Author Topic: SMAX - The Will to Power - mod  (Read 154493 times)

0 Members and 2 Guests are viewing this topic.

Re: SMAX - The Will to Power - mod
« Reply #915 on: September 12, 2020, 04:15:45 PM »
I am Sorry for that but I didn't even know items has tehcnobabbles. I thought this is for technologies only. Where can I see them?
The text that is displayed in the game is found in helpx.txt.

There is also a second copy of the flavour text in flavor.txt. AFAICT this is not displayed in the game and is just for fans' reference.

It's not really much to look at, mostly just buzzwords applied to the various items to enhance the sci-fi verisimilitude of the game. But it was useful as a writer resource nonetheless.

I still have no idea what you are talking about. Is this just item datalinks help? Never willingly changed it, obviously. Maybe some side effect caused it? Do you mind sending me a file and/or screenshot where you see difference with vanilla. I'll see if I can fix them.

EDIT: Speaking of which, the version number doesn't seem to have been updated in a while either, being currently listed in-game as 74. The date does seem to be correctly listed as 3 September 2020, though.

Damn. The version number! I'll update it now. Thank you.

Yeah. I really have short time spans to deal with it. So prefer to release as often as I finish a single feature rather than bundle them (and bugs) together. There is also a risk next time I'll forget what I was doing. 🤔

Re: SMAX - The Will to Power - mod
« Reply #916 on: September 12, 2020, 04:31:05 PM »
I guess gene warfare beats artillery if you can sneak enough probes in base and don't care the sanctions and such. I need to research it. Maybe make artillery stronger or gene warfare damage units lesser.

It could probably stand to be nerfed a tiny bit. Taking off 50-90% from all defenders with a single probe action is a huge advantage, could possibly be worth it even if the Charter was still in effect.

If this is something you can edit, I'd suggest making Biology Labs or some other appropriate facility count as a "defensive structure" for the purposes of blunting HP damage, as described here. In your mod they are maintenance-free, which is good for AIs; in Nevill's mod they are not, which is better for humans.


Verified unit damage formula on a wiki is correct.

Well, as any of vanilla formula it makes sense but pretty simple. Unit gets ~75% damage which then may be reduced by facilities down to 75%/4 = ~18%. I do not count previous base attack as we consider this a base capture preparation so it happens only once per base. Early game attacks until facilities are there are most devastating. It is about twice as effective defense reduction as bombardment. However, it has extremely severe consequences. After probably 5 or so of such attacks all other factions declare perpetual vendetta on you and you also lose trade income forever.

Besides, by the time genetic warfare is enabled by Retroviral Engineering (level 9) everyone can build Research Hospital (level 3 or 4?) and reduce damage to 25-50% - no more than artillery. No fixing is needed.
This is in current version but we always can adjust it to make sure hospital comes earlier.

Offline lolada

Re: SMAX - The Will to Power - mod
« Reply #917 on: September 12, 2020, 05:15:02 PM »
Thanks for info.

BUG: So i presume this is bug but i noticed that sea bombardment - with ship - can kill sea alien creatures - like Lurkers completely. So they die there's no artillery fight. Now i bombarded Miriams Foil full of units with 12 weapon foil and it died. Is it intended?


Re: SMAX - The Will to Power - mod
« Reply #918 on: September 12, 2020, 06:29:42 PM »
Thanks for info.

BUG: So i presume this is bug but i noticed that sea bombardment - with ship - can kill sea alien creatures - like Lurkers completely. So they die there's no artillery fight. Now i bombarded Miriams Foil full of units with 12 weapon foil and it died. Is it intended?

50,      ; Maximum % damage inflicted by arty versus units in base/bunker
99,      ; Maximum % damage inflicted by arty versus units in open
100,     ; Maximum % damage inflicted by arty versus units at sea

Sea units can be destroyed by bombardment by design. I imagine designer's chains of thought was: naval units can inherently bombard because their only weapon is deck artillery. So it wouldn't matter whether they engage at close range or at distance they should be able to achieve the same effect.

Offline Tayta Malikai

Re: SMAX - The Will to Power - mod
« Reply #919 on: September 13, 2020, 01:13:25 PM »
I still have no idea what you are talking about. Is this just item datalinks help? Never willingly changed it, obviously. Maybe some side effect caused it? Do you mind sending me a file and/or screenshot where you see difference with vanilla. I'll see if I can fix them.

This is the text I am referring to. Left is with WtP's helpx.txt, right is with the vanilla helpx.txt restored.

Here are the relevant text entries from helpx.txt. I think it will be slightly more effort than simply copy-pasting it at the end of WtP's helpx.txt, since it does include all the text entries, just... empty. And in a different order. Can I ask what changes have been made to the helpx.txt that is distributed with WtP? Depending on the answer, it may be easier for me to do it myself.

