Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Buster's Uncle on February 12, 2015, 09:39:40 PM

Title: Tau Ceti
Post by: Buster's Uncle on February 12, 2015, 09:39:40 PM
Geo?
Title: Re: Tau Ceti
Post by: Geo on February 12, 2015, 10:40:13 PM
Still have to catalog how far I came last year. Then I need to cross reference with Yitzi's latest version (lots of alphax.txt adjustions).
But the best news sofar is the folder still exists on my desktop.
Title: Re: Tau Ceti
Post by: Geo on February 12, 2015, 11:15:55 PM
2 versions on my desktop. One seems broken, can't get it to work. The other one didn't crash when playing, but the caviar files must still get reversed I think.
I'll call it the night for now.
Title: Re: Tau Ceti
Post by: Geo on February 16, 2015, 06:32:13 PM
Not abandonned, BUncle. Just busy. ;)
Title: Re: Tau Ceti
Post by: Buster's Uncle on February 16, 2015, 06:47:12 PM
You never reported on your mother and her death-by-food attempts, either...
Title: Re: Tau Ceti
Post by: Geo on February 16, 2015, 07:57:17 PM
You never reported on your mother and her death-by-food attempts, either...

Oh.
Well, if you want to know, besides lunch (plain sandwiches and a croissant-like sweet bagel) when I showed my pics last Saturday, I haven't been fed by my mom.
So, if she's curious, your mom still fed me best this year. ;)
Title: Re: Tau Ceti
Post by: Buster's Uncle on February 16, 2015, 08:43:43 PM
I ran and told her that, and she laughed.
Title: Re: Tau Ceti
Post by: Buster's Uncle on March 11, 2015, 12:05:03 AM
Any progress on the mod?
Title: Re: Tau Ceti
Post by: Geo on March 11, 2015, 07:58:04 AM
Nothing worthy to report. :-[
Title: Re: Tau Ceti
Post by: Geo on March 14, 2015, 09:37:44 PM
A double of Yitzi 3.4 installed, bunch of cosmetic&text files catalogued from earlier version and ready for transfer.
Title: Re: Tau Ceti
Post by: Geo on March 15, 2015, 03:16:19 PM
Transfer of earlier files done. Probably most inconsistencies with base patch version found and corrected.

Graphical stretch issue(s) with PRACX in opening screen noted.
Title: Re: Tau Ceti
Post by: Geo on March 28, 2015, 02:09:26 PM
Tinkering with the alphax.txt file. Atm checking if the "[landmark], 0" code put in by Yitzi works.

Seems to be doing what it needs to do. :D ;b;
Title: Re: Tau Ceti
Post by: Geo on March 28, 2015, 09:40:06 PM
Some preliminary labels for a rework of the social engineering table...

Code: [Select]
eXplore:      ...,           ...,            ...

eXpand:       Isolationism,  Colonialism,    Influence

eXploit:      Protectionism, Industrialism,  Coexistence
 
eXterminate:  Defensive,     Assertive,      Stalwart

Title: Re: Tau Ceti
Post by: Buster's Uncle on May 02, 2015, 09:55:02 PM
Remember: don't place the PTS and crawlers on the same tech.
Title: Re: Tau Ceti
Post by: Geo on May 03, 2015, 07:55:40 AM
 :P

Did I forgot to mention I worked a bit on the techtree last month? ;cute
Title: Re: Tau Ceti
Post by: Trenacker on May 03, 2015, 05:58:45 PM
What is Tau Ceti?
Title: Re: Tau Ceti
Post by: Geo on May 03, 2015, 09:22:19 PM
What is Tau Ceti?


This (http://en.wikipedia.org/wiki/Tau_Ceti) is. ;cute
Title: Re: Tau Ceti
Post by: Trenacker on May 03, 2015, 11:45:56 PM
 :'(
Title: Re: Tau Ceti
Post by: Buster's Uncle on May 03, 2015, 11:58:52 PM
It's a mod he's (slowly) working on...
Title: Re: Tau Ceti
Post by: Geo on May 04, 2015, 07:09:11 AM
Ever so slowly...
Title: Re: Tau Ceti
Post by: Geo on May 29, 2015, 11:37:15 PM
Should have time this weekend to continue working on the project.

