Alpha Centauri 2

Community => Chiron News Network => Topic started by: Yitzi on April 13, 2014, 03:54:10 AM

Title: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 13, 2014, 03:54:10 AM
Yitzi's unofficial SMAX patch 2.5d

http://alphacentauri2.info/index.php?action=downloads;sa=view;down=167 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=167)

Fixed another bug.  This requires the non-.exe files from 2.5.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 13, 2014, 04:01:45 AM
Promo threads bumped and updated...
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: thorn on April 14, 2014, 10:45:37 PM
I decided to play my 1st ever game with Yitzi's patch (2.5d). I'm getting random terran.exe crashes when I play. I checked logfile.txt but it is empty. Is there anything I can do to help figure out what is happening?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 14, 2014, 10:48:30 PM
He always wants savegames to look at...
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: thorn on April 14, 2014, 11:32:17 PM
Thanks, BUncle. I'm attaching the last autosave to this post (I hope!).
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 14, 2014, 11:49:21 PM
Can you detail what you were doing when the crash happened?  Any common elements you've noticed preceding crashes?  What version of the game, aside from the Yitzi patch?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: thorn on April 15, 2014, 12:56:26 AM
I haven't noticed anything in particular that causes the crash. I'll keep trying. I'm using the GoG.com version of Alien Crossfire.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: thorn on April 15, 2014, 11:15:59 AM
Played on for a while last night with no crashing. I'm wondering if it's something the AI might be doing?
On another note, as I played I really wondered if Beyond Earth could be anywhere as good as AC is. The bar is set very, very high for them.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 17, 2014, 02:39:47 AM
If you can't reproduce it (i.e. something you can do to cause it), there isn't much I can do to determine what's going on.  (Well, unless you want to run it through a debugger which will give more details.)
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: thorn on April 17, 2014, 02:46:57 AM
If you can't reproduce it (i.e. something you can do to cause it), there isn't much I can do to determine what's going on.  (Well, unless you want to run it through a debugger which will give more details.)

Yeah, that's what I thought. I still haven't experienced a crash again so I'm clueless as to what happened. Thanks, Yitzi.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: gwillybj on April 18, 2014, 10:45:50 PM
I tried a few starts with 2.5d on top of just the XP patch.

Games 1, 2, and 6 crashed when it should have opened the new "goto" window.
Game 3 and 5 crashed when it should have opened the usual base production window upon completion of a unit (game 3) or facility (game 5).
Game 4 crashed because of the north/south pole problem (when a unit at the north or south pole tries to change facing the drawing routine crashes - I've known about it for years and simply reload the turn, delete the offending unit in the scenario editor, then close the editor and continue (I don't care about the score penalty)).

Others are testing on standard maps, so I am trying this on one of my oversized maps. So far, no joy. Will keep trying, though.
I really like the new stuff in #RULES. I'm using Drones:2; Unit Cost:24; Pacifism:10; Ascent:Trant; and Stockpile:2.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 18, 2014, 10:51:21 PM
I tried a few starts with 2.5d on top of just the XP patch.

Games 1, 2, and 6 crashed when it should have opened the new "goto" window.
Game 3 and 5 crashed when it should have opened the usual base production window upon completion of a unit (game 3) or facility (game 5).
Game 4 crashed because of the north/south pole problem (when a unit at the north or south pole tries to change facing the drawing routine crashes - I've known about it for years and simply reload the turn, delete the offending unit in the scenario editor, then close the editor and continue (I don't care about the score penalty)).

Others are testing on standard maps, so I am trying this on one of my oversized maps. So far, no joy. Will keep trying, though.
I really like the new stuff in #RULES. I'm using Drones:2; Unit Cost:24; Pacifism:10; Ascent:Trant; and Stockpile:2.

What are the dimensions of the oversized maps?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 18, 2014, 10:59:14 PM
He's gonna ask for savegames from right before all the crashes.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 18, 2014, 11:45:36 PM
He's gonna ask for savegames from right before all the crashes.