Code: [Select]
#;Infantry
#CHASSISDESC0
{Infantry} units move slowly but are inexpensive and have important advantages in battle. Infantry units gain a +25% combat
advantage when attacking enemy bases directly.
^
^    Speed: 8 km/h
^    Modality: Manual/Tracked
^    Dimensions: N/A
^    Modifiers: +25% vs. base

#;Speeder
#CHASSISDESC1
Mobile {Speeder} units can move quickly across Planet’s surface. Speeder units gain a +25% combat advantage when attacking
in open terrain. They can also $LINK<Disengage=10> from combat when surprised by slower enemy $LINK<Infantry=40000>.
^
^    Speed: 102 km/h
^    Modality: Wheeled
^    Dimensions: 7.7 × 3.6 × 2.9 m

#;Hovertank
#CHASSISDESC2
The ultimate in ground effect transportation, the {Hovertank} is never penalized for moving through difficult terrain—it
never costs more than one move for a Hovertank to enter a square. Like $LINK<Speeder=40001> units, Hovertanks gain a +25%
combat advantage when attacking in open terrain.
^
^    Speed: 227 km/h
^    Modality: Aircushion
^    Dimensions: 6.9 × 3 × 3 m
^    Modifiers: +25% in open

#;Foil
#CHASSISDESC3
{Foils} can be used to create effective sea transports and sea patrols. Foil transports are slower than other types of
foils, so they have one less movement point per turn.
^
^    Speed: 62 km/h
^    Modality: Airfoil
^    Dimensions: 162 × 24.25 × 17.5 m
^    Modifiers: None

#;Cruiser
#CHASSISDESC4
With sufficient industrial infrastructure, large {Cruiser} units can be produced. These larger vessels make formidable
naval units as well as the most efficient transports.
^
^    Speed: 115 km/h
^    Modality: Naval Keel
^    Dimensions: 200 × 50.5 × 20 m

#;Needlejet
#CHASSISDESC5
{Needlejets}, the signature aircraft of the 23rd century, appear in Planet’s skies once Planet’s growing industries begin
producing high grade jet fuel in sufficient quantities. Powerful, but limited in range, Needlejets can be used to defend
the skies, project air power, and explore Planet. Needlejets must return to a friendly base or airbase every other turn for
refueling. Needlejets may only attack once per turn.
^
^    Domain: Air
^    Speed: 766 km/h
^    Modality: Fixed-wing aircraft
^    Dimensions: 18.6 × 12.5 × 4.4 m
^    Modifiers: Require refuel every two turns

#;Copter
#CHASSISDESC6
{Copters}, with their maneuverability and ability to land temporarily in rough terrain, make formidable combat units.
Copters should return to a friendly base or airbase at the end of every turn for refueling. If it is unable to do so and
must land temporarily in the field, it incurs 30% $LINK<damage==7>.
^
^    Speed: 523 km/h
^    Modality: Rotary
^    Dimensions: 15.5 × 6 × 4 m
^    Modifiers: Range unaffected by fuel

#;Gravship
#CHASSISDESC7
{Gravships}, the juggernauts of the distant future, provide all the advantages of aircraft with none of the range
limitations. Gravships can move swiftly over land and sea, and need never return to friendly bases for refueling.
^
^    Domain: Air
^    Speed: 1021 km/h
^    Modality: Gravitron booster
^    Dimensions: 22 × 8 × 6 m
^    Modifiers: Range unaffected by fuel

#;Missile
#CHASSISDESC8
{Missiles} can be used to mount powerful $LINK<Conventional Payloads=60023>, $LINK<Fungal Payloads=60025>, $LINK<Tectonic
Payloads=60024> or spectacular quasi-nuclear $LINK<Planet Busters=60016>. Missiles pack a powerful punch, but are of course
eliminated when they attack.
^
^    Domain: Air
^    Speed: 232.5 km/h
^    Modality: Assisted airflow
^    Dimensions: 15.5 × .5 × .5 m
^    Modifiers: Destroyed on impact

#;Hand Weapons
#WEAPONDESC0
A unit’s weapon strength determines its combat strength it attacks. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Projectile}
^    Ammo: 7.62 mm U.N. standard
^    Muzzle velocity: 1100 mps
^    Rate of fire: Varies; max 120/min
^    Max range: 550 m
^    Target acquisition: Visual

#;Laser
#WEAPONDESC1
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Projectile}
^    Active medium: Diode
^    Type: Fiber-coupled
^    Pulse duration: 5 nsec
^    Wavelength: 193 nm
^    Peak power: .84 GW
^    Burn rate (1 m steel): .76 sec

