Is there instructions on where to install your patch? It is looking promising.
Unlike some of the other exe modders, you have been chugging away from some time. You are active in the community and do not disappear for strange reasons (though the conspiracy theorist in me has ideas about what happens to folks like Kyrub/Scient - I think it is the communities on some of these other boards). I really want to switch to someone's patch who is like that.
Your first efforts crashed on me. I probably should have spoken up now that I think about it.
I have the GoG version of SMAC/SMAX. Since your patch has come out, I have wiped everything, and reinstalled SMAC/SMAX from scratch. I started a new game. The game year starts at 2100.
After applying your patch and starting a new game, for some reason the year starts at year 537600. Do you know why this is? Am I doing something wrong?
Again: I can make you an alien faction as long as you are fine with them not having a progenitor leaderhead. They'd be another "race" of aliens or something.
; Resource production (nutrient, minerals, energy, [b]<unused>[/b]) for
; special squares. In normal squares, these values are determined
; by the temperature, rainfall, rockiness, etc. of the square.
;
; "Bonus Square" value for particular category is added to other
; production in a square.
;
; "Improved Land" means farm, mine, solar
; "Improved Sea" means desal, platform, harness
;
#RESOURCEINFO
Ocean Square, 1, 0, 0, 0,
Base Square, 2, 1, 1, 0,
Bonus Square, 2, 2, 2, 0, * Mineral +1 if mine present
Forest Square, 1, 2, 1, 0,
Recycling Tanks, 1, 1, 1, 0,
Improved Land, 1, *, *, 0, "*" columns are ignored entirely
Improved Sea, 2, 1, 3, 0, * Mineral +1 with Advanced Ecological Engineering
Monolith, 2, 2, 2, 0,
Borehole Square, 0, 6, 6, 0,
#RESOURCES
Nutrient, Nutrients,
Mineral, Minerals,
Energy, Energy,
Psi, Psi,
Assuming this is the latest version, I'll drop the request/question here.
Yitzi, have you found or plan to open up the extra yields given by landmarks? I see them listed in the alphax file under the #NATURAL section, but that's it.
On that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?
Lastly, I noticed in alphax there's actually a fourth (unused) slot for resources. Have you tried to find if this can be activated?
Still seem to be having random crash issues on my end unfortunately. I feel like something is preventing me from joining the cool kids.
I am really scratching my head as to what is the problem if a lot of other folks seem to be having none. I do not think now it is a ForceOldVoxel or direct draw issue since i did a fresh install to try this version of the patch and it did not create an alphax.ini file.
I have enclosed a save so maybe you can use your superior expertise to help me out with this. I really want to move off Kyrubs SMAX patch PLUS to a more modern and maintained patch.
Still seem to be having random crash issues on my end unfortunately. I feel like something is preventing me from joining the cool kids.
I am really scratching my head as to what is the problem if a lot of other folks seem to be having none. I do not think now it is a ForceOldVoxel or direct draw issue since i did a fresh install to try this version of the patch and it did not create an alphax.ini file.
I have enclosed a save so maybe you can use your superior expertise to help me out with this. I really want to move off Kyrubs SMAX patch PLUS to a more modern and maintained patch.
How hard is it to patch to allow all techs to be researched, where the perquisites are met? I would like to have an option to eliminate the random suppression of techs available for research. I find this "feature" just causes me grief, and does not contribute in the least to my enjoyment of the game. I thought I had seen somewhere where someone had done just this, but I cannot find it now. But I remember the UI, because when there were a lot of possible techs, only the names were listed, which is fine with me.
Do you have a document that summarizes all of your bug fixes and how to use the various options in your latest patch?
Do you have a document that summarizes all of your bug fixes and how to use the various options in your latest patch?
I'm not sure if this (http://alphacentauri2.info/wiki/Yitzi%27s_patch) is 100% complete with regard to bugfixes, but it's the closest there is.
It also links to a description of the new options (http://alphacentauri2.info/wiki/New_alphax_variables_in_Yitzi%27s_patch); they're all in the #RULES section of alphax.txt, and those that are codes for the rules have the details on that page.
I hope to include the codes in a .txt file in 2.4.
