January 13, 2004, 21:14
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#1
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Emperor
Local Time: 11:09
Local Date: November 2, 2010
Join Date: Mar 2000
Location: Flyover Country
Posts: 4,659
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What is the start delay for aliens and cult, and how do I turn it off?
This is more for the cult.
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"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 13, 2004, 21:39
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#2
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Prince
Local Time: 09:09
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Berkeley, CA
Posts: 989
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It depends on whether you want to play an Alien faction or the Cult, or whether you want to play another faction but eliminate the start delay.
Aliens and the Cult start in MY 2106. However, if you play as one of these factions, everyone starts in MY 2106! To see this, start a game with the Cult in slot 1. Before founding a base, observe the year (2106). Open the Scenario Editor. No one else has founded a base yet.
So, if you play the Cult or an Alien Faction, you are not disadvantaged by the late start.
On the other hand, if you play as some other faction, then the Cult and Aliens really start later. I don't know any way to change this.
In multiplayer, everyone starts in MY 2101, I think.
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January 13, 2004, 21:46
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#3
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Emperor
Local Time: 11:09
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Join Date: Mar 2000
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Posts: 4,659
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I figure that the ALIEN tag in the alien factions' text files trigger their delay, but I can't find any corresponding tag for the cult. It couldn't be as simple as renaming the faction, could it?
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 14, 2004, 20:39
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#4
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Prince
Local Time: 09:09
Local Date: November 2, 2010
Join Date: Jul 2000
Location: Berkeley, CA
Posts: 989
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Mad Monk,
Looks like you're right on both counts:
* I used the Faction Editor to remove the Caretakers' Alien attribute. When I started a game, the Caretakers were present in MY 2101.
* Used the Faction Editor to give the Drones the Alien attribute. The Drones started in MY 2106.
* Finally, used the Faction Editor to save the Cult under a different name. The new faction (same as the Cult except the .txt file was named newfungboy.txt) started in MY 2101.
Good work!
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January 15, 2004, 04:48
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#5
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Emperor
Local Time: 11:09
Local Date: November 2, 2010
Join Date: Mar 2000
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Posts: 4,659
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Thanks! Now I know what to do.
Of course, this means that you can't have more than one non-alien faction have a delayed start in a secenario, and you have no control of the delay.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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January 18, 2004, 11:22
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#6
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Deity
Local Time: 19:09
Local Date: November 2, 2010
Join Date: Sep 2000
Location: Latvia, Riga
Posts: 18,355
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And adding/removing the ALIEN flag isn't recommended anyway. The flag means that Progenitor psych is needed to communicate, that bases produce colony pods when taken, etc.
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January 18, 2004, 12:45
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#7
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Emperor
Local Time: 11:09
Local Date: November 2, 2010
Join Date: Mar 2000
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Posts: 4,659
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...which is why needing to use it for a delayed start so utterly sucks.
__________________
"We have tried spending money. We are spending more than we have ever spent before and it does not work...After eight years of this Administration, we have just as much unemployment as when we started... And an enormous debt to boot!" — Henry Morgenthau, Franklin Delano Roosevelt's Treasury secretary, 1941.
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