Author Topic: Some stuff.  (Read 10701 times)

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Offline NewAgeOfPower

Re: Some stuff.
« Reply #15 on: June 18, 2012, 02:44:43 AM »
*crickets chirp*
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

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Re: Some stuff.
« Reply #16 on: June 18, 2012, 03:02:51 AM »
The weekend's usually not a real busy time.

Offline NewAgeOfPower

Re: Some stuff.
« Reply #17 on: June 18, 2012, 05:44:37 AM »
For me, weekend is the only time I have to SMAC/X....

Usually.
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As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Kilkakon

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Re: Some stuff.
« Reply #18 on: June 19, 2012, 06:02:39 AM »
Hello New Age of Power!

I tend to do fly-bys every few days depending on how full my inbox is. Sorry for the delay, I was obviously expected!

As far as I can tell your remaining questions are:
1. Recommend a graphics set for the Democratic/Anarachy faction
2. How to give a huge stack of techs
3. How to disable improvements for individual factions

1. Well apparently these opposite forces are able to make this work by the power of nanotechnology! It's like magical glue! One possiblity would be two quite separate types of buildings, but with like "nanotech" bridges between them or something?

2. Why not just give the last bunch of techs in that area? It sounds pretty messed up broken though, to give like a good 20% of the tech tree. ;nuke;

3. That Spartan chick can't build Skunkworks as she has free prototypes. I assume that's a hardcoded exception. I'm not aware of any other ways to do this as there isn't an obsolete function like in Civilisation.

And my question is: What on Chiron is an xcf?

Offline Davyboy

Re: Some stuff.
« Reply #19 on: June 19, 2012, 07:04:14 AM »
And my question is: What on Chiron is an xcf?


I'll field the easy one before BUncle does. It's a GIMP save format http://www.gimp.org/ I think it's platform specific much like some Photoshop formats. Obviously, NewAgeOfPower would export a .pcx once he's finished it. You would most likely need a Linux distro to run it although if you dig around you can find a Windows version.

Is there a way to give a faction all techs up to a certain point? This is pretty annoying, giving 6 factions all the techs up to  level 4 tech...


Don't hold me to this but if you load up the old Gaian v Morganite scenario under SMAC, I seem to recall that many techs are already 'researched' with the notable result that Morgan is running around with empath scout tanks as "Mindworm Eradicators".
My guess is that if you load up a copy of it into the Scenario Editor you would find out how Firaxis did it.

Offline Kilkakon

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Re: Some stuff.
« Reply #20 on: June 19, 2012, 07:12:32 AM »
Ah of course, in a scenario it's easy as to give multiple technologies. I was thinking under the context of a faction text file.

Offline Davyboy

Re: Some stuff.
« Reply #21 on: June 19, 2012, 07:42:35 AM »
Ah of course, in a scenario it's easy as to give multiple technologies. I was thinking under the context of a faction text file.

I can't see how you can do what NAOP would like to do then. There just ain't enough slots available, even if you specified ALIEN for the xtra tech boost that would just open up another can of worms. Maybe the best option is to just keep it simple and let the early game develop according to the faction weightings. One thing is certain, no matter how you weight it there will still be a sheaf of possible outcomes.

Offline NewAgeOfPower

Re: Some stuff.
« Reply #22 on: June 20, 2012, 05:14:25 AM »
I am building a Scenario- everyone starts mid-late game, except for Protagonist Faction, which will have a 2 tier tech advantage.

But manually giving each faction all the techs up to tier 4 is exhausting. First, I crawl through the wiki to find all techs that are C6 or-

Actually, I have an idea- I'll just manually list all the techs that I need to enemy factions in a readme on another rig, and have it alphabetized.

I still have an unanswered question: Does Custom Rules: No Native life stop fungal pops/etc? What about global sea level over 9000? (For the record, my personal record was sea level rising 2300 meters over 20 years before winning the game)
« Last Edit: June 20, 2012, 05:23:18 AM by NewAgeOfPower »
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Davyboy

Re: Some stuff.
« Reply #23 on: June 20, 2012, 06:22:41 AM »
I still have an unanswered question: Does Custom Rules: No Native life stop fungal pops/etc? What about global sea level over 9000? (For the record, my personal record was sea level rising 2300 meters over 20 years before winning the game)
Uhh Nooooooo... NNLforms just means there's no indigenes wandering around to catch/squish. As far as I recall (it's a looong time since I selected it in a game) it won't stop pops. Best test -- suck it and see.

