Author Topic: Adding Facilities, Secret Projects, and Interludes?  (Read 9454 times)

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Offline sisko

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Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #30 on: July 30, 2013, 01:11:27 PM »
Quote from: Yitzi
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..
..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.

Anyone else feels like it's time to fix the faction graphics bug?

Offline Yitzi

Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #31 on: July 30, 2013, 01:16:02 PM »
Quote from: Yitzi
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..
..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.

I'm pretty sure I've gotten interludes on randomly generated maps.

It's possible that scenarios do not receive triggers, but that could be changed.  Although I'm planning to fix the difficulty bug so that it's easy to play non-scenario too.

Offline sisko

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Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #32 on: July 30, 2013, 01:23:34 PM »
Quote
Although I'm planning to fix the difficulty bug..
what bug is that?
Anyone else feels like it's time to fix the faction graphics bug?

Offline Yitzi

Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #33 on: July 30, 2013, 03:22:03 PM »
Quote
Although I'm planning to fix the difficulty bug..
what bug is that?

Someone else can probably tell you more, but one reason that all the multiplayer games are scenarios is apparently that otherwise the difficulty for everyone but the first faction reverts to Librarian.

(The other reason is to get a balanced map, but I see that as an exercise in futility since different factions favor different map setups, so something like Veterans is still unbalanced in that it favors builders over momentum players.)

Offline Geo

Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #34 on: August 10, 2013, 11:09:37 AM »
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).

Are some triggers disabled in AX or something? I explored a bit on random maps and Map of Planet (with my mod in progress), but discovering for instance the Borehole Cluster or Manifold Nexus didn't activate an interlude.

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Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #35 on: August 10, 2013, 02:23:19 PM »
I don't think I ever seen those interludes in-game.

Offline Dio

Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #36 on: August 10, 2013, 06:20:55 PM »
I have seen those interludes trigger only in the original SMAC. I think they might have been used as a sort of hint about the eventual release of Alien Crossfire and the introduction of the alien factions.

Offline ars_belli

Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #37 on: June 15, 2019, 01:00:50 PM »
@Geo: we have the info here at AC2 too
http://alphacentauri2.info/index.php?action=articles;sa=view;article=5


Is there a listing for the AX interludes too?  I've (mostly) figured out the triggers for the human ones but not the ones for alien factions.

Offline ars_belli

Re: Adding Facilities, Secret Projects, and Interludes?
« Reply #38 on: August 17, 2019, 11:18:47 AM »
It is possible to give interludes to some factions and not others.  One can deny a faction an interlude by giving them whatever is required to trigger it.  This works for:
  • Interlude 1 (give Centauri Empathy)
  • Interlude 2 (give Centauri Meditation)
  • Interlude 4 (give Mind Worms unit)
  • (AX only) Interlude 23 (give Proj. Psych)
  • (SMAC only) Interlude 22 instead of 21 when/if they discover the Borehole Cluster (give EcoEng).
There are warnings in alpha.txt about giving secret projects, so I haven't tried this with the Voice of AC - linked Interludes, or the Transcendence ones.  (If you're giving a tech you may want to make it "empty" first by altering the tech tree.)

 

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