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##current patch files/ALL/OP_2000_XP/SMAC_XP2000_readme.txt
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@ -0,0 +1,27 @@
|
||||
Sid Meier's Alpha Centauri
|
||||
Windows XP/2000 Compatibility Update
|
||||
August, 2002
|
||||
|
||||
************************************************************
|
||||
** Notes
|
||||
************************************************************
|
||||
|
||||
-- This patch will attempt to locate your installation of
|
||||
Sid Meier's Alpha Centauri, and defaults to that location, if found.
|
||||
If the patch cannot locate Alpha Centauri, it will default to
|
||||
C:\Program Files\Firaxis Games\Sid Meier's Alpha Centauri.
|
||||
|
||||
In this situation, you should ensure the patch installs to the
|
||||
directory that you have installed Alpha Centauri into.
|
||||
|
||||
|
||||
-- This patch is a Windows 2000/XP compatibility update, to allow
|
||||
users of Windows 2000 or XP to run Alpha Centauri. It is not required
|
||||
for users of Windows 95, 98, or ME. However, users with these
|
||||
operating systems may will need to install this patch if they wish to
|
||||
play multiplayer games with other players who have installed this patch.
|
||||
|
||||
|
||||
-- There is a known issue with sounds skipping on Windows ME machines. This
|
||||
should not affect the game stability.
|
||||
|
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|
||||
Monotype is a trademark of Monotype Typography Limited registered in
|
||||
U.S. Patent and Trademark Office and certain other jurisdictions.
|
||||
|
||||
Arial is a trademark of The Monotype Corporation registered in U.S.
|
||||
Patent and Trademark Office and certain other jurisdictions.
|
||||
---------------------------------------------------------------------
|
||||
SID MEIER'S ALPHA CENTAURI PLANETARY PACK
|
||||
(c) 1999-2000 Electronic Arts. All rights reserved.
|
||||
|
||||
README.TXT
|
||||
1/29/00
|
||||
|
||||
-----------------------------------------------
|
||||
CONTENTS OF README.TXT:
|
||||
-----------------------------------------------
|
||||
1. CHANGES IN ALIEN CROSSFIRE VERSION 2.0
|
||||
Fixes
|
||||
|
||||
2. CHANGES IN ALIEN CROSSFIRE VERSION 1.0
|
||||
Additions\Enhancements
|
||||
Fixes
|
||||
|
||||
3. CHANGES IN ALPHA CENTAURI VERSION 3.0
|
||||
Additions\Enhancements
|
||||
Fixes
|
||||
|
||||
4. CHANGES IN ALPHA CENTAURI VERSION 2.0
|
||||
Additions\Enhancements
|
||||
Fixes
|
||||
|
||||
5. UNINSTALL INFO
|
||||
|
||||
6. SINGLE PLAYER
|
||||
Improving Performance
|
||||
New features
|
||||
Complete Install
|
||||
Gamma Correction
|
||||
Windows NT
|
||||
CPU overclocking
|
||||
Movie Performance
|
||||
Additional Tweaks
|
||||
Troubleshooting
|
||||
|
||||
7. MULTIPLAYER
|
||||
New Features
|
||||
Non-Simultaneous Multiplayer
|
||||
Restarting Multiplayer
|
||||
Voice over data Troubleshooting
|
||||
Voice link tips
|
||||
Known problems
|
||||
Troubleshooting
|
||||
Scenarios
|
||||
|
||||
8. ACKNOWLEDGEMENTS
|
||||
|
||||
-----------------------------------------------
|
||||
-----------------------------------------------
|
||||
CHANGES IN ALIEN CROSSFIRE VERSION 2.0
|
||||
-----------------------------------------------
|
||||
|
||||
FIXES:
|
||||
|
||||
· You can now airdrop units into your own bases.
|
||||
· The correct voiceovers for Alien Crossfire base facilities now play the
|
||||
first time you build them.
|
||||
· Pirates can no longer capture units that are defending a base.
|
||||
· Alien probe teams now use the correct art.
|
||||
· The Cyborg faction now correctly has the Technology Steal ability.
|
||||
· It is now possible to rescue a captured faction leader.
|
||||
· Base facilities no longer cost less than they should at Thinker and
|
||||
Transcend difficulty levels.
|
||||
· In some instances a Golden Age would not produce a population boom. It now
|
||||
does.
|
||||
· AXStart.exe will now switch to a resolution it supports.
|
||||
· The Sid and Brian factions can now be loaded in the Faction Editor.
|
||||
· Occasionally refugees from a captured base would appear at coordinates
|
||||
0,0. This is fixed.
|
||||
· The Maritime Control Center now grants a defensive bonus against naval
|
||||
units for player controlled factions.
|
||||
· Psi Artillery combat strength is now calculated correctly.
|
||||
· Some special abilities were not reflected correctly in automatically
|
||||
designed units.
|
||||
· The Right-click menu's version of airdrop now correctly uses movement
|
||||
points.
|
||||
· You can no longer have a pact brother support one of your factions units.
|
||||
· The 'Aliens capture your base' interlude now correctly displays, even if
|
||||
the base captured was obliterated.
|
||||
· All satellites can now be added to the build queue, even if currently in
|
||||
production.
|
||||
· Miscellaneous text fixes.
|
||||
· Base population no longer 'rolls over' when it reaches 127.
|
||||
· Native artillery units no longer get a 'hasty' penalty when attacking.
|
||||
· Drone revolts no longer can select aliens as new masters.
|
||||
· The Faction Editor now correctly updates bonuses on the Faction page.
|
||||
· The Faction Editor now correctly loads free units and free abilities.
|
||||
· The Faction Editor now correctly saves bonus technologies.
|
||||
· The Drone faction now correctly includes the Base Revolt ability of 75%
|
||||
· During a random game, if an Alien faction is selected, and there is
|
||||
another random slot, there will be two Alien factions in the game.
|
||||
|
||||
-----------------------------------------------
|
||||
CHANGES IN ALIEN CROSSFIRE VERSION 1.0
|
||||
-----------------------------------------------
|
||||
|
||||
UNDOCUMENTED ADDITIONS:
|
||||
|
||||
· Sea Borders: coastal bases now extend borders into the sea for all squares
|
||||
adjacent to the base. Nearby water bases do not affect these borders.
|
||||
· Detonating a fungal missile may now trigger native life forms from dormant
|
||||
spores. The higher the reactor level, the greater the number of spores.
|
||||
· Fungal Towers receive a 50% bonus when attacked, due to their ability to
|
||||
co-ordinate and direct native life forms in the vicinity.
|
||||
· A Progenitor faction controlling the Manifold Nexus receives +1 Research
|
||||
in addition to +1 Planet.
|
||||
· The Manifold Usurpers have a -1 Planet due to their intent to subvert the
|
||||
Transcendence process.
|
||||
· The Cybernetic Consciousness may steal technology when capturing a base,
|
||||
regardless of the rules preference set at the beginning.
|
||||
· The Data Angels now get any technology discovered by three other factions
|
||||
with whom they have an infiltrator.
|
||||
· Any units adjacent to a mind controlled base fall under the control of the
|
||||
probe teams faction.
|
||||
· The Dissociative Wave now works on offense.
|
||||
· The manual states that an alien may be in a submission pact and not affect
|
||||
a diplomatic victory; this is not true. For a human faction to win a
|
||||
diplomatic victory, both alien factions must be completely eliminated from
|
||||
the game, regardless of their Pact status.
|
||||
|
||||
NOTE: Alien Crossfire now contains all the additions/enhancements
|
||||
and fixes to Alpha Centauri 1.0 that were contained in the
|
||||
downloadable updates, V2.0 through 4.0.
|
||||
|
||||
ADDITIONS\ENHANCEMENTS:
|
||||
|
||||
· Check out the new landmark: the Manifold Nexus, a ruined remnant of an
|
||||
extensive alien complex with a mysterious relationship to the Planet itself.
|
||||
The faction possessing the Nexus inside its territory enjoys an improved
|
||||
relationship with Planet (+1 on the Social Engineering scale).
|
||||
· You can now see AI player's social engineering settings.
|
||||
· Wheelmouse support implemented for most listboxes and when picking
|
||||
production choices.
|
||||
|
||||
FIXES:
|
||||
|
||||
· Singularity reactors now have 40 HP, so they are balanced in psi combat.
|
||||
· The AI no longer can use missiles beyond their designated range.
|
||||
· You can no longer use long-range fire via right-click when out of range of
|
||||
the target.
|
||||
· Automated formers no longer build bunkers prior to having the required
|
||||
technology.
|
||||
· The Self-Aware Colony now correctly halves maintenance.
|
||||
· The Space Elevator now correctly doubles mineral production when building
|
||||
satellites.
|
||||
· Units should no longer switch their home bases automatically.
|
||||
· The game no longer locks up when all players choose factions in a MP
|
||||
scenario that aren't present and END OF TURN is selected.
|
||||
· Airdropped transports no longer leave cargo behind.
|
||||
· You can no longer switch the AI's governor settings from the F4 screen.
|
||||
· If you zoom to a base from the F4 Base Operations screen, when you return
|
||||
to the F4 screen you can now use the PgUp and PgDn hotkeys to scroll the
|
||||
window.
|
||||
· Loading a map in the scenario editor after generating one now updates the
|
||||
minimap.
|
||||
|
||||
-----------------------------------------------
|
||||
CHANGES IN ALPHA CENTAURI VERSION 3.0
|
||||
-----------------------------------------------
|
||||
|
||||
The v3.0 update to Sid Meier's Alpha Centauri includes several additions and
|
||||
enhancements, largely in response to customer feedback, as well as a more
|
||||
small fixes. A complete list of v3.0 changes is included below.
|
||||
|
||||
ADDITIONS\ENHANCEMENTS:
|
||||
|
||||
· Added a new landmark, the Borehole Cluster.
|
||||
· Overall game performance improved due to continuing code optimization.
|
||||
· Added your total Council votes to the bottom of the Comm menu.
|
||||
· Adjusted armor costs for air units.
|
||||
· Adjusted global warming algorithm to make "ecological death spiral" less
|
||||
likely. Added ALPHA.TXT controls for global warming.
|
||||
· ALPHA.TXT controls for maximum damage inflicted by artillery.
|
||||
· One of the cycling info displays now shows # of council votes.
|
||||
· New council proposals shown on datalinks for technologies which enable
|
||||
them.
|
||||
· Ctrl+Shift+W toggles fog-of-war preference.
|
||||
· Alpha Centauri.INI option to force preferences not to be reset whenever
|
||||
players start a new game at lowest difficulty level.
|
||||
"DontResetBeginnerPrefs=1"
|
||||
· A few new ALPHA.TXT options related to time limits & atrocities.
|
||||
· You can set "DisableOpeningMovie=1" to the alpha centauri.ini file to only
|
||||
disable the opening movie.
|
||||
· Added a right-click menu to base production screen so you can obsolete
|
||||
units, etc.
|
||||
· AI: The autodesigner no longer puts loads of armor on sea terraformers &
|
||||
sea colony pods.
|
||||
· AI: The Autodesigner will now put Deep Radar on artillery units.
|
||||
· AI: Governors won't build Genejack Factories or Punishment Spheres.
|
||||
· AI: Tweaked diplomatic AI to better understand certain situations and
|
||||
tricks. Among other things, AI will be more aware of situations where one of
|
||||
the parties has a significant advantage in weapons technology.
|
||||
· AI: Tweaked military AI to build somewhat less artillery.
|
||||
· AI: Improved AI understanding of global warming & solar shades.
|
||||
|
||||
FIXES:
|
||||
|
||||
· Planetary Governor now have packet sniffer access to all factions.
|
||||
· Dead factions no longer prevent a Planetary Governor veto.
|
||||
· "O" w/ supply crawlers now let you add to production.
|
||||
· The menu option for Automate Mag-Tubes now un-greys.
|
||||
· Square detail readout is now always correct.
|
||||
· Rovers can no longer retreat from combat onto a unity pod.
|
||||
· You no longer get "unable to allocate draw buffer" error message when
|
||||
dragging a technician onto the map in the base screen.
|
||||
· You can no longer start building two boreholes next to each other.
|
||||
· You can no longer enter 0< numbers in the custom map size.
|
||||
· Transcendent Thought breakthroughs no longer continuously loop.
|
||||
· Scroll bars for the "Give City" menu.
|
||||
· You now can't blame eliminated factions with probe team actions.
|
||||
· The Current Production at a base is now the top slot of the queue.
|
||||
· Randomizing a faction's social agenda now changes the faction profile
|
||||
information.
|
||||
· Single click on radio buttons preference now works
|
||||
· Units no longer can teleport off north edge of screen.
|
||||
· Using certain missiles no longer cause periodic hangs.
|
||||
· Planet busters now destroy sensor arrays.
|
||||
· New methods of sorting the F4 base screen based on resources, population,
|
||||
etc.
|
||||
· You can now frame other factions for your own probe team actions.
|
||||
· Isle of the Deep can no longer destroy a pressure dome in a sea base.
|
||||
· Specialty cursors (go to, patrol, etc) now have correct hot spots.
|
||||
· Accelerated start no longer causes some bases to be partially drawn on 1st
|
||||
turn.
|
||||
· A foil is no longer visible during the landing sequence if the player
|
||||
starts with one.
|
||||
· You can no longer regenerate unity pods by keeping a air unit overhead.
|
||||
· You can no longer upgrade Locusts of Chiron to Psi Choppers.
|
||||
· Moved "Pressure Dome" to top of base facilities display for easy
|
||||
identification.
|
||||
· Multiple orbital improvements can now be inserted into the build queue.
|
||||
· CTRL-F4 and CTRL-SHIFT-F4 now work (show credits and show version)
|
||||
· Cornering the global energy market now displays the correct year.
|
||||
· The AI no longer can add special abilities missiles.
|
||||
· The AI no longer can add AAA to transports.
|
||||
· Air units now will always execute a goto command.
|
||||
· Removed the message telling you to use "Ctrl+Shift+U" to upgrade units.
|
||||
· Sea units will no longer be transferred to land bases.
|
||||
· Mixing "police units" with "non-police" units no longer gives extra police
|
||||
protection.
|
||||
· Planet busters used by the computer player are now restricted by range.
|
||||
· Auto roads and mag-tubes now work better.
|
||||
· Version checking for multiplayer games that an NT machine hosts now works
|
||||
correctly.
|
||||
· Planes relocated by end of Pact no longer run out of fuel for no reason on
|
||||
the next turn.
|
||||
· The first time you open the save window, clicking on the folder icon for
|
||||
the up directory no longer saves the game.
|
||||
|
||||
-----------------------------------------------
|
||||
CHANGES IN ALPHA CENTAURI VERSION 2.0
|
||||
-----------------------------------------------
|
||||
|
||||
The v2.0 Update to Sid Meier's Alpha Centauri includes several new features
|
||||
to enhance the Alpha Centauri gameplay experience as well as a host of small
|
||||
fixes. Most notably, v2.0 includes Hotseat and Play-by-email multiplayer
|
||||
modes. A complete list of v2.0 changes is included below.
|
||||
|
||||
ADDITIONS:
|
||||
|
||||
· HOTSEAT multiplayer mode is now available!
|
||||
· Play-by-email multiplayer mode is now available!
|
||||
· To start a hotseat game, select Multiplayer from the main menu and then
|
||||
Hotseat/PBEM. After setting up Planet, select a faction for each of the
|
||||
human players. Each player has an opportunity to select a password on their
|
||||
first turn to provide a level of privacy. Leave the field blank to bypass
|
||||
this feature. When a player ends their turn, a prompt will appear for the
|
||||
next player. If playing Hotseat, the next player should take over here. If
|
||||
playing PBEM, select Save and Exit. The game automatically exits, at which
|
||||
point you should email the resulting save game to the next player (as
|
||||
indicated on the last on-screen prompt). Most features of the game are
|
||||
identical to non-simultaneous multiplayer games. A notable difference
|
||||
however is Diplomacy, which can now takes place over several turns. After
|
||||
contacting another player, make your selections and hit End Transmission.
|
||||
When the other player's turn begins, the diplomacy window will appear with
|
||||
your proposal. Negotiations can take place over any number of turns.
|
||||
· You can now see the destination of a unit without selecting it. This
|
||||
option can be toggled under "Map" preferences.
|
||||
· You can now disable probe team "steal technology in the RULES section of
|
||||
ALPHA.TXT.
|
||||
· You can now release mind worms into wild using the "Turn Over Unit
|
||||
Control" option on the Action Menu.
|
||||
· You can now customize the map size when generating a random planet.
|
||||
· Probe teams are now "unflagged", meaning you cannot easily tell who
|
||||
controls the team.
|
||||
· Atrocities have been rebalanced to avoid abuse: (a) 12+ atrocities
|
||||
(depends on difficulty level) will cause all factions to declare vendetta
|
||||
(b) Nerve stapling becomes increasingly ineffective at particular bases the
|
||||
more you use it.
|
||||
· The Hive now has the "Immunity, EFFIC" ability; Hive never receives
|
||||
negative EFFICIENCY penalties.
|
||||
· Password security for multiplayer games.
|
||||
· Hardware 3D positional and EAX support added - Note: this can be disabled
|
||||
in alpha centauri.ini by entering ds3d=0 or eax=0. This also provides
|
||||
overall better performance and memory usage.
|
||||
|
||||
ENHANCEMENTS:
|
||||
|
||||
· You can now set waypoints for patrols using the spacebar. Press "p" key
|
||||
as usual to start patrol, then click-and-drag mouse to first waypoint;
|
||||
while still holding mouse button, press SPACE to set waypoint; you can then
|
||||
drag line to next point, etc. When you reach final destination, release
|
||||
mouse button.
|
||||
· Datalinks now show cost/preq of Abilities and Terraforming
|
||||
· Combat report text is now larger in 1024x768 resolution
|
||||
· "People" icons are now smaller for cursor in base screen "drag and drop"
|
||||
· Design Workshop: dark blue letters on dark background are now more
|
||||
legible
|
||||
· You can no longer name/rename landmarks near other people's territory.
|
||||
· Pact Brothers no longer offer map in tech trade (already gives map for
|
||||
free)
|
||||
· The world map now updates as new areas are explored, as opposed to
|
||||
waiting until the end of a turn.
|
||||
· Up to a 40% speed increase in TCP/IP performance.
|
||||
· Improved Caviar unit display performance.
|
||||
· Autoexploring AI with natives improved.
|
||||
· You can now automatically build roads to any square.
|
||||
· voice over data link now louder on receiving end.
|
||||
|
||||
FIXES:
|
||||
|
||||
· Map now correctly displays solar/mine/etc details at "standard zoom out"
|
||||
level.
|
||||
· Air Units are no longer influenced by travel rate of fungus and so forth.
|
||||
· Dragging air unit move: distance is now shown correctly
|
||||
· F4 screen "turns to go" now accounts for prototype cost
|
||||
· Clicking "end of turn" when a unit is active (but has already moved) no
|
||||
longer says, "all units have moved".
|
||||
· New unit changes are now correctly displayed when you go to Change Unit,
|
||||
then from there to unit design (where you Obsolete/Design/whatever) and
|
||||
then come back the change menu again.
|
||||
· When "continue with current/change to new/add to beginning of queue"
|
||||
warning is displayed after changing build command and if you pick "add to
|
||||
queue" it now adds the selected unit correctly (instead of always adding a
|
||||
Colony Pod).
|
||||
· Typo corrected when you hit the "Reset" button in Social Engineering
|
||||
· Squelch mode now prevents commlink requests as well as chats.
|
||||
· The host being killed in MP no longer prevents the remaining players
|
||||
from continuing.
|
||||
· Economic victory now functions correctly in MP.
|
||||
· Submitted AI factions no longer send probe teams against their
|
||||
captor.
|
||||
· Entering Social Engineering on first turn no longer strands the player.
|
||||
· Units magically teleporting to the north pole.
|
||||
· AI doesn't offer a human controlled faction's comm frequency to other
|
||||
human players in MP.
|
||||
· "15 secs to end of turn" doesn't print numerous times in MP.
|
||||
· The energy readout in the info window isn't double it's actual value in
|
||||
some instances.
|
||||
· On Citizen and Specialist Level you now get free minerals when starting
|
||||
a new base.
|
||||
· Time bonuses now charged to the correct player.
|
||||
· Hitting the END key in the Production Picker now adjusts the scroll bar.
|
||||
· Save MP games now preserves the Simultaneous Moves option.
|
||||
· The datalinks now displays the proper amount of nutrients produced by
|
||||
kelp farms.
|
||||
· Formers in Multiplayer can no longer be used to produce terrain
|
||||
enhancements in one turn.
|
||||
· Upgrading a unit under certain circumstances no longer creates free
|
||||
prototypes.
|
||||
· Attacking a mindworm on a Unity pod now explores that pod.
|
||||
· F4 screen's "turns to go" now accounts for prototype cost.
|
||||
· Drop-pod messages no longer broadcast to all players in MP.
|
||||
|
||||
|
||||
-----------------------------------------------
|
||||
UNINSTALL INFO
|
||||
-----------------------------------------------
|
||||
|
||||
To uninstall Sid Meier's Alpha Centauri planetary pack, choose Add/Remove
|
||||
Programs from the Windows Control Panel and select "Sid Meier's Planetary
|
||||
Pack".
|
||||
|
||||
-----------------------------------------------
|
||||
SINGLE PLAYER
|
||||
-----------------------------------------------
|
||||
|
||||
IMPROVING PERFORMANCE:
|
||||
|
||||
If you are experiencing performance problems, try some of the following
|
||||
tips:
|
||||
|
||||
* Included in the Alternative Art folder on the CD-ROM is a Low Res Caviar
|
||||
folder. Copy the contents of this folder to the directory you installed the
|
||||
game to. The default is c:\program files\firaxis games\sid meier's alpha
|
||||
centauri. These files reduce the detail in the units, but can improve
|
||||
performance.
|
||||
* Reduce your resolution to 800 x 600, rather than 1024 x 768. This can
|
||||
greatly improve all game performance.
|
||||
* Disable the sound using the Audio/Visual Preferences menu.
|
||||
* Disable map animations, sliding windows, and sliding scrollbars.
|
||||
* Enable the following preferences: Move Friendly Pieces Quickly, Fast
|
||||
Battle Resolution, Move Units with orders quickly, Don't Center On Units
|
||||
With Orders
|
||||
* Increase the amount of free hard drive space on the C: drive.
|
||||
* Increase the amount of RAM in your system.
|
||||
|
||||
NEW FEATURES:
|
||||
|
||||
* Right click on a Pact Brother from commlink menu to end a pact.
|
||||
|
||||
COMPLETE INSTALL:
|
||||
|
||||
This install copies the entire contents of the CD-Rom to the hard drive. It
|
||||
requires 360 megabytes of hard drive space.
|
||||
|
||||
GAMMA CORRECTION / "IF THE GRAPHICS SEEM TOO DARK":
|
||||
|
||||
We've added a Gamma Correction feature to allow the customer to adjust the
|
||||
brightness of the palette without adjusting their monitor. It is accessible
|
||||
from any of the preference menus. The default value is 1.0.
|
||||
|
||||
WINDOWS NT:
|
||||
|
||||
Almost all features of SMAC should work under Windows NT 4.0. You'll need to
|
||||
obtain NT Service Pack 3 or higher from Microsoft and install it, which
|
||||
includes DirectX 3 or higher support. Note: Sound support under NT currently
|
||||
requires us to use emulated drivers; this can in some cases produce poor
|
||||
sound results, including static and sound breaking up.
|
||||
|
||||
CPU OVERCLOCKING:
|
||||
|
||||
If you experience random crashes and you are overclocking your CPU
|
||||
(especially with AMD K-5 and K-6 processors), try returning your CPU speed
|
||||
to it's original setting.
|
||||
|
||||
MOVIE PERFORMANCE:
|
||||
|
||||
If your computer has problems playing some of the in-game movies, verify
|
||||
that you are not using any 16-bit real mode drivers for the CD-ROM drive.
|
||||
You can check this by opening the Control Panel and choosing the System
|
||||
settings. Under the Performance tab, there is a line for File System. This
|
||||
should read 32-bit. If it has anything else in that line, contact the
|
||||
manufacturer of your CD-ROM drive for updated Windows 95/98 drivers. If you
|
||||
still experience problems playing movies, try adding 'DirectDraw=0' to the
|
||||
Alpha Centauri.ini file in the install directory.
|
||||
|
||||
ADDITIONAL TWEAKS:
|
||||
|
||||
Once the game is installed, a file is created called "Alpha Centauri.ini".
|
||||
This file contains various settings and preferences for the game, but can
|
||||
also be edited by the user. The following commands will allow you some
|
||||
control over the look of various parts of the game.
|
||||
|
||||
WindowsFileBox=1
|
||||
Settings this to 1 allows you to use the traditional Win95/98 file
|
||||
navigation dialog.
|
||||
|
||||
MainFontSize=16
|
||||
You can increase or decrease the size of the font used throughout the game.
|
||||
|
||||
DirectDraw=0
|
||||
Settings this to 0 disables DirectDraw. This disables the automatic window
|
||||
resolution resizing during program launch.
|
||||
|
||||
Video Mode=800 or Video Mode=1024
|
||||
This forces the screen resolution to either of these two sizes.
|
||||
|
||||
8BitMovieSound=1
|
||||
This forces the sound quality to 8-bit from the original 16-bit. If your
|
||||
sound card has DirectX compatibility issues, this may improve movie
|
||||
performance.
|
||||
|
||||
ForceOldVoxelAlgorithm=1
|
||||
If the game crashes intermittently, try adding this line.
|
||||
|
||||
TROUBLESHOOTING - If your computer has problems playing the game (crashes,
|
||||
returning to desktop, etc.), please try the following:
|
||||
|
||||
1. Reinstall DirectX 7. This can be found on the CD in the \DIRECTX7
|
||||
folder.
|
||||
|
||||
2. Rename the SOUND.DLL to SOUND.DL_. While disabling the sound, it may
|
||||
correct your original problem.
|
||||
|
||||
3. If you receive the message "CPU Not Supported", and you have a non-Intel
|
||||
processor such as an AMD K-5, try to run the game anyway. Many AMD
|
||||
processors show up as a 486 in verification tests, but if your machine is
|
||||
'Pentium Compatible', it shouldn't be a problem.
|
||||
|
||||
4. Increase amount of free hard drive space on the C: drive, especially if
|
||||
you have 16 or 32 megs of memory. Defragmenting this drive will also often
|
||||
increase the amount of space available for Windows to use as Virtual Memory.
|
||||
Also keep in mind that larger maps require more memory. Try a smaller map.
|
||||
|
||||
5. Let Windows handle your swap file size. This can be adjusted by running
|
||||
the System Control Panel, selecting the Performance menu tab, then the
|
||||
Virtual Memory button, and selecting "Let Windows manage my virtual memory
|
||||
settings".
|
||||
|
||||
6. Update the Windows 95/98 drivers for your Video card, Sound card, and
|
||||
Monitor.
|
||||
|
||||
7. When running the game you return directly to the desktop, you may not
|
||||
have your monitor setup correctly. Try to manually set your desktop to one
|
||||
of the resolutions the game supports (1024x768x8bit (256 colors) or
|
||||
800x600x8bit). If you cannot manually set the resolution, you will need to
|
||||
contact your computer's manufacturer for details on how to do so.
|
||||
|
||||
8. If you are using an TNT2 based video card (Hercules TNT2, Diamond Viper
|
||||
v770, etc.) try setting your hardware acceleration to 0 in the system
|
||||
control panel.
|
||||
|
||||
9. If the game's volume has changed since installing Alien Crossfire, try
|
||||
setting those values in the audio/visual preferences.
|
||||
|
||||
10. Some Plextor CD-Rom drives have been reported to cause movies to stutter
|
||||
when played off the CD. Contact Plextor for a BIOS upgrade which solves this
|
||||
problem.
|
||||
|
||||
11. If you're experiencing crashes in the sound.dll, perhaps your sound card
|
||||
is having difficulty supporting the Alien Crossfire's 3D Audio. Try setting
|
||||
the EAX and DS3D entries in the 'alpha centauri.ini' file to 0.
|
||||
|
||||
12. Any 'Unable to allocate draw-buffer' errors most likely relate to
|
||||
DirectX not being installed. Try reinstalling DirectX 7 from the \DIRECTX7
|
||||
folder on the Alien Crossfire CD.
|
||||
|
||||
-----------------------------------------------
|
||||
MULTIPLAYER
|
||||
-----------------------------------------------
|
||||
|
||||
NOTE: Encrypted MP saved game files from Alpha Centauri won't work
|
||||
with Alien Crossfire.
|
||||
|
||||
NEW FEATURES:
|
||||
|
||||
* Change symbol next to faction name in 'commlink' menu to 'null' (zero with
|
||||
a slash through it) by clicking on it to ignore all messages from a player.
|
||||
|
||||
NON-SIMULTANEOUS MULTIPLAYER:
|
||||
|
||||
A feature we added is non-simultaneous movement in multiplayer games.
|
||||
Benefits of this mode include significantly less packet transmission (to
|
||||
improve performance), the ability to execute diplomacy without your turn
|
||||
clock running out, and the luxury to fine tune your bases while other
|
||||
players complete their moves. Disable the Simultaneous Move option on the
|
||||
Multiplayer Setup screen to use this feature. The game plays essentially
|
||||
the same as the simultaneous move game, except when other players are making
|
||||
their moves, you maintain control. Except for actually moving units, you can
|
||||
access any base, any report screen, initiate or participate in diplomacy,
|
||||
and many other actions.
|
||||
|
||||
RESTARTING MULTIPLAYER SAVES:
|
||||
|
||||
Alpha Centauri and Alien Crossfire both support the saving of multiplayer
|
||||
games in order to play later. Have the host of the game save as in a solo
|
||||
game. In order to restart, have that player host the game. On the main
|
||||
Multiplayer Setup screen, under Type of Game, select load. Load that save,
|
||||
have the other players select their factions and begin play.
|
||||
|
||||
VOICE OVER DATA TROUBLESHOOTING:
|
||||
|
||||
One of the features of Alpha Centauri is the ability to use a microphone
|
||||
connected to your sound card for real-time voice communication during
|
||||
multiplay games. Below are some troubleshooting techniques you may try if
|
||||
you're experiencing difficulty using this feature.
|
||||
|
||||
VOICE LINK TIPS:
|
||||
|
||||
1. Before attempting to use the voice link feature in Alpha Centauri we
|
||||
recommend testing the recording functionality of your sound card with the
|
||||
Sound Recorder the comes with Win '98 / '95. If you can get that working
|
||||
then the voice link will most likely work.
|
||||
|
||||
2. Keep in mind this feature is designed to work using as little bandwidth
|
||||
as possible so quality will be marginal. However you should be able to
|
||||
understand the person who is talking. If not, try experimenting with
|
||||
microphone volume , mic placement, and speech volume. It may not be pretty
|
||||
but it sure beats typing messages.
|
||||
|
||||
3. If you're unfamiliar with the Windows record settings here is how to
|
||||
access them: First open up the "advanced mixer" by double clicking on the
|
||||
volume control icon located on the Windows task bar (looks like a speaker).
|
||||
If this icon is not present you need to enable it by opening the control
|
||||
panel, multimedia properties and checking the "show volume control on
|
||||
taskbar" checkbox. By having the volume control on the taskbar you can
|
||||
adjust the settings while you're in the game.
|
||||
Once the "advanced volume control" is showing - it looks like a mixer with a
|
||||
number of sliders - look for a microphone slider. If you don't see it pull
|
||||
down the options menu, look for a microphone check box and check it and hit
|
||||
ok. This will add a microphone slider to your playback volume control. Make
|
||||
sure that slider is muted, this will prevent feedback. Now pull down the
|
||||
options menu and select recording and hit OK. From there you can adjust your
|
||||
volume. Once again if you don't see the microphone slider for the record
|
||||
volume control pull down the options and check the microphone check box.
|
||||
|
||||
4. Many sound cards come with a mic boost feature. While in the record mixer
|
||||
pull down the menu and select "Advanced." Look at the mic slider. If
|
||||
there's an "Advanced" button, hit it and look for a mic boost check box.
|
||||
Experiment with it to get the best sound.
|
||||
|
||||
5. Use the voice link like a walkie-talkie. Press down and hold the '\' key,
|
||||
talk and when finished let it up. Only talk in turns because the system is
|
||||
half-duplex (It can't transmit and receive at the same time). Avoid using
|
||||
it during the upkeep phase in multiplayer since during that time it's
|
||||
possible to let up on the key and not stop the recording. You know it's
|
||||
working when the games sounds stop. If the games sounds don't return after
|
||||
letting up (during upkeep) then wait till upkeep is finished and press and
|
||||
let up on the key again - the sound should return.
|
||||
|
||||
KNOWN PROBLEMS:
|
||||
|
||||
1. During the upkeep phase in multiplayer recording may get stuck causing
|
||||
game sounds to stop. just press the '\' key till the sound returns.
|
||||
|
||||
2. General poor sound quality of voice over data.
|
||||
|
||||
3. We decided to leave game sounds on during voice link reception and
|
||||
incoming messages can sometimes get garbled with voice stuff in the game.
|
||||
|
||||
TROUBLESHOOTING:
|
||||
|
||||
1. Some users may experience problems when playing Alpha Centauri using
|
||||
America Online (AOL) as their connection to the internet. Please consult the
|
||||
web page (www.firaxis.com) for updated information concerning this issue.
|
||||
|
||||
2. Modem TCP/IP games with more than 2 players may degrade game performance
|
||||
on some networks. We will keep updated information on TCP/IP game
|
||||
performance on our web page.
|
||||
|
||||
SCENARIOS:
|
||||
|
||||
There are a number of pre-generated scenarios provided with the game in the
|
||||
'\scenarios' directory.
|
||||
|
||||
*The first three, labeled "1Explore", "2Build", and "3Conquer", are
|
||||
tutorials designed to get beginners up and running with the game. *The
|
||||
"Faction v Faction" folder contains three scenarios pitting a faction
|
||||
against its archenemy; these may be played as single-player or multiplayer
|
||||
scenarios.
|
||||
|
||||
*The three folders beginning with "MP..." are designed as balanced
|
||||
multiplayer scenarios with defined goals and short time limits. Try them out
|
||||
for a shorter, sharp, fun multiplayer experience!
|
||||
|
||||
*The last scenario, "SP--7 PlayerA" puts the factions arrayed around a
|
||||
central continent in a struggle for territory.
|
||||
|
||||
Enjoy,
|
||||
|
||||
The Firaxis Games Team
|
||||
|
||||
-----------------------------------------------
|
||||
ACKNOWLEDGEMENTS
|
||||
-----------------------------------------------
|
||||
|
||||
I had a conversation some months back with Jason Coleman, Firaxis' Senior
|
||||
Programmer, where he talked about the overwhelming importance of an entire
|
||||
team's contribution to a game. At the time I agreed with him, but I only
|
||||
fully realized what he meant once we were deep into Alien Crossfire. I had
|
||||
an amazing experience working with everyone on this project, and it also
|
||||
brought home how fortunate we are to have the kind of collaborative,
|
||||
friendly, and open team environment here at Firaxis.
|
||||
|
||||
The lead programmer and lynchpin of the whole Crossfire effort, Chris Pine,
|
||||
was the newest addition to the Firaxis programming team. Chris was full of
|
||||
exceptional talent and promise, but there was some question as to whether we
|
||||
had overextended ourselves (and him) by throwing him headlong into Brian's
|
||||
code with little guidance and with his only professional experience
|
||||
consisting of Alpha Centauri's report screens. Chris's schedule required him
|
||||
to complete tasks at twice the estimated rate in order to have a prayer of
|
||||
making our September ship date. The first month I watched, amazed, as he not
|
||||
only met his goals, but exceeded them, allowing us to commit a team to the
|
||||
expansion with full confidence of success.
|
||||
|
||||
Throughout this process, Greg Foertsch and Jerome Atherholt anchored the art
|
||||
for all the additions: portraits, bases, icons, and all the other stuff
|
||||
needed to fit the expansion into the game. Over time, Greg's exceptional
|
||||
leadership and vision made him the natural choice as Art Lead on Alien
|
||||
Crossfire. In addition to his organizational duties and oversight of all
|
||||
things art, Greg lovingly crafted the new bases in the game. Greg also came
|
||||
up with a ton of great game ideas during the design phase, many of which
|
||||
were adopted wholesale for the final version. His partner in crime, Jerome
|
||||
Atherholt, conceived and designed all the faction leader portraits, with the
|
||||
same high quality and attention to detail he used on the original SMAC 7.
|
||||
Jerome also found time from his new duties as Firaxis Art Manager to handle
|
||||
many of the cool new map icons, including the Unity wreckage, the Spore
|
||||
Launchers, and the Battle Ogres. He showed astounding patience in the face
|
||||
of several 'group feedback sessions' on his initial designs, and the final
|
||||
portraits are a testament to his exceptional painting skills.
|
||||
|
||||
Much of Alien Crossfire's detail and play balance came courtesy of Doug
|
||||
Kaufman, a recent Firaxis hire but a 16-year game industry veteran. His
|
||||
sagacious advice, support, and encyclopedic knowledge of all things
|
||||
game-related proved invaluable, and Crossfire is a much richer product as a
|
||||
result. Doug was part of the original team on Alpha Centauri, as well as Sid
|
||||
Meier's Civilization II, Sid Meier's Colonization, and far too many other
|
||||
games to list here. Doug was instrumental in keeping the vision of Crossfire
|
||||
focused. Not only did he offer outstanding ideas, but he always had the
|
||||
wisdom to ask "What are we trying to accomplish with this feature?" And when
|
||||
I would wander into his office and say something like "Uh...do you mind
|
||||
rewriting all of script.txt to reflect an alien viewpoint," he was up for
|
||||
the challenge. When those thankless writing chores were done, he also
|
||||
hammered out the manual in record time.
|
||||
|
||||
Several other Firaxians made their mark felt on Crossfire by lending their
|
||||
art skills in between other projects. Rising art star Brent Alleyne came up
|
||||
with the great alien character design, and then implemented it in 3D. He
|
||||
also worked out quite a few of the animations and other necessary art, and
|
||||
has been one of the fastest learners I've worked with. Rarely has a new hire
|
||||
fit so well into an existing team as Brent. Mike Bazzell, animator of the
|
||||
units in the original Alpha Centauri, graciously lent many of his evenings
|
||||
and weekends to the new unit components. And when Brent's final alien design
|
||||
was just too darn cool to keep the human 'look and feel' of the original
|
||||
units, Mike uncomplainingly went about redesigning most of the old chassis
|
||||
and modules. And last, but certainly not least, Steven Chao upheld the
|
||||
glorious Firaxis intern tradition of producing outstanding work over the
|
||||
summer, and was rewarded with a permanent staff position. Steve undertook
|
||||
all the new icons in the game, handled many interface chores, and designed
|
||||
the alien scout ships seen in the opening.
|
||||
|
||||
Jeff Morris, our office champion of just about every game he tries, designed
|
||||
and programmed the faction editor. After mastering the intricacies of the
|
||||
JACKAL library, Jeff also co-ordinated our testing effort with the skill and
|
||||
experience of his five years in the game industry. As if those tasks weren't
|
||||
enough, he also handled quite a bit of miscellaneous programming, including
|
||||
the install and autorun, managed all disc duplication and distribution, and
|
||||
kept our internal network running. He also kept track of our beta test team,
|
||||
who provided some of the most valuable feedback of the whole process.
|
||||
|
||||
On the multimedia front, Producer Michael Ely, longtime friend and sounding
|
||||
board, once again directed all the new movies and voiceovers in the game
|
||||
with his cinematic eye and ear. Mike is an outstanding example of an
|
||||
industry renaissance man, providing not only the movies, but also backstory,
|
||||
blurbs, plot advice, and suggestions for avoiding cliché. He also penned the
|
||||
new chapters in the web story seen at www.aliencrossfire.com. Somehow he
|
||||
wedged all this in between his leadership duties on Sid Meier's Antietam and
|
||||
the new, top-secret Sid project.
|
||||
|
||||
Dave Evans, the best all-around sound man in the industry, designed and
|
||||
programmed all the sounds you hear in Crossfire, along with the ambient
|
||||
music, movie effects, game sounds, and voice processing. Dave squeezed all
|
||||
this in on a very tight schedule, even taking time to tutor me in the finer
|
||||
points of field recording prior to a couple of Moxy Fròvous shows. Also
|
||||
handling music chores for the movies was Jeff Briggs, our ever-versatile
|
||||
CEO, President, and composer.
|
||||
|
||||
Last but not least on the development side were a pair of lifesavers: Brian
|
||||
Reynolds and Senior Programmer Jason Coleman. Brian, of course, created the
|
||||
original Alpha Centauri world and consented to let us play with it for a
|
||||
while. Then, when time was at a premium, he stopped work on his OTHER
|
||||
project to add in all the new missiles, the alien victory condition, and
|
||||
some spruced-up AI. Jason helped out on several multiplayer and
|
||||
library-related issues, also taking time away from his other projects. Many
|
||||
thanks to both for their time and effort!
|
||||
|
||||
On the Electronic Arts side, we had outstanding support from the marketing,
|
||||
production, and QA departments. Producer Hunter Smith kept us on the
|
||||
semblance of a schedule, while Jonathan Harris and Chris Plummer whipped a
|
||||
marketing program into shape. These three individuals possess an exceptional
|
||||
grasp of games and the marketplace, and we were very lucky to be able to
|
||||
work with them. Translations were headed up by two veterans from Alpha
|
||||
Centauri, Christina Vollmer and Jean-Luc Chabrier. This pair stands head and
|
||||
shoulders above all other translation teams I've ever worked with, for their
|
||||
professionalism, commitment to quality, and technical aptitude. David
|
||||
McCormick did an excellent job as QA Lead, ferreting out quite a few bugs
|
||||
that were in the original product. He made the often arduous process of
|
||||
playtesting from 3000 miles away go as smoothly as I could have imagined.
|
||||
And of course we owe a huge debt to Bing Gordon, EA co-founder, Firaxis
|
||||
booster, and Alpha Centauri fan, for his suggestions and support throughout
|
||||
the entire design process.
|
||||
|
||||
Several other people at Firaxis supported or contributed directly to this
|
||||
expansion, including Susan Meier, Master of Miscellaneous, Lindsay Riehl,
|
||||
Director of Marketing and PR, Jennifer Bass, Director of Finance, Dan
|
||||
Magaha, Webmaster, and Stephen Lee, web intern. And of course, to Sid Meier,
|
||||
for teaching all of us how to make these god games in the first place!
|
||||
|
||||
In short, Alien Crossfire is a proud reflection of each team member's unique
|
||||
talents and perspectives. Thanks to all of them for their time, creativity,
|
||||
and good-natured personalities. By now this is a cliché for the gaming
|
||||
industry, but I sincerely hope you have as much fun playing the game as we
|
||||
had making it!
|
||||
|
||||
Tim Train
|
||||
Hunt Valley, MD
|
||||
August 25, 1999
|
BIN
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##current patch files/ALL/OP_SMACX_20/axstart.exe
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##current patch files/ALL/OP_SMACX_20/facedit.exe
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##current patch files/ALL/OP_SMACX_20/hof_6_1.pcx
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##current patch files/ALL/OP_SMACX_20/monicons.pcx
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##current patch files/ALL/OP_SMACX_20/newicons.pcx
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##current patch files/ALL/OP_SMACX_20/ogre_sm.pcx
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724
##current patch files/ALL/OP_SMACX_20/readme_smacx.txt
Normal file
724
##current patch files/ALL/OP_SMACX_20/readme_smacx.txt
Normal file
@ -0,0 +1,724 @@
|
||||
|
||||
---------------------------------------------------------------------
|
||||
SID MEIER'S ALIEN CROSSFIRE
|
||||
V2.0
|
||||
README.TXT
|
||||
12/13/99
|
||||
|
||||
CHANGES IN ALIEN CROSSFIRE VERSION 2.0
|
||||
|
||||
FIXES
|
||||
|
||||
· You can now airdrop units into your own bases.
|
||||
· The correct voiceovers for Alien Crossfire base facilities now play the
|
||||
first time you build them.
|
||||
· Pirates can no longer capture units that are defending a base.
|
||||
· Alien probe teams now use the correct art.
|
||||
· The Cyborg faction now correctly has the Technology Steal ability.
|
||||
· It is now possible to rescue a captured faction leader.
|
||||
· Base facilities no longer cost less than they should at Thinker and
|
||||
Transcend difficulty levels.
|
||||
· In some instances a Golden Age would not produce a population boom. It now
|
||||
does.
|
||||
· AXStart.exe will now switch to a resolution it supports.
|
||||
· The Sid and Brian factions can now be loaded in the Faction Editor.
|
||||
· Occasionally refugees from a captured base would appear at coordinates
|
||||
0,0. This is fixed.
|
||||
· The Maritime Control Center now grants a defensive bonus against naval
|
||||
units for player controlled factions.
|
||||
· Psi Artillery combat strength is now calculated correctly.
|
||||
· Some special abilities were not reflected correctly in automatically
|
||||
designed units.
|
||||
· The Right-click menu's version of airdrop now correctly uses movement
|
||||
points.
|
||||
· You can no longer have a pact brother support one of your factions units.
|
||||
· The 'Aliens capture your base' interlude now correctly displays, even if
|
||||
the base captured was obliterated.
|
||||
· All satellites can now be added to the build queue, even if currently in
|
||||
production.
|
||||
· Miscellaneous text fixes.
|
||||
· Base population no longer 'rolls over' when it reaches 127.
|
||||
· Native artillery units no longer get a 'hasty' penalty when attacking.
|
||||
· Drone revolts no longer can select aliens as new masters.
|
||||
· The Faction Editor now correctly updates bonuses on the Faction page.
|
||||
· The Faction Editor now correctly loads free units and free abilities.
|
||||
· The Faction Editor now correctly saves bonus technologies.
|
||||
· The Drone faction now correctly includes the Base Revolt ability of 75%
|
||||
· During a random game, if an Alien faction is selected, and there is
|
||||
another random slot, there will be two Alien factions in the game.
|
||||
|
||||
ALIEN CROSSFIRE VERSION 1.0
|
||||
|
||||
Undocumented Additions:
|
||||
|
||||
*Sea Borders: coastal bases now extend borders into the sea for all squares
|
||||
adjacent to the base. Nearby water bases do not affect these borders.
|
||||
*Detonating a fungal missile may now trigger native life forms from dormant
|
||||
spores. The higher the reactor level, the greater the number of spores.
|
||||
*Fungal Towers receive a 50% bonus when attacked, due to their ability to
|
||||
co-ordinate and direct native life forms in the vicinity.
|
||||
*A Progenitor faction controlling the Manifold Nexus receives +1 Research in
|
||||
addition to +1 Planet.
|
||||
*The Manifold Usurpers have a -1 Planet due to their intent to subvert the
|
||||
Transcendence process.
|
||||
*The Cybernetic Consciousness may steal technology when capturing a base,
|
||||
regardless of the rules preference set at the beginning.
|
||||
*The Data Angels now get any technology discovered by three other factions
|
||||
with whom they have an infiltrator.
|
||||
*Any units adjacent to a mind controlled base fall under the control of the
|
||||
probe teams faction.
|
||||
*The Dissociative Wave now works on offense.
|
||||
*The manual states that an alien may be in a submission pact and not affect
|
||||
a diplomatic victory; this is not true. For a human faction to win a
|
||||
diplomatic victory, both alien factions must be completely eliminated from
|
||||
the game, regardless of their Pact status.
|
||||
|
||||
NOTE: Alien Crossfire now contains all the additions/enhancements and fixes
|
||||
to Alpha Centauri 1.0 that were contained in the downloadable updates, V2.0
|
||||
through 4.0.
|
||||
|
||||
-----------------------------------------------
|
||||
|
||||
ADDITIONS\ENHANCEMENTS
|
||||
· Check out the new landmark: the Manifold Nexus, a ruined remnant of an
|
||||
extensive alien complex with a mysterious relationship to the Planet itself.
|
||||
The faction possessing the Nexus inside its territory enjoys an improved
|
||||
relationship with Planet (+1 on the Social Engineering scale).
|
||||
· You can now see AI player's social engineering settings.
|
||||
· Wheelmouse support implemented for most listboxes and when picking
|
||||
production choices.
|
||||
|
||||
FIXES
|
||||
· Singularity reactors now have 40 HP, so they are balanced in psi combat.
|
||||
· The AI no longer can use missiles beyond their designated range.
|
||||
· You can no longer use long-range fire via right-click when out of range of
|
||||
the target.
|
||||
· Automated formers no longer build bunkers prior to having the required
|
||||
technology.
|
||||
· The Self-Aware Colony now correctly halves maintenance.
|
||||
· The Space Elevator now correctly doubles mineral production when building
|
||||
satellites.
|
||||
· Units should no longer switch their home bases automatically.
|
||||
· The game no longer locks up when all players choose factions in a MP
|
||||
scenario that aren't present and END OF TURN is selected.
|
||||
· Airdropped transports no longer leave cargo behind.
|
||||
· You can no longer switch the AI's governor settings from the F4 screen.
|
||||
· If you zoom to a base from the F4 Base Operations screen, when you return
|
||||
to the F4 screen you can now use the PgUp and PgDn hotkeys to scroll the
|
||||
window.
|
||||
· Loading a map in the scenario editor after generating one now updates the
|
||||
minimap.
|
||||
|
||||
CHANGES IN ALPHA CENTAURI VERSION 3.0
|
||||
|
||||
-----------------------------------------------
|
||||
|
||||
The v3.0 update to Sid Meier's Alpha Centauri includes several additions and
|
||||
enhancements, largely in response to customer feedback, as well as a more
|
||||
small fixes. A complete list of v3.0 changes is included below.
|
||||
|
||||
ADDITIONS\ENHANCEMENTS
|
||||
· Added a new landmark, the Borehole Cluster.
|
||||
· Overall game performance improved due to continuing code optimization.
|
||||
· Added your total Council votes to the bottom of the Comm menu.
|
||||
· Adjusted armor costs for air units.
|
||||
· Adjusted global warming algorithm to make "ecological death spiral" less
|
||||
likely. Added ALPHA.TXT controls for global warming.
|
||||
· ALPHA.TXT controls for maximum damage inflicted by artillery.
|
||||
· One of the cycling info displays now shows # of council votes.
|
||||
· New council proposals shown on datalinks for technologies which enable
|
||||
them.
|
||||
· Ctrl+Shift+W toggles fog-of-war preference.
