Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Topic started by: Darsnan on October 27, 2012, 12:57:59 PM

Title: The list of things that can't be modded in the alpha(x).txt file
Post by: Darsnan on October 27, 2012, 12:57:59 PM
Over the course of time I've run into situations where I couldn't do something I wanted to with the alpha(x).txt file. I've sort of squirreled those items away and tried to get them to work whenever I had a new idea/ felt like a challenge, however the following are the items that have proven unsolvable by me:

1. Formers can't build Monoliths. I thought that would be a neat idea in one of my scenarios, however the command isn't present to build them, so it can't be done.

2. You can't create more than 16 Social Engineering choices: this value is hardcoded.

3. You can't create a zero movement unit. There have been times where I wanted to create "Automated Defense Turrets" or such: static units that players would have to deal with. I've tried creating special units in the #UNITS section where an Infantry unit has the "Slow" special ability (which, when I do the math of 1 movement - 1 Slow should equal zero!), as well as modifying a chassis value to zero. It just can't be done. (For something really different change the gravship chassis movement value to -2, create a gravship unit in the #UNITS section, then place said unit into a scenario ).

4. You can't create units with higher-level reactors in Alpha(x).txt. (Courtesy PeteK)


So if you've run across something that you haven't been able to figure out regarding mod'ing of the alpha(x).txt, then post it in this thread and I will include it in the list, with the idea that this list be available to modders so that they know what can't be done (i.e. no sense beating your head against the wall on something that others have already proved can't be done).

D
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Buster's Uncle on October 27, 2012, 02:02:18 PM
I remember you working on a stationary unit - did you try coming at it the other way, with modding fungal towers?
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Petek on October 27, 2012, 06:29:34 PM
You can't create units with higher-level reactors in Alpha(x).txt.

Zero movement units -- Is the technique in this thread (http://apolyton.net/showthread.php/153147-making-zero-move-units-%28yes-it-s-possible!%29) practical?
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: NewAgeOfPower on October 28, 2012, 06:23:28 AM
@Darsnan

What happens when you set the Gravship to -2?
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Darsnan on November 02, 2012, 07:25:05 PM
You can't create units with higher-level reactors in Alpha(x).txt.


I knew that.  :-[

I'll add it to the list.

Zero movement units -- Is the technique in this thread (http://apolyton.net/showthread.php/153147-making-zero-move-units-%28yes-it-s-possible!%29) practical?


No. Its not really a zero movement unit: its an aircraft with two movement points, meaning it always returns to base at end of turn. I want a unit I can place anywhere on the map and it will stay there.

The Fungal Tower doesn't work, either, as it won't attack.


Quote from: NewAgeOfPower
@Darsnan

What happens when you set the Gravship to -2?


Something very interesting!  ;)

D
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: NewAgeOfPower on November 10, 2012, 06:05:23 AM
Come on. Tell me -.-
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Darsnan on November 17, 2012, 11:34:33 AM
Come on. Tell me -.-

:bike: Unlimited movement :bike:
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: NewAgeOfPower on November 17, 2012, 09:44:27 PM
Huh. I suspected that- does it also give unlimited attacks? Will it work on any unit, not just gravships?

Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Yitzi on November 20, 2012, 04:07:51 PM
Another thing I found: While the movement on roads does work correctly, setting it too high (53 works, 73 doesn't, I presume the problem occurs at 64 or higher) makes the game freeze on loading (even before trying to use roads).
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Reefa on August 06, 2013, 08:26:13 PM
1. Formers can't build Monoliths. I thought that would be a neat idea in one of my scenarios, however the command isn't present to build them, so it can't be done.

That one makes me really mad too.

Regards,
Reefa
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Sigma on August 06, 2013, 08:46:17 PM
No. Its not really a zero movement unit: its an aircraft with two movement points, meaning it always returns to base at end of turn. I want a unit I can place anywhere on the map and it will stay there.

The Fungal Tower doesn't work, either, as it won't attack.
But can you build a Fungal Tower at all? It can't attack but it could serve as a stand alone defensive structure; build enough of them along the boarder of an unfriendly neighbor and you've got a pretty effective regional perimeter defense going on.

Imagine if Yang learned to use something like that. Truly terrifying.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Buster's Uncle on August 06, 2013, 08:50:30 PM
That could be a really useful map-setup thing, but I'm sure the scenario editor is the only way to do that, short of a Yitzi code hack being practical.

I am going to try to remember this idea for scenarios...
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: ete on August 06, 2013, 08:52:02 PM
I tried adding some fungal towers to my scenario, they seem to revert to native even if you set them to faction owned. It would be cool it that did not happen.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Buster's Uncle on August 06, 2013, 08:54:01 PM
Oh, I was assuming that - they could still be a very useful terrain feature in an deliberately artificial scenario map set-up.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Sigma on August 06, 2013, 09:04:57 PM
Oh, I was assuming that - they could still be a very useful terrain feature in an deliberately artificial scenario map set-up.
Entrench the Antimind in a giant fungus field with a Fungal Tower perimeter three layers deep.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: ete on August 06, 2013, 09:14:14 PM
I actually tried to build a defensive field of Annihilator owned towers, but the towers became native and the Annihilator attacked them...
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Buster's Uncle on August 06, 2013, 09:17:58 PM
Maybe done right, one could spin that into 'free money for the AI' by way of compensation for damages to their own defenses - tower-busting is hard to beat for income early game.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: ete on August 06, 2013, 09:29:35 PM
True, and with the large planet a psi bonus not much does it better.. but it would be nice to be able to have allied defenses.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Yitzi on August 06, 2013, 10:27:04 PM
You mean something like an "immobile" special ability?  I'm pretty sure that could be done; ask once I start taking requests.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Buster's Uncle on August 06, 2013, 10:44:06 PM
I thought we'd sidetracked into how nice it would be to be able to put down faction-owned fungal towers, especially if planting them was a former option, but even doing it in the scenario editor would be great.

But I may have lost the thread of the talk somewhere.  That as a wish-list item stands, anyway.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Sigma on August 07, 2013, 01:33:17 AM
The only way Immobility would be practical or useful would be for it to confer some kind of big defensive or offensive bonus, otherwise there's no real point to having it exist beyond flavor. Also, they would need to be able to be carried by transport units at the very least.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Yitzi on August 07, 2013, 02:04:40 AM
I believe immobility will not prevent them from being carried by transports.  As for bonuses, the easiest way would probably be just to make premade units that are cheaper and easier to tech to than their weapon/armor would indicate.
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Kilkakon on August 07, 2013, 02:09:00 AM
What about placing the Fungal Tower in a base? Even if it reverts to unowned it might still defend the place...
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Reefa on August 07, 2013, 06:49:53 AM
My experience is: 1st you can place Fungal Towers over units -> you have to attack them if you drive away and want to come back to that field. 2nd you can place them in a base and that actually works as a defense. You can drive into your own base without problems. An attacker has to attack the Fungal Tower first. But since that does count as Alien, he can attack your base without declaring Vendetta. Also beware that all those Fungal Towers make Xenofungus appear, but that doesn't seem to lower the resource outcome of a base.

Regards,
Reefa
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Geo on August 07, 2013, 04:18:40 PM
What about placing the Fungal Tower in a base? Even if it reverts to unowned it might still defend the place...

Yeah, against your own adjacent units!  ;lol
Title: Re: The list of things that can't be modded in the alpha(x).txt file
Post by: Reefa on August 07, 2013, 04:27:34 PM
Own units just walk over as if no alien would be there. Just enemy units are stopped (without declaring Vendetta).

Regards,
Reefa
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