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More specifically: Yitzi's patch does not work with your AI Growth Mod (or other alphax mods) unless you hand merge the two alphax.txt versions. As I have done and am in the process of testing.
Would it be possible to make a new .txt file separate from alphax which could contain all the modifications that otherwise would be in alphax and which the program would (optionally) read as an extension of alphax? Not for Yitzi's patch, but as a better approach to a mixed project like his.
By the way, my tests of the Merge of Yitzi 35d and AIG 1.30 have so far not found any bugs or weard behavior up to the early mid-game.
I'll get around to posting the merged alphax.txt here very soon so anyone else interested can take a look at it and see how it works.
I've tried playing induktio's thinker mod with SMAC-in-SMAX. After 40 turns, I'm already impressed by the AI's much better use of formers. However, there are "spore launchers" all over the place! I think SMAC-in-SMAX requires Yitzi to get rid of these.
So I wonder, what are the prospects that Yitzi's mod can be made compatible with thinker? I realize they are both "hard mods."
By the way....what is the formula for conventional missile power in the basic game?
I know fungus ones cover more squares/tiles,
do the conventional do more damage to one tile,
Great to have more players! However, spore launchers are not part of SMAC and the game shouldn't be spawning any of them when smac-in-smacx mod is activated with Thinker. It seems to me you're running the game without actually enabling the smac_only mode. To see if the parameter was passed properly, check if the main menu changes shade to blueish color. If it has greenish color, then the game is just running in the usual SMACX mode. You also need to install the modified txt files from smac-in-smacx mod's Github page for it to work correctly.
Well, there are no SMACX techs, facilities, or secret projects, so I'm happy with it. But it's true that the main menu has green text and says Alien Crossfire. I just loaded the text files from SMAC-in-SMAX using the mod launcher as recommended on the thread for that mod, manually replaced the map of planet with a SMAC version, made the above described change to spore launchers, and replaced the sounds for all unit chassis types with a short silent file. The result is basically SMAC.
I don't understand why would you manually edit the txt files when they have been already edited to exclude the SMACX stuff.
Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Disable, 5, 00000000001000000000000000
The smac-in-smacx mod will not work as intended unless you *also* start the game with smac_only=1 variable or -smac command line parameter, either of them works. This is required to disable many SMACX behaviours that are present in the game binary.
I don't understand why would you manually edit the txt files when they have been already edited to exclude the SMACX stuff. Get them from here. The smac-in-smacx mod will not work as intended unless you *also* start the game with smac_only=1 variable or -smac command line parameter, either of them works. This is required to disable many SMACX behaviours that are present in the game binary. You can still edit the txt files to tweak the random map generator for example, but it's not required.
If the Alien factions are too goofy,
Maybe the modded txt files could be bundled with Thinker, but it's really simple to download them separately too.
Quote from: bvanevery on May 01, 2019, 02:53:13 PMIf the Alien factions are too goofy,That's my problem.