Thread Tools
Old October 12, 2001, 04:14   #1
T-hawk
C4BtSDG Realms Beyond
Prince
 
T-hawk's Avatar
 
Local Time: 10:34
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Hoboken NJ
Posts: 515
Alpha.txt oddities
I read somewhere that the AI won't create some types of units, like naval probe teams, but can use them fairly well if the unit is added to the default-units list in alpha.txt . So I did so, adding a cruiser probe team entry after the default probe team.

Whoops! Didn't realize that the unit functions were hardcoded to particular spots in the table -- so everything after those entries behaved really weird. Lal showed up on about turn 10 of the game with a Locust of Chiron! (Should have been a Unity Rover.)

And fungus, instead of spawning mind worms, spawned Alien Artifacts! This could be a very very interesting mod...


Another unrelated oddity -- Does setting Retool Strictness to 3 actually work? Both me and the AI can change freely from one SP to another with no mineral penalty. I don't want it that way.
T-hawk is offline  
Old October 12, 2001, 05:08   #2
Nadexander
Warlord
 
Nadexander's Avatar
 
Local Time: 06:34
Local Date: October 31, 2010
Join Date: Mar 2001
Location: Saratoga, California
Posts: 122
I did the same thing the first time i tried adding a unit. Got attacked by locusts that looked like gravships. quite odd. anyways, dding the new units at the end of the list instead of in the middle helps. And make sure to increment the "number of unique units" variable.

-Nadexander
Nadexander is offline  
Old October 12, 2001, 11:36   #3
Basil
Warlord
 
Basil's Avatar
 
Local Time: 06:34
Local Date: October 31, 2010
Join Date: Apr 2000
Location: Vancouver, B.C., Canada
Posts: 212
I've tried setting retool strictness to 3 as well, and found it didn't work.
Basil is offline  
Old October 12, 2001, 12:27   #4
Avenoct
Prince
 
Avenoct's Avatar
 
Local Time: 09:34
Local Date: October 31, 2010
Join Date: Apr 2001
Location: NC, USA
Posts: 777
This thread really belongs in the creation forums, but anyways...

Didn't know that Retool option 3 was broken..good to know. The retool exemption (usually set to 10) does work, as does the faction ability:
Quote:
HURRY = Percentage change in costs of "Hurry"
; button on construction (e.g. 125 means
; 125% of normal cost, so 100 costs 125).
Quote:
50, ; Retool percent penalty for production change
2, ; Retool strictness (0 = Always Free, 1 = Free in Category, 2 = Free if Project, 3 = Never Free)
10, ; Retool exemption (first X minerals not affected by penalty)
The penalty and exemption lines are quite powerful. Since the AI doesn't rushbuild well, increasing the penalty and decreasing the exemption help the AI.

As to #UNITS, I think you guys have it now.

Quote:
#UNITS
14
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, None,
etc..etc..
Change that 14 to reflect how many units are in the list. Add new units to the end of the list.

-Smack
__________________
Visit Aldebaran:Aldebaranweb
Avenoct is offline  
Old October 12, 2001, 16:34   #5
T-hawk
C4BtSDG Realms Beyond
Prince
 
T-hawk's Avatar
 
Local Time: 10:34
Local Date: October 31, 2010
Join Date: Oct 2001
Location: Hoboken NJ
Posts: 515
Re: Alpha.txt oddities
Oh, also, I tried removing Monsoon Jungle from the landmarks list in alpha.txt. I HATE HATE HATE that jungle. Didn't work, and threw everything after that into the same off-by-one situation: I found a flat land area with little yellow sparkles giving +1 energy per square, called New Sargasso.

Anybody got a fix for the Retool Strictness problem? It's a shame that it doesn't work. Neither me nor the AIs should be able to change freely between SPs -- although, except for starting an SP intending to switch to another when the tech is available (which I don't do), free SP retool probably helps the AIs more than me.
T-hawk is offline  
Old October 12, 2001, 17:54   #6
Fitz
King
 
Fitz's Avatar
 
Local Time: 06:34
Local Date: October 31, 2010
Join Date: Mar 2000
Location: & Anarchist
Posts: 1,689
Quote:
Originally posted by Avenoct
The penalty and exemption lines are quite powerful. Since the AI doesn't rushbuild well, increasing the penalty and decreasing the exemption help the AI.
Given that the AI doesn't seem to pay ANY penalty for changing production, as far as I can tell, they can't be that powerful.

IIRC, the AI can change production without loosing excess minerals. Note this is quite different from paying a penalty for changing, so I may have extrapolated incorrectly that they pay no penalty for changing production.

If you want to see this in action, choose an AI base with a large number of minerals. Count minerals collected so far. Erradicate all the defenders so that it changes to a garrison. Note that their is an extreme amount of excess (red) minerals. Next turn, note that it is back to the original production minus the cost of a garrison. The AI doesn't lose the excess minerals! A human player does if they try this.

However, I have never counted the minerals before the change to a garrison to see if it lost half when it changed to that garrison.
Fitz is offline  
Old October 12, 2001, 18:55   #7
Avenoct
Prince
 
Avenoct's Avatar
 
Local Time: 09:34
Local Date: October 31, 2010
Join Date: Apr 2001
Location: NC, USA
Posts: 777
Quote:
Given that the AI doesn't seem to pay ANY penalty for changing production, as far as I can tell, they can't be that powerful.
Yes, yes, so changing these things penalizes the player, hence helping the AI.

Er, maybe I should be more clear. The AI rushbuild-switch-for-free you describe is one case... and as far as I know, the AI only does this when it loses a garrison, though I might be wrong. What I was addressing is that the AI doesn't often half-build, half-buy things the way a player can do. I've seen the AI rushbuild an SP a couple of times though. So hurting rush-building hurts the player.

-S-
__________________
Visit Aldebaran:Aldebaranweb
Avenoct is offline  
Old October 12, 2001, 19:02   #8
Flubber
Alpha Centauri PBEMACDG PeaceAlpha Centauri Democracy GameACDG The Human HiveACDG Planet University of TechnologyACDG The Cybernetic Consciousness
Deity
 
Local Time: 08:34
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
So if I understand this right, if i add a unit early in the list I could find advanced units available at the outset ?? That could lead to a very wild SP experience . Imagine building locusts in the first 20 years of the game
Flubber is offline  
Old October 19, 2001, 15:21   #9
Googlie
Alpha Centauri Democracy GameAlpha Centauri PBEMApolyton Storywriters' GuildApolytoners Hall of FameACDG3 GaiansACDG3 Data AngelsACDG3 MorganACDG3 CMNsACDG3 SpartansC4DG Team Alpha Centaurians
Emperor
 
Googlie's Avatar
 
Local Time: 07:34
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
When you add the unit to the list you also have to add the prerequisite (in which case you would see no change to your current timetable of acquisition, e.g. the supply crawler which has Ind Auto as a prereq), or set it to disable, in which case it's available from the beginning of the game (like the colony pod)

And the AI does make a decent job of using skimship probes when they are added to the preset list (but remember to change the number below the #UNITS line from 23 to 24 or whatever)

G.
Googlie is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 10:34.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team