Author Topic: U2 - Scenario for SMAX  (Read 725 times)

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U2 - Scenario for SMAX
« on: May 03, 2014, 08:45:32 PM »
U2 - Scenario for SMAX;sa=view;down=240

Scenario Name: U2 - Scenario for SMAX
Author: Mart
Date of original posting: 4/18/06
Original host site: Apolyton

U2 Scenario

No, you are not going to see Bono ordering his cloaked gravships against your bases.

This scenario is to test:
1) New pre-defined units.
2) Enhancing AI by traits in their factional files.

This new units and factional bonuses do not require any changes to files
of a player, since they are recorded in a game save file.

At this moment I tested the game to 2209. AI uses well the Unity Supply
Droids - no Secret Projects cashing. Also probe teams play quite a role.
So far I lost 3 bases to AI by probing, that I neglected on one of my
borders. Although I gave +50% defense, still the fight is not that
difficult, presently it is 8 (chaos) vs. 3 (plasma).

New Units

Probe Cruiser, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000
Hover Probe, Hovertank,Probe Team, Scout, 11, 0, 0, NanoMin, -1, 10000000000000000000000000000
HP Probe, Hovertank,Probe Team, Psi, 11, 0, 0, Eudaim, -1, 10000000000000000000000000000
Marine Probe, Speeder, Probe Team, Scout, 11, 3, 0, DocInit, -1, 00000000000000000000000001000
Probe Sub, Foil, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000001000000
Foil Probe, Foil, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000000
Synth Probe, Infantry, Probe Team, Synthmetal,11, 0, 0, IndAuto, -1, 00000000000000000000000000000

Probe Cruiser
as in many other games

Hover Probe
algorithmic enhancement

HP Probe
Psi armor
algorithmic enhancement

Marine Probe
Amphibious pods, to enable this ability for probes, although indicated
as possible, standard alphax.txt has it off. Forced cost of 3 rows, AI
enhancement, so it can build it more frequently.

Probe Sub
Submersible, this makes submersible ability available with Doctrine
Initiative. Makes naval warfare more important. It also improves AI
against human factions.

Foil Probe
As addition to Probe Cruiser.

Synth Probe
Probe team on infantry chassis with synthmetal armor. Quite new test.

Trawler, Foil, Supply, Scout, 10, 3, 0, DocInit, -1, 00000001000000000000000000000
Unity Supply Droid, Infantry, Supply, Scout, 10, 1, 0, Disable, -1, 00000101000000000000000000000
Rover Supply, Speeder, Supply, Scout, 10, 0, 0, DocInit, -1, 00000000000000000000000000000

Foil supply,
Repair bay for making it unique and forced cost of 3 rows. Makes
crawling sea for human player much cheaper. Emphasises naval element. I
do not know how AI would deal with it yet.

Unity Supply Droid
Slow and repair bay for unique features. Repair bay makes it
distinguishable for its scarlet cross. Forced 1 row cost and available
only by scenario editor.
An interesting help for human player in early turns.
Also AI can use it, if CMN does not want to give AI too much help in
early SP building. It's only 1/3 than a standard crawler gives. Already
tested, sometimes AI use it excellently by giving them crawling orders.
Often end up for SP building. Sometimes remain idle.

Rover Supply
As an experiment, if AI would do it, cost 6 rows, not forced.

Eco-Formers, Infantry, Formers, Scout, 9, 3, 0, BioEng, -1, 00000010000010000000000000000
SE-Formers, Infantry, Formers, Scout, 9, 4, 0, EcoEng2, -1, 00000010000010000000000000001

High morale for uniquenes
Clean reactor, forced cost of 3 rows. It is here to help AI build it.

High morale for uniquenes
Super and Clean formers. forced cost of 4 rows.

Air units
Support Copter, Copter, Missile, Scout, 0, 0, 0, MindMac, -1, 00000000000000000000000000000
Falcon, Needlejet,Missile, Scout, 4, 0, 0, DocAir, -1, 00000000000000000000000100000
QG Needle, Needlejet,Quantum, Scout, 0, 0, 0, Gravity, -1, 00000000000000000010000000000
QG Copter, Copter, Quantum, Scout, 0, 0, 0, Gravity, -1, 00000000000000000010000000000
QG Gravship, Gravship, Quantum, Scout, 0, 0, 0, Gravity, -1, 00000000000000000010000000000

Support Copter
Attack 6, ground combat. To help AI, maybe even attack bases?