#;Particle Impactor
#WEAPONDESC2
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Projectile}
^    Ammo: 10 mm caseless Kinetic Energy
^    Muzzle velocity: 2500 mps
^    Rate of fire: 1100/min
^    Max range: 2700 m
^    Target acquisition: Optical

#;Gatling Laser
#WEAPONDESC3
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Energy}
^    Active medium: Neodymium-glass
^    Type: Conductively cooled stacked array
^    Pulse duration: 2 nsec
^    Wavelength: 107 nm
^    Peak power: .96 GW
^    Burn rate (1 m steel): .52 sec

#;Missile Launcher
#WEAPONDESC4
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Missile}
^    Ammo: Mk. 12(t) ‘Sabre’ missile
^    Velocity: Mach 2.2
^    Rate of fire: 6/min
^    Max range: 90 km
^    Target acquisition: IR signature

#;Chaos Gun
#WEAPONDESC5
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Projectile}
^    Ammo: 9 mm caseless Field Disruptor
^    Muzzle velocity: 3000 mps
^    Rate of fire: 10/min
^    Max range: 11 km
^    Target acquisition: Field Differential

#;Fusion Laser
#WEAPONDESC6
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Energy}
^    Active medium: Neodymium-YAG
^    Type: Actively cooled stacked array
^    Pulse duration: 15 nsec
^    Wavelength: 573 nm
^    Peak power: 2.4 GW
^    Burn rate (1 m steel): .14 sec

#;Tachyon Bolt
#WEAPONDESC7
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Energy}
^    Active medium: Molecular hydrogen
^    Type: Active liquid coolant
^    Pulse duration: 1 usec
^    Wavelength: 680 nm
^    Peak power: 5 GW
^    Burn rate (1 m steel): .07 sec

#;Plasma Shard
#WEAPONDESC8
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Missile}
^    Ammo: 15 mm Mass-energy shell
^    Muzzle velocity: Varies; max 4000 mps
^    Rate of fire: 160/min
^    Max range: 16 km
^    Target acquisition: Charged particle

#;Quantum Laser
#WEAPONDESC9
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Energy}
^    Active medium: Temporal field distortion
^    Type: Crystal diffusion
^    Pulse duration: N/A
^    Wavelength: .005 nm
^    Peak power: Varies
^    Burn rate (1 m steel): N/A

#;Graviton Gun
#WEAPONDESC10
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Projectile}
^    Ammo: 2 mm 3-stage particle-accelerated
^    Muzzle velocity: 9800 mps
^    Rate of fire: 2000/min
^    Max range: 1.4 km
^    Target acquisition: Nanoremote

#;Singularity Laser
#WEAPONDESC11
A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.
^
^    Weapon Mode: {Energy}
^    Active medium: Temporal boundary
^    Type: Singularity induction
^    Pulse duration: Relative
^    Wavelength: .001 nm
^    Peak power: N/A (approach inf.)
^    Burn rate (1 m steel): Relative

#;Resonance Laser
#WEAPONDESC12
The {Resonance Laser} is a laser with additional $LINK<resonance=42> technology attached to the wave form; it receives a
+25% bonus when engaging in a $LINK<Psi Attack=60015>
^
^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.

#;Resonance Bolt
#WEAPONDESC13
The {Resonance Bolt} is a $LINK<Tachyon Bolt=60007> with additional $LINK<resonance=42> technology attached to the wave
form; it receives a +25% bonus when engaging in a $LINK<Psi Attack=60015>
^
^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.

#;String Disruptor
#WEAPONDESC14
The {String Disruptor} is built of a combination of temporal disruption and $LINK<Progenitor=36> $LINK<Resonance=42>
technology taken to its highest degree and is the strongest weapon in the game.
^
^A unit’s weapon determines its attack strength. The more powerful the weapon the stronger the attack.

#;Psi Attack
#WEAPONDESC15
The {Psi Attack} weapon allows a $LINK<non-native life form=30> to attack conventional units using $LINK<Psi combat=38>.
^
^    Active medium: Patterned energy
^    Type: Compelled dissociative
^    Range: Line of sight
^    Peak power: Inverse to distance
^    Target acquisition: Psi lock

#;Planet Buster
#WEAPONDESC16
The quasi-nuclear {Planet Buster} is the future’s ultimate $LINK<atrocity=1>. Planet Busters destroy everything within a
radius equal to their reactor size, often leaving immense craters.
^
^    Designation: Mk. 714 Plasma bomb
^    Active kill radius: 2000 km
^    Explosive force: 296 Gt TNT
^    Target acquisition: Charged particle

#;Colony Module
#WEAPONDESC17
The {Colony Module} can be used to create custom $LINK<Colony Pods=30000>. Units with Colony Modules can build new bases.
If a Colony Module is installed on a sea-going unit, bases can be constructed at sea. A Colony Module also costs one
population of the base it is built from in addition to the minerals listed. If this would cause a base to have zero
population, the choice is given to disband the base or wait until it has reached two population. Colony Modules can be
added to an existing base to increase the base population by one using the ‘Join Base’ command ‘B’. This operation can be
used to increase the size of the base beyond the limits imposed by lack of $LINK<Hab Complexes=100024> and $LINK<Habitation
Domes=100025>.
^
^This module can be added to all chassis except $LINK<missile=40008>.
^
^    Complement: 1000+
^    Composition: Prefab plastic
^    Hydroponics rating: indefinite
^    Armament: Sidearms only

#;Terraforming Unit
#WEAPONDESC18
Units with the {Terraforming Unit} module can be used to improve and shape the terrain of Planet.
^
^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
$LINK<cruiser=40004>, and $LINK<gravship=40007> chassis.
^
^    Crew: 367
^    Composition: Bonded steel/ceramic
^    Armament: Sidearms only

#;Troop Transport
#WEAPONDESC19
The {Troop Transport} module allows a unit to transport other units. It reduces the movement of land and sea units by one
and air units by 50%+1.
^
^Only sea-going units can transport more than one unit at a time. A $LINK<foil=40003> can transport a number of units equal
to twice its reactor value. A $LINK<cruiser=40004> can transport a number of units equal to four times its reactor value.
^
^Transports can normally transport only ground units, but sea-going transports can be given the $LINK<Carrier Deck=80007>
special ability to allow them to transport and refuel air units.
^
^Air transports can only load passengers in a base or airbase. Choosing the ‘Unload Transport’ (‘Shift+U’) command from the
action menu will allow the passengers to unload while the air transport is in flight.
^
^    Capacity: 500 troops + support
^    Composition: Hardened plasteel
^    Hydroponics rating: ST

#;Supply Transport
#WEAPONDESC20
The {Supply Transport} module can be used to create $LINK<units=30005> that harvest or transport $LINK<nutrients=31>, or
$LINK<minerals=27>, or $LINK<energy=14>. Any unit with the Supply Transport module has no $LINK<support=130002> cost.
^
^Selecting the ‘Convoy’ (‘O’) option on the ‘Action Menu’ brings up a menu from which can be selected the resources to
convoy:
^    • if a supply transport is placed in a friendly base then it delivers available resources from its home base to the
one where it is currently located
^    • if a supply transport is outside a base, it delivers available resources from the square it occupies to its home
base each turn
^
^The unit cannot deliver resources from a square already being worked by a base’s citizens.
^
^Convoy resources receive the benefits of facilities and secret projects in their home base that increase the resources
collected.
^
^Supply transports disbanded in friendly bases yield their {full} mineral value towards  the construction of a secret
project or $LINK<prototypes=37>.
^
^This module can be added to all chassis except $LINK<missile=40008>.
^
^    Capacity: 2575 mt
^    Composition: reinforced plasteel
^    Armament: Sidearms only

#;Probe Module
#WEAPONDESC21
The {Probe Module} can be used to create $LINK<units=30006> able to engage in espionage. Any unit with the Probe module has
no supply cost.
^
^Probes can infiltrate and subvert enemy bases and units. They can steal enemy research information, energy credits,
sabotage base facilities, assassinate key enemy personnel to slow research, free captured faction leaders from
headquarters, and conduct genetic warfare (with the discovery of $LINK<Retroviral Engineering=140075>). Move a probe up to
an enemy base or single unit to engage its powers.
^
^Probes can ignore any $LINK<Zone of control=53>. Probe can also defend your bases against their enemy counterparts. If a
probe is present in a square when an enemy probe tries to enter, a combat is resolved between them. The probe with the
highest $LINK<Morale=130004> level usually wins. Probes often receive morale increases when they complete missions
successfully. The higher a probe’s morale level, the more likely it is to survive more risky missions.
^
^Both $LINK<Comm Jammer=80009> and $LINK<Hypnotic Trance=80018> can be added to units with Probe Module for no cost.
^
^This module can be added to the $LINK<infantry=40000>, $LINK<speeder=40001>, $LINK<hovertank=40002>, $LINK<foil=40003>,
and $LINK<cruiser=40004> chassis.
^
^    Complement: 16
^    Counterintel suite: ShieldSafe V 6.0
^    Armament: Cyberlinks/mind control

