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Probe Subversive, Speeder, Probe Team, Scout, 11, 0, 0, SubAt, -1, 00000000000000000000000000000Probe Infiltrator, Hovertank,Probe Team, Scout, 11, 0, 0, NanoMin, -1, 10000000000000000000000000000Probe Runner, Foil, Probe Team, Scout, 11, 0, 0, SubAt, -1, 00000000000000000000000000000Probe Envoy, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000010Colony Rover, Speeder, Colony Pod, Scout, 8, 0, 0, SubAt, -1, 00000000000000000000000000000Colony Hoverpod, Hovertank,Colony Pod, Scout, 8, 0, 0, NanoMin, -1, 00000000000000000000000000000Ocean Colony, Cruiser, Colony Pod, Scout, 8, 0, 0, DocInit, -1, 00000000000000000000000000010Aero Colony, Needlejet,Colony Pod, Scout, 8, 0, 0, DocAir, -1, 00000100000000000000000000010Chopper Colony, Copter, Colony Pod, Scout, 8, 0, 0, MindMac, -1, 00000100000000000000000000010Grav Colony, Gravship, Colony Pod, Scout, 8, 0, 0, Gravity, -1, 00000100000000000000000000010Speeder Formers, Speeder, Formers, Scout, 9, 0, 0, CentEmp, -1, 00000000000000000000000000000Tank Formers, Hovertank,Formers, Scout, 9, 0, 0, NanoMin, -1, 00000000000000000000000000001Ocean Formers, Cruiser, Formers, Scout, 9, 0, 0, DocInit, -1, 00000000000000000000000000010Gravship Formers, Gravship, Formers, Scout, 9, 0, 0, Gravity, -1, 00000000000010000000000000001Transport Cruiser, Cruiser, Transport, Scout, 7, 0, 0, DocInit, -1, 00000000000000000000000000010Sea Supply, Foil, Supply, Scout, 10, 0, 0, DocFlex, -1, 00000000000000000000000000000Ocean Supply, Cruiser, Supply, Scout, 10, 0, 0, DocInit, -1, 00000000000000000000000000010Gravship Supply, Gravship, Supply, Scout, 10, 0, 0, Gravity, -1, 00000000000000000000000000010XX Missile, Missile, Conventional, Scout, 0, 0, 0, Orbital, 7, 00001000100000000000000000000
I try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.
Quote from: ete on January 22, 2013, 04:12:59 pmI try to stick to ingame costs for units, which I think you've not done? Interesting idea though, adding cheap high chassis versions of all the non-combat units. I'll try it out sometime.Actually I've got them all set to autocalculate, so these are all at in-game costs too.This brings up another question: what are the rules, exactly, for AI designing of units? I thought that the AI could upgrade offense/defense, but not change chassis, as they gained new tech. That is, new chassis have to be specified in alphax.txt. Similarly, Probe Teams, Colonies, and other nonoffense units have to be specified. But what about things like Deep Radar? Is the AI capable of adding that at the same time that it upgrades offense/defense?
#UNITS48Colony Pod, Infantry, Colony Pod, Scout, 8, 3, 0, None, -1, 00000000000000000000001000Formers, Infantry, Formers, Scout, 9, 2, 0, None, -1, 00000000000000000000001000Scout Patrol, Infantry, Gun, Scout, 3, 1, 0, None, -1, 00000000000000000000001000Transport Foil, Foil, Transport, Scout, 7, 0, 0, DocFlex, -1, 00000000000000000000000000*Sea Formers, Foil, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000000000Crawler, Infantry, Supply, Scout, 10, 0, 0, IndAuto, -1, 00000000000000000000000000Probe Team, Speeder, Probe Team, Scout, 11, 3, 0, PlaNets, -1, 00000000000000000000001000Alien Artifact, Infantry, Artifact, Psi, 12,10, 0, Disable, -1, 00000001000000000000000000Mind Worms, Infantry, Psi, Psi, 1, 5, 0, CentEmp, 3, 00000000000000000000001000Isle of the Deep, Foil, Psi, Psi, 7, 8, 4, CentMed, -1, 00000000000000000000000000Locusts of Chiron, Gravship, Psi, Psi, 4,10, 0, CentGen, -1, 00000000000000000000100000Unity Rover, Speeder, Gun, Scout, 3, 0, 0, Disable, -1, 00000000000000000000001000Unity Scout Chopper, Copter, Gun, Scout, 4, 0, 0, Disable, -1, 00000000000000000000100000Submarine Transport, Foil, Transport, Scout, 7, 0, 0, Disable, -1, 00000000000000000001000000Sealurk, Cruiser, Psi, Psi, 6, 6, 0, CentPsi, 4, 00100000000000000001000000Spore Launcher, Infantry, Psi, Psi, 0, 5, 0, Bioadap, 5, 00000000001000000000000000Battle Ogre MK1, Infantry, R-Laser, 3-Res, 0,10, 0, Disable, 6, 00010000000000000000000000Battle Ogre MK2, Infantry, R-Bolt, 8-Res, 0,15, 0, Disable, 6, 10010000000000000000000000Scud Missile, Missile, Conventional, Scout, 0, 4, 0, Viral, -1, 01000000100000000000000000000Fungal Tower, Gravship, Psi, Psi, 0, 0, 0, Disable, 1, 00000000001000000100000000Unity Mining Laser, Infantry, Laser, Scout, 0, 0, 0, Disable, -1, 00000000000000000000001000Sub Escape Pod, Foil, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00100000000000000001000000Unity Submersible, Foil, Laser, Scout, -1, 0, 0, Disable, -1, 00100000000000000001000000Cruiser Probe Ship Mk1, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000Cruiser Probe Sub Mk2, Cruiser, Probe Team, Psi, 11, 4, 0, MindMac, -1, 00000000000000000000001100Probe Bug, Hovertank,Probe Team, Photon, 11, 4, 0, DocSec, -1, 00000100000000000000001000Attack Carrier Mk1, Cruiser, Missile, 3-Res, 6, 4, 2, DocAir, -1, 00000100000000000010100000Attack Carrier Mk2, Cruiser, Shard, 8-Res, 6, 4, 4, Space, -1, 00100000100010000000010100000Seawolf Mk1, Cruiser, Gatling, 3-Res, 6, 4, 0, Super, -1, 00100000100000000000001000000Seawolf Mk2, Cruiser, R-Bolt, 8-Res, 6, 4, 0, SentRes, -1, 00100000100010000000001100000Fighter Escort Mk1, Needlejet,R-Laser, 3-Res, 1, 4, 0, DocAir, -1, 00000100000000000000100000Fighter Escort Mk2, Needlejet,R-Bolt, 8-Res, 1, 4, 0, SentRes, -1, 00000100010000000000100000Speeder CP, Speeder, Colony Pod, Scout, 8, 0, 0, Disable, -1, 00000000000000000000000000Hovertank CP, Hovertank,Colony Pod, Psi, 8, 4, 0, MindMac, -1, 00000000000000000000001000Synth Police, Infantry, Gun, Synthmetal, 2, 2, 0, Integ, -1, 00010000001000000000000000Probability Police, Infantry, Laser, Probability,2, 4, 0, ProbMec, -1, 00010000011000000100100000Marine Raider, Infantry, Impact, Synthmetal, 1, 3, 0, Chaos, -1, 00000000000000000000001000Empath Rover, Speeder, Impact, Scout, 1, 3, 0, Chaos, -1, 00000000000000100000001000Attack Gravship Mk1, Gravship, Chaos, Silksteel, 0, 5, 0, Magnets, -1, 00000100010000000000000000Attack Gravship Mk2, Gravship, Shard, 8-Res, 0, 5, 0, Space, -1, 01000100010000000000000000Drop Commando Mk1, Infantry, Chaos, Silksteel, 0, 5, 0, Magnets, -1, 01000100010000000100011000Drop Commando Mk2, Infantry, Shard, 8-Res, 0, 5, 0, Space, -1, 01000100010000000100011000Supply Sub, Foil, Supply, Scout, 10, 0, 0, Super, -1, 00000000100000000001000000Submarine Former, Foil, Formers, Scout, 9, 4, 0, Super, -1, 00100000000000000001000000Hovertank Superformer, Hovertank,Formers, 8-Res, 9, 4, 0, EcoEng2, -1, 00000000010010000000001001SP-88, Speeder, Missile, 3-Res, 0, 3, 0, DocAir, -1, 00000000000000000000101000Speeder Formers, Speeder, Formers, Scout, 9, 0, 0, Disable, -1, 00000000000000000000001000James Bond, Speeder, Probe Team, Scout, 11, 1, 0, Algor, -1, 10000000000000000000000000000
Special ability flags for the unit. These are 26 binary signifiers (either 1 or 0). A 1 (one) indicates that the unit has a specific special ability. The Scout Patrol has no special abilities, hence all flags are set to 0 (zero). To add a special ability: Change the correct 0 to 1. Changing the first 0 to 1 adds the dissociative wave special ability; changing the fourth 0 to 1 adds the non-lethal methods special ability etc. (see Table 6, Normal). Note that there are only 26 binary flags, although there are 29 special abilities. To add the missing abilities to a unit simply add 3 more flags (3 zeroes) at the beginning of the line. The first 3 flags represent these missing abilities (1st flag is Algorithmic Enhancement, 2nd flag is Fuel Nanocells and 3rd flag is Marine Detachment. See Table 5, Extra), the last 26 flags represent the normal/default 26 abilities.
Petek, if I'm reading things correctly, it seems the Cruiser Probe Sub lacks 3 zeroes at the end. Also do Nerve Gas Pods do anything for a probe unit (see Probe Bug)?
Yes, something's not right. I don't build these units, so never noticed a problem. I'll try to find where Darsnan discussed his changes. Thanks for pointing this out.
Heh, actually the game would read this correctly, assuming it's alphax.txt instead of alpha.txt. The three missing zeroes would be on the right end, and omitting them is just fine. In fact you could shave two more zeroes off and still get the same units.That said, I find it's always easiest just to use 29 digits every single time.