And this remains compatible with made-for-x stuff like scenarios?I truly don't know. I've never tried it that way, mainly because it makes the Progenitors impossible to use. With all the renamed and changed techs, I have a feeling it wouldn't be compatible. Everything that Yitzi did works with it.
I suppose it would be good to have a look at what is and isn't cross-compatible between unmoded vanilla and x...
Replace the expansion opening video with the original
Replace the opening screen and menu with the original
Replace the expansion tech tree with the original
Disable some of the expansion supply pod events, such as the Mk. 1 Battle Ogre
I suspect the menu buttons in the opening screen are .pcxs like the rest
@Nexii The advantage to "pruning" SMAX to make it like SMAC is that you can reap the benefits of the newer engine. If SMAX didn't have some structural improvements, I would continue to play SMAC. However, I think that it has something to offer. I generally agree with your points about aliens next to my point that they should be kept a mystery. (I.e., who did make the borehole cluster?)
I feel uncertain about how I would want to "expand" the original universe. My first step would be to consolidate. I'm watching Dio's work with the redone factions with interest. My tastes for factions may be more minimal, though; I like the existing number of statistic modifiers for each faction currently.
+1 on this idea. I don't have a clue how to solve the problem, though.If this was created, would you likely switch your focus to porting changes to the SMAX engine/working there (and integrating with yitzi?) so that users who prefer both SMAC and SMAX can play with improved AI?
The division of player community on SMAC vs SMACX is not for the good for the legacy of the game.
I may prefer the first one, others the second one. But once there are patches, scenarios and work done, it becomes a problem of compatibility.
If this was created, would you likely switch your focus to porting changes to the SMAX engine/working there (and integrating with yitzi?) so that users who prefer both SMAC and SMAX can play with improved AI?
Advantages: More playtesters, useful to more people, SMAX engine includes a bunch of bugfixes and general improvements, gives compatiability with more scenarios/custom factions, avoiding working on two patches at once, and keeps the fully authentic SMAC feel
Disadvantages: One off extra work porting over changes, having to occasionally sanity check the SMAX version, extra work learning the changed functions in SMAX, more importance on co-ordinating with yitzi (the last two would be greatly improved if you two share what you've found with each other in full, with agreement that AI is kryub's domain and yitzi's mostly focusing on extra modability, with bugfixing open to you both)
If this was created, would you likely switch your focus to porting changes to the SMAX engine/working there (and integrating with yitzi?) so that users who prefer both SMAC and SMAX can play with improved AI?
I would try to port the whole work on AI to SMAX if
A) It would be possible to switch to totally unaltered SMAC gameplay (which means, no Progenitors, no Cloudbase academy, no extra probe techs and buildings, no Battle Ogres etc. All SMAX content out.)
B) The switching to SMAC would be technically simple, like with an option in alphax.txt, or with clicking another (modified) .exe, or with a simple combination of 2-3 steps. So that every SMACer can play his game easily.
I'd be willing to help with finding the .exe instances necessary, though Yitzi certainly knows better in SMAX.
A) It would be possible to switch to totally unaltered SMAC gameplay (which means, no Progenitors, no Cloudbase academy, no extra probe techs and buildings, no Battle Ogres etc. All SMAX content out.)
You deem the removal of the algorithmic enhancement ability a necessity, or the possibility of liberation of imprisoned leaders for that matter?
No one uses it anyway. :-D
Good point, Yitzi.
To revert:
Opening video
Opening screen and menu
Technology (thus quotes and voiceovers)
Supply pod effects (cloning, Ogres)
Landmarks/map
Native lifeforms
To maintain or modify (i.e., keep!):
Faction selection (i.e., clearer selection of factions)
Freeing leaders (i.e., expanded diplomacy options)
landmarks.A lot of landmarks (all of them??) were enabled in SMAC 4.0. Manifold Nexus, I think, Borehole Cluster was a new addition as well. Don't know if some were left out. Simple comparing of alpha.txt and alphax.txt should tell it (I don't have the latter one).
And it might make sense to have options regarding which parts of a full reversion would be includedYes. Exactly, that would be cool.
A lot of landmarks (all of them??) were enabled in SMAC 4.0. Manifold Nexus, I think, Borehole Cluster was a new addition as well. Don't know if some were left out. Simple comparing of alpha.txt and alphax.txt should tell it (I don't have the latter one).
Yitzi, could you expand on your comment about some stylistic differences with kyrub's 444 version? My guess was that he normalized faction AI, thus homegenized personality, to make the AI more competitive. I'm curious at tracing the possible fault lines between the two projects. It may be unnecessary if you're able to incorporate much of his stuff anyways.
Perhaps we could have an "original" version and a "polished" version that would polish the original experience. The second one could contain some of the modified behaviours that allow the AI to succeed in an original environment.
Edit: I'm in the process of writing a specifications document. Yitzi, it'll have a detailed list of what we discussed so far.
You're right, kyrub. This idea is moving more quickly than I anticipated, so I'm encouraged by it. I'm uninitiated and unskilled as a moder, but I can probably do the easier tasks after some reading. My sense from this thread is that there are already people who have done or are doing the things we have brought up.
Perhaps we could set up a set of files on Dropbox (or a similar service). We could set up a specifications document and list of ongoing work/delegated work in a Google Doc (or similar service). That, plus forum posts and, if people want, some instant messaging services, would probably be sufficient?
since yitzi has concerns about some weakening the AI in modded games which would be best made optional
We have an IRC channel dealy under the Chat button at the top of the page for live conversation, if needed. Naturally, I think the more done in public posts right here, the better... I could set up a special category in Downloads for file sharing, if that's workable...
Gah... Just wasted an hour until I figured out what was wrong.
Tried launching SMAC/X from a java app and it kept on failing. Finally figured out that I needed to set the working directory to the SMAC folder. grrrrr....
Ok. For the mod launcher what behavior do you guys want it to have?
Currently, I'm thinking of making it really simple.
I'll have it create a mods folder
Inside the mods folders there will be folders for mods
The launcher will have a copy of unaltered SMAC/SMAX files located in a "backup" folder.
Each time you launch, the launcher will see if the files in the smac directory is the same as in the mods folder/s the player has chosen. If not, it will copy the files that are different and then launch the game.
Do you guys see any flaws with this idea?
Guys :D
I removed Spore Launchers in LE by just copy/pasting the unit definition for Mind Worms over the top. You could do the same thing for the Ogres as well (say make them a rover). They couldn't be repaired but it would be a lot closer. :D
How about making them alien artifacts?
I don't need any editing power and I will keep my job in one thread, as ete suggests. My focus, if possible, is "AI only" and technical stuff with Yitzi of "how AI connects with customization". I am afraid we cannot promise miracles here, since customization is not very friendly with good AI; let's say an improvement is possible.Okay, in that case I'll start a thread in bugs&patches where yitzi can edit to collect up all the changes later today. And fair about bursts of activity, I tend to do exactly the same thing (BU, do you remember my warning about this when you first got me on here?). So long as it ends up being something you come back to every once and a while and the bursts are intense enough the result is good :)
Staying on these forums is quite preferable, we want this community and this place to grow.
(A small warning, I am not very good at keeping long time responsibilities in "hobbies", such as disassembling. I work in short intensive spells, interspersed by months of inactivity (e.g. activity in real life)... but then again, the work is usually done at the end)
Guys :D
I removed Spore Launchers in LE by just copy/pasting the unit definition for Mind Worms over the top.
How about making them alien artifacts?
You then have AA's that need to be engaged before becoming yours.
Perhaps a solution for the Fungal Towers is to change them to a missile unit of sorts. They'll 'detonate' themself then the turn they're spawned because of their hardcoded immobility.
??? Ogres from pods need to be attacked before becoming yours? I thought that you get them directly from the pod, just like artifacts.
Doesn't even have to be missile, needlejets would work too.
Yeah, but more chance a player sees 'something weird' since needles are around 2 turns instead of one.
SMAX added sea terraforming options. Are some of these unbalanced? Could some of these have kyrub's AI patches applied to them? Should they be kept in some form?Really? I thought the sea options were always there, there's nothing beyond kelp/mine platform/tidal harness in SMAX. They did add the ability to start a faction in water which comes with a +1 min bonus on shelf squares, but I thought seaforming existed back in SMAC.
@Ford_Prefect:
That sounds like the standard way to do mod managers (which isn't a bad thing), but you may be able to save some effort by using someone else's implementation. e.g. http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml (http://www.softpedia.com/get/Others/Miscellaneous/Generic-Mod-Enabler.shtml)
@Ford_Prefect:
Good to hear. Could you upload the source to github or something with a FOSS licence? That way it's easy to maintain it (if changes ever need to be made) and there's an open source project available for the next time someone wants a mod manager.
> Replace any file in the SMAC/X folder whose modified time does not equal the files listed in the dictionary.
Surely this means save files and so on that the user makes that are also in the backup dir will be clobbered?
Sea bunkers and sensor buoys plus a few others can be enabled by alphax editing in both games.
I went ahead and modified tutor.txt to remove the Spore Launchers entry. It's now an almost-replicant of the mind worm entry. I also removed all the references to the alien factions while I was there.
If the community could pick a new set of factions to bundle with this and if someone could investigate when the bt<native lifeform>.pcx and <native lifeform>_sm.pcx files are used and if the spore launcher ones need removing, then we're very almost done with things that can be done outside the binaries.
For the friendly .exe modders, these are the most useful new alphax features for this project in order of importance:
Switch to disable sealurks/fungal towers/spore launchers being spawned or appearing in pods
Switch to disable ogres appearing in pods
Switch to disable the cloning event
Switch to disable Unity Crash Site
Switches to disable the other landmarks
To make things a bit neater, it would be good if either we had a way to stop custom units appearing in the datalinks and/or if you could make disabled native life and ogres not appear in the datalinks (I've tried and I don't think this can be done from text files)