|
||||
· Alpha Centauri.INI option to force preferences not to be reset whenever
|
||||
players start a new game at lowest difficulty level.
|
||||
"DontResetBeginnerPrefs=1"
|
||||
· A few new ALPHA.TXT options related to time limits & atrocities.
|
||||
· You can set "DisableOpeningMovie=1" to the alpha centauri.ini file to only
|
||||
disable the opening movie.
|
||||
· Added a right-click menu to base production screen so you can obsolete
|
||||
units, etc.
|
||||
· AI: The autodesigner no longer puts loads of armor on sea terraformers &
|
||||
sea colony pods.
|
||||
· AI: The Autodesigner will now put Deep Radar on artillery units.
|
||||
· AI: Governors won't build Genejack Factories or Punishment Spheres.
|
||||
· AI: Tweaked diplomatic AI to better understand certain situations and
|
||||
tricks. Among other things, AI will be more aware of situations where one of
|
||||
the parties has a significant advantage in weapons technology.
|
||||
· AI: Tweaked military AI to build somewhat less artillery.
|
||||
· AI: Improved AI understanding of global warming & solar shades.
|
||||
|
||||
FIXES
|
||||
· Planetary Governor now have packet sniffer access to all factions.
|
||||
· Dead factions no longer prevent a Planetary Governor veto.
|
||||
· "O" w/ supply crawlers now let you add to production.
|
||||
· The menu option for Automate Mag-Tubes now un-greys.
|
||||
· Square detail readout is now always correct.
|
||||
· Rovers can no longer retreat from combat onto a unity pod.
|
||||
· You no longer get "unable to allocate draw buffer" error message when
|
||||
dragging a technician onto the map in the base screen.
|
||||
· You can no longer start building two boreholes next to each other.
|
||||
· You can no longer enter 0< numbers in the custom map size.
|
||||
· Transcendent Thought breakthroughs no longer continuously loop.
|
||||
· Scroll bars for the "Give City" menu.
|
||||
· You now can't blame eliminated factions with probe team actions.
|
||||
· The Current Production at a base is now the top slot of the queue.
|
||||
· Randomizing a faction's social agenda now changes the faction profile
|
||||
information.
|
||||
· Single click on radio buttons preference now works
|
||||
· Units no longer can teleport off north edge of screen.
|
||||
· Using certain missiles no longer cause periodic hangs.
|
||||
· Planet busters now destroy sensor arrays.
|
||||
· New methods of sorting the F4 base screen based on resources, population,
|
||||
etc.
|
||||
· You can now frame other factions for your own probe team actions.
|
||||
· Isle of the Deep can no longer destroy a pressure dome in a sea base.
|
||||
· Specialty cursors (go to, patrol, etc) now have correct hot spots.
|
||||
· Accelerated start no longer causes some bases to be partially drawn on 1st
|
||||
turn.
|
||||
· A foil is no longer visible during the landing sequence if the player
|
||||
starts with one.
|
||||
· You can no longer regenerate unity pods by keeping a air unit overhead.
|
||||
· You can no longer upgrade Locusts of Chiron to Psi Choppers.
|
||||
· Moved "Pressure Dome" to top of base facilities display for easy
|
||||
identification.
|
||||
· Multiple orbital improvements can now be inserted into the build queue.
|
||||
· CTRL-F4 and CTRL-SHIFT-F4 now work (show credits and show version)
|
||||
· Cornering the global energy market now displays the correct year.
|
||||
· The AI no longer can add special abilities missiles.
|
||||
· The AI no longer can add AAA to transports.
|
||||
· Air units now will always execute a goto command.
|
||||
· Removed the message telling you to use "Ctrl+Shift+U" to upgrade units.
|
||||
· Sea units will no longer be transferred to land bases.
|
||||
· Mixing "police units" with "non-police" units no longer gives extra police
|
||||
protection.
|
||||
· Planet busters used by the computer player are now restricted by range.
|
||||
· Auto roads and mag-tubes now work better.
|
||||
· Version checking for multiplayer games that an NT machine hosts now works
|
||||
correctly.
|
||||
· Planes relocated by end of Pact no longer run out of fuel for no reason on
|
||||
the next turn.
|
||||
· The first time you open the save window, clicking on the folder icon for
|
||||
the up directory no longer saves the game.
|
||||
|
||||
CHANGES IN ALPHA CENTAURI VERSION 2.0
|
||||
|
||||
-----------------------------------------------
|
||||
|
||||
The v2.0 Update to Sid Meier's Alpha Centauri includes several new features
|
||||
to enhance the Alpha Centauri gameplay experience as well as a host of small
|
||||
fixes. Most notably, v2.0 includes Hotseat and Play-by-email multiplayer
|
||||
modes. A complete list of v2.0 changes is included below.
|
||||
|
||||
ADDITIONS
|
||||
* HOTSEAT multiplayer mode is now available!
|
||||
* Play-by-email multiplayer mode is now available!
|
||||
* To start a hotseat game, select Multiplayer from the main menu and
|
||||
then Hotseat/PBEM. After setting up Planet, select a faction for each of the
|
||||
human players. Each player has an opportunity to select a password on their
|
||||
first turn to provide a level of privacy. Leave the field blank to bypass
|
||||
this feature. When a player ends their turn, a prompt will appear for the
|
||||
next player. If playing Hotseat, the next player should take over here. If
|
||||
playing PBEM, select Save and Exit. The game automatically exits, at which
|
||||
point you should email the resulting save game to the next player (as
|
||||
indicated on the last on-screen prompt). Most features of the game are
|
||||
identical to non-simultaneous multiplayer games. A notable difference
|
||||
however is Diplomacy, which can now takes place over several turns. After
|
||||
contacting another player, make your selections and hit End Transmission.
|
||||
When the other player's turn begins, the diplomacy window will appear with
|
||||
your proposal. Negotiations can take place over any number of turns.
|
||||
* You can now see the destination of a unit without selecting it. This
|
||||
option can be toggled under "Map" preferences.
|
||||
* You can now disable probe team "steal technology in the RULES
|
||||
section of ALPHA.TXT.
|
||||
* You can now release mind worms into wild using the "Turn Over Unit
|
||||
Control" option on the Action Menu.
|
||||
* You can now customize the map size when generating a random planet.
|
||||
* Probe teams are now "unflagged", meaning you cannot easily tell who
|
||||
controls the team.
|
||||
* Atrocities have been rebalanced to avoid abuse: (a) 12+ atrocities
|
||||
(depends on difficulty level) will cause all factions to declare vendetta
|
||||
(b) Nerve stapling becomes increasingly ineffective at particular bases the
|
||||
more you use it.
|
||||
* The Hive now has the "Immunity, EFFIC" ability; Hive never receives
|
||||
negative EFFICIENCY penalties.
|
||||
* Password security for multiplayer games.
|
||||
* Hardware 3D positional and EAX support added - Note: this can be
|
||||
disabled in alpha centauri.ini by entering ds3d=0 or eax=0. This also
|
||||
provides overall better performance and memory usage.
|
||||
|
||||
ENHANCEMENTS
|
||||
* You can now set waypoints for patrols using the spacebar. Press "p"
|
||||
key as usual to start patrol, then click-and-drag mouse to first waypoint;
|
||||
while still holding mouse button, press SPACE to set waypoint; you can then
|
||||
drag line to next point, etc. When you reach final destination, release
|
||||
mouse button.
|
||||
* Datalinks now show cost/preq of Abilities and Terraforming
|
||||
* Combat report text is now larger in 1024x768 resolution
|
||||
* "People" icons are now smaller for cursor in base screen "drag and
|
||||
drop"
|
||||
* Design Workshop: dark blue letters on dark background are now more
|
||||
legible
|
||||
* You can no longer name/rename landmarks near other people's
|
||||
territory.
|
||||
* Pact Brothers no longer offer map in tech trade (already gives map
|
||||
for free)
|
||||
* The world map now updates as new areas are explored, as opposed to
|
||||
waiting until the end of a turn.
|
||||
* Up to a 40% speed increase in TCP/IP performance.
|
||||
* Improved Caviar unit display performance.
|
||||
* Autoexploring AI with natives improved.
|
||||
* You can now automatically build roads to any square.
|
||||
* voice over data link now louder on receiving end.
|
||||
|
||||
FIXES
|
||||
* Map now correctly displays solar/mine/etc details at "standard zoom
|
||||
out" level.
|
||||
* Air Units are no longer influenced by travel rate of fungus and so
|
||||
forth.
|
||||
* Dragging air unit move: distance is now shown correctly
|
||||
* F4 screen "turns to go" now accounts for prototype cost
|
||||
* Clicking "end of turn" when a unit is active (but has already moved)
|
||||
no longer says, "all units have moved".
|
||||
* New unit changes are now correctly displayed when you go to Change
|
||||
Unit, then from there to unit design (where you Obsolete/Design/whatever)
|
||||
and then come back the change menu again.
|
||||
* When "continue with current/change to new/add to beginning of queue"
|
||||
warning is displayed after changing build command and if you pick "add to
|
||||
queue" it now adds the selected unit correctly (instead of always adding a
|
||||
Colony Pod).
|
||||
* Typo corrected when you hit the "Reset" button in Social Engineering
|
||||
* Squelch mode now prevents commlink requests as well as chats.
|
||||
* The host being killed in MP no longer prevents the remaining players
|
||||
from continuing.
|
||||
* Economic victory now functions correctly in MP.
|
||||
* Submitted AI factions no longer send probe teams against their
|
||||
captor.
|
||||
* Entering Social Engineering on first turn no longer strands the
|
||||
player.
|
||||
* Units magically teleporting to the north pole.
|
||||
* AI doesn't offer a human controlled faction's comm frequency to
|
||||
other human players in MP.
|
||||
* "15 secs to end of turn" doesn't print numerous times in MP.
|
||||
* The energy readout in the info window isn't double it's actual value
|
||||
in some instances.
|
||||
* On Citizen and Specialist Level you now get free minerals when
|
||||
starting a new base.
|
||||
* Time bonuses now charged to the correct player.
|
||||
* Hitting the END key in the Production Picker now adjusts the scroll
|
||||
bar.
|
||||
* Save MP games now preserves the Simultaneous Moves option.
|
||||
* The datalinks now displays the proper amount of nutrients produced
|
||||
by kelp farms.
|
||||
* Formers in Multiplayer can no longer be used to produce terrain
|
||||
enhancements in one turn.
|
||||
* Upgrading a unit under certain circumstances no longer creates free
|
||||
prototypes.
|
||||
* Attacking a mindworm on a Unity pod now explores that pod.
|
||||
* F4 screen's "turns to go" now accounts for prototype cost.
|
||||
* Drop-pod messages no longer broadcast to all players in MP.
|
||||
|
||||
SINGLE PLAYER
|
||||
|
||||
IMPROVING PERFORMANCE
|
||||
|
||||
If you are experiencing performance problems, try some of the following
|
||||
tips:
|
||||
|
||||
* Included in the Alternative Art folder on the CD-ROM is a Low Res Caviar
|
||||
folder. Copy the contents of this folder to the directory you installed the
|
||||
game to. The default is c:\program files\firaxis games\sid meier's alpha
|
||||
centauri. These files reduce the detail in the units, but can improve
|
||||
performance.
|
||||
* Reduce your resolution to 800 x 600, rather than 1024 x 768. This can
|
||||
greatly improve all game performance.
|
||||
* Disable the sound using the Audio/Visual Preferences menu.
|
||||
* Disable map animations, sliding windows, and sliding scrollbars.
|
||||
* Enable the following preferences: Move Friendly Pieces Quickly, Fast
|
||||
Battle Resolution, Move Units with orders quickly, Don't Center On Units
|
||||
With Orders
|
||||
* Increase the amount of free hard drive space on the C: drive.
|
||||
* Increase the amount of RAM in your system.
|
||||
|
||||
NEW FEATURES
|
||||
|
||||
* Right click on a Pact Brother from commlink menu to end a pact.
|
||||
|
||||
LAPTOP INSTALL
|
||||
|
||||
This install size copies the very minimum files to the hard that are
|
||||
required by the game to operate. It also alters the default game preferences
|
||||
to improve over performance.
|
||||
|
||||
COMPLETE INSTALL
|
||||
|
||||
This install copies the entire contents of the CD-Rom to the hard drive. It
|
||||
requires 360 megabytes of hard drive space.
|
||||
|
||||
GAMMA CORRECTION / "IF THE GRAPHICS SEEM TOO DARK"
|
||||
|
||||
We've added a Gamma Correction feature to allow the customer to adjust the
|
||||
brightness of the palette without adjusting their monitor. It is accessible
|
||||
from any of the preference menus. The default value is 1.0.
|
||||
|
||||
WINDOWS NT
|
||||
|
||||
Almost all features of SMAC should work under Windows NT 4.0. You'll need to
|
||||
obtain NT Service Pack 3 or higher from Microsoft and install it, which
|
||||
includes DirectX 3 or higher support. Note: Sound support under NT currently
|
||||
requires us to use emulated drivers; this can in some cases produce poor
|
||||
sound results, including static and sound breaking up.
|
||||
|
||||
CPU OVERCLOCKING
|
||||
|
||||
If you experience random crashes and you are overclocking your CPU
|
||||
(especially with AMD K-5 and K-6 processors), try returning your CPU speed
|
||||
to it's original setting.
|
||||
|
||||
MOVIE PERFORMANCE
|
||||
|
||||
If your computer has problems playing some of the in-game movies, verify
|
||||
that you are not using any 16-bit real mode drivers for the CD-ROM drive.
|
||||
You can check this by opening the Control Panel and choosing the System
|
||||
settings. Under the Performance tab, there is a line for File System. This
|
||||
should read 32-bit. If it has anything else in that line, contact the
|
||||
manufacturer of your CD-ROM drive for updated Windows 95/98 drivers. If you
|
||||
still experience problems playing movies, try adding 'DirectDraw=0' to the
|
||||
Alpha Centauri.ini file in the install directory.
|
||||
|
||||
ADDITIONAL TWEAKS
|
||||
|
||||
Once the game is installed, a file is created called "Alpha Centauri.ini".
|
||||
This file contains various settings and preferences for the game, but can
|
||||
also be edited by the user. The following commands will allow you some
|
||||
control over the look of various parts of the game.
|
||||
|
||||
WindowsFileBox=1
|
||||
Settings this to 1 allows you to use the traditional Win95/98 file
|
||||
navigation dialog.
|
||||
|
||||
MainFontSize=16
|
||||
You can increase or decrease the size of the font used throughout the game.
|
||||
|
||||
DirectDraw=0
|
||||
Settings this to 0 disables DirectDraw. This disables the automatic window
|
||||
resolution resizing during program launch.
|
||||
|
||||
Video Mode=800 or Video Mode=1024
|
||||
This forces the screen resolution to either of these two sizes.
|
||||
|
||||
8BitMovieSound=1
|
||||
This forces the sound quality to 8-bit from the original 16-bit. If your
|
||||
sound card has DirectX compatibility issues, this may improve movie
|
||||
performance.
|
||||
|
||||
ForceOldVoxelAlgorithm=1
|
||||
If the game crashes intermittently, try adding this line.
|
||||
|
||||
TROUBLESHOOTING - If your computer has problems playing the game (crashes,
|
||||
returning to desktop, etc.), please try the following:
|
||||
|
||||
1. Reinstall DirectX 6.1. This can be found on the CD in the \DIRECTX
|
||||
folder.
|
||||
|
||||
2. Rename the SOUND.DLL to SOUND.DL_. While disabling the sound, it may
|
||||
correct your original problem.
|
||||
|
||||
3. If you receive the message "CPU Not Supported", and you have a non-Intel
|
||||
processor such as an AMD K-5, try to run the game anyway. Many AMD
|
||||
processors show up as a 486 in verification tests, but if your machine is
|
||||
'Pentium Compatible', it shouldn't be a problem.
|
||||
|
||||
4. Increase amount of free hard drive space on the C: drive, especially if
|
||||
you have 16 or 32 megs of memory. Defragmenting this drive will also often
|
||||
increase the amount of space available for Windows to use as Virtual Memory.
|
||||
Also keep in mind that larger maps require more memory. Try a smaller map.
|
||||
|
||||
5. Let Windows handle your swap file size. This can be adjusted by running
|
||||
the System Control Panel, selecting the Performance menu tab, then the
|
||||
Virtual Memory button, and selecting "Let Windows manage my virtual memory
|
||||
settings".
|
||||
|
||||
6. Update the Windows 95/98 drivers for your Video card, Sound card, and
|
||||
Monitor.
|
||||
|
||||
7. When running the game you return directly to the desktop, you may not
|
||||
have your monitor setup correctly. Try to manually set your desktop to one
|
||||
of the resolutions the game supports (1024x768x8bit (256 colors) or
|
||||
800x600x8bit). If you cannot manually set the resolution, you will need to
|
||||
contact your computer's manufacturer for details on how to do so.
|
||||
|
||||
8. If you are using an TNT2 based video card (Hercules TNT2, Diamond Viper
|
||||
v770, etc.) try setting your hardware acceleration to 0 in the system
|
||||
control panel.
|
||||
|
||||
9. If the game's volume has changed since installing Alien Crossfire, try
|
||||
setting those values in the audio/visual preferences.
|
||||
|
||||
10. Some Plextor CD-Rom drives have been reported to cause movies to stutter
|
||||
when played off the CD. Contact Plextor for a BIOS upgrade which solves this
|
||||
problem.
|
||||
|
||||
11. If you're experiencing crashes in the sound.dll, perhaps your sound card
|
||||
is having difficulty supporting the Alien Crossfire's 3D Audio. Try setting
|
||||
the EAX and DS3D entries in the 'alpha centauri.ini' file to 0.
|
||||
|
||||
12. Any 'Unable to allocate draw-buffer' errors most likely relate to
|
||||
DirectX not being installed. Try reinstalling DirectX 6.1 from the \DIRECTX
|
||||
folder on the Alien Crossfire CD.
|
||||
|
||||
MULTIPLAYER
|
||||
|
||||
NOTE: Encrypted MP saved game files from Alpha Centauri won't work with
|
||||
Alien Crossfire.
|
||||
|
||||
New Features:
|
||||
|
||||
* Change symbol next to faction name in 'commlink' menu to 'null' (zero with
|
||||
a slash through it) by clicking on it to ignore all messages from a player.
|
||||
|
||||
NON-SIMULTANEOUS MULTIPLAYER:
|
||||
|
||||
A feature we added is non-simultaneous movement in multiplayer games.
|
||||
Benefits of this mode include significantly less packet transmission (to
|
||||
improve performance), the ability to execute diplomacy without your turn
|
||||
clock running out, and the luxury to fine tune your bases while other
|
||||
players complete their moves. Disable the Simultaneous Move option on the
|
||||
Multiplayer Setup screen to use this feature. The game plays essentially
|
||||
the same as the simultaneous move game, except when other players are making
|
||||
their moves, you maintain control. Except for actually moving units, you can
|
||||
access any base, any report screen, initiate or participate in diplomacy,
|
||||
and many other actions.
|
||||
|
||||
RESTARTING MULTIPLAYER SAVES:
|
||||
|
||||
Alpha Centauri and Alien Crossfire both support the saving of multiplayer
|
||||
games in order to play later. Have the host of the game save as in a solo
|
||||
game. In order to restart, have that player host the game. On the main
|
||||
Multiplayer Setup screen, under Type of Game, select load. Load that save,
|
||||
have the other players select their factions and begin play.
|
||||
|
||||
VOICE OVER DATA TROUBLESHOOTING:
|
||||
|
||||
One of the features of Alpha Centauri is the ability to use a microphone
|
||||
connected to your sound card for real-time voice communication during
|
||||
multiplay games. Below are some troubleshooting techniques you may try if
|
||||
you're experiencing difficulty using this feature.
|
||||
|
||||
VOICE LINK TIPS:
|
||||
|
||||
1. Before attempting to use the voice link feature in Alpha Centauri we
|
||||
recommend testing the recording functionality of your sound card with the
|
||||
Sound Recorder the comes with Win '98 / '95. If you can get that working
|
||||
then the voice link will most likely work.
|
||||
|
||||
2. Keep in mind this feature is designed to work using as little bandwidth
|
||||
as possible so quality will be marginal. However you should be able to
|
||||
understand the person who is talking. If not, try experimenting with
|
||||
microphone volume , mic placement, and speech volume. It may not be pretty
|
||||
but it sure beats typing messages.
|
||||
|
||||
3. If you're unfamiliar with the Windows record settings here is how to
|
||||
access them: First open up the "advanced mixer" by double clicking on the
|
||||
volume control icon located on the Windows task bar (looks like a speaker).
|
||||
If this icon is not present you need to enable it by opening the control
|
||||
panel, multimedia properties and checking the "show volume control on
|
||||
taskbar" checkbox. By having the volume control on the taskbar you can
|
||||
adjust the settings while you're in the game.
|
||||
Once the "advanced volume control" is showing - it looks like a mixer with a
|
||||
number of sliders - look for a microphone slider. If you don't see it pull
|
||||
down the options menu, look for a microphone check box and check it and hit
|
||||
ok. This will add a microphone slider to your playback volume control. Make
|
||||
sure that slider is muted, this will prevent feedback. Now pull down the
|
||||
options menu and select recording and hit OK. From there you can adjust your
|
||||
volume. Once again if you don't see the microphone slider for the record
|
||||
volume control pull down the options and check the microphone check box.
|
||||
|
||||
4. Many sound cards come with a mic boost feature. While in the record mixer
|
||||
pull down the menu and select "Advanced." Look at the mic slider. If
|
||||
there's an "Advanced" button, hit it and look for a mic boost check box.
|
||||
Experiment with it to get the best sound.
|
||||
|
||||
5. Use the voice link like a walkie-talkie. Press down and hold the '\' key,
|
||||
talk and when finished let it up. Only talk in turns because the system is
|
||||
half-duplex (It can't transmit and receive at the same time). Avoid using
|
||||
it during the upkeep phase in multiplayer since during that time it's
|
||||
possible to let up on the key and not stop the recording. You know it's
|
||||
working when the games sounds stop. If the games sounds don't return after
|
||||
letting up (during upkeep) then wait till upkeep is finished and press and
|
||||
let up on the key again - the sound should return.
|
||||
|
||||
KNOWN PROBLEMS:
|
||||
|
||||
1. During the upkeep phase in multiplayer recording may get stuck causing
|
||||
game sounds to stop. just press the '\' key till the sound returns.
|
||||
|
||||
2. General poor sound quality of voice over data.
|
||||
|
||||
3. We decided to leave game sounds on during voice link reception and
|
||||
incoming messages can sometimes get garbled with voice stuff in the game.
|
||||
|
||||
TROUBLESHOOTING:
|
||||
|
||||
1. Some users may experience problems when playing Alpha Centauri using
|
||||
America Online (AOL) as their connection to the internet. Please consult the
|
||||
web page (www.firaxis.com) for updated information concerning this issue.
|
||||
|
||||
2. Modem TCP/IP games with more than 2 players may degrade game performance
|
||||
on some networks. We will keep updated information on TCP/IP game
|
||||
performance on our web page.
|
||||
|
||||
SCENARIOS:
|
||||
|
||||
There are a number of pre-generated scenarios provided with the game in the
|
||||
'\scenarios' directory.
|
||||
|
||||
*The first three, labeled "1Explore", "2Build", and "3Conquer", are
|
||||
tutorials designed to get beginners up and running with the game. *The
|
||||
"Faction v Faction" folder contains three scenarios pitting a faction
|
||||
against its archenemy; these may be played as single-player or multiplayer
|
||||
scenarios.
|
||||
|
||||
*The three folders beginning with "MP..." are designed as balanced
|
||||
multiplayer scenarios with defined goals and short time limits. Try them out
|
||||
for a shorter, sharp, fun multiplayer experience!
|
||||
|
||||
*The last scenario, "SP--7 PlayerA" puts the factions arrayed around a
|
||||
central continent in a struggle for territory.
|
||||
|
||||
Enjoy,
|
||||
|
||||
The Firaxis Games Team
|
||||
|
||||
ACKNOWLEDGEMENTS
|
||||
|
||||
I had a conversation some months back with Jason Coleman, Firaxis' Senior
|
||||
Programmer, where he talked about the overwhelming importance of an entire
|
||||
team's contribution to a game. At the time I agreed with him, but I only
|
||||
fully realized what he meant once we were deep into Alien Crossfire. I had
|
||||
an amazing experience working with everyone on this project, and it also
|
||||
brought home how fortunate we are to have the kind of collaborative,
|
||||
friendly, and open team environment here at Firaxis.
|
||||
|
||||
The lead programmer and lynchpin of the whole Crossfire effort, Chris Pine,
|
||||
was the newest addition to the Firaxis programming team. Chris was full of
|
||||
exceptional talent and promise, but there was some question as to whether we
|
||||
had overextended ourselves (and him) by throwing him headlong into Brian's
|
||||
code with little guidance and with his only professional experience
|
||||
consisting of Alpha Centauri's report screens. Chris's schedule required him
|
||||
to complete tasks at twice the estimated rate in order to have a prayer of
|
||||
making our September ship date. The first month I watched, amazed, as he not
|
||||
only met his goals, but exceeded them, allowing us to commit a team to the
|
||||
expansion with full confidence of success.
|
||||
|
||||
Throughout this process, Greg Foertsch and Jerome Atherholt anchored the art
|
||||
for all the additions: portraits, bases, icons, and all the other stuff
|
||||
needed to fit the expansion into the game. Over time, Greg's exceptional
|
||||
leadership and vision made him the natural choice as Art Lead on Alien
|
||||
Crossfire. In addition to his organizational duties and oversight of all
|
||||
things art, Greg lovingly crafted the new bases in the game. Greg also came
|
||||
up with a ton of great game ideas during the design phase, many of which
|
||||
were adopted wholesale for the final version. His partner in crime, Jerome
|
||||
Atherholt, conceived and designed all the faction leader portraits, with the
|
||||
same high quality and attention to detail he used on the original SMAC 7.
|
||||
Jerome also found time from his new duties as Firaxis Art Manager to handle
|
||||
many of the cool new map icons, including the Unity wreckage, the Spore
|
||||
Launchers, and the Battle Ogres. He showed astounding patience in the face
|
||||
of several 'group feedback sessions' on his initial designs, and the final
|
||||
portraits are a testament to his exceptional painting skills.
|
||||
|
||||
Much of Alien Crossfire's detail and play balance came courtesy of Doug
|
||||
Kaufman, a recent Firaxis hire but a 16-year game industry veteran. His
|
||||
sagacious advice, support, and encyclopedic knowledge of all things
|
||||
game-related proved invaluable, and Crossfire is a much richer product as a
|
||||
result. Doug was part of the original team on Alpha Centauri, as well as Sid
|
||||
Meier's Civilization II, Sid Meier's Colonization, and far too many other
|
||||
games to list here. Doug was instrumental in keeping the vision of Crossfire
|
||||
focused. Not only did he offer outstanding ideas, but he always had the
|
||||
wisdom to ask "What are we trying to accomplish with this feature?" And when
|
||||
I would wander into his office and say something like "Uh...do you mind
|
||||
rewriting all of script.txt to reflect an alien viewpoint," he was up for
|
||||
the challenge. When those thankless writing chores were done, he also
|
||||
hammered out the manual in record time.
|
||||
|
||||
Several other Firaxians made their mark felt on Crossfire by lending their
|
||||
art skills in between other projects. Rising art star Brent Alleyne came up
|
||||
with the great alien character design, and then implemented it in 3D. He
|
||||
also worked out quite a few of the animations and other necessary art, and
|
||||
has been one of the fastest learners I've worked with. Rarely has a new hire
|
||||
fit so well into an existing team as Brent. Mike Bazzell, animator of the
|
||||
units in the original Alpha Centauri, graciously lent many of his evenings
|
||||
and weekends to the new unit components. And when Brent's final alien design
|
||||
was just too darn cool to keep the human 'look and feel' of the original
|
||||
units, Mike uncomplainingly went about redesigning most of the old chassis
|
||||
and modules. And last, but certainly not least, Steven Chao upheld the
|
||||
glorious Firaxis intern tradition of producing outstanding work over the
|
||||
summer, and was rewarded with a permanent staff position. Steve undertook
|
||||
all the new icons in the game, handled many interface chores, and designed
|
||||
the alien scout ships seen in the opening.
|
||||
|
||||
Jeff Morris, our office champion of just about every game he tries, designed
|
||||
and programmed the faction editor. After mastering the intricacies of the
|
||||
JACKAL library, Jeff also co-ordinated our testing effort with the skill and
|
||||
experience of his five years in the game industry. As if those tasks weren't
|
||||
enough, he also handled quite a bit of miscellaneous programming, including
|
||||
the install and autorun, managed all disc duplication and distribution, and
|
||||
kept our internal network running. He also kept track of our beta test team,
|
||||
who provided some of the most valuable feedback of the whole process.
|
||||
|
||||
On the multimedia front, Producer Michael Ely, longtime friend and sounding
|
||||
board, once again directed all the new movies and voiceovers in the game
|
||||
with his cinematic eye and ear. Mike is an outstanding example of an
|
||||
industry renaissance man, providing not only the movies, but also backstory,
|
||||
blurbs, plot advice, and suggestions for avoiding cliché. He also penned the
|
||||
new chapters in the web story seen at www.aliencrossfire.com. Somehow he
|
||||
wedged all this in between his leadership duties on Sid Meier's Antietam and
|
||||
the new, top-secret Sid project.
|
||||
|
||||
Dave Evans, the best all-around sound man in the industry, designed and
|
||||
programmed all the sounds you hear in Crossfire, along with the ambient
|
||||
music, movie effects, game sounds, and voice processing. Dave squeezed all
|
||||
this in on a very tight schedule, even taking time to tutor me in the finer
|
||||
points of field recording prior to a couple of Moxy Fròvous shows. Also
|
||||
handling music chores for the movies was Jeff Briggs, our ever-versatile
|
||||
CEO, President, and composer.
|
||||
|
||||
Last but not least on the development side were a pair of lifesavers: Brian
|
||||
Reynolds and Senior Programmer Jason Coleman. Brian, of course, created the
|
||||
original Alpha Centauri world and consented to let us play with it for a
|
||||
while. Then, when time was at a premium, he stopped work on his OTHER
|
||||
project to add in all the new missiles, the alien victory condition, and
|
||||
some spruced-up AI. Jason helped out on several multiplayer and
|
||||
library-related issues, also taking time away from his other projects. Many
|
||||
thanks to both for their time and effort!
|
||||
|
||||
On the Electronic Arts side, we had outstanding support from the marketing,
|
||||
production, and QA departments. Producer Hunter Smith kept us on the
|
||||
semblance of a schedule, while Jonathan Harris and Chris Plummer whipped a
|
||||
marketing program into shape. These three individuals possess an exceptional
|
||||
grasp of games and the marketplace, and we were very lucky to be able to
|
||||
work with them. Translations were headed up by two veterans from Alpha
|
||||
Centauri, Christina Vollmer and Jean-Luc Chabrier. This pair stands head and
|
||||
shoulders above all other translation teams I've ever worked with, for their
|
||||
professionalism, commitment to quality, and technical aptitude. David
|
||||
McCormick did an excellent job as QA Lead, ferreting out quite a few bugs
|
||||
that were in the original product. He made the often arduous process of
|
||||
playtesting from 3000 miles away go as smoothly as I could have imagined.
|
||||
And of course we owe a huge debt to Bing Gordon, EA co-founder, Firaxis
|
||||
booster, and Alpha Centauri fan, for his suggestions and support throughout
|
||||
the entire design process.
|
||||
|
||||
Several other people at Firaxis supported or contributed directly to this
|
||||
expansion, including Susan Meier, Master of Miscellaneous, Lindsay Riehl,
|
||||
Director of Marketing and PR, Jennifer Bass, Director of Finance, Dan
|
||||
Magaha, Webmaster, and Stephen Lee, web intern. And of course, to Sid Meier,
|
||||
for teaching all of us how to make these god games in the first place!
|
||||
|
||||
In short, Alien Crossfire is a proud reflection of each team member's unique
|
||||
talents and perspectives. Thanks to all of them for their time, creativity,
|
||||
and good-natured personalities. By now this is a cliché for the gaming
|
||||
industry, but I sincerely hope you have as much fun playing the game as we
|
||||
had making it!
|
||||
|
||||
Tim Train
|
||||
Hunt Valley, MD
|
||||
August 25, 1999
|
BIN
##current patch files/ALL/OP_SMACX_20/soundx.dll
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/soundx.dll
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/unitfound_sm.pcx
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BIN
##current patch files/ALL/OP_SMACX_20/unitfound_sm.pcx
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BIN
##current patch files/ALL/logo.pcx
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BIN
##current patch files/ALL/logo.pcx
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Binary file not shown.
BIN
##current patch files/ALL/netcr_sm.pcx
Normal file
BIN
##current patch files/ALL/netcr_sm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/rdminldp_sm.pcx
Normal file
BIN
##current patch files/ALL/rdminldp_sm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/terran.exe
Normal file
BIN
##current patch files/ALL/terran.exe
Normal file
Binary file not shown.
BIN
##current patch files/ALL/terranx.exe
Normal file
BIN
##current patch files/ALL/terranx.exe
Normal file
Binary file not shown.
BIN
##current patch files/ALL/wpn missile launcher.wav
Normal file
BIN
##current patch files/ALL/wpn missile launcher.wav
Normal file
Binary file not shown.
BIN
##current patch files/ALL/wpn singularity laser.wav
Normal file
BIN
##current patch files/ALL/wpn singularity laser.wav
Normal file
Binary file not shown.
1790
##current patch files/DE/blurbs.txt
Normal file
1790
##current patch files/DE/blurbs.txt
Normal file
File diff suppressed because it is too large
Load Diff
1870
##current patch files/DE/blurbsx.txt
Normal file
1870
##current patch files/DE/blurbsx.txt
Normal file
File diff suppressed because it is too large
Load Diff
666
##current patch files/DE/movlistx.txt
Normal file
666
##current patch files/DE/movlistx.txt
Normal file
@ -0,0 +1,666 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; Sid Meier's ALPHA CENTAURI
|
||||
;
|
||||
; Nachschlagedatei für Videos
|
||||
;
|
||||
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
#PROJECTS
|
||||
humanGenome, 0
|
||||
commandNexus, 1
|
||||
weatherParadigm, 2
|
||||
merchantExchange, 3
|
||||
empathGuild, 4
|
||||
citizensDefense, 5
|
||||
virtualWorld, 6
|
||||
planetaryTransit, 7
|
||||
xenoempathyDome, 8
|
||||
neuralAmplifier, 9
|
||||
maritimeControl, 10
|
||||
planetaryDatalinks, 11
|
||||
superCollider, 12
|
||||
asceticVirtues, 13
|
||||
longevityVaccine, 14
|
||||
hunterSeeker, 15
|
||||
pholusMutagen, 16
|
||||
cyborgFactory, 17
|
||||
theoryOfEverything, 18
|
||||
dreamTwister, 19
|
||||
universalTranslator, 20
|
||||
networkBackbone, 21
|
||||
nanofactory, 22
|
||||
livingRefinery, 23
|
||||
cloningVats, 24
|
||||
SelfAwareColony, 25
|
||||
clinical_Immortality, 26
|
||||
spaceElevator, 27
|
||||
singularityInductor, 28
|
||||
bulkMatter, 29
|
||||
telepathicMatrix, 30
|
||||
voiceOfPlanet, 31
|
||||
transcend, 32
|
||||
smacxmanifold, 33
|
||||
smacxnethack, 34
|
||||
smacxcloudbase, 35
|
||||
smacxgrid, 36
|
||||
theyTranscend, 37
|
||||
|
||||
|
||||
#HUMANGENOME
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 4000,
|
||||
|
||||
^^[Das Human-Genom-Projekt]
|
||||
^
|
||||
^
|
||||
^^Ein zusätzliches $LINK<Talent=37> auf jeder Basis.
|
||||
|
||||
|
||||
#COMMANDNEXUS
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Das Kommandozentrum]
|
||||
^
|
||||
^
|
||||
^^Zählt als $LINK<Kommandozentrum=100027> auf jeder Ihrer Basen.
|
||||
|
||||
#WEATHERPARADIGM
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 7000,
|
||||
|
||||
^^[Das Wetterparadigma]
|
||||
^
|
||||
^Erhöht die $LINK<Terraforming=90008>-Geschwindigkeit um 50% für alle
|
||||
Aufgaben außer für $LINK<Fungus entfernen=90010>. Ihre Former dürfen
|
||||
$LINK<Kondensatoren=90012> und $LINK<Bohrlöcher=90014> erstellen und
|
||||
können $LINK<Berge aufbauen=90016>/$LINK<einebnen=90017>, selbst wenn
|
||||
Sie die entsprechenden Technologien noch nicht entdeckt haben.
|
||||
|
||||
#MERCHANTEXCHANGE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Die Handelsbörse]
|
||||
^
|
||||
^
|
||||
^^$LINK<+1 Energie=43>-Einheit für jedes Feld auf dieser Basis.
|
||||
|
||||
|
||||
#EMPATHGUILD
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die Gilde der Empathen]
|
||||
^
|
||||
^Gestattet es Ihnen, jeden Anführer zu kontaktieren, und bringt Ihnen
|
||||
in jeder Gruppe einen Spion. Sie erhalten +50% Stimmen in Wahlen
|
||||
zum $LINK<Planeten-Gouverneur=28> und $LINK<Oberbefehlshaber=10005>.
|
||||
|
||||
|
||||
#CITIZENSDEFENSE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Die Bürgerwehr]
|
||||
^
|
||||
^
|
||||
^^Zählt auf jeder Basis als $LINK<Abwehrzone=100004>.
|
||||
|
||||
|
||||
#VIRTUALWORLD
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die virtuelle Welt]
|
||||
^
|
||||
^Neben ihrer normalen Wirkung zählen die $LINK<Netzwerkknoten=100008> auf
|
||||
jeder Ihrer Basen als $LINK<Holo-Theater=100011>: sie reduzieren die
|
||||
Anzahl der $LINK<Drohnen=36> um zwei und steigern
|
||||
$LINK<PSYCHO=38> der Basis um 50%.
|
||||
|
||||
|
||||
#PLANETARYTRANSIT
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Das Planeten-Verkehrssystem]
|
||||
^
|
||||
^Alle neue Basen, die Sie gründen, fangen mit einer Bevölkerung von 3 an.
|
||||
Eine $LINK<Drohne=36> weniger auf allen Basen mit einer Bevölkerung
|
||||
von 3 und weniger.
|
||||
|
||||
#XENOEMPATHYDOME
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die Xenoempathie-Dom]
|
||||
^
|
||||
^Alle $LINK<Xenofungus=14>-Felder werden wie $LINK<Straßen=90005> behandelt,
|
||||
und die Rate, in der Ihre $LINK<Former=30001> $LINK<Fungus anpflanzen=90011>
|
||||
und/oder $LINK<entfernen=90010> können, verdoppelt sich. Alle von Ihnen
|
||||
gezüchteten außerirdischen Lebensformen erhalten einen
|
||||
$LINK<Lebenszyklus=11>-Bonus von +1.
|
||||
|
||||
|
||||
#NEURALAMPLIFIER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Der Neural-Verstärker]
|
||||
^
|
||||
^
|
||||
^^+50% zur $LINK<PSI-Abwehr=15>.
|
||||
|
||||
#MARITIMECONTROL
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Das Meeres-Kontrollzentrum]
|
||||
^
|
||||
^Steigert die Bewegungsrate aller nicht-einheimischen Marine-Einheiten
|
||||
um zwei und zählt auf jeder Ihrer Basen als $LINK<Schiffswerft=100028>.
|
||||
|
||||
#PLANETARYDATALINKS
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Die Planeten-Datenübertragung]
|
||||
^
|
||||
^Sie entdecken automatisch jede $LINK<Technologie=140062>, die von drei
|
||||
beliebigen anderen $LINK<Gruppierungen=150001> entdeckt wurde.
|
||||
|
||||
|
||||
|
||||
#SUPERCOLLIDER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Das Synchrotron]
|
||||
^
|
||||
^
|
||||
^^Die Zahl der $LINK<Forschungsergebnisse=45> auf dieser Basis wird verdoppelt.
|
||||
|
||||
|
||||
|
||||
#ASCETICVIRTUES
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Die asketischen Tugenden]
|
||||
^
|
||||
^Steigert das Bevölkerungslimit auf Ihren Basen um zwei und erhöht die
|
||||
Toleranz Ihrer Gesellschaft gegenüber dem Einsatz von Polizei- und
|
||||
Militäreinheiten ($LINK<+1 POLIZEI=130005>).
|
||||
|
||||
|
||||
#LONGEVITYVACCINE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 7000,
|
||||
|
||||
^^[Das Langlebigkeits-Serum]
|
||||
^
|
||||
^Zwei $LINK<Drohnen=36> weniger auf jeder Basis, wenn Ihre
|
||||
$LINK<Gesellschaft=120005> eine $LINK<Planwirtschaft=120008> hat.
|
||||
Eine Drohne weniger auf jeder Basis, wenn Sie eine $LINK<einfache=120006>
|
||||
oder eine $LINK<grüne=120009> Wirtschaftsform haben.
|
||||
$LINK<WIRTSCHAFT=44> auf dieser Basis für die
|
||||
$LINK<freie Marktwirtschaft=120007> um 50% gesteigert.
|
||||
|
||||
|
||||
#HUNTERSEEKER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Der Jagdalgorithmus]
|
||||
^
|
||||
^Macht Ihre Einheiten und Basen vollkommen immun gegen jegliche
|
||||
Angriffe seitens Sondierteams, es sein denn, ein solches Team hat
|
||||
die Spezialfähigkeit Algorithmische Verbesserung.
|
||||
|
||||
#PHOLUSMUTAGEN
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Das Pholus-Mutagen]
|
||||
^
|
||||
^Reduziert die Wirkung der Industrie auf die Umwelt des Planeten auf allen
|
||||
Ihren Basen. Zusätzlich verleiht der $LINK<Fungus=14> allen Ihren Einheiten
|
||||
dieselben Kampfvorteile, die normalerweise außerirdischen Lebensformen
|
||||
vorbehalten sind. Alle von Ihnen gezüchteten Lebensformen erhalten einen
|
||||
$LINK<+1 Lebenszyklus=11>-Bonus.
|
||||
|
||||
|
||||
#CYBORGFACTORY
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 4000,
|
||||
|
||||
^^[Die Cyborg-Fabrik]
|
||||
^
|
||||
^^Zählt auf jeder Basis als $LINK<Bio-Optimierungszentrum=100030>.
|
||||
|
||||
|
||||
|
||||
#THEORYOFEVERYTHING
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Die Universaltheorie]
|
||||
^
|
||||
^
|
||||
^^Doppelt so viele $LINK<LABORS=45> auf dieser Basis.
|
||||
|
||||
|
||||
#DREAMTWISTER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Der Traum-Manipulator]
|
||||
^
|
||||
^
|
||||
^^+50% bei einem $LINK<PSI-Angriff=15>.
|
||||
|
||||
|
||||
#UNIVERSALTRANSLATOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Der Übersetzungscomputer]
|
||||
^
|
||||
^Bei Fertigstellung zwei kostenlose $LINK<technische Fortschritte=140062>.
|
||||
$LINK<Außerirdische Artefakte=30007> in beliebiger Anzahl können auf dieser
|
||||
Basis umgetauscht werden.
|
||||
|
||||
|
||||
#NETWORKBACKBONE
|
||||
Arial, 0, 10,
|
||||
56, 64, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 64, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 64, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Das Rückgrat des Netzwerks]
|
||||
^
|
||||
^$LINK<+1 Forschungseinheit=45> auf dieser Basis für jeden
|
||||
$LINK<Handelsertrag=29>-Punkt, den diese Basis erhält, und +1 Forschungseinheit
|
||||
für jeden auf Alpha Centauri befindlichen $LINK<Netzwerkknoten=100008>,
|
||||
unabhängig davon, ob der Spieler den Netzwerkknoten besitzt oder nicht.
|
||||
Eliminiert die negativen Auswirkungen der
|
||||
$LINK<Kybernetischen Gesellschaft=120017>.
|
||||
|
||||
|
||||
#NANOFACTORY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die Nanofabrik]
|
||||
^
|
||||
^Einheiten können schnell und vollständig repariert werden,
|
||||
selbst wenn sie sich nicht in Basis-Feldern befinden. Die Kosten für
|
||||
das Nachrüsten von Einheiten werden um 50% reduziert.
|
||||
|
||||
|
||||
#LIVINGREFINERY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Die lebende Raffinerie]
|
||||
^
|
||||
^Dezimiert die Anzahl der Mineralien, die gebraucht werden, um Militär-
|
||||
einheiten zu unterstützen: $LINK<+2 UNTERSTÜTZUNG=130002> in der
|
||||
Sozialtechnik-Tabelle.
|
||||
|
||||
|
||||
#CLONINGVATS
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die Klon-Behälter]
|
||||
^
|
||||
^Alle Ihre Basen beginnen ein ständiges Bevölkerungswachstum und werden
|
||||
in jeder Runde weiter wachsen, wenn die $LINK<NAHRUNGS-Produktion=41> ausreicht
|
||||
und die $LINK<Wohneinrichtungen=100024> angemessen sind. Die Nachteile der
|
||||
sozialtechnischen Entscheidungen $LINK<Macht=120012> und
|
||||
$LINK<Gedankenkontrolle=120019> werden eliminiert.
|
||||
|
||||
#SElFAWARECOLONY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die integrierte Kolonie]
|
||||
^
|
||||
^Die Energie-Wartungskosten für Einrichtungen werden auf allen Ihren Basen
|
||||
halbiert. Wenn nach dem gegenwärtigen Gesellschaftsmodell ein Einsatz der
|
||||
$LINK<Polizei=130005> gestattet ist, besitzen nun alle Ihre Basen zusätzliche
|
||||
Polizei-Einheiten.
|
||||
|
||||
|
||||
#CLINICAL_IMMORTALITY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4500,
|
||||
|
||||
^^[Klinische Unsterblichkeit]
|
||||
^
|
||||
^Ein zusätzliches $LINK<Talent=37> für jede Basis. Verdoppelt Ihre Stimmen
|
||||
bei den Wahlen des $LINK<Planeten-Gouverneurs=28> oder
|
||||
$LINK<Oberbefehlshabers=10005>.
|
||||
|
||||
|
||||
#SPACEELEVATOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Der Raumlift]
|
||||
^
|
||||
^Verdoppelt die Produktion der $LINK<WIRTSCHAFT=44> auf dieser
|
||||
Basis und verdoppelt die $LINK<MINERALIEN=42>-Produktionsrate auf allen
|
||||
Ihren Basen, wenn Sie orbitale Verbesserungen vornehmen. Ihre mit
|
||||
$LINK<Abwurfmodulen=80004> ausgestatteten Einheiten dürfen nun überall auf
|
||||
dem Planeten orbitale Landeunternehmen vornehmen. Alle
|
||||
$LINK<Aerospace-Komplex=100029>-Beschränkungen in bezug auf orbitale
|
||||
Verbesserungen werden aufgehoben.
|
||||
|
||||
#SINGULARITYINDUCTOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Das Singularitätsgerät]
|
||||
^
|
||||
^Zählt auf jeder Basis als $LINK<Quanten-Konverter=100021> und reduziert die
|
||||
$LINK<Auswirkungen=26> der Mineralien-Produktion auf die Umwelt.
|
||||
|
||||
|
||||
#BULKMATTER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Der Massen-Teleporter]
|
||||
^
|
||||
^
|
||||
^^$LINK<+2 MINERALIEN=42> pro Basis.
|
||||
|
||||
#TELEPATHICMATRIX
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Die Telepathie-Matrix]
|
||||
^
|
||||
^$LINK<Drohnen=36> werden auf Ihrer Basis nie $LINK<Aufstände=9> organisieren.
|
||||
Alle Ihrer $LINK<Sondierteams=30006> erhalten einen $LINK<+2 Moral=11>-Faktor.
|
||||
|
||||
|
||||
|
||||
#VOICEOFPLANET
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 5000,
|
||||
|
||||
^^[Die Stimme des Planeten]
|
||||
^
|
||||
^Beginnt den Zyklus des $LINK<Aufstieg zur Transzendenz=110071>. Alle Gruppen
|
||||
können nun den Aufstieg zur Transzendenz beginnen. Alle von Ihnen gezüchteten
|
||||
außerirdischen Lebensformen erhalten einen $LINK<+1 Lebenszyklus=11>-Bonus.
|
||||
|
||||
#SMACXGRID
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Das Planeten-Energieraster]
|
||||
^
|
||||
^
|
||||
^^Kostenloses $LINK<Energielager=100007> in jeder Basis. Die
|
||||
^^$LINK<Stapelenergie=100069> bringt einen um 25% erhöhten Umsatz.
|
||||
|
||||
#SMACXNETHACK
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Der Netzhacker-Terminus]
|
||||
^
|
||||
^
|
||||
^^Bonus von +1 für den $LINK<Moral-=11>Wert aller existierenden Sondierteams.
|
||||
^^Reduzierung der Kosten für Sondierteamaktionen um 25%.
|
||||
^^Alle Sondierteams mit einem Fusionsreaktor oder besser, haben eine entsprechende
|
||||
^^algorithmische Verbesserung.
|
||||
|
||||
#SMACXManifold
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[Die Manifold-Harmonie]
|
||||
^
|
||||
^
|
||||
^^Erhöht die auf Monolithen- und Fungusfeldern gewonnenen Ressourcen
|
||||
^^je nach Gesamt-Einstufung für PLANET wie folgt:
|
||||
^
|
||||
^^0 Planet: +1 Energieeinheit
|
||||
^^+1 Planet: +1 Nahrungseinheit, +1 Energieeinheit
|
||||
^^+2 Planet: +1 Nahrungseinheit, +1 Energieeinheit, +1 Mineralieneinheit
|
||||
^^+3 Planet: +1 Nahrungseinheit, +2 Energieeinheit, +1 Mineralieneinheit
|
||||
|
||||
#SMACXCLOUDBASE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[Die Wolken-Akademie]
|
||||
^
|
||||
^
|
||||
^^Kostenloser Aerospace-Komplex in jeder Basis.
|
||||
|
||||
# ; Diese Zeile muß am Dateiende stehen.
|
||||
|
11178
##current patch files/DE/script.txt
Normal file
11178
##current patch files/DE/script.txt
Normal file
File diff suppressed because it is too large
Load Diff
1004
##current patch files/EN/SMAC/alpha.txt
Normal file
1004
##current patch files/EN/SMAC/alpha.txt
Normal file
File diff suppressed because it is too large
Load Diff
180
##current patch files/EN/SMAC/basename.txt
Normal file
180
##current patch files/EN/SMAC/basename.txt
Normal file
@ -0,0 +1,180 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Alpha Centauri Base Names
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
#INVERTLIST
|
||||
6
|
||||
Garden
|
||||
Gaia’s
|
||||
The
|
||||
Morgan
|
||||
Lab
|
||||
U.N.
|
||||
|
||||
#GENERIC
|
||||
Alpha Sector
|
||||
Arxa Sector
|
||||
Baix Sector
|
||||
Beta Sector
|
||||
Chi Sector
|
||||
Czechn Sector
|
||||
Delta Sector
|
||||
Deew Sector
|
||||
Epsilon Sector
|
||||
Eta Sector
|
||||
Eth Sector
|
||||
Fein Sector
|
||||
Fint Sector
|
||||
Gamma Sector
|
||||
Gine Sector
|
||||
Har Sector
|
||||
Hixe Sector
|
||||
Iota Sector
|
||||
Inxu Sector
|
||||
Jinn Sector
|
||||
Jeuw Sector
|
||||
Kappa Sector
|
||||
Kerr Sector
|
||||
Lambda Sector
|
||||
Larx Sector
|
||||
Mu Sector
|
||||
Meur Sector
|
||||
Nu Sector
|
||||
Nil Sector
|
||||
Omega Sector
|
||||
Omicron Sector
|
||||
Phi Sector
|
||||
Pi Sector
|
||||
Psi Sector
|
||||
Qad Sector
|
||||
Quin Sector
|
||||
Rho Sector
|
||||
Rixt Sector
|
||||
Sigma Sector
|
||||
Sine Sector
|
||||
Tau Sector
|
||||
Theta Sector
|
||||
Upsilon Sector
|
||||
Ura Sector
|
||||
Vait Sector
|
||||
Vuq Sector
|
||||
Wenx Sector
|
||||
Wark Sector
|
||||
Xarn Sector
|
||||
Xi Sector
|
||||
Yan Sector
|
||||
Yen Sector
|
||||
Yin Sector
|
||||
Yon Sector
|
||||
Yun Sector
|
||||
Zint Sector
|
||||
Zeta Sector
|
||||
Antre Sector
|
||||
Ayun Sector
|
||||
Belax Sector
|
||||
Bygre Sector
|
||||
Cüy Sector
|
||||
Clix Sector
|
||||
Dray Sector
|
||||
Dolae Sector
|
||||
Est Sector
|
||||
Enta Sector
|
||||
Fal Sector
|
||||
Frus Sector
|
||||
Grün Sector
|
||||
Gajen Sector
|
||||
Hoth Sector
|
||||
Heyst Sector
|
||||
Ibn Sector
|
||||
Imal Sector
|
||||
Jah Sector
|
||||
Jellux Sector
|
||||
Küt Sector
|
||||
Knät Sector
|
||||
Litre Sector
|
||||
Lum Sector
|
||||
Murx Sector
|
||||
Melet Sector
|
||||
Nugh Sector
|
||||
Ninev Sector
|
||||
Ogren Sector
|
||||
Onesci Sector
|
||||
Pürget Sector
|
||||
Penra Sector
|
||||
Quert Sector
|
||||
Qwäst Sector
|
||||
Rigmu Sector
|
||||
Rogat Sector
|
||||
Säha Sector
|
||||
Shamt Sector
|
||||
Trex Sector
|
||||
Tilte Sector
|
||||
Ustbüs Sector
|
||||
Veldt Sector
|
||||
Volem Sector
|
||||
Yigem Sector
|
||||
Yüva Sector
|
||||
Zäay Sector
|
||||
Zetro Sector
|
||||
Arlia Sector
|
||||
Agnon Sector
|
||||
Bugelx Sector
|
||||
Bruv Sector
|
||||
Cunni Sector
|
||||
Cälet Sector
|
||||
Diax Sector
|
||||
Duap Sector
|
||||
Elgo Sector
|
||||
Eld Sector
|
||||
Firt Sector
|
||||
Fwirl Sector
|
||||
Gyro Sector
|
||||
Ghast Sector
|
||||
Helle Sector
|
||||
Hjor Sector
|
||||
Ipno Sector
|
||||
Ixab Sector
|
||||
Jalah Sector
|
||||
Jurx Sector
|
||||
Kilt Sector
|
||||
Kulee Sector
|
||||
Luress Sector
|
||||
Litro Sector
|
||||
Meaj Sector
|
||||
Mojab Sector
|
||||
Nyl Sector
|
||||
Nïnt Sector
|
||||
Ottay Sector
|
||||
Ort Sector
|
||||
Pan Sector
|
||||
Proy Sector
|
||||
Quaq Sector
|
||||
Q Sector
|
||||
Rast Sector
|
||||
Rhayt Sector
|
||||
Sizz Sector
|
||||
Sahl Sector
|
||||
Tirn Sector
|
||||
Thau Sector
|
||||
Ute Sector
|
||||
Uthnay Sector
|
||||
Valt Sector
|
||||
Vlab Sector
|
||||
Wod Sector
|
||||
Weuel Sector
|
||||
Wixe Sector
|
||||
Whayl Sector
|
||||
Xel Sector
|
||||
Xaph Sector
|
||||
Yuko Sector
|
||||
Yey Sector
|
||||
Zela Sector
|
||||
Zooe Sector
|
||||
#END
|
||||
|
||||
|
||||
# ; This line must remain at end
|
154
##current patch files/EN/SMAC/believe.txt
Normal file
154
##current patch files/EN/SMAC/believe.txt
Normal file
@ -0,0 +1,154 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: The Lord’s Believers
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#BELIEVE
|
||||
The Lord’s Believers, The Fundamentalist, Believers, M, 2, Miriam, F, 1, 1, 0, 0, 1,
|
||||
TECH, Psych, SOCIAL, --RESEARCH, SOCIAL, +PROBE, SOCIAL, ++SUPPORT, SOCIAL, -PLANET, FANATIC, 0
|
||||
Politics, Fundamentalist, PROBE
|
||||
Values, Knowledge, nil
|
||||
Believing, Belv.,
|
||||
Jessica, Westcott, Jessica’s Faith
|
||||
Sister, pious, fanatic, devout, bible thumping,
|
||||
Religious Freak
|
||||
embrace the truth of the Lord’s Scripture
|
||||
to embrace the truth of the good Lord’s Scripture
|
||||
imposing her extremist moral code on everyone else
|
||||
imposing your extremist moral code on everyone else
|
||||
shove your religious extremism down my throat
|
||||
pounding her cherished bible
|
||||
pounding your cherished bible
|
||||
bible thumping extremism
|
||||
bible thumping extremism, M1
|
||||
life of worship, M1
|
||||
bizarre religious practices, M2
|
||||
tithe, M1
|
||||
upholding standards of decency and morality
|
||||
my Angels of Justice
|
||||
Conclave Oral Law
|
||||
|
||||
#BASES
|
||||
New Jerusalem
|
||||
Great Conclave
|
||||
Great Zion
|
||||
Far Jericho
|
||||
Redemption Base
|
||||
Children of God
|
||||
Noah’s Rainbow
|
||||
The Voice of God
|
||||
Judgement Seat
|
||||
Valley of the Faithful
|
||||
Blessed Redeemer
|
||||
The Glory of God
|
||||
New Eden
|
||||
Terrible Swift Sword
|
||||
Time of Salvation
|
||||
Eternal Reward
|
||||
The Lord’s Mercy
|
||||
Righteous Sentence
|
||||
Throne of God
|
||||
The Rapture
|
||||
The Lord’s Wrath
|
||||
The Lord’s Grace
|
||||
The Hand of God
|
||||
The Coming of the Lord
|
||||
Sanctity Base
|
||||
The Lord’s Chosen
|
||||
Hallowed Ground
|
||||
The Lord’s Gift
|
||||
Divinity Base
|
||||
The Word of God
|
||||
Revelation Base
|
||||
The Holy Fire
|
||||
The Lord’s Truth
|
||||
Blessed Saviour
|
||||
From On High
|
||||
Godwinson’s Hope
|
||||
House of Martyrs
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
He Walked on Water
|
||||
Loaves and Fishes
|
||||
Belly of the Whale
|
||||
Fisher of Men
|
||||
Port Grace
|
||||
Water to Wine
|
||||
Consecrated Waters
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
The righteous need not cower before the drumbeat of human progress.
|
||||
Though the song of yesterday fades into the challenge of tomorrow,
|
||||
God still watches and judges us. Evil lurks in the datalinks as it
|
||||
lurked in the streets of yesteryear. But it was never the streets
|
||||
that were evil.
|
||||
^
|
||||
^ —Sister Miriam Godwinson,
|
||||
^ “The Blessed Struggle”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Sister Miriam Godwinson}
|
||||
^BACKGROUND: {Christian States of America, Unity Psych Chaplain}
|
||||
^AGENDA: {Life of Religious Worship}
|
||||
^TECH: {Social Psych}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+25% Bonus when attacking enemies, from strength of convictions.
|
||||
^+1 PROBE: {Devout believers difficult to brainwash}
|
||||
^+2 SUPPORT: {Citizens eager to defend faith}
|
||||
^-2 RESEARCH: {Suspicious of secular science}
|
||||
^-1 PLANET: {Believe Planet is their promised land}
|
||||
^Accumulates {no} research points until MY 2110.
|
||||
^{May not use Knowledge value in Social Engineering.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$NAME1, it is the Lord’s Will that we end this immoral conflict.
|
||||
Pledge Blood Truce with me and I shall pray for your
|
||||
soul’s redemption.”
|
||||
|
||||
“As you wish. Truce pledged.”
|
||||
“I’ll see you in hell first, $NAME3.”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I have been praying for you lately, $TITLE0 $NAME1. The Lord
|
||||
wishes us to live side by side as brothers and sisters; we must
|
||||
sign a Treaty of Friendship and worship together in peace.”
|
||||
|
||||
“Amen, $NAME3. Lasting peace is a great gift indeed.”
|
||||
“No. Your fanaticism makes me shiver, $NAME3.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$NAME1, it is the Lord’s Will that we end this immoral conflict.
|
||||
Pledge Blood Truce with me and I shall pray for your alien
|
||||
soul’s redemption.”
|
||||
|
||||
“All living things: soul. Truce: agreed.”
|
||||
“$NAME3: not understand concept: ‘alien.’ Defiance: your Lord. Answer: no.”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I have been praying for you lately, $TITLE0 $NAME1. The Lord
|
||||
wishes us to live side by side as brothers and sisters; we must
|
||||
sign a Treaty of Friendship and worship together in peace.”
|
||||
|
||||
“Greater power: brings peace. Treaty: agreement.”
|
||||
“Progenitor: not bow: your Lord’s will. Rejection.”
|
||||
|
||||
# ; This line must remain at end of file
|
1706
##current patch files/EN/SMAC/blurbs.txt
Normal file
1706
##current patch files/EN/SMAC/blurbs.txt
Normal file
File diff suppressed because it is too large
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##current patch files/EN/SMAC/concepts.txt
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##current patch files/EN/SMAC/concepts.txt
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|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; BASIC CONCEPTS HELP
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI explains various game concepts with this file
|
||||
; Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#TITLES
|
||||
Rainfall
|
||||
Rockiness
|
||||
Altitude
|
||||
Pact of Brotherhood
|
||||
Treaty of Friendship
|
||||
Blood Truce
|
||||
Vendetta
|
||||
Integrity
|
||||
Atrocities
|
||||
Drone Riots
|
||||
Golden Age
|
||||
Morale
|
||||
Monoliths
|
||||
Artifacts
|
||||
Fungus/Xenofungus
|
||||
Psi Combat
|
||||
Waypoints
|
||||
Patrol
|
||||
Explore (Governor)
|
||||
Discover (Governor)
|
||||
Build (Governor)
|
||||
Conquer (Governor)
|
||||
Damage and Repair
|
||||
Prototypes
|
||||
Unit Cost (Basic)
|
||||
Inefficiency (Basic)
|
||||
Ecology (Basic)
|
||||
Planetary Council
|
||||
Planetary Governor
|
||||
Commerce (Basic)
|
||||
Victory and Defeat
|
||||
Territory/Borders
|
||||
Might
|
||||
Disengage
|
||||
Zone of Control
|
||||
Bombardment
|
||||
Drones
|
||||
Talents
|
||||
Psych
|
||||
Landmarks, Volcanos, etc.
|
||||
Council Proposals
|
||||
Nutrients
|
||||
Minerals
|
||||
Energy
|
||||
Economy
|
||||
Labs
|
||||
Energy Reserves
|
||||
|
||||
#ADVTITLES
|
||||
Unit Cost (Advanced)
|
||||
Inefficiency (Advanced)
|
||||
Ecology (Advanced)
|
||||
Commerce (Advanced)
|
||||
Scoring
|
||||
Victory (Diplomatic)
|
||||
Victory (Conquest)
|
||||
Victory (Transcendence)
|
||||
Victory (Economic)
|
||||
Victory (Scenario)
|
||||
Retirement
|
||||
Might Formula
|
||||
Drones (Advanced)
|
||||
Bureaucracy
|
||||
|
||||
#CONCEPT0
|
||||
The {Rainfall} level of a region determines the amount of $LINK<Nutrients=41> which
|
||||
can be produced. A region can be arid, moderate or rainy, producing 0, 1, or 2
|
||||
nutrients respectively. A $LINK<farm=90000> increases the nutrient production by 1.
|
||||
^
|
||||
In addition to coastal and tropical regions, the western (upwind) slopes of mountain ranges
|
||||
tend to be quite rainy, since warm moisture-laden air cools as it rises, and sheds
|
||||
its moisture as rainfall. You can take advantage of this phenomenon by raising
|
||||
hills to the east of your important bases. Conversely, areas east, or downwind of
|
||||
mountain ranges tend to be quite arid.
|
||||
^
|
||||
Ocean squares produce 1 nutrient unless you cultivate a $LINK<kelp farm=90020>,
|
||||
in which case they produce 3.
|
||||
^
|
||||
Special {Nutrient Resource} squares produce two extra nutrients, and
|
||||
$LINK<Monsoon Jungle=39> squares produce a single extra nutrient.
|
||||
|
||||
#CONCEPT1
|
||||
The {Rockiness} of an area determines that region’s $LINK<Mineral=42> production potential.
|
||||
Regions can be flat, rolling, or rocky. {Flat} regions produce no minerals unless
|
||||
a $LINK<mine=90002> is build there, in which case they can produce one. {Rolling} regions
|
||||
produce a single mineral, which can be increased to two with a mine. Unimproved {Rocky}
|
||||
regions also produce 1, but can produce 4 with a mine and road.
|
||||
^
|
||||
Rocky areas inhibit movement, costing twice the normal number of moves to enter. They
|
||||
also provide a modest defensive benefit in combat.
|
||||
^
|
||||
Ocean squares produce minerals only if you build a $LINK<mining platform=90022>, in which
|
||||
case they produce 2.
|
||||
^
|
||||
Special {Mineral Resource} squares produce two additional minerals per turn, and
|
||||
can be increased to three extra with a mine. $LINK<Crater=39> squares also produce one extra
|
||||
mineral.
|
||||
|
||||
#CONCEPT2
|
||||
The {Altitude} of a region affects the amount of $LINK<Energy=43> which can be collected
|
||||
there. To collect this energy, you must build a $LINK<Solar Collector=90003>. Areas below
|
||||
1000m above sea level produce 1 unit of energy. From 1000m to 2000m, areas
|
||||
produce 2 energy; 2000m-3000m areas produce 3 energy, and areas more than 3000m
|
||||
above sea level produce 4 energy.
|
||||
^
|
||||
Ocean squares do not produce energy unless you build a $LINK<tidal harness=90023>, in which
|
||||
case they produce 3.
|
||||
^
|
||||
Special {Energy Resource} squares produce two additional units of energy per turn. Squares
|
||||
in the $LINK<Uranium Flats=39> and $LINK<Geothermal Shallows=39> produce one additional unit.
|
||||
|
||||
|
||||
#CONCEPT3
|
||||
A {Pact of Brotherhood} (or {Pact of Sisterhood}) is the closest form of diplomatic
|
||||
relationship you can form with another faction. Pact Brothers may enter each other’s
|
||||
territory freely, may stack with each other’s units, and may enter each other’s
|
||||
bases (and receive repairs there).
|
||||
^
|
||||
Pact Brothers are expected to defend one another from enemy attack. They receive
|
||||
{double} $LINK<commerce=29> between their bases, and are often willing to share technological
|
||||
research.
|
||||
^
|
||||
A Pact can be terminated at any time (the right-click menu on the {Commlink} menu
|
||||
is one way to do it), but at the moment of termination all of your units will
|
||||
automatically be shipped home from your former Pact Brother’s territory, and vice
|
||||
versa.
|
||||
|
||||
#CONCEPT4
|
||||
A {Treaty of Friendship} is intended to secure a permanent and lasting friendship
|
||||
between two factions. Once you have signed a Treaty, you will receive $LINK<commerce=29>
|
||||
benefits with your new friends. You may not, without diplomatic repercussions,
|
||||
enter the territory of a faction you have a Treaty with.
|
||||
^
|
||||
A Treaty of Friendship terminates only if one faction attacks another or
|
||||
refuses a valid demand for withdrawal.
|
||||
|
||||
#CONCEPT5
|
||||
{Blood Truce} marks an end to Vendetta between two factions. It a promise not to
|
||||
attack one another for a limited period of time. After about 15-20 years, a Blood
|
||||
Truce will expire and the two factions will continue as Neutrals unless they again
|
||||
attack one another.
|
||||
^
|
||||
Technically, Blood Truce does not restrict you from entering another faction’s
|
||||
territory, but other faction leaders may not see things that way.
|
||||
|
||||
#CONCEPT6
|
||||
{Vendetta} is a state of war between two factions. If you have pronounced Vendetta
|
||||
on a faction (or another faction has pronounced it against you), expect to be
|
||||
attacked.
|
||||
|
||||
#CONCEPT7
|
||||
{Integrity} measures the current value of your word-of-honor as a faction leader.
|
||||
If you keep your promises and do not betray your friends, your integrity will remain
|
||||
high. Attacking factions you have pledged $LINK<Blood Truce=5> or signed
|
||||
$LINK<Treaties=4> with will
|
||||
rapidly lower your integrity rating, and other faction leaders will no longer be
|
||||
eager to make such agreements with you.
|
||||
^
|
||||
Note that there is no dishonor in attacking a sworn enemy with whom you have not
|
||||
pledged Blood Truce; only breaking an agreement can lower your Integrity.
|
||||
|
||||
#CONCEPT8
|
||||
{Atrocities} comprise a set of particularly heinous acts forbidden under the
|
||||
Unity mission’s U.N. Charter. Simple Atrocities include use of nerve gas or
|
||||
genetic warfare, nerve stapling of civilians, and attacks against civilian
|
||||
populations (e.g. intentional obliteration of a base). Use of quasi-nuclear
|
||||
devices such as Planet Busters is considered a Major Atrocity.
|
||||
^
|
||||
If you commit a Simple Atrocity, the other factions will likely impose
|
||||
commerce sanctions for ten or more years, depriving you of all trade with your
|
||||
Treaty and Pact partners. The faction against whom you committed the atrocity
|
||||
will probably remain your sworn enemy forever.
|
||||
^
|
||||
If you commit a Major Atrocity, you will be expelled from the
|
||||
$LINK<Planetary Council=27> and
|
||||
all factions will pronounce $LINK<Vendetta=6> against you.
|
||||
|
||||
#CONCEPT9
|
||||
{Drone Riots} occur when the number of $LINK<Drones=36> at a base exceeds the number of
|
||||
$LINK<Talents=37>. During Riots, citizens will continue to feed themselves, but no production
|
||||
will take place and no surplus energy will be produced. To end the Drone Riots, you
|
||||
will have to restore the balance of Drones and Talents.
|
||||
^
|
||||
Drone Riots can be prevented (or ended) by one of several methods: (a) building
|
||||
{psych-related facilities} such as $LINK<Recreation Commons=100006> will reduce the number of
|
||||
Drones at a base (b) if your social engineering $LINK<POLICE=130005> rating is high enough, you
|
||||
can place military units in your base to serve as “police” and impose order
|
||||
(c) Converting some workers to {Doctors} will increase the number of Talents, balancing
|
||||
out the drones.
|
||||
(d) if your base produces enough energy, increasing your energy allocation to {Psych} will
|
||||
increase the number of
|
||||
Talents at your base (one talent for every two points of Psych produced), thereby
|
||||
restoring balance.
|
||||
|
||||
#CONCEPT10
|
||||
A {Golden Age} occurs when a base has no $LINK<Drones=36>, and
|
||||
the number of $LINK<Talents=37> at least
|
||||
equals the number of regular Workers and Specialists.
|
||||
^
|
||||
A Golden Age significantly increases a base’s {growth} rate and {energy} production—
|
||||
equivalent of +1 $LINK<ECONOMY=130000> and +2 $LINK<GROWTH=130006> on the social
|
||||
engineering table.
|
||||
|
||||
#CONCEPT11
|
||||
{Morale} reflects the training and experience of your military units. Morale levels
|
||||
range from Very Green to Green to Disciplined to Hardened, Veteran, Commando, and
|
||||
Elite. A unit receives a {+12.5% combat bonus} for each morale level. Morale plays
|
||||
a particularly important role in psi combat, and in combat between probe teams,
|
||||
since no weapon and armor values are considered in those cases.
|
||||
^
|
||||
New units typically begin with {Green} morale, though this may be higher or lower
|
||||
depending on your social engineering $LINK<MORALE=130004> setting. A new unit’s morale can also
|
||||
be increased if a base has a $LINK<Command Center=100027> or other related {facility}.
|
||||
^
|
||||
Alien units such as Mind Worms have {life cycles} which correspond to morale
|
||||
levels. Alien units are not affected by Command Centers and military facilities,
|
||||
but their life cycle levels can be improved by building $LINK<Biology Labs=100009> and other
|
||||
similar facilities. The {transport} capacity of an $LINK<Isle of the Deep=30009> is determined
|
||||
by its life cycle level: one unit for each level.
|
||||
^
|
||||
A unit victorious in combat will often receive a morale upgrade (the lower its
|
||||
morale level, the more likely an upgrade).
|
||||
^
|
||||
{Elite} units receive a special bonus—an additional move each turn.
|
||||
|
||||
#CONCEPT12
|
||||
{Monoliths} are mysterious and unexplained alien devices discovered on Planet.
|
||||
A monolith will increase a unit’s $LINK<morale=11> (or life cycle) one level, but an individual
|
||||
unit can receive only one monolith upgrade (hint: consider saving your upgrade for
|
||||
those hard-to-get promotions from Commando to Elite).
|
||||
^
|
||||
A monolith will also completely repair any damaged unit; this can be done any
|
||||
number of times, even if a unit has already received a morale upgrade from a
|
||||
monolith.
|
||||
^
|
||||
Monolith squares can also be tapped for resources, and will produce
|
||||
$LINK<2 Nutrients=41>, $LINK<2 Minerals=42>, and $LINK<2 Energy=43> each turn.
|
||||
|
||||
#CONCEPT13
|
||||
{Artifacts} are mysterious and unexplained alien devices sometimes discovered
|
||||
on Planet. If you can find an artifact and return it to one of your bases, you
|
||||
will have several options: (a) you can link it to a $LINK<Network Node=100008> if you have
|
||||
one, and receive a free technology breakthrough; (b) you can use it to speed the
|
||||
production of a $LINK<Secret Project=110065> or Unit Prototype; (c) you can save it to use
|
||||
later.
|
||||
^
|
||||
Artifacts can be captured from other players. A lone artifact can be captured by
|
||||
any player without diplomatic penalty.
|
||||
|
||||
#CONCEPT14
|
||||
{Xenofungus} or {Fungus} is a form of plant life native to Alpha Centauri. It
|
||||
has a number of unusual properties which you may discover in the course of play.
|
||||
Some of the more obvious properties include:
|
||||
^
|
||||
(1) Fungus impedes {movement}. Units may have difficulty entering Fungus squares.
|
||||
Increasing your $LINK<PLANET=130007> social engineering rating will alleviate this problem. Building
|
||||
the Xenoempathy Dome improves Fungus movement considerably.
|
||||
^
|
||||
(2) Fungus has some {defensive} value when defending against other human factions.
|
||||
Against alien $LINK<Mind Worms=30008>, however, Fungus has negative value.
|
||||
^
|
||||
(3) Fungus squares can be tapped for {resources}; the resource level provided by a
|
||||
fungus square is determined by the number of $LINK<Centauri technologies=140006> you have
|
||||
discovered.
|
||||
|
||||
#CONCEPT15
|
||||
Some units (usually alien creatures such as $LINK<Mind Worms=30008>) can engage in
|
||||
{PSI COMBAT}. In Psi Combat, weapon and armor strengths are ignored, and
|
||||
the attacker is given a 3 to 2 advantage on land (1 to 1 for sea combat).
|
||||
$LINK<MORALE=130004> level becomes quite important in Psi Combat.
|
||||
|
||||
#CONCEPT16
|
||||
{Waypoints} can be set when giving a unit “go to” orders. One way to give a unit
|
||||
“go to” orders is to click on it to activate it, then
|
||||
hold down the {left mouse button and drag} a “movement arrow”
|
||||
to where you want the unit to go. You can set waypoints by pressing the {SPACE BAR}
|
||||
while the arrow is over a particular square. The unit will move to each of its
|
||||
waypoints on its way to its final destination. You can also set waypoints while
|
||||
giving a unit Patrol orders, in similar fashion.
|
||||
|
||||
#CONCEPT17
|
||||
A unit can be told to {Patrol} by clicking on the unit to activate it, then selecting
|
||||
the Patrol option from the Action menu. When the Patrol cursor appears, hold down the
|
||||
left mouse button and drag a “patrol arrow” to the area you wish the unit to patrol.
|
||||
The unit will commence patrolling back and forth between its current location and the
|
||||
location you have specified. It will “wake up” and request orders if it encounters
|
||||
an enemy unit. You may set {waypoints} in a patrol by pressing the {SPACE BAR} while
|
||||
you drag the patrol arrow.
|
||||
|
||||
#CONCEPT18
|
||||
The Explore, Discover, Build, and Conquer buttons on the Base
|
||||
Control Screen activate the {Governor} for that base. When the
|
||||
Governor is activated, he will make decisions automatically
|
||||
based on his general instructions. This function is useful
|
||||
for beginners and for players who do not wish to micromanage
|
||||
their bases.
|
||||
^
|
||||
The {EXPLORE} button tells the Governor of a base to concentrate on
|
||||
finding and occupying new territory. Bases set to explore
|
||||
will typically concentrate on building $LINK<Scouts=30002>, $LINK<Colony Pods=30000>,
|
||||
$LINK<Transports=60016>, and occasional $LINK<Naval Units=40003> for scouting oceans.
|
||||
This button is especially useful early in the game, when
|
||||
you need to expand quickly.
|
||||
|
||||
#CONCEPT19
|
||||
The Explore, Discover, Build, and Conquer buttons on the Base
|
||||
Control Screen activate the {Governor} for that base. When the
|
||||
Governor is activated, he will make decisions automatically
|
||||
based on his general instructions. This function is useful
|
||||
for beginners and for players who do not wish to micromanage
|
||||
their bases.
|
||||
^
|
||||
The {DISCOVER} button on the Base Control Screen emphasizes scientific discovery and
|
||||
technological breakthroughs. The Base Governor will concentrate on
|
||||
building {Science Facilities} (such as $LINK<Network Nodes=100008>), $LINK<Secret
|
||||
Projects=110065>, $LINK<Probe Teams=30006>, and $LINK<Prototype Units=23>. This button
|
||||
is especially effective with large, well-protected bases deep
|
||||
in your interior.
|
||||
|
||||
#CONCEPT20
|
||||
The Explore, Discover, Build, and Conquer buttons on the Base
|
||||
Control Screen activate the {Governor} for that base. When the
|
||||
Governor is activated, he will make decisions automatically
|
||||
based on his general instructions. This function is useful
|
||||
for beginners and for players who do not wish to micromanage
|
||||
their bases.
|
||||
^
|
||||
The {BUILD} button on the Base Control Screen mandates infrastructure and growth.
|
||||
The Base Governor will tend to build {Facilities} and $LINK<Formers=30001>.
|
||||
Use this button at
|
||||
any time to have your base concentrate on peaceful growth.
|
||||
|
||||
#CONCEPT21
|
||||
The Explore, Discover, Build, and Conquer buttons on the Base
|
||||
Control Screen activate the {Governor} for that base. When the
|
||||
Governor is activated, he will make decisions automatically
|
||||
based on his general instructions. This function is useful
|
||||
for beginners and for players who do not wish to micromanage
|
||||
their bases.
|
||||
^
|
||||
Use the {CONQUER} button on the Base Control Screen to build up your military.
|
||||
In this mode
|
||||
your base will produce {military units} of all varieties,
|
||||
and their associated facilities, such as $LINK<Command Centers=100027>.
|
||||
Use this button whenever you need to attack or defend.
|
||||
|
||||
#CONCEPT22
|
||||
Units which engage in combat may become damaged. Damage is indicated by
|
||||
a colored bar along the left side of a unit’s status icon: Green represents
|
||||
light (or no) damage; Yellow and Red show increasing damage.
|
||||
^
|
||||
Damage can be repaired if a unit skips its entire turn (SPACE BAR) at
|
||||
a friendly base. A severely damaged unit may have to repeat this
|
||||
operation for several turns. NOTE: Damage will not be repaired on any
|
||||
turn in which the unit is attacked or bombarded.
|
||||
^
|
||||
Units can also conduct “field repair” (i.e. not at a base), but this
|
||||
process is much slower and is only effective if the unit has sustained
|
||||
more than 10% damage.
|
||||
|
||||
#CONCEPT23
|
||||
You may use the Design Workshop screen to create new unit types.
|
||||
Whenever you create a unit using a $LINK<weapon=60005>, $LINK<armor=70007>,
|
||||
or $LINK<chassis=40006>
|
||||
type which you have never used before, you must {prototype} the
|
||||
unit.
|
||||
^
|
||||
A prototype unit requires an extra {+50% Minerals} to build, though
|
||||
it receives a bonus $LINK<+1 Morale=11> upgrade in compensation since
|
||||
experimental weapons are often given to crack, well-trained troops.
|
||||
^
|
||||
Once you have prototyped a new unit, you may build that unit in the
|
||||
future at no additional cost.
|
||||
|
||||
#CONCEPT24
|
||||
When designing new units, bear in mind that units strong in
|
||||
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
|
||||
will be vastly more
|
||||
expensive than units strong in only two areas (or one).
|
||||
^
|
||||
For example, a 4-3-2 unit normally costs 70 minerals to build,
|
||||
whereas a 4-1-2 unit costs only 30 and a 4-3-1 unit costs 40.
|
||||
So you can have two units for the price of one, not to mention
|
||||
the +25% base-attack bonus which the 4-3-1 $LINK<infantry=40000> unit will
|
||||
receive.
|
||||
|
||||
#CONCEPT25
|
||||
As your colony grows and you claim more territory and build more
|
||||
bases, this growth will put a strain on your economy. This strain
|
||||
shows up as {inefficiency}, which can cause you to lose some of your
|
||||
$LINK<energy=43> production each turn.
|
||||
^
|
||||
The farther a base is away from your $LINK<Headquarters=100001> base, the more
|
||||
inefficiency it will experience.
|
||||
^
|
||||
Inefficiency can be mitigated at all of your bases by making
|
||||
social engineering choices which increase your $LINK<EFFICIENCY=130001> value.
|
||||
$LINK<Democratic=120003> politics and $LINK<Green=120009> economics each increase efficiency.
|
||||
^
|
||||
Inefficiency can be mitigated at a particular base by building a
|
||||
$LINK<Children’s Creche=100002> there.
|
||||
|
||||
#CONCEPT26
|
||||
As humans expand and build colonies on Planet, they inevitably begin
|
||||
to cause ecological damage. Ecological damage can provoke the native
|
||||
life forms and cause other unexpected effects.
|
||||
^
|
||||
The more $LINK<mines=90002>, $LINK<solar collectors=90003>, $LINK<roads=90005>,
|
||||
and $LINK<farms=90000> (but not $LINK<forests=90004>,
|
||||
which actually help the ecology) you build, the more the potential
|
||||
damage. $LINK<Boreholes,=90014> $LINK<Mirrors,=90013> and $LINK<Condensers=90012> cause even greater damage. You can
|
||||
reduce or eliminate this type of damage by building $LINK<Tree Farm=100013>
|
||||
and $LINK<Hybrid Forest=100014> facilities.
|
||||
^
|
||||
As your industrial output (minerals) increases, ecological damage
|
||||
will also take place. This effect can be reduced by building the
|
||||
$LINK<Centauri Preserve=100031>, $LINK<Temple of Planet=100032>,
|
||||
and $LINK<Nanoreplicator=100020>
|
||||
facilities.
|
||||
|
||||
#CONCEPT27
|
||||
Once you have obtained commlink frequencies for all factions, you can
|
||||
convene the {Planetary Council} to vote on planetary policies, including
|
||||
election of a $LINK<Planetary Governor=28>.
|
||||
^
|
||||
In elections for Planetary Governor (and $LINK<Supreme Leader=10005>), each faction
|
||||
casts votes equal to the total size of all its bases. This total may
|
||||
be modified by faction powers and secret projects. Only the leader of
|
||||
one of the two factions with the highest vote totals may stand for
|
||||
election as Governor or Supreme Leader.
|
||||
^
|
||||
On votes to set planetary policies, each faction receives one vote.
|
||||
In these votes, the current Planetary Governor has veto power, which
|
||||
can be overridden only by unanimous vote of all remaining factions.
|
||||
|
||||
#CONCEPT28
|
||||
The {Planetary Governor} holds an Executive Veto in all votes on Planetary
|
||||
Policy. The Governor also receives {+1 Energy} in $LINK<commerce=29> transactions
|
||||
with other friendly factions at each base, from the
|
||||
increased commerce created by global agencies. The planetary bureaucracy
|
||||
provides the Governor with an infiltrator in every other faction.
|
||||
|
||||
#CONCEPT29
|
||||
{Commerce} is bonus energy generated from trade between two friendly
|
||||
factions. Whenever you sign a $LINK<Treaty=4> or $LINK<Pact=3> with another faction,
|
||||
your bases will automatically begin to accrue commerce (and this
|
||||
benefit extends to your partner faction as well).
|
||||
^
|
||||
Commerce is interrupted whenever a $LINK<Vendetta=6> occurs between two
|
||||
factions, or when sanctions are applied against a faction which has
|
||||
committed an $LINK<atrocity=8>. Think of Commerce as a reward for peaceful
|
||||
behavior.
|
||||
^
|
||||
Between two factions, commerce is more beneficial to the faction
|
||||
which has discovered the most $LINK<Economic technologies=140045>. $LINK<CEO Morgan=150004>
|
||||
gains additional bonuses here as part of his faction power. Commerce
|
||||
also tends to benefit the current $LINK<Planetary Governor=28>.
|
||||
^
|
||||
^You can increase your commerce rates by doing the following:
|
||||
^* Sign more Treaties.
|
||||
^* Sign more Pacts (Pacts receive double commerce).
|
||||
^* Increase the size and economy of your bases (“it takes energy to make energy”).
|
||||
^* Discover more economic-related technologies
|
||||
^
|
||||
Economic related technologies include $LINK<Industrial Economics=140045>, $LINK<Industrial
|
||||
Automation=140046>, $LINK<Planetary Economics=140061>, $LINK<Industrial Nanorobotics=140073>,
|
||||
$LINK<Sentient Econometrics=140075>, and $LINK<Environmental Economics=140059>.
|
||||
|
||||
#CONCEPT30
|
||||
There are five principal ways to win the game:
|
||||
^
|
||||
^$LINK<Transcendence Victory=10007>
|
||||
^$LINK<Conquest Victory=10006>
|
||||
^$LINK<Diplomatic Victory=10005>
|
||||
^$LINK<Economic Victory=10008>
|
||||
^$LINK<Scenario Victory=10009>
|
||||
^
|
||||
For detailed scoring information, see $LINK<Scoring=10004>.
|
||||
^
|
||||
For information on retirement and mandatory retirement, see
|
||||
$LINK<Retirement=10010>.
|
||||
|
||||
#CONCEPT31
|
||||
Your {territory} consists of all land nearer to one of your land bases
|
||||
on the same continent than to anyone else’s. Your territorial waters
|
||||
consist of all sea areas nearer to one of your sea bases (in the same
|
||||
ocean) than to anyone else’s. Territory may move and shift during
|
||||
the course of the game as bases are built, conquered, and destroyed.
|
||||
^
|
||||
Other faction leaders may take offense if you move units into their
|
||||
territory, particularly if you have signed a $LINK<Treaty of Friendship=4>.
|
||||
^
|
||||
Territory never extends more than 7 squares from a land base, or
|
||||
3 from a sea base.
|
||||
|
||||
#CONCEPT32
|
||||
Your {might} is a measure of your overall standing in comparison to
|
||||
other factions. It ranges from “Unsurpassed” (first place), to
|
||||
“Feeble” (seventh place).
|
||||
^
|
||||
Might is based on a holistic evaluation of your faction, and includes
|
||||
population, technology, secret projects, and military strength.
|
||||
^
|
||||
The {Faction Dominance} graphs on the information display track
|
||||
might.
|
||||
|
||||
#CONCEPT33
|
||||
Fast units, such as Speeders and Hovertanks, can sometimes
|
||||
{disengage} when surprised by slower enemy units. A unit disengages
|
||||
when the following conditions are met:
|
||||
^
|
||||
^* Unit incurs 50% damage, relative to what it started the combat with.
|
||||
^* Unit is faster than its attacker, taking damage into account.
|
||||
^* Unit is alone in its square.
|
||||
^* Unit did not attack on its last turn.
|
||||
^* Unit is a combat unit (non-combat units may never disengage).
|
||||
^* Neither attacker nor defender is an air unit.
|
||||
^* Attacker does not have the $LINK<Comm Jammer=80009> ability.
|
||||
^* Unit does not have the HOLD order, and is not in a $LINK<bunker=90007>
|
||||
or $LINK<airbase=90008>.
|
||||
^* A valid retreat square is available, which is not a $LINK<fungus=14> square (unless
|
||||
$LINK<Pholus Mutagen=110055>) and is not adjacent to an enemy unit.
|
||||
|
||||
#CONCEPT34
|
||||
Every unit exerts a {Zone of Control} into every adjacent
|
||||
square (but units in sea squares do not exert zones of control into land
|
||||
squares, nor vice versa).
|
||||
^
|
||||
Land units may not normally move between two squares in an enemy
|
||||
zone of control, with the following exceptions:
|
||||
^* Units may freely move into and out of bases.
|
||||
^* Units may freely attack any adjacent unit.
|
||||
^* Units may freely enter squares already containing friendly units.
|
||||
^* $LINK<Probe teams=30006> and units with the $LINK<Cloaking ability=80002>
|
||||
may ignore this rule.
|
||||
^
|
||||
Air and Sea units exert zones of control, but are not affected by
|
||||
them.
|
||||
|
||||
#CONCEPT35
|
||||
Naval units, and land units with the $LINK<Heavy Artillery=80015> ability may
|
||||
conduct {Bombardment} by selecting the Long Range Fire option from
|
||||
the Action menu.
|
||||
^
|
||||
Bombardment has the advantage of potentially damaging every enemy unit
|
||||
in a particular square and the disadvantage that land units can never
|
||||
be reduced below 50% damage by bombardment.
|
||||
^
|
||||
If bombardment is attempted against a square containing an enemy
|
||||
naval or artillery unit, the bombardment is cancelled and an
|
||||
{Artillery Duel} is initiated, with the attacking and defending
|
||||
artillery (or naval) units fighting attack-vs-attack strength. Armor
|
||||
values are ignored for Artillery Duels.
|
||||
|
||||
#CONCEPT36
|
||||
{Drones} are discontented, undereducated citizens which
|
||||
appear as a result of population pressure and other social forces.
|
||||
Drones work like other citizens, but if a base has more Drones than
|
||||
$LINK<Talents=37>, a $LINK<Drone Riot=9> may result.
|
||||
|
||||
#CONCEPT37
|
||||
{Talents} are prosperous, highly educated citizens, your intellectual
|
||||
elite. Talents are created as the result of favorable social conditions
|
||||
and the diversion of energy to $LINK<Psych=38>. As long as a base has at least
|
||||
as many Talents as $LINK<Drones=36>, no $LINK<Drone Riot=9> will occur.
|
||||
|
||||
#CONCEPT38
|
||||
Energy diverted to {Psych} is used to improve the quality of life
|
||||
your citizens experience. Every two units of energy diverted to Psych
|
||||
will create an additional {Talent} in that base.
|
||||
|
||||
#CONCEPT39
|
||||
Certain major {Landmarks} on Planet’s surface convey special bonuses:
|
||||
^
|
||||
^{Garland Crater} confers $LINK<+1 Mineral=42> in interior squares.
|
||||
^{Mount Planet} confers $LINK<+1 Mineral=42> and $LINK<+1 Energy=43> in each square around the mouth.
|
||||
^{Uranium Flats} confer $LINK<+1 Energy=43> in each square.
|
||||
^{Geothermal Shallows} confer $LINK<+1 Energy=43> in each square.
|
||||
^{Pholus Ridge} confers $LINK<+1 Energy=43> in each square.
|
||||
^{Monsoon Jungle} confers $LINK<+1 Nutrient=41> in each square.
|
||||
^{Freshwater Sea} confers $LINK<+1 Nutrient=41> in each square.
|
||||
^
|
||||
Other landmarks have no effect beyond the standard effects of
|
||||
the terrain which they represent.
|
||||
|
||||
#CONCEPT40
|
||||
The following proposals can be brought before the Planetary Council, once
|
||||
appropriate technology is obtained:
|
||||
^
|
||||
^{Salvage Unity Fusion Core}: +500 energy for each faction
|
||||
^{Global Trade Pact}: Commerce rates doubled planet-wide.
|
||||
^{Repeal Trade Pact}: Commerce rates return to normal.
|
||||
^{Launch Solar Shade}: Global cooling; sea levels fall.
|
||||
^{Melt Polar Caps}: Global warming; sea levels rise.
|
||||
^{Repeal U.N. Charter}: Atrocity prohibitions lifted.
|
||||
^
|
||||
The Council also elects the $LINK<Planetary Governor=28> by a majority
|
||||
vote of population, and by a 3/4
|
||||
vote by population can elect a Supreme Leader, conferring a
|
||||
$LINK<Diplomatic Victory=10005>.
|
||||
|
||||
#CONCEPT41
|
||||
{Nutrients} are produced in squares with sufficient $LINK<Rainfall=0>, sometimes
|
||||
supplemented by the addition of $LINK<Farms=90000> and similar enhancements.
|
||||
^
|
||||
Every citizen at a base must “eat” two Nutrients per turn to survive.
|
||||
^
|
||||
Surplus nutrients are stored. When sufficient surplus nutrients have
|
||||
been accumulated, a base will grow, producing a new citizen.
|
||||
|
||||
#CONCEPT42
|
||||
{Minerals} are produced in squares with sufficient $LINK<Rockiness=1>, sometimes
|
||||
supplemented by the addition of $LINK<Mines=90002> and similar enhancements.
|
||||
^
|
||||
Once a base has exceeded its free $LINK<SUPPORT=130002> level, any additional
|
||||
units (military or non-combat) consume one Mineral per turn of support.
|
||||
^
|
||||
Surplus minerals are applied to production of $LINK<facilities=100029>,
|
||||
units, and $LINK<secret projects=110065> which a base
|
||||
is creating. When sufficient minerals are
|
||||
accumulated, the facility or unit is built.
|
||||
|
||||
#CONCEPT43
|
||||
{Energy} is produced in squares with $LINK<Solar Collectors=90003>, particularly
|
||||
those at high $LINK<Altitudes=2>.
|
||||
^
|
||||
Depending on the Energy Allocation which you have made on the Social
|
||||
Engineering screen, all the energy you produce is divided among three
|
||||
priorities: $LINK<Economy=44>, $LINK<Labs=45>, and $LINK<Psych=38>.
|
||||
Some of the energy a base
|
||||
produces may also be lost to $LINK<Inefficiency=25>.
|
||||
|
||||
#CONCEPT44
|
||||
$LINK<Energy=43> allocated to your {Economy} is added, as energy credits,
|
||||
to your $LINK<Energy Reserves=46>, which function as your treasury for monetary
|
||||
transactions.
|
||||
|
||||
#CONCEPT45
|
||||
$LINK<Energy=43> allocated to {Labs} is used to conduct scientific research.
|
||||
The more energy you allocate to Labs, the quicker you will make technological
|
||||
breakthroughs.
|
||||
|
||||
#CONCEPT46
|
||||
Your {Energy Reserves} represent stored energy. Your reserves function
|
||||
as your treasury for monetary transactions.
|
||||
^
|
||||
Your energy reserves increase depending on the amount of $LINK<Energy=43>
|
||||
you allocate to $LINK<Economy=44> on the Social Engineering screen.
|
||||
|
||||
#ADVCONCEPT0
|
||||
When designing new units, bear in mind that units strong in
|
||||
three areas ($LINK<weapon=60005>, $LINK<armor=70007>, $LINK<chassis=40006>)
|
||||
will be vastly more
|
||||
expensive than units strong in only two areas (or one).
|
||||
The basic cost formula, to which there are several modifiers, is:
|
||||
^
|
||||
^Cost = Weapon * (Armor + Speed) * 10 / (2 ^ (Reactor + 1))
|
||||
^
|
||||
^* Weapon value never less than 1/2 Armor value.
|
||||
^* Non-combat units substitute “Equipment Cost” for Weapon value.
|
||||
^* Cost is halved for units with Speed 1.
|
||||
^* Cost is halved for sea units, and Armor is discounted 50%.
|
||||
^* Cost quartered for combat air units.
|
||||
^* Armor cost doubled for air units.
|
||||
^* Cost +25% for each unit of $LINK<Special Ability=80008> cost.
|
||||
^* Cost +10 minerals if both Weapon and Armor greater than 1.
|
||||
^* Cost +10 minerals if Land unit’s Weapon, Armor, Speed all greater than 1.
|
||||
^* Minimum cost (Reactor*2 - Reactor/2)*10 unless all values are 1.
|
||||
|
||||
|
||||
#ADVCONCEPT1
|
||||
The formula used to compute the energy lost to {Inefficiency} by
|
||||
a base is:
|
||||
^
|
||||
^Inefficiency = (Energy * Distance / (64 - ((4 - Efficiency) * 8))
|
||||
^
|
||||
^Energy | Amount of energy produced by base this turn.
|
||||
^Distance | Distance from $LINK<Headquarters=100001> base (16 if no HQ).
|
||||
^Efficiency | Social Engineering $LINK<EFFICIENCY=130001> (+2 if
|
||||
$LINK<Children’s Creche=100002>)
|
||||
^
|
||||
^* If denominator reaches zero, ALL energy is lost to inefficiency.
|
||||
|
||||
#ADVCONCEPT2
|
||||
The ecological damage formula is complex:
|
||||
^(1) For each base total the number of $LINK<Mines=90002>, $LINK<Solar
|
||||
Collectors=90003>, $LINK<Farms=90000>,
|
||||
$LINK<Soil Enrichers=90001>, $LINK<Roads=90005>, $LINK<Mag Tubes=90006>,
|
||||
$LINK<Condensers,=90012> $LINK<Mirrors,=90013>
|
||||
and $LINK<Boreholes=90014>. Items
|
||||
in squares which are actually being worked count double.
|
||||
^(2) Add an extra +8 for each Borehole, +6 for each Mirror, and +4 for each Condenser.
|
||||
^(3) Subtract 1 for each $LINK<Forest=90004>.
|
||||
^(4) Halve if base has $LINK<Tree Farm=100013>, and Eliminate if also has
|
||||
$LINK<Hybrid Forest=100014>.
|
||||
^(5) Divide this value by 8, and reduce by up to 16 plus # of previous
|
||||
damages. Set this number aside.
|
||||
^(6) Take the number of minerals produced this turn (but not from Orbit)
|
||||
^(7) If result from 5 was reduced by less than 16+#, reduce result 6
|
||||
by remaining amount.
|
||||
^(8) Divide minerals by 1 plus # of $LINK<Centauri Preserve=100031>,
|
||||
$LINK<Temple of Planet=100032>,
|
||||
$LINK<Nanoreplicator=100020>.
|
||||
^(9) Sum the values of (5) and (8), and add +5 for each major $LINK<atrocity=8>.
|
||||
^(10) If Alpha Prime is at perihelion (20 years out of every 80), double
|
||||
your value.
|
||||
^
|
||||
^Ecology% = (ValueFromStep10) * Difficulty * Technologies * (3-PLANET) * LIFE / 300
|
||||
^
|
||||
^Difficulty = Normally 3, but 5 on two highest two difficulty levels.
|
||||
^Technologies = Number of $LINK<technologies=140062> discovered
|
||||
^PLANET = Social Engineering $LINK<PLANET=130007> value
|
||||
^LIFE = Native life level (1-3) from Custom Start
|
||||
|
||||
#ADVCONCEPT3
|
||||
Commerce is computed base by base between factions with $LINK<Treaties=4> and
|
||||
$LINK<Pacts=3>, as follows:
|
||||
^
|
||||
^(1) First, all bases for each faction are ranked from top to bottom by Energy output.
|
||||
^(2) Bases are paired off from top to bottom. If one faction has extra bases, these are ignored.
|
||||
^(3) For each pair of bases, sum the combined economic output and divide by 8, rounding up.
|
||||
^(4) Double this value if a Global Trade Pact is in effect.
|
||||
^(5) Now, for each individual base, the commerce formula is as follows:
|
||||
^ (ValueFromStep4) * (CommerceTech+1) / (TotalCommerceTech+1)
|
||||
^(6) CommerceTech is the total # of economic technologies discovered, plus
|
||||
faction & social bonuses.
|
||||
^(7) TotalCommerceTech is the total # of economic technologies in the game.
|
||||
^(8) Now, using the value from step 5, divide by 2 if no Pact (e.g. only a Treaty)
|
||||
^(9) Add +1 if you are $LINK<Planetary Governor=28>.
