Sid Meier's Alpha Centauri & Alien Crossfire > Modding
What's not working here?
Buster's Uncle:
I've noticed that the Cannibis League, a novelty faction that was one of the very first custom factions I tarted up the art for, doesn't get the fugus bonuses it's supposed to. I don't think that's my doing, but I can't swear I haven't forgotten making some adjustment to get it to run at all, as I often did with old factions when I was starting out. Here's the stats:
#CANNABIS
Cannabis League, The Stoned, Cannabis League, M, 2, Shaggy, M, -1, 0, 1, 1, 1,
TECH, Ecology, TECH, Biogen, SOCIAL, +MORALE, FACILITY, 3, TALENT, 4, SOCIAL, -EFFIC, SOCIAL, --POLICE, SOCIAL, --PROBE, SOCIAL, ++PLANET, FUNGNUTRIENT, 2, FUNGMINERALS, 1, FUNGENERGY, 1, IMMUNITY, MORALE, IMPUNITY, Green
Economics, Green, PLANET
This is someone else's work, and the .txt files are not my thing. Can anyone set me straight?
ariete:
I don't konw but I take the opportunity here to make a question > why if a custom faction have marine detachment ability when it discover the relative tech (adaptive ... i don't remember) all units, and lands unit too, have marine wrote between parenthesis example
Trance Garrison
(trance, Marine)
and again: somethimes i start the game with a faction who have uncorrectly +1planet, so i must restart the game and it's all ok, then when i load the game just started is correct
Kilkakon:
I know the answer to your problem, BUncle. There are two types of faction bonuses. The majority of faction bonuses have a limit of 8 of any of them. I forget which ones count towards this limit and which don't (I know for a fact that TECH and SOCIAL does) but seems to be the likely reason why your fungus bonuses aren't applying.
Buster's Uncle:
Too many bonii?
Kilkakon:
Yep. :) You'll see mine all stick to that limit pretty well...
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