Author Topic: What custom base units do you add to alpha(x).txt?  (Read 7040 times)

0 Members and 1 Guest are viewing this topic.

Offline BFG

What custom base units do you add to alpha(x).txt?
« on: January 19, 2013, 02:40:34 AM »
A lot of the more experienced players know that SMAC/X's AI can be improved simply by adding new base units to alpha.txt or alphax.txt.
I'd like to start a thread where everyone posts the new units they use (or used to use) and, if it's something extremely unique or nonobvious, the benefits of using those units.

I figure we can all benefit from checking out each other's ideas.  I'll go first.

Code: [Select]
Probe Subversive,       Speeder,  Probe Team,   Scout,     11, 0, 0, SubAt,   -1, 00000000000000000000000000000
Probe Infiltrator,      Hovertank,Probe Team,   Scout,     11, 0, 0, NanoMin, -1, 10000000000000000000000000000
Probe Runner,           Foil,     Probe Team,   Scout,     11, 0, 0, SubAt,   -1, 00000000000000000000000000000
Probe Envoy,            Cruiser,  Probe Team,   Scout,     11, 0, 0, DocInit, -1, 00000000000000000000000000010
Colony Rover,           Speeder,  Colony Pod,   Scout,      8, 0, 0, SubAt,   -1, 00000000000000000000000000000
Colony Hoverpod,        Hovertank,Colony Pod,   Scout,      8, 0, 0, NanoMin, -1, 00000000000000000000000000000
Ocean Colony,           Cruiser,  Colony Pod,   Scout,      8, 0, 0, DocInit, -1, 00000000000000000000000000010
Aero Colony,            Needlejet,Colony Pod,   Scout,      8, 0, 0, DocAir,  -1, 00000100000000000000000000010
Chopper Colony,         Copter,   Colony Pod,   Scout,      8, 0, 0, MindMac, -1, 00000100000000000000000000010
Grav Colony,            Gravship, Colony Pod,   Scout,      8, 0, 0, Gravity, -1, 00000100000000000000000000010
Speeder Formers,        Speeder,  Formers,      Scout,      9, 0, 0, CentEmp, -1, 00000000000000000000000000000
Tank Formers,           Hovertank,Formers,      Scout,      9, 0, 0, NanoMin, -1, 00000000000000000000000000001
Ocean Formers,          Cruiser,  Formers,      Scout,      9, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Formers,       Gravship, Formers,      Scout,      9, 0, 0, Gravity, -1, 00000000000010000000000000001
Transport Cruiser,      Cruiser,  Transport,    Scout,      7, 0, 0, DocInit, -1, 00000000000000000000000000010
Sea Supply,             Foil,     Supply,       Scout,     10, 0, 0, DocFlex, -1, 00000000000000000000000000000
Ocean Supply,           Cruiser,  Supply,       Scout,     10, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Supply,        Gravship, Supply,       Scout,     10, 0, 0, Gravity, -1, 00000000000000000000000000010
XX Missile,             Missile,  Conventional, Scout,      0, 0, 0, Orbital,  7, 00001000100000000000000000000
« Last Edit: January 28, 2013, 11:41:37 AM by sisko »

Offline BFG

Re: What custom base units do you add to alpha(x).txt?
« Reply #1 on: January 22, 2013, 04:36:07 AM »
Hmm, I really thought this topic would get a bit more attention.  Maybe I'm mistaken, and not very many people add new units...
If that's the case...then what would you add to bolster the AI, if you could?

Online Green1

Re: What custom base units do you add to alpha(x).txt?
« Reply #2 on: January 22, 2013, 11:47:37 AM »
As far as myself, I have only tinkered with the Alphax to get rid of that annoying mandatory retirement year since I like playing with tech stagnation and of course to add some wierd custom faction. The MPers here probably do not because you would have to switch out the .txt each match. I probably should look into making batches of good units for the AI, though.

I have, however, lurked around a bit and have seen this come up before. The ONE most common thing folks tend to add is probe team foils.  Almost all human players use them, the AI would benefit as well.




Offline Kilkakon

  • Likes cute things but is
  • Mostly Harmless
  • *
  • Posts: 1155
  • €695
  • View Inventory
  • Send /Gift
  • It does something (It's free and yet priceless)  
  • Creator of Lost Eden and C&C: Dawn of Tomorrow
  • Scenario Creator Custom Faction Modder AC2 Hall Of Fame AC2 Wiki contributor Downloads Contributor Author of at least one AAR Planet tales writer author of the Lost Eden mod for Alien Crossfire
    • View Profile
    • My website!
    • Awards
Re: What custom base units do you add to alpha(x).txt?
« Reply #3 on: January 22, 2013, 02:42:03 PM »
Yes probe team foils are very common!

