Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Modding => Bug/Patch Discussion => Topic started by: Sigma on August 20, 2013, 12:55:40 AM

Title: Secret Projects and Social Engineering
Post by: Sigma on August 20, 2013, 12:55:40 AM
Is it possible to mod which secret projects negate the penalties for social engineering choices? Case in point is the Cloning Vats cancelling Power's Industry penalty. I haven't seen anywhere in the alphax where this is flagged; could that be feasibly pulled into alphax as a flag on the project?

Title: Re: Secret Projects and Social Engineering
Post by: Geo on August 20, 2013, 05:51:30 PM
Is it possible to mod which secret projects negate the penalties for social engineering choices? Case in point is the Cloning Vats cancelling Power's Industry penalty. I haven't seen anywhere in the alphax where this is flagged; could that be feasibly pulled into alphax as a flag on the project?

As far as I'm aware, ALL secret projects and base facilities are hardcoded.
Title: Re: Secret Projects and Social Engineering
Post by: Sigma on August 20, 2013, 05:59:10 PM
Yeah, I'm aware of that. I'm just throwing it out there as a matter of curiousity, since Yitzi's MO is extracting things from the .exe into the alphax.
Title: Re: Secret Projects and Social Engineering
Post by: Yitzi on August 25, 2013, 06:03:45 PM
Putting it as a flag on the project would not be feasible.  Putting an entry in #RULES that creates such an effect (one for each such entry) would be, though.
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