but allowing them generally changes the game too much. Being able to give them to factions would be pretty awesome, and allow for a bunch of diverse awesome factions.

The two approaches I can see would be adding a field in the alphax which gives the name of a faction, and only allows the unit to be built by that faction (if blank applies to all factions), or possibly adding a field in the faction text file which lets you specify units there. You may be able to steal code for "if faction name is x do y" from the Cult's late start, which is hardcoded against the faction text name.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 02, 2014, 05:57:20 PM
My mistake again. The script for #ADVDECIPHER works properly. The other scripts are not operational but are in the game code. A method to prove Advenergy does not work is by simply probing the same base two or more times for energy credits. Stealing energy credits does not get harder the second time to probe a base. The other two are somehow related to probe team morale level.

Ok...stealing energy not getting harder may be an intentional decision rather than a bug; while an eventual interlock rework would probably involve enabling it, that's not a bug.

The others are probably just because the probe team morale can never get low enough to make the action impossible.

For me the biggest thing I'd love to be able to do but can't is give the ability to build specific units as a faction bonus. The way custom units can be defined allows for all sorts of cool things normally not buildable like Probe Planes or units with loads of interesting abilities at once, but allowing them generally changes the game too much. Being able to give them to factions would be pretty awesome, and allow for a bunch of diverse awesome factions.

This would likely be part of a general tech tree rework, allowing more techs and "virtual techs", i.e. techs that are automatically researched as soon as you have the prerequisites, do not count toward your total techs, and cannot be traded.  Then you could just make a virtual tech with prerequisite Disable (so it can't be researched), give it for free to the faction in question, and make it the prerequisite for the desired unit.

Quote
The two approaches I can see would be adding a field in the alphax which gives the name of a faction, and only allows the unit to be built by that faction (if blank applies to all factions), or possibly adding a field in the faction text file which lets you specify units there.

Either of those would work as well, but would not enable as many other modding options.

Quote
You may be able to steal code for "if faction name is x do y" from the Cult's late start, which is hardcoded against the faction text name.

It also shows up in the Caretakers' aversion to Transcendence.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Nexii on November 02, 2014, 07:28:13 PM
Special abilities for native life.  Though I haven't given it much thought.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 02, 2014, 07:41:40 PM
Special abilities for native life.  Though I haven't given it much thought.

This actually can be done with just alphax.txt modding.

Basically, any predesigned unit with a psi attack (or fungal towers even without a psi attack) is considered native, with everything that includes...so if you give said units special abilities, you'll have native life with special abilities.  (Exception: Heavy artillery is hardcoded to not work with psi except with spore launchers; there may be other abilities hardcoded not to work with psi either.  But those will usually not be that difficult to change.)
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Buster's Uncle on November 02, 2014, 07:44:16 PM
"What do you consider to be the White Whale of SMAC modding?"

It all depends on what you'd like to be doing at the moment, doesn't it? 

At different times the answer has been .cvr modding, when I was making factions for zsozso's Middle Earth mod - that was going to have recon rovers in it, no matter what, and programmable interlude triggers when working on a GotM scenario with a heavy story element - which the GotM team tends towards.  When we wrote seven stories to go with "What Would Pravin Do?", it would have been SO nice to have been able to incorporate them directly into the scenario - but it just couldn't be done with the available interlude triggers.

Those are my two big ones.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: ete on November 02, 2014, 07:56:35 PM
For me the biggest thing I'd love to be able to do but can't is give the ability to build specific units as a faction bonus. The way custom units can be defined allows for all sorts of cool things normally not buildable like Probe Planes or units with loads of interesting abilities at once, but allowing them generally changes the game too much. Being able to give them to factions would be pretty awesome, and allow for a bunch of diverse awesome factions.

This would likely be part of a general tech tree rework, allowing more techs and "virtual techs", i.e. techs that are automatically researched as soon as you have the prerequisites, do not count toward your total techs, and cannot be traded.  Then you could just make a virtual tech with prerequisite Disable (so it can't be researched), give it for free to the faction in question, and make it the prerequisite for the desired unit.