I don't have a lot more to say due to my replacing of so much in my game, but yeah, I can vouch for the naval probes.

Offline ete

Re: What custom base units do you add to alpha(x).txt?
« Reply #4 on: January 22, 2013, 04:12:59 PM »
I try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.

Offline BFG

Re: What custom base units do you add to alpha(x).txt?
« Reply #5 on: January 22, 2013, 07:08:05 PM »
I try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.
Actually I've got them all set to autocalculate, so these are all at in-game costs too.

This brings up another question: what are the rules, exactly, for AI designing of units?  I thought that the AI could upgrade offense/defense, but not change chassis, as they gained new tech.  That is, new chassis have to be specified in alphax.txt.  Similarly, Probe Teams, Colonies, and other nonoffense units have to be specified.  But what about things like Deep Radar?  Is the AI capable of adding that at the same time that it upgrades offense/defense?

Offline Petek

Re: What custom base units do you add to alpha(x).txt?
« Reply #6 on: January 22, 2013, 09:53:07 PM »
I try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.
Actually I've got them all set to autocalculate, so these are all at in-game costs too.

This brings up another question: what are the rules, exactly, for AI designing of units?  I thought that the AI could upgrade offense/defense, but not change chassis, as they gained new tech.  That is, new chassis have to be specified in alphax.txt.  Similarly, Probe Teams, Colonies, and other nonoffense units have to be specified.  But what about things like Deep Radar?  Is the AI capable of adding that at the same time that it upgrades offense/defense?

AFAIK, the units designed by the AI are the same as those designed for the human if the Design units automatically option is selected.

Here's the #UNITS section of my custom Alphax.txt:

Code: [Select]
#UNITS
48
Colony Pod,             Infantry, Colony Pod,   Scout,      8, 3, 0, None,    -1, 00000000000000000000001000
Formers,                Infantry, Formers,      Scout,      9, 2, 0, None,    -1, 00000000000000000000001000
Scout Patrol,           Infantry, Gun,          Scout,      3, 1, 0, None,    -1, 00000000000000000000001000
Transport Foil,         Foil,     Transport,    Scout,      7, 0, 0, DocFlex, -1, 00000000000000000000000000
*Sea Formers,           Foil,     Formers,      Scout,      9, 0, 0, Disable, -1, 00000000000000000000000000
Crawler,                Infantry, Supply,       Scout,     10, 0, 0, IndAuto, -1, 00000000000000000000000000
Probe Team,             Speeder,  Probe Team,   Scout,     11, 3, 0, PlaNets, -1, 00000000000000000000001000
Alien Artifact,         Infantry, Artifact,     Psi,       12,10, 0, Disable, -1, 00000001000000000000000000
Mind Worms,             Infantry, Psi,          Psi,        1, 5, 0, CentEmp,  3, 00000000000000000000001000
Isle of the Deep,       Foil,     Psi,          Psi,        7, 8, 4, CentMed, -1, 00000000000000000000000000
Locusts of Chiron,      Gravship, Psi,          Psi,        4,10, 0, CentGen, -1, 00000000000000000000100000
Unity Rover,            Speeder,  Gun,          Scout,      3, 0, 0, Disable, -1, 00000000000000000000001000
Unity Scout Chopper,    Copter,   Gun,          Scout,      4, 0, 0, Disable, -1, 00000000000000000000100000
Submarine Transport,    Foil,     Transport,    Scout,      7, 0, 0, Disable, -1, 00000000000000000001000000
Sealurk,                Cruiser,  Psi,          Psi,        6, 6, 0, CentPsi,  4, 00100000000000000001000000
Spore Launcher,         Infantry, Psi,          Psi,        0, 5, 0, Bioadap,  5, 00000000001000000000000000
Battle Ogre MK1,        Infantry, R-Laser,      3-Res,      0,10, 0, Disable,  6, 00010000000000000000000000
Battle Ogre MK2,        Infantry, R-Bolt,       8-Res,      0,15, 0, Disable,  6, 10010000000000000000000000
Scud Missile,           Missile,  Conventional, Scout,      0, 4, 0, Viral,   -1, 01000000100000000000000000000
Fungal Tower,           Gravship, Psi,          Psi,        0, 0, 0, Disable,  1, 00000000001000000100000000
Unity Mining Laser,     Infantry, Laser,        Scout,      0, 0, 0, Disable, -1, 00000000000000000000001000
Sub Escape Pod,         Foil,     Colony Pod,   Scout,      8, 0, 0, Disable, -1, 00100000000000000001000000
Unity Submersible,      Foil,     Laser,        Scout,     -1, 0, 0, Disable, -1, 00100000000000000001000000
Cruiser Probe Ship Mk1, Cruiser,  Probe Team,   Scout,     11, 0, 0, DocInit, -1, 00000000000000000000000000
Cruiser Probe Sub Mk2,  Cruiser,  Probe Team,   Psi,       11, 4, 0, MindMac, -1, 00000000000000000000001100
Probe Bug,              Hovertank,Probe Team,   Photon,    11, 4, 0, DocSec,  -1, 00000100000000000000001000
Attack Carrier Mk1,     Cruiser,  Missile,      3-Res,      6, 4, 2, DocAir,  -1, 00000100000000000010100000
Attack Carrier Mk2,     Cruiser,  Shard,        8-Res,      6, 4, 4, Space,   -1, 00100000100010000000010100000
Seawolf Mk1,            Cruiser,  Gatling,      3-Res,      6, 4, 0, Super,   -1, 00100000100000000000001000000
Seawolf Mk2,            Cruiser,  R-Bolt,       8-Res,      6, 4, 0, SentRes, -1, 00100000100010000000001100000
Fighter Escort Mk1,     Needlejet,R-Laser,      3-Res,      1, 4, 0, DocAir,  -1, 00000100000000000000100000
Fighter Escort Mk2,     Needlejet,R-Bolt,       8-Res,      1, 4, 0, SentRes, -1, 00000100010000000000100000
Speeder CP,             Speeder,  Colony Pod,   Scout,      8, 0, 0, Disable, -1, 00000000000000000000000000
Hovertank CP,           Hovertank,Colony Pod,   Psi,        8, 4, 0, MindMac, -1, 00000000000000000000001000
Synth Police,           Infantry, Gun,          Synthmetal, 2, 2, 0, Integ,   -1, 00010000001000000000000000
Probability Police,     Infantry, Laser,        Probability,2, 4, 0, ProbMec, -1, 00010000011000000100100000
Marine Raider,          Infantry, Impact,       Synthmetal, 1, 3, 0, Chaos,   -1, 00000000000000000000001000
Empath Rover,           Speeder,  Impact,       Scout,      1, 3, 0, Chaos,   -1, 00000000000000100000001000
Attack Gravship Mk1,    Gravship, Chaos,        Silksteel,  0, 5, 0, Magnets, -1, 00000100010000000000000000
Attack Gravship Mk2,    Gravship, Shard,        8-Res,      0, 5, 0, Space,   -1, 01000100010000000000000000
Drop Commando Mk1,      Infantry, Chaos,        Silksteel,  0, 5, 0, Magnets, -1, 01000100010000000100011000
Drop Commando Mk2,      Infantry, Shard,        8-Res,      0, 5, 0, Space,   -1, 01000100010000000100011000
Supply Sub,             Foil,     Supply,       Scout,     10, 0, 0, Super,   -1, 00000000100000000001000000
Submarine Former,       Foil,     Formers,      Scout,      9, 4, 0, Super,   -1, 00100000000000000001000000
Hovertank Superformer,  Hovertank,Formers,      8-Res,      9, 4, 0, EcoEng2, -1, 00000000010010000000001001
SP-88,                  Speeder,  Missile,      3-Res,      0, 3, 0, DocAir,  -1, 00000000000000000000101000
Speeder Formers,        Speeder,  Formers,      Scout,      9, 0, 0, Disable, -1, 00000000000000000000001000
James Bond,             Speeder,  Probe Team,   Scout,     11, 1, 0, Algor,   -1, 10000000000000000000000000000

Most of these modifications are due to Darsnan and are intended to help the AI. I don't build any of the custom units when playing as that would tend to negate the attempt to help the AI.

Two notable changes:

1. Formers are available with no tech prerequisites. This benefits those AI that tend to put off researching CentEco.
2. Many early units, including Colony Pods and Formers, have Amphibious Pods. This ability allows them to move from a sea base to an adjacent land tile. Especially beneficial for the Pirates.

Offline Lord Avalon

Re: What custom base units do you add to alpha(x).txt?
« Reply #7 on: January 22, 2013, 10:21:49 PM »
Petek, the following units have longer lines than the others:  Scud Missile, Attack Carrier Mk2, Seawolf Mk1, Seawolf Mk2, James Bond.  Is it just a matter of too many zeroes at the end, or is it something else?


