Probe Subversive, Speeder, Probe Team, Scout, 11, 0, 0, SubAt, -1, 00000000000000000000000000000
Probe Infiltrator, Hovertank,Probe Team, Scout, 11, 0, 0, NanoMin, -1, 10000000000000000000000000000
Probe Runner, Foil, Probe Team, Scout, 11, 0, 0, SubAt, -1, 00000000000000000000000000000
Probe Envoy, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000010
Colony Rover, Speeder, Colony Pod, Scout, 8, 0, 0, SubAt, -1, 00000000000000000000000000000
Colony Hoverpod, Hovertank,Colony Pod, Scout, 8, 0, 0, NanoMin, -1, 00000000000000000000000000000
Ocean Colony, Cruiser, Colony Pod, Scout, 8, 0, 0, DocInit, -1, 00000000000000000000000000010
Aero Colony, Needlejet,Colony Pod, Scout, 8, 0, 0, DocAir, -1, 00000100000000000000000000010
Chopper Colony, Copter, Colony Pod, Scout, 8, 0, 0, MindMac, -1, 00000100000000000000000000010
Grav Colony, Gravship, Colony Pod, Scout, 8, 0, 0, Gravity, -1, 00000100000000000000000000010
Speeder Formers, Speeder, Formers, Scout, 9, 0, 0, CentEmp, -1, 00000000000000000000000000000
Tank Formers, Hovertank,Formers, Scout, 9, 0, 0, NanoMin, -1, 00000000000000000000000000001
Ocean Formers, Cruiser, Formers, Scout, 9, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Formers, Gravship, Formers, Scout, 9, 0, 0, Gravity, -1, 00000000000010000000000000001
Transport Cruiser, Cruiser, Transport, Scout, 7, 0, 0, DocInit, -1, 00000000000000000000000000010
Sea Supply, Foil, Supply, Scout, 10, 0, 0, DocFlex, -1, 00000000000000000000000000000
Ocean Supply, Cruiser, Supply, Scout, 10, 0, 0, DocInit, -1, 00000000000000000000000000010
Gravship Supply, Gravship, Supply, Scout, 10, 0, 0, Gravity, -1, 00000000000000000000000000010
XX Missile, Missile, Conventional, Scout, 0, 0, 0, Orbital, 7, 00001000100000000000000000000
I try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.Actually I've got them all set to autocalculate, so these are all at in-game costs too.
I try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.Actually I've got them all set to autocalculate, so these are all at in-game costs too.
This brings up another question: what are the rules, exactly, for AI designing of units? I thought that the AI could upgrade offense/defense, but not change chassis, as they gained new tech. That is, new chassis have to be specified in alphax.txt. Similarly, Probe Teams, Colonies, and other nonoffense units have to be specified. But what about things like Deep Radar? Is the AI capable of adding that at the same time that it upgrades offense/defense?
#UNITS
48
Colony Pod, Infantry, Colony Pod, Scout, 8, 3, 0, None, -1, 00000000000000000000001000
Formers, Infantry, Formers, Scout, 9, 2, 0, None, -1, 00000000000000000000001000
Scout Patrol, Infantry, Gun, Scout, 3, 1, 0, None, -1, 00000000000000000000001000
Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000
*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000
Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 00000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 3, 0, PlaNets, -1, 00000000000000000000001000
Alien Artifact, Infantry, Artifact, Psi, 12,10, 0, Disable, -1, 00000001000000000000000000
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000001000
Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 00000000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000100000
Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 00000000000000000000001000
Unity Scout Chopper, Copter, Gun, Scout, 4, 0, 0, Disable, -1, 00000000000000000000100000
Submarine Transport, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 00000000000000000001000000
Sealurk, Cruiser, Psi, Psi, 6, 6, 0, CentPsi, 4, 00100000000000000001000000
Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000001000000000000000
Battle Ogre MK1, Infantry, R-Laser, 3-Res, 0,10, 0, Disable, 6, 00010000000000000000000000
Battle Ogre MK2, Infantry, R-Bolt, 8-Res, 0,15, 0, Disable, 6, 10010000000000000000000000
Scud Missile, Missile, Conventional, Scout, 0, 4, 0, Viral, -1, 01000000100000000000000000000
Fungal Tower, Gravship, Psi, Psi, 0, 0, 0, Disable, 1, 00000000001000000100000000
Unity Mining Laser, Infantry, Laser, Scout, 0, 0, 0, Disable, -1, 00000000000000000000001000
Sub Escape Pod, Foil, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00100000000000000001000000