Offline NewAgeOfPower

Re: Some stuff.
« Reply #24 on: June 20, 2012, 06:47:18 AM »
So is theres is no way to create a base that cranks out absurd amounts of minerals in a scenario without causing pops... Great.
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Davyboy

Re: Some stuff.
« Reply #25 on: June 20, 2012, 07:19:59 AM »
Well....
Since it's a scenario, you could emplace a silly number of goodyminerals on the base tiles on rocky formations.
and..
Place it on or on top of Mount Planet (can't ordinarily build a base in the caldera, I know -- but will the ScenEdit let you? Might need to tweak the textfiles to allow that)

That would get things really moving from quite an early point, like as soon as the first mine/road is built.
But such a base will need food via crawlers. (A nasty Achilles heel)

It would also have a big flashing neon sign over it for the other factions.
Only remaining unknown would be whether the worms kill it before your new found "friends" carpet nuke it  ;D


Offline NewAgeOfPower

Re: Some stuff.
« Reply #26 on: June 20, 2012, 12:57:04 PM »
Lol Davy, that was NOT my question.

Quote
So is theres is no way to create a base that cranks out absurd amounts of minerals in a scenario without causing pops... Great.

I know how to increase production. had a base make over 1000 mins/turn when making orbital improvements, through mass crawlers.

(click to show/hide)

I'll try to figure something out.
As mind to body, so soul to spirit.
As death to the mortal, so failure to the immortal.
Such is the price of all ambition.

Offline Davyboy

Re: Some stuff.
« Reply #27 on: June 20, 2012, 02:04:44 PM »
Lol Davy, that was NOT my question.

Quote
So is theres is no way to create a base that cranks out absurd amounts of minerals in a scenario without causing pops... Great.


I know how to increase production. had a base make over 1000 mins/turn when making orbital improvements, through mass crawlers.

(click to show/hide)

I'll try to figure something out.

Your question was/is misleading:-

So is theres is no way to create a base that cranks out absurd amounts of minerals in a scenario without causing pops... Great.

I'm glad you found my reply entertaining!!
There are ways to mitigate eco-damage and to my recollection it can be done up to the 400-450 min level w/o eco-d while building satellite stuff.
Since It's a mid/late game - say 100 turns to run - once VoP is built you'll still get pops, but no NNL.

But, I've got to ask, what do you need 1000 mins/turn for? Nothing sensible costs more than 350, and you can't build 3/turn so it's incredibly inefficient.

Is the object of the hypothetical scenario just to frack things up?
« Last Edit: June 20, 2012, 02:25:49 PM by Davyboy »

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Re: Some stuff.
« Reply #28 on: June 20, 2012, 02:27:43 PM »
I wouldn't be surprized to hear that a good deal of the point is just testing the limits.

Of course, for those playing along at home who don't already know, there are two factor that raise your mineral limit: it eases by one faction-wide with each fungal pop, and goes up one facti0on-wide for each Tree Farm, Hybrid Forest, Centauri Preserve and Temple of Planet built after the first fungal pop - those facilities can be scrapped without losing the faction-wide limit improvement and rebuilt endlessly.  I'm pretty sure there's no way to fake that in the scenario editor...

Offline Davyboy

Re: Some stuff.
« Reply #29 on: June 20, 2012, 02:51:30 PM »
I wouldn't be surprized to hear that a good deal of the point is just testing the limits.

Of course, for those playing along at home who don't already know, there are two factor that raise your mineral limit: it eases by one faction-wide with each fungal pop, and goes up one facti0on-wide for each Tree Farm, Hybrid Forest, Centauri Preserve and Temple of Planet built after the first fungal pop - those facilities can be scrapped without losing the faction-wide limit improvement and rebuilt endlessly.  I'm pretty sure there's no way to fake that in the scenario editor...

I remember reading that last month (Civfanatics? Apolyton? (too much fungus obviously)) While it was interesting anecdotaly, I'd just been getting on with playing the game the whole time. Still do. Am now.
 

 

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