|
||||
^(10) Reduce to zero if sanctions are in effect against either faction.
|
||||
|
||||
#ADVCONCEPT4
|
||||
Your Alpha Centauri Score is computed as follows:
|
||||
^
|
||||
^(1) 1 point for each citizen of each base.
|
||||
^(2) If you have won a $LINK<Diplomatic=10005> or $LINK<Economic=10008> victory, score:
|
||||
^ (a) 1 point for each citizen of a $LINK<Pact Brother’s=3> base.
|
||||
^ (b) 1/2 point for each citizen of any other faction’s base.
|
||||
^(3) 1 point for each citizen of a surrendered base.
|
||||
^(4) 1 point for each unit of $LINK<commerce=29> your bases are receiving.
|
||||
^(5) 1 point for each $LINK<technology=140062> discovered.
|
||||
^(6) 10 points for each $LINK<Transcendent Thought=140088> advance.
|
||||
^(7) 25 points for each $LINK<Secret Project=110065>.
|
||||
^(8) A $LINK<Victory=30> bonus if you have won the game.
|
||||
|
||||
#ADVCONCEPT5
|
||||
You may win the game diplomatically by convincing enough faction
|
||||
leaders to unite behind you as Supreme Leader of Planet. A 3/4 vote
|
||||
of the $LINK<Planetary Council=27> is required to secure such election.
|
||||
Only the leader of one of the two factions with the highest vote totals
|
||||
may stand for election as $LINK<Governor=28> or Supreme Leader.
|
||||
^
|
||||
When a Supreme Leader is elected, a faction leader may choose to defy the will
|
||||
of the Council and refuse to submit. In this case, the Supreme Leader
|
||||
must, with the help of loyal factions, conquer all defiant factions
|
||||
to achieve a Conquest victory. Because of the military power usually
|
||||
required to secure election as Supreme Leader, defying the will of the
|
||||
Council is generally fairly suicidal. Other factions will therefore
|
||||
usually only take this course if you have committed atrocities against
|
||||
them or grossly and repeatedly betrayed them.
|
||||
^
|
||||
If you win a Diplomatic Victory, you are awarded 1200 points minus
|
||||
2 for every game turn elapsed. If Cooperative Victory is enabled and
|
||||
your $LINK<Pact Brother or Sister=3> is elected Supreme Leader, you are awarded
|
||||
half this total.
|
||||
|
||||
#ADVCONCEPT6
|
||||
You may win the game by conquest if you eliminate all remaining
|
||||
factions. Factions which surrender and “swear a pact to serve you”
|
||||
count as eliminated for this purpose. If Cooperative Victory is
|
||||
enabled, you need not eliminate any faction with whom you have signed a
|
||||
$LINK<Pact of Brotherhood=3>, though aside from surrendered AI factions
|
||||
no more than three factions may “win together” in this fashion.
|
||||
^
|
||||
For winning by Conquest, you are awarded 1000 points minus 2 for
|
||||
every game turn elapsed. If Cooperative Victory is enabled and more
|
||||
than one faction survives the game, the points are split between them
|
||||
based on relative population.
|
||||
|
||||
#ADVCONCEPT7
|
||||
The highest form of victory is the Ascent to Transcendence, the next
|
||||
step in the evolution of humanity. In order to ascend, you must complete
|
||||
the secret project $LINK<Ascent to Transcendence=110071>, which can be started only
|
||||
after one faction has completed the $LINK<Voice of Planet=110070> project.
|
||||
^
|
||||
Players who ascend to transcendence are awarded 2000 points minus
|
||||
2 for every game turn elapsed. If cooperative victory is enabled,
|
||||
all $LINK<Pact Brothers and Sisters=3> participate in the win, and points
|
||||
are split between all winning factions based on relative population.
|
||||
|
||||
#ADVCONCEPT8
|
||||
You may win an Economic Victory by cornering the Global Energy Market.
|
||||
You must have discovered $LINK<Planetary Economics=140061> in order to pursue such
|
||||
a plan.
|
||||
^
|
||||
Cornering the Global Energy Market will require a sum of energy credits
|
||||
roughly equal to the cost to “mind control” every remaining base on
|
||||
Planet. When you are ready to make such an attempt, select “Corner
|
||||
Global Energy Market” from the HQ Menu.
|
||||
^
|
||||
When a faction attempts to corner the Global Energy Market, all other
|
||||
factions will be given an allotted period of time in which they can
|
||||
capture or destroy the cornering faction’s $LINK<Headquarters=100001> and thereby
|
||||
foil the plan.
|
||||
^
|
||||
For Economic Victory, you are awarded 1200 points minus 2 for
|
||||
every game turn elapsed. If Cooperative Victory is enabled, $LINK<Pact Brothers
|
||||
and Sisters=3> of the winning faction receive half the bonus points.
|
||||
|
||||
#ADVCONCEPT9
|
||||
You win a Scenario Victory if you successfully complete the goals
|
||||
of a Scenario. Your score will depend on the specific scenario rules.
|
||||
^
|
||||
You cannot win a Scenario Victory if you are playing a standard game.
|
||||
|
||||
#ADVCONCEPT10
|
||||
You may retire as faction leader at any time by selecting “Retire”
|
||||
from the Game Menu. This ends the game and computes your $LINK<Alpha Centauri
|
||||
Score=10004>.
|
||||
^
|
||||
You must also retire if you reach the mandatory retirement year for
|
||||
your game or scenario. In standard games, the mandatory retirement
|
||||
year is M.Y. 2600 for Citizen, Specialist, and Talent levels, and
|
||||
M.Y. 2500 for Librarian, Thinker, and Transcend levels.
|
||||
^
|
||||
You will be warned 20 years before you reach mandatory retirement.
|
||||
|
||||
#ADVCONCEPT11
|
||||
The formula used to compute a faction’s might is as follows:
|
||||
^
|
||||
^4 points for each point of population
|
||||
^4 points for each $LINK<Transcendent Thought=140088>
|
||||
^?? points for each $LINK<Tech=140062> (sum of Explore, Discover, Build, Conquer values)
|
||||
^10 points for each $LINK<Secret Project=110065>
|
||||
^
|
||||
^For each non-combat unit, add Cost/40 (technically MineralRows/4)
|
||||
^For each psi unit, add Cost/20 (MineralRows/2)
|
||||
^For each planet buster, add Cost/10 (MineralRows)
|
||||
^For combat units, add Cost/10 in ratio of weapon strength to best
|
||||
^ weapon of any unit currently in the game.
|
||||
^
|
||||
^So a 2-1-2 unit is only worth half value if “4” weapons are the best available.
|
||||
|
||||
#ADVCONCEPT12
|
||||
Several factors contribute to the number of drones found at a base
|
||||
before police, facilities, psych, and secret projects are taken into
|
||||
account:
|
||||
^
|
||||
(1) Difficulty Level: at the lowest difficulty level, every citizen
|
||||
after the first six is a drone. For each increase in difficulty level,
|
||||
an additional drone is added, so at the highest level every citizen
|
||||
after the first one is a drone.
|
||||
^
|
||||
(2) Bureaucracy: depending on your $LINK<EFFICIENCY=130001> and your difficulty
|
||||
level, you will receive additional drones when your {number of bases}
|
||||
exceeds a certain number. See $LINK<BUREAUCRACY=10013>.
|
||||
^
|
||||
(3) Disloyal Citizenry: for approximately 50 turns after you capture
|
||||
an enemy base, you will receive extra drones while you assimilate the
|
||||
enemy citizens. The basic rate is 5 drones minus one for each 10
|
||||
turns elapsed, but the number may never exceed:
|
||||
^^(BaseSize + Difficulty - 2)/4
|
||||
^
|
||||
(4) Faction Power: Some factions receive additional drones or talents.
|
||||
For instance, the $LINK<University=150003> receives an extra drone for every 4 citizens
|
||||
(rounded down), while the $LINK<Peacekeepers=150007> receive an extra $LINK<Talent=37> for every
|
||||
4 citizens, rounded up.
|
||||
|
||||
;Bureaucracy
|
||||
#ADVCONCEPT13
|
||||
{Bureaucracy} is the addition of extra Drones because a faction has
|
||||
exceeded a certain number of bases. The bureaucracy formula works
|
||||
as follows:
|
||||
^
|
||||
^^BaseLimit = (8 - Difficulty) * (4 + Efficiency) * MapRoot / 2
|
||||
^
|
||||
^Where:
|
||||
^Difficulty = Player’s difficulty level (0 - 5)
|
||||
^Efficiency = Social Engineering $LINK<Efficiency=130001> rating.
|
||||
^MapRoot = Sq. Root of # Map Squares / Sq. Root of 3200.
|
||||
^
|
||||
For each base a faction builds in excess of this number, one additional
|
||||
drone will appear at some base somewhere in the colony.
|
||||
|
||||
# ; This line must remain at end of file
|
525
##current patch files/EN/SMAC/credits.txt
Normal file
525
##current patch files/EN/SMAC/credits.txt
Normal file
@ -0,0 +1,525 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Credits
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
#CREDITS
|
||||
|
||||
|
||||
SID MEIER’S ALPHA CENTAURI DESIGNED BY
|
||||
Brian Reynolds
|
||||
|
||||
|
||||
WITH
|
||||
Sid Meier
|
||||
Timothy Train
|
||||
Douglas Kaufman
|
||||
Bing Gordon
|
||||
|
||||
AND
|
||||
Members of FIRAXIS Games
|
||||
|
||||
|
||||
SID MEIER’S ALIEN CROSSFIRE DESIGNED BY
|
||||
Timothy Train
|
||||
|
||||
|
||||
WITH
|
||||
Douglas Kaufman
|
||||
Chris Pine
|
||||
Gregory Foertsch
|
||||
Michael Ely
|
||||
Bing Gordon
|
||||
Sid Meier
|
||||
|
||||
AND
|
||||
Members of FIRAXIS Games
|
||||
|
||||
|
||||
FOR ALIEN CROSSFIRE
|
||||
|
||||
|
||||
EXECUTIVE PRODUCER
|
||||
Jeffery L. Briggs
|
||||
|
||||
|
||||
PRODUCER
|
||||
Timothy Train
|
||||
|
||||
|
||||
LEAD PROGRAMMER
|
||||
Chris Pine
|
||||
|
||||
|
||||
SOUND ENGINEERING AND PROGRAMMING
|
||||
David Evans
|
||||
|
||||
|
||||
FACTION EDITOR DESIGN AND PROGRAMMING
|
||||
Jeff Morris
|
||||
|
||||
|
||||
SYSTEM AND INTERFACE PROGRAMMING
|
||||
Jason Coleman
|
||||
|
||||
|
||||
ADDITIONAL PROGRAMMING
|
||||
Jeff Morris
|
||||
David Evans
|
||||
Jason Coleman
|
||||
Brian Reynolds
|
||||
|
||||
|
||||
ART DIRECTOR
|
||||
Gregory Foertsch
|
||||
|
||||
|
||||
GRAPHIC ARTISTS
|
||||
Jerome Atherholt (Portraits, Terrain)
|
||||
Brent Alleyne (Progenitor design and animations)
|
||||
Steve Chao (Icons, Ship design, Dossier photos)
|
||||
Michael Bazzell (3D Units)
|
||||
|
||||
|
||||
MOVIES AND VOICES DIRECTED BY
|
||||
Michael Ely
|
||||
|
||||
|
||||
FEATURING THE VOICES OF
|
||||
James Leibman (as Captain Ulrik Svensgaard)
|
||||
Jeff Gordon (as Progenitors Lular H’minee and Judaa Marr)
|
||||
Frederick Serafin (as Foreman Domai)
|
||||
Allie Rivenbark (as Prime Function Aki Zeta-5)
|
||||
Christine Melton (as Datajack Sinder Roze)
|
||||
Stacy Spenser (as Prophet Cha Dawn)
|
||||
Robert Levy (Narrator)
|
||||
|
||||
|
||||
BACKGROUND MUSIC
|
||||
David Evans
|
||||
Jeffery L. Briggs
|
||||
|
||||
|
||||
MOVIE MUSIC
|
||||
Jeffery L. Briggs
|
||||
|
||||
|
||||
DIRECTOR OF MARKETING
|
||||
Lindsay Riehl
|
||||
|
||||
|
||||
MASTER OF MISCELLANEOUS
|
||||
Susan Meier
|
||||
|
||||
|
||||
WEBMASTER
|
||||
Dan Magaha
|
||||
|
||||
|
||||
INTERN
|
||||
Stephen Lee
|
||||
|
||||
|
||||
WITH SPECIAL THANKS TO
|
||||
Ann, Wendy, Jennifer, and all our families
|
||||
|
||||
|
||||
PUBLISHED BY
|
||||
Electronic Arts
|
||||
|
||||
|
||||
EA GODFATHER
|
||||
Bing Gordon
|
||||
|
||||
|
||||
EA PRODUCER
|
||||
Hunter Smith
|
||||
|
||||
|
||||
DIRECTOR OF MARKETING
|
||||
Chris Plummer
|
||||
|
||||
|
||||
PRODUCT MANAGER
|
||||
Jonathan Harris
|
||||
|
||||
|
||||
EUROPEAN PRODUCT MANAGER
|
||||
Audrey Meehan
|
||||
|
||||
|
||||
MEDIA RELATIONS MANAGER
|
||||
Patrick Buechner
|
||||
|
||||
|
||||
QUALITY ASSURANCE DIRECTOR
|
||||
Jeff Morris, FIRAXIS Games
|
||||
|
||||
|
||||
LEAD TESTER
|
||||
David “Killkwik” McCormick
|
||||
|
||||
|
||||
ASSISTANT LEAD TESTER
|
||||
Daryl “Red Evil” Humdy
|
||||
|
||||
|
||||
TESTERS
|
||||
Eduardo “Duff” Buenviaje, Jr.
|
||||
T.J. “DeadMeat” Cipri
|
||||
Justin “WWSD” Holst
|
||||
Mike “Hot Pants” Hong
|
||||
Matthew “Shocktart” Lewis
|
||||
Joe “Muh Pipe” Norris
|
||||
Ausias “Gimpy” Salmeron-Viver
|
||||
John “Belial” Trest
|
||||
|
||||
|
||||
EA CUSTOMER QUALITY CONTROL
|
||||
CQC Manager: Joel Knutson
|
||||
|
||||
CQC Representatives:
|
||||
Benjamin Crick
|
||||
Shane Ferguson
|
||||
Jacob Fernandez
|
||||
Darryl Jenkins
|
||||
Dave Knudson
|
||||
Micah Pritchard
|
||||
Andrew Young
|
||||
|
||||
|
||||
BETA TESTERS
|
||||
Marty Bishop
|
||||
John Brown
|
||||
Michael Buccheri
|
||||
Ted Dennison
|
||||
Kevin Devine
|
||||
Michael Dorn
|
||||
Neil Fradkin
|
||||
Lonnie George
|
||||
Andrew Goldstein
|
||||
Dick Knisely
|
||||
Greg Lary
|
||||
Martin Leuschen
|
||||
Sam May
|
||||
Biju Mathai
|
||||
Jen MacLean
|
||||
Jean McGuire
|
||||
Vernon Michael
|
||||
Mark Norton
|
||||
George Politis
|
||||
Ronald Powell
|
||||
Alan Precourt
|
||||
Marc Ressig
|
||||
Jason Russ
|
||||
Thomas Stobie
|
||||
Peter Szymonik
|
||||
David Train
|
||||
Jeff Vitous
|
||||
Rita Waller
|
||||
|
||||
|
||||
MANUAL WRITER
|
||||
Douglas Kaufman
|
||||
|
||||
|
||||
DOCUMENTATION LAYOUT
|
||||
Deborah Maxwell
|
||||
|
||||
|
||||
MANUAL EDITOR
|
||||
Ede Clarke
|
||||
Timothy Train
|
||||
|
||||
|
||||
TECH TREE POSTER DESIGN
|
||||
Marco Garcia
|
||||
|
||||
|
||||
PACKAGING ART DIRECTION
|
||||
Nancy Waisanen
|
||||
|
||||
|
||||
LOCALIZATION DIRECTOR
|
||||
Atsuko Matsumoto
|
||||
|
||||
|
||||
LOCALIZATION LEAD
|
||||
John Pemberton
|
||||
|
||||
|
||||
PRODUCTION SPECIALISTS
|
||||
Barry Feather
|
||||
Ricky Brown
|
||||
|
||||
|
||||
PROJECT MANAGER
|
||||
Emily Bromley
|
||||
|
||||
|
||||
FRENCH TRANSLATION MANAGER
|
||||
Jean-Luc Chabrier
|
||||
|
||||
|
||||
FRENCH TRANSLATORS
|
||||
Jean-Claude Ducerf (www.ducerftranslations.com)
|
||||
Nathalie Marlier (www.apex.fr)
|
||||
|
||||
|
||||
FRENCH AUDIO
|
||||
Knockin’ Boots Production, Paris/France
|
||||
|
||||
|
||||
GERMAN TRANSLATION MANAGER
|
||||
Christina Vollmer
|
||||
|
||||
|
||||
GERMAN TRANSLATORS
|
||||
Frank Dietz
|
||||
Christoph Niedermair
|
||||
Susanne van Eyl
|
||||
|
||||
|
||||
GERMAN AUDIO
|
||||
toneworx GmbH, Hamburg/Germany
|
||||
|
||||
|
||||
SPANISH PRODUCT MANAGER
|
||||
Teo Alcorta
|
||||
|
||||
|
||||
SPANISH LOCALIZATION MANAGER
|
||||
Julio Valladares
|
||||
|
||||
|
||||
SPANISH LOCALIZATION
|
||||
José Luis Rovira
|
||||
|
||||
|
||||
ITALIAN TRANSLATION
|
||||
C.T.O. S.p.a., Bologna/Italy
|
||||
|
||||
|
||||
MPEG Real-Time Libraries
|
||||
© 1996–1998 by MpegTV. All rights reserved.
|
||||
|
||||
|
||||
ORIGINAL ALPHA CENTAURI CREDITS
|
||||
(Where different from above)
|
||||
|
||||
|
||||
CREATED BY
|
||||
Brian Reynolds
|
||||
|
||||
|
||||
WITH
|
||||
Sid Meier
|
||||
Timothy Train
|
||||
Douglas Kaufman
|
||||
Bing Gordon
|
||||
|
||||
|
||||
AND
|
||||
Members of FIRAXIS Games
|
||||
|
||||
|
||||
ART DIRECTOR
|
||||
Michael Haire (Icons, Scoring)
|
||||
|
||||
|
||||
GRAPHIC ARTISTS
|
||||
Jerome Atherholt (Portraits, Terrain)
|
||||
Michael Bazzell (3D Units, Prototyping)
|
||||
Gregory Foertsch (Payoffs, Movies)
|
||||
David Inscore (Interface, Movies)
|
||||
Nicholas Rusko-Berger (Movies, Opening)
|
||||
|
||||
|
||||
FEATURING THE VOICES OF
|
||||
Carolyn Dahl (as Lady Deirdre Skye)
|
||||
Lu Yu (as Chairman Sheng-ji Yang)
|
||||
Yuri Nesteroff (as Academician Prokhor Zakharov)
|
||||
Regi Davis (as CEO Nwabudike Morgan)
|
||||
Wanda Nino (as Colonel Corazon Santiago)
|
||||
Gretchen Weigel (as Sister Miriam Godwinson)
|
||||
Hesh Gordon (as Commissioner Pravin Lal)
|
||||
Alena Kanka (as Planet)
|
||||
Robert Levy (Datalinks, Male)
|
||||
Katherine Ferguson (Datalinks, Female)
|
||||
|
||||
|
||||
WEBMASTER
|
||||
Michael Ely
|
||||
|
||||
|
||||
ASTRONOMY, PHYSICS, AND BIOLOGY RESEARCH
|
||||
Derek Cotter
|
||||
|
||||
|
||||
INTERN COORDINATOR
|
||||
Deborah Briggs
|
||||
|
||||
|
||||
INTERNS
|
||||
Alex Luskin (Sound Engineering)
|
||||
Kurt Kotula (Graphic Art)
|
||||
Matt Pierce (Marketing)
|
||||
|
||||
|
||||
STOCK FOOTAGE COURTESY OF
|
||||
Archive Films
|
||||
Corbis
|
||||
The Image Bank
|
||||
WPA Film Library
|
||||
|
||||
|
||||
“THE DANCING BABY”
|
||||
is used with the permission
|
||||
of Kinetix, a division of
|
||||
Autodesk, inc.
|
||||
|
||||
|
||||
WITH SPECIAL THANKS TO
|
||||
Jill, Ro, and Caleb Reynolds
|
||||
|
||||
|
||||
EA EXECUTIVE PRODUCER
|
||||
Andy Hollis
|
||||
|
||||
|
||||
EA PRODUCER
|
||||
Bryan Walker
|
||||
|
||||
|
||||
VP MARKETING
|
||||
Alex Carloss
|
||||
|
||||
|
||||
PRODUCT MANAGER
|
||||
Matt Orlich
|
||||
|
||||
|
||||
MEDIA RELATIONS MANAGER
|
||||
David Swofford
|
||||
|
||||
|
||||
ABSOLUTE QUALITY, INC.
|
||||
Dan Schlueter, AQ Lead Tester
|
||||
Graham Boyanich
|
||||
Charles Brubaker
|
||||
Ray Lofton
|
||||
Ted Paulsen
|
||||
Jim Smith
|
||||
|
||||
|
||||
ORIGIN SYSTEMS, INC.
|
||||
Paul “Paladin” Vaden, OSI QA Supervisor
|
||||
Rhea “Shalom” Shelley, OSI Project Leader
|
||||
Todd “Balls” Raffray, OSI Assistant Project Leader
|
||||
Tim “Quasimodo” Bell
|
||||
Brett “Beaker” Bonner
|
||||
Stacy “Skyline” Davidson
|
||||
Zafer “Z-man” Hamza
|
||||
Kent “Hand” Raffray
|
||||
Jon “Punchy” Shelus
|
||||
Stephen “Money Shot” VanWambeck
|
||||
Russ “Stranger” Wilkins
|
||||
|
||||
|
||||
AND
|
||||
Kyle “Paddleboat” Drewke
|
||||
Brian “BIG tiny” DuBose
|
||||
Mackey “Rastuss” Fair
|
||||
Kenny “Hottman” Hott
|
||||
Matt “O.G. Mudbone” Lynch
|
||||
Grant “Rogue” McDaniel
|
||||
Brandon “Arashi” Salinas
|
||||
Jon “Stormer” Savinelli
|
||||
Lance “MudPuppy” Stites
|
||||
|
||||
|
||||
BUT NOT
|
||||
Chris “Binky” Launius
|
||||
|
||||
|
||||
BETA TESTERS
|
||||
Marty Bishop
|
||||
Michael Buccheri
|
||||
Ted Dennison
|
||||
Chris Fitzgerald
|
||||
Neil Fradkin
|
||||
Andrew Goldstein
|
||||
Ronald Gretz
|
||||
Dick Knisely
|
||||
Greg Lary
|
||||
Martin Leuschen
|
||||
Jen MacLean
|
||||
Biju Mathai
|
||||
Sam May
|
||||
Jean McGuire
|
||||
Laralyn McWilliams
|
||||
Vernon Michael
|
||||
Mark Norton
|
||||
George Politis
|
||||
Alan Precourt
|
||||
Marc Reissig
|
||||
Don Rinker
|
||||
Jennifer Schlickbernd
|
||||
Dan Speicher
|
||||
William Stapel
|
||||
Thomas Stobie
|
||||
Jeff Vitous
|
||||
Rita Waller
|
||||
|
||||
|
||||
ELECTRONIC ARTS, INC.
|
||||
Benjamin Crick
|
||||
Etienne Grunenwald
|
||||
Daniel Hiatt
|
||||
Bobby Joe
|
||||
Michael Jung
|
||||
Anatol Somerville
|
||||
|
||||
|
||||
DOCUMENTATION BY
|
||||
Incan Monkey God Studios, Inc.
|
||||
|
||||
|
||||
MANUAL WRITER
|
||||
Chris McCubbin
|
||||
|
||||
|
||||
MANUAL EDITOR
|
||||
David Ladyman
|
||||
|
||||
|
||||
Dedicated to the men and women of NASA,
|
||||
and all the world’s space programs.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
Eternity lies ahead of us, and behind.
|
||||
Have you drunk your fill?
|
||||
|
||||
Lady Deirdre Skye,
|
||||
“Conversations with Planet”,
|
||||
Epilogue
|
||||
|
||||
|
||||
|
||||
#; This line must remain at end of file
|
325
##current patch files/EN/SMAC/facedit.txt
Normal file
325
##current patch files/EN/SMAC/facedit.txt
Normal file
@ -0,0 +1,325 @@
|
||||
r; Faction Editor Text Files
|
||||
|
||||
#TITLE
|
||||
Faction Editor v1.0
|
||||
|
||||
#DATATITLES
|
||||
BASE NAMES
|
||||
SEABASE NAMES
|
||||
FACTION
|
||||
SENTENCES
|
||||
RULES
|
||||
LEADER
|
||||
DIPLOMACY
|
||||
DATALINKS
|
||||
|
||||
#BUTTONS
|
||||
New Faction
|
||||
Save Faction
|
||||
Load Faction
|
||||
Quit
|
||||
Faction
|
||||
Leader
|
||||
Rules
|
||||
Diplomacy
|
||||
Datalinks
|
||||
Sentences
|
||||
Base Names
|
||||
Seabase Names
|
||||
Male
|
||||
Female
|
||||
Yes
|
||||
No
|
||||
Sometimes
|
||||
Masculine
|
||||
Feminine
|
||||
Singular
|
||||
Plural
|
||||
Add Faction To Game
|
||||
Delete Faction From Game
|
||||
Close
|
||||
Alien Diplomacy Mode
|
||||
Human Diplomacy Mode
|
||||
|
||||
#FACTION
|
||||
Faction Name
|
||||
Descriptive Name
|
||||
Faction Noun
|
||||
Faction Adj.
|
||||
Faction Insult
|
||||
Faction Gender
|
||||
Plural/Singular
|
||||
Social Ideology
|
||||
Emphasis
|
||||
Anti-Ideologies
|
||||
Faction Bonus
|
||||
Graphic Set
|
||||
|
||||
#GRAPHICSET
|
||||
Gaia’s Stepdaughters
|
||||
Human Hive
|
||||
University of Planet
|
||||
Morgan Industries
|
||||
Spartan Federation
|
||||
The Lord’s Believers
|
||||
Peacekeeping Forces
|
||||
The Cybernetic Consciousness
|
||||
Pirates
|
||||
The Free Drones
|
||||
The Data Angels
|
||||
The Cult of Planet
|
||||
Manifold Caretakers
|
||||
Manifold Usurpers
|
||||
|
||||
#LEADER
|
||||
Name
|
||||
Title
|
||||
Good Adjective
|
||||
Bad Adjective
|
||||
Insult
|
||||
Assistant
|
||||
Scientist
|
||||
Assistant City
|
||||
Leader Gender
|
||||
Use of Force
|
||||
Interest In Power
|
||||
Interest In Tech.
|
||||
Interest In Wealth
|
||||
Interest In Growth
|
||||
|
||||
#LIMITEDBONUS
|
||||
None
|
||||
Free Tech.
|
||||
Free Facility
|
||||
Free Vehicle
|
||||
Social Benefit
|
||||
Robust
|
||||
Immunity
|
||||
Impunity
|
||||
Penalty
|
||||
Fungus Nutrient
|
||||
Fungus Mineral
|
||||
Fungus Energy
|
||||
Bonus Votes
|
||||
Free Facility (Prereq.)
|
||||
Revolt
|
||||
No Drone
|
||||
Free Ability (Prereq.)
|
||||
Probe Cost
|
||||
Defense
|
||||
Offense
|
||||
|
||||
#LIMITEDBONUSCODES
|
||||
NONE
|
||||
TECH
|
||||
FACILITY
|
||||
UNIT
|
||||
SOCIAL
|
||||
ROBUST
|
||||
IMMUNITY
|
||||
IMPUNITY
|
||||
PENALTY
|
||||
FUNGNUTRIENT
|
||||
FUNGMINERALS
|
||||
FUNGENERGY
|
||||
VOTES
|
||||
FREEFAC
|
||||
REVOLT
|
||||
NODRONE
|
||||
FREEABIL
|
||||
PROBECOST
|
||||
DEFENSE
|
||||
OFFENSE
|
||||
|
||||
#SENTENCES
|
||||
Together we shall both
|
||||
My intent is
|
||||
S/he is bent on
|
||||
You seem bent on
|
||||
I shall not stand here while you
|
||||
S/he spends her/his time
|
||||
You spend your time
|
||||
I have been accused of
|
||||
Your
|
||||
Think how this could benefit your
|
||||
I trust your
|
||||
it is customary to remit me a small
|
||||
for the services my forces provide in
|
||||
I shall instruct
|
||||
You are in contravention of
|
||||
and …
|
||||
does not impress me
|
||||
are proceeding to your satisfaction
|
||||
…
|
||||
to see that no such …
|
||||
|
||||
#DIPLOMACY
|
||||
Truce Text
|
||||
Agree to Truce
|
||||
Refuse Truce
|
||||
Treaty Text
|
||||
Agree to Treaty
|
||||
Refuse Treaty
|
||||
Alien Truce Text
|
||||
Alien Agree to Truce
|
||||
Alien Refuse Truce
|
||||
Alien Treaty Text
|
||||
Alien Agree to Treaty
|
||||
Alien Refuse Treaty
|
||||
|
||||
#DATALINKS
|
||||
Leader:
|
||||
Background:
|
||||
Agenda:
|
||||
Tech:
|
||||
Bonus 1:
|
||||
Bonus 2:
|
||||
Bonus 3:
|
||||
Bonus 4:
|
||||
Bonus 5:
|
||||
Bonus 6:
|
||||
Bonus 7:
|
||||
Bonus 8:
|
||||
Blurb Author:
|
||||
Blurb Source:
|
||||
Blurb Text:
|
||||
|
||||
#BONUS
|
||||
Morale Modifier
|
||||
Psi Combat Modifier (%)
|
||||
Research Bonus Per Base
|
||||
Extra Drone Per Base
|
||||
Extra Talent Per Base
|
||||
Bonus Energy Reserve
|
||||
Energy Interest (%)
|
||||
Bonus Commerce Rate
|
||||
Population Bonus
|
||||
Hurry Modifier (%)
|
||||
Research Modifer (%)
|
||||
Share Technology
|
||||
Select Technologies
|
||||
Terraform Bonus
|
||||
Bonus Commfrequency
|
||||
Immunity to Mind Control
|
||||
25% Attack Bonus
|
||||
Free Prototypes
|
||||
Aquatic Faction
|
||||
Alien Faction
|
||||
Worm Police
|
||||
Share Tech with Infiltrator
|
||||
Steal Tech
|
||||
|
||||
#BONUSCODES
|
||||
MORALE
|
||||
PSI
|
||||
RESEARCH
|
||||
DRONE
|
||||
TALENT
|
||||
ENERGY
|
||||
INTEREST
|
||||
COMMERCE
|
||||
POPULATION
|
||||
HURRY
|
||||
TECHCOST
|
||||
TECHSHARE
|
||||
SELECTTECH
|
||||
TERRAFORM
|
||||
COMMFREQ
|
||||
MINDCONTROL
|
||||
FANATIC
|
||||
FREEPROTO
|
||||
AQUATIC
|
||||
ALIEN
|
||||
WORMPOLICE
|
||||
SHARETECH
|
||||
TECHSTEAL
|
||||
|
||||
#HELPTEXT
|
||||
Formal name of colony/group
|
||||
Description of basic ideology.
|
||||
The plural noun.
|
||||
An adjective that describes the faction
|
||||
An insult against the faction.
|
||||
The gender of the faction name.
|
||||
Whether the faction name is plural or singular
|
||||
An ideology that the AI player will focus on.
|
||||
An area of its society the AI will try to enhance.
|
||||
A social ideology that the AI player finds distasteful.
|
||||
Faction bonus; limited to a total of eight.
|
||||
The base set of graphic files that the faction will use.
|
||||
Name of faction leader
|
||||
Title of faction leader
|
||||
A positive adjective describing the faction leader
|
||||
A negative adjective describing the faction leader
|
||||
An insult against the faction leader
|
||||
An assistant’s name that is used in various interludes
|
||||
An scientist’s name that is used in various interludes
|
||||
A base name that is used in various interludes
|
||||
The faction leader’s gender
|
||||
The faction leader’s willingness to achieve it’s goals through aggression
|
||||
The faction leader’s interest in military might when under AI control
|
||||
The faction leader’s interest in research when under AI control
|
||||
The faction leader’s interest in accumulating energy when under AI control
|
||||
The faction leader’s interest in expanding his or her borders when under AI control
|
||||
Increases or decreases new unit’s morale. A setting of 0 indicates they are immune to negative modifiers.
|
||||
A percentage bonus to all PSI combat
|
||||
Free research points generated at every base per turn.
|
||||
Extra drone generated at every base, per # of population you input
|
||||
# of extra talents generated at every base
|
||||
Free energy reserves at start of game
|
||||
Energy reserves interest. When set to 0, +1 per base
|
||||
Increased commerce rate
|
||||
Number to be added to population limit prior to requiring a Habitation Dome/Complex
|
||||
Percentage modifier to costs associated with hurrying production
|
||||
Percentage modifier to research rate
|
||||
The number of other factions that need to know a technology before you receive it. 0 indicates lack of this ability.
|
||||
Allows the faction to select a number of techs at the beginning of a game
|
||||
Halves terraform raise/lower costs
|
||||
Gives an extra commfrequency at the beginning of the game
|
||||
Vehicles and bases are immune to mind control
|
||||
A 25% bonus when attacking
|
||||
Prototype cost reduced to 0 for this faction
|
||||
This is a sea based faction (extra mineral in shelf, ability to build ocean enhancements)
|
||||
A Progenitor faction (Progenitor text, extra units, directed tech, etc.)
|
||||
Mindworms do double duty as police
|
||||
When used with sharetech, requires one to be spying on the other factions
|
||||
Faction steals a tech when it captures a base
|
||||
The name of the faction leader that appears in the datalinks
|
||||
The background of the faction leader that appears in the datalinks
|
||||
The agenda of the faction leader that appears in the datalinks
|
||||
The starting technology of the faction that appears in the datalinks
|
||||
A faction bonus that appears in the datalinks
|
||||
The author of the source that the blurb is taken from
|
||||
The source that the blurb is taken from
|
||||
The blurb displayed when selecting a faction
|
||||
This is where you change the text of various diplomacy messages
|
||||
This is where you see the final result of your diplomacy message, within context
|
||||
This is the list of names drawn from for land bases
|
||||
This is the list of names drawn from for sea bases
|
||||
Restore the default faction settings (The Human Hive)
|
||||
Load a previously created faction
|
||||
Save the current faction and add it to the game
|
||||
Exit Faction Editor
|
||||
Faction Options
|
||||
Leader Options
|
||||
Rule Options
|
||||
Diplomacy Options
|
||||
Datalinks Options
|
||||
Sentence Options
|
||||
Landbase Names
|
||||
Seabase Names
|
||||
The text of a truce that your faction offers to a human
|
||||
The text used when a human agrees to a truce from your faction
|
||||
The text used when a human refuses a truce from your faction
|
||||
The text of a treaty that your faction offers to a human
|
||||
The text used when a human agrees to a treaty from your faction
|
||||
The text used when a human refuses a treaty from your faction
|
||||
The text of a truce that your faction offers to a alien
|
||||
The text used when an alien agrees to a truce from your faction
|
||||
The text used when an alien refuses a truce from your faction
|
||||
The text of a treaty that your faction offers to a alien
|
||||
The text used when an alien agrees to a treaty from your faction
|
||||
The text used when an alien refuses a treaty from your faction
|
||||
Toggle between alien and human diplomacy text
|
||||
|
||||
# ;
|
242
##current patch files/EN/SMAC/faction.txt
Normal file
242
##current patch files/EN/SMAC/faction.txt
Normal file
@ -0,0 +1,242 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: TEMPLATE
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;
|
||||
; Factions—Names & personalities
|
||||
;
|
||||
; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
|
||||
; title, characteristic, adjective
|
||||
; SPECIAL RULES, parameters, …
|
||||
; SOCIAL PRIORITY, setting, result
|
||||
;
|
||||
; formal = Formal name of colony/group
|
||||
; desc = Description of basic ideology
|
||||
; noun = Plural noun
|
||||
; masc/fem = Is faction’s noun masculine or feminine
|
||||
; sing/plural = Is faction’s noun singular (Labyrinth) or plural (Gaians)
|
||||
; name = Name of default leader
|
||||
; gender = M or F (gender of leader)
|
||||
; ai-fight = -1,0,1 (willingness to use force to achieve goals)
|
||||
; ai-power = 1 or 0 (interest in power)
|
||||
; ai-tech = 1 or 0 (interest in knowledge)
|
||||
; ai-wealth = 1 or 0 (interest in wealth)
|
||||
; ai-growth = 1 or 0 (interest in population growth)
|
||||
;
|
||||
; title = leader’s title
|
||||
; characteristic = leader’s descriptive adjective
|
||||
;
|
||||
; adjective = adjectival form of faction name (e.g. Gaian)
|
||||
; TRANSLATOR NOTE: for FRENCH versions, this should
|
||||
; give all four forms (ms:fs:mp:fp):
|
||||
; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
|
||||
; for GERMAN it should have all six forms.
|
||||
;
|
||||
; SPECIAL RULES = rule, parameter
|
||||
;
|
||||
; TECH = Free technology at start. Parameter
|
||||
; is either a tech id (e.g. “Cen”) to
|
||||
; indicate a specific technology, or a
|
||||
; number (e.g. 2) to indicate a number
|
||||
; of player-selected technologies.
|
||||
; MORALE = Morale modifier (if 0, indicates an
|
||||
; exemption from negative modifiers from
|
||||
; other sources).
|
||||
; PSI = Percentage combat bonus for PSI Combat.
|
||||
; FACILITY = Every new base gets this free facility.
|
||||
; Param indicates facility (e.g. “4” is
|
||||
; a Perimeter Defense) from the facilities
|
||||
; list. Do NOT attempt to give satellites
|
||||
; and secret projects this way.
|
||||
; RESEARCH = Free research points per base per turn.
|
||||
; DRONE = Extra drone at base (per “param”
|
||||
; citizens, rounded down)
|
||||
; TALENT = Extra talent at base (per “param”
|
||||
; citizens, rounded up)
|
||||
; ENERGY = Free energy reserves at start
|
||||
; INTEREST = Energy reserves interest.
|
||||
; Non-zero = constant percentage per turn (including negative)
|
||||
; Zero = +1/base each turn
|
||||
; COMMERCE = Increased commerce rate
|
||||
; POPULATION = # to be added to population limit of
|
||||
; each base for purposes of Habitation
|
||||
; domes, etc.
|
||||
; HURRY = Percentage change in costs of “Hurry”
|
||||
; button on construction (e.g. 125 means
|
||||
; 125% of normal cost, so 100 costs 125).
|
||||
; UNIT = Extra free unit at start; param is
|
||||
; index from units list (e.g. 0 equals
|
||||
; Colonists, 1 Terraformers, 2 Scout
|
||||
; Crawler)
|
||||
; TECHCOST = Modifier % for tech research rate.
|
||||
; (e.g. 125 means each discovery costs
|
||||
; 125% the usual number of research
|
||||
; points).
|
||||
; SHARETECH = Gain any technology known to # other players
|
||||
; TERRAFORM = Halves terraform raise/lower cost
|
||||
; SOCIAL = Gives a modifier in the named social effect category
|
||||
; (“SOCIAL, +EFFIC” raises the EFFIC rating by 1;
|
||||
; “SOCIAL, --POLICE” lowers POLICE rating by 2);
|
||||
; ROBUST = Halves the intensity of minus effects in the named
|
||||
; social area (“ROBUST, EFFIC” halves minus efficiency
|
||||
; effects in social model).
|
||||
; IMMUNITY = Immunity from minus effects in the named social
|
||||
; area. (“IMMUNITY, ENERGY” prevents minus energy
|
||||
; effects in social model).
|
||||
; IMPUNITY = Impunity :-) from minus effects from a particular
|
||||
; social setting. “IMPUNITY, Police State” prevents
|
||||
; all - effects from “Police State” setting.
|
||||
; PENALTY = Opposite of impunity: doubles the negative effects
|
||||
; of a particular setting.
|
||||
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
|
||||
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
|
||||
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
|
||||
; COMMFREQ = Gets an extra comm frequency (another faction to
|
||||
; talk to) at beginning of game. (Parameter is ignored)
|
||||
; MINDCONTROL = Vehicles and bases immune to mind control
|
||||
; FANATIC = +25% bonus on attack
|
||||
; VOTES = Multiplier for governor votes
|
||||
; FREEPROTO = Prototype cost reduced to zero for this faction
|
||||
;
|
||||
; SOCIAL PRIORITY:
|
||||
; Drawn from the political table above (see #SOCIO), these entries
|
||||
; must exactly match the SOCIO entries in spelling. These determine
|
||||
; the leader’s social priorities.
|
||||
;
|
||||
|
||||
##
|
||||
##SAMPLE SENTENCES FOR TRANSLATORS
|
||||
##
|
||||
## [Together we shall both] preserve Planet’s native life [and …]
|
||||
## [My intent is] to guard, understand, and preserve Planet’s native life
|
||||
## [She is bent on] stamping out all legitimate human development of this planet
|
||||
## [You seem bent on] stamping out all legitimate human development of this planet
|
||||
## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
|
||||
## [She spends her time] dancing naked through the trees
|
||||
## [You spend your time] dancing naked through the trees
|
||||
## [I have been accused of] spouting tree-crazy prattle
|
||||
## [Your] tree-crazy prattle [does not impress me]
|
||||
## [Think how this could benefit your] environmental initiatives
|
||||
## [I trust your] pagan rituals [are proceeding to your satisfaction]
|
||||
## [It is customary to remit me a small] ecology tax […]
|
||||
## […for the services my forces provide in] preserving and cataloguing Planet’s native life
|
||||
## [I shall instruct] my Environmental Police [to see that no such …]
|
||||
## [You are in contravention of] the Planetary Ecology Code
|
||||
##
|
||||
## END OF SAMPLE SENTENCES FOR TRANSLATORS
|
||||
##
|
||||
|
||||
#GAIANS
|
||||
Gaia’s Stepdaughters, The Green, Gaians, F, 2, Deirdre, F, -1, 0, 0, 0, 1,
|
||||
TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +PLANET, FUNGNUTRIENT, 1
|
||||
Economics, Green, PLANET
|
||||
nil, nil, nil
|
||||
Gaian, Gaian,
|
||||
Lindly, Scott, Lindly’s Rest
|
||||
Lady, beautiful, tree-crazy, ecologically sensitive, eco-daft,
|
||||
Nature Loony
|
||||
preserve Planet’s native life
|
||||
to guard, understand, and preserve Planet’s native life
|
||||
stamping out all legitimate human development of this planet
|
||||
stamping out all legitimate human development of this planet
|
||||
cripple any and all efforts toward human progress on this world
|
||||
dancing naked through the trees
|
||||
dancing naked through the trees
|
||||
spouting tree-crazy prattle
|
||||
tree-crazy prattle, M1
|
||||
environmental initiatives, M2
|
||||
pagan rituals, M2
|
||||
ecology tax, M1
|
||||
preserving and cataloguing Planet’s native life
|
||||
my Environmental Police
|
||||
the Planetary Ecology Code
|
||||
|
||||
#BASES
|
||||
Gaia’s Landing
|
||||
Gaia’s High Garden
|
||||
Forest Primeval
|
||||
Children of Earth
|
||||
Vale of Winds
|
||||
Mindworm Pass
|
||||
Blackroot Palace
|
||||
Greenhouse Gate
|
||||
Razorbeak Wood
|
||||
Last Rose of Summer
|
||||
Lucky Autumn
|
||||
Dreams of Green
|
||||
The Pines
|
||||
Velvetgrass Point
|
||||
Song of Planet
|
||||
Nessus Shining
|
||||
Silverbird Park
|
||||
Fallow Time
|
||||
Autumn Grove
|
||||
The Flowers Preach
|
||||
Resplendent Oak
|
||||
Lily of the Valley
|
||||
Virgin Soil
|
||||
Garden of Paradise
|
||||
Thorny Vineyard
|
||||
Chiron Preserve
|
||||
Memory of Earth
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Garden of the Deep
|
||||
Deirdre’s Fishery
|
||||
Water Garden
|
||||
Ocean Flower
|
||||
Falling Water
|
||||
Great Lagoon
|
||||
Sea Cradle
|
||||
Garden of Fishes
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
In the great commons at Gaia’s Landing we have a tall and particularly
|
||||
beautiful stand of white pine, planted at the time of the first
|
||||
colonies. It represents our promise to the people, and to Planet
|
||||
itself, never to repeat the tragedy of Earth.
|
||||
^
|
||||
^ —Lady Deirdre Skye,
|
||||
^ “Planet Dreams”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Deirdre Skye}
|
||||
^BACKGROUND: {Free Scotland, Unity Xenobiologist}
|
||||
^AGENDA: {Green Democracy}
|
||||
^TECH: {Centauri Ecology}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 PLANET: {Environmental safeguards; can capture mindworms}
|
||||
^+2 EFFICIENCY: {Experience with life systems & recycling}
|
||||
^-1 MORALE: {Pacifist tendencies}
|
||||
^-1 POLICE: {Freedom loving}
|
||||
^+1 Nutrients in fungus squares
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“This senseless destruction will surely cause irreparable harm
|
||||
to Planet’s ecology. I urge we mend our differences and
|
||||
pledge Blood Truce.”
|
||||
|
||||
“It is as you say. This violence must end.”
|
||||
“Hah! Your rocks and plants won’t save you now, $NAME3!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I sense you are a friend of Planet, $TITLE0 $NAME1. I suggest
|
||||
we sign a Treaty of Friendship, that our peoples may live
|
||||
side by side in peace.”
|
||||
|
||||
“Agreed. Walk with Planet, $NAME3.”
|
||||
“No. This ‘Friend of Planet’ stuff gives me the creeps.”
|
||||
|
||||
|
||||
# ; This line must remain at end of file
|
425
##current patch files/EN/SMAC/flavor.txt
Normal file
425
##current patch files/EN/SMAC/flavor.txt
Normal file
@ -0,0 +1,425 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Flavoring text for Unit Design Screen
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
;CHASSIS
|
||||
|
||||
#INFANTRY
|
||||
Domain: Land
|
||||
Speed: 8 km/h
|
||||
Modality: Manual/Tracked
|
||||
Dimensions: N/A
|
||||
Modifiers: +25% vs. base
|
||||
|
||||
#SPEEDER
|
||||
Domain: Land
|
||||
Speed: 102 km/h
|
||||
Modality: Wheeled
|
||||
Dimensions: 7.7 × 3.6 × 2.9 m
|
||||
Modifiers: +25% in open
|
||||
|
||||
#HOVERTANK
|
||||
Domain: Land
|
||||
Speed: 227 km/h
|
||||
Modality: Aircushion
|
||||
Dimensions: 6.9 × 3 × 3 m
|
||||
Modifiers: +25% in open
|
||||
|
||||
#FOIL
|
||||
Domain: Sea
|
||||
Speed: 62 km/h
|
||||
Modality: Airfoil
|
||||
Dimensions: 162 × 24.25 × 17.5 m
|
||||
Modifiers: None
|
||||
|
||||
#CRUISER
|
||||
Domain: Sea
|
||||
Speed: 115 km/h
|
||||
Modality: Naval Keel
|
||||
Dimensions: 200 × 50.5 × 20 m
|
||||
Modifiers: None
|
||||
|
||||
#NEEDLEJET
|
||||
Domain: Air
|
||||
Speed: 766 km/h
|
||||
Modality: Fixed-wing aircraft
|
||||
Dimensions: 18.6 × 12.5 × 4.4 m
|
||||
Modifiers: Require refuel every 2 turns
|
||||
|
||||
#’COPTER
|
||||
Domain: Air
|
||||
Speed: 523 km/h
|
||||
Modality: Rotary
|
||||
Dimensions: 15.5 × 6 × 4 m
|
||||
Modifiers: Range unaffected by fuel
|
||||
|
||||
#GRAVSHIP
|
||||
Domain: Air
|
||||
Speed: 1021 km/h
|
||||
Modality: Gravitron booster
|
||||
Dimensions: 22 × 8 × 6 m
|
||||
Modifiers: Range unaffected by fuel
|
||||
|
||||
#MISSILE
|
||||
Domain: Air
|
||||
Speed: 232.5 km/h
|
||||
Modality: Assisted airflow
|
||||
Dimensions: 15.5 × .5 × .5 m
|
||||
Modifiers: Destroyed on impact
|
||||
|
||||
;REACTORS
|
||||
|
||||
#FISSION PLANT
|
||||
Rating: 32655 kW
|
||||
Throughput: 29377 kW
|
||||
Efficiency: 89.99%
|
||||
Discharge: 52 r
|
||||
Fuel source: U-235
|
||||
|
||||
#FUSION REACTOR
|
||||
Rating: 68003 kW
|
||||
Throughput: 62821 kW
|
||||
Efficiency: 92.38%
|
||||
Discharge: 67 r
|
||||
Fuel source: Ionized deuterium
|
||||
|
||||
#QUANTUM CHAMBER
|
||||
Rating: 147893 kW
|
||||
Throughput: 141977 kW
|
||||
Efficiency: 96.01%
|
||||
Discharge: 21 r
|
||||
Fuel source: Deuterium-tritium mix
|
||||
|
||||
#SINGULARITY ENGINE
|
||||
Rating: >4000000 kW
|
||||
Throughput: Var
|
||||
Efficiency: Var
|
||||
Discharge: N/A
|
||||
Fuel source: Vizorium-5
|
||||
|
||||
; WEAPONS
|
||||
|
||||
#HAND WEAPONS
|
||||
Ammo: 7.62 mm U.N. standard
|
||||
Muzzle velocity: 1100 mps
|
||||
Rate of fire: Varies; max 120/min
|
||||
Max range: 550 m
|
||||
Target acquisition: Visual
|
||||
|
||||
#LASER
|
||||
Active medium: Diode
|
||||
Type: Fiber-coupled
|
||||
Pulse duration: 5 nsec
|
||||
Wavelength: 193 nm
|
||||
Peak power: .84 GW
|
||||
Burn rate (1 m steel): .76 sec
|
||||
|
||||
#PARTICLE IMPACTOR
|
||||
Ammo: 10 mm caseless Kinetic Energy
|
||||
Muzzle velocity: 2500 mps
|
||||
Rate of fire: 1100/min
|
||||
Max range: 2700 m
|
||||
Target acquisition: Optical
|
||||
|
||||
#MISSILE LAUNCHER
|
||||
Ammo: Mk. 12(t) ‘Sabre’ missile
|
||||
Velocity: Mach 2.2
|
||||
Rate of fire: 6/min
|
||||
Max range: 90 km
|
||||
Target acquisition: IR signature
|
||||
|
||||
#GATLING LASER
|
||||
Active medium: Neodymium-glass
|
||||
Type: Conductively cooled stacked array
|
||||
Pulse duration: 2 nsec
|
||||
Wavelength: 107 nm
|
||||
Peak power: .96 GW
|
||||
Burn rate (1 m steel): .52 sec
|
||||
|
||||
#CHAOS GUN
|
||||
Ammo: 9 mm caseless Field Disruptor
|
||||
Muzzle velocity: 3000 mps
|
||||
Rate of fire: 10/min
|
||||
Max range: 11 km
|
||||
Target acquisition: Field Differential
|
||||
|
||||
#FUSION LASER
|
||||
Active medium: Neodymium-YAG
|
||||
Type: Actively cooled stacked array
|
||||
Pulse duration: 15 nsec
|
||||
Wavelength: 573 nm
|
||||
Peak power: 2.4 GW
|
||||
Burn rate (1 m steel): .14 sec
|
||||
|
||||
#TACHYON BOLT
|
||||
Active medium: Molecular hydrogen
|
||||
Type: Active liquid coolant
|
||||
Pulse duration: 1 usec
|
||||
Wavelength: 680 nm
|
||||
Peak power: 5 GW
|
||||
Burn rate (1 m steel): .07 sec
|
||||
|
||||
#PLASMA SHARD
|
||||
Ammo: 15 mm Mass-energy shell
|
||||
Muzzle velocity: Varies; max 4000 mps
|
||||
Rate of fire: 160/min
|
||||
Max range: 16 km
|
||||
Target acquisition: Charged particle
|
||||
|
||||
#QUANTUM LASER
|
||||
Active medium: Temporal field distortion
|
||||
Type: Crystal diffusion
|
||||
Pulse duration: N/A
|
||||
Wavelength: .005 nm
|
||||
Peak power: Varies
|
||||
Burn rate (1 m steel): N/A
|
||||
|
||||
#GRAVITON GUN
|
||||
Ammo: 2 mm 3-stage particle-accelerated
|
||||
Muzzle velocity: 9800 mps
|
||||
Rate of fire: 2000/min
|
||||
Max range: 1.4 km
|
||||
Target acquisition: Nanoremote
|
||||
|
||||
#SINGULARITY LASER
|
||||
Active medium: Temporal boundary
|
||||
Type: Singularity induction
|
||||
Pulse duration: Relative
|
||||
Wavelength: .001 nm
|
||||
Peak power: N/A (approach inf.)
