#UNITS
35
Unity Colony Pod, Infantry, Colony Pod, Synthmetal, 8, 8, 0, Disable, -1, 00000000000000000010000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, None, -1, 00000000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000000
Transport Ship, Cruiser, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000000
*Sea Formers, Cruiser, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000000
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndRob, -1, 00000000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, Mobile, -1, 00000000000000000000000000000
Unity Formers, Infantry, Formers, Synthmetal, 9, 5, 0, Disable, -1, 00000100000000000010000000000
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000000000000
Isle of the Deep, Cruiser, Psi, Psi, 7, 8, 4, CentMed, -1, 00000100000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000000100000
Unity Scout Foil, Foil, Gun, Scout, 3, 0, 0, Disable, -1, 00000100000000000000000000000
Unity Cargo x25, Infantry, Supply, Scout, 10,25, 0, Disable, -1, 00000100000000000000000000000
Unity Barge, Cruiser, Transport, Scout, 7, 0, 0, Disable, -1, 00000100000000000000000000000
Sealurk, Cruiser, Psi, Psi, 6, 6, 0, CentPsi, 4, 00000000000000000000001000000
Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000000001000000000000000
Alien Data Device, Infantry, Artifact, Synthmetal,12, 1, 0, Disable, 2, 00000000000000000000000000000
Alien Walking Robot, Infantry, Artifact, 3-Res, 12,40, 0, Disable, 6, 00010010000000000000000000000
Alien Derelict Ship, Infantry, Artifact, 3-Res, 12,60, 0, Disable, 6, 00010010000000000000000000000
Fungal Tower, Infantry, Psi, Psi, 3, 0, 0, Disable, 1, 00000000000000000000000000000
Unity Recon Foil, Foil, Gun, Scout, 3, 0, 0, Disable, -1, 00000100000000000000000000000
Unity Foil Pod, Foil, Colony Pod, Scout, -1, 0, 0, Disable, -1, 00000000000000000000000000000
Unity Formers Barge, Cruiser, Formers, Scout, 9, 0, 0, Disable, -1, 00000100000000000000000000000
Supply Droid, Infantry, Supply, Scout, 10,16, 0, IndAuto, -1, 00000100000000000000000000000
Supply Droid MK1, Infantry, Supply, Plasma, 10,16, 0, MindMac, -1, 00000000001000000000000000000
Crawler MK1, Infantry, Supply, Silksteel, 10,16, 0, EcoEng2, -1, 00000000001000000000000000000
Trawler, Cruiser, Supply, Plasma, 10,16, 0, DocInit, -1, 00000000001000000000000000000
Trawler MK1, Cruiser, Supply, Silksteel, 10,16, 0, MindMac, -1, 00000000001000000000000000000
Police Unit, Infantry, Gun, Scout, -1, 0, 0, Integ, -1, 00000010000000000000000000000
Cadets, Infantry, Gun, Scout, -1, 0, 0, Integ, -1, 00000000000000100000000000000
XX Missile, Missile, Conventional, Scout, -1,14, 0, Rocket, -1, 00000001100000000000000000000
Probe Cruiser, Cruiser, Probe Team, Scout, 11, 0, 0, DocFlex, -1, 00000000000000000000000000000
Unity Foil Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000000
Early Colony Pod, Infantry, Colony Pod, Scout, 8,12, 0, Coloni, -1, 00000100000000000000000000000
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, DocInit, -1, 00000000000000000000000000000
Note, that Unity Formers are in the 8th slot from top, which is for Alien Artifact in vanila game. It is hardcoded position, so in the mod players get these formers instead of Alien Artifacts. This is how their number in the game is quite large.This is the current UNITS section from alphax.txt, from mod I work onCode: [Select]#UNITS
Note, that Unity Formers are in the 8th slot from top, which is for Alien Artifact in vanila game. It is hardcoded position, so in the mod players get these formers instead of Alien Artifacts. This is how their number in the game is quite large.