Code: [Select]
eXplore:      Scouting,           Advancement,            ...
              +Support            +Research               +Research
              +Morale             +Effic                  +Talent

eXpand:       Isolationism,  Colonialism,    Influence
              +Police        +Growth         +Econ
              +Probe         +Support        +Talent
              --Research     --Planet        --Probe

eXploit:      Industrialism, Protectionism,  Coexistence
              +Industry      -Effic          +Planet
              -Planet                        -Growth
              +Economy                       +Effic
 
eXterminate:  Pacifism,     Assertive,      Stalwart
              -Morale       ++Morale
              --Police      -Probe
              ++Economy
              +Industry


Putting some labels and preliminary social choices on the 4X 'Social Engineering' tree. Still looking for short labels that distinguishes macro research for a sorta micro research in the eXplore section. Both fields emphasize classical research methods, but one is more focused on physics, and the other on biology.
Title: Re: Tau Ceti
Post by: Buster's Uncle on April 02, 2017, 08:10:33 PM
...Anything to report on this?...
Title: Re: Tau Ceti
Post by: Geo on April 03, 2017, 02:44:40 PM
I've given up?
Title: Re: Tau Ceti
Post by: Buster's Uncle on April 03, 2017, 03:58:50 PM
No.  I'm sure that's not the answer.
Title: Re: Tau Ceti
Post by: Buster's Uncle on August 18, 2017, 01:30:37 PM
bump
Title: Re: Tau Ceti
Post by: Geo on August 19, 2017, 05:43:42 PM
Should have time this weekend to continue working on the project.

Code: [Select]
eXplore:      Scouting,           Advancement,            ...
              +Support            +Research               +Research
              +Morale             +Effic                  +Talent

eXpand:       Isolationism,  Colonialism,    Influence
              +Police        +Growth         +Econ
              +Probe         +Support        +Talent
              --Research     --Planet        --Probe

eXploit:      Industrialism, Protectionism,  Coexistence
              +Industry      -Effic          +Planet
              -Planet                        -Growth
              +Economy                       +Effic
 
eXterminate:  Pacifism,     Assertive,      Stalwart
              -Morale       ++Morale
              --Police      -Probe
              ++Economy
              +Industry


Putting some labels and preliminary social choices on the 4X 'Social Engineering' tree. Still looking for short labels that distinguishes macro research for a sorta micro research in the eXplore section. Both fields emphasize classical research methods, but one is more focused on physics, and the other on biology.

Oh my.
Title: Re: Tau Ceti
Post by: Geo on August 22, 2017, 09:37:51 AM
Looks like only the info on this thread and that units file is left of what I had done on this mod.
Title: Re: Tau Ceti
Post by: Geo on September 02, 2017, 07:56:47 PM
Did the main .cvr file swap today. Tests look good. For now both aliens and humans will have the same type of former. Colony pods I'll look later into. Probably will end up with static images for those.
Title: Re: Tau Ceti
Post by: Buster's Uncle on September 02, 2017, 08:42:00 PM
If only you knew a decent art modder...
Title: Re: Tau Ceti
Post by: Geo on September 03, 2017, 05:28:19 PM
Decency. Such a loaded word these days. ;)

I better first put some more meat on the mod's bones (alphax file) before bothering people with graphics.
Title: Re: Tau Ceti
Post by: Geo on October 02, 2017, 02:20:00 PM
Kinda torn on the following decision: to have the ruins and legacy of a former technological advanced civilization visible on the map in Tau Ceti or not...

Opinions?
Title: Re: Tau Ceti
Post by: Geo on October 08, 2017, 07:36:31 PM
Why oh why must the hardcoded graphical slots for mind worms and alien artifacts be off-scale from the rest of the units in the game? :'(
Title: Re: Tau Ceti
Post by: Mart on October 28, 2017, 07:35:57 PM
Kinda torn on the following decision: to have the ruins and legacy of a former technological advanced civilization visible on the map in Tau Ceti or not...