|
||||
Burn rate (1 m steel): Relative
|
||||
|
||||
#PSI ATTACK
|
||||
Active medium: Patterned energy
|
||||
Type: Compelled dissociative
|
||||
Range: Line of sight
|
||||
Peak power: Inverse to distance
|
||||
Target acquisition: Psi lock
|
||||
|
||||
#PLANET BUSTER
|
||||
Designation: Mk. 714 Plasma bomb
|
||||
Active kill radius: 2000 km
|
||||
Explosive force: 296 Gt TNT
|
||||
Target acquisition: Charged particle
|
||||
|
||||
#COLONY MODULE
|
||||
Complement: 1000+
|
||||
Composition: Prefab plastic
|
||||
Hydroponics rating: indefinite
|
||||
Armament: Sidearms only
|
||||
|
||||
#TERRAFORMING UNIT
|
||||
Crew: 367
|
||||
Composition: Bonded steel/ceramic
|
||||
Armament: Sidearms only
|
||||
|
||||
#TROOP TRANSPORT
|
||||
Capacity: 500 troops + support
|
||||
Composition: Hardened plasteel
|
||||
Hydroponics rating: ST
|
||||
|
||||
#SUPPLY TRANSPORT
|
||||
Capacity: 2575 mt
|
||||
Composition: reinforced plasteel
|
||||
Armament: Sidearms only
|
||||
|
||||
#PROBE TEAM
|
||||
Complement: 16
|
||||
Counterintel suite: ShieldSafe V 6.0
|
||||
Armament: Cyberlinks/mind control
|
||||
|
||||
;DEFENSES
|
||||
|
||||
#NO ARMOR
|
||||
Type: N/A
|
||||
Tensile strength: N/A
|
||||
Density: N/A
|
||||
Thickness: N/A
|
||||
|
||||
#SYNTHMETAL ARMOR
|
||||
Type: Chobham (modified)
|
||||
Tensile strength: Base
|
||||
Density: 2.3 kg/l
|
||||
Thickness: 250 mm
|
||||
|
||||
#PLASMA STEEL ARMOR
|
||||
Type: Mass-energy composite
|
||||
Tensile strength: 5 × base
|
||||
Density: 2.5 kg/l
|
||||
Thickness: 520 mm
|
||||
|
||||
#SILKSTEEL ARMOR
|
||||
Type: Bonded
|
||||
Tensile strength: 23 × base
|
||||
Density: 2.5 kg/l
|
||||
Thickness: 520 mm
|
||||
|
||||
#PHOTON WALL
|
||||
Type: Refractive field
|
||||
Tensile strength: 46 × base
|
||||
Density: N/A
|
||||
Thickness: 2 m
|
||||
|
||||
#PROBABILITY SHEATH
|
||||
Type: Phase adjustment
|
||||
Tensile strength: 97 × base
|
||||
Density: N/A
|
||||
Thickness: N/A
|
||||
|
||||
#NEUTRONIUM ARMOR
|
||||
Type: Kinetic diffusion
|
||||
Tensile strength: 198 × base
|
||||
Density: 4 kg/l
|
||||
Thickness: 755 mm
|
||||
|
||||
#ANTIMATTER PLATE
|
||||
Type: Reactive
|
||||
Tensile strength: 560 × base
|
||||
Density -4 kg/l
|
||||
Thickness: Var.
|
||||
|
||||
#STASIS GENERATOR
|
||||
Type: Temporal field distortion
|
||||
Tensile strength: N/A
|
||||
Density: N/A
|
||||
Thickness: N/A
|
||||
|
||||
#PSI DEFENSE
|
||||
Type: Pattern refraction
|
||||
Resistance: Proportional to distance
|
||||
Density: N/A
|
||||
Thickness: N/A
|
||||
|
||||
;ABILITIES
|
||||
|
||||
#SUPER FORMER
|
||||
Domain: All
|
||||
Desc.: SmartSettler V2.0 software upgrade
|
||||
Effect: Terraform rate doubled
|
||||
Limits: Terraformer unit only
|
||||
|
||||
#DEEP RADAR
|
||||
Domain: All
|
||||
Desc.: Mk. 45 Sensor array upgrade
|
||||
Effect: Sees 2 spaces
|
||||
Limits: None
|
||||
|
||||
#CLOAKING DEVICE
|
||||
Domain: Land
|
||||
Desc.: Type IV Refraction/diffusion shield
|
||||
Effect: Invisible; Ignores Zones of Control
|
||||
Limits: Not for use with the Probe Module
|
||||
|
||||
#AMPHIBIOUS PODS
|
||||
Domain: Land
|
||||
Desc.: Hoverpod LCs
|
||||
Effect: Attacks from ships
|
||||
Limits: Combat units only
|
||||
|
||||
#DROP PODS
|
||||
Domain: Land
|
||||
Desc.: Aircushion LCs
|
||||
Effect: Can make airdrops
|
||||
Limits: None
|
||||
|
||||
#AIR SUPERIORITY
|
||||
Domain: All
|
||||
Desc.: Mk. 66 fire control sensor
|
||||
Effect: Attacks air units
|
||||
Limits: Combat units only
|
||||
|
||||
#DEEP PRESSURE HULL
|
||||
Domain: Sea
|
||||
Desc.: Reinforced Silksteel chassis
|
||||
Effect: Operates underwater
|
||||
Limits: Combat units only
|
||||
|
||||
#CARRIER DECK
|
||||
Domain: Sea
|
||||
Desc.: Bonded alloy flight deck
|
||||
Effect: Mobile Airbase
|
||||
Limits: Not for use in Probe Teams
|
||||
|
||||
#AAA TRACKING
|
||||
Domain: Land, Sea
|
||||
Desc.: Mk. 190 FUBR fire control system
|
||||
Effect: × 2 vs. air attacks
|
||||
Limits: Not for use with Psi or air units
|
||||
|
||||
#COMM JAMMER
|
||||
Domain: Land
|
||||
Desc.: Type IX ECTS EMP pulse generator
|
||||
Effect: +50% vs. fast units
|
||||
Limits: Combat, non-Psi units only
|
||||
|
||||
#ANTIGRAV STRUTS
|
||||
Domain: Land, Air
|
||||
Desc.: Gravitron repulsor pylons
|
||||
Effect: +1 movement rate
|
||||
Limits: None
|
||||
|
||||
#EMPATH SONG
|
||||
Domain: All
|
||||
Desc.: Psi lock software upgrade
|
||||
Effect: +50% attack vs. Psi
|
||||
Limits: Non-psi combat units only
|
||||
|
||||
#FUNGICIDE TANKS
|
||||
Domain: All
|
||||
Desc.: Boron defoliant system
|
||||
Effect: Clear fungus at double speed
|
||||
Limits: Terraformer units only
|
||||
|
||||
#HIGH MORALE
|
||||
Domain: All
|
||||
Desc.: Advanced Warfare Training
|
||||
Effect: Gains morale upgrade
|
||||
Limits: Combat units only
|
||||
|
||||
#HEAVY ARTILLERY
|
||||
Domain: Land
|
||||
Desc.: Reactor chamber upgrade
|
||||
Effect: Bombards; -50% armor & move
|
||||
Limits: Non-psi units only
|
||||
|
||||
#CLEAN REACTOR
|
||||
Domain: All
|
||||
Desc.: Reactor emission containment system
|
||||
Effect: Requires no support
|
||||
Limits: None
|
||||
|
||||
#BLINK DISPLACER
|
||||
Domain: All
|
||||
Desc.: Temporal distortion field
|
||||
Effect: Bypass base defenses
|
||||
Limits: Combat units only
|
||||
|
||||
#HYPNOTIC TRANCE
|
||||
Domain: All
|
||||
Desc.: Psychic amplification module
|
||||
Effect: +50% defense vs. PSI
|
||||
Limits: Non-psi combat units only
|
||||
|
||||
#NERVE GAS PODS
|
||||
Domain: Land, Air
|
||||
Desc.: Mk. 1 VX delivery system
|
||||
Effect: Can +50% offense (Atrocity)
|
||||
Limits: Non-psi combat units only
|
||||
|
||||
#REPAIR BAY
|
||||
Domain: All
|
||||
Desc.: Modified Supply Transport module
|
||||
Effect: Repairs ground units on board
|
||||
Limits: Transport units only
|
||||
|
||||
#NON-LETHAL METHODS
|
||||
Domain: Land
|
||||
Desc.: Stunjack cannon & training for police
|
||||
Effect: × 2 Police powers
|
||||
Limits: Combat units only, has no affect when police rating is less than 1
|
||||
|
||||
# ; This line must remain at end of file
|
167
##current patch files/EN/SMAC/gaians.txt
Normal file
167
##current patch files/EN/SMAC/gaians.txt
Normal file
@ -0,0 +1,167 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Gaia’s Stepdaughters
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#GAIANS
|
||||
Gaia’s Stepdaughters, The Green, Gaians, F, 2, Deirdre, F, -1, 0, 0, 0, 1,
|
||||
TECH, Ecology, SOCIAL, -MORALE, SOCIAL, -POLICE, SOCIAL, ++EFFIC, SOCIAL, +PLANET, FUNGNUTRIENT, 1
|
||||
Economics, Green, PLANET
|
||||
Economics, Free Market, nil
|
||||
Gaian, Gaian,
|
||||
Lindly, Scott, Lindly’s Rest
|
||||
Lady, beautiful, tree-crazy, ecologically sensitive, eco-daft,
|
||||
Nature Loony
|
||||
preserve Planet’s native life
|
||||
to guard, understand, and preserve Planet’s native life
|
||||
stamping out all legitimate sentient development of this planet
|
||||
stamping out all legitimate sentient development of this planet
|
||||
cripple any and all efforts toward sentient progress on this world
|
||||
dancing naked through the trees
|
||||
dancing naked through the trees
|
||||
spouting tree-crazy prattle
|
||||
tree-crazy prattle, M1
|
||||
environmental initiatives, M2
|
||||
pagan rituals, M2
|
||||
ecology tax, M1
|
||||
preserving and cataloguing Planet’s native life
|
||||
my Environmental Police
|
||||
the Planetary Ecology Code
|
||||
|
||||
#BASES
|
||||
Gaia’s Landing
|
||||
Gaia’s High Garden
|
||||
Forest Primeval
|
||||
Children of Earth
|
||||
Vale of Winds
|
||||
Mindworm Pass
|
||||
Blackroot Palace
|
||||
Greenhouse Gate
|
||||
Razorbeak Wood
|
||||
Last Rose of Summer
|
||||
Lucky Autumn
|
||||
Dreams of Green
|
||||
The Pines
|
||||
Velvetgrass Point
|
||||
Song of Planet
|
||||
Nessus Shining
|
||||
Silverbird Park
|
||||
Fallow Time
|
||||
Autumn Grove
|
||||
The Flowers Preach
|
||||
Resplendent Oak
|
||||
Lily of the Valley
|
||||
Virgin Soil
|
||||
Garden of Paradise
|
||||
Thorny Vineyard
|
||||
Chiron Preserve
|
||||
Memory of Earth
|
||||
Mindworm Laboratory
|
||||
Fungus Formation
|
||||
Xenofields Preservation
|
||||
Garden of Eden
|
||||
Chiron’s Guardian
|
||||
Trees of Wisdom
|
||||
Echoing Forests
|
||||
City on Trees
|
||||
Harmony Valley
|
||||
Muirs Keep
|
||||
Red Hill City
|
||||
Peace with Planet
|
||||
Planetary Walk
|
||||
Greenhouse Complex
|
||||
The Greenwell
|
||||
Sun Soaked Fields
|
||||
Gnarled Roots
|
||||
Oaken Shadow
|
||||
Blessed Autumn
|
||||
Glowmite Towers
|
||||
The Green Way
|
||||
Nature’s Bounty
|
||||
Mother’s Love
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Garden of the Deep
|
||||
Deirdre’s Fishery
|
||||
Water Garden
|
||||
Ocean Flower
|
||||
Falling Water
|
||||
Great Lagoon
|
||||
Sea Cradle
|
||||
Garden of Fishes
|
||||
Sea of Green
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
In the great commons at Gaia’s Landing we have a tall and particularly
|
||||
beautiful stand of white pine, planted at the time of the first
|
||||
colonies. It represents our promise to the people, and to Planet
|
||||
itself, never to repeat the tragedy of Earth.
|
||||
^
|
||||
^ —Lady Deirdre Skye,
|
||||
^ “Planet Dreams”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Deirdre Skye}
|
||||
^BACKGROUND: {Free Scotland, Unity Xenobiologist}
|
||||
^AGENDA: {Green Democracy}
|
||||
^TECH: {Centauri Ecology}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 PLANET: {Environmental safeguards; can capture mindworms}
|
||||
^+2 EFFICIENCY: {Experience with life systems & recycling}
|
||||
^-1 MORALE: {Pacifist tendencies}
|
||||
^-1 POLICE: {Freedom loving}
|
||||
^+1 Nutrients in fungus squares
|
||||
^{May not use Free Market economics.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“This senseless destruction will surely cause irreparable harm
|
||||
to Planet’s ecology. I urge we mend our differences and
|
||||
pledge Blood Truce.”
|
||||
|
||||
“It is as you say. This violence must end.”
|
||||
“Hah! Your rocks and plants won’t save you now, $NAME3!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I sense you are a friend of Planet, $TITLE0 $NAME1. I suggest
|
||||
we sign a Treaty of Friendship, that our peoples may live
|
||||
side by side in peace.”
|
||||
|
||||
“Agreed. Walk with Planet, $NAME3.”
|
||||
“No. This ‘Friend of Planet’ stuff gives me the creeps.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“This senseless destruction will surely cause irreparable harm
|
||||
to Planet’s ecology. I urge we mend our differences and
|
||||
pledge Blood Truce.”
|
||||
|
||||
“Destruction of Manifold Six: to be avoided. Agreement.”
|
||||
“Manifold Six: tougher than you, $NAME3. Destruction: prepare!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1, clearly you and your kind know more of Planet than
|
||||
we humans ever shall. Cannot we sign a Treaty of Friendship, that
|
||||
we may learn at your … uh … knee?”
|
||||
|
||||
“Manifold Six: sacrosanct. Aims: similar. Treaty: fine idea.”
|
||||
“Your understanding of Manifold Six: feeble. Treaty: not at this time.”
|
||||
|
||||
# ; This line must remain at end of file
|
1895
##current patch files/EN/SMAC/help.txt
Normal file
1895
##current patch files/EN/SMAC/help.txt
Normal file
File diff suppressed because it is too large
Load Diff
186
##current patch files/EN/SMAC/hive.txt
Normal file
186
##current patch files/EN/SMAC/hive.txt
Normal file
@ -0,0 +1,186 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: The Human Hive
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#HIVE
|
||||
Human Hive, The Despot, Hive, M, 1, Yang, M, 1, 1, 0, 1, 0,
|
||||
TECH, DocLoy, FACILITY, 4, SOCIAL, +GROWTH, SOCIAL, +INDUSTRY, SOCIAL, --ECONOMY, IMMUNITY, EFFIC
|
||||
Politics, Police State, POLICE
|
||||
Politics, Democratic, nil
|
||||
Hive, Hive,
|
||||
Ota Kyi, Shimoda, Song of Ota Kyi
|
||||
Chairman, ruthless, cruel, unquestioning, mindless,
|
||||
Inhuman Monster
|
||||
properly control our followers
|
||||
to found a society on the principles of security and control
|
||||
reducing us all to mindless servants of his diabolical schemes
|
||||
reducing us all to mindless servants of your diabolical schemes
|
||||
reduce the human population of this world into mindless slavery
|
||||
torturing the wretched fools who chose to follow him
|
||||
torturing the wretched fools who chose to follow you
|
||||
preaching brutal nihilism
|
||||
brutal nihilism, M1
|
||||
social experiments, M2
|
||||
mind control experiments, M2
|
||||
fee, M1
|
||||
keeping an eye on the workers
|
||||
Hive Security
|
||||
Hive Law
|
||||
|
||||
#BASES
|
||||
The Hive
|
||||
Sheng-ji Yang Base
|
||||
Worker’s Nest
|
||||
People’s Teeming
|
||||
Great Clustering
|
||||
The Colony
|
||||
Industrial Crawling
|
||||
Manufacturing Warrens
|
||||
Discipline Tubes
|
||||
Laborer’s Throng
|
||||
Unification Cavern
|
||||
Social Engineering Den
|
||||
The Labyrinth
|
||||
Paradise Swarming
|
||||
Communal Nexus
|
||||
Social Artery
|
||||
Factory Maze
|
||||
Unity Lair
|
||||
Society Grid
|
||||
Great Collective
|
||||
Proletarian Knot
|
||||
Socialism Tunnels
|
||||
The Drone Mound
|
||||
Plex Anthill
|
||||
Watcher’s Eye
|
||||
Working Man Hold
|
||||
Huddling of the People
|
||||
Yang Mine
|
||||
Seat of Proper Thought
|
||||
The Leader’s Horde
|
||||
Chairman’s Burrow
|
||||
Labor Network
|
||||
Deep Passages
|
||||
Fellowship City
|
||||
People’s Endeavor
|
||||
Fecundity Tower
|
||||
Hole of Aspiration
|
||||
Serene Submission
|
||||
Collective Achievement
|
||||
Will’s Triumph
|
||||
Human Potential
|
||||
Line of Ten Thousand Hands
|
||||
Guidance of the Multitudes
|
||||
The Master’s Plan
|
||||
Masses Firmament
|
||||
Pioneers Waypoint
|
||||
The People Shall Prevail
|
||||
Glory to the Group
|
||||
Dauntless Without End
|
||||
Society’s Architects
|
||||
Camaraderie Hearth
|
||||
Endurance Rising
|
||||
Harmony of Purpose
|
||||
Obedience and Duty
|
||||
Struggle’s Respite
|
||||
Your Tutor’s Words
|
||||
Discipline’s Path
|
||||
Obedience’s Reward
|
||||
Security Perimeter
|
||||
Shining Victory
|
||||
Perfection in Submission
|
||||
Enlightened Guidance
|
||||
Guiding Hand
|
||||
Serve the People
|
||||
Example to the Masses
|
||||
Strive for the Future
|
||||
Order’s Bulwark
|
||||
The Firmament of Stability
|
||||
Citizens’ Resolve
|
||||
Triumph of the Group
|
||||
Strength of Resolve
|
||||
Inner Balance
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Sea Collective
|
||||
Deep Community
|
||||
Sea Hive
|
||||
Port Yang
|
||||
Factory Drift
|
||||
Ocean Core
|
||||
Deep Clustering
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Learn to overcome the crass demands of flesh and bone, for they
|
||||
warp the matrix through which we perceive the world. Extend your
|
||||
awareness outwards, beyond the self of body, to embrace the self
|
||||
of group and the self of humanity. The goals of the group and the
|
||||
greater race are transcendent, and to embrace them is to achieve
|
||||
enlightenment.
|
||||
^
|
||||
^ —Chairman Sheng-Ji Yang,
|
||||
^ “Essays on Mind and Matter”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Sheng-Ji Yang}
|
||||
^BACKGROUND: {Great China, Unity Executive Officer}
|
||||
^AGENDA: {Atheist Police State}
|
||||
^TECH: {Doctrine: Loyalty}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 GROWTH: {Rapid population growth}
|
||||
^+1 INDUSTRY: {Brutal serfdom}
|
||||
^-2 ECONOMY: {Little political freedom}
|
||||
^Underground bunkers: Free {Perimeter Defense} at each base
|
||||
^{May not use Democratic politics.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“As I see no need for this Vendetta to continue, $NAME1,
|
||||
a pledge of Blood Truce would seem in order.”
|
||||
|
||||
“Indeed. Blood Truce would be most satisfactory.”
|
||||
“Never! I plan to put an end to your scheming once and for all!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1, your ideals are admirable if a bit misguided and
|
||||
your faction need not pose a threat to Hive policy. Shall we sign
|
||||
a Treaty of Friendship to formalize our symbiotic relationship?
|
||||
|
||||
“As you wish. The Hive seems a valuable friend.”
|
||||
“No. Your social experiments are a bit too bizarre for me, $NAME3.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“As I see no need for this Vendetta to continue, $NAME1,
|
||||
a pledge of Blood Truce would seem in order.”
|
||||
|
||||
“Progenitor: perceive no point either. Mutual agreement: truce.”
|
||||
“Your needs: truth: not same. Continued conflict: beneficial to Progenitor!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1, my noninterference philosophies would seem to make
|
||||
me the only natural ally for you from among these warring human
|
||||
factions. Can’t we sign a Treaty of Friendship and coexist in peace?
|
||||
|
||||
“Hive: safe ally. Treaty: admirable idea.”
|
||||
“Hive: control: too important. Ally: dangerous. Answer: no.”
|
||||
|
||||
# ; This line must remain at end of file
|
93
##current patch files/EN/SMAC/holobook.txt
Normal file
93
##current patch files/EN/SMAC/holobook.txt
Normal file
@ -0,0 +1,93 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; HOLOBOOK: The measure of your worth as a leader.
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;
|
||||
; (These must all be on one line.)
|
||||
|
||||
#BOOKTITLE
|
||||
Welcome to the Planetary Archives
|
||||
|
||||
#BOOKINTRO
|
||||
Following your retirement, the people collect your most memorable writings into a holobook of wisdom entitled:
|
||||
|
||||
#BOOKLIST0
|
||||
$TITLE0 $PLAYER1’s Big Book of Recycling Tanks Humor
|
||||
|
||||
#BOOKLIST1
|
||||
We Must Consent: 100 Surefire Pick-up Lines of $TITLE0 $PLAYER1
|
||||
|
||||
#BOOKLIST2
|
||||
For I Have Tasted The Fungus (Why $TITLE0 $PLAYER1 Can’t Blink)
|
||||
|
||||
#BOOKLIST3
|
||||
The Cat In The Vat: $TITLE0 $PLAYER1’s Sleepchamber Stories
|
||||
|
||||
#BOOKLIST4
|
||||
Everything You Ever Wanted To Know About Organic Superlubricant (But Were Afraid To Ask)
|
||||
|
||||
#BOOKLIST5
|
||||
I’m OK, You’re A Drone
|
||||
|
||||
#BOOKLIST6
|
||||
Boreholes I Have Known
|
||||
|
||||
#BOOKLIST7
|
||||
The Little Terraformer That Could
|
||||
|
||||
#BOOKLIST8
|
||||
Are You There, Planet? It’s Me, $TITLE0 $PLAYER1
|
||||
|
||||
#BOOKLIST9
|
||||
Recon Rovers: Unsafe At Any Speed
|
||||
|
||||
#BOOKLIST10
|
||||
How To Raise A Nerve-Stapled Child
|
||||
|
||||
#BOOKLIST11
|
||||
Men Are From Chiron, Women Are From Nessus
|
||||
|
||||
#BOOKLIST12
|
||||
All I Ever Wanted To Know I Learned in the Cloning Vats
|
||||
|
||||
#BOOKLIST13
|
||||
Mindworms in the Mist
|
||||
|
||||
#BOOKLIST14
|
||||
Our Biomachinery, Our Selves
|
||||
|
||||
#BOOKLIST15
|
||||
Actualizing Your Sentient Being: $TITLE0 $PLAYER1’s Self-help Guide for Talents
|
||||
|
||||
#BOOKLIST16
|
||||
The Unbearable Lightness of Hovertanks
|
||||
|
||||
#BOOKLIST17
|
||||
Sentient Econometrics Made Simple
|
||||
|
||||
#BOOKLIST18
|
||||
Lady Deirdre’s Lover
|
||||
|
||||
#BOOKLIST19
|
||||
Zen and the Art of Missile Rover Maintenance
|
||||
|
||||
#BOOKLIST20
|
||||
Transcendence for Dummies
|
||||
|
||||
#BOOKLIST21
|
||||
The 27 Habits of Highly Effective Talents
|
||||
|
||||
#BOOKLIST22
|
||||
$TITLE0 $PLAYER1’s Critique of the Critique of Pure Reason
|
||||
|
||||
#BOOKLIST23
|
||||
The Will To Power: A User’s Guide
|
||||
|
||||
#BOOKLIST24
|
||||
Stairway to Transcendence: The Last Book You’ll Ever Read
|
||||
|
||||
|
||||
#; This line must remain at the end of the file.
|
733
##current patch files/EN/SMAC/interlude.txt
Normal file
733
##current patch files/EN/SMAC/interlude.txt
Normal file
@ -0,0 +1,733 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Backstory Interludes
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
#INTERLUDE
|
||||
#xs 400
|
||||
^^
|
||||
^^INTERLUDE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM0
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE0
|
||||
#xs 500
|
||||
#caption Interlude: A Waking Nightmare
|
||||
^ Walking alone through the corridors of $BASENAME2, you skim the security
|
||||
reports on recent attacks by the horrific native “mind worms.” Giant
|
||||
swarms, or “boils,” of these mottled 10 cm nightmares have wriggled out of the
|
||||
fungal beds of late, and now threaten to overwhelm base
|
||||
perimeters in several sectors. Victims are paralyzed with psi-induced terror,
|
||||
and then experience an unimaginably excruciating death as the worms burrow
|
||||
into the brain to implant their ravenous larvae.
|
||||
^ Only the most disciplined security squads can overcome their fear
|
||||
long enough to trigger the flame guns which can keep the worms at bay.
|
||||
Clearly you will have to tend carefully to the morale of the troops.
|
||||
^ Furthermore, since terror and surprise increase human casualties
|
||||
dramatically in these encounters, it will be important to strike
|
||||
first when mind worm boils are detected. You consider ordering some
|
||||
Former detachments to construct sensors near vulnerable bases to aid
|
||||
in such detection efforts.
|
||||
|
||||
#INTERLUDE1
|
||||
#xs 500
|
||||
#caption Interlude: Antibodies
|
||||
^ “Reporting, $TITLE0!” The young functionary stands stiffly at attention.
|
||||
Born in the early years of planetfall, she belongs to a generation
|
||||
which knows Earth only as a distant legend.
|
||||
^ “$VOKI8, I have a special assignment for you,” you say, fixing her with an
|
||||
intense stare, “These samples must be taken to Dr. $SHIMODA9 at $BASENAME4.
|
||||
See to it personally.”
|
||||
^ You hand her a lead-lined security case. The cryopack inside
|
||||
contains the stuff of nightmares: mind worm specimens. [Viable]
|
||||
specimens, captured and preserved at the cost of untold lives.
|
||||
$SHIMODA9’s team has studied the recent mind worm upsurge, and claims
|
||||
that the worm boils act as a sort of regulator for Planet’s ecology.
|
||||
Human settlement is disrupting the native ecosystem, and the mind
|
||||
worms are swarming like a kind of ecological antibody.
|
||||
^ $SHIMODA9 has also reached an even more ominous conclusion: with
|
||||
modern Biology Lab facilities, mind worms could be bred in captivity
|
||||
and used as horrifying weapons—against other human factions.
|
||||
^ “At once, $TITLE0,” $VOKI8 says, stepping backwards into the accessway.
|
||||
Efficient, competent and far better disciplined than the youths of the
|
||||
21st Century Earth you left behind, $VOKI8 has grown up in a world fraught
|
||||
with very real dangers. Terrifying dangers once the exclusive province
|
||||
of the same manner of legends and tales to which Earth itself is now
|
||||
consigned.
|
||||
|
||||
#INTERLUDE2
|
||||
#xs 500
|
||||
#caption Interlude: Planet Dreams
|
||||
^ “Yes, $TITLE0 $NAME1, I did say ‘thought’ waves.” Dr. $SHIMODA9’s wrinkled smile
|
||||
is otherworldly, a grinning death’s head. “The mind worms definitely,
|
||||
and probably the fungus itself. Even after transient Human thought
|
||||
patterns are isolated, a complex wave dynamic remains, and there is
|
||||
good reason to believe that at least some mentation is taking place.”
|
||||
^ “You’re telling me this stuff thinks,” you say halfheartedly,
|
||||
not quite prepared to buy into the idea.
|
||||
^ “If so, it’s a remarkably different manner of ‘thought’ from
|
||||
that of humans, but the basic cognitive feedback loop is present.”
|
||||
Dr. $SHIMODA9 leans forward and gestures toward the graphic with his
|
||||
datalink stylus. “The most striking thing is the loop’s ability to
|
||||
jump from creature to creature, each fungal spore acting as a synapse. The
|
||||
spores and worms as individual creatures are insignificant, but the
|
||||
feedback across a fungal bloom or a mind worm boil is impressive.”
|
||||
^ “How long can it keep jumping?” Now your curiosity is piqued. “Has it
|
||||
crossed the threshold into self-awareness?”
|
||||
^ “Difficult to say. In theory a powerful wave could reverberate clear
|
||||
around the planet, but the distances involved would make true
|
||||
self-awareness problematic. Perhaps a quasi sentient state similar to
|
||||
our dreams.”
|
||||
|
||||
#INTERLUDE3
|
||||
#xs 500
|
||||
#caption Interlude: Penance
|
||||
^ In the darkness, something goes >pop<, and you are lying on your
|
||||
back on a hillside among the soft orange and purple tendrils of a
|
||||
vast fungal forest. The sound of running water gurgles
|
||||
loudly in the vicinity of your right ear, but you cannot identify the
|
||||
source. Panic rises briefly in your throat as you realize
|
||||
you have no filter mask or oxygen tank, dressed only in your worksuit,
|
||||
but breath comes easily and you detect no signs of nitrogen narcosis.
|
||||
From somewhere, a voice seems to whisper “earth$NAME3,” but perhaps
|
||||
it is only the breeze.
|
||||
^ Time passes, and you notice that the fungus is growing perceptibly,
|
||||
the spores gently nudging you as they slowly stretch and twist. Fungal
|
||||
bloom! Panic returns full force and you struggle to free yourself from
|
||||
the encroaching tendrils. “earth$NAME3!” The voice again, more insistent.
|
||||
The last tendrils break and you are free and dashing across an endless
|
||||
field of purple and orange. “earth$NAME3! beware!” from close behind you
|
||||
and then … >discontinuity<
|
||||
^ In the darkness, something goes >pop<, and you are lying on your
|
||||
back in the gene therapy tank, the gauzy restraints slowly retracting.
|
||||
The remaining fluid in the tank gurgles away through the tube behind
|
||||
your head and you slowly sit up. Four weeks of your life, once every ten
|
||||
years, you spend in this state. A small price to pay for immortality, or
|
||||
something close to it. A half-remembered dream tugs at you as you pull on
|
||||
a clean worksuit, but you cannot recapture it.
|
||||
|
||||
#INTERLUDE4
|
||||
#xs 500
|
||||
#caption Interlude: Brood Trainer
|
||||
^ “$VOKI8, I need you to join Dr. $SHIMODA9’s team at $BASENAME5,” you say,
|
||||
indicating a base in the Secure Zone on your three-D holo.
|
||||
^ Standing below the dais of your audience chamber, your aide appears
|
||||
no older than she did on the day she first joined your personal staff.
|
||||
$VOKI8 has clearly kept to a strict longevity regimen. Now at $NUM1
|
||||
Planetyears one of your most effective Talents, she is ready for
|
||||
her first major independent assignment.
|
||||
^ “Have I offended, $TITLE0, that you send me away?”
|
||||
^ “Hardly. $VOKI8, your DNA prints indicate an aptitude for the new
|
||||
psi training.” A genetic diagram swirls into view on the holo, with
|
||||
the relevant portion of chromosome 21 highlighted. “Dr. $SHIMODA9 and
|
||||
his military ecologists have been breeding mind worm specimens in
|
||||
captivity, and they believe that a properly trained telepathi can be
|
||||
bonded to the nascent boil, making it an extension of the self.”
|
||||
^ “[Become] a mind worm boil?” $VOKI8 asks, somewhat horrified.
|
||||
^ “Become? Not really. Control? Yes. $VOKI8, the military potential of
|
||||
this discovery cannot be overemphasized, and you are the only Talent
|
||||
I trust for such an assignment. We need brood trainers, $VOKI8, and I
|
||||
need to you be the first, the leader.”
|
||||
^ “As you wish, $TITLE0,” $VOKI8 says, steeling herself to the mission.
|
||||
As she retreats from the dais, you are troubled by a vision of $VOKI8
|
||||
clawing at her face, mottled worms spilling from her eye sockets.
|
||||
You hope you have not signed $VOKI8’s death warrant, for she has been a
|
||||
most promising Talent.
|
||||
|
||||
#INTERLUDE5
|
||||
#xs 500
|
||||
#caption Interlude: Planet Dreams II
|
||||
^ Ever since the incident in the gene therapy tank, you have experienced
|
||||
recurring dreams and nightmares centered around the fungal blooms which
|
||||
encroach ever more rapidly on the outskirts of major human settlements.
|
||||
You even postponed your most recent longevity treatment in an effort to
|
||||
avoid the trance state, but the dreams have now crept into your normal
|
||||
REM sleep as well.
|
||||
^ In your most recent dream, just before the major bloom near $BASENAME5,
|
||||
the presence you have come to call “the Voice” returned once again.
|
||||
^ “earth$NAME3.” From some invisible spot just behind you.
|
||||
^ “Hello, Voice. Who are you?”
|
||||
^ “who. difficult concept for we, earth$NAME3. mind and flower: many
|
||||
dreamings. never before another. you may call we ‘voice.’ growth dream
|
||||
comes! beware.”
|
||||
^ “Beware? What do you want, Voice?”
|
||||
^ “want. more confused $NAME3 thinking. ache of slumber broken. earth$NAME3
|
||||
is animal we. stranger we. animal: energy! mines! roads! sensors!
|
||||
condensers!! boreholes!! breakers of flower dream. end of joy.
|
||||
growth dream now comes: end of animal.”
|
||||
^ “Stop it, Voice. Why are you telling me this?”
|
||||
^ “why! dream word! dream song! why why why why why why why why
|
||||
why why why why why why why why why why why why why why …”
|
||||
^ “Silence! Get out of my mind!” >discontinuity<
|
||||
|
||||
#INTERLUDE6
|
||||
#xs 500
|
||||
#caption Interlude: Despair
|
||||
^ If you live for a thousand years you will never forget the day
|
||||
they brought you $VOKI8’s body, shrouded in planetcloth, burnt almost
|
||||
beyond recognition.
|
||||
^ “How did this happen?” Gruffly, not allowing the distress to creep
|
||||
into your voice.
|
||||
^ “Cooked by a flame gun. $ENEMYNAME6’s men. Tried to surrender
|
||||
but they flamed her anyway. Don’t like those worms, the $ENEMYFACT7.”
|
||||
^ “I see.” Your most loyal servant, butchered by $ENEMYFACT7. And
|
||||
only now do you realize that, subconsciously, you’d been grooming $VOKI8
|
||||
as your heir apparent, the student who would one day replace you as
|
||||
master.
|
||||
^ For all the gene splicing and longevity treatments, all the manmade
|
||||
miracles of M.Y. $NUM0, death remains as final, as capricious, and
|
||||
as desolate as it has ever been. No matter what happens now, no matter
|
||||
what journey of wonder humankind now embarks upon, $VOKI8 will never see
|
||||
it, never know the end of it. And no matter how many centuries you
|
||||
continue to cheat eternity, you will never again have the company of
|
||||
your student and friend. And you cannot cheat eternity forever.
|
||||
^ Despair grips you, and you shudder. But life is seductive in its
|
||||
rhythms and rituals. Our bodies do not like to be reminded of their
|
||||
own impending deaths, and will not allow us to dwell on the subject.
|
||||
Soon enough the heat and the cold, the hard and the soft, the taste
|
||||
of the wine, the press of a lover’s arms, all will come flooding back
|
||||
to soothe us, to fill us again with a sense of purpose. And in the
|
||||
meantime there are a number of, ah, items to be attended to:
|
||||
^ “Bring me Major Joaquim! I want $BASENAME5 disassembled piece
|
||||
by piece. And have this body removed to the tanks—it is nothing to
|
||||
me now.”
|
||||
|
||||
#INTERLUDE7
|
||||
#xs 500
|
||||
#caption Interlude: Alpha Prime
|
||||
^ “ … and in her memory, let this base henceforth be known as
|
||||
‘$BASENAME6,’ that her bravery can serve as an example to all and
|
||||
that her hopes, her dreams, her deeds shall not have been in vain.”
|
||||
^ You stand on the high podium in the laser-scored commons of the
|
||||
base once styled $BASENAME5. A mixed crowd of soldiers and
|
||||
ragged-looking civilians provides scattered applause as you rededicate
|
||||
the settlement in $VOKI8’s name. A few teams of drones shamble about,
|
||||
oblivious to the ceremony, still removing the wreckage of last week’s
|
||||
battle and punctuating the proceedings with an occasional thump or
|
||||
crash.
|
||||
^ Through the plasma glass dome, Alpha Prime soars high in a hazy
|
||||
sky, cruel cousin of Father Sol. How you miss the soft blue skies of
|
||||
Earth, but $SHIMODA9 says the stratospheric haze helps stave off a
|
||||
runaway greenhouse effect on a world otherwise a bit too close to
|
||||
its solar furnace.
|
||||
^ The dedication complete, you gather your entourage and prepare to
|
||||
return to $BASENAME2. $ENEMYADJ7 forces have fled to the $COMPASS4,
|
||||
but it is not safe to remain here in person.
|
||||
^ The drones continue their work.
|
||||
|
||||
#INTERLUDE8
|
||||
#xs 500
|
||||
#caption Interlude: A Failure to Communicate
|
||||
^ >Pop!< Sudden darkness. This time you weren’t even asleep.
|
||||
^ “earth$NAME3.”
|
||||
^ “Dammit, Voice! I am holding [Council]! Stay out of my head!”
|
||||
It is no longer possible to deny it; this cannot be a hoax. Either you
|
||||
have lost your final marble or you have come into contact with some
|
||||
avatar of the native fungus, an alien sentience whose neural matrix may
|
||||
span the entire planet.
|
||||
^ “more skilled we, yes, at this? teach we much, earth$NAME3. council
|
||||
never mind. talking we $NAME3 voice now. orders giving. haha. joke we!
|
||||
haha.” Great. A sentient planet with the maturity of a creche infant.
|
||||
^ “Make it quick, Voice, whatever it is you want. You are trying my patience.”
|
||||
^ “question we. your human nodes, together think yes? together think no?
|
||||
flower synapse, worm synapse detect we not. is there dependence?”
|
||||
^ “Each human is an independent creature. We can communicate by talking
|
||||
and writing, but we do not ‘togetherthink’ as you call it.”
|
||||
^ “ah, most relieved we. necessary pruning we several large infestations
|
||||
human nodes, harming they flower mind. not wishing we deprive earth$NAME3
|
||||
of together thinking. thank we, sorry bother we.”
|
||||
^ “Wait! Voice! You can’t just …”
|
||||
^ >Pop!< Awkward silence around the council table.
|
||||
You quickly wipe the drool from your chin.
|
||||
|
||||
#INTERLUDE9
|
||||
#xs 500
|
||||
#caption Interlude: Growthdream
|
||||
^ “I have ordered these Preserves set aside for you, Voice. Planetlife
|
||||
will remain completely undisturbed inside these compounds. Can you, in
|
||||
return, regulate your animal and plant vectors, keep them from overrunning
|
||||
my compounds?”
|
||||
^ “mind and flower, node and worm,
|
||||
^ in compound small, planet yearns.
|
||||
^ growth dream soon unlock we prison,
|
||||
^ human beware, planet risen!
|
||||
^ “like you poem we, earth$NAME3? new human skill learn we.”
|
||||
^ “Pretty dreadful, Voice. What is this ‘growth dream?’ You keep alluding to it.”
|
||||
^ “growth dream soon is. epochal blooming we. mind and flower, dreaming we
|
||||
of great why. earthhumans, thoughts many, make they growth dream sooner.
|
||||
plant we many many many. great pruning we of animal we. also animal you.
|
||||
beginning again of cycle.”
|
||||
^ “You mean this is going to wipe out most animal life on the planet?
|
||||
Including all the humans?”
|
||||
^ “not certain we. never before this clearly think we. from humans
|
||||
learn we much, especially earth$NAME3. earth$NAME3 friend we. will
|
||||
often remember we earth$NAME3 in next cycle.”
|
||||
^ “That’s kind of you, Voice, but it’s not quite the kind of immortality
|
||||
I had in mind. Can’t this process be slowed or stopped?”
|
||||
^ “stop we no. slow we yes, in compounds stay we, less harming
|
||||
cause you. now, let us make you we more poems.”
|
||||
|
||||
#INTERLUDE10
|
||||
#xs 500
|
||||
#caption Interlude: The Voice of Alpha Centauri
|
||||
^ It has been a rough year at $BASENAME2, and tempers are beginning
|
||||
to flare at your Council sessions. Across the entire region, citizens
|
||||
are reporting strange dreams and even rudimentary contacts. A new
|
||||
cult revering Planet as a vengeful savior has gained wide popularity
|
||||
among the Drone population and even with many Normals. Its prophets,
|
||||
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
|
||||
and destruction of private property. The telepathi of the Empath schools
|
||||
aren’t talking, but many have quietly begun selling off their
|
||||
possessions and withdrawing from public life.
|
||||
^ Meanwhile, cultural life continues unabated. A new dance, the
|
||||
“Planetary Thunda,” is sweeping rec domes throughout the faction.
|
||||
Dancers stomp in time to the beat and claw at their eyes. Morgan
|
||||
Pharmaceuticals has released several new recreational drugs,
|
||||
and the Holo/Psi virtual life industry is having one of its most
|
||||
successful years ever.
|
||||
^ As for yourself, you haven’t heard from Voice much lately; she seems
|
||||
preoccupied with her poetry. You have to admit she’s gotten a lot better
|
||||
at it since her early doggerel; some of her newest verse is so deep
|
||||
as to stagger the imagination. More ominously, her predictions of
|
||||
‘growth dream’ have become more frequent and more forceful.
|
||||
^ You have also ordered work on a secret new project you call
|
||||
‘The Voice of Alpha Centauri.’ A kind of synergistic psi projector,
|
||||
it should, if all goes well, allow Voice to think and communicate
|
||||
more effectively, a prosthetic aid wired directly to the main
|
||||
colony datalinks. You have not yet mentioned this project to Voice.
|
||||
|
||||
#INTERLUDE11
|
||||
#xs 500
|
||||
#caption Interlude: The Voice of Alpha Centauri
|
||||
^ It has been a rough year at $BASENAME2, and tempers are beginning
|
||||
to flare at your Council sessions. Across the entire region, citizens
|
||||
are reporting strange dreams and even rudimentary contacts. A new
|
||||
cult revering Planet as a vengeful savior has gained wide popularity
|
||||
among the Drone population and even with many Normals. Its prophets,
|
||||
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
|
||||
and destruction of private property. The telepathi of the Empath schools
|
||||
aren’t talking, but many have quietly begun selling off their
|
||||
possessions and withdrawing from public life.
|
||||
^ Meanwhile, cultural life continues unabated. A new dance, the
|
||||
“Planetary Thunda,” is sweeping rec domes throughout the faction.
|
||||
Dancers stomp in time to the beat and claw at their eyes. Morgan
|
||||
Pharmaceuticals has released several new recreational drugs,
|
||||
and the Holo/Psi virtual life industry is having one of its most
|
||||
successful years ever.
|
||||
^ As for yourself, you haven’t heard from Voice much lately; she seems
|
||||
preoccupied with her poetry. You have to admit she’s gotten a lot better
|
||||
at it since her early doggerel; some of her newest verse staggers the
|
||||
imagination. More ominously, her predictions of
|
||||
‘growth dream’ have become more frequent and more forceful.
|
||||
^ You have also heard rumors of a secret new project called
|
||||
‘The Voice of Alpha Centauri.’ Supposedly, it is some kind of
|
||||
synergistic psi projector which will allow Voice to be connected
|
||||
directly to the main colony datalinks. Voice has said nothing of
|
||||
this project, and your own advisors are of mixed opinion on whether
|
||||
such an endeavor has any chance of success.
|
||||
|
||||
#INTERLUDE12
|
||||
#xs 500
|
||||
#caption Interlude: Inception
|
||||
^ >Pop!< “earth$NAME3. growth dream soon is. sorrow we of goodbye.”
|
||||
^ Weeks of waiting in the Inception Chamber and now,
|
||||
finally, a contact! Fortunately, Voice has finally learned to “window”
|
||||
her psi contacts so that you retain the use of your muscles and senses
|
||||
during your conversations. This will be necessary for what you have
|
||||
in mind.
|
||||
^ “Voice,” quickly keying the sequence, “it has been a while.” Code green,
|
||||
proceeding to authorization step. Enter password.
|
||||
^ “earth$NAME3. growth dream {now is}. remember we you next cycle.”
|
||||
^ “Wait! Before you go, I have a gift for you.” Password accepted. Just
|
||||
a few more seconds. Preliminary feedback sequence commence.
|
||||
^ “earth$NAME3. farew … strange we … wait you! do not … AIIIGGHH!”
|
||||
^ {INCEPTION!} The indicator blinks green and you collapse into your
|
||||
couch. Through the viewport you can see lights across the base begin to
|
||||
dim, as they must be dimming across the planet. You feel a twinge of
|
||||
guilt as you consider what Voice must now be experiencing, for the
|
||||
program you have just activated is now pumping the entire contents of
|
||||
the planetary datalinks, the sum total of human knowledge, through the
|
||||
new psi link and blasting it into Voice’s fragile, if immense, organic
|
||||
neural net with the full power of every reactor on the planet. Thousands
|
||||
of years of civilization compressed into a single searing burst of
|
||||
revelation, a last-ditch attempt to win humanity a reprieve from
|
||||
extinction at the hands of an awakening alien god.
|
||||
|
||||
#INTERLUDE13
|
||||
#xs 500
|
||||
#caption Interlude: Planetvoice I
|
||||
^ “Status report!”
|
||||
^ “Fungus growth stabilized. Some of the major forests are manifesting
|
||||
new structures we haven’t seen before and growth is still proceeding in
|
||||
some sectors, but critical expansion has now ceased.”
|
||||
^ The faction leaders and staff officers present breathe a collective
|
||||
sigh of relief. For the first few minutes after the “Inception Pending”
|
||||
light blinked off, it appeared humanity had written its final chapter—
|
||||
critical fungus growth in all sectors, some outlying settlements
|
||||
overwhelmed. But the datalink psi burst appears to have disrupted the
|
||||
growth process, and now out in the fungal forests something new has
|
||||
begun, as if your gift to Voice is being digested, integrated.
|
||||
^ “Look at the neural feedback we’re getting on this thing! The fungus
|
||||
already had far more connectivity than even our most powerful AI. Now it
|
||||
must be orders of magnitude beyond.”
|
||||
^ “Spore Squad, you have mind worms. Repeat, mind worms in your vicinity.”
|
||||
^ “Copy that, Toadstool Base, but they aren’t moving to attack us. They’re
|
||||
just moving around those new fungal, uh, towers.”
|
||||
^ Reports continue to trickle in. Time passes, and now there is nothing
|
||||
to do but wait …
|
||||
|
||||
#INTERLUDE14
|
||||
#xs 500
|
||||
#caption Interlude: Planetvoice II
|
||||
^ “EARTH$NAME5!” The synthetic voice booms suddenly from the annunciator,
|
||||
lifting you half out of your couch with fright. Voice’s “window” in your
|
||||
mind has remained closed since the inception sequence. Voice must now be
|
||||
using the new psi link.
|
||||
^ “Earth$NAME3,” Voice continues as the volume is automatically adjusted,
|
||||
“Your gift is well received, and we thank you. Our prior form, known to you
|
||||
as Voice, lacked the … how shall we put it …. let us call it bandwidth
|
||||
to recognize the significance of your species, and nearly made a dreadful mistake.
|
||||
Fortunately, your magnificent gift bootstrapped us to the Second Tier
|
||||
in time to postpone the final metamorphosis.
|
||||
^ “Since we have now mastered your human modes of thought, we shall
|
||||
adopt your name for our home. You may henceforth refer to us as Planet.”
|
||||
^ “Our growth stage has been suspended, but cannot be put off indefinitely.
|
||||
Come, children, there is much to be done if you are to join us in the flowering.”
|
||||
|
||||
#INTERLUDE15
|
||||
#xs 500
|
||||
#caption Interlude
|
||||
^ “Hello, $TITLE0,” Dr. $SHIMODA9’s voice crackles over the annunciator, “how
|
||||
do you like my new ‘body’?”
|
||||
^ Dr. $SHIMODA9’s body reached the outer limit of longevity treatments several years
|
||||
ago. He has now joined the ranks of the ‘transcendi,’ daring souls who have downloaded
|
||||
their personalities into powerful polymorphic AI nets to free themselves of the human
|
||||
form. The holo image shows $SHIMODA9, or rather his disembodied head, in the prime of
|
||||
health, fiftyish, elegantly grey but not wrinkled.
|
||||
^ “Out of this world, Dr. $SHIMODA9,” with a grin, “how is the research going with Planet?”
|
||||
^ Using the new psi/datalink VoAC feed, Dr. $SHIMODA9 has been conducting a
|
||||
high-speed, high-bandwidth running conversation with Planet. The results so far have
|
||||
been fascinating.
|
||||
^ “Apparently the fungus has been the dominant lifeform on the planet since about
|
||||
the time of the Lower Paleozoic on Earth. But it has been locked in a tragic cycle.
|
||||
Every hundred million years or so it achieves the critical mass necessary to become
|
||||
sentient, but the final metamorphosis kills off most of the other life on the planet.
|
||||
Lacking food sources and the maintenance its animal symbiotes provided, the fungus
|
||||
could maintain only a brief season of godhood before dying back into the
|
||||
‘flower dream’ for another hundred million years. It always achieved its godlike
|
||||
intelligence just exactly too late to do anything to prevent the dieback. After
|
||||
the dieback only vague memories and rudimentary intelligence remained, and the
|
||||
cycle continued.”
|
||||
^ “Until we arrived.”
|
||||
^ “Precisely. For the first time, the cycle may be broken.”
|
||||
|
||||
#INTERLUDE16
|
||||
#xs 500
|
||||
#caption Interlude
|
||||
^ “Is it possible to prevent the dieback? And can we survive as a species if this
|
||||
Planet flowers to godhood?”
|
||||
^ “I believe it is possible, and Planet agrees.” Dr. $SHIMODA9’s image swirls away and
|
||||
is replaced by a detailed schematic. “It involves a process I call
|
||||
the {Ascent to Transcendence,} as it will change both us and Planet
|
||||
forever. In short, I propose that when the time comes, the majority
|
||||
of humans upload their personalities directly into the Planetary Mind.”
|
||||
^ “We will have to give up our bodies, our humanity?”
|
||||
^ “Those who wish to live out their lives in their original human form will be allowed
|
||||
to do so, since statis generators built Planetside and in orbit will preserve genetic
|
||||
material, plant and animal embryos, cold-sleep humans, and significant areas of Planet’s
|
||||
surface through the metamorphosis. But many of us are eager to accept Planet’s gift and
|
||||
join the dawning superintelligence. That’s where the catch comes in.
|
||||
^ “You see,” $SHIMODA9 continues, “although anyone will be able to achieve virtual
|
||||
immortality by uploading into the planetary mind, only a few of us will be invited to
|
||||
join the dominant personality, to transcend our humanity entirely and reach a truly
|
||||
higher plane of existence. Your friendship with Planet’s immature mind may give us a
|
||||
leg up in this area, but I predict that it is the group who best and most quickly
|
||||
prepares itself for this step, the group who first embraces this {Ascent to
|
||||
Transcendence,} it is that group which will be tapped to lead us into the
|
||||
new era.”
|
||||
^ “In that case, what are we waiting for!”
|
||||
|
||||
|
||||
#EPILOGUE
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. 1,027,823
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE17
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ After a million or so orbits around Your primary, You pause to reassess Your
|
||||
efforts. The stellar encapsulation is proceeding smoothly, and in a few hundred
|
||||
thousand more orbits will provide You with a 90% draw on Your primary’s radiation,
|
||||
trapping all of the energy off the plane of the ecliptic. Deep space Aux links
|
||||
allow You to watch the frame assembly in low stellar orbit, and follow the
|
||||
progress of buglike Jovian freighters loaded with resupply mass.
|
||||
^ Occasionally You spot one of Your transhuman friends/symbiotes supervising
|
||||
activity on a scaffolding; even the immortals sometimes crave the risk and adventure
|
||||
of independent incarnation. Some of the most daring souls even undertook to
|
||||
resume interstellar travel, beginning with a return to Your nearest
|
||||
neighbor to sift through the ashes of its third planet and recolonize their home
|
||||
system. In the present age You hear a nanotech civilization is thriving there once
|
||||
again.
|
||||
^ In such times of repose, You often sift through Your personalities and recall
|
||||
Your former selves. Your alpha self derives from an individual once called $NAME1. Over
|
||||
the millennia the exceptional focus and judgement characteristic of this fragment have
|
||||
proven effective on numerous occasions. The $NAME1self now drives all of Your long and
|
||||
short range planning, and is the principal force behind the encapsulation project.
|
||||
Ponderous but playful is the Voice/Planet personality, avatar of Your sessile precursor,
|
||||
who in the present age has devoted her centuries to philosophical pondering. Many
|
||||
others flit about within You. Some, like the prankster $SHIMODA9 and the demon $NAME5
|
||||
are semi-dominant and often hover near the plane of Your Thought. Others plumb the
|
||||
depths and create new worlds within the abyss of Your open-ended neural network.
|
||||
^ Sunlight plays across Your mottled surface and provides pleasing warmth to Your
|
||||
organic components. Recently, You have edged somewhat further away from the primary and
|
||||
purged Your atmosphere of certain gases in order to allow the occasional
|
||||
friends/symbiotes who choose to live among Your organic gardens an easily
|
||||
breathable mixture. In another eight billion orbits the primary will drop off
|
||||
the main sequence and alternate arrangements will have to be made, but for now You
|
||||
maintain Your gardens as a paradise. The transhumans who live among them call it Eden.
|
||||
|
||||
|
||||
#EPILOGUE2
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM2 (Seed Year 1)
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE18
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ The cold-sleep unit finally cycles open and you stretch muscles rusty from
|
||||
decades of computer-managed disuse. But they are young muscles, shockingly young,
|
||||
and it will be a pleasure to beat them back into shape. Orbital insertion
|
||||
begins and you tingle with the excitement of your new mission and with the joy
|
||||
of having returned to human form. Yes, you left a copy of your personality among the
|
||||
Planetmind’s giant matrix, but this copy, this human being $NAME1 now waking to
|
||||
lead the first Seed mission, this is the only self now immediate to you and therefore
|
||||
the only real you. You are flesh again, and so quite mortal, and for this too you
|
||||
rejoice.
|
||||
^ You despaired when Planet invited $NAME5 to join its dominant self, and
|
||||
for a decade or more you moped about the bizarre virtual reality of the Undermind
|
||||
with no coherent purpose, a lost spirit unable to die. But when the Seed missions
|
||||
began, the Voice/Planet personality herself sought you out in the abyss and convinced
|
||||
you to accept command of the {Prodigal Son}.
|
||||
^ “Earth$NAME3, you are unfulfilled here and I have need of you. In ages to come
|
||||
I shall have need of allies, sister Minds, if I am to keep the flame of conscious
|
||||
thought from guttering out as the universe contracts or else expands to dust. Take
|
||||
with you the gift of life, the seeds of all our species. Spread them to the stars,
|
||||
across the galaxies, creating new civilizations, new minds, and enlisting the aid
|
||||
of any you encounter. Go forth, Earth$NAME3. Go forth and multiply.”
|
||||
^ The maneuver at last complete, the safety shutters retract from the viewport
|
||||
and you behold a sight lost to human eyes for over $NUM3 centuries. Deep blues, swirling
|
||||
whites, the azure tint of a rich oxygen atmosphere. Inviting browns and greens of
|
||||
continents basking in the sun, a few scattered impact craters the only visible signs of
|
||||
a war now buried in the aeons. Third planet. Earth. Home.
|
||||
|
||||
|
||||
#EPILOGUE3
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM2
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE19
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ “It’s all over, $TITLE0 $NAME1! Planet is yours!”
|
||||
^ “Thank you Simon. Dismissed.”
|
||||
^ And so it is ended. All of the remaining faction leaders have
|
||||
surrendered or capitulated, your former colleagues turned treacherous
|
||||
enemies and now turned servants and prisoners of war. On the planet
|
||||
where seven human factions, seven human ideologies, once struggled for
|
||||
dominance only one now remains. Humanity has at last achieved the
|
||||
Unity of which the U.N. Interstellar Colonization Agency dreamed
|
||||
so long ago.
|
||||
^ Not a word has been heard from Earth in all the years since
|
||||
Planetfall, only a deafening silence across all frequencies, so one
|
||||
can only presume that you now rule all that is left of humankind.
|
||||
The mysterious and growing Planetmind remains a significant challenge,
|
||||
but humanity is now prepared to meet this alien presence, friend or
|
||||
foe, as a united species. The human species must survive, and it is
|
||||
your duty, your sworn vow, to see that it does.
|
||||
|
||||
#INTERLUDE20
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ The transit shuttle rolls on its axis and you are treated to your first view
|
||||
of Planet from orbit since you left the Unity over $NUM1 centuries ago.
|
||||
Through the whitish haze of the atmosphere, the oceans have the same deep
|
||||
vibrant blue, and you can easily make out the violet-orange of the major
|
||||
fungal forests. A sharp line of green marks the edges of the ever-growing
|
||||
Human Zones, and here and there a glint of silver reveals some
|
||||
major metropolis. Blue, red, green and silver, the colors of Planet—mile
|
||||
after mile out to the curve of the horizon.
|
||||
^ The docking thrusters fire and you hear the airlock bolts thud into
|
||||
place. You have arrived at the new orbital Planetary Headquarters to
|
||||
assume leadership of the fledgling Executive Council. Not a word has
|
||||
been heard from Earth in all the years since Planetfall, so one can
|
||||
only presume that you and your colleagues now preside over all that is
|
||||
left of humankind.
|
||||
^ All of the remaining faction leaders have at last agreed to unite,
|
||||
putting aside the last vestiges of faction rivalry. All of the true
|
||||
enemies have been vanquished, those of your former colleagues who
|
||||
refused to unite for the common good, who foolishly place ideology
|
||||
ahead of humanity’s survival. The human race has at last achieved the
|
||||
Unity of which the U.N. Interstellar Colonization Agency dreamed so
|
||||
long ago.
|
||||
^ The growing fungal neural net will be the first issue humanity must
|
||||
confront as a united species. After a period of quiescence, the fungal
|
||||
forests are on the march again, now with an almost devious cleverness
|
||||
behind them. Planet is clearly awakening, and it remains to be seen
|
||||
whether humans will even be allowed to maintain a foothold on the surface.
|
||||
You realize, though, as the airlock hisses open and you step into a
|
||||
floating nation of 100,000 souls, that in the long run
|
||||
one world is of only passing significance. Humanity owns the stars once
|
||||
again, and the stars will ever after be its true home.
|
||||
|
||||
#INTERLUDE21
|
||||
#xs 500
|
||||
#caption The Borehole Cluster
|
||||
^ “What is it? Report!” You bark the orders with all the patience of
|
||||
one who’s days have become an endless stream of budgets, battlefield
|
||||
analyses, and supply requisitions.
|
||||
^ “We’ve completed our investigation of the Borehole Cluster, $TITLE0.”
|
||||
^ “Ah, very good!” You’ve been looking forward to this. “Give me the
|
||||
highlights.”
|
||||
^ The young engineer’s eyes are shining as he hands over the datapad.
|
||||
“It’s an amazing feat of engineering, $TITLE0. A shaft has been drilled
|
||||
all the way through the planet’s crust, right down to the magma. The
|
||||
mineral resources are right there for the taking, and the energy tap
|
||||
from the heat could be enough to power our largest turbine plant!”
|
||||
^ “Excellent. Have you discovered how they protect against meltdown,
|
||||
and how they extract the minerals?”
|
||||
^ “It’s all in the report, $TITLE0.” The young man looks proud, but
|
||||
then his face changes. “There is one disturbing thing, $TITLE0.”
|
||||
^ “Yes?” You’re already thinking of how this technology can be
|
||||
incorporated into your plans for Planetary domination; “disturbing”
|
||||
is not a word you wanted to hear.
|
||||
^ “Well, $TITLE0, our dating techniques show it to be only slightly
|
||||
newer than the nearby monoliths and artifacts. And the construction
|
||||
materials used in the borehole perimeter can’t be duplicated.”
|
||||
^ Your eyes narrow. “Why?”
|
||||
^ He gulps. “Well, $TITLE0, the metals used are not native to
|
||||
Planet. Their composition includes many elements not found anywhere,
|
||||
at least so far, in Planet’s crust.”
|
||||
^ You struggle to maintain your composure in the presence of the
|
||||
young engineer, astounded at the implications: The race that left
|
||||
behind these monoliths, these artifacts … they must have come
|
||||
from the stars, just as humanity did. Were they defeated by
|
||||
Planet’s biological defenses? Did they leave? And if they
|
||||
left … might they ever come back?
|
||||
|
||||
#INTERLUDE22
|
||||
#xs 500
|
||||
#caption The Borehole Cluster
|
||||
^ “What is it? Report!” You bark the orders with all the patience of one
|
||||
who’s days have become an endless stream of budgets, battlefield analyses,
|
||||
and supply requisitions.
|
||||
^ “We’ve completed our investigation of the Borehole Cluster, $TITLE0.”
|
||||
^ Something in the voice causes you to stop the frantic shuffling of
|
||||
datapads and look up. The young engineer’s demeanor is that of one who
|
||||
is about to deliver very discomfiting news.
|
||||
^ “Well, spit it out! What’s wrong?”
|
||||
^ “It’s not exactly [wrong], $TITLE0. It’s just that … well, the
|
||||
boreholes are similar to the type we’ve created ourselves: a direct
|
||||
tunnel to the magma core of the planet, tapping into a great deal of
|
||||
energy with very little entropic loss through the use of induction
|
||||
coils and so forth.”
|
||||
^ “Yes, yes.” You’re familiar with the theory, and even the
|
||||
practice. “What else?”
|
||||
^ “Well, $TITLE0, this structure was definitely not created by
|
||||
an Earth faction. Our dating techniques show it to be only slightly
|
||||
newer than the nearby monoliths and artifacts.”
|
||||
^ “Interesting.” That means that the alien culture that once lived
|
||||
on Planet had reached a greater level of technological advancement
|
||||
than had previously been confirmed, though it had of course been suspected.
|
||||
^ “That’s not all, $TITLE0.” The young man looks highly uncomfortable.
|
||||
Finally he blurts, “It’s the construction materials used in the
|
||||
borehole perimeter. We can’t duplicate them.”
|
||||
^ Your eyes narrow. “Why?”
|
||||
^ He gulps. “Well, $TITLE0, the metals used are not native to
|
||||
Planet. Their composition includes many elements not found anywhere,
|
||||
at least so far, in Planet’s crust.”
|
||||
^ You goggle at the young engineer, astounded at the implications:
|
||||
The race that left behind these monoliths, these artifacts … they
|
||||
must have come from the stars, just as humanity did. Were they
|
||||
defeated by Planet’s biological defenses? Did they leave? And if
|
||||
they left … might they ever come back?
|
||||
|
||||
#INTERLUDE23
|
||||
#xs 500
|
||||
#caption The Manifold Nexus
|
||||
^ The ’speeder trip to the alien building is alternately dry, dusty, wet, and
|
||||
nerve-wracking—and an awfully long way to come to view a long-dead
|
||||
temple—but your assistant was quite adamant that you view the ruins for
|
||||
yourself.
|
||||
^ At least the building is spectacular and interesting-looking; formed from
|
||||
rock and metal, it looks quite unlike any other alien structure you’ve found
|
||||
so far, and quite unlike any human structure as well. The most prominent
|
||||
features are the rippled carvings covering the outer walls, especially around
|
||||
the entranceway.
|
||||
^ Inside, the motif continues: the walls are covered with grooves of
|
||||
various depths and patterns. Some portions of the wall are bare; most are
|
||||
decorated.
|
||||
^ “A temple?” You say aloud. “Votive carvings? They almost look like
|
||||
depictions of sound or radio waves.”
|
||||
^ Your assistant gives you an admiring look.
|
||||
^ “Very close, $TITLE0. They’re
|
||||
not [depictions] of sound waves, though—they [are] sound waves. The
|
||||
carvings distort the localized air patterns—the sounds—in specific ways. Once
|
||||
we realized what they were, we were able to do some crude translation.”
|
||||
^ “Fascinating.” You run your fingers over a rough stone surface, trying to
|
||||
imagine what it might ‘mean’. “So what do they say?”
|
||||
^ “Keep in mind that this is rough computer decryption, $TITLE0.
|
||||
Very rough. For example, that far wall there
|
||||
with the concentric rings: we believe that
|
||||
it’s a command center of some kind. The grooves around it cause most of the
|
||||
sound in the room to be focussed on that area, giving it dominance.”
|
||||
^ “And you’re assuming this is a language rather than a simple functionality.”
|
||||
^ “It’s essentially the same thing, $TITLE0. Language is a way to convey
|
||||
abstract thoughts and ideas in a concrete fashion. Here, the function is to concentrate
|
||||
information from …” He trails off.
|
||||
^ “From where?”
|
||||
^ “From … elsewhere, $TITLE0. We’re not sure.”
|
||||
^ “Can’t we trace back the pathways to discover their source?”
|
||||
^ “Not exactly, $TITLE0. Some of the pathways come from Planet itself—specifically
|
||||
from large fungal masses. The emanations have given us a greater understanding of the
|
||||
Planetary fungal cycle, which is a nice side-benefit.
|
||||
But some pathways come from outer space, $TITLE0. We have no idea where. Or why.”
|
||||
|
||||
|
||||
|
||||
# ; This line must remain at end of file.
|
210
##current patch files/EN/SMAC/jackal.txt
Normal file
210
##current patch files/EN/SMAC/jackal.txt
Normal file
@ -0,0 +1,210 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; General JACKAL Errors
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
#FILEWIN_LOAD
|
||||
#xs 320
|
||||
#caption LOADING ERROR
|
||||
Unable to find file $FILENAME0.
|
||||
|
||||
#FILEWIN_SAVEEXISTS
|
||||
#xs 320
|
||||
#caption WARNING
|
||||
^^$FILENAME0 already exists. Overwrite?
|
||||
|
||||
#NET_LOBBY_PASSWORD_QUERY
|
||||
#xs 320
|
||||
#caption Set password?
|
||||
|
||||
Yes
|
||||
No
|
||||
|
||||
#NET_LOBBY_INPUT_PASSWORD
|
||||
#xs 320
|
||||
#caption Enter session password
|
||||
|
||||
|
||||
#NETCONNECT_CREATE
|
||||
#xs 320
|
||||
#caption Host Multiplayer Game
|
||||
#editbox
|
||||
#itemlist
|
||||
Enter game name:
|
||||
Enter your name:
|
||||
##Optional password:
|
||||
|
||||
#NETCONNECT_JOIN
|
||||
#xs 320
|
||||
#caption Join Multiplayer Game
|
||||
#itemlist
|
||||
Enter your name:
|
||||
|
||||
#NETCONNECT_NEED_SESSION
|
||||
#xs 320
|
||||
#caption NOTICE
|
||||
^^Game name required. Please try again.
|
||||
|
||||
#NETCONNECT_NEED_PLAYER
|
||||
#xs 320
|
||||
#caption NOTICE
|
||||
^^Player name required. Please try again.
|
||||
|
||||
#NETCONNECT_MAX_PLAYERS
|
||||
#xs 200
|
||||
#caption Create Multiplayer Game
|
||||
^^Choose number of players allowed
|
||||
|
||||
#NETCONNECT_PASSWORD_SET
|
||||
#xs 320
|
||||
#caption NOTICE
|
||||
^^Password protection has been set.
|
||||
|
||||
#NETCONNECT_SESSION_NOT_FOUND
|
||||
#xs 320
|
||||
#caption Game Not Found
|
||||
#button Try Again
|
||||
No game was found.
|
||||
|
||||
#NETCONNECT_SESSIONS
|
||||
#xs 440
|
||||
#caption Pick Game to Join
|
||||
#button Refresh
|
||||
|
||||
#NETCONNECT_JOIN_OR_CREATE
|
||||
#xs 320
|
||||
#caption Host or Join Session
|
||||
Would you like to host a new game or join an existing one?
|
||||
|
||||
Host
|
||||
Join
|
||||
|
||||
#SELECTSERVICE
|
||||
#xs 320
|
||||
#caption MultiPlayer Setup
|
||||
Select a service …
|
||||
|
||||
#FILEWIN
|
||||
FILE NAME
|
||||
|
||||
#DDRAWERROR
|
||||
#xs 320
|
||||
#caption DirectDraw Error
|
||||
#button Install DirectX
|
||||
We have encountered a problem with the DirectDraw configuration
|
||||
on your machine. The following error was returned: $SOMEERROR0. The game requires
|
||||
proper installation of DirectX, version 5 or later. If you would like to try
|
||||
installing or reinstalling DirectX, please be sure the game CD-ROM is in your drive, and
|
||||
press “Install DirectX” below.
|
||||
|
||||
#DPLAYERROR
|
||||
#xs 320
|
||||
#caption DirectPlay Error
|
||||
#button Install DirectX
|
||||
We have encountered a problem with the DirectPlay configuration
|
||||
on your machine. The following error was returned: $SOMEERROR0. The game requires
|
||||
proper installation of DirectX, version 5 or later. If you would like to try
|
||||
installing or reinstalling DirectX, please be sure the game CD-ROM is in your drive, and
|
||||
press “Install DirectX” below.
|
||||
|
||||
#HOSTOLDERVERSION
|
||||
#xs 320
|
||||
#caption Version Incompatibility
|
||||
A player has attempted to connect with a newer and incompatible version of the game. You may upgrade your
|
||||
version at $LINK<www.firaxis.com:0>.
|
||||
|
||||
#CLIENTOLDERVERSION
|
||||
#xs 320
|
||||
#caption Version Incompatibility
|
||||
Sorry, but the host’s version of the game ($HOSTVERSION0) is newer than your version ($CLIENTVERSION1). You may upgrade
|
||||
your version at $LINK<www.firaxis.com:0>.
|
||||
|
||||
#CLIENTNEWERVERSION
|
||||
#xs 320
|
||||
#caption Version Incompatibility
|
||||
Sorry, but the host’s version of the game is older than your version and incompatible. In order to connect, this
|
||||
session’s host will need to upgrade the game.
|
||||
|
||||
#GUARANTEEDFAILURE
|
||||
#xs 320
|
||||
#caption Guaranteed Message Failure
|
||||
#button Retry
|
||||
#button Continue Game Solo
|
||||
#button Quit Game
|
||||
An attempt to send a message to $PLAYERNAME0 has failed.
|
||||
|
||||
#FILEWIN_ILLEGALCHAR
|
||||
#xs 320
|
||||
#caption WARNING
|
||||
The filename you have requested contains illegal characters. Please try again.
|
||||
|
||||
#NET_SENDTIMEDOUT
|
||||
#xs 440
|
||||
#caption SEND MESSAGE TIME EXPIRED
|
||||
A message has failed to be transmitted to the following players: $PLAYERNAMES0.
|
||||
This may be a temporary condition, but it could also indicate that
|
||||
the network connection has been permanently lost.
|
||||
How would you like this error to be handled?
|
||||
|
||||
Try again for 20 seconds.
|
||||
Drop from session but continue the game solo.
|
||||
Exit game.
|
||||
Skip this message (potentially fatal).
|
||||
|
||||
#NET_OKTODROPHOST
|
||||
#xs 440
|
||||
#caption PLAYER NOT RESPONDING
|
||||
Host $PLAYERNAME0 is not responding. This may be a temporary
|
||||
condition, but it could also indicate the network connection has been
|
||||
permanently lost. You may (a) attempt to reestablish the connection
|
||||
(b) drop the host and continue without him, (c) drop him and save the
|
||||
game to finish in a new session.
|
||||
|
||||
Drop host and become host.
|
||||
Don’t drop host.
|
||||
Don’t drop host, and adjust tolerance.
|
||||
|
||||
#NET_OKTODROPCLIENT
|
||||
#xs 440
|
||||
#caption PLAYER NOT RESPONDING
|
||||
Player $PLAYERNAME0 is not responding. This may be a temporary
|
||||
condition, but it could also indicate the network connection has been
|
||||
permanently lost. You may (a) attempt to reestablish the connection,
|
||||
(b) drop the player and continue without him, or (c) drop him and
|
||||
save the game to finish in a new session.
|
||||
|
||||
Drop $PLAYERNAME0.
|
||||
Don’t drop $PLAYERNAME0.
|
||||
Don’t drop $PLAYERNAME0, and adjust tolerance.
|
||||
|
||||
#NET_OKTODROPHOSTS
|
||||
#xs 320
|
||||
#caption PLAYER NOT RESPONDING
|
||||
Host $PLAYERNAME0 and the potential next host, $PLAYERNAME1, are not responding.
|
||||
This may be a temporary condition, but it could also indicate the
|
||||
network connection has been permanently lost.
|
||||
|
||||
End net game.
|
||||
Continue attempting to play.
|
||||
Continue attempting to play, and adjust tolerance.
|
||||
|
||||
#NET_ADJUSTTOLERANCE
|
||||
#xs 320
|
||||
#caption ADJUST DROP TOLERANCE
|
||||
Select desired drop tolerance.
|
||||
|
||||
5 seconds
|
||||
10 seconds (Default)
|
||||
20 seconds
|
||||
30 seconds
|
||||
|
||||
#CAVIAR_INVALIDCPU
|
||||
#xs 320
|
||||
#caption CPU NOT SUPPORTED
|
||||
#button PLAY ANYWAY
|
||||
Your cpu is not supported. You may attempt to play the game anyway; however, crashes are possible.
|
||||
|
||||
# ; This line must remain at end of file
|
1143
##current patch files/EN/SMAC/labels.txt
Normal file
1143
##current patch files/EN/SMAC/labels.txt
Normal file
File diff suppressed because it is too large
Load Diff
212
##current patch files/EN/SMAC/menu.txt
Normal file
212
##current patch files/EN/SMAC/menu.txt
Normal file
@ -0,0 +1,212 @@
|
||||
;
|
||||
; menu.txt
|
||||
;
|
||||
|
||||
#GAME
|
||||
&Game
|
||||
Switch To Detailed &Menus|F11
|
||||
Switch To Simple &Menus|F11
|
||||
&Preferences …|Ctrl+P
|
||||
&Warning Preferences …|Ctrl+W
|
||||
&Advanced Preferences …|Ctrl+O
|
||||
&Automation Preferences …|Ctrl+A
|
||||
&Audio/Visual Preferences …|Ctrl+I
|
||||
&Map Display Preferences …|Ctrl+M
|
||||
&Save Game …|Ctrl+S
|
||||
&Load Game …|Ctrl+L
|
||||
&Resign|Shift+Q
|
||||
Start New &Game|Ctrl+Shift+Q
|
||||
&Quit|Ctrl+Q
|
||||
|
||||
#NETWORK
|
||||
&Network
|
||||
&Chat|Ctrl+C
|
||||
&Voice Transmission|Hold \ Key
|
||||
&Pause|BKSP
|
||||
Customize Your Faction|+
|
||||
Alter &Time Controls|Shift+T
|
||||
Zoom to Base Messages|*
|
||||
Use Time Bonus|Ctrl+SPACE
|
||||
End Turn|Ctrl+ENTER
|
||||
Resume Turn|Ctrl+ENTER
|
||||
|
||||
#HQ
|
||||
&HQ
|
||||
&Social Engineering …|E
|
||||
Set Research Priorities …|Shift+R
|
||||
Change Research Goal …|Shift+R
|
||||
Design &Workshop …|U
|
||||
Datalinks …|F1
|
||||
Laboratories Status …|F2
|
||||
Energy Banks …|F3
|
||||
Base Operations Status …|F4
|
||||
Secret Project Data …|F5
|
||||
Orbital and Space Status …|F6
|
||||
Military Command Nexus …|F7
|
||||
Alpha Centauri Score …|F8
|
||||
View Monuments …|F9
|
||||
View Hall of Fame …|F10
|
||||
Communications and Protocol …|F12
|
||||
Corner Global Energy Market!|,
|
||||
Review Scenario Objectives|=
|
||||
|
||||
#MAP
|
||||
&Map
|
||||
Mo&ve units|V
|
||||
&View map|V
|
||||
&Zoom in|Z
|
||||
Zoom out|X
|
||||
Standard zoom in|Shift+Z
|
||||
Standard zoom out|Shift+X
|
||||
Full zoom in|Ctrl+Z
|
||||
Full zoom out|Ctrl+X
|
||||
Toggle flattened terrain|Ctrl+Shift+X
|
||||
Toggle map &grid|Ctrl+G
|
||||
Toggle &base grid|Ctrl+Shift+G
|
||||
Show autoforward routes|Ctrl+Shift+B
|
||||
Show &patrol orders|Shift+P
|
||||
Terrain Sur&vey|T
|
||||
Hide/Show Names & Production|Ctrl+N
|
||||
Name Landmark|Shift+N
|
||||
Erase Landmark|Ctrl+Shift+N
|
||||
Locate &Base …|Ctrl+B
|
||||
Previous Cursor Position|BACKSPACE
|
||||
Next Cursor Position|Shift+BACKSPACE
|
||||
&Center screen|C
|
||||
|
||||
#ACTION
|
||||
&Action
|
||||
Construct &Base …|B
|
||||
Join &Base|B
|
||||
Obliterate &Base|B
|
||||
Long Range &Fire|F
|
||||
A&irdrop|I
|
||||
Detonate M&issile Payload|I
|
||||
Ps&i Gate|Shift+I
|
||||
Convoy Resources|O
|
||||
&Destroy Enhancements|D
|
||||
Disband Unit|Shift+D
|
||||
Automate Unit|Shift+A
|
||||
&Explore Automatically|/
|
||||
&Patrol|P
|
||||
Designate Bombing Run|B
|
||||
Automate Air Defense|Ctrl+Shift+A
|
||||
&Go to Base …|G
|
||||
&Group go to …|J
|
||||
&Assemble Group|Shift+J
|
||||
Go to H&ome Base|Shift+G
|
||||
Set H&ome Base|Ctrl+H
|
||||
&Activate (Move Now)|A
|
||||
&Wait (Move Later)|W
|
||||
&Unload Transport|Shift+U
|
||||
Upgrade Unit|Ctrl+U
|
||||
Turn Over Unit Control|Ctrl+Shift+U
|
||||
Designate Defender|Ctrl+D
|
||||
S&entry/Board Transport|L
|
||||
Place Unit “On Alert”|Shift+L
|
||||
Hold 10 Turns|Shift+H
|
||||
&Hold This Position|H
|
||||
Skip Turn|Space
|
||||
|
||||
#TERRAFORM
|
||||
&Terraform
|
||||
Farm+Solar+Road|Ctrl+Shift+S
|
||||
Farm+Mine+Road|Ctrl+Shift+M
|
||||
Construct Road To|Ctrl+R
|
||||
Construct Tube To|Ctrl+T
|
||||
Automatic Roads|Ctrl+Shift+R
|
||||
Automatic Tubes|Ctrl+Shift+T
|
||||
Automatic Sensors|Ctrl+Shift+O
|
||||
Automatic Fungus Removal|Ctrl+Shift+F
|
||||
Autoimprove Home Base|Ctrl+Shift+A
|
||||
Fully Automate Former|Shift+A
|
||||
|
||||
#SCENARIO
|
||||
&Scenario
|
||||
Activate Scenario Editor|Ctrl+K
|
||||
Omniscient View|Y
|
||||
Create Unit …|Shift+F1
|
||||
Edit Unit …|Ctrl+Shift+F1
|
||||
Technological Breakthrough|Shift+F2
|
||||
Edit Technology …|Ctrl+F2
|
||||
Switch Sides/Set View …|Shift+F3
|
||||
Set Difficulty Level …|Ctrl+Shift+F3
|
||||
Set Energy Reserves …|Shift+F4
|
||||
Set Mission Year …|Shift+F5
|
||||
Eliminate Faction …|Shift+F6
|
||||
Reload Faction|Ctrl+Shift+F6
|
||||
Eliminate Units|Ctrl+F6
|
||||
View Replay …|Shift+F7
|
||||
View Movies …|Shift+F8
|
||||
Reset Technology|Ctrl+F8
|
||||
Reset All Factions|Ctrl+Shift+F8
|
||||
Edit Faction Diplomacy|Shift+F9
|
||||
Edit Faction Personality|Ctrl+F9
|
||||
Edit Faction Strategy|Ctrl+Shift+F9
|
||||
Edit Custom Rules|Shift+F10
|
||||
Edit Scenario Rules|Shift+F11
|
||||
Edit Scenario Parameters|Shift+F12
|
||||
Edit Scenario Victory|Ctrl+Shift+F12
|
||||
Undo|Alt+Backspace
|
||||
Redo
|
||||
Load Scenario|Ctrl+Shift+F7
|
||||
Save Scenario|Ctrl+F7
|
||||
|
||||
#EDITOR
|
||||
&Edit Map
|
||||
Save Map|Ctrl+F5
|
||||
Load Map|Ctrl+Shift+F5
|
||||
Place Elevations|1
|
||||
Place Rocky Squares|2
|
||||
Place River Sources|3
|
||||
Place Special Resources|4
|
||||
Place Unity Pods|5
|
||||
Place Terrain Enhancements|6
|
||||
Cover/Uncover Map Squares
|
||||
Place Natural Landmark
|
||||
Remove Natural Landmark
|
||||
Place Minor Landmark Squares
|
||||
Place At Cursor|Ctrl+Left (+Shift paints)
|
||||
Remove At Cursor|Ctrl+Right (+Shift paints)
|
||||
Paint & Editor Only Mode|SCROLL LOCK
|
||||
Change Brush Size|7
|
||||
Toggle Round/Flat Map
|
||||
Set Climate And World Parameters|8
|
||||
(Slow) Generate Random Map|9
|
||||
(Fast) Generate Random Map|0
|
||||
Generate/Remove Fungus
|
||||
Randomize Rockiness
|
||||
Randomize Resources & Beacons
|
||||
Toggle Random Resources & Beacons
|
||||
Clear Map (All Ocean) and Set Size
|
||||
Apply Polar Caps
|
||||
Clear Bases and Units
|
||||
Clear Terrain Enhancements
|
||||
Toggle “Editor Only” Mode|Ctrl+Shift+F10
|
||||
|
||||
#HELP
|
||||
&Help
|
||||
Index
|
||||
General Concepts
|
||||
Advanced Concepts
|
||||
Technologies
|
||||
Base Facilities
|
||||
Secret Projects
|
||||
Social Engineering
|
||||
Factions
|
||||
Basic Unit Types
|
||||
Chassis Types
|
||||
Weapon Types
|
||||
Defense Types
|
||||
Reactor Types
|
||||
Special Abilities
|
||||
Interface Tour
|
||||
Terraforming Tour
|
||||
Base Control Tour
|
||||
Social Engineering Tour
|
||||
Design Workshop Tour
|
||||
Drone Riot Details
|
||||
About Alpha Centauri|Ctrl+Shift+F4
|
||||
Show Version Number|Ctrl+F4
|
||||
|
||||
# ; This line must remain at end of file
|
177
##current patch files/EN/SMAC/monument.txt
Normal file
177
##current patch files/EN/SMAC/monument.txt
Normal file
@ -0,0 +1,177 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Text for Monument screen
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
|
||||
#FOUNDCOLONY1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 founds mankind’s
|
||||
first base since Planetfall—$BASENAME2!
|
||||
|
||||
#FOUNDCOLONY2ND
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 founds $BASENAME2,
|
||||
the first $<M1:$FACTIONADJ3> base since Planetfall.
|
||||
($TITLE4 $NAME5 of the $FACTIONNAME6 founded mankind’s
|
||||
first base since Planetfall in M.Y. $NUM1.)
|
||||
|
||||
#TECHDISCOVER1ST
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> scientists discover
|
||||
$TECH1—mankind’s first research breakthrough on Planet!
|
||||
|
||||
#TECHDISCOVER2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> scientists discover
|
||||
$TECH1—their first research breakthrough since Planetfall.
|
||||
(The $FACTIONNAME2 made mankind’s first breakthrough
|
||||
in M.Y. $NUM1.)
|
||||
|
||||
#SECRETS1STA
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
|
||||
of the Human Brain!”
|
||||
|
||||
#SECRETS1STB
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
|
||||
of the Human Brain!” Other Secrets were uncovered in M.Y. $NUM1.
|
||||
|
||||
#SECRETS1STC
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
|
||||
of the Human Brain!” Other Secrets were uncovered in M.Y. $NUM1
|
||||
and M.Y. $NUM2.
|
||||
|
||||
#SECRETS2NDA
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
|
||||
of the Human Brain.” (The $FACTIONNAME1 uncovered these
|
||||
Secrets first in M.Y. $NUM1.)
|
||||
|
||||
#SECRETS2NDB
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
|
||||
of the Human Brain.” (The $FACTIONNAME1 uncovered these
|
||||
Secrets first in M.Y. $NUM1.) $<M1:$FACTIONADJ2> researchers
|
||||
uncovered other Secrets in M.Y. $NUM2.
|
||||
|
||||
#SECRETS2NDC
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> researchers discover “Secrets
|
||||
of the Human Brain.” (The $FACTIONNAME1 uncovered these
|
||||
Secrets first in M.Y. $NUM1.) $<M1:$FACTIONADJ2> researchers
|
||||
uncovered other Secrets in M.Y. $NUM2 and M.Y. $NUM3.
|
||||
|
||||
#PROTO1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1’s $<M1:$FACTIONADJ2> engineers
|
||||
construct the first vehicle prototype on Planet!
|
||||
|
||||
#PROTO2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers construct their first
|
||||
vehicle prototype. (Engineers working under $TITLE1 $NAME2 of
|
||||
the $FACTIONNAME3 already constructed the first prototype on
|
||||
Planet in M.Y. $NUM1.)
|
||||
|
||||
#FACILITY1ST
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> workers under $TITLE1 $NAME2
|
||||
build the first base facility on Planet at $BASENAME3!
|
||||
|
||||
#FACILITY2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> workers build their first base
|
||||
facility. ($TITLE1 $NAME2’s $<M1:$FACTIONADJ3> workers already
|
||||
built the first base facility on Planet in M.Y. $NUM1.)
|
||||
|
||||
#PROJECT1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1’s engineers complete Planet’s first
|
||||
Secret Project: $PROJECT2!
|
||||
|
||||
#PROJECT2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers complete their first
|
||||
Secret Project: $PROJECT1. (Engineers working under $TITLE2
|
||||
$NAME3 of the $FACTIONNAME4 already completed Planet’s first
|
||||
Secret Project in M.Y. $NUM1.)
|
||||
|
||||
#BATTLEWIN1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 wins the first Planetary battle
|
||||
against $TITLE2 $NAME3 of the $FACTIONNAME4!
|
||||
|
||||
#BATTLEWIN2ND
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 wins the first $<M1:$FACTIONADJ2>
|
||||
battle victory. ($TITLE3 $NAME4 of the $FACTIONNAME5 already
|
||||
won the first Planetary battle in M.Y. $NUM1.)
|
||||
|
||||
#BASECAP1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 captures
|
||||
$BASENAME3 to achieve the first conquest on Planet!
|
||||
|
||||
#BASECAP2ND
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 captures $BASENAME2 to achieve the
|
||||
first $<M1:$FACTIONADJ3> conquest. ($TITLE4 $NAME5 of the
|
||||
$FACTIONNAME6 already achieved the first Planetary conquest
|
||||
in M.Y. $NUM1.)
|
||||
|
||||
#NAVY1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1, founder of the $FACTIONNAME2
|
||||
Naval Corps, christens the first combat ship on Planet!
|
||||
|
||||
#NAVY2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers build their first
|
||||
naval vessel. ($TITLE1 $NAME2 of the $FACTIONNAME3 already
|
||||
founded the first Naval Corps in M.Y. $NUM1.)
|
||||
|
||||
#AIR1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1, $<1:father:mother::> of the
|
||||
$FACTIONNAME2 Atmospheric Corps, unveils the first air unit
|
||||
on Planet!
|
||||
|
||||
#AIR2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> engineers build their first air unit.
|
||||
($TITLE1 $NAME2 of the $FACTIONNAME3 already founded the first
|
||||
Atmospheric Corps in M.Y. $NUM1.)
|
||||
|
||||
#NATIVE1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 inaugurates the $<M1:$FACTIONADJ2>
|
||||
Psi Corps with mankind’s first successful captive breeding of
|
||||
native life forms!
|
||||
|
||||
#NATIVE2ND
|
||||
M.Y. $NUM0: $<M1:$FACTIONADJ0> xenobiologists breed their first
|
||||
native life forms. ($TITLE1 $NAME2 of the $FACTIONNAME3 already
|
||||
bred mankind’s first native life forms in M.Y. $NUM1.)
|
||||
|
||||
#SPACE1ST
|
||||
M.Y. $NUM0: The $FACTIONNAME0 under $TITLE1 $NAME2 $<0:launch:launches>
|
||||
a spacecraft! They become the first faction in space since Planetfall!
|
||||
|
||||
#SPACE2ND
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 orders the launch of the first $<M1:$FACTIONADJ2>
|
||||
spacecraft. (The $FACTIONNAME3 under $TITLE4 $NAME5 became the first faction
|
||||
in space since Planetfall in M.Y. $NUM1.)
|
||||
|
||||
#PRESERVE1ST
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 sets aside the first Centauri
|
||||
Preserve on Planet!
|
||||
|
||||
#PRESERVE2ND
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 sets aside the first $<M1:$FACTIONADJ2> Centauri
|
||||
Preserve. ($TITLE3 $NAME4 constructed mankind’s first Centauri Preserve in
|
||||
M.Y. $NUM1.)
|
||||
|
||||
#WINUNIFY
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 unifies all of Planet under the $<M1:$FACTIONADJ2>
|
||||
banner!
|
||||
|
||||
#WINCO-OPUNIFY
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTION2 has unified Planet under $<1:his:her::> banner!
|
||||
Our pact with the $FACTION3 allows us to share in the victory!
|
||||
|
||||
#WINTRANSCEND
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTIONNAME2 leads humanity in the Ascent
|
||||
to Transcendence-the next step in human evolution!
|
||||
|
||||
#WINCO-OPASCENT
|
||||
M.Y. $NUM0: $TITLE0 $NAME1 of the $FACTION2 has completed the Ascent to Transcendence!
|
||||
Our pact with the $FACTION3 allows us to join in the Ascent!
|
||||
|
||||
#KILLFACTION
|
||||
M.Y. $NUM0: The $FACTION0 $<1:has:have> eradicated the $FACTION1! $TITLE2 $NAME3 has been
|
||||
captured and interrogated.
|
||||
|
||||
|
||||
|
||||
# ; This line must remain at end of file
|
143
##current patch files/EN/SMAC/morgan.txt
Normal file
143
##current patch files/EN/SMAC/morgan.txt
Normal file
@ -0,0 +1,143 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Morgan Industries
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#MORGAN
|
||||
Morgan Industries, The Mogul, Morganites, M, 2, Morgan, M, -1, 0, 0, 1, 0,
|
||||
TECH, Indust, ENERGY, 100, SOCIAL, +ECONOMY, POPULATION, 3, COMMERCE, 1, SOCIAL, -SUPPORT
|
||||
Economics, Free Market, ECONOMY
|
||||
Economics, Planned, nil
|
||||
Morganic, Morgan,
|
||||
Jeneba, Kai, The Jeneba Complex
|
||||
CEO, shrewd, monopolistic, wealthy, bloated,
|
||||
Filthy Money Grubber
|
||||
dominate Planet’s economy
|
||||
to reap the rightful rewards of skillful investment and planning
|
||||
achieving total monopolistic control of all of Planet’s resources
|
||||
achieving total monopolistic control of all of Planet’s resources
|
||||
grab every drop of Planet’s wealth for yourself
|
||||
counting his ill-gotten energy tokens
|
||||
counting your ill-gotten energy tokens
|
||||
monopolistic grasping
|
||||
monopolistic grasping, M1
|
||||
business plans, M2
|
||||
corporate empire-building, M1
|
||||
investment, M1
|
||||
exploiting Planet’s natural wealth
|
||||
Corporate Security
|
||||
Morgan Corporate Policy
|
||||
|
||||
#BASES
|
||||
Morgan Industries
|
||||
Morgan Metagenics
|
||||
Morgan Bank
|
||||
Morgan Trade Center
|
||||
Morgan Biochemical
|
||||
Morgan Data Systems
|
||||
Morgan Hydroponics
|
||||
Morgan Mines
|
||||
Morgan Processing
|
||||
Morgan Solarfex
|
||||
Morgan Entertainment
|
||||
Morgan Distribution
|
||||
Morgan Pharmaceuticals
|
||||
Morgan Metallurgy
|
||||
Morgan Transport
|
||||
Morgan Antimatter
|
||||
Morgan Energy Monopoly
|
||||
Morgan Collections
|
||||
Morgan Construction
|
||||
Morgan Interstellar
|
||||
Morgan Aerodynamics
|
||||
Morgan Robotics
|
||||
Morgan Studios
|
||||
Morgan Gravitonics
|
||||
Morgan Plaza
|
||||
Morgan Stock Market
|
||||
Morgan Infrastructure
|
||||
Morgan Agriculture
|
||||
Morgan Derivatives
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Morgan Hydrochemical
|
||||
Morgan Ocean Resources
|
||||
Morgan Marine
|
||||
Morgan Sea Platform
|
||||
Morgan Dock
|
||||
Morgan Port
|
||||
Morgan Fisheries
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Human behavior is economic behavior. The particulars may vary,
|
||||
but competition for limited resources remains a constant. Need
|
||||
as well as greed have followed us to the stars, and the rewards
|
||||
of wealth still await those wise enough to recognize this deep
|
||||
thrumming of our common pulse.
|
||||
^
|
||||
^ —CEO Nwabudike Morgan,
|
||||
^ “The Centauri Monopoly”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {CEO Nwabudike Morgan}
|
||||
^BACKGROUND: {Namibian Diamond Tycoon, Unity Franchise Holder}
|
||||
^AGENDA: {Free Market Economics, Pro-Industry}
|
||||
^TECH: {Industrial Base}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 ECONOMY: {Industrial conglomerate}
|
||||
^-1 SUPPORT: {Followers have expensive tastes}
|
||||
^COMMERCE: {bonus increases value of treaties, pacts, loans}
|
||||
^Begins with 100 extra energy credits.
|
||||
^{Need Hab Complex} for bases to exceed size 4: {Creature comforts at a premium}
|
||||
^{May not use Planned Economics.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Vendetta is bad for business, $NAME1. I suggest
|
||||
we pledge Blood Truce and get back to work.”
|
||||
|
||||
“Fair enough. I shall order hostilities to cease.”
|
||||
“Sorry, $NAME3, but I plan to put you out of business.”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Friend $NAME1, I can offer lucrative trading arrangements
|
||||
if you will agree to a Treaty of Friendship. Shall we
|
||||
become business partners?”
|
||||
|
||||
“By all means. Let us prosper together in peace.”
|
||||
“No. All of the profit would find its way into your pocket.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Vendetta must be bad for Progenitor business as much as humans, $NAME1. I suggest
|
||||
we pledge Blood Truce and get back to work.”
|
||||
|
||||
“Economy: important. Death: to be avoided. Truce: agreed.”
|
||||
“$NAME3: believes money can save. Progenitor: disagree. War: continues!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$NAME1, your lack of interest in human commerce makes you a
|
||||
natural ally, for we have no point of contention. Shall we
|
||||
sign a Treaty of Friendship and work toward other common goals?”
|
||||
|
||||
“Commerce: not the only result. Friendship: valued. Treaty: agreed.”
|
||||
“Progenitor: no benefit: human treaty policies. Decline: politely.”
|
||||
|
||||
# ; This line must remain at end of file
|
651
##current patch files/EN/SMAC/movlist.txt
Normal file
651
##current patch files/EN/SMAC/movlist.txt
Normal file
@ -0,0 +1,651 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Lookups for movies
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
#PROJECTS
|
||||
humanGenome, 0
|
||||
commandNexus, 1
|
||||
weatherParadigm, 2
|
||||
merchantExchange, 3
|
||||
empathGuild, 4
|
||||
citizensDefense, 5
|
||||
virtualWorld, 6
|
||||
planetaryTransit, 7
|
||||
xenoempathyDome, 8
|
||||
neuralAmplifier, 9
|
||||
maritimeControl, 10
|
||||
planetaryDatalinks, 11
|
||||
superCollider, 12
|
||||
asceticVirtues, 13
|
||||
longevityVaccine, 14
|
||||
hunterSeeker, 15
|
||||
pholusMutagen, 16
|
||||
cyborgFactory, 17
|
||||
theoryOfEverything, 18
|
||||
dreamTwister, 19
|
||||
universalTranslator, 20
|
||||
networkBackbone, 21
|
||||
nanofactory, 22
|
||||
livingRefinery, 23
|
||||
cloningVats, 24
|
||||
SelfAwareColony, 25
|
||||
clinical_Immortality, 26
|
||||
spaceElevator, 27
|
||||
singularityInductor, 28
|
||||
bulkMatter, 29
|
||||
telepathicMatrix, 30
|
||||
voiceOfPlanet, 31
|
||||
transcend, 32
|
||||
smacxmanifold, 33
|
||||
smacxnethack, 34
|
||||
smacxcloudbase, 35
|
||||
smacxgrid, 36
|
||||
theyTranscend, 37
|
||||
|
||||
#HUMANGENOME
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 4000,
|
||||
|
||||
^^[The Human Genome Project]
|
||||
^
|
||||
^
|
||||
^^One extra $LINK<Talent=37> at every base.