That could work, but has the major disadvantage of being stealable by probe. That means that making a faction with some amazing unit but other penalties overly vulnerable to probing, and especially exploitable by humans. Being able to define it directly on a per-faction basis without separate tech avoids those problems.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Nexii on November 02, 2014, 08:00:18 PM
Special abilities for native life.  Though I haven't given it much thought.

This actually can be done with just alphax.txt modding.

Basically, any predesigned unit with a psi attack (or fungal towers even without a psi attack) is considered native, with everything that includes...so if you give said units special abilities, you'll have native life with special abilities.  (Exception: Heavy artillery is hardcoded to not work with psi except with spore launchers; there may be other abilities hardcoded not to work with psi either.  But those will usually not be that difficult to change.)

Yea I should have clarified there, I meant being able to give native units abilities in the unit workshop.  I assume doing the above would give everyone stronger native units throughout the game (and alien faction also)
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 02, 2014, 08:47:47 PM
For me the biggest thing I'd love to be able to do but can't is give the ability to build specific units as a faction bonus. The way custom units can be defined allows for all sorts of cool things normally not buildable like Probe Planes or units with loads of interesting abilities at once, but allowing them generally changes the game too much. Being able to give them to factions would be pretty awesome, and allow for a bunch of diverse awesome factions.

This would likely be part of a general tech tree rework, allowing more techs and "virtual techs", i.e. techs that are automatically researched as soon as you have the prerequisites, do not count toward your total techs, and cannot be traded.  Then you could just make a virtual tech with prerequisite Disable (so it can't be researched), give it for free to the faction in question, and make it the prerequisite for the desired unit.

That could work, but has the major disadvantage of being stealable by probe. That means that making a faction with some amazing unit but other penalties overly vulnerable to probing, and especially exploitable by humans. Being able to define it directly on a per-faction basis without separate tech avoids those problems.

Sorry, when I said nontradable I should have specified "cannot be attained from one another in any manner".  No trading, no probes, no techshare, no techsteal, nothing.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Sigma on November 02, 2014, 10:37:54 PM

Quote
You may be able to steal code for "if faction name is x do y" from the Cult's late start, which is hardcoded against the faction text name.

It also shows up in the Caretakers' aversion to Transcendence.
This is something that I've always wondered about, and it seems like it would be a skeleton key for a lot of interesting functions. Is this part of the code at all understood?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 02, 2014, 10:54:34 PM

Quote
You may be able to steal code for "if faction name is x do y" from the Cult's late start, which is hardcoded against the faction text name.

It also shows up in the Caretakers' aversion to Transcendence.
This is something that I've always wondered about, and it seems like it would be a skeleton key for a lot of interesting functions. Is this part of the code at all understood?

Yes; it's actually quite easy to implement for a given situation.

The problem is that each case would have to be hardcoded, meaning it could not be easily applied to custom factions.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Ford_Prefect on November 02, 2014, 11:06:09 PM

  • Unlocking the Secrets of Caviar Editing



http://alphacentauri2.info/index.php?topic=7866
Has been done partially by me.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: ete on November 03, 2014, 12:30:51 AM
Sorry, when I said nontradable I should have specified "cannot be attained from one another in any manner".  No trading, no probes, no techshare, no techsteal, nothing.
That would be a good solution then. You may have to change a bunch of places to rule out each kind of tech obtainment, but yes, that'd be awesome if you got it to work.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: DrazharLn on November 03, 2014, 01:48:49 AM
"What do you consider to be the White Whale of SMAC modding?"

It all depends on what you'd like to be doing at the moment, doesn't it? 

At different times the answer has been .cvr modding, when I was making factions for zsozso's Middle Earth mod - that was going to have recon rovers in it, no matter what, and programmable interlude triggers when working on a GotM scenario with a heavy story element - which the GotM team tends towards.  When we wrote seven stories to go with "What Would Pravin Do?", it would have been SO nice to have been able to incorporate them directly into the scenario - but it just couldn't be done with the available interlude triggers.

Those are my two big ones.

