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July 8th, 2003, 01:54 AM
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Sergeant
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Join Date: Jul 2003
Location: New Zealand
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Re: Alpha Centauri Mod Discussion Thread
Try this in the SETTINGS DATA FILE to set number of computer players.
Set maximum number of computer players One lower than maximum number of races in mod.
e.g ten races in mod maximum number of computer player nine.
Maximum Computer Player High Setting := 9
It seemed to work no weird results. 
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July 8th, 2003, 09:57 AM
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Colonel
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Join Date: Jul 2001
Location: Calgary, AB, Canada
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Re: Alpha Centauri Mod Discussion Thread
hmm... images shouldnt be a problem.
As for tech tree - you do realize normal races can research Progenitor techs in SMACX do you? (which annoys me at the least). Perharps it could be a ruin tech?
pre-made ships, thats right...
for Nautilus (hate those guys and their ships...) - have you seen the Space Pirates ships? 
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July 8th, 2003, 10:04 AM
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Shrapnel Fanatic
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Re: Alpha Centauri Mod Discussion Thread
TNZ, you will not notice the weird results until you look at the AI empires and see that they are not acting like the correct race.
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July 8th, 2003, 10:06 AM
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Colonel
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Re: Alpha Centauri Mod Discussion Thread
Progenitor techs are very well explained in SMACX as they're pretty simple - there are the energy fields existing everywhere (bio-energetic fields, as they're usually called) and the Progenitors are simply able to manipulate these fields to make physical affects.
At least thats how i see it.
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July 8th, 2003, 04:36 PM
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Sergeant
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Re: Alpha Centauri Mod Discussion Thread
Thanks Fyron, for pointing out the 20 races glitch. Perhaps we can have some of the usual suspects from SEIV fill out the more exotic habitat niches (EEE, for example). The image mod sounds good, too. The less work we have to do, the more likely we are to actually finish this mod.
Taera - You're right that the humans could research some of the Progenitor tech in SMAC, but that doesn't mean we have to do it in our mod. I think we can be creative around the theme, rather than stay strictly within the confines of SMAC. I thought it would be more fun (and realistic?) if the Progenitors had their own tree. That way they would be very different from the other factions in play style. Perhaps a few of their techs could be in the ruins as well - that would be a nice mirror to the ruins on Planet. But, if you feel strongly that we should have one tree with all the techs in it, I can be convinced to do it that way. 
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July 8th, 2003, 07:15 PM
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Colonel
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Re: Alpha Centauri Mod Discussion Thread
no i dont feel like it, actually i dont like the fact you can research it in SMACX  mirror-techs would be very nice. What i mean is progenitor techs put into ruins. But what about progenitors themselves then?
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July 8th, 2003, 07:45 PM
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Sergeant
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Re: Alpha Centauri Mod Discussion Thread
Yes, I think it would be fun to have one or two of the low level Progenitor techs in ruins for the humans to discover.
As far as the Progenitors themselves, they should have their own facilities and weapons in their tech tree. Some of them we can take directly from SMAC (the Manifolds, Borehole Cluster, Resonance Laser,and Resonance Armor), but we'll need to create much of this ourselves (shields, sensors, resource gathering, research, etc.). Again, I don't think this tree needs to be incredibly intricate, just different (and well balanced with the others).
The other thing I was thinking about was a separate tree for Psionics. Or should we leave it in the main shared tree? If it were a separate racial tech, the Cult, Gaians, and Progenitors would have access, and the others would not (although we might put some generic defense against Psionics - like the empath song - in the shared tree). I'm not sure about this idea. What do you think?
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