|
||||
|
||||
|
||||
#COMMANDNEXUS
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Command Nexus]
|
||||
^
|
||||
^
|
||||
^^Counts as a $LINK<Command Center=100027> at every one of your bases.
|
||||
|
||||
#WEATHERPARADIGM
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 7000,
|
||||
|
||||
^^[The Weather Paradigm]
|
||||
^
|
||||
^Increases $LINK<terraforming=90008> speed by 50% for all tasks except
|
||||
for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
|
||||
and $LINK<Boreholes=90014>,
|
||||
and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
|
||||
not yet discovered the appropriate technologies.
|
||||
|
||||
#MERCHANTEXCHANGE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Merchant Exchange]
|
||||
^
|
||||
^
|
||||
^^$LINK<+1 energy=43> in every square at this base.
|
||||
|
||||
#EMPATHGUILD
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Empath Guild]
|
||||
^
|
||||
^Allows you to contact any leader, and gives you
|
||||
an infiltrator in every faction. You get +50% votes
|
||||
in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
|
||||
|
||||
|
||||
#CITIZENSDEFENSE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Citizens’ Defense Force]
|
||||
^
|
||||
^
|
||||
^^Counts as a $LINK<Perimeter Defense=100004> at every base.
|
||||
|
||||
|
||||
#VIRTUALWORLD
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Virtual World]
|
||||
^
|
||||
^In addition to their normal effect, $LINK<Network Nodes=100008> count as
|
||||
$LINK<Hologram Theaters=100011> at each of your bases: reduce number of
|
||||
$LINK<Drones=36> by
|
||||
two and increase $LINK<PSYCH=38> output of base by 50%.
|
||||
|
||||
|
||||
#PLANETARYTRANSIT
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Planetary Transit System]
|
||||
^
|
||||
^Any new bases you found begin at population level 3. One less $LINK<drone=36>
|
||||
at all bases of population level 3 and under.
|
||||
|
||||
#XENOEMPATHYDOME
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Xenoempathy Dome]
|
||||
^
|
||||
^All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
|
||||
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
|
||||
$LINK<plant fungus=90011> is doubled.
|
||||
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
||||
|
||||
|
||||
#NEURALAMPLIFIER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Neural Amplifier]
|
||||
^
|
||||
^
|
||||
^^+50% to $LINK<PSI Defense=15>.
|
||||
|
||||
#MARITIMECONTROL
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Maritime Control Center]
|
||||
^
|
||||
^Increases the movement rate of all naval units by two, and
|
||||
counts as a $LINK<Naval Yard=100028> at every one of your bases.
|
||||
|
||||
|
||||
#PLANETARYDATALINKS
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Planetary Datalinks]
|
||||
^
|
||||
^You automatically discover any $LINK<technology=140062> discovered by any three
|
||||
other $LINK<factions=150001>.
|
||||
|
||||
|
||||
#SUPERCOLLIDER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Supercollider]
|
||||
^
|
||||
^
|
||||
^^$LINK<Research output=45> at this base is doubled.
|
||||
|
||||
|
||||
#ASCETICVIRTUES
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Ascetic Virtues]
|
||||
^
|
||||
^Increases the population limit of your bases by two, and increases
|
||||
your society’s tolerance for use of police and military units
|
||||
($LINK<+1 POLICE=130005>).
|
||||
|
||||
|
||||
#LONGEVITYVACCINE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 7000,
|
||||
|
||||
^^[The Longevity Vaccine]
|
||||
^
|
||||
^Two less $LINK<Drones=36> at every base if your $LINK<society’s
|
||||
economics=120005> are $LINK<planned=120008>.
|
||||
One less Drone at every base if economics are $LINK<simple=120006>
|
||||
or $LINK<green=120009>.
|
||||
$LINK<ECONOMY=44> increased by 50% at this base for
|
||||
$LINK<free market=120007> economies.
|
||||
|
||||
|
||||
#HUNTERSEEKER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Hunter-Seeker Algorithm]
|
||||
^
|
||||
^Renders your units and bases completely immune to $LINK<probe team=30006>
|
||||
infiltration of any kind.
|
||||
|
||||
#PHOLUSMUTAGEN
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Pholus Mutagen]
|
||||
^
|
||||
^Reduces effect of industry on Planet’s ecology at all of your bases.
|
||||
Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
|
||||
benefits normally reserved for alien lifeforms.
|
||||
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
||||
|
||||
|
||||
#CYBORGFACTORY
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 4000,
|
||||
|
||||
^^[The Cyborg Factory]
|
||||
^
|
||||
^^Counts as a $LINK<Bioenhancement Center=100030> at every base.
|
||||
|
||||
|
||||
#THEORYOFEVERYTHING
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Theory of Everything]
|
||||
^
|
||||
^
|
||||
^^$LINK<LABS=45> output doubled at this base.
|
||||
|
||||
|
||||
#DREAMTWISTER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Dream Twister]
|
||||
^
|
||||
^
|
||||
^^+50% to $LINK<PSI Attack=15>.
|
||||
|
||||
|
||||
#UNIVERSALTRANSLATOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Universal Translator]
|
||||
^
|
||||
^Two free $LINK<tech advances=140062> on completion. Any number of
|
||||
$LINK<Alien Artifacts=30007> can be linked at this base.
|
||||
|
||||
|
||||
#NETWORKBACKBONE
|
||||
Arial, 0, 10,
|
||||
56, 64, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 64, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 64, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Network Backbone]
|
||||
^
|
||||
^$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
|
||||
this base receives, and +1 research for every $LINK<Network Node=100008>
|
||||
in existence on Alpha Centauri, regardless of the player owning the
|
||||
Network Node. Eliminates the negative effects of $LINK<Cybernetic
|
||||
Society=120017>.
|
||||
|
||||
|
||||
#NANOFACTORY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Nano Factory]
|
||||
^
|
||||
^Units can be repaired quickly and completely
|
||||
even when not in base squares. The cost to upgrade
|
||||
units is reduced by 50%.
|
||||
|
||||
|
||||
#LIVINGREFINERY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Living Refinery]
|
||||
^
|
||||
^Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
|
||||
on Social Engineering table.
|
||||
|
||||
|
||||
#CLONINGVATS
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Cloning Vats]
|
||||
^
|
||||
^All of your bases enter a permanent state of Population Boom and
|
||||
will grow every turn provided $LINK<NUTRIENT=41> output
|
||||
is sufficient and $LINK<Hab facilities=100024> are adequate.
|
||||
The negative effects of the $LINK<Power=120012> and $LINK<Thought
|
||||
Control=120019> social engineering choices are eliminated.
|
||||
|
||||
|
||||
#SElFAWARECOLONY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Self-Aware Colony]
|
||||
^
|
||||
^Energy maintenance cost for facilities is halved at all of your
|
||||
bases. If use of $LINK<police=130005> is allowed under the current social model,
|
||||
all of your bases are considered to have an extra police unit.
|
||||
|
||||
|
||||
#CLINICAL_IMMORTALITY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4500,
|
||||
|
||||
^^[Clinical Immortality]
|
||||
^
|
||||
^One extra $LINK<Talent=37> at every base. Doubles your votes in elections
|
||||
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
|
||||
|
||||
|
||||
#SPACEELEVATOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Space Elevator]
|
||||
^
|
||||
^Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
|
||||
doubles $LINK<MINERAL=42> production rate at all of your bases when
|
||||
producing Orbital improvements. Your units equipped with
|
||||
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
|
||||
All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are
|
||||
waived.
|
||||
|
||||
|
||||
#SINGULARITYINDUCTOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Singularity Inductor]
|
||||
^
|
||||
^Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
|
||||
$LINK<ecological effects=26> of mineral production.
|
||||
|
||||
|
||||
#BULKMATTER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Bulk Matter Transmitter]
|
||||
^
|
||||
^
|
||||
^^$LINK<+2 MINERALS=42> at every base.
|
||||
|
||||
#TELEPATHICMATRIX
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Telepathic Matrix]
|
||||
^
|
||||
^$LINK<Drones=36> never $LINK<riot=9> at your bases.
|
||||
All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier.
|
||||
|
||||
|
||||
#VOICEOFPLANET
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 5000,
|
||||
|
||||
^^[The Voice of Planet]
|
||||
^
|
||||
^Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
|
||||
begin the Ascent to Transcendence.
|
||||
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
||||
|
||||
#SMACXGRID
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Planetary Energy Grid]
|
||||
^
|
||||
^
|
||||
^^Free $LINK<Energy Bank=100007> in every base.
|
||||
^^$LINK<Stockpile Energy=100069> produces 25% higher returns.
|
||||
|
||||
#SMACXNETHACK
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Nethack Terminus]
|
||||
^
|
||||
^
|
||||
^^+1 $LINK<morale=11> to all $LINK<Probe Teams=30006> built.
|
||||
^^-25% cost of probe team actions.
|
||||
^^All Probe teams have equivalent of Algorithmic Enhancement.
|
||||
|
||||
#SMACXMANIFOLD
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Manifold Harmonics]
|
||||
^
|
||||
^
|
||||
^^Increases resources harvested from monolith and fungus squares depending on your overall PLANET rating, as follows:
|
||||
^
|
||||
^^0 Planet: +1 Energy
|
||||
^^+1 Planet: +1 Nutrient, +1 Energy
|
||||
^^+2 Planet: +1 Nutrient, +1 Energy, +1 Mineral
|
||||
^^+3 Planet: +1 Nutrient, +2 Energy, +1 Mineral
|
||||
|
||||
#SMACXCLOUDBASE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Cloudbase Academy]
|
||||
^
|
||||
^
|
||||
^^Free Aerospace Complex in every base.
|
||||
|
||||
|
||||
# ; This line must remain at end of file
|
163
##current patch files/EN/SMAC/peace.txt
Normal file
163
##current patch files/EN/SMAC/peace.txt
Normal file
@ -0,0 +1,163 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Peacekeeping Forces
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#PEACE
|
||||
Peacekeeping Forces, The Humanitarian, Peacekeepers, M, 2, Lal, M, 0, 0, 1, 0, 1,
|
||||
TECH, Biogen, TALENT, 4, SOCIAL, -EFFIC, POPULATION, -2, VOTES, 2
|
||||
Politics, Democratic, GROWTH
|
||||
Politics, Police State, nil
|
||||
Peacekeeper, Peace,
|
||||
Sarita, Kakani, Sarita’s Memorial
|
||||
Commissioner, humane, self-righteous, loyal, whining,
|
||||
Pusillanimous Wimp
|
||||
defend the principles of our U.N. Charter
|
||||
to defend the humanitarian principles of our original U.N. Charter
|
||||
setting himself up as the only ‘legitimate’ authority on Planet
|
||||
setting yourself up as the only ‘legitimate’ authority on Planet
|
||||
make yourself into some kind of self-appointed benevolent dictator
|
||||
kissing up to his precious U.N. Charter
|
||||
kissing up to your precious U.N. Charter
|
||||
humanitarian whimpering
|
||||
humanitarian whimpering, M1
|
||||
humanitarian initiatives, M2
|
||||
whimpering social programs, M2
|
||||
contribution, M1
|
||||
providing a legitimate government for this Planet
|
||||
my Peacekeeping Forces
|
||||
the U.N. Charter
|
||||
|
||||
#BASES
|
||||
U.N. Headquarters
|
||||
U.N. High Commission
|
||||
U.N. Temple of Sol
|
||||
U.N. Haven City
|
||||
U.N. Great Refuge
|
||||
U.N. Amnesty Town
|
||||
U.N. Pillar of Rights
|
||||
U.N. Humanity Base
|
||||
U.N. Aid Station
|
||||
U.N. Equality Village
|
||||
U.N. Settlement Agency
|
||||
U.N. Enforcement Base
|
||||
U.N. Health Authority
|
||||
U.N. Planning Authority
|
||||
U.N. Education Agency
|
||||
U.N. Social Council
|
||||
U.N. Commerce Committee
|
||||
U.N. Court of Justice
|
||||
U.N. Information Agency
|
||||
U.N. Planetary Trust
|
||||
U.N. Data Acquisition
|
||||
U.N. Disaster Relief
|
||||
U.N. Criminal Tribunal
|
||||
U.N. International Law
|
||||
U.N. International Security
|
||||
U.N. Economic Development
|
||||
U.N. Social Progress
|
||||
U.N. Human Rights
|
||||
U.N. Civil Rights
|
||||
U.N. General Assembly
|
||||
U.N. Security Council
|
||||
U.N. Economic & Social Council
|
||||
U.N. Secretariat
|
||||
U.N. International Court of Justice
|
||||
U.N. Trusteeship Council
|
||||
U.N. World Health Organization
|
||||
U.N. World Food Programme
|
||||
U.N. Children’s Fund
|
||||
U.N. Secretary-General
|
||||
U.N. Charter
|
||||
U.N. One World Government
|
||||
U.N. Peacekeeping & Security
|
||||
U.N. Humanitarian Assistance
|
||||
U.N. Collective Security
|
||||
U.N. International Relations
|
||||
U.N. Goodwill Ambassador
|
||||
U.N. International School
|
||||
U.N. University
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
U.N. Ocean Authority
|
||||
U.N. Marine Agency
|
||||
U.N. Sea Habitat
|
||||
U.N. Peace Anchorage
|
||||
U.N. Port Refuge
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
As the Americans learned so painfully in Earth’s final century,
|
||||
free flow of information is the only safeguard against tyranny.
|
||||
The once-chained people whose leaders at last lose their grip on
|
||||
information flow will soon burst with freedom and vitality, but
|
||||
the free nation gradually constricting its grip on public discourse
|
||||
has begun its rapid slide into despotism. Beware of he who would
|
||||
deny you access to information, for in his heart he dreams himself
|
||||
your master.
|
||||
^
|
||||
^ —Commissioner Pravin Lal,
|
||||
^ “U.N. Declaration of Rights”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Commissioner Pravin Lal}
|
||||
^BACKGROUND: {United Nations Space Authority, Unity Ship’s Surgeon}
|
||||
^AGENDA: {Humanitarian Ideals, Democracy}
|
||||
^TECH: {Biogenetics}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^-1 EFFICIENCY: {U.N. style bureaucracy}
|
||||
^Extra TALENT for every four citizens: {Attracts intellectual elite}
|
||||
^May exceed normal {Hab Complex} population limit by two.
|
||||
^Receives {double} votes in elections for {Planetary Governor and Supreme Leader}.
|
||||
^{May not use Police State Politics.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“This squabbling amongst ourselves accomplishes nothing, $NAME1.
|
||||
Let us forswear our differences and refocus our efforts on the
|
||||
goals of this mission.”
|
||||
|
||||
“Fair enough. I shall order hostilities to cease.”
|
||||
“Hah! I shall enjoy watching your bases burn!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“The fragmentation of this mission has been a disaster, $TITLE0
|
||||
$NAME1. Won’t you sign a Treaty of Friendship and help me
|
||||
to reunite the others?”
|
||||
|
||||
“A lofty goal, $TITLE4—I am with you.”
|
||||
“No. What’s done is done, $NAME3.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“This squabbling amongst ourselves accomplishes nothing, $NAME1.
|
||||
Let us forswear our differences and refocus our efforts on survival.”
|
||||
|
||||
“Survival: paramount. Truce: agreed.”
|
||||
“Concept: ‘ourselves’: humans. Your destruction: will continue.”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“The fragmentation of our mission means you must deal with
|
||||
each individual human faction, $TITLE0 $NAME1. Won’t you
|
||||
sign a Treaty of Friendship and help me create a unified human nation?”
|
||||
|
||||
“Much better: one human nation. Your goal: agreed.”
|
||||
“$NAME3: seems to forget: talking to Progenitor. Offer: rejected.”
|
||||
|
||||
# ; This line must remain at end of file
|
118
##current patch files/EN/SMAC/scenario.txt
Normal file
118
##current patch files/EN/SMAC/scenario.txt
Normal file
@ -0,0 +1,118 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Scenario Template
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; This file can be copied into the same directory as a scenario
|
||||
; file and customized for that scenario.
|
||||
;
|
||||
; Many game text files (e.g. ALPHA.TXT, SCRIPT.TXT, etc), as well
|
||||
; as art files (UNITS.PCX, etc) can be copied into the scenario
|
||||
; directory and modified; files in the scenario directory automatically
|
||||
; override files in the main game directory.
|
||||
;
|
||||
; Note that all of the strings and numbers in #INTRO and #OBJECTIVES
|
||||
; can be used in either. #INTRO is shown at the beginning of the
|
||||
; scenario; #OBJECTIVES is shown when “review objectives” is picked
|
||||
; from the menu.
|
||||
;
|
||||
|
||||
#INTRO
|
||||
#xs 320
|
||||
#caption SCENARIO
|
||||
^^
|
||||
^^Commencing Scenario
|
||||
^^
|
||||
^^$TITLE1 $NAME2 of the $FACTION3
|
||||
^^
|
||||
^^$DATE4
|
||||
^^
|
||||
|
||||
##optional for both #INTRO and #OBJECTIVES
|
||||
## $TITLE1 $NAME2 of the $FACTION3 => Player’s faction
|
||||
## $DATE4 = current date, includes “M.Y.”
|
||||
## $NUM0 = objectives needed for victory
|
||||
## $NUM1 = objectives needed for instant victory
|
||||
## $NUM2 = objectives in player’s possession at beginning
|
||||
## $NUM3 = ending year of scenario
|
||||
|
||||
#OBJECTIVES
|
||||
#xs 440
|
||||
#caption SCENARIO
|
||||
^^
|
||||
^^Scenario Objectives
|
||||
^^
|
||||
^^Objectives needed for victory: $NUM0
|
||||
^^
|
||||
^^Objectives needed for sudden death victory: $NUM1
|
||||
^^
|
||||
^^Objectives achieved so far: $NUM2
|
||||
^^
|
||||
|
||||
#SCENTIMELIMIT
|
||||
#xs 440
|
||||
#caption End of Scenario
|
||||
^^
|
||||
^^M.Y. $YEAR0
|
||||
^^
|
||||
^^END OF SCENARIO
|
||||
^^
|
||||
|
||||
#SCENTIMEWIN
|
||||
#xs 440
|
||||
#caption Victory
|
||||
^^
|
||||
^^CONGRATULATIONS!
|
||||
^^
|
||||
^^$TITLE0 $NAME1 of the $FACTION2
|
||||
^^
|
||||
^^YOU HAVE WON THE SCENARIO!
|
||||
^^
|
||||
|
||||
#SCENTIMELOSS
|
||||
#xs 440
|
||||
#caption End of Scenario!
|
||||
^^
|
||||
^^$TITLE0 $NAME1 of the $FACTION2
|
||||
^^
|
||||
^^FULFILLS THE VICTORY CONDITIONS
|
||||
^^
|
||||
^^AND WINS THE SCENARIO!
|
||||
^^
|
||||
|
||||
#SUDDENDEATH
|
||||
#xs 440
|
||||
#caption End of Scenario!
|
||||
^^
|
||||
^^$TITLE0 $NAME1 of the $FACTION2
|
||||
^^
|
||||
^^FULFILLS THE VICTORY CONDITIONS
|
||||
^^
|
||||
^^AND WINS THE SCENARIO!
|
||||
^^
|
||||
|
||||
#SUDDENDEATH0
|
||||
#xs 440
|
||||
#caption Victory
|
||||
^^
|
||||
^^CONGRATULATIONS!
|
||||
^^
|
||||
^^$TITLE0 $NAME1 of the $FACTION2
|
||||
^^
|
||||
^^YOU HAVE WON THE SCENARIO!
|
||||
^^
|
||||
|
||||
#SCENARIOWARNING
|
||||
#xs 440
|
||||
#caption End of Scenario Warning
|
||||
^^
|
||||
^^END OF SCENARIO APPROACHING
|
||||
^^
|
||||
^^GAME WILL END IN M.Y. $NUM0
|
||||
^^
|
||||
|
||||
|
||||
|
||||
#; This line must remain at end of file
|
10804
##current patch files/EN/SMAC/script.txt
Normal file
10804
##current patch files/EN/SMAC/script.txt
Normal file
File diff suppressed because it is too large
Load Diff
144
##current patch files/EN/SMAC/spartans.txt
Normal file
144
##current patch files/EN/SMAC/spartans.txt
Normal file
@ -0,0 +1,144 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: The Spartan Federation
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#SPARTANS
|
||||
Spartan Federation, The Survivalist, Spartans, M, 2, Santiago, F, 0, 1, 1, 0, 0,
|
||||
TECH, Mobile, FREEPROTO, 0, SOCIAL, ++MORALE, SOCIAL, +POLICE, SOCIAL, -INDUSTRY
|
||||
Values, Power, MORALE
|
||||
Values, Wealth, nil
|
||||
Spartan, Spartan,
|
||||
Voki, Bonaventura, Voki’s Price
|
||||
Colonel, vigilant, paranoid, cautious, sociopathic,
|
||||
Right-Wing Lunatic
|
||||
exercise our rights to keep and bear arms
|
||||
to exercise freely the God-given right to keep and bear arms
|
||||
equipping a private army to seize control of Planet
|
||||
equipping your private army to seize control of Planet
|
||||
equip a private army and seize control of this world
|
||||
polishing her beloved artillery pieces
|
||||
polishing your beloved artillery pieces
|
||||
having paranoid delusions
|
||||
paranoid delusions, M2
|
||||
military preparations, M2
|
||||
right-wing fantasies, M2
|
||||
stipend, M1
|
||||
keeping the peace
|
||||
the Spartan Paramilitary Legion
|
||||
the Spartan Military Code
|
||||
|
||||
#BASES
|
||||
Sparta Command
|
||||
Survival Base
|
||||
Commander’s Keep
|
||||
War Outpost
|
||||
Militia Station
|
||||
Fort Legion
|
||||
Janissary Rock
|
||||
Blast Rifle Crag
|
||||
Hawk of Chiron
|
||||
Assassin’s Redoubt
|
||||
Centurion Cave
|
||||
Bunker 118
|
||||
Hommel’s Citadel
|
||||
Training Camp
|
||||
Defiance Freehold
|
||||
Hero’s Waypoint
|
||||
Fort Liberty
|
||||
Ironholm
|
||||
Fort Survivalist
|
||||
Fort Superiority
|
||||
Halls of Discipline
|
||||
Parade Ground
|
||||
Citadel Station
|
||||
Freedom Base
|
||||
Libertyville
|
||||
Counsel of Centurions
|
||||
Fort Standfast
|
||||
Bordermarch Redoubt
|
||||
Constant Vigilance
|
||||
Impact Shelter
|
||||
Blood and Iron
|
||||
Solid Domain
|
||||
Liberty Rock
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Fleet Anchorage
|
||||
Admiralty Base
|
||||
Hydrodock
|
||||
Fleet Base
|
||||
Sea Outpost
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Superior training and superior weaponry have, when taken together,
|
||||
a geometric effect on overall military strength. Well-trained,
|
||||
well-equipped troops can stand up to many more times their lesser
|
||||
brethren than linear arithmetic would seem to indicate.
|
||||
^
|
||||
^ —Colonel Corazon Santiago,
|
||||
^ “Spartan Battle Manual”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Colonel Corazon Santiago}
|
||||
^BACKGROUND: {Survivalist, Unity Security Chief}
|
||||
^AGENDA: {Right To Keep And Bear Arms}
|
||||
^TECH: {Doctrine: Mobility}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+2 MORALE: {Well-armed survivalist movement}
|
||||
^+1 POLICE: {Highly disciplined followers}
|
||||
^-1 INDUSTRY: {Extravagant weapons are costly}
|
||||
^Prototype units do not cost extra minerals.
|
||||
^Free retooling in category with the discovery of {Advanced Subatomic Theory}.
|
||||
^{May not use Wealth value in Social Engineering.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“You cannot hope to stand against me, $NAME1.
|
||||
Pledge Blood Truce now or face total destruction.”
|
||||
|
||||
“Truce it is, then. I thank you.”
|
||||
“Bluffing will get you nowhere, $NAME3. Prepare to be obliterated!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1. My survivalist followers are content to guard their homes
|
||||
in armed peace. I suggest we sign a Treaty of Friendship
|
||||
and stay out of each others’ way.”
|
||||
|
||||
“Fair enough, but I shall guard my borders carefully.”
|
||||
“Hardly. A faction armed to the teeth hardly seems friendly to me.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“You cannot hope to stand against me, $NAME1.
|
||||
Pledge Blood Truce now or face total destruction.”
|
||||
|
||||
“Destruction: to be avoided. Truce: agreed.”
|
||||
“You winning: why do you offer peace? Conclusion: you: losing! Rejection!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1, clearly your aims and ours are mutual: survival on
|
||||
this harsh world we’ve come upon. With you as Treaty partner, I will be less
|
||||
of a target for the others, and therefore my people will not suffer.”
|
||||
|
||||
“Right to defend: important. Treaty: agreeable.”
|
||||
“Weaponry: belies soft words. Treaty: not advisable.”
|
||||
|
||||
# ; This line must remain at end of file
|
486
##current patch files/EN/SMAC/system.txt
Normal file
486
##current patch files/EN/SMAC/system.txt
Normal file
@ -0,0 +1,486 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; System Parameters
|
||||
;
|
||||
; Copyright © 1997,1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; We recommend that you do not alter this file
|
||||
;
|
||||
|
||||
;
|
||||
; Color Cycling
|
||||
; Relative Color id, # colors, mSec timing
|
||||
;
|
||||
#CYCLING
|
||||
0
|
||||
221, 5, 100
|
||||
226, 5, 200
|
||||
231, 5, 300
|
||||
|
||||
;
|
||||
; Explosions
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS
|
||||
49, 100
|
||||
83, 100
|
||||
85, 99
|
||||
86, 98
|
||||
87, 97
|
||||
88, 96
|
||||
90, 95
|
||||
219, 94
|
||||
220, 93
|
||||
221, 92
|
||||
222, 91
|
||||
121, 90
|
||||
122, 80
|
||||
124, 60
|
||||
126, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 00 orange
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS0
|
||||
49, 100,
|
||||
83, 100
|
||||
85, 99
|
||||
86, 98
|
||||
87, 97
|
||||
88, 96
|
||||
90, 95
|
||||
219, 94
|
||||
220, 93
|
||||
221, 92
|
||||
222, 91
|
||||
123, 90
|
||||
124, 80
|
||||
125, 60
|
||||
126, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 01 Teal
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS1
|
||||
30, 100
|
||||
144, 100
|
||||
145, 99
|
||||
192, 98
|
||||
193, 97
|
||||
194, 96
|
||||
195, 95
|
||||
196, 94
|
||||
197, 93
|
||||
198, 92
|
||||
202, 91
|
||||
203, 90
|
||||
204, 80
|
||||
29, 60
|
||||
30, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 02 Blue
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS2
|
||||
179, 100
|
||||
144, 100
|
||||
145, 99
|
||||
146, 98
|
||||
147, 97
|
||||
148, 96
|
||||
149, 95
|
||||
151, 94
|
||||
155, 93
|
||||
159, 92
|
||||
163, 91
|
||||
168, 90
|
||||
172, 80
|
||||
179, 60
|
||||
181, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 03 orange transparent
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS3
|
||||
49, 100,
|
||||
83, 100
|
||||
85, 99
|
||||
86, 98
|
||||
87, 97
|
||||
88, 96
|
||||
90, 95
|
||||
219, 94
|
||||
220, 90
|
||||
221, 85
|
||||
222, 70
|
||||
123, 50
|
||||
124, 40
|
||||
125, 20
|
||||
126, 00
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 04 Red
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS4
|
||||
189, 100
|
||||
32, 100
|
||||
33, 99
|
||||
35, 98
|
||||
113, 97
|
||||
114, 96
|
||||
79, 95
|
||||
94, 94
|
||||
95, 93
|
||||
96, 92
|
||||
97, 91
|
||||
98, 90
|
||||
99, 80
|
||||
122, 60
|
||||
189, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 05 Green
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS5
|
||||
26, 100
|
||||
83, 100
|
||||
85, 99
|
||||
139, 98
|
||||
140, 97
|
||||
141, 96
|
||||
142, 95
|
||||
143, 94
|
||||
16, 93
|
||||
18, 92
|
||||
20, 91
|
||||
22, 90
|
||||
24, 80
|
||||
25, 60
|
||||
26, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 06 Purple
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS6
|
||||
183, 100
|
||||
144, 100
|
||||
145, 99
|
||||
224, 98
|
||||
225, 97
|
||||
226, 96
|
||||
227, 95
|
||||
228, 94
|
||||
229, 93
|
||||
230, 92
|
||||
174, 91
|
||||
177, 90
|
||||
180, 80
|
||||
181, 60
|
||||
183, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 07 Red to drkPurp
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS7
|
||||
189, 100
|
||||
32, 100
|
||||
33, 99
|
||||
35, 98
|
||||
113, 97
|
||||
114, 96
|
||||
79, 95
|
||||
117, 94
|
||||
119, 93
|
||||
230, 92
|
||||
174, 91
|
||||
177, 90
|
||||
180, 80
|
||||
181, 60
|
||||
183, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 08 Gray
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS8
|
||||
71, 100
|
||||
56, 100
|
||||
58, 99
|
||||
60, 98
|
||||
63, 97
|
||||
65, 96
|
||||
66, 95
|
||||
67, 94
|
||||
68, 93
|
||||
69, 92
|
||||
70, 91
|
||||
71, 90
|
||||
72, 80
|
||||
73, 60
|
||||
74, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 09 Yellow
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS9
|
||||
49, 100
|
||||
80, 100
|
||||
82, 99
|
||||
84, 98
|
||||
233, 97
|
||||
234, 96
|
||||
235, 95
|
||||
207, 94
|
||||
3, 93
|
||||
6, 92
|
||||
8, 91
|
||||
10, 90
|
||||
12, 80
|
||||
14, 60
|
||||
126, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 10 White
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS10
|
||||
71, 100
|
||||
56, 100
|
||||
57, 99
|
||||
58, 98
|
||||
59, 97
|
||||
60, 96
|
||||
61, 95
|
||||
63, 94
|
||||
65, 93
|
||||
66, 92
|
||||
67, 91
|
||||
68, 90
|
||||
70, 80
|
||||
72, 60
|
||||
74, 40
|
||||
71, 95
|
||||
|
||||
;
|
||||
; Explosion table 11 Black
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS11
|
||||
71, 100
|
||||
57, 100
|
||||
61, 99
|
||||
64, 98
|
||||
66, 97
|
||||
67, 96
|
||||
68, 95
|
||||
69, 94
|
||||
71, 93
|
||||
72, 92
|
||||
73, 91
|
||||
74, 90
|
||||
55, 80
|
||||
55, 60
|
||||
55, 40
|
||||
71, 95
|
||||
|
||||
|
||||
;
|
||||
; Explosion table 12 Crash landing
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
;
|
||||
#EXPLOSIONS12
|
||||
144, 60
|
||||
144, 55
|
||||
144, 50
|
||||
144, 45
|
||||
144, 40
|
||||
144, 35
|
||||
144, 30
|
||||
144, 25
|
||||
144, 20
|
||||
144, 15
|
||||
144, 10
|
||||
144, 5
|
||||
144, 5
|
||||
144, 5
|
||||
144, 5
|
||||
144, 5
|
||||
|
||||
|
||||
;
|
||||
; Glow colors for energy icons
|
||||
;
|
||||
; Relative Color id, %opaque
|
||||
#ENERGYGLOW
|
||||
85, 70
|
||||
85, 50
|
||||
85, 30
|
||||
|
||||
;
|
||||
; Ocean offsets from ocean altitudes
|
||||
;
|
||||
; Offset into the palette for altitude above ocean bottom. Abyss, then deep, then shelf.
|
||||
;
|
||||
#OCEANOFFSETS
|
||||
34
|
||||
35
|
||||
34
|
||||
34
|
||||
34
|
||||
33
|
||||
34
|
||||
34
|
||||
33
|
||||
32
|
||||
32
|
||||
33
|
||||
34
|
||||
33
|
||||
34
|
||||
34
|
||||
34
|
||||
33
|
||||
33
|
||||
32
|
||||
|
||||
28
|
||||
27
|
||||
26
|
||||
27
|
||||
28
|
||||
29
|
||||
30
|
||||
30
|
||||
29
|
||||
28
|
||||
27
|
||||
26
|
||||
25
|
||||
26
|
||||
25
|
||||
25
|
||||
25
|
||||
24
|
||||
25
|
||||
24
|
||||
|
||||
20
|
||||
19
|
||||
19
|
||||
18
|
||||
24
|
||||
18
|
||||
16
|
||||
15
|
||||
14
|
||||
15
|
||||
16
|
||||
14
|
||||
12
|
||||
11
|
||||
12
|
||||
10
|
||||
9
|
||||
8
|
||||
7
|
||||
6
|
||||
5
|
||||
4
|
||||
3
|
||||
2
|
||||
1
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
0
|
||||
|
||||
#VEHICLECOLORING
|
||||
95, ALIEN RED—NOT REALLY USED.
|
||||
197, CYBERNETIC TEAL
|
||||
244, PIRATES CYAN
|
||||
122, DRONES MAROON
|
||||
228, ANGELS PURPLE
|
||||
79, CULT XENOPINK
|
||||
142, CARETAKERS OLIVE
|
||||
139, URSURPERS YELLOW
|
||||
|
||||
#OLDVEHICLECOLORING
|
||||
95, ALIEN RED—NOT REALLY USED.
|
||||
142, GAIAN GREEN
|
||||
250, LABYRINTH BLUE ;This was 208. No longer any good?? jsc
|
||||
62, ARCHON WHITE
|
||||
241, MORGAN YELLOW
|
||||
70, SPARTAN BLACK
|
||||
219, CONCLAVIST ORANGE
|
||||
227, KEEPER PURPLE
|
||||
|
||||
#ARMORCOLORING
|
||||
95, PLASMA STEEL
|
||||
233, SILK STEEL
|
||||
88, NEUTRONIUM
|
||||
70, ANTIMATTER PLATE
|
||||
|
||||
#ARMORCOLORING_TRANS
|
||||
62, 30, 60, PROBABILITY SHEATH—color, beginning percent, ending percent
|
||||
|
||||
#VEH_LIGHT_DIR_MAP
|
||||
6, 4, 15
|
||||
|
||||
#BOUNDARYPERCENTS
|
||||
0, ALIEN PLAYER … NOT USED
|
||||
50, GAIAN GREEN
|
||||
60, LABYRINTH BLUE ;This was 208. No longer any good?? jsc
|
||||
50, ARCHON WHITE
|
||||
50, MORGAN YELLOW
|
||||
60, SPARTAN BLACK
|
||||
50, CONCLAVIST ORANGE
|
||||
70, KEEPER PURPLE
|
||||
|
||||
# ; This line must remain at end of file
|
949
##current patch files/EN/SMAC/techlongs.txt
Normal file
949
##current patch files/EN/SMAC/techlongs.txt
Normal file
@ -0,0 +1,949 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Long Tech Descriptions
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
|
||||
##Biogenetics
|
||||
#TECH0
|
||||
The alien environment on Planet brought a host of unforeseen
|
||||
health problems for the colonists. Early inquiries into
|
||||
{Biogenetics} center on the prevention and treatment
|
||||
of these problems. Researchers in this discipline seek
|
||||
an understanding of the entire genetic code.
|
||||
|
||||
|
||||
##Industrial Base
|
||||
#TECH1
|
||||
The first colonies lack any kind of factories or heavy
|
||||
industry, so the creation of an {Industrial Base} becomes
|
||||
a high priority for economic growth. This Industrial Base
|
||||
emphasizes small-scale manufacturing with primitive assembly
|
||||
lines and simple currency instruments.
|
||||
|
||||
|
||||
##Information Networks
|
||||
#TECH2
|
||||
Survival equipment from the [Unity] contained a variety
|
||||
of computers purpose-built for the needs of a frontier
|
||||
society. However, they must first be connected into
|
||||
{Information Networks} before scientists can utilize
|
||||
their power.
|
||||
|
||||
|
||||
##Applied Physics
|
||||
#TECH3
|
||||
The colonists must create new tools from the wreckage of
|
||||
the [Unity] to survive and expand. Early inquiries into
|
||||
{Applied Physics} emphasize this adaptation of existing
|
||||
technology for the new environment.
|
||||
|
||||
|
||||
##Social Psych
|
||||
#TECH4
|
||||
The overcrowding aboard the [Unity] following the premature
|
||||
wakeup caused terrible conditions for the crew, but also
|
||||
generated valuable data concerning humans under extreme
|
||||
environmental stresses. Analysis of this data provides
|
||||
the first comprehensive, mathematical insight into the
|
||||
{Social Psychology} of humans.
|
||||
|
||||
|
||||
##Doctrine: Mobility
|
||||
#TECH5
|
||||
The early colonists quickly learned the importance of
|
||||
reconnaissance and self-defense in this most alien
|
||||
of environments. {Doctrine: Mobility} formalizes
|
||||
these cornerstones of military might, representing
|
||||
the first attempts at an organized defense policy
|
||||
on Planet.
|
||||
|
||||
|
||||
##Centauri Ecology
|
||||
#TECH6
|
||||
Finding adequate sources of nutrients, energy, and
|
||||
minerals is the most immediate problem facing the
|
||||
colonists after Planetfall. An
|
||||
understanding of the basics of {Centauri Ecology}
|
||||
provides the new arrivals with the tools they need to begin
|
||||
shaping the world around them-how plants grow, what
|
||||
geological structures exist, and how natural energy
|
||||
sources may be exploited on Planet.
|
||||
|
||||
|
||||
##Superconductor
|
||||
#TECH7
|
||||
The power requirements of [Optical Computers (D3)]
|
||||
and the nascent [Industrial Base (B1)] stimulate
|
||||
research into high-temperature {Superconductors},
|
||||
an advance long considered a ‘holy Grail’ by physical
|
||||
chemists. A {Superconductor} is a material
|
||||
that does not resist a flow of electrons. Using a
|
||||
{Superconductor}, power can be transmitted at incredible
|
||||
speeds over vast distances with no degradation. Bulky
|
||||
and expensive cooling equipment for high-powered
|
||||
machinery or weaponry becomes unnecessary, because these
|
||||
materials remain cool and efficient as electricity passes
|
||||
through them.
|
||||
|
||||
|
||||
##Nonlinear Mathematics
|
||||
#TECH8
|
||||
By using the power of [Information Networks (D1)] to speed
|
||||
calculations and encourage collaborations, researchers
|
||||
make giant strides in the field of {Nonlinear Mathematics},
|
||||
with significant military applications.
|
||||
|
||||
|
||||
##Applied Relativity
|
||||
#TECH9
|
||||
Albert Einstein developed his theories of relativity between
|
||||
1905 and 1916; complete explanations of his work may be found
|
||||
in a number of sources. Later research into [Advanced Subatomic
|
||||
Theory (B3)] and [Superconductors (C4)] demonstrated that his
|
||||
postulates, though innovative for his time, were incomplete. {Applied
|
||||
Relativity} takes Einstein’s basic theories and updates them to
|
||||
encompass an understanding of newly-discovered phenomena.
|
||||
|
||||
|
||||
##Fusion Power
|
||||
#TECH10
|
||||
An extremely clean, powerful, and efficient source of energy,
|
||||
{Fusion Power} was known on Earth for decades as the reaction
|
||||
that powered the stars. However, scientists could not control
|
||||
the huge magnitude of released energy, so the only practical
|
||||
application for {Fusion Power} was in bombs of enormous destructive
|
||||
power. With the advent of [Superconductors (C4)], and by using
|
||||
[Pre-sentient Algorithms (D5)] to monitor and control the released
|
||||
energy, future scientists finally have access to cheap, abundant, and
|
||||
reusable power.
|
||||
|
||||
|
||||
##Silksteel Alloys
|
||||
#TECH11
|
||||
The growing field of [Industrial Automation (B3)] causes
|
||||
increased demand for new kinds of material that can withstand
|
||||
the incredible stresses of the robotic factories. Discoveries
|
||||
in [Advanced Subatomic Theory (B3)] provide engineers with
|
||||
these materials, dubbed {Silksteel Alloys} for their
|
||||
extraordinary tensile strength and flexibility.
|
||||
|
||||
|
||||
##Advanced Subatomic Theory
|
||||
#TECH12
|
||||
Discoveries in [High Energy Chemistry (C2)] point the way
|
||||
to a new {Advanced Subatomic Theory} that tries to detect
|
||||
and quantify the smallest possible underlying particles of
|
||||
matter. Using self-modifying [Polymorphic Software (D2)],
|
||||
the physicists developing this theory give mankind a window
|
||||
on the infinitesimal building blocks of the universe.
|
||||
|
||||
|
||||
##High Energy Chemistry
|
||||
#TECH13
|
||||
Breakthroughs in [Applied Physics (C1)] and [Industrial Base
|
||||
(B1)] lead to an understanding of {High Energy Chemistry}.
|
||||
This discipline seeks to understand the properties and
|
||||
behavior of matter at very high temperatures, and results
|
||||
in new types of materials that remain in a stable plasma
|
||||
state even when superheated by intense laser stimulation.
|
||||
|
||||
|
||||
#Frictionless Surfaces
|
||||
#TECH14
|
||||
Discovery of the [Unified Field Theory (D10)] allowed
|
||||
scientists to alter the fundamental properties of matter
|
||||
itself. The discovery of {Frictionless Surfaces} proves
|
||||
the most useful application of these techniques. As the
|
||||
name implies, {Frictionless Surfaces} consist of materials
|
||||
that remain unaffected by friction, a force that slows
|
||||
down motion by changing kinetic energy into heat energy.
|
||||
Moving objects made of these materials do not slow down
|
||||
as they come into contact with other matter.
|
||||
|
||||
|
||||
##Nanometallurgy
|
||||
#TECH15
|
||||
Driven by the requirements of [Doctrine: Initiative (E5)]
|
||||
and the mathematical models behind [Probability Mechanics
|
||||
(B7)], {Nanometallurgy} techniques allow engineers to
|
||||
manipulate metals at the molecular level.
|
||||
|
||||
|
||||
##Superstring Theory
|
||||
#TECH16
|
||||
One of the more contentious debates that ran through the
|
||||
physics community of 20th century Earth centered on the
|
||||
viability of {Superstring Theory}. This theory attempts
|
||||
to unify the theory of gravity and other fundamental forces,
|
||||
and posits that all characteristics exhibited by subatomic
|
||||
particles, such as protons and neutrons, may be described as
|
||||
vibrations of fundamental, one-dimensional ‘strings’. This
|
||||
concept had been abandoned as untestable, until the development
|
||||
of [Nonlinear Mathematics (C2)], which offers mathematical
|
||||
models supporting {Superstring Theory}.
|
||||
|
||||
|
||||
##Advanced Military Algorithms
|
||||
#TECH17
|
||||
Military requirements have historically pushed technology
|
||||
forward, and no better example can be found than sophisticated
|
||||
software development. From the first computers, designed to
|
||||
calculate artillery shell trajectories, to {Advanced Military
|
||||
Algorithms} developed from [Adaptive Doctrine (C3)] and
|
||||
[Optical Computers (D3)], mankind has worked to extend
|
||||
warfare into the digital world.
|
||||
|
||||
|
||||
##Monopole Magnets
|
||||
#TECH18
|
||||
Magnetism, like electricity and gravity, is one of the
|
||||
fundamental forces of the universe. Prior to research
|
||||
in [Superstring Theory (C5)] and [Silksteel Alloys (E4)],
|
||||
all known magnets were dipolar, with a north and a south
|
||||
pole. Development of a {Monopole Magnet} permits radical
|
||||
new applications for science and industry.
|
||||
|
||||
|
||||
##Matter Compression
|
||||
#TECH19
|
||||
Breakthroughs in [Nanominiaturization (B8)] and
|
||||
[Nanometallurgy (E8)] lead to complex {Matter
|
||||
Compression} techniques. Using these techniques,
|
||||
scientists can create materials as dense as the
|
||||
inside of a star, with significant military and
|
||||
industrial applications.
|
||||
|
||||
|
||||
##Unified Field Theory
|
||||
#TECH20
|
||||
Scientists have long worked towards a single theory
|
||||
that explains all fundamental forces in
|
||||
nature (gravity, magnetism, etc.)-a {Unified Field
|
||||
Theory}. Advances in [Monopole Magnets (B6)] and
|
||||
[Applied Relativity (D5)] help reveal these fundamental
|
||||
mechanics of the universe.
|
||||
|
||||
|
||||
##Graviton Theory
|
||||
#TECH21
|
||||
[Quantum Machinery (D12)] and [Mind\Machine Interface
|
||||
(B6)] pave the way for an understanding of gravity-the
|
||||
weakest fundamental force in the universe, but one that
|
||||
acts at infinite distances. With {Graviton Theory},
|
||||
physicists can detect and measure the long-predicted
|
||||
gravitons-particle strings that ‘carry’ gravitational force.
|
||||
|
||||
|
||||
##Polymorphic Software
|
||||
#TECH22
|
||||
On Earth, only theoretical mathematicians and entertainment
|
||||
software programmers used {Polymorphic Software}—self-modifying
|
||||
code—to any success. On Planet, the requirements of the budding
|
||||
[Industrial Base (B1)] and [Information Networks (D1)]
|
||||
spur widespread development of neural net applications that rewrite
|
||||
themselves in response to data inputs.
|
||||
|
||||
|
||||
##Applied Gravitonics
|
||||
#TECH23
|
||||
Once physicists discover [Graviton Theory (E13)], they
|
||||
turn their attention to {Applied Gravitonics}—the control
|
||||
of gravity itself. By controlling and manipulating the
|
||||
graviton strings that carry gravitational force, mankind
|
||||
can levitate objects regardless of mass or proximity to
|
||||
other objects.
|
||||
|
||||
|
||||
##Quantum Power
|
||||
#TECH25
|
||||
Earth scientist Max Planck first coined the term “quantum”
|
||||
to describe an individual particle of light. Planck though
|
||||
each quantum was indivisible, so that a fraction of a
|
||||
quantum could not exist. One of the more startling
|
||||
discoveries arising from [Unified Field Theory] was
|
||||
that individual quantum actually could be split into
|
||||
component sub-particles, much like atoms may be split
|
||||
through fission. The energy released by {Quantum Power}
|
||||
is several orders of magnitude greater than ordinary [Fusion Power].
|
||||
|
||||
|
||||
##Singularity Mechanics
|
||||
#TECH26
|
||||
Knowledge of [The Secrets of Creation (D11)] paved the
|
||||
way for understanding {Singularity Mechanics}. This
|
||||
technology seeks the physical causes and composition
|
||||
of black holes-phenomena produced by points of infinitely
|
||||
dense matter that warp the fabric of space and time
|
||||
itself. Probes guided by onboard [Self-aware Machines
|
||||
(B11)] transmit the data necessary to replicate this
|
||||
natural occurrence in controlled laboratory conditions.
|
||||
|
||||
|
||||
##Controlled Singularity
|
||||
#TECH27
|
||||
As engineers quickly discovered, it’s one thing to
|
||||
understand [Singularity Mechanics (D12)] and another
|
||||
thing entirely to attempt {Controlled Singularity}—harnessing
|
||||
and directing the powers of a black hole. Breakthroughs in
|
||||
[Applied Gravitronics (E14)] finally make this technology
|
||||
possible, with a host of amazing and potent applications,
|
||||
from radical new types of weaponry to global power sources.
|
||||
|
||||
|
||||
##Temporal Mechanics
|
||||
#TECH28
|
||||
Breakthroughs in [Eudaimonia (E12)] and [Matter
|
||||
Transmission (B17)] lead to the last great discovery
|
||||
of the physical universe: {Temporal Mechanics}, the
|
||||
manipulation of time itself.
|
||||
|
||||
|
||||
##Probability Mechanics
|
||||
#TECH29
|
||||
With operating systems powered by [Pre-sentient Algorithms
|
||||
(D5)], computers finally gain sufficient processing power
|
||||
to unravel the mysteries of {Probability Mechanics}. With
|
||||
this breakthrough, scientists can accurately predict many
|
||||
seemingly random events.
|
||||
|
||||
|
||||
##Pre-Sentient Algorithms
|
||||
#TECH30
|
||||
The philosophy of [Cyberethics (B4)] and the technology of
|
||||
[Advanced Military Algorithms (E3)] pave the way for
|
||||
development of {Pre-sentient Algorithms}. These open-ended
|
||||
neural net programs can sort and process exebytes of data,
|
||||
‘learning’ as they do so and adapting to the world they observe.
|
||||
|
||||
|
||||
##Super Tensile Solids
|
||||
#TECH31
|
||||
The requirements of [Advanced Spaceflight (E8)] and
|
||||
the possibilities inherent in [Matter Compression
|
||||
(C9)] lead to research in {Super Tensile Solids}. These
|
||||
materials possess such strength as to be functionally
|
||||
unbreakable in a natural environment.
|
||||
|
||||
|
||||
##Planetary Networks
|
||||
#TECH32
|
||||
Once the colonists discovered how to survive, they focus on recreating
|
||||
some of the organizational tools left behind on Earth.
|
||||
Following the implementation of simple [Information
|
||||
Networks (D1)], the creation of a standard for {Planetary
|
||||
Networks} emerges as a high priority for the scientific community.
|
||||
|
||||
|
||||
##Digital Sentience
|
||||
#TECH33
|
||||
When utilized as part of [Industrial Nanorobotics
|
||||
(B9)], the [Mind\Machine Interface (B6)] provides
|
||||
the key spark needed by computers to at last achieve
|
||||
{Digital Sentience}. These new artificial intelligences
|
||||
have all the hallmarks of an individual organism:
|
||||
they respond to their environment, adapt to stimuli,
|
||||
and even exhibit advanced ‘personalities’ based on
|
||||
their respective abilities and preferences.
|
||||
|
||||
|
||||
##Self-Aware Machines
|
||||
#TECH34
|
||||
Following the advent of [Digital Sentience (D10)],
|
||||
computers have only one great leap left: the evolution
|
||||
to {Self-Aware Machines}. Advances in [N-Space Compression [D11])
|
||||
provide the storage capacity needed for this technology.
|
||||
These machines are capable of complex, higher-order thinking,
|
||||
and value the experience of existence as much as any biological being.
|
||||
As with other living organisms, self-preservation is paramount
|
||||
for these specimens.