EM, one of the features I have been impressed yet and have yet to try is pacifist drone settings that is listed on the wiki. I think Yitzi has inadvertently buffed historically weak AIs like Morgan or Aki that run FM and get crippled by the pacifist drones.
I am definitely going to fiddle around with that. I am thinking anything that is not a scout or air power should not count.
0.No units produce pacifism drones.
1.Only air units with 2 or more attack produce pacifism drones; interceptors are exempt.
2.Only air units with 2 or more attack produce pacifism drones; interceptors are not exempt.
3.Air units produce pacifism drones, unless they are noncombat (i.e. have no attack) or scout units (i.e. those with 1 attack, 1 defense, and 1 reactor) or interceptors.
4.Air units produce pacifism drones, unless they are noncombat (i.e. have no attack) or scout units (i.e. those with 1 attack, 1 defense, and 1 reactor).
5.Only combat air units produce pacifism drones;interceptors are exempt.
6.Only combat air units produce pacifism drones;interceptors are not exempt.
7.Only units with 2 or more attack produce pacifism drones.
8.Only unarmored units with 1 or 0 attack do not produce pacifism drones.
9.Only noncombat units and scout units do not produce pacifism drones.
10.Only unarmored noncombat units and scout units do not produce pacifism drones.
11.Only noncombat units do not produce pacifism drones.
12.Only unarmored noncombat units do not produce pacifism drones.
13.All combat units, as well as probe teams, produce pacifism drones.
14.All combat units and armored noncombat units, as well as unarmored probe teams, produce pacifism drones.
15.All units produce pacifism drones.
Well... CAN be buffed :D
Lots of considering.
My thoughts: All Air should not. All with just hand weapons should not. All non combat should not.
I will probably go with 12.
Yitzi, you have done some great work, but even though you have a good amount of documentation written, I am trying to wrap my head around it. Also, I want to make sure exactly what I am getting into with each setting.
1. Do the alphax setting only affect the start of the game, or can a game that is underway have all players simultaneously tweak with alphax setting? In other words, is it possible to change setting mid-game if everyone agrees?
2. If I want to NEVER have rising water, what settings do I need to set on alphax?
3. Do you have some examples of costs calculated with various options for calculating unit costs? Is there some settings that many people have agreed are "fair"?
I like option 1, which allows interceptor and any unit with 1 attack to be exempt. However, I am not sure if this only applies to air units, or if it applies to all units? Will land or sea units with only 1 attack also be immune to pacifism drones?
I think that is what I would like: all units of any kind with attack <2 and interceptors (with any attack value) are immune to pacifism drones.
5. If I understand the drone rules flags, a value 1 changes the order in which Pacifism drones are applied, and allows all normal drone suppression methods to work with Pacifism drones? If this is true, I like this option; I never understood applying Pacifism drones after all drone suppression mechanisms no longer help.
6. Any extra documentation, posts, etc. to use your patch to the best effect would be useful.
7a. For example, I think all games would befit from suppressing rising water (you could always specifically turn it on for YOUR game if you like it, but I think the community as a whole would agree that rising water is too much of a nuisance and micromanagement to leave on.)
QuoteOn that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?
Not really. I think it'd be far more trouble than just having a CMN make a map with the desired number.
Thing is, I'm asking this for a single player game normal start for random maps.
There are circumstances where the less 'natural' landmarks shouldn't come into play. Say the Ruins, Manifold Nexus, and Borehole Cluster. And sometimes even the Unity wreckage.
Or Planetfall on a tectonically very active world with multiple volcano's and lots of rifts (Nexus canyons). Or one which underwent an asteroid bombardment.
On that note, have you thought of giving modders the option of removing or increasing the number of any given landmark on a random map?
Not really. I think it'd be far more trouble than just having a CMN make a map with the desired number.
Thing is, I'm asking this for a single player game normal start for random maps.
There are circumstances where the less 'natural' landmarks shouldn't come into play. Say the Ruins, Manifold Nexus, and Borehole Cluster. And sometimes even the Unity wreckage.
Or Planetfall on a tectonically very active world with multiple volcano's and lots of rifts (Nexus canyons). Or one which underwent an asteroid bombardment.
Guess I have to come up with a popular mod then by the time you take requests. :scratch: