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Old April 4, 2004, 15:16   #31
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I know that Darsnan, but is it possible to set PB to spawn instead of mindworms?
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Old April 4, 2004, 15:18   #32
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Quote:
Originally posted by Darsnan
Any unit can be given to the 8th Faction by a CMN. Also, if IoD's and Sealurks are given the "Marine Detachment" Ability, they can then commandeer other seagoing vessels, to include transports laden with units. Nothing worse than sending an Invasion Force out on a Cruiser Transport, and having it commandeered and sent right back at you by the 8th Faction.
O yes, I agree. But I would prefer this feature in a map/scenario were there are no real native lifeforms.

The 8th faction can act then as a human rebel group on Planet.
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Old April 4, 2004, 15:22   #33
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Quote:
Originally posted by obstructor
I know that Darsnan, but is it possible to set PB to spawn instead of mindworms?
Better not MW's, those spawn too offen. You must try to find a balance between making it a threat for now and then and still keep the game playable. Else is half the planet busted in 100 turns or so, and no progress of the factions is possible anymore.

Letting this unit take the slot of Lurkers or Locusts is much better, those pop up later in the game when a player can at least build missile defenses, or even defense pods.
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Old April 4, 2004, 15:26   #34
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Quote:
Originally posted by GeoModder


Better not MW's, those spawn too offen. You must try to find a balance between making it a threat for now and then and still keep the game playable. Else is half the planet busted in 100 turns or so, and no progress of the factions is possible anymore.

.
Well this would be use for 256*256 maps!
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Old April 4, 2004, 15:28   #35
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It still means that within 16-20 turns any base on the map can be reached from a spawning point for a grav PB.
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Old April 4, 2004, 15:37   #36
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Well, can one escape in a pod after buster attack? I ve never been eradicated by PBs, so if it is possible, it has some interesting consequences.
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Old April 4, 2004, 15:57   #37
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If 'restart after last base' is enabled, perhaps, but I'm not so sure. Usually there is no place left anymore to start a new colony by the time PB's come ingame.

But if the option is not enabled, no, you're wriggling in a native punishment sphere then with no chance to be released by a pactmate's probe team.
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Old April 4, 2004, 16:08   #38
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I have just played several games with MW altered into PBs, and I am starting a new thread about this. Geo, you are God!
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Old April 4, 2004, 16:26   #39
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Finally recognition!!!
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Old April 4, 2004, 16:36   #40
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Quote:
Originally posted by Darsnan
Now that is impressive! Can you post the unit specs for me, as well as the scenario you created for this? This I'd love to see! Right now I am playing with beefing up the Fungal Towers by giving them AAA and ECM. I've also tried to give them Heavy Artillery, but this doesn't seem to work. The other item I'm working on is replacing the initial set of CP's with "Escape Pods", but more on that later....
At the sound of it, I'm way late making all those proposals

I'll post the unit specs soon, but the scenario is still under construction. Don't want to release it too soon, you know
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Old April 4, 2004, 16:40   #41
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I hope to see that scenario (BTW thread is out in general).
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Old April 4, 2004, 17:30   #42
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Quote:
Originally posted by GeoModder
I'll post the unit specs soon, but the scenario is still under construction. Don't want to release it too soon, you know
I look forward to seeing that scenario, GeoModder.
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Old April 23, 2004, 02:58   #43
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gwillybj, I too am a solo only player :-D. I realize this response is quite late, but I can't seem to find an answer to this anywhere else. So!

Do you have a newer version of your alpha.txt changes? Or, also good, alphax.txt? I'm afraid to use these in SMAX and I dislike playing SMAC...
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Old April 23, 2004, 22:40   #44
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most recent alpha.txt
This is my most recent alpha.txt. My alphax.txt is not ready yet. Thank you, all, for your interest - and for sharing your own delightful mods!
Attached Files:
File Type: zip alphawilly40423.zip (15.7 KB, 26 views)
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Old April 23, 2004, 23:07   #45
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Re: most recent alpha.txt
Quote:
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This is my most recent alpha.txt. My alphax.txt is not ready yet. Thank you, all, for your interest - and for sharing your own delightful mods!
I personally feel that the future of our game is to continually modify it. I feel this way because we have been playing this same game for 6 years now, and I am sure we have plummed the depths of the strengths and weaknesses of the base game. However, because we have been offered the opportunity to modify our base game via the alpha(x).txt file, why because the PBEM Game Creators (i.e. the CMN's) can do this, the Game Creators should continually take advantage of this, and continually throw "curve balls" at players, if simply to continually keep the PBEM players off balance, and to continually confront them with new and unique situations.


D
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Old May 5, 2004, 07:47   #46
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Hey there...
Please do consider me a newbie in terms of modifying my SMAC/X experiences before commenting
Directed to gwillybj: I've noticed that some of the available mods for SMAC/X are somehow outdated, in the sense that they are only available for SMAC (actually I'm implying the SNAC mod here).
Is there any chance of creating something similar in your mod where you balance the factions as it was in SNAC?
I'm playing SMAX ver 2.0 at the moment and was wondering are there any mods for this version? I see that there is a general agreement that SMAC is better than its expansion....why's this?
Thank you to all for keeping a great game alive. Recently re-discovered it only after two years on the shelf

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Old May 5, 2004, 17:10   #47
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I don't feel that the SMAC-7 are unbalanced at all. I like them as-is when using the unedited alpha.txt.

I suspect that SMAX has fewer mods because by the time it was released the multiplayer community had grown so large that it was taken up by them before the remaining solo players had any time to create mods and have them spread widely.

My own feeling about SMAX is that the Progenitors are just too, well …um… silly . It's like reading "The Sandman" by Neil Gaiman, or "Preacher" by Garth Ennis & Steve Dillon, and encountering The Penguin and The Joker .

My alphax.txt is a work in progress and will be intended to be used without either of the original Progenitor factions. Some of the new Techs will be adjusted a little, so I don't think they (the Progenitors) will play "right". Whether a customized faction with the "Alien" attribute will work, I don't know.
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Old May 7, 2004, 02:16   #48
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I'm starting to get the hang of alpha.txt, thanks to comparing your changes and the original.
I was wondering if it's possible to take out sea colony pods??
In your alpha.txt, was the starting facility the only thing you changed about the original factions? How has it worked out?
Thanks
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Old May 12, 2004, 23:24   #49
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Sea Colony Pod removal has been covered in other threads. I don't consider them the least bit of a problem.

Giving the SMAC-7 the free facilities as listed and playing them with my alpha.txt hasn't resulted in enough of a difference to make me want to remove them. I don't even think about it any more.
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