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Detailschaos becomes a missile launcherchaos becomes a missile launcherWeapon artwork doesn't change based on the name or slot position of the weapon. It changes according to attack strength. This has undesirable properties for modding. My 1st cut of rebalancing weapons and armor in a mostly Fission engine game, doesn't look right. Chaos guns with lower strength, end up looking like missile launchers. I will have to change various weapons back to find out what their thresholds are, then probably strengthen armor a lot.Armor doesn't have this problem. The armor's appearance is tied to the order it appears in the list, not its stats.
A workaround is switching the .cvr file.
Armor doesn't have this problem. The armor's appearance is tied to the order it appears in the list, not its stats.
Do you mean the slot order (which, I assume, is fixed)? I've tried changing the list order in alpha.txt (along with the stats and tech. prerequisites), which has no effect.
#DEFENSESNo Armor, Scout, 1, 0, 1, None,Synthmetal Armor, Synthmetal, 2, 0, 2, Chemist,Plasma Steel Armor, Plasma, 3, 2, 3, Subat,Silksteel Armor, Silksteel, 5, 1, 8, Alloys,Photon Wall, Photon, 6, 1, 12, Photon,Probability Sheath, Probability, 8, 2, 16, ProbMec,Neutronium Armor, Neutronium, 12, 1, 24, Tachyon,Antimatter Plate, Antimatter, 20, 2, 40, AGrav,Inertial Damper, Damper, 30, 2, 60, Inert,Psi Defense, Psi, -1, 2, 6, WillPow,Pulse 3 Armor, 3-Pulse, 3, 1, 4, Surface,Resonance 3 Armor, 3-Res, 3, 1, 4, Bioadap,Pulse 12 Armor, 12-Pulse, 12, 1, 28, MatComp,Resonance 12 Armor, 12-Res, 12, 1, 28, SentRes,