This is all very true. The number one priority for making better story driven scenarios (one of the best outputs from our community, IMO) would be more control over interludes.

Unfortunately, it's not immediately apparent how to do this in any kind of flexible manner. I was working on a prototype for calling other executables from AC2 (and got it working), but I haven't worked out a good way to pass data between the AC binary and an external one yet.

Whenever I work on this kind of thing, it just makes me think I should re-implement all of the AC engine in a more modern language and open source it. Then I remember that I'm lazy and have no idea how to do graphics programming.

Quote from: ete
something about non-tradeable techs

I think what Yitzi is getting at is that that capability (even to have entirely non-exchangeable techs) already exists. I did a mock up of something like that when I was toying with a custom tech tree for a GotM.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Ford_Prefect on November 03, 2014, 02:50:04 AM
Whenever I work on this kind of thing, it just makes me think I should re-implement all of the AC engine in a more modern language and open source it.

Hmmmmm.   
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Flux on November 03, 2014, 02:55:32 AM

when I was making factions for zsozso's Middle Earth mod

Woah, wait, they made a Middle Earth mod?
I must scan the internet for traces of it.
Hmm. Can't find it. Oh well.
Although, it has inspired me to attempt a custom scenario with my own graphics. I'll see how that goes.

Anyway, I think something that one of our wonderfully talented people here could pull off if they really set their minds to it would be an eighth faction. Or perhaps less than 7? Although less than 7 may already be possible, I'm not really sure. I just do art and faction text files here.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Buster's Uncle on November 03, 2014, 03:08:51 AM
It never got finished - root around at WPC AC, circa early 2010-, if you're curious, and do whatever you can think of to try to contact zsozso -this goes for everyone- and lure him in out of the cold - I'm certainly game to resume work.

He IS a member here, and now we could at least paint a plane to look a little more like a Nazgul...
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: DrazharLn on November 03, 2014, 03:13:41 AM
Whenever I work on this kind of thing, it just makes me think I should re-implement all of the AC engine in a more modern language and open source it.

Hmmmmm.

I started planning it out once. I said "This won't even be very hard.". But you know, Hofstadter's law. Also, laziness.

More seriously, the main problem I was having was working out how to architect the engine to be as generic for modders as possible. I'd like to give that approach a good go, and then when it fails go the agile route and just try to work out how to do the minimum viable prototype thing.

Anyway, this thread is not the place. If you (or anyone else) is interested, though, maybe PM me and we should chat on IRC or mumble sometime. Or even start another thread.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Flux on November 03, 2014, 03:34:35 AM
It never got finished - root around at WPC AC, circa early 2010-, if you're curious, and do whatever you can think of to try to contact zsozso -this goes for everyone- and lure him in out of the cold - I'm certainly game to resume work.

He IS a member here, and now we could at least paint a plane to look a little more like a Nazgul...

I'll send him a PM, although if he doesn't come here anymore it won't matter.
I did a quick search of his username, and it's only mentioned 7 times here. Ever.
This is the only thread I found, and it isn't Middle Earth: http://alphacentauri2.info/index.php?topic=8643.msg48348#msg48348
Hmmmm
I think I'll get to work on a Gondor and Elven factions tomorrow. Will be making a thread for it, I'm fine with starting from scratch. No sense in clogging this up with stuff about Tolkien's lore.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Buster's Uncle on November 03, 2014, 03:46:29 AM
Our search engine sucks.

Let me nip over and find the thread in question for you - I put a lot of work into what I did, and I hate when my work goes to waste.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 03, 2014, 06:17:10 AM
Sorry, when I said nontradable I should have specified "cannot be attained from one another in any manner".  No trading, no probes, no techshare, no techsteal, nothing.
That would be a good solution then. You may have to change a bunch of places to rule out each kind of tech obtainment, but yes, that'd be awesome if you got it to work.

It would be a fairly big project, though.

This is all very true. The number one priority for making better story driven scenarios (one of the best outputs from our community, IMO) would be more control over interludes.

Unfortunately, it's not immediately apparent how to do this in any kind of flexible manner. I was working on a prototype for calling other executables from AC2 (and got it working), but I haven't worked out a good way to pass data between the AC binary and an external one yet.