#;Conventional Payload
#WEAPONDESC23
The {Conventional Payload} weapons package can be used to create conventional missiles. It can be used only with the
$LINK<Missile=40008> chassis. Conventional missiles attack at the following strengths:
^    $LINK<Fission Plant=50001> = 9
^    $LINK<Fusion Reactor=50002> = 18
^    $LINK<Quantum Chamber=50003> = 27
^    $LINK<Singularity Engine=50004> = 36

#;Tectonic Payload
#WEAPONDESC24
The {Tectonic Payload} weapons package can be used to create Tectonic Missiles. It can be used only with the
$LINK<Missile=40008> chassis.
^
^A Tectonic Missile detonation causes an earthquake that raises the target terrain by one to four levels of
$LINK<altitude=0>, depending on the reactor type. A $LINK<Fission Plant=50001> raises the terrain one level, a
$LINK<Singularity Engine=50004> up to four levels. Tectonic missiles are considered delivery platforms instead of combat
units, and so may not target bases or units.
^
^To target a square, move the missile to the desired target (cannot be a sea square) and press the ‘I’ key.

#;Fungal Payload
#WEAPONDESC25
The {Fungal Payload} weapons package can be used to create Fungal Missiles. It can be used only with the
$LINK<Missile=40008> chassis.
^
^A Fungal Missile detonation destroys any improvements in the square. Additionally, the detonation covers one to four
squares of terrain with $LINK<fungus=18>, depending on the reactor type. A $LINK<Fission Plant=50001> covers one square, a
$LINK<Singularity Engine=50004> four squares. The detonation may also trigger $LINK<native life forms=30> from dormant
spores. Fungal Missiles are considered delivery platforms instead of combat units, and so may not target bases or units.
^
^To target a square, move the missile to the desired target (cannot be a sea-square) and press the ‘I’ key.

#;Super Former
#ABILDESC0
{SmartSettler V2.0 software upgrade}
^
^Can be used only with $LINK<terraforming units=60018>.

#;Deep Radar
#ABILDESC1
{Mk. 45 Sensor array upgrade}

#;Cloaking Device
#ABILDESC2
{Type IV Refraction/diffusion shield}
^
^A {Cloaking Device} allows a unit to avoid detection by enemy units unless they actually attempt to enter the same square.

#;Amphibious Pods
#ABILDESC3
{Hoverpod LCs}
^
^Units with {Amphibious Pods} may also move and attack across the channels between sea bases and continents.

#;Drop Pods
#ABILDESC4
{Aircushion LCs}
^
^A unit must begin its turn in a friendly base or $LINK<airbase==90008> in order to make an airdrop.
^
^Airdrops may be made within eight squares. With the discovery of $LINK<Graviton Theory=140022> or the construction of
$LINK<The Space Elevator=110027>, units with Drop Pods can make orbital insertions anywhere on Planet.
^
^Non-combat units lose all movement after an air drop or orbital insertion. Combat units may move after an airdrop, but if
they attack, a 50% combat penalty applies. Airdropped units may take up to 30% $LINK<damage=7> (except when dropped into a
friendly base), but will always survive the airdrop.

#;Air Superiority
#ABILDESC5
{Mk. 66 fire control sensor}
^
^Air units with {Air Superiority} gain a +100% combat advantage when attacking other air units in flight, but incur a -50%
penalty if they attack ground or naval units.
^
^Ground or Naval units with air superiority do not gain the 100% bonus vs air, but they do not get the 50% penalty vs other
ground or naval units either.
^
^Air-to-air combat is resolved by comparing attack factors—the armor value is ignored. A ground unit equipped with Air
Superiority can attack an adjacent Needlejet chassis at sea. A Naval unit equipped with Air Superiority can attack an
adjacent Needlejet chassis on land.
^
^A $LINK<Needlejet=40005> unit with air superiority is able to {scramble} against an air attack or hostile $LINK<air
drop=80004> within a two square radius. The interceptor needs to be stationed at a base or airbase. Use the skip turn
(‘Space bar’}) or hold command (‘H’) to allow the interceptor to scramble.

#;Deep Pressure Hull
#ABILDESC6
{Reinforced Silksteel chassis}
^
^A {Deep Pressure Hull} allows a sea unit to move underwater making it difficult for enemies to detect, unless the attempt
to enter the same square.

#;Carrier Deck
#ABILDESC7
{Bonded alloy flight deck}
^
^A {Carrier Deck} allows a sea-going transport to carry and refuel air units.

#;AAA Tracking
#ABILDESC8
{Mk. 190 FUBR fire control system}

#;Comm Jammer
#ABILDESC9
{Type IX ECTS EMP pulse generator}
^
^The {Comm Jammer} ability interferes with enemy tactical command and control, thus throwing enemy mobile offensives into
confusion.
^
^Free to add to units with $LINK<Probe Module=60021>. When attacking, it also prevents the defender from
$LINK<disengaging=10>.

#;Antigrav Struts
#ABILDESC10
{Gravitron repulsor pylons}
^
^Allows all ground units to, like $LINK<hovertanks=40002>, avoid movement penalties for difficult terrain.

#;Empath Song
#ABILDESC11
{Psi lock software upgrade}

#;Polymorphic Encryption
#ABILDESC12

#;Fungicide Tanks
#ABILDESC13
{Boron defoliant system}
^
^Only available for $LINK<terraforming=60018> units.

#;High Moral
#ABILDESC14
{Advanced Warfare Training}

#;Heavy Artillery
#ABILDESC15
{Reactor chamber upgrade}
^
^An artillery unit is only able to attack by Long Range Fire. Only available for land units.

#;Clean Reactor
#ABILDESC16
{Reactor emission containment system}

#;Blink Displacer
#ABILDESC17
{Temporal distortion field}

#;Hypnotic Trance
#ABILDESC18
{Psychic amplification module}
^
^Free to add to $LINK<Probes=60021>.

#;Nerve Gas Pods
#ABILDESC20
{Mk. 1 VX delivery system}
^
^Can only be used against non-$LINK<Native life forms=30>. When used against units inside a base, if combat is successful,
50% of the bases’ population will be killed. If the population of the base is one, it will be destroyed.

#;Repair Bay
#ABILDESC21
{Modified Supply Transport module}
^
^Can only be used with $LINK<troop transports=60019>.

#ABILDESC22
{Stunjack cannon & training for police}

#;Soporific Gas Pods
#ABILDESC24
Employs a combination of standard sleep-inducing gas and a soothing wave-form/broad band resonance.
^
^Ineffective against $LINK<Native life forms=30>.

#;Dissociative Wave
#ABILDESC25
Enemy units get no combat bonuses from their own special abilities when
attacking a unit equipped with this high-energy field that temporarily disrupts delicate electronic equipment. The unit
equipped with dissociative waves can tune its own special equipment to “ignore” this field. The field generator is bulky
and hard to manipulate during mobile engagements, rendering it ineffective as an attack weapon.

#;Marine Detachment
#ABILDESC26
Ship equipped with this ability can capture an enemy ship 50% of the time, if the defender is reduced to 30% or less combat
strength without being destroyed in the process. Marine squads are trained in the art of ship capture, which involves fast
moving and a knowledge of where to strike the enemy vessel to cripple its command structure and avoid self-destruct
mechanisms.
^
^Any units being $LINK<transported=60019> on a ship are also captured.

#;Fuel Nanocells
#ABILDESC27

#;Algorithmic Enhancement
#ABILDESC28
Enhanced Probes can also infiltrate bases and units regardless of social engineering choices or $LINK<The Hunter-Seeker
Algorithm=110015> Secret Project, although they still have a high probability of failure.
^
^$LINK<The Nethack Terminus=110034> grants the equivalent to all of a faction’s probes.

#;No Armor
#ARMORDESC0
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: N/A
^    Tensile strength: N/A
^    Density: N/A
^    Thickness: N/A

#;Synthmetal Armor
#ARMORDESC1
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Chobham (modified)
^    Tensile strength: Base
^    Density: 2.3 kg/l
^    Thickness: 250 mm

#;Plasma Steel Armor
#ARMORDESC2
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Mass-energy composite
^    Tensile strength: 5 × base
^    Density: 2.5 kg/l
^    Thickness: 520 mm

#;Silksteel Armor
#ARMORDESC3
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Bonded
^    Tensile strength: 23 × base
^    Density: 2.5 kg/l
^    Thickness: 520 mm

#;Photon Wall
#ARMORDESC4
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Refractive field
^    Tensile strength: 46 × base
^    Density: N/A
^    Thickness: 2 m

#;Probability Sheath
#ARMORDESC5
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Phase adjustment
^    Tensile strength: 97 × base
^    Density: N/A
^    Thickness: N/A

#;Neutronium Armor
#ARMORDESC6
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Kinetic diffusion
^    Tensile strength: 198 × base
^    Density: 4 kg/l
^    Thickness: 755 mm

#;Antimatter Plate
#ARMORDESC7
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Reactive
^    Tensile strength: 560 × base
^    Density -4 kg/l
^    Thickness: Var.