Unity Submersible, Foil, Laser, Scout, -1, 0, 0, Disable, -1, 00100000000000000001000000
Cruiser Probe Ship Mk1, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000
Cruiser Probe Sub Mk2, Cruiser, Probe Team, Psi, 11, 4, 0, MindMac, -1, 00000000000000000000001100
Probe Bug, Hovertank,Probe Team, Photon, 11, 4, 0, DocSec, -1, 00000100000000000000001000
Attack Carrier Mk1, Cruiser, Missile, 3-Res, 6, 4, 2, DocAir, -1, 00000100000000000010100000
Attack Carrier Mk2, Cruiser, Shard, 8-Res, 6, 4, 4, Space, -1, 00100000100010000000010100000
Seawolf Mk1, Cruiser, Gatling, 3-Res, 6, 4, 0, Super, -1, 00100000100000000000001000000
Seawolf Mk2, Cruiser, R-Bolt, 8-Res, 6, 4, 0, SentRes, -1, 00100000100010000000001100000
Fighter Escort Mk1, Needlejet,R-Laser, 3-Res, 1, 4, 0, DocAir, -1, 00000100000000000000100000
Fighter Escort Mk2, Needlejet,R-Bolt, 8-Res, 1, 4, 0, SentRes, -1, 00000100010000000000100000
Speeder CP, Speeder, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00000000000000000000000000
Hovertank CP, Hovertank,Colony Pod, Psi, 8, 4, 0, MindMac, -1, 00000000000000000000001000
Synth Police, Infantry, Gun, Synthmetal, 2, 2, 0, Integ, -1, 00010000001000000000000000
Probability Police, Infantry, Laser, Probability,2, 4, 0, ProbMec, -1, 00010000011000000100100000
Marine Raider, Infantry, Impact, Synthmetal, 1, 3, 0, Chaos, -1, 00000000000000000000001000
Empath Rover, Speeder, Impact, Scout, 1, 3, 0, Chaos, -1, 00000000000000100000001000
Attack Gravship Mk1, Gravship, Chaos, Silksteel, 0, 5, 0, Magnets, -1, 00000100010000000000000000
Attack Gravship Mk2, Gravship, Shard, 8-Res, 0, 5, 0, Space, -1, 01000100010000000000000000
Drop Commando Mk1, Infantry, Chaos, Silksteel, 0, 5, 0, Magnets, -1, 01000100010000000100011000
Drop Commando Mk2, Infantry, Shard, 8-Res, 0, 5, 0, Space, -1, 01000100010000000100011000
Supply Sub, Foil, Supply, Scout, 10, 0, 0, Super, -1, 00000000100000000001000000
Submarine Former, Foil, Formers, Scout, 9, 4, 0, Super, -1, 00100000000000000001000000
Hovertank Superformer, Hovertank,Formers, 8-Res, 9, 4, 0, EcoEng2, -1, 00000000010010000000001001
SP-88, Speeder, Missile, 3-Res, 0, 3, 0, DocAir, -1, 00000000000000000000101000
Speeder Formers, Speeder, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000001000
James Bond, Speeder, Probe Team, Scout, 11, 1, 0, Algor, -1, 10000000000000000000000000000
Special ability flags for the unit. These are 26 binary signifiers (either 1 or 0). A 1 (one) indicates that the unit has a specific special ability. The Scout Patrol has no special abilities, hence all flags are set to 0 (zero). To add a special ability: Change the correct 0 to 1. Changing the first 0 to 1 adds the dissociative wave special ability; changing the fourth 0 to 1 adds the non-lethal methods special ability etc. (see Table 6, Normal). Note that there are only 26 binary flags, although there are 29 special abilities. To add the missing abilities to a unit simply add 3 more flags (3 zeroes) at the beginning of the line. The first 3 flags represent these missing abilities (1st flag is Algorithmic Enhancement, 2nd flag is Fuel Nanocells and 3rd flag is Marine Detachment. See Table 5, Extra), the last 26 flags represent the normal/default 26 abilities.
Petek, if I'm reading things correctly, it seems the Cruiser Probe Sub lacks 3 zeroes at the end. Also do Nerve Gas Pods do anything for a probe unit (see Probe Bug)?Yes, something's not right. I don't build these units, so never noticed a problem. I'll try to find where Darsnan discussed his changes. Thanks for pointing this out.
Yes, something's not right. I don't build these units, so never noticed a problem. I'll try to find where Darsnan discussed his changes. Thanks for pointing this out.Heh, actually the game would read this correctly, assuming it's alphax.txt instead of alpha.txt. The three missing zeroes would be on the right end, and omitting them is just fine. In fact you could shave two more zeroes off and still get the same units.
Heh, actually the game would read this correctly, assuming it's alphax.txt instead of alpha.txt. The three missing zeroes would be on the right end, and omitting them is just fine. In fact you could shave two more zeroes off and still get the same units.
That said, I find it's always easiest just to use 29 digits every single time.