Yeah...some stuff (on techs, for instance) could probably be made flexible, but more complicated stuff really couldn't.

Quote
I think what Yitzi is getting at is that that capability (even to have entirely non-exchangeable techs) already exists.

It does?  Where is the code for it (or how do you set that option in alphax)?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: DrazharLn on November 03, 2014, 09:46:26 AM

This is all very true. The number one priority for making better story driven scenarios (one of the best outputs from our community, IMO) would be more control over interludes.

Unfortunately, it's not immediately apparent how to do this in any kind of flexible manner. I was working on a prototype for calling other executables from AC2 (and got it working), but I haven't worked out a good way to pass data between the AC binary and an external one yet.

Yeah...some stuff (on techs, for instance) could probably be made flexible, but more complicated stuff really couldn't.

Quote
I think what Yitzi is getting at is that that capability (even to have entirely non-exchangeable techs) already exists.

It does?  Where is the code for it (or how do you set that option in alphax)?

I seemed to recall that setting a tech as disabled prevented it from being tradeable or stealable. You have me doubting myself, though, and I can't test right now.

In any case, if the tech gave a custom unit you would still be able to bribe it and then build it, though. I don't know how to avoid that unless there's a special ability that prevents that (I think threre's one to make it more difficult?)

Quote from: yitzi
(prototype sharing bad for gameplay)

I always liked that AC2 gives you the opportunity to trade weapons with other factions. It makes better proxy wars and so on possible, but I understand that it could dominate the game in MP. Maybe if units you don't have all the tech to build were built slower?

Anyway, you can still trade prototypes, I suppose, you just have to trade the real unit. That's probably better.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 03, 2014, 12:33:05 PM
I seemed to recall that setting a tech as disabled prevented it from being tradeable or stealable. You have me doubting myself, though, and I can't test right now.

I think that's only if it's fully disabled (i.e. one prerequisite is Disable, and IIRC the second is not None), which also IIRC prevents it from counting to allow you to build stuff.

Quote
In any case, if the tech gave a custom unit you would still be able to bribe it and then build it, though. I don't know how to avoid that unless there's a special ability that prevents that (I think threre's one to make it more difficult?)

Polymorphic Encryption makes it more expensive to bribe.

And there is no way to prevent you from bribing and building; I think that's because reverse engineering was never intended to be doable in the first place.

Quote
I always liked that AC2 gives you the opportunity to trade weapons with other factions.

Why not just trade the tech behind them?
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: ete on November 03, 2014, 12:36:52 PM
Sorry, when I said nontradable I should have specified "cannot be attained from one another in any manner".  No trading, no probes, no techshare, no techsteal, nothing.

That would be a good solution then. You may have to change a bunch of places to rule out each kind of tech obtainment, but yes, that'd be awesome if you got it to work.


It would be a fairly big project, though.

Indeed, I'm not expecting it to jump high on your to-do list.

Whenever I work on this kind of thing, it just makes me think I should re-implement all of the AC engine in a more modern language and open source it.


Hmmmmm.


I started planning it out once. I said "This won't even be very hard.". But you know, Hofstadter's law. Also, laziness.

More seriously, the main problem I was having was working out how to architect the engine to be as generic for modders as possible. I'd like to give that approach a good go, and then when it fails go the agile route and just try to work out how to do the minimum viable prototype thing.

Anyway, this thread is not the place. If you (or anyone else) is interested, though, maybe PM me and we should chat on IRC or mumble sometime. Or even start another thread.

https://github.com/dominx/opensmac exists, and would be pretty awesome to have progress on. He has some rough GUI stuff set up already http://alphacentauri2.info/index.php?topic=6124.0
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: DrazharLn on November 03, 2014, 03:22:02 PM
@ete,

Thanks. I've commented in that thread and will follow the project up.

@yitzi

Yes, disable does prevent the tech from being available in the game... Maybe my approach was to make a disabled tech the prerequisite of each of the faction specific ones and then grant the tech through faction.txts exclusively.

I seem to remember that you can trade techs to somebody regardless of prerequisites, though. So either there was some other trick I was using or I didn't solve the problem (or I'm wrong about tech trading and prerequisites).
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 04, 2014, 03:08:57 AM
@ete,

Thanks. I've commented in that thread and will follow the project up.

@yitzi

Yes, disable does prevent the tech from being available in the game... Maybe my approach was to make a disabled tech the prerequisite of each of the faction specific ones and then grant the tech through faction.txts exclusively.

Even so, I think that if disabled in a way that trading is disabled, the tech itself is completely disabled (to the point where it always returns "false" for prerequisites, i.e. if you make it a prerequisite and give it to a faction via the faction .txt, that faction will still be unable to build the thing it's a prerequisite for.)

Quote
I seem to remember that you can trade techs to somebody regardless of prerequisites, though. So either there was some other trick I was using or I didn't solve the problem (or I'm wrong about tech trading and prerequisites).

You can trade regardless of prerequisites, but if a prerequisite is Disabled, and the prerequisites aren't (IIRC) Disabled for the first and None for the second, then the tech itself is disabled and can't even be traded, won't show up in the datalinks, always counts as not known even if gained as a starting tech, etc.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Green1 on November 04, 2014, 08:03:41 AM
The real "white whale" in the room is the cap of 7 factions in the game.

While I have been reminded by various .exe modders and elders on various forums that this is a near impossibility, I think lack of being able to do this hampers the game when compared to modern games quite a bit.

The other white whale is pathing issues with units getting to objectives and use of navy and terraforming. I have seen units bunch up near a coast trying to reach a city across a channel to no avail when there are other paths to get there. However, more modern games like Civ 5 have WTF AI moments as well.

While SMAX's graphics have aged much better than Civ 2, both the UI could be more modern and graphics could be higher fidelity but this is more a taste deal than an absolute game breaker.

Other than that, most of the other things are minor. Facedit/aceedit custom faction programs are buggy as hell, but study can overcome that.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: DrazharLn on November 04, 2014, 08:22:24 AM
@yitzi

Yes, disable does prevent the tech from being available in the game... Maybe my approach was to make a disabled tech the prerequisite of each of the faction specific ones and then grant the tech through faction.txts exclusively.

Even so, I think that if disabled in a way that trading is disabled, the tech itself is completely disabled (to the point where it always returns "false" for prerequisites, i.e. if you make it a prerequisite and give it to a faction via the faction .txt, that faction will still be unable to build the thing it's a prerequisite for.)

Quote
I seem to remember that you can trade techs to somebody regardless of prerequisites, though. So either there was some other trick I was using or I didn't solve the problem (or I'm wrong about tech trading and prerequisites).

You can trade regardless of prerequisites, but if a prerequisite is Disabled, and the prerequisites aren't (IIRC) Disabled for the first and None for the second, then the tech itself is disabled and can't even be traded, won't show up in the datalinks, always counts as not known even if gained as a starting tech, etc.

Yes, maybe you're right. I did this messing around with techs ages ago and can't remember exactly what I did or how successful I was.
Title: Re: What do you consider to be the White Whale of SMAC modding?
Post by: Yitzi on November 04, 2014, 12:27:30 PM
The real "white whale" in the room is the cap of 7 factions in the game.

While I have been reminded by various .exe modders and elders on various forums that this is a near impossibility, I think lack of being able to do this hampers the game when compared to modern games quite a bit.

I've gotten somewhat better, and while it'd still be a big job and probably add a lot of bugs until they can be fixed, it may eventually be doable...

Quote
The other white whale is pathing issues with units getting to objectives and use of navy and terraforming. I have seen units bunch up near a coast trying to reach a city across a channel to no avail when there are other paths to get there. However, more modern games like Civ 5 have WTF AI moments as well.

An AI rework would be a big job, but may be worth it...

Quote
While SMAX's graphics have aged much better than Civ 2, both the UI could be more modern and graphics could be higher fidelity but this is more a taste deal than an absolute game breaker.

This would be borderline impossible with .exe modding.
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