Author Topic: The list of things that can't be modded in the alpha(x).txt file  (Read 4476 times)

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Offline Darsnan

Over the course of time I've run into situations where I couldn't do something I wanted to with the alpha(x).txt file. I've sort of squirreled those items away and tried to get them to work whenever I had a new idea/ felt like a challenge, however the following are the items that have proven unsolvable by me:

1. Formers can't build Monoliths. I thought that would be a neat idea in one of my scenarios, however the command isn't present to build them, so it can't be done.

2. You can't create more than 16 Social Engineering choices: this value is hardcoded.

3. You can't create a zero movement unit. There have been times where I wanted to create "Automated Defense Turrets" or such: static units that players would have to deal with. I've tried creating special units in the #UNITS section where an Infantry unit has the "Slow" special ability (which, when I do the math of 1 movement - 1 Slow should equal zero!), as well as modifying a chassis value to zero. It just can't be done. (For something really different change the gravship chassis movement value to -2, create a gravship unit in the #UNITS section, then place said unit into a scenario ).

4. You can't create units with higher-level reactors in Alpha(x).txt. (Courtesy PeteK)


So if you've run across something that you haven't been able to figure out regarding mod'ing of the alpha(x).txt, then post it in this thread and I will include it in the list, with the idea that this list be available to modders so that they know what can't be done (i.e. no sense beating your head against the wall on something that others have already proved can't be done).

D
« Last Edit: November 02, 2012, 07:27:05 PM by Darsnan »

Offline Buster's Uncle

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Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #1 on: October 27, 2012, 02:02:18 PM »
I remember you working on a stationary unit - did you try coming at it the other way, with modding fungal towers?

Offline Petek

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #2 on: October 27, 2012, 06:29:34 PM »
You can't create units with higher-level reactors in Alpha(x).txt.

Zero movement units -- Is the technique in this thread practical?

Offline NewAgeOfPower

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #3 on: October 28, 2012, 06:23:28 AM »
@Darsnan

What happens when you set the Gravship to -2?
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Darsnan

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #4 on: November 02, 2012, 07:25:05 PM »
You can't create units with higher-level reactors in Alpha(x).txt.


I knew that.  :-[

I'll add it to the list.

Zero movement units -- Is the technique in this thread practical?


No. Its not really a zero movement unit: its an aircraft with two movement points, meaning it always returns to base at end of turn. I want a unit I can place anywhere on the map and it will stay there.

The Fungal Tower doesn't work, either, as it won't attack.


Quote from: NewAgeOfPower
@Darsnan

What happens when you set the Gravship to -2?


Something very interesting!  ;)

D

Offline NewAgeOfPower

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #5 on: November 10, 2012, 06:05:23 AM »
Come on. Tell me -.-
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Darsnan

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #6 on: November 17, 2012, 11:34:33 AM »
Come on. Tell me -.-

:bike: Unlimited movement :bike:

Offline NewAgeOfPower

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #7 on: November 17, 2012, 09:44:27 PM »
Huh. I suspected that- does it also give unlimited attacks? Will it work on any unit, not just gravships?

As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Yitzi

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #8 on: November 20, 2012, 04:07:51 PM »
Another thing I found: While the movement on roads does work correctly, setting it too high (53 works, 73 doesn't, I presume the problem occurs at 64 or higher) makes the game freeze on loading (even before trying to use roads).

Offline Reefa

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #9 on: August 06, 2013, 08:26:13 PM »
1. Formers can't build Monoliths. I thought that would be a neat idea in one of my scenarios, however the command isn't present to build them, so it can't be done.

That one makes me really mad too.

Regards,
Reefa

Offline Sigma

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #10 on: August 06, 2013, 08:46:17 PM »
No. Its not really a zero movement unit: its an aircraft with two movement points, meaning it always returns to base at end of turn. I want a unit I can place anywhere on the map and it will stay there.

The Fungal Tower doesn't work, either, as it won't attack.
But can you build a Fungal Tower at all? It can't attack but it could serve as a stand alone defensive structure; build enough of them along the boarder of an unfriendly neighbor and you've got a pretty effective regional perimeter defense going on.

Imagine if Yang learned to use something like that. Truly terrifying.

Offline Buster's Uncle

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Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #11 on: August 06, 2013, 08:50:30 PM »
That could be a really useful map-setup thing, but I'm sure the scenario editor is the only way to do that, short of a Yitzi code hack being practical.

I am going to try to remember this idea for scenarios...

Offline ete

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #12 on: August 06, 2013, 08:52:02 PM »
I tried adding some fungal towers to my scenario, they seem to revert to native even if you set them to faction owned. It would be cool it that did not happen.

Offline Buster's Uncle

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Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #13 on: August 06, 2013, 08:54:01 PM »
Oh, I was assuming that - they could still be a very useful terrain feature in an deliberately artificial scenario map set-up.

Offline Sigma

Re: The list of things that can't be modded in the alpha(x).txt file
« Reply #14 on: August 06, 2013, 09:04:57 PM »
Oh, I was assuming that - they could still be a very useful terrain feature in an deliberately artificial scenario map set-up.
Entrench the Antimind in a giant fungus field with a Fungal Tower perimeter three layers deep.

 

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