Opinions?
They would be visible in that "data window" on the left, I think. Unless the string in Alphax.txt would be modded to maybe a space? So there would be completely no indication?
However, the Manifold Nexus would still give +1 Planet, what would be visible in SE window.
Title: Re: Tau Ceti
Post by: Geo on October 28, 2017, 09:34:59 PM
Hi Mart. :)

I didn't literally meant The Ruins as in the landmark, but whether signs of a precursor civilisation would be visible on the worldmap or not.
The landmarks weren't really the problem though, those can be marked for not appearing on the map when using Yitzi's alphax file.
It was the monoliths I had trouble with. Any generated map would show them, and I couldn't come up with a way to explain their repair capabilities on a world where no earlier technical civilisation had existed before arrival of the human colonists.
But I just had an idea on how to do that, so thank you for responding here as it gave me a possibility to explain it storywise. :D
Title: Re: Tau Ceti
Post by: Mart on October 28, 2017, 09:51:18 PM
Hi Geo :)
So do I understand correctly, that you plan on removing monoliths from the game completely?
In alphax they have a cost, and now I wonder if setting it to very high value it would diminish their count.
Title: Re: Tau Ceti
Post by: Geo on October 29, 2017, 09:01:23 AM
No, not at all. I'll just give them an other backstory as to explain their function.

AFAIK, there's no way to not let the game generate them on the map.
Title: Re: Tau Ceti
Post by: lithovore on November 02, 2017, 02:10:13 PM
Hi Mart. :)
The landmarks weren't really the problem though, those can be marked for not appearing on the map when using Yitzi's alphax file.

How do you turn off landmarks in Yitzi's Alphax? I didn't know this was possible...
Title: Re: Tau Ceti
Post by: Geo on November 02, 2017, 04:31:28 PM
1 for making them active, 0 for not making them active in map generation.

Code: [Select]
#NATURAL
Garland Crater, Crater, 1
Mount Planet, Volcano, 1
Monsoon Jungle, Jungle, 1
Uranium Flats, Uranium, 1
New Sargasso, Sargasso, 1
The Ruins, Ruins, 0
Great Dunes, Dunes, 1
Freshwater Sea, Fresh, 1
Sunny Mesa, Mesa, 1
Nessus Canyon, Canyon, 1
Geothermal Shallows, Geothermal, 1
Pholus Ridge, Ridge, 1
Borehole Cluster, Borehole, 0
Manifold Nexus, Nexus, 0
U.N.S. Unity Wreckage, Unity, 0
Fossil Field Ridge, Fossil, 1
Title: Re: Tau Ceti
Post by: Geo on November 13, 2017, 06:46:40 PM
All in a day's work.

Took longer then expected (especially the normal drone and the technician), but it was worth it! :D
Title: Re: Tau Ceti
Post by: Buster's Uncle on July 02, 2019, 11:45:16 PM
 :whip:
Title: Re: Tau Ceti
Post by: Geo on July 03, 2019, 10:59:15 AM
Remember my desktop troubles a month or so ago?

Its all gone. Even my copy of SMAC(X). :(
Title: Re: Tau Ceti
Post by: Vidsek on July 04, 2019, 08:25:27 AM
   Another option with Monoliths is in the Preferences of the Scenario Editor - you can set the pods to not produce monoliths.
  I don't know (yet) if what you set there will carry over to all games started afterwards, or just ones started as a scenario game.

   Geo, so your rig just gave you an unexpected opportunity to make fresh, clean installs?  How lucky!!
Title: Re: Tau Ceti
Post by: Geo on July 04, 2019, 09:06:28 AM
   Another option with Monoliths is in the Preferences of the Scenario Editor - you can set the pods to not produce monoliths.
  I don't know (yet) if what you set there will carry over to all games started afterwards, or just ones started as a scenario game.

   Geo, so your rig just gave you an unexpected opportunity to make fresh, clean installs?  How lucky!!

AFAIK, editor settings only pertain at this particular save.

And its more of a bother then an opportunity if you ask me.
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