Edit:  I believe I have found the answer in this Alpha/x Guide:
Quote
Special ability flags for the unit. These are 26 binary signifiers (either 1 or 0). A 1 (one) indicates that the unit has a specific special ability. The Scout Patrol has no special abilities, hence all flags are set to 0 (zero). To add a special ability: Change the correct 0 to 1. Changing the first 0 to 1 adds the dissociative wave special ability; changing the fourth 0 to 1 adds the non-lethal methods special ability etc. (see Table 6, Normal). Note that there are only 26 binary flags, although there are 29 special abilities. To add the missing abilities to a unit simply add 3 more flags (3 zeroes) at the beginning of the line. The first 3 flags represent these missing abilities (1st flag is Algorithmic Enhancement, 2nd flag is Fuel Nanocells and 3rd flag is Marine Detachment. See Table 5, Extra), the last 26 flags represent the normal/default 26 abilities.
« Last Edit: January 22, 2013, 10:56:17 PM by Lord Avalon »
Your agonizer, please.

Offline Petek

Re: What custom base units do you add to alpha(x).txt?
« Reply #8 on: January 22, 2013, 10:59:59 PM »
Yes, I was just about to cite the same source!

Offline BFG

Re: What custom base units do you add to alpha(x).txt?
« Reply #9 on: January 22, 2013, 11:41:59 PM »
Heh, that's part of the reason why I asked in another thread if additional, undocumented abilities are present in the game's programming!  We know about 26 (29 in SMAX)...but are there any more, perhaps that were programmed but never used?

Offline Lord Avalon

Re: What custom base units do you add to alpha(x).txt?
« Reply #10 on: January 23, 2013, 01:00:00 AM »
Petek, if I'm reading things correctly, it seems the Cruiser Probe Sub lacks 3 zeroes at the end.  Also do Nerve Gas Pods do anything for a probe unit (see Probe Bug)?
Your agonizer, please.

Offline Petek

Re: What custom base units do you add to alpha(x).txt?
« Reply #11 on: January 23, 2013, 02:19:37 AM »
Petek, if I'm reading things correctly, it seems the Cruiser Probe Sub lacks 3 zeroes at the end.  Also do Nerve Gas Pods do anything for a probe unit (see Probe Bug)?
Yes, something's not right. I don't build these units, so never noticed a problem. I'll try to find where Darsnan discussed his changes. Thanks for pointing this out.

Offline BFG

Re: What custom base units do you add to alpha(x).txt?
« Reply #12 on: January 23, 2013, 02:52:49 AM »
Yes, something's not right. I don't build these units, so never noticed a problem. I'll try to find where Darsnan discussed his changes. Thanks for pointing this out.
Heh, actually the game would read this correctly, assuming it's alphax.txt instead of alpha.txt.  The three missing zeroes would be on the right end, and omitting them is just fine.  In fact you could shave two more zeroes off and still get the same units.
That said, I find it's always easiest just to use 29 digits every single time.

I'll have to compare the list you've got to the one I've got.  While I prefer to give the AI units I would also build, and to make them accessible at the "correct" position in the tech tree, several of these do look intriguing.
In fact, I'd love to get a "library" put together of all the custom units the people on these forums have created.  It'd be a great way to share ideas.

And I'm still waiting to hear from one of the guys who's looked at the code, to see if there's any nonimplemented abilities we could start using!

Offline Lord Avalon

Re: What custom base units do you add to alpha(x).txt?
« Reply #13 on: January 23, 2013, 03:19:03 AM »
Heh, actually the game would read this correctly, assuming it's alphax.txt instead of alpha.txt.  The three missing zeroes would be on the right end, and omitting them is just fine.  In fact you could shave two more zeroes off and still get the same units.
That said, I find it's always easiest just to use 29 digits every single time.

Per the Alphax Guide, the optional three zeroes are at the beginning.  So as I read it, the Cruiser Probe Sub has Amphibious Pods and Cloaking Device.  Adding three zeroes to the end results in Deep Pressure Hull and Air Superiority (but the latter is wrong, too - shouldn't it be AAA Tracking, which is two spots before Deep Pressure Hull?).

Edit:  BTW, alpha.txt only has 24 special ability flags.
Your agonizer, please.

Offline BFG

Re: What custom base units do you add to alpha(x).txt?
« Reply #14 on: January 23, 2013, 05:38:11 AM »
Hmm...I could very well be misreading it.  There's one way to tell: see what happens in-game :)

On another topic, we're missing two VERY obvious units.  Have you ever had the AI use a tectonic or fungal payload?  I haven't.  The reason for this: those are AI plans 13 and 14 respectively.  But those plans aren't documented in the #UNITS section, and no AI units exist for those payloads.

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


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

Time travel in the classic sense has no place in rational theory, but temporal distortion does exist on the quantum level, and more importantly it can be controlled.
~Academician Prokhor Zakharov 'For I Have Tasted the Fruit'

* 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: 41.

[Show Queries]