Indeed.

The new "goto" window is Dio's feature, so if that proves to be difficult to fix I might just disable that feature unless Dio can support it.

The north/south pole problem, since it predates my patch, doesn't seem like it'll be top priority to fix, so unless that's easy it may be a while until it's fixed.

The one with games 3 and 5 sounds like it might be my patch, so with a savegame and instructions to replicate I should be able to fix it.

Also, there are 4 different pacifism settings, for the different areas; setting them all the same is probably not a good idea (as that means that units in your bases would have the same effect as units in enemy territory).
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: gwillybj on April 19, 2014, 12:18:44 PM
What are the dimensions of the oversized maps?

360x180, which gives 64,800 squares. (A 256x256 map gives 65,536.) I've played out dozens of games pre-patch (but with the XP patch), so I know it works. I don't think it has anything to do with map size; just a little glitch. I didn't save the games, but will be sure to do so if it happens again. The file size is about 3MB, but I zipping it cuts that down a lot.

I'll read again the drone rules and adjust my choices accordingly.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 20, 2014, 12:21:02 AM
Would it be doable, with a reasonable amount of work, to make it so that the DRONE faction rule causes each base to start with a extra drone? This change would make the effect of the DRONE rule symmetrical to the TALENT faction rule. Does anyone know where the code that controls these effects is located?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: gwillybj on April 20, 2014, 01:11:40 AM
put TALENT, -1 in the faction's socio line and you'll get a drone
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 20, 2014, 03:32:20 AM
Would it be doable, with a reasonable amount of work, to make it so that the DRONE faction rule causes each base to start with a extra drone? This change would make the effect of the DRONE rule symmetrical to the TALENT faction rule.

No it wouldn't; the DRONE rule is currently symmetrical to the TALENT rule; unless it's 0, "DRONE, X" gives 1 drone per X citizens, and similarly for TALENT.

You're thinking of SOCIAL, +TALENT, which is something else, and what you're looking for is then SOCIAL, -TALENT (though both forms will be affected by social engineering effects on TALENT).

Quote
Does anyone know where the code that controls these effects is located?

4EA540 is where the drone and talent calculations are located.

It's actually a fairly good procedure to analyze, if you'd like to improve your skills in that regard (though if so you'll want to use the version from Kyrub's patch, as my changes have made it somewhat more complicated and less neat in order to fit in the extra features.)
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 20, 2014, 04:15:30 AM
Would it be doable, with a reasonable amount of work, to make it so that the DRONE faction rule causes each base to start with a extra drone? This change would make the effect of the DRONE rule symmetrical to the TALENT faction rule.

No it wouldn't; the DRONE rule is currently symmetrical to the TALENT rule; unless it's 0, "DRONE, X" gives 1 drone per X citizens, and similarly for TALENT.

You're thinking of SOCIAL, +TALENT, which is something else, and what you're looking for is then SOCIAL, -TALENT (though both forms will be affected by social engineering effects on TALENT).

Quote
Does anyone know where the code that controls these effects is located?

4EA540 is where the drone and talent calculations are located.

It's actually a fairly good procedure to analyze, if you'd like to improve your skills in that regard (though if so you'll want to use the version from Kyrub's patch, as my changes have made it somewhat more complicated and less neat in order to fit in the extra features.)

I am attempting to explain that the non-social TALENT bonus (TALENT, #Population) gives a extra talent at each base on top of the additional talent for every number of population while the non-social DRONE penalty (DRONE, #Population) does not give a extra drone at each base on top of the additional drone for every number of population. If you take a look at Lal's bases you will notice that at size 1 they have a talent while Zakharov's bases at size 1 only have a worker. Attached below are screenshots illustrating this.

Thank you for telling me the address that controls talent and drone calculations. I have had some sucess in identifying the calculations for specific Postive and Negative Social Economy, Probe, Efficency, Police, and Morale effects.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 20, 2014, 04:43:49 AM
You guys both know I like you and think the world of you, right?  Bluntly contradicting each other is rude.  No need to edit or make a big deal - just please try a little harder to be nice in the future. ;b;

That is my opinion; it is my further opinion that Civ5 must be destroyed. -Name that reference.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 20, 2014, 12:48:06 PM
I am attempting to explain that the non-social TALENT bonus (TALENT, #Population) gives a extra talent at each base on top of the additional talent for every number of population while the non-social DRONE penalty (DRONE, #Population) does not give a extra drone at each base on top of the additional drone for every number of population. If you take a look at Lal's bases you will notice that at size 1 they have a talent while Zakharov's bases at size 1 only have a worker. Attached below are screenshots illustrating this.

Ah, I misunderstood you.  What you're seeing isn't exactly an extra talent (at 4 population, Lal has only 1 talent, not 2), but rather that Lal's talents are rounded up while Zak's drones are rounded down.  And you're right that that is asymmetric; changing it would indeed be done at 4EA540.

Quote
Thank you for telling me the address that controls talent and drone calculations. I have had some sucess in identifying the calculations for specific Postive and Negative Social Economy, Probe, Efficency, Police, and Morale effects.

Actually, that gets a bit tricky, as the calculations are done not at one location but rather each type of calculations (square energy values, drones/talents, base energy, etc.) has its own procedure affected by those variables, so most social engineering properties (which have multiple effects) will show up in multiple places.

Though I'd like to know what address you found MORALE effects at.  Thanks.

You guys both know I like you and think the world of you, right?  Bluntly contradicting each other is rude.

Unfortunately, there often isn't a good way to correct each others' mistakes without bluntly contradicting...and the willingness to correct and accept correction is a large part of what makes us able to do advanced technical stuff.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 20, 2014, 03:24:02 PM
I believe the adding and subtracting of morale levels for non probe team units is controlled at 005C0F9F.  Inside the procedure I have also identified a effect that is related to the Probe Social Catergory at address 005C0EAC. It might be the Probe Team morale bonus that comes from having a postive value in the Probe Social Catergory. Lastly, I am certain the memory address 0096CC68 is related to social morale effects because it also appears in the procedure that controls which morale level appears when you are viewing the unit selection window.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Nexii on April 20, 2014, 03:40:08 PM
I can see the point, Talent/X rounds up whereas Drone/X rounds down.  But it's better modding wise if Drone/X rounds down.  You can use -TALENT for the first worker to be a drone. (or +1 drone on lower difficulties)

If anything I'd argue that perhaps Talent/X should also round down also instead of rounding up.  Then Lal would need TALENT, 4, SOCIAL, +TALENT.  He's the only default faction that gets Talents anyways so this wouldn't really change much.  You can make Talent/X effectively round down by doing something like TALENT, 4, SOCIAL, -TALENT for Lal.  This isn't quite analogous though due to the rounding up.  The first Talent then appears at size 5 and not 4.  But it's close and perhaps a lot less work than modding code?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Nexii on April 20, 2014, 04:00:21 PM
For example you'd want DRONE, 4, SOCIAL, -TALENT to make University's first citizen a drone.  I just noted this isn't quite equivalent as you would get the second penalty drone at size 4 instead of size 5 as you would intend.  Still I think it's easier to keep Drone/X rounding down.  It's supposed to be an extra drone once you hit X population, not +1 starting drone. 
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 20, 2014, 05:03:13 PM
I can see the point, Talent/X rounds up whereas Drone/X rounds down.  But it's better modding wise if Drone/X rounds down.  You can use -TALENT for the first worker to be a drone. (or +1 drone on lower difficulties)

If anything I'd argue that perhaps Talent/X should also round down also instead of rounding up.  Then Lal would need TALENT, 4, SOCIAL, +TALENT.  He's the only default faction that gets Talents anyways so this wouldn't really change much.  You can make Talent/X effectively round down by doing something like TALENT, 4, SOCIAL, -TALENT for Lal.  This isn't quite analogous though due to the rounding up.  The first Talent then appears at size 5 and not 4.  But it's close and perhaps a lot less work than modding code?

The code modding wouldn't be that bad; if there's substantial popular support for the option to make Lal's talents round down, I could do it.

Though that would weaken Lal substantially in the early game on Transcend.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Nexii on April 20, 2014, 06:38:42 PM
Yea, I think rounding down Talents intuitively makes more sense.  The way it's worded implies rounding down to me:
^Extra TALENT for every four citizens: {Attracts intellectual elite}

The wording is the same as University's which is where I think all the confusion comes from:
^Extra DRONE for every four citizens {(lack of ethics)}

If they had specified rounded up/down I could see the argument the other way. 

I do agree for balance reasons it's a good point that Lal might need an offsetting bonus like NODRONE, 1 or ROBUST, POLICE, or perhaps removing his -EFFIC.  Personally I think he might be the strongest default faction on Transcend anyways (at least in my modded SE set) and wouldn't necessarily need a buff.  Being able to run +2 ECON early is a big boon.  He gets good tech without the military downsides of Morgan and Gaia.  Unlike University he can run Fund in a hard war.  And unless you're really getting crushed you'll be eligible for governor votes.  More often than not Lal ends up governor which is a massive catchup (commerce) & intel (infiltrator) mechanic. 

Rounding down talents would be more useful for those who are making new factions, I think. 
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 20, 2014, 06:45:23 PM
Yea, I think rounding down Talents intuitively makes more sense.  The way it's worded implies rounding down to me:
^Extra TALENT for every four citizens: {Attracts intellectual elite}

The wording is the same as University's which is where I think all the confusion comes from:
^Extra DRONE for every four citizens {(lack of ethics)}

If they had specified rounded up/down I could see the argument the other way. 

I do agree for balance reasons it's a good point that Lal might need an offsetting bonus like NODRONE, 1 or ROBUST, POLICE, or perhaps removing his -EFFIC.  Personally I think he might be the strongest default faction on Transcend anyways (at least in my modded SE set) and wouldn't necessarily need a buff.  Being able to run +2 ECON early is a big boon.  He gets good tech without the military downsides of Morgan and Gaia.  Unlike University he can run Fund in a hard war.  And unless you're really getting crushed you'll be eligible for governor votes.  More often than not Lal ends up governor which is a massive catchup (commerce) & intel (infiltrator) mechanic. 

Rounding down talents would be more useful for those who are making new factions, I think.

Make a poll, and see what other people think; if several people agree with you, I can include it in a future patch (probably the next one that isn't mostly bugfixes).
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Nexii on April 20, 2014, 06:51:51 PM
I'll let Dio weigh in first :)
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 20, 2014, 06:55:03 PM
;b; Dio is worth listening to.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 20, 2014, 07:06:39 PM
In other words, this was not an attempt by the developers to combine the postive and negative social TALENT effects into the TALENT, Population X and DRONE, Population X faction rules?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 20, 2014, 07:09:38 PM
If they had specified rounded up/down I could see the argument the other way. 

It is explicitly stated in the faction rules (#Bonusnames) description section of the alphax file. Also, I am reluctant to use the Social TALENT effects because they cause the Faction Power display above the Social effects to become wonky.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 25, 2014, 01:16:47 AM
I tried a few starts with 2.5d on top of just the XP patch.

Games 1, 2, and 6 crashed when it should have opened the new "goto" window.

I still need a savegame for this.  (If it's consistent; if not, then again it's not likely to be feasible unless you feel like downloading a debugger to catch the next such crash.)  My best guess is that there's something bugged in the original implementation, which led the developers to disable the feature because they didn't have the time to fix it; now that it's been re-enabled, we can probably fix it.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: gwillybj on April 27, 2014, 01:39:04 AM
I've been playing with v2.5e all day yesterday and today. It's stabler than d; I'm up to the 207th turn currently, and had one of each crash somewhere between the 100th and 150th.