#;Stasis Generator
#ARMORDESC8
A unit’s armor strength determines its combat strength when attacked. The stronger the armor the better the defense.
^
^    Type: Temporal field distortion
^    Tensile strength: N/A
^    Density: N/A
^    Thickness: N/A

#;Psi Defense
#ARMORDESC9
{Psi Defense} armor confers the same defensive ability possessed by native units such as $LINK<Mind Worms=30008>. A unit
equipped with Psi Defense engages in $LINK<Psi combat=38> when attacked.
^
^    Type: Pattern refraction
^    Resistance: Proportional to distance
^    Density: N/A
^    Thickness: N/A

#;Pulse 3 Armor
#ARMORDESC10
{Pulse 3 armor} is a combined-defense system that gives the benefit of $LINK<Plasma Steel armor=70002> and sends out
continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.

#;Resonance 3 Armor
#ARMORDESC11
{Resonance 3 armor} combines the physical protection of $LINK<Plasma Steel armor=70002> with $LINK<Progenitor=36>
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
such as $LINK<Native life forms=30>.

#;Pulse 8 Armor
#ARMORDESC12
{Pulse 8 armor} is a combined-defense system that gives the benefit of $LINK<Neutronium Armor=70006> and sends out
continuous streams of random ECM “white noise” to foul communications of mobile units which confers a 25% defense bonus
against $LINK<Speeders=40001> and $LINK<Hovertanks=40002>.

#;Resonance 8 Armor
#ARMORDESC13
{Resonance 8 armor} combines the physical protection of $LINK<Neutronium Armor=70006> with $LINK<Progenitor=36>
$LINK<Resonance=42> technology that confers a +25% defense bonus when attacked by units which employ $LINK<Psi combat=38>,
such as $LINK<Native life forms=30>.

#;Fission Plant
#REACTORDESC1
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^    Rating: 32655 kW
^    Throughput: 29377 kW
^    Efficiency: 89.99%
^    Discharge: 52 r
^    Fuel source: U-235

#;Fusion Reactor
#REACTORDESC2
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^    Rating: 68003 kW
^    Throughput: 62821 kW
^    Efficiency: 92.38%
^    Discharge: 67 r
^    Fuel source: Ionized deuterium

#;Quantum Chamber
#REACTORDESC3
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^    Rating: 147893 kW
^    Throughput: 141977 kW
^    Efficiency: 96.01%
^    Discharge: 21 r
^    Fuel source: Deuterium-tritium mix

#;Singularity Engine
#REACTORDESC4
A unit’s {reactor} determines its {power}, the amount of $LINK<damage=7> the unit can absorb in combat before it is
eliminated. More advanced reactor technology also tends to make complex units cheaper to build.
^
^    Rating: >4000000 kW
^    Throughput: Var
^    Efficiency: Var
^    Discharge: N/A
^    Fuel source: Vizorium-5

# ; This line must remain at end of file

Re: SMAX - The Will to Power - mod
« Reply #920 on: September 13, 2020, 03:31:13 PM »
This is the text I am referring to. Left is with WtP's helpx.txt, right is with the vanilla helpx.txt restored.

Here are the relevant text entries from helpx.txt. I think it will be slightly more effort than simply copy-pasting it at the end of WtP's helpx.txt, since it does include all the text entries, just... empty. And in a different order. Can I ask what changes have been made to the helpx.txt that is distributed with WtP? Depending on the answer, it may be easier for me to do it myself.

Ah. Got it now. Thank you for visual aid. I don't know why it happened. Need to check. One suspicion is that because I've changed weapon strengths.
I didn't change help.txt structure. Just edited some articles. Will get back to you.



Update. I have clean installed SMACX from GOG and it does not have flavor text in help. Trying to figure out what is going on.
« Last Edit: September 13, 2020, 07:06:18 PM by Alpha Centauri Bear »

Offline Nevill

Re: SMAX - The Will to Power - mod
« Reply #921 on: September 13, 2020, 05:24:56 PM »
This is something from our current MP game with Tayta, so I'll hide the screen under a spoiler.

An AI former is building a road on top of a road.
(click to show/hide)
The 2nd former is building a solar... on a tile that has a mine... possibly built by the same former. Why did it build a mine first and then changed the priority to a solar later? There are unterraformed worked tiles in the vicinity of the base, shouldn't it be more busy with those than remodeling an already terraformed tile?

Not sure what caused it. This could be vanilla behavior, but WtP did try to improve AI terraforming strategies.

Save is attached. Configuration is non-standard for WtP, so I'll attach thinker and alphax.txt too. I'll PM the password if the save is of interest.

