?xml version="1.0" encoding="UTF-8" standalone="yes"?>
<factionSettings>
<ai_fight>-1</ai_fight>
<ai_power>1</ai_power>
<ai_tech>1</ai_tech>
<ai_wealth>0</ai_wealth>
<ai_growth>0</ai_growth>
<Free_Techs>InfNet</Free_Techs>
<num_of_free_techs>0</num_of_free_techs>
<social>
<entry>
<key>ECONOMY</key>
<value>-2</value>
</entry>
<entry>
<key>MORALE</key>
<value>1</value>
</entry>
<entry>
<key>RESEARCH</key>
<value>1</value>
</entry>
</social>
<morale>0</morale>
<psi>0</psi>
<free_facilitys>4</free_facilitys>
<research>0</research>
<drone_bonus>-1</drone_bonus>
<talent>-1</talent>
<energy>0</energy>
<interest>0</interest>
<commerce>0</commerce>
<pop_cap_difference>0</pop_cap_difference>
<hurry>50</hurry>
<unit>NONE</unit>
<techcost>100</techcost>
<sharetech>-1</sharetech>
<tech_share>false</tech_share>
<terraform_cost>100</terraform_cost>
<fungus_nutrient>0</fungus_nutrient>
<fungus_minerals>0</fungus_minerals>
<fungus_energy>0</fungus_energy>
<extra_frequency>0</extra_frequency>
<mind_control_immunity>true</mind_control_immunity>
<fanatic>false</fanatic>
<votes>0</votes>
<freeproto>false</freeproto>
<aquatic_faction>false</aquatic_faction>
<alien_faction>false</alien_faction>
<pro_ideologies>
<item>values</item>
<item>knowledge</item>
</pro_ideologies>
<anti_ideologies>
<item>values</item>
<item>power</item>
</anti_ideologies>
<ai_emphesis>RESEARCH</ai_emphesis>
<revolt_success_modifier>0</revolt_success_modifier>
<probe_cost>100</probe_cost>
<drone_reduction>0</drone_reduction>
<offence>100</offence>
<defence>100</defence>
<wormpolice>1</wormpolice>
<techsteal>false</techsteal>
</factionSettings>
Sensible mod management with signed mods, versioning, dependencies, etc.
* Scripting language for modding/extension that hooks into game logicNot sure how to do this. Probably a post 1.0 feature. The security issues alone will make that quite difficult.
* AI scripting environment and toolkit to try to evaluate better AI strategies (I have some background in AI and would be interested in developing AIs for SMAC. The Freeciv projects and so on probably have interesting work in this area).Definitely will have a toolkit for evaluating AI performance. Not sure about scripting.
Better MP support (lobbies, ladder, browser, PUG/matchmaking support (suited for slower pace of SMAC))That will require a matchmaking server (Or doing horrible things via email :D ). But it will be a goal. Probably version 1.1 First I need to get a working multi-player in place.
Restrictions:
the units chassis type
reactor type
minimum police rating
enemyunit_chassis_type Air/Land/Sea
enemyunit_armor_type Energy/Physical/Binary
enemyunit_weapon_type Energy/.... etc.
// Tags:
// Attack/defense effects
defence_effect(%) - defensive bonus. (If you want to only apply to a certain scenario, like when
being attacked by air, use the enemyunit_chassis_type, etc restrictions)
offence_effect(%) - offensive damage % change.
killcitypop(%) - kill a % of a cities inhabitants if the unit wins.
atrocity(); - is this an atrocity to use.
moraleEffect(#) - change this units morale by #
IgnoreBaseDefenses() - unit attacks the unit inside the base without any of the bases defenses taking effect.
artillery(range) - unit becomes artillery capable of range.
Amphibiouspods - unit can go from sea base to land and vice versa. ground unit in transport can attack adjacent units in the sea.
//Non-combat effects
range_bonus(#) increase the range of a unit by #
clean_reactor() - no maintenance cost.
radar_bonus(#) - increase radar range by #.
drop_pods - unit can make air drops.
ignore_zoc() - unit ignores zones of control.
cost_to_subvert(%) - change the cost to subvert a unit by the given %.
police_bonus(#) - gives a bonus of #. If you want to restrict, use the minimum police rating.
//Terraformer effects
fungicide(%) - remove fungus rate % modifier.
terraform_rate_nonfungal(%) - % change in the terraform rate for non-fungal actions.
terraform_rate_all - % change in all terraform actions.
//Transport effects
allow_transportair() - allow transports to carry air units.
transport_heals_cargo() - transports will heal units being carried.
I've been applying some skull sweat towards a problem. How should the effects of special abilities be stored in a way that allows modding?
[li$i]TODO: The variability of nutrients/minerals/energy. You are capped on the food output of a square until you have a certain tech unless the square has bonus nutrients?! Figuring out a simple way to set this up and making it modifiable is a pain.[/li]
[/list]
<firepower>
<OnTerrain>
<Terrain>Dirt</Terrain>
<True>
<Hastech>
<Tech>DirtSupremacy</Tech>
<True>9000</Tech>
<False>100</False>
</hastech>
</True>
<False> 100 </False>
</firepower>
Looking forward to this.
Also, I know nothing about Java scripting. But if this was completed, would it allow people to make custom units? :luv: