Hello everyone! :D
I'm working on a mod and would like to add some stuff. I've looked through this section of the forum and have learned, among other things, that you can apparently only add 3 techs before you reach the limit (which I heard was 89).
Besides techs, I would also like to add new facilities, secret projects, and some new interludes. Is it possible to add these, and if so how would one go about doing so?
One of the limitations of assembly-language modding (which is what has to be done without the source code) is that you can't really add things most of the time. So adding techs, facilities, or projects is pretty much out of the question. There is, however, a loophole: You can't add things, but you can change what they do, and there are all those blank facilities and projects just sitting there. (i.e. the blank facilities and projects can be repurposed into whichever facilities/projects you want.)
For techs, though, I don't really see any solution, though; there are just too many places which are based on the given number of techs. It'd be easier than allowing 14 factions, but probably not by much. You might want to just figure out a way to streamline your tech tree to bring it down to 88 techs plus transcendent thought (which doesn't behave like a normal tech).
Interludes would be easier to add actually new ones; because of how interludes are stored, I think it could be done, though you'd have to describe what trigger you want.
(Also, for facilities, projects, or interludes, you'd need to find a coder to put it in; I still have more projects of my own that I want to finish before accepting those sorts of requests, but when I'm ready I would probably be able to do it.)
A modification based on horse people? Well I guess we've seen weirder with Kilkakon's Lost Eden mod. (note: weird does not=bad. Just unique and batty.) Seems like you have a direction with it; I realize you asked help with the coding, but if you want a graphic artist' help I can lend a hand, I spied some vanilla bases. Though I am unfamiliar with this pony thing. Seen people kind of parade it around and someone once linked me to it, but I never really caught into it, wasn't my thing.
Regardless, let me know if you wish for help.
One of the most frustrating things about modding interludes is that you can't change the triggers, alas. (That would take .exe coding, which seems to be possible, but I've never seen it done; pretty much the top of my modding wish list is user-programmable interlude triggers.)
P.S. Tara Strong has a nice bodonkadonk.
I've had a look through the alphax file and I noticed those blank facilities and projects. I also noted three disabled techs which I assume I can replace.
I guess what I'm wondering is: if I replace a blank facility/project, how do I define what it does (for instance, increasing nutrient output)?
Hm, I figured as much. If I can replace those three disabled techs, that would at least give me three free "slots".
I'm also thinking of replacing the resonance and progenitor techs. Hey, if I replace Progenitor Psych, would that screw anything up, considering that Progenitor Psych enables communication between alien and human factions?
Alright.
The first additional interlude would be triggered by the first declaration of Vendetta.
The second would be triggered by the first base lost to an enemy faction.
The third would be triggered by the first time a non-player faction becomes Planetary Governor.
The fourth would be triggered by the first time the player faction becomes Planetary Governor.
The fifth would be triggered by the first Planet Buster used.
Do you think it's possible to implement these?
I would really, really appreciate any help you would be willing to lend me. =)
Though, to be honest, I'm really curious as to how one would go about altering the code of SMAC/X. :3
One of the most frustrating things about modding interludes is that you can't change the triggers, alas. (That would take .exe coding, which seems to be possible, but I've never seen it done; pretty much the top of my modding wish list is user-programmable interlude triggers.)
please note that the interludes are in some way connected to the map of Planet (hard-coded as i remeber).
an .exe modder should be able to tell us more about it. ::)
They're not connected to the map per se..have you checked the code? i'm asking because i remember not being able to trigger any interlude on scenarios based on maps not named planet.MP or xplanet.MP, etc..
Quote from: YitziThey're not connected to the map per se..have you checked the code? i'm asking because i remember not being able to trigger any interlude on scenarios based on maps not named planet.MP or xplanet.MP, etc..
..and of course, removing such restriction would be needed once/if someone ( ..don't know who :D ) will give us the ability to edit/add the interlude triggers.
Although I'm planning to fix the difficulty bug..what bug is that?
QuoteAlthough I'm planning to fix the difficulty bug..what bug is that?
The interlude texts are not hardcoded, but their triggers are. They're not connected to the map per se, but adding new interludes would require adding room for the flags saying what interludes were already gotten; since those flags need to be game-specific, the easiest way to do it would be to have them replace one of the slots allocated for landmarks (so you'd be limited to 63 landmarks).
@Geo: we have the info here at AC2 too
http://alphacentauri2.info/index.php?action=articles;sa=view;article=5 (http://alphacentauri2.info/index.php?action=articles;sa=view;article=5)