35
Unity Colony Pod, Infantry, Colony Pod, Synthmetal, 8, 8, 0, Disable, -1, 00000000000000000010000000000
Formers, Infantry, Formers, Scout, 9, 0, 0, None, -1, 00000000000000000000000000000
Scout Patrol, Infantry, Gun, Scout, 3, 0, 0, None, -1, 00000000000000000000000000000
Transport Ship, Cruiser, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000000
*Sea Formers, Cruiser, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000000
Supply Crawler, Infantry, Supply, Scout, 10, 0, 0, IndRob, -1, 00000000000000000000000000000
Probe Team, Speeder, Probe Team, Scout, 11, 0, 0, Mobile, -1, 00000000000000000000000000000
Unity Formers, Infantry, Formers, Synthmetal, 9, 5, 0, Disable, -1, 00000100000000000010000000000
Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000000000000
Isle of the Deep, Cruiser, Psi, Psi, 7, 8, 4, CentMed, -1, 00000100000000000000000000000
Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000000100000
Unity Scout Foil, Foil, Gun, Scout, 3, 0, 0, Disable, -1, 00000100000000000000000000000
Unity Cargo x25, Infantry, Supply, Scout, 10,25, 0, Disable, -1, 00000100000000000000000000000
Unity Barge, Cruiser, Transport, Scout, 7, 0, 0, Disable, -1, 00000100000000000000000000000
Sealurk, Cruiser, Psi, Psi, 6, 6, 0, CentPsi, 4, 00000000000000000000001000000
Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000000001000000000000000
Alien Data Device, Infantry, Artifact, Synthmetal,12, 1, 0, Disable, 2, 00000000000000000000000000000
Alien Walking Robot, Infantry, Artifact, 3-Res, 12,40, 0, Disable, 6, 00010010000000000000000000000
Alien Derelict Ship, Infantry, Artifact, 3-Res, 12,60, 0, Disable, 6, 00010010000000000000000000000
Fungal Tower, Infantry, Psi, Psi, 3, 0, 0, Disable, 1, 00000000000000000000000000000
Unity Recon Foil, Foil, Gun, Scout, 3, 0, 0, Disable, -1, 00000100000000000000000000000
Unity Foil Pod, Foil, Colony Pod, Scout, -1, 0, 0, Disable, -1, 00000000000000000000000000000
Unity Formers Barge, Cruiser, Formers, Scout, 9, 0, 0, Disable, -1, 00000100000000000000000000000
Supply Droid, Infantry, Supply, Scout, 10,16, 0, IndAuto, -1, 00000100000000000000000000000
Supply Droid MK1, Infantry, Supply, Plasma, 10,16, 0, MindMac, -1, 00000000001000000000000000000
Crawler MK1, Infantry, Supply, Silksteel, 10,16, 0, EcoEng2, -1, 00000000001000000000000000000
Trawler, Cruiser, Supply, Plasma, 10,16, 0, DocInit, -1, 00000000001000000000000000000
Trawler MK1, Cruiser, Supply, Silksteel, 10,16, 0, MindMac, -1, 00000000001000000000000000000
Police Unit, Infantry, Gun, Scout, -1, 0, 0, Integ, -1, 00000010000000000000000000000
Cadets, Infantry, Gun, Scout, -1, 0, 0, Integ, -1, 00000000000000100000000000000
XX Missile, Missile, Conventional, Scout, -1,14, 0, Rocket, -1, 00000001100000000000000000000
Probe Cruiser, Cruiser, Probe Team, Scout, 11, 0, 0, DocFlex, -1, 00000000000000000000000000000
Unity Foil Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000000
Early Colony Pod, Infantry, Colony Pod, Scout, 8,12, 0, Coloni, -1, 00000100000000000000000000000
Colony Pod, Infantry, Colony Pod, Scout, 8, 0, 0, DocInit, -1, 00000000000000000000000000000
Side note: I placed actual alien artifacts in slot of Battle Ogre MK1.
The codes of special abilities are 29, not 26, so there are these additional 3 from smacx explicitly given. For Unity Formers their selection is not a coincidence, as you cannot form 2 units with exactly the same set of parameters, so you need to make them unique. Otherwise you would not be able to make in unit workshop a regular one like that. E.g. Giving "slow" and "fast/grav stuts" makes still 1 move point. and the unit is different than the "Formers" However here, there is additional armor difference, that would be enough, but you maybe get the idea.
They are disabled, so truly a unique unit made on Earth before the expedition. Kinda state-of-the-art unit, that on Chiron you cannot get such a unit for some time.
These formers could be in some other slot, but I wanted them to be found in larger number, at the same time I feel, that game gives too many Alien Artifacts.
There is a small section in alphax.txt (#RESOURCEINFO) (you probably already know this), between (#TERRAIN) and (#WORLDBUILDER), that says: "In normal squares, these values are determined by the temperature, rainfall, rockiness, etc. of the square." This is all determined by the settings in #WORLDBUILDER.
In 2004 smacksim wrote a series of posts at Apolyton: "Improving the AI: Part I: The Worldbuilder section of alphax.txt". His work has been invaluable to me.
I extracted the entire discussion, pasted it into Word, spell-checked it, and reformatted the paragraphs (in all of this changing none of the context). I saved the results both as a nice Word 2016 document with color and outlines and such, and as a simple text file. I've attached both files here. Someone else might get as much out of smacksim's work as I have.