I eliminated 50% of the production window crashes by changing "a base can build more than one item per turn" back to zero (from one). I eliminated another 49% by changing "recalculate base statistics after each change for non-AI" back to zero (from one).

I had only one "goto window" crash during that time. I think that may be caused by my extra-large map (360x180). If so, I wonder if it can be an optional item, or are there parameters in that item's code that could be adjusted to handle huge map sizes? I remember reading at Apolyton that someone played successfully on a 512x512 map, once it was explained how to get sizes above 256x256.

Everything else is working fine: Drone Rules, Unit Cost, Pacifism, and Missiles do what they're supposed to do, even if it's not what I expected at first. I'll have to play with those settings a few times to find something I'm happy with. Are the default codes in your alphax.txt the numbers that make it work as originally written?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 01:59:54 AM
Quote from: Guynemer;6315953
Hey George Bluth, Sr.:

In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers).  Does this patch improve on that at all?
I don't get the George Bluth Sr. reference.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 27, 2014, 02:25:25 AM
I eliminated 50% of the production window crashes by changing "a base can build more than one item per turn" back to zero (from one). I eliminated another 49% by changing "recalculate base statistics after each change for non-AI" back to zero (from one).

Of course, that means you can't use those features...if the crashes can't be replicated, though, I'm not really sure what else I can do until I'm ready to play some myself.  Fortunately, it doesn't sound like they're that common.

Quote
I had only one "goto window" crash during that time. I think that may be caused by my extra-large map (360x180). If so, I wonder if it can be an optional item, or are there parameters in that item's code that could be adjusted to handle huge map sizes? I remember reading at Apolyton that someone played successfully on a 512x512 map, once it was explained how to get sizes above 256x256.

It is very possible that the extra-large map is not compatible with the goto window; if so, there are probably parameters that could be adjusted to handle it, I haven't examined the code so I'm not sure what they might be.  Does it always crash when using go to base on an extra-large map?  (If so, I can probably find the problem; if not there isn't really an answer other than to just not use the feature on extra-large maps.)

Quote
Everything else is working fine: Drone Rules, Unit Cost, Pacifism, and Missiles do what they're supposed to do, even if it's not what I expected at first. I'll have to play with those settings a few times to find something I'm happy with. Are the default codes in your alphax.txt the numbers that make it work as originally written?

Yes they are.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Guynemer on April 27, 2014, 02:30:17 AM
Quote from: Guynemer;6315953
Hey George Bluth, Sr.:

In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers).  Does this patch improve on that at all?
I don't get the George Bluth Sr. reference.

George is Buster's uncle; Oscar is his father.  (Maybe)

Anyway, thanks for having me, gents!
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 02:34:18 AM
Glad to have you.  Is this something from a movie?  It rings a bell -a black and white, Jimmy Stewart sorta bell, maybe- but I can't discern what note is playing.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Guynemer on April 27, 2014, 02:53:59 AM
Glad to have you.  Is this something from a movie?  It rings a bell -a black and white, Jimmy Stewart sorta bell, maybe- but I can't discern what note is playing.

The late, lamented, and then Netflix-reborn comedy series "Arrested Development", my good man.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 02:55:56 AM
D'oh!

Okay, you pwned an owner right off.  Want a wacky avatar as a prize?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 05:09:34 AM
Quote from: Guynemer;6315953
Hey George Bluth, Sr.:

In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers).  Does this patch improve on that at all?
?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Guynemer on April 27, 2014, 07:17:39 AM
D'oh!

Okay, you pwned an owner right off.  Want a wacky avatar as a prize?

Dazzle me, good sir.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 03:53:10 PM
I'll try to think of something clever w/o Will Ferrell in it when I get caught up.  I think I'm coming down with something, so may not be a good brain day.

Yitzi, can we have an answer to his question so we can move on and bump the latest thread?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Ford_Prefect on April 27, 2014, 03:55:09 PM
I would like to play with Yitzi's patch.  A few questions first.

Which version should I use?  (Is there a stable version?)
What are the changes it makes to the game?

