Thanks for this, Yitzi! I have three questions for you:
1. Were all of your changes to alphax.txt in the #RULES section? I scanned through the rest and didn't find anything else.
2. Are the default settings for your new variables identical to the default (but umoddable) settings for vanilla SMAX?
3. Do you foresee any problems combining this patch with your technology tree rebalance ideas?
I see "-1" for "Nutrients granted by condenser; -1 is +50%." The manual says a condenser gives +1 Nutrient. So wouldn't "1" be vanilla?Quote2. Are the default settings for your new variables identical to the default (but umoddable) settings for vanilla SMAX?
Yes.
I see "-1" for "Nutrients granted by condenser; -1 is +50%." The manual says a condenser gives +1 Nutrient. So wouldn't "1" be vanilla?
And does half a Nutrient mean anything?
For "Extra damage per relevant atrocity/missile," is that ecodamage?
Why is there a flag about creches? I thought that was fixed.
Can you please clarify? Or link to a thread I guess I missed?Why is there a flag about creches? I thought that was fixed.
One of the bugs about it was fixed, but another was not.
Can you please clarify? Or link to a thread I guess I missed?QuoteWhy is there a flag about creches? I thought that was fixed.
One of the bugs about it was fixed, but another was not.
Yitzi,
Do you think, that it would be possible to assign also specialist factors (e.g. energy, drones quelled, research points) to basic citizens: worker, talent, drone?
At present, alphax.txt has empty lines, I think I also tried to add such description to these 3, but it did not work.
Such thing, would make possible no-riots mods, like civ4, where cities do not riot, it just costs a city resources that are not collected.
Yitzi, I may have found a bug in 1.2, through purely unintentional means. Could you (or someone else) try the following:
1. Load up the standard 1 Faction vs 1 Faction Scenario (the one with Spartans vs Gaians, where they each start with one base).
I'm guessing he just does not have the alphax.txt values which your mod requires. I had the same issue (3000+ eco damage right away) before I added them.Nope, it's not that...although I did need to manually edit my own alphax.txt to include Yitzi's new variables, so it's possible I did something wrong. I'll try again with Yitzi's original version; if I'm able to replicate again I'll send the requested savegames.
I'm guessing he just does not have the alphax.txt values which your mod requires. I had the same issue (3000+ eco damage right away) before I added them.
Problem #1: Are you still the Spartan faction, or someone else???this one looks like the faction graphics bug (the scenario editor can do that to unmodded SMAX). have you checked the faction attributes?
this one looks like the faction graphics bug (the scenario editor can do that to unmodded SMAX). have you checked the faction attributes?Sorry, I'm not familiar with this bug, or what I should be looking for under the faction attributes. Can you clarify?
I believe another way is simply to make sure that your last non-scenario game has the same factions in the same slots as the scenario, as I'm pretty sure that it uses the graphics associated with that slot as of the last non-scenario game.Yep, you're right...my last regular game had been with all the SMAX factions, and this particular scenario uses Spartans and Gaians. As soon as I switched to a game that used all SMAC factions the scenario worked properly.
Yitzi, if you're interested in adding them to your patch, I created new icons for the Inertial Damping and Global Energy Theory techs. (Their icons were copies of those for other techs.) They're in the "New Tech Icons!" thread. Special thanks to gwillybj and BUncle for fixing the transparency issues I had with them.
Thanks, but my patch is really just the .exe stuff and what's needed to make that work. If you want to post the alphax changes and icons as your own mod, go ahead.Ah. I thought you were going to incorporate the tech tree rebalancing changes you mentioned in another thread, including (possibly) the revival of these two techs. Never mind then!
Thanks, but my patch is really just the .exe stuff and what's needed to make that work. If you want to post the alphax changes and icons as your own mod, go ahead.Ah. I thought you were going to incorporate the tech tree rebalancing changes you mentioned in another thread, including (possibly) the revival of these two techs. Never mind then!
No, I am planning a mod that will use both the patch and some tech tree changes, but that's not yet, and I don't think it will re-incorporate those two techs.That makes sense. It seems silly to post such a small mod (two tech icons? seriously?) but I'll look into it.
Possible bug, but I do not know, if this is from scient's or present patch.
When retooling, despite set of 10 minerals exempt from penalty, there is penelty also for less than 10 minerals.
I tried it (with my current version, which is somewhere between 1.3 and 2.0), and it seems to work properly.Ok, then I have to find problem in my install. I have some guess, but let me try it first.