Missile attack 6 fighter. help AI

QG units
To enable grav struts in air units.

Land combat units
Police Guard, Infantry, Gun, Scout, -1, 1, 0, Integ, -1, 00000010000000100000000000000
AA Team, Infantry, Laser, Scout, 1, 0, 0, MilAlg, -1, 00000000000000000000100000000
AA Rover, Speeder, Laser, Scout, 1, 0, 0, MilAlg, -1, 00000000000000000000100000000
AA Squad, Infantry, Gun, 3-Pulse, 2, 0, 0, MilAlg, -1, 00000000000000000000100000000
SAM Rover, Speeder, Missile, Scout, 1, 0, 0, DocAir, -1, 00000000000000000000000100000
AA Hover, Hovertank,Gun, Silksteel, 2, 0, 0, NanoMin, -1, 00000000000000000000100000000
WS Hover, Hovertank,Fusion, Scout, 0, 0, 0, SentEco, -1, 00011000000000000000000000000
BW Hover, Hovertank,Shard, Scout, 0, 0, 0, Matter, -1, 00010000000100000000000000000

Police guard
High morale and non-letheal methods police. Forced cost 1 row. AI does them too.

AA Team
anti-aircraft, laser, no armor

AA Rover
anti-aircraft, laser, no armor

AA Squad
anti-aircraft, gun, 3-pulse armor. typical defensive unit good against rovers too.
These 3 units are here to encourage AI for anti-aircraft defense. need better testing

SAM Rover
Air superiority, for counterstrike against air offensive

AA Hover
anti-aircraft, gun, silksteel armor.

WS Hover
Dissociative Wave
Sporific gas pods
Offensive unit for AI

BW Hover
Blink displacer
Dissociative Wave
Offensive unit for AI

Naval units
Escort Cruiser, Cruiser, Gun, Probability,6, 0, 0, Metal, -1, 00000000000000000000100000000
Escort Foil, Foil, Missile, Scout, 6, 0, 0, DocAir, -1, 00000000000000000000000100000
Heavy Sea Transport, Cruiser, Transport, Scout, 7, 0, 0, DocInit, -1, 00000000010000000000000000000
Carrier, Cruiser, Transport, Scout, 7, 0, 0, DocInit, -1, 00000000000000000000010000000
Sub-Carrier, Cruiser, Transport, Scout, 7, 0, 0, DocInit, -1, 00000000000000000000011000000

Escort Cruiser
Anti-aircraft with Probability sheath armor. To help AI against air attacks. needs testing

Escort Foil
SAM unit to take down planes. Possibly great help for AI.

Heavy Sea transport
For AI and also enables heavy ability.

For transport of air units. This moves the ability to Doctrine Initiative to emphasise naval warfare.

Submersible, As above. Possibly will help AI, if cares to make them. Needs testing.


XX Missile, Missile, Conventional, Scout, 0, 0, 0, Orbital, 8, 00000100000000000000000000

This is a chemical missile

Factional enhancements for AI

+2 Support
This is to help AI with minerals. Possibly encourage larger military.

5% Interest
The easiest way of giving AI a lot of energy. 5% is test. 12% for
Morgan makes him attempt to corner global energy market after around
70-80 years in the game. 8% is still a lot.

Defense 150%
To help AI better defend itself. Assaults on AI require now much better planning.

Technology cost 50%
AI can now research twice as fast

All AI get
- build lots of colony pods
- build lots of formers
- build lots of probe teams

This is possible to do in scenarios. Tech benefits can be removed, as
you can give starting techs manually, so the limit of 8 bonuses is
allright. Only 3 first bonuses are limited, techcost is not.

Starting conditions

- established base
- colony pod
- 2 scout patrols (Spartans unity rovers instead)
- 3 formers
- 6 unity supply droids (crawling pre-formed tiles)

- established base
- 2 scout patrols
- 1 former
- 2 unity supply droids (idle in the base)

Established base is required, since crawlers need to be homed.


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