Thank you.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 27, 2014, 04:21:11 PM
I would like to play with Yitzi's patch.  A few questions first.

Which version should I use?  (Is there a stable version?)


The latest version is probably the stablest; there does appear to be one bug that has not been fixed, but it's apparently fairly rare, plus it's fairly random, meaning that you can just load the autosave and continue playing and it won't happen again at that point.  (That randomness is why it hasn't been fixed; normally I fix new bugs and crashes fairly quickly, but those that cannot be reliably reproduced are very difficult to fix.)  The new "go to base" feature is also apparently not stable on extra-large maps. 

Quote
What are the changes it makes to the game?


It mostly adds new modding options, but there are bugfixes in there too.  This (http://alphacentauri2.info/wiki/Yitzi%27s_patch) is a mostly complete list, with a link to the new modding options.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 04:48:30 PM
Quote from: Guynemer;6315953
Hey George Bluth, Sr.:

In the vanilla game, I avoid building certain units because the AI never builds them (like sea probe teams, or armored probe teams for base defense), or builds them only rarely and uses them inefficiently (supply crawlers).  Does this patch improve on that at all?
?
?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Guynemer on April 27, 2014, 05:23:12 PM
I'll try to think of something clever w/o Will Ferrell in it when I get caught up.  I think I'm coming down with something, so may not be a good brain day.


You are a gentleman and scholar, good sir.  Take care of yourself.  Stay away from those quacks in white coats.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 27, 2014, 05:26:50 PM
Has anyone ever had the Script Box called #DECIPHER appear? This script box is in the area of code related to Probe Team tech stealing.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 27, 2014, 05:57:10 PM
It looks like that's the prompt whether to try to steal a specific tech or just general techsteal.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 27, 2014, 07:05:32 PM
I got it to appear by changing jnz terranx_.005A01E6 at address 005A0123 to je terranx_.005A01E6. However, when you are successful with the second option (a specific target) it still only gives you a single technology to choose from. Also, if you select the second option, you get nothing if the other faction has no new technology. These issues are bugs that need to be corrected.

Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 27, 2014, 08:56:41 PM
I got it to appear by changing jnz terranx_.005A01E6 at address 005A0123 to je terranx_.005A01E6. However, when you are successful with the second option (a specific target) it still only gives you a single technology to choose from. Also, if you select the second option, you get nothing if the other faction has no new technology. These issues are bugs that need to be corrected.

If you can write an appropriate procedure modification to correct them...
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 27, 2014, 09:16:08 PM
The second option only lets you choose from the technologies that you have prerequisites for. The first option either takes a random technology or the faction's world map if no techs are found. Which is more appropriate?
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 27, 2014, 09:19:09 PM
The second option only lets you choose from the technologies that you have prerequisites for. The first option either takes a random technology or the faction's world map if no techs are found. Which is more appropriate?

I think the whole idea is to give a choice, probably with a higher failure rate if you want to choose a tech.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Dio on April 27, 2014, 09:22:27 PM
The second option only lets you choose from the technologies that you have prerequisites for. The first option either takes a random technology or the faction's world map if no techs are found. Which is more appropriate?

I think the whole idea is to give a choice, probably with a higher failure rate if you want to choose a tech.

You are correct the second option has a lower success and survival rate. My question is: Should the first option only potentially allow a faction to recieve technologies that they have the appropriate prerequisites for? I noticed that the second option functions in this manner currently.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Yitzi on April 27, 2014, 10:05:40 PM
I think it makes more sense for both to allow even techs that the faction lacks the prereqs for.
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Guynemer on April 27, 2014, 11:40:16 PM
I'll try to think of something clever w/o Will Ferrell in it when I get caught up. 

I'M A MONSTER!
Title: Re: Yitzi's unofficial SMAX patch 2.5d
Post by: Buster's Uncle on April 27, 2014, 11:42:07 PM
I also considered Tobias - and may yet if I find a shot of him in a lab coat.
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