Re: SMAX - The Will to Power - mod
« Reply #922 on: September 13, 2020, 06:38:44 PM »
WTP terraforming is heuristic. Maybe Thinker's too. Maybe vanilla's too. Meaning there is no strict if-else condition choice. I just give weight to certain actions based on conditions and then chose the winner. There are 100+ conditions checking most of which use vanilla calculation code. So I cannot even reconstruct the computer chain of thoughts from the top of my head in each particular case. I have tested it and found it generally doing fine. Sometimes it may replace non-rocky mine with collector and back but this is explainable as its priorities change, bases are growing, and some resource redistribution is needed. Re-prioritization is actually wise thing to do providing all the priorities are correct. It may be perceived as a waste work from human point of view just because human operates in simpler patters and never change collector to mine. It is pretty difficult to judge whether this decision is good just by glancing at them.

PK faction here has just a single base. This may skew things. Also first former is working not own territory. WTP doesn't send formers to others territory. Maybe it flipped just recently. Need to check. I'll have a look.

Yes, PM me the password. I'll look at them anyway. However, it would be also nice to have saves of before they started to work these improvements so I can track how they got this assignment.


Offline Nevill

Re: SMAX - The Will to Power - mod
« Reply #923 on: September 13, 2020, 06:40:57 PM »
Yes, the territory was flipped this turn by the new base next to the former. It was already constructing a road though.

Re: SMAX - The Will to Power - mod
« Reply #924 on: September 13, 2020, 07:51:34 PM »

This is the text I am referring to. Left is with WtP's helpx.txt, right is with the vanilla helpx.txt restored.

Here are the relevant text entries from helpx.txt. I think it will be slightly more effort than simply copy-pasting it at the end of WtP's helpx.txt, since it does include all the text entries, just... empty. And in a different order. Can I ask what changes have been made to the helpx.txt that is distributed with WtP? Depending on the answer, it may be easier for me to do it myself.


Yes. These are in flavor.txt file. However, it seems to contain SMAC version items only. It does not contain "String Disruptor", for example while your code does have it. So maybe you have some SMAX version of flavor.txt file which GOG version does not! Please send me the file name where you get this from and which version you recovered to see them in help.

I have clean reinstalled GOG Alpha Centauri Planetary Pack. See attachment. It does not have blurbs in either version: SMAC or SMAX.
I have also inspected the code. It does not have any reference to flavor.txt. It does not have any code besides loading text from helpx.txt and displaying it in help.

Along with only SMAC version of flavor.txt in GOG version, I may speculate that that feature was discontinued with SMAX addon to not bother with the update. Or it was just discontinued in GOG version. Or it could be other way around - you are using some patched version that somehow introduced this feature. Either way, I'd like to know your version to continue investigation.

Re: SMAX - The Will to Power - mod
« Reply #925 on: September 13, 2020, 08:43:05 PM »
Mystery solved. This is scient patch 2.1 helpx.txt that he manually updated partially inserting text from flavor.txt. I can merge scient's help to WTP mod. Other option would be to edit the help to your liking possibly inserting details for SMACS items same way they are done for SMAC. All files are attached for your reference.



This probably should make you happy.

# Version 136

* Merged with scient's 2.1 help.

« Last Edit: September 13, 2020, 10:57:37 PM by Alpha Centauri Bear »

Offline Tayta Malikai

Re: SMAX - The Will to Power - mod
« Reply #926 on: September 14, 2020, 12:57:55 AM »
Well. Now I feel silly for getting up in arms over something that was never there in the first place and you had nothing to do with. xD

Still, thanks for taking the time to figure that one out. Now I can peruse technobabble flavour text for my shiny new weapons and armour in the middle of the game all I want! :danc:

Offline lolada

Re: SMAX - The Will to Power - mod
« Reply #927 on: September 14, 2020, 10:39:29 AM »
Ah see i got intrigued when you said wtp did not move formers into enemy territory. What if you teach them to build roads ^^ towards enemies when they want to attack. They can already build land bridges sometimes.. accidentally or not they do it. It would be really scary :D.

Re: SMAX - The Will to Power - mod
« Reply #928 on: September 14, 2020, 01:20:19 PM »
Would you tolerate them building roads on your territory?

Re: SMAX - The Will to Power - mod
« Reply #929 on: September 14, 2020, 01:50:53 PM »
Tried to find any detailed formulas/mechanics on atrocities on the net after inspired by this post: http://alphacentauri2.info/index.php?topic=21484.msg127294#msg127294 but didn't find any.
Anybody saw something like that? Formulas disassembled or something?

 

* User

Welcome, Guest. Please login or register.

Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

Have you ever wondered why clouds behave in such familiar ways when each specimen is so unique? Or why the energy exchange market is so unpredictable? In the coming age we must develop and apply nonlinear mathematical models to real world phenomena. We shall seek, and find, the hidden fractal keys which can unravel the chaos around us.
~ Academician Prokhor Zakharov, University Commencement

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 38.

[Show Queries]