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I've had a look through the alphax file and I noticed those blank facilities and projects. I also noted three disabled techs which I assume I can replace.I guess what I'm wondering is: if I replace a blank facility/project, how do I define what it does (for instance, increasing nutrient output)?
Hm, I figured as much. If I can replace those three disabled techs, that would at least give me three free "slots".
I'm also thinking of replacing the resonance and progenitor techs. Hey, if I replace Progenitor Psych, would that screw anything up, considering that Progenitor Psych enables communication between alien and human factions?
Alright.The first additional interlude would be triggered by the first declaration of Vendetta.The second would be triggered by the first base lost to an enemy faction.The third would be triggered by the first time a non-player faction becomes Planetary Governor.The fourth would be triggered by the first time the player faction becomes Planetary Governor.The fifth would be triggered by the first Planet Buster used.Do you think it's possible to implement these?
I would really, really appreciate any help you would be willing to lend me. =)Though, to be honest, I'm really curious as to how one would go about altering the code of SMAC/X. :3
One of the most frustrating things about modding interludes is that you can't change the triggers, alas. (That would take .exe coding, which seems to be possible, but I've never seen it done; pretty much the top of my modding wish list is user-programmable interlude triggers.)
please note that the interludes are in some way connected to the map of Planet (hard-coded as i remeber). an .exe modder should be able to tell us more about it.