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Yitzi asked upthread how the SMACX exes were modified. In post #117 here scient provided links to the programs he used. Reading the entire thread (if you have several hours to spare) will give you an idea of the effort that went into scient's patch.
I've made over 20,000 EC from farming worms before. No need for a multiplier.
BTW, when scient decompiled, what language was SMAX written in? I am wondering if the code was easy to follow.
Impaler's been a SMACer since ten years before the game was invented, but he's not a coder, man.
The two suggestion I made were to a degree informed by my understanding of code though, these are both things that can be done within the constraints of dis-assembly because they are singular math functions, a multiply for planet pearls (worm cash) and an exponent for tech cost.
Also with regard to exceeding 7 factions. I don't think that's going to be possible, faction count is such a fundamental assumption of the games UI you would have to rewrite a ton of it
Quote from: Impaler on November 12, 2012, 12:18:44 AMThe two suggestion I made were to a degree informed by my understanding of code though, these are both things that can be done within the constraints of dis-assembly because they are singular math functions, a multiply for planet pearls (worm cash) and an exponent for tech cost.I'm not sure that assembly can handle exponents other than via looped multiplication.
Quote from: Impaler on November 12, 2012, 12:18:44 AMAlso with regard to exceeding 7 factions. I don't think that's going to be possible, faction count is such a fundamental assumption of the games UI you would have to rewrite a ton of itNow that I think of it, you're probably right; it shows up not only when making the game, but also with infiltrator/pact brother info and the communications. So a more-than-seven-factions mod, while no doubt popular, is probably not going to happen with the possible exception of if someone wants to rework the relevant parts of the UI to something far simpler (and uglier), which might allow a more-than-seven-factions mod.
Quote from: Yitzi on November 12, 2012, 12:37:54 AMQuote from: Impaler on November 12, 2012, 12:18:44 AMAlso with regard to exceeding 7 factions. I don't think that's going to be possible, faction count is such a fundamental assumption of the games UI you would have to rewrite a ton of itNow that I think of it, you're probably right; it shows up not only when making the game, but also with infiltrator/pact brother info and the communications. So a more-than-seven-factions mod, while no doubt popular, is probably not going to happen with the possible exception of if someone wants to rework the relevant parts of the UI to something far simpler (and uglier), which might allow a more-than-seven-factions mod.This strays into my area of expertise a little, so you guys tell me if my logic works here:It's pretty safe to assume that everyone's machine these days can handle over twice the resolution, yes? It wouldn't save our hypothetical mod coder all the soul-crushing no-doubt tedious work, but the simplest mod to the UI is to add a second row of leaders to the council screen under the first - possbly the function key screens, too. It wouldn't be hard to make room. A lot of piddling crap would still have to be tracked down in the code still, but what I'm suggesting would be a minor redesign that probably wouldn't even call for my services drawing anything. It's definitely doable should a coder/decompiler be willing and have enough time to attend to the details, yes?I do acknowledge the soul-crushing, no-doubt tedious, work I'm proposing for someone else...