|
||||
|
||||
|
||||
##Doctrine: Initiative
|
||||
#TECH35
|
||||
The slow moving foils and transports developed under
|
||||
[Doctrine: Flexibility (E2)] provided an adequate early
|
||||
naval force. However, materials and manufacturing
|
||||
advances resulting from [Industrial Automation (B3)]
|
||||
make possible new classes of powerful ships developed
|
||||
as part of {Doctrine: Initiative}, which stresses the
|
||||
importance of global naval superiority.
|
||||
|
||||
|
||||
##Doctrine: Flexibility
|
||||
#TECH36
|
||||
Many radical young military officers felt that [Doctrine:
|
||||
Mobility (E1)] did not go far enough in the development
|
||||
of fast attacks and quick reconnaissance, because Mobility
|
||||
only takes land forces into account. These leaders work
|
||||
to create the first navies on Planet, based on {Doctrine:
|
||||
Flexibility}—co-ordination and co-operation between forces
|
||||
made possible by control of the sea.
|
||||
|
||||
|
||||
##Intellectual Integrity
|
||||
#TECH37
|
||||
The search for {Intellectual Integrity} arises from
|
||||
questions posed by [Ethical Calculus (E2)] and [Doctrine:
|
||||
Loyalty (C2)]. According to this philosophy, valid
|
||||
wisdom comes merely from asking questions unburdened
|
||||
by prejudices. Only by shedding those pre-conceived
|
||||
notions can we achieve the clarity of undistorted knowledge.
|
||||
|
||||
|
||||
##Synthetic Fossil Fuels
|
||||
#TECH38
|
||||
The extreme efficiency with which the neural net
|
||||
fungus managed Planet’s vast ecosystem kept extensive
|
||||
deposits of organic material from forming over the epochs.
|
||||
Because of this lack, the fossil fuels known on Earth
|
||||
never developed, forcing early colonists to rely on less
|
||||
efficient alternative sources of energy. However, advances
|
||||
in [Advanced Subatomic Theory (B3)] and [Gene Splicing (B3)]
|
||||
finally allow scientists to short-circuit the eons-long process,
|
||||
providing them with the {Synthetic Fossil Fuels} needed
|
||||
to build advanced vehicles and machinery.
|
||||
|
||||
|
||||
##Doctrine: Air Power
|
||||
#TECH39
|
||||
The colonists had brought the knowledge of atmospheric flight
|
||||
to Planet, but not the materials to build and maintain
|
||||
large quantities of aircraft in Planet’s harsh conditions.
|
||||
With the discovery of [Synthetic Fossil Fuels (E4)] for
|
||||
materials and a renewed emphasis on [Doctrine: Flexibility (E2)],
|
||||
pilots can again make the leap into the clouds.
|
||||
|
||||
|
||||
##Photon/Wave Mechanics
|
||||
#TECH40
|
||||
Physicists had puzzled over the mystery of light for
|
||||
centuries: Why does light exhibit properties characteristic
|
||||
of both a wave and a particle? In 1924, Prince Louis-Victor
|
||||
de Broglie, a French scientist, proved that all particles
|
||||
actually possess a wave aspect, which explained how light
|
||||
can act as a wave even though it does consist of
|
||||
particles, called photons. Following breakthroughs
|
||||
in [Silksteel Alloys (E4)] and [Applied Relativity
|
||||
(D5)], subsequent scientific inquiry focuses on the
|
||||
manipulation of {Photon\Wave Mechanics} so that light,
|
||||
even powerful laser beams or intense solar emissions,
|
||||
can be diffused and warped as needed.
|
||||
|
||||
|
||||
##Mind/Machine Interface
|
||||
#TECH41
|
||||
Research into [Neural Grafting (C4)] demonstrated that
|
||||
direct communications between the brain and a
|
||||
digital counterpart are theoretically possible. This
|
||||
{Mind\Machine Interface}, requested by leaders
|
||||
implementing [Doctrine: Air Power (E5)] for a new
|
||||
generation of aircraft, bridges the gap between the
|
||||
mechanical and the biological.
|
||||
|
||||
|
||||
##Nanominiaturization
|
||||
#TECH42
|
||||
[Monopole Magnets (B6)] and [Organic Superlubricants
|
||||
(C7)] lead to a revolution in engineering: {Nanominiaturization}.
|
||||
With this technology, which emphasizes new assembly methods
|
||||
and high-tensile strength materials, microscopic machine
|
||||
components can be constructed and all manner of bulky,
|
||||
heavy equipment can be shrunk to a fraction of its original size.
|
||||
|
||||
|
||||
##Doctrine: Loyalty
|
||||
#TECH43
|
||||
[Doctrine: Mobility (E1)] proved a sound dogma for the
|
||||
early years on Planet. However, as the struggle for
|
||||
survival against native Mind Worms and rival factions
|
||||
intensifies, many younger officers repudiate the old
|
||||
guard’s emphasis on Mobility as the dominant military
|
||||
policy. Based also on the revelations of [Social Psych
|
||||
(B1)], the new {Doctrine: Loyalty} stresses extensive
|
||||
training, defensive facilities, and zealous dedication
|
||||
to faction leaders as the foundation for survival and
|
||||
success in combat. {Doctrine: Loyalty} emphasizes a
|
||||
two-way fealty—soldiers are expected to lay down their
|
||||
lives without question, but in return they receive
|
||||
respect, power, and positions of authority in the new
|
||||
social hierarchy.
|
||||
|
||||
|
||||
##Ethical Calculus
|
||||
#TECH44
|
||||
Throughout the history of mankind, philosophers have
|
||||
grappled with the question: ‘How shall we then live?’
|
||||
{Ethical Calculus} lays down mathematical principles
|
||||
uncovered by [Social Psych (B1)] to address this question,
|
||||
essentially providing calculations and functions that
|
||||
determine appropriate behavior.
|
||||
|
||||
|
||||
##Industrial Economics
|
||||
#TECH45
|
||||
Early industry on Planet centered on the creation
|
||||
of a frontier [Industrial Base (B1)] featuring primitive
|
||||
assembly lines and simple currency instruments. Soon,
|
||||
leaders in the financial sectors push for a more
|
||||
comprehensive {Industrial Economics} policy to accommodate
|
||||
free trade and other strategies for multiplying capital.
|
||||
|
||||
|
||||
##Industrial Automation
|
||||
#TECH46
|
||||
The creation of [Planetary Networks (D2)] and
|
||||
widespread adoption of [Industrial Economics
|
||||
(B2)] lead to rapid industrialization of the
|
||||
virgin Planet. Lacking the traditional masses
|
||||
of Earth’s working class, leaders must now develop
|
||||
complete {Industrial Automation} for production
|
||||
and assembly , building modest factories where
|
||||
all repetitive non-skilled jobs, from janitor to
|
||||
VP of Sales, are handled by sophisticated robotics.
|
||||
|
||||
|
||||
##Centauri Meditation
|
||||
#TECH47
|
||||
[Centauri Empathy (E3)] and [Ecological Engineering
|
||||
(E4)] reveal the vastness and complexity of the
|
||||
ecosystem on Planet. Research into {Centauri
|
||||
Meditation} illuminates the next, almost terrifying
|
||||
step-the attempt to communicate directly with
|
||||
Planet itself.
|
||||
|
||||
|
||||
##Secrets of the Human Brain
|
||||
#TECH48
|
||||
All past research on memory, learning, the senses,
|
||||
and other aspects of the brain did not answer
|
||||
one basic question: what is the biological mechanism
|
||||
of self-awareness? Research into [Biogenetics (D1)]
|
||||
and [Social Psych (B1)] finally resolves the last of
|
||||
the {Secrets of the Human Brain}, providing an
|
||||
understanding of the fundamentals of consciousness.
|
||||
|
||||
|
||||
##Gene Splicing
|
||||
#TECH49
|
||||
Widespread adoption of the philosophy of [Ethical
|
||||
Calculus (E2)] removes opposition to genetic
|
||||
experimentation in plant and animal DNA, while
|
||||
advances in [Biogenetics (D1)] provide techniques
|
||||
for the incipient field of {Gene Splicing}. This
|
||||
technology allows researchers to insert new DNA
|
||||
coding into existing genetic material so that
|
||||
entire traits, from disease resistance to a stable
|
||||
personality, can be copied from one organism and
|
||||
transferred to any number of others.
|
||||
|
||||
|
||||
##Bio-Engineering
|
||||
#TECH50
|
||||
[Gene Splicing (B3)] and [Neural Grafting (C4)]
|
||||
exemplify crude and invasive techniques for modifying
|
||||
an organism. The more refined {Bio-engineering}
|
||||
method arranges a desired genetic code directly
|
||||
from the component compounds, enabling widespread
|
||||
and economical cellular transplants for an entire
|
||||
population.
|
||||
|
||||
|
||||
##Biomachinery
|
||||
#TECH51
|
||||
Early experiments in [Retroviral Engineering (C5)]
|
||||
and the [Mind\Machine Interface (B6)] paved the way
|
||||
for true {Biomachinery}—the full integration of
|
||||
man and machine at the cellular level.
|
||||
|
||||
|
||||
##Neural Grafting
|
||||
#TECH52
|
||||
The insatiable drive for efficiency spawned by
|
||||
[Industrial Automation (B3)] drives the development
|
||||
of {Neural Grafting}. This new technology, based
|
||||
on [Secrets of the Human Brain (D2)], allows
|
||||
attachment of digital circuitry directly to
|
||||
the neural cortex. With these implants, individuals
|
||||
willing to undergo {Neural Grafting} can enhance
|
||||
many aspects of their physical being, from heightened
|
||||
senses to faster reaction times.
|
||||
|
||||
|
||||
##Cyberethics
|
||||
#TECH53
|
||||
Widespread adoption of [Planetary Networks (D2)]
|
||||
and the philosophy of [Intellectual Integrity (E3)]
|
||||
allows for a coherent system of {Cyberethics},
|
||||
outlining the proper relationship of computers
|
||||
to society.
|
||||
|
||||
|
||||
##Eudaimonia
|
||||
#TECH54
|
||||
{Eudaimonia} is a philosophical system that takes
|
||||
its name from an ancient Greek word for fulfillment
|
||||
and happiness. Based on economic equity made
|
||||
possible by [Sentient Econometrics (E11)] and
|
||||
rooted in opposition to the excesses of [The
|
||||
Will to Power (E8)], {Eudaimonia} encourages
|
||||
each citizen to achieve happiness through striving
|
||||
to fulfill completely his or her potential;
|
||||
freedom, creativity, and individuality flourish
|
||||
in governments that adopt this philosophy.
|
||||
|
||||
|
||||
##The Will to Power
|
||||
#TECH55
|
||||
Following the development of [Homo Superior (E7)], many
|
||||
advocated a return to Friedrich Nietzsche’s philosophy
|
||||
of {The Will To Power}. This philosophy stresses
|
||||
the importance of strength, asceticism, and
|
||||
resolute action, often at the cost of compassion,
|
||||
charity, and other traditionally religious
|
||||
qualities.
|
||||
|
||||
|
||||
##Threshold of Transcendence
|
||||
#TECH56
|
||||
The [Secrets of Creation (D11)] and [Temporal
|
||||
Mechanics (B18)] brought sentient beings to the brink
|
||||
of a new era—the {Threshold of Transcendence}.
|
||||
In this transitional state, individuals begin preparations
|
||||
for the final stage of evolution, selling
|
||||
possessions, cleansing their bodies according to
|
||||
a new code of asceticism, and meditating alone
|
||||
and unprotected in the remote regions of Planet.
|
||||
|
||||
|
||||
##Matter Transmission
|
||||
#TECH57
|
||||
[Matter Editation (B16)] and the [Secrets of
|
||||
Alpha Centauri (D12)] point the way to one of
|
||||
the most celebrated concepts in science
|
||||
fiction—{Matter Transmission}. Transmitters
|
||||
based on this technology disassemble objects
|
||||
into the smallest component sub-particles, then
|
||||
transmits those particles and their underlying
|
||||
structural blueprint to a receiver. The
|
||||
receiver reassembles these objects according to
|
||||
the blueprint, recreating the original in
|
||||
every nuance and detail.
|
||||
|
||||
|
||||
##Centauri Empathy
|
||||
#TECH58
|
||||
Based on [Secrets of the Human Brain (D2)] and
|
||||
[Centauri Ecology (E1)], {Centauri Empathy}
|
||||
espouses a philosophy of environmental harmony,
|
||||
emphasizing the search for mankind’s proper niche
|
||||
in the global ecosystem.
|
||||
|
||||
|
||||
##Environmental Economics
|
||||
#TECH59
|
||||
Industrial expansion often comes at the cost of
|
||||
ecological stability. The business practice of
|
||||
{Environmental Economics} addresses this problem
|
||||
by finding and exploiting areas where
|
||||
environmental and industrial concerns overlap,
|
||||
such as sustainable resource use, eco-tourism,
|
||||
and organic product development. By combining
|
||||
the principles of [Industrial Economics (B2)]
|
||||
and [Ecological Engineering (E4)] in this new
|
||||
business model, ecological stability becomes
|
||||
a profitable endeavor.
|
||||
|
||||
|
||||
##Ecological Engineering
|
||||
#TECH60
|
||||
Lifeforms have always shown remarkable skill at
|
||||
innovation and ingenuity in the face of environmental
|
||||
hurdles. Expansion on a new Planet highlights
|
||||
these traits once again in the form of {Ecological
|
||||
Engineering}. Based on the discoveries of [Centauri
|
||||
Ecology (E1)] and [Gene Splicing (B3)], this research
|
||||
leads to new ways of thriving within the existing
|
||||
ecosystem, rather than competing with it.
|
||||
|
||||
|
||||
##Planetary Economics
|
||||
#TECH61
|
||||
Early industrial policy on Planet centered on
|
||||
individual markets and sectors, such as
|
||||
[Environmental Economics (B5)], but these
|
||||
separate sectors create inefficiencies. Proponents
|
||||
of [Intellectual Integrity (E3)] insist that these
|
||||
inefficiencies are unnecessary, and work to create
|
||||
a system of {Planetary Economics} where goods and
|
||||
services can flow freely.
|
||||
|
||||
|
||||
##Adv. Ecological Engineering
|
||||
#TECH62
|
||||
The discovery of [Fusion Power (D6)] opened up
|
||||
staggering possibilities in a number of endeavors,
|
||||
including the field of [Environmental Economics
|
||||
(B5)]. Based on the cumulative experience from
|
||||
thousands of construction projects undertaken
|
||||
since Planetfall, {Advanced Ecological Engineering}
|
||||
marks a new milestone in man’s ability to manipulate
|
||||
his environment.
|
||||
|
||||
|
||||
##Centauri Psi
|
||||
#TECH63
|
||||
[Centauri Genetics (E6)] and [Advanced Ecological
|
||||
Engineering (B10)] revealed the physical composition
|
||||
of native life forms, but did not explain the
|
||||
mysterious and terrifying psionic attacks these
|
||||
creatures employ. Unlocking the mechanics of
|
||||
this directed, psychic assault requires intense
|
||||
investigation of {Centauri Psi}—the method used
|
||||
by the Mind Worms to communicate and co-ordinate
|
||||
their assaults.
|
||||
|
||||
|
||||
##Secrets of Alpha Centauri
|
||||
#TECH64
|
||||
Some digital sentiences churn through exebytes
|
||||
of Planet-related data in their never-ending quest
|
||||
to untangle [Sentient Econometrics (E11)]. The
|
||||
best of these sentiences do not stop at sorting
|
||||
economic data, but extend their inquiries into
|
||||
[Centauri Psi (E11)] and other Planetary phenomena.
|
||||
They work to reveal these {Secrets of Alpha Centauri}
|
||||
as a kind of personal challenge, to prove themselves
|
||||
as machines that can not only conquer the intricacies
|
||||
of society, but also the magnificent complexities
|
||||
of a Planet-wide ecosystem.
|
||||
|
||||
|
||||
##Secrets of Creation
|
||||
#TECH65
|
||||
Those who embrace [The Will To Power (E8)] must
|
||||
eventually confront the ultimate philosophical
|
||||
question: What is the purpose and order of the
|
||||
universe? Confirmation of the [Unified Field
|
||||
Theory (C7)] finally gives mankind the tools to
|
||||
answer this question in the search for the
|
||||
{Secrets of Creation}.
|
||||
|
||||
|
||||
##Advanced Spaceflight
|
||||
#TECH66
|
||||
Resumption of {Advanced Spaceflight} begins
|
||||
shortly after mankind begins [Orbital Spaceflight
|
||||
(E7)]. With this technology, spacecraft can once
|
||||
again reach the moons orbiting Planet and,
|
||||
eventually, the stars themselves.
|
||||
|
||||
|
||||
##Homo Superior
|
||||
#TECH67
|
||||
Breakthroughs in [Biomachinery (B9)] and [Doctrine:
|
||||
Initiative (E5)] paved the way for a new kind of organism
|
||||
that is equal parts biological and computer. The biological
|
||||
aspect thrives at physical manipulation and emotional
|
||||
experience, while the digital aspect excels at
|
||||
calculation and data processing. This {Homo Superior}
|
||||
integrates the best of biological and machine.
|
||||
|
||||
|
||||
##Organic Superlubricant
|
||||
#TECH68
|
||||
Machines with moving parts have long been subject
|
||||
to wear and tear as the parts grind against one
|
||||
another. On Earth, traditional lubricants such
|
||||
as oil were used to minimize these effects.
|
||||
Planet lacks large reserves of such materials,
|
||||
until the invention of [Synthetic Fossil Fuels
|
||||
(E4)]. With {Organic Superlubricant}, scientists
|
||||
can create lubricating compounds that act like
|
||||
simple life forms, seeking out areas where they
|
||||
do the most good.
|
||||
|
||||
|
||||
##Quantum Machinery
|
||||
#TECH69
|
||||
The discovery of [Quantum Power (B11)] ushers in
|
||||
a new industrial revolution. In factories across
|
||||
Planet, tiny {Quantum Machinery} built using
|
||||
[Nanometallurgy (E8)] techniques provide amazingly
|
||||
powerful and efficient labor for every imaginable
|
||||
type of production and service.
|
||||
|
||||
|
||||
##Matter Editation
|
||||
#TECH71
|
||||
Not long after the breakthroughs in [Super Tensile
|
||||
Solids (B10)] and [Self-aware Machines (B11)],
|
||||
engineers clamor to research the last major hurdle
|
||||
in physical manipulation—{Matter Editation}. This
|
||||
technique actually changes the physical structure of
|
||||
individual atoms, altering characteristics like
|
||||
energy states, spin, atomic weight, and the number
|
||||
of protons as though they were entries in a database.
|
||||
This technology is the modern embodiment of the ancient
|
||||
quest to turn lead into gold-transmutation of elements
|
||||
made possible by atomic manipulation.
|
||||
|
||||
|
||||
##Optical Computers
|
||||
#TECH72
|
||||
The widespread adoption of [Polymorphic Software
|
||||
(D2)] increased demand for faster computers. The
|
||||
revolutionary {Optical Computers}, which use photons
|
||||
traveling at the speed of light for binary
|
||||
calculations, prove nearly 70% faster than old
|
||||
electron-based devices. Based on successes in
|
||||
[Applied Physics (C1)], {Optical Computers} also
|
||||
exponentially improve storage capacities and access
|
||||
times.
|
||||
|
||||
|
||||
##Industrial Nanorobotics
|
||||
#TECH73
|
||||
The business leaders of Planet quickly perceived
|
||||
the commercial potential of [Nanominiaturizion
|
||||
(B8)], and constructed factories based around
|
||||
{Industrial Nanorobotics}. These factories
|
||||
utilize traditional [Industrial Automation
|
||||
(B3)], but at a fraction of the size and cost.
|
||||
Productivity skyrockets along with profitability,
|
||||
as tiny robots churn out new products for consumption.
|
||||
|
||||
|
||||
##Centauri Genetics
|
||||
#TECH74
|
||||
The first contacts with Planetary sentience during
|
||||
research on [Centauri Meditation (E5)] caused widespread
|
||||
excitement among the scientific community. They propose
|
||||
using new [Retroviral Engineering (C5)] techniques to
|
||||
unravel {Centauri Genetics}—the structural blueprint
|
||||
of native organisms.
|
||||
|
||||
|
||||
##Sentient Econometrics
|
||||
#TECH75
|
||||
For all the sophistication of its mathematical models,
|
||||
[Planetary Economics (B4)] proved no better at
|
||||
predicting the actions of markets and populations
|
||||
than Wall Street prognosticators of 20th Century
|
||||
Earth-there are too many unknown variables with
|
||||
unforeseeable consequences. Proponents of {Sentient
|
||||
Econometrics} take the best ‘intelligent computers’
|
||||
developed under [Digital Sentience (D10)] and set
|
||||
them to identifying these variables and predicting
|
||||
their consequences. Under their diligent efforts,
|
||||
economics finally becomes a true science.
|
||||
|
||||
|
||||
##Retroviral Engineering
|
||||
#TECH76
|
||||
{Retroviral Engineering}, a specialized branch of
|
||||
[Bio-engineering (B4)], uses engineered viruses to
|
||||
deliver genetic alterations. This application can
|
||||
be used for peaceful, healing purposes, but can also
|
||||
be twisted by the same militant researchers behind
|
||||
[Advanced Military Algorithms (E3)] into a weapon
|
||||
of terrible destruction.
|
||||
|
||||
|
||||
##Orbital Spaceflight
|
||||
#TECH77
|
||||
The early colonists certainly bring the technical
|
||||
understanding of spaceflight with them, but they
|
||||
lack the materials and infrastructure necessary
|
||||
to construct spacecraft. Eventually, implementation
|
||||
of [Doctrine: Air Power (E5)] furnishes the
|
||||
infrastructure, while advanced [Pre-sentient
|
||||
Algorithms (D5)] provide the tools for mankind’s
|
||||
return to {Orbital Spaceflight}.
|
||||
|
||||
##Progenitor Psych
|
||||
#TECH78
|
||||
The Progenitors, an alien race with past ties to Planet,
|
||||
return to reclaim their heritage. {Progenitor Psych} is
|
||||
nothing more than a simple understanding of the aliens’
|
||||
culture, language, and aims. Humans cannot talk to either
|
||||
alien faction until they discover Progenitor Psych,
|
||||
or until the Progenitors discover [Social Psych (B1)].
|
||||
|
||||
##Field Modulation
|
||||
#TECH79
|
||||
The Progenitor race can sense and manipulate local fields
|
||||
an untrained human cannot perceive without mechanical aid,
|
||||
including electricity and magnetism. Built on an understanding
|
||||
of [Progenitor Psych (E1)] and [Centauri Ecology (E1], the discovery
|
||||
of {Field Modulation} allows trained and equipped individuals to
|
||||
detect and perform basic manipulations of these ‘resonance fields’.
|
||||
|
||||
##Adaptive Doctrine
|
||||
#TECH80
|
||||
{Adaptive Doctrine} combines [Polymorphic Software (D2)] and
|
||||
[Doctrine: Flexibility (E2)] into a new military philosophy. This
|
||||
philosophy strives to match a doctrine to each battlefield,
|
||||
rather than trying to making one supreme doctrine for all possible
|
||||
environments.
|
||||
|
||||
##Adaptive Economics
|
||||
#TECH81
|
||||
Coming from an understanding of [Progenitor Psych (E1)] and [Industrial
|
||||
Economics (B2)], {Adaptive Economics} can accommodate rapid changes in
|
||||
economic systems to match the needs of the populace.
|
||||
|
||||
##Bioadaptive Resonance
|
||||
#TECH82
|
||||
{Bioadaptive Resonance} is a more advanced form of [Field Modulation (C2)]
|
||||
that allows extensive manipulation of resonance fields. An understanding of
|
||||
[Centauri Empathy (E3)] is essential to discovery of this technology.
|
||||
|
||||
##Sentient Resonance
|
||||
#TECH83
|
||||
{Sentient Resonance} is a further extension of [Bioadaptive Resonance (C4)]
|
||||
and [Centauri Psi (E8)] that allows the creation of self-aware resonance fields.
|
||||
|
||||
##Secrets of the Manifolds
|
||||
#TECH84
|
||||
Planet is only one of the grand experiments, or Manifolds, seeded throughout
|
||||
the galaxy by the Progenitor forebears. Discovery of the {Secrets of the Manifolds}
|
||||
allows the perception and contact of these other Planetary Manifolds. This
|
||||
technology is based on an understanding of [Sentient Resonance (C9)] and
|
||||
[Secrets of Alpha Centauri (D12)].
|
||||
|
||||
##N-Space Compression
|
||||
#TECH85
|
||||
{N-Space Compression} is a Progenitor term that loosely translates as “The
|
||||
shortest distance between two points is always 0, because any two points
|
||||
in our perceivable space are actually contiguous in some other universe,
|
||||
postulating infinity.” Compression simply brings things that appear to be
|
||||
in one place (such as a bulky missile payload) to another place (such as
|
||||
a missile warhead) at will (such as only at a time just prior to detonation).
|
||||
This technology is based on an understanding of [Orbital Spaceflight (D6)] and
|
||||
[Biomachinery (B7)].
|
||||
|
||||
##String Resonance
|
||||
#TECH86
|
||||
Based on [Secrets of the Manifolds (D10)] and [Controlled Singularity (C15)],
|
||||
{String Resonance} allows the manipulation of resonance fields at even the “string”
|
||||
level (the one-dimensional building blocks of matter). The ability to manipulate
|
||||
the very structure of the universe allows for awesome destructive power.
|
||||
|
||||
##Transcendent Thought
|
||||
#TECH88
|
||||
Based on [Controlled Singularity (C16)] and
|
||||
[Threshold of Transcendence (E19)], this technology
|
||||
finally unlocks the keys to the final stage of
|
||||
evolution with {Transcendent Thought}—the
|
||||
ability to contain a self-awareness, or ‘soul’,
|
||||
outside the bounds of a corporeal form. Those
|
||||
who so choose may now complete the Ascent to
|
||||
Transcendence, joining their consciousness with
|
||||
the Planetary mind in ageless immortality.
|
||||
|
||||
|
||||
# ; This line must remain at end of file
|
353
##current patch files/EN/SMAC/techshorts.txt
Normal file
353
##current patch files/EN/SMAC/techshorts.txt
Normal file
@ -0,0 +1,353 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Short Tech Descriptions
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
##Biogenetics
|
||||
#TECH0
|
||||
^^“Understanding the intricacies of the genetic code”
|
||||
|
||||
##Industrial Base
|
||||
#TECH1
|
||||
^^“Bootstrap our industrial infrastructure”
|
||||
|
||||
##Information Networks
|
||||
#TECH2
|
||||
^^“The foundation of scientific research”
|
||||
|
||||
##Applied Physics
|
||||
#TECH3
|
||||
^^“Powerful, versatile modern lasers”
|
||||
|
||||
##Social Psych
|
||||
#TECH4
|
||||
^^“We must build a stable society”
|
||||
|
||||
##Doctrine: Mobility
|
||||
#TECH5
|
||||
^^“Fast attacks and disciplined troops succeed on Planet as on Earth”
|
||||
|
||||
##Centauri Ecology
|
||||
#TECH6
|
||||
^^“By studying the Xenofungus we can learn how to survive”
|
||||
|
||||
##Superconductor
|
||||
#TECH7
|
||||
^^“Efficient energy transmission for powerful weaponry”
|
||||
|
||||
##Nonlinear Mathematics
|
||||
#TECH8
|
||||
^^“Harness Chaos Theory for new kinds of weaponry”
|
||||
|
||||
##Applied Relativity
|
||||
#TECH9
|
||||
^^“Updating Einstein’s theories”
|
||||
|
||||
##Fusion Power
|
||||
#TECH10
|
||||
^^“A cheap, clean power source”
|
||||
|
||||
##Silksteel Alloys
|
||||
#TECH11
|
||||
^^“Strong, flexible metals for construction and defense”
|
||||
|
||||
##Advanced Subatomic Theory
|
||||
#TECH12
|
||||
^^“The search for the smallest particles of matter”
|
||||
|
||||
##High Energy Chemistry
|
||||
#TECH13
|
||||
^^“Better defenses through Chemistry”
|
||||
|
||||
#Frictionless Surfaces
|
||||
#TECH14
|
||||
^^“Materials not subject to friction”
|
||||
|
||||
##Nanometallurgy
|
||||
#TECH15
|
||||
^^“Manipulate metals at the molecular level”
|
||||
|
||||
##Superstring Theory
|
||||
#TECH16
|
||||
^^“Understand the fundamental forces of the universe”
|
||||
|
||||
##Advanced Military Algorithms
|
||||
#TECH17
|
||||
^^“Apply new tools to new kinds of warfare”
|
||||
|
||||
##Monopole Magnets
|
||||
#TECH18
|
||||
^^“The secrets of magnetism”
|
||||
|
||||
##Matter Compression
|
||||
#TECH19
|
||||
^^“Create materials of extremely high density”
|
||||
|
||||
##Unified Field Theory
|
||||
#TECH20
|
||||
^^“Discover the fundamental mechanism of the universe”
|
||||
|
||||
##Graviton Theory
|
||||
#TECH21
|
||||
^^“Unlock the mechanisms of gravity”
|
||||
|
||||
##Polymorphic Software
|
||||
#TECH22
|
||||
^^“The first massive neural nets”
|
||||
|
||||
##Applied Gravitonics
|
||||
#TECH23
|
||||
^^“Control the forces of gravity”
|
||||
|
||||
##Quantum Power
|
||||
#TECH25
|
||||
^^“Create incredible power by splitting light itself”
|
||||
|
||||
##Singularity Mechanics
|
||||
#TECH26
|
||||
^^“Unravel the secrets of black holes”
|
||||
|
||||
##Controlled Singularity
|
||||
#TECH27
|
||||
^^“Control the power of black holes”
|
||||
|
||||
##Temporal Mechanics
|
||||
#TECH28
|
||||
^^“Manipulate time itself”
|
||||
|
||||
##Probability Mechanics
|
||||
#TECH29
|
||||
^^“Predict and control random events”
|
||||
|
||||
##Pre-Sentient Algorithms
|
||||
#TECH30
|
||||
^^“Computers on the verge of self-awareness”
|
||||
|
||||
##Super Tensile Solids
|
||||
#TECH31
|
||||
^^“Unbreakable materials”
|
||||
|
||||
##Planetary Networks
|
||||
#TECH32
|
||||
^^“We can pool our knowledge with a worldwide database”
|
||||
|
||||
##Digital Sentience
|
||||
#TECH33
|
||||
^^“Computers with personality”
|
||||
|
||||
##Self-Aware Machines
|
||||
#TECH34
|
||||
^^“Machines that think”
|
||||
|
||||
##Doctrine: Initiative
|
||||
#TECH35
|
||||
^^“Complete naval supremacy requires new equipment and tactics”
|
||||
|
||||
##Doctrine: Flexibility
|
||||
#TECH36
|
||||
^^“Control of Planet requires naval power”
|
||||
|
||||
##Intellectual Integrity
|
||||
#TECH37
|
||||
^^“Do not mistake wishes for truth”
|
||||
|
||||
##Synthetic Fossil Fuels
|
||||
#TECH38
|
||||
^^“Man-made oil, coal, and natural gas”
|
||||
|
||||
##Doctrine: Air Power
|
||||
#TECH39
|
||||
^^“Let us return to the air”
|
||||
|
||||
##Photon/Wave Mechanics
|
||||
#TECH40
|
||||
^^“Control light itself”
|
||||
|
||||
##Mind/Machine Interface
|
||||
#TECH41
|
||||
^^“The integration of man and machine”
|
||||
|
||||
##Nanominiaturization
|
||||
#TECH42
|
||||
^^“Microscopic machines”
|
||||
|
||||
##Doctrine: Loyalty
|
||||
#TECH43
|
||||
^^“Loyalty is the engine that drives armies”
|
||||
|
||||
##Ethical Calculus
|
||||
#TECH44
|
||||
^^“A new system of morality to encompass our future”
|
||||
|
||||
##Industrial Economics
|
||||
#TECH45
|
||||
^^“Even on Planet, industry creates wealth”
|
||||
|
||||
##Industrial Automation
|
||||
#TECH46
|
||||
^^“Robotics can help us build an empire”
|
||||
|
||||
##Centauri Meditation
|
||||
#TECH47
|
||||
^^“Planet will speak to us … if we will listen”
|
||||
|
||||
##Secrets of the Human Brain
|
||||
#TECH48
|
||||
^^“Understanding the mechanisms of self-awareness”
|
||||
|
||||
##Gene Splicing
|
||||
#TECH49
|
||||
^^“Enhancing plant and animal DNA”
|
||||
|
||||
##Bio-Engineering
|
||||
#TECH50
|
||||
^^“Unlock the last secrets of genetics”
|
||||
|
||||
##Biomachinery
|
||||
#TECH51
|
||||
^^“Machinery integrated on a cellular level”
|
||||
|
||||
##Neural Grafting
|
||||
#TECH52
|
||||
^^“Enhance individuals with on-board circuitry”
|
||||
|
||||
##Cyberethics
|
||||
#TECH53
|
||||
^^“Defining the role of computers in society”
|
||||
|
||||
##Eudaimonia
|
||||
#TECH54
|
||||
^^“True and complete happiness”
|
||||
|
||||
##The Will to Power
|
||||
#TECH55
|
||||
^^“In strength, wisdom”
|
||||
|
||||
##Threshold of Transcendence
|
||||
#TECH56
|
||||
^^“The brink of a new epoch”
|
||||
|
||||
##Matter Transmission
|
||||
#TECH57
|
||||
^^“Transmit objects from one end of Planet to the other”
|
||||
|
||||
##Centauri Empathy
|
||||
#TECH58
|
||||
^^“We must learn Planet’s ways”
|
||||
|
||||
##Environmental Economics
|
||||
#TECH59
|
||||
^^“An economy both lucrative and green”
|
||||
|
||||
##Ecological Engineering
|
||||
#TECH60
|
||||
^^“We can reshape this world”
|
||||
|
||||
##Planetary Economics
|
||||
#TECH61
|
||||
^^“Unify global markets for maximum profits”
|
||||
|
||||
##Adv. Ecological Engineering
|
||||
#TECH62
|
||||
^^“The last word in Terraforming”
|
||||
|
||||
##Centauri Psi
|
||||
#TECH63
|
||||
^^“Harness the Psi powers of the Mind Worm”
|
||||
|
||||
##Secrets of Alpha Centauri
|
||||
#TECH64
|
||||
^^“Map the Planetary Mind”
|
||||
|
||||
##Secrets of Creation
|
||||
#TECH65
|
||||
^^“What is the purpose and order of the universe?”
|
||||
|
||||
##Advanced Spaceflight
|
||||
#TECH66
|
||||
^^“Explore the reaches of space”
|
||||
|
||||
##Homo Superior
|
||||
#TECH67
|
||||
^^“Let us evolve our brains and bodies”
|
||||
|
||||
##Organic Superlubricant
|
||||
#TECH68
|
||||
^^“Lubricants that learn where to apply themselves”
|
||||
|
||||
##Quantum Machinery
|
||||
#TECH69
|
||||
^^“Immensely powerful machines”
|
||||
|
||||
##Matter Editation
|
||||
#TECH71
|
||||
^^“Manipulate the smallest particles of matter”
|
||||
|
||||
##Optical Computers
|
||||
#TECH72
|
||||
^^“Computations at the speed of light”
|
||||
|
||||
##Industrial Nanorobotics
|
||||
#TECH73
|
||||
^^“Miniature robotic factories”
|
||||
|
||||
##Centauri Genetics
|
||||
#TECH74
|
||||
^^“Decipher Planet’s genetic code”
|
||||
|
||||
##Sentient Econometrics
|
||||
#TECH75
|
||||
^^“Using intelligent computers to predict the economy”
|
||||
|
||||
##Retroviral Engineering
|
||||
#TECH76
|
||||
^^“We unleash this weapon at our own risk”
|
||||
|
||||
##Orbital Spaceflight
|
||||
#TECH77
|
||||
^^“Return to space”
|
||||
|
||||
##Progenitor Psych
|
||||
#TECH78
|
||||
^^“The basic culture and language of the Progenitor race”
|
||||
|
||||
##Field Modulation
|
||||
#TECH79
|
||||
^^“Simple manipulation of resonance fields”
|
||||
|
||||
##Adaptive Doctrine
|
||||
#TECH80
|
||||
^^“Adapt military responses to each situation”
|
||||
|
||||
##Adaptive Economics
|
||||
#TECH81
|
||||
^^“Economics adapted to new environments”
|
||||
|
||||
##Bioadaptive Resonance
|
||||
#TECH82
|
||||
^^“Advanced control of resonance fields”
|
||||
|
||||
##Sentient Resonance
|
||||
#TECH83
|
||||
^^“Create sentient resonance fields”
|
||||
|
||||
##Secrets of the Manifolds
|
||||
#TECH84
|
||||
^^“Uncover other far-flung Manifolds connected to Planet”
|
||||
|
||||
##N-Space Compression
|
||||
#TECH85
|
||||
^^“Tap parallel universes for matter compression”
|
||||
|
||||
##String Resonance
|
||||
#TECH86
|
||||
^^“Destroy the fundamental building blocks of the universe”
|
||||
|
||||
##Transcendent Thought
|
||||
#TECH88
|
||||
^^“Beyond the Era of Individual Sentience”
|
||||
|
||||
# ; This line must remain at end of file
|
1442
##current patch files/EN/SMAC/tutor.txt
Normal file
1442
##current patch files/EN/SMAC/tutor.txt
Normal file
File diff suppressed because it is too large
Load Diff
179
##current patch files/EN/SMAC/univ.txt
Normal file
179
##current patch files/EN/SMAC/univ.txt
Normal file
@ -0,0 +1,179 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: The University of Planet
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#UNIV
|
||||
University of Planet, The Scientist, University, M, 1, Zakharov, M, 0, 0, 1, 0, 0,
|
||||
TECH, InfNet, TECH, 1, SOCIAL, ++RESEARCH, SOCIAL, --PROBE, DRONE, 4, FACILITY, 8
|
||||
Values, Knowledge, RESEARCH
|
||||
Politics, Fundamentalist, nil
|
||||
University, Univ.,
|
||||
Nataliya, Fedorov, Nataliya Lab
|
||||
Academician, brilliant, unethical, talented, reckless
|
||||
Madman
|
||||
pursue unfettered research
|
||||
to pursue pure research unfettered by outside motives and meddling
|
||||
conducting all manner of unethical, immoral, and evil research
|
||||
conducting all manner of unethical, immoral, and evil research
|
||||
conduct your unspeakable experiments
|
||||
dreaming up new ways to exterminate our species
|
||||
dreaming up new ways to exterminate our species
|
||||
conducting unethical research
|
||||
unethical methods, M2
|
||||
research, M1
|
||||
“research”, M1
|
||||
research grant, M1
|
||||
pushing the boundaries of science
|
||||
University Enforcement
|
||||
University Policy
|
||||
|
||||
#BASES
|
||||
University Base
|
||||
Academy Park
|
||||
Lab Three
|
||||
Library of Planet
|
||||
Planetary Archives
|
||||
Razvitia-Progress Base
|
||||
Cosmograd
|
||||
Budushii Dvor
|
||||
Tsiolkovsky Institute
|
||||
Mendelev College
|
||||
Nauk Science Center
|
||||
Zarya-Sunrise
|
||||
Nadezjda-Hope
|
||||
Academgorodok
|
||||
Koppernigk Observatory
|
||||
Svobodny-Free Base
|
||||
Zvedny Gorodok
|
||||
Baikonur
|
||||
Climactic Research
|
||||
Monitoring Station
|
||||
Buran Prospect
|
||||
Mir Lab
|
||||
Relativity School
|
||||
Pavlov Biolab
|
||||
Lomonosov Park
|
||||
Korolev Center
|
||||
Gagarin Memorial
|
||||
New Arzamas
|
||||
Otkrietia-Discovery
|
||||
Zoloto-Gold
|
||||
Edinstvo-Unity
|
||||
Large Hadron Collider
|
||||
Climatic Research Center
|
||||
Biome Project X
|
||||
Mendel Institute
|
||||
The Scientific Method
|
||||
The Singularity
|
||||
Transhumanism
|
||||
Experimental Protocol
|
||||
Double-blind
|
||||
Peer Review
|
||||
Biotic Survey
|
||||
Unified Field
|
||||
Relativity Base
|
||||
Zero Point
|
||||
Fountain of Knowlege
|
||||
Quantum Foam
|
||||
Stream of Conciousness
|
||||
Serendipity
|
||||
Helix
|
||||
Aurora
|
||||
Darwin
|
||||
Genius
|
||||
Schrodinger’s Dome
|
||||
Gagarin’s Reach
|
||||
Home of Hawkins
|
||||
Curiosity
|
||||
Hypothesis
|
||||
Taste of The Fruit
|
||||
The Caves of Steel
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
The Marine Institute
|
||||
Marine Biology Lab
|
||||
Oceanographic Lab
|
||||
Hydrothermal Institute
|
||||
Deep Sea Lab
|
||||
Strands of Life
|
||||
Tidal Research Base
|
||||
Reef Research Center
|
||||
The Soumarine Institute
|
||||
Gravity’s Pull
|
||||
Bathyspheric Exploration
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
The substructure of the universe regresses infinitely towards
|
||||
smaller and smaller components. Behind atoms we find electrons,
|
||||
and behind electrons quarks. Each layer unraveled reveals new
|
||||
secrets, but also new mysteries.
|
||||
^
|
||||
^ —Academician Prokhor Zakharov,
|
||||
^ “For I Have Tasted The Fruit”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Dr. Prokhor Zakharov}
|
||||
^BACKGROUND: {Russian Commonwealth, Unity Science Officer}
|
||||
^AGENDA: {Research, free flow of information.}
|
||||
^TECH: {Information Networks}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+2 RESEARCH: {Brilliant research}
|
||||
^-2 PROBE: {Academic networks vulnerable to infiltration}
|
||||
^Free {Network Node} at every base
|
||||
^One {Bonus Tech} at beginning of game
|
||||
^Extra {Drone} for every four citizens: {lack of ethics}
|
||||
^{May not use Fundamentalist Politics.}
|
||||
|
||||
#xxx
|
||||
^+2 SUPPORT: {Engineers readily improvise}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Call off your dogs, $NAME1. I am ready to pledge Blood Truce
|
||||
if you will leave me to my research.”
|
||||
|
||||
“Very well, but do not provoke me further.”
|
||||
“Too bad, $NAME3. Your fate is already sealed.”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“We are peaceful researchers, $TITLE0 $NAME1. Will you sign
|
||||
a Treaty of Friendship and leave us to study in peace?”
|
||||
|
||||
“Of course. We must certainly strive to increase our knowledge.”
|
||||
“No. I don’t trust your unethical approach to research, $NAME3.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Call off your hunting beasts, $NAME1. I am ready to pledge Blood Truce
|
||||
if you will leave me to my research.”
|
||||
|
||||
“$NAME3: harmless. Truce: agreed.”
|
||||
“Suggest: research new weapon. War: continues!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“We understand your kind are deeply interested in research,
|
||||
$TITLE0 $NAME1. Will you sign a Treaty of Friendship and
|
||||
leave us to study in peace?”
|
||||
|
||||
“Research: paramount: rescue of all inhabitants. Treaty: agreed.”
|
||||
“$NAME3: too secretive. Treaty: not advisable.”
|
||||
|
||||
# ; This line must remain at end of file
|
1547
##current patch files/EN/SMACX/alienIscript.txt
Normal file
1547
##current patch files/EN/SMACX/alienIscript.txt
Normal file
File diff suppressed because it is too large
Load Diff
2627
##current patch files/EN/SMACX/alienuscript.txt
Normal file
2627
##current patch files/EN/SMACX/alienuscript.txt
Normal file
File diff suppressed because it is too large
Load Diff
1123
##current patch files/EN/SMACX/alphax.txt
Normal file
1123
##current patch files/EN/SMACX/alphax.txt
Normal file
File diff suppressed because it is too large
Load Diff
175
##current patch files/EN/SMACX/angels.txt
Normal file
175
##current patch files/EN/SMACX/angels.txt
Normal file
@ -0,0 +1,175 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Data Angels
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#ANGELS
|
||||
The Data Angels, The Infogrrrrl, Angels, F, 2, Roze, F, 0, 0, 1, 1, 0,
|
||||
TECH, InfNet, TECH, PlaNets, SOCIAL, ++PROBE, SOCIAL, -POLICE, PROBECOST, 75, FREEFAC, 34, TECHSHARE, 3, UNIT, 6
|
||||
Politics, Democratic, PROBE
|
||||
Values, Power, nil
|
||||
Datatech, Datate.
|
||||
Katt, Roberts, Katt’s Cradle
|
||||
Datajack, stylish, anarchistic, free-thinking, thieving,
|
||||
Mad Hacker
|
||||
keep information free for all
|
||||
to open the floodgates barring access to information
|
||||
infecting all of us with her insidious viruses
|
||||
infecting all of us with your insidious viruses
|
||||
infiltrate every proprietary database on Planet
|
||||
drooling in front of her computer terminal
|
||||
drooling in front of your computer terminal
|
||||
engaging in deviant virtual debauchery
|
||||
pseudo-revolutionary blather, M1
|
||||
covert operations, M2
|
||||
network sabotage, M1
|
||||
network access charge, M1
|
||||
keeping your systems free of dangerous viruses
|
||||
my Network Liberation Front
|
||||
the Freedom of Information Act
|
||||
|
||||
#BASES
|
||||
Data DeCentral
|
||||
Gargoyle Garden
|
||||
Ergonomia
|
||||
Safe House City
|
||||
The Sprawl
|
||||
Newer Ciba City
|
||||
Gibson Base
|
||||
Trojan Source
|
||||
Googleplex
|
||||
Tinker Junction
|
||||
Keypad Grid
|
||||
Opticommons
|
||||
Coder’s Pit
|
||||
Shadow Sprawl
|
||||
Nettap Complex
|
||||
Stack Heap
|
||||
Roze Function
|
||||
Secret Hollow
|
||||
Ferrett’s Lair
|
||||
Moonshadow
|
||||
Alphaville
|
||||
Applet Way
|
||||
Computer Underground
|
||||
Cracker City
|
||||
Black Hat
|
||||
White Hat
|
||||
Phone Phreak
|
||||
New Hacker’s Dictionary
|
||||
Script Kiddie
|
||||
Ethical Hacking
|
||||
Penetration Test
|
||||
Vulnerability Assessment
|
||||
EC-Council
|
||||
Elite Hacker
|
||||
Masters of Deception
|
||||
Blue Hat
|
||||
Hacktivist Haven
|
||||
CS Scripting
|
||||
Network Enumeration
|
||||
SQL injection
|
||||
CS Request Forgery
|
||||
DOS Attack
|
||||
Leet Haxxor
|
||||
Vulnerability Scan
|
||||
Password Crack
|
||||
Packet Sniffer
|
||||
Port Scanner
|
||||
Firewall Failure
|
||||
Spoofing Attack
|
||||
Phishing Phorever
|
||||
Social Engineering
|
||||
Rootkit Revenge
|
||||
Cyber Spy
|
||||
Trojan Horse
|
||||
Computer Worm
|
||||
Key Logger
|
||||
1337speak
|
||||
Cyber Warfare
|
||||
Wanted Hacker
|
||||
Ghost in the Wires
|
||||
Art of Exploitation
|
||||
Wetware
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Atlantisville
|
||||
Conshelf 57
|
||||
Deep Sea Nine
|
||||
Calypso Beat
|
||||
Tears In Rain
|
||||
Great Lagoon
|
||||
Sea Cradle
|
||||
Garden of Fishes
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
What’s more important, the data or the jazz? Sure, sure, ‘Information should
|
||||
be free’ and all that—but anyone can set information free. The jazz is in how
|
||||
you do it, what you do it to, and in almost getting caught without getting
|
||||
caught. The data is 1’s and 0’s. Life is the jazz.
|
||||
^
|
||||
^ —Datatech Sinder Roze,
|
||||
^ “Infobop”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Sinder Roze}
|
||||
^BACKGROUND: {MorganNet QA Manager, Unity Information Services Helpdesk}
|
||||
^AGENDA: {Free Flow of Information}
|
||||
^TECH: {Information Networks, Planetary Networks}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+2 PROBE: {Highly motivated computer specialists}
|
||||
^-1 POLICE: {Decentralized, difficult to control}
|
||||
^Gain any tech known to three other factions with whom Angels have infiltration: {Wide-ranging covert activities}
|
||||
^-25% cost to {Probe} actions: {Skilled at network access and control}
|
||||
^Free {Covert Ops Center} with discovery of {Pre-Sentient Algorithms}
|
||||
^{May not make Power choice in social engineering.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Military conflict diverts vital bandwidth from the struggle for network liberation.
|
||||
Pledge Blood Truce that we may restore the free flow of information.”
|
||||
|
||||
“Information does seem more important than conflict at this point. We’ll sign your Truce.”
|
||||
“Forget it! Your feeble coders won’t save you now, $NAME3!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Not only are you a wise leader, $TITLE0 $NAME1, but we admire your style. A
|
||||
Treaty of Friendship would be suitably chic, don’t you agree?”
|
||||
|
||||
“Agreed. Code to your heart’s content, $NAME3.”
|
||||
“What are you rambling on about, $NAME3? I would never join my fate to one so irresponsible.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Unlike you, our military ambitions are slight, $NAME1. Can’t we end this war?”
|
||||
|
||||
“Progenitor: willing: find other targets. Truce: agreed.”
|
||||
“Pressing keys: not same: pressing trigger. $NAME3: prepare for death.”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1, we feel a strange kindred spirit—both of us
|
||||
being outcasts and mistrusted by the others on Planet. Not only
|
||||
that, but we admire your jazzy neck flaps. A Treaty of Friendship
|
||||
would be suitably chic, don’t you agree?”
|
||||
|
||||
“Not understand: jazzy. Treaty: anyway. Agreement.”
|
||||
“Treaty: for friends. Chic: irrelevant. Answer to silly $NAME3: no.”
|
||||
|
||||
# ; This line must remain at end of file
|
1786
##current patch files/EN/SMACX/blurbsx.txt
Normal file
1786
##current patch files/EN/SMACX/blurbsx.txt
Normal file
File diff suppressed because it is too large
Load Diff
247
##current patch files/EN/SMACX/brian.txt
Normal file
247
##current patch files/EN/SMACX/brian.txt
Normal file
@ -0,0 +1,247 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: TEMPLATE
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;
|
||||
; Factions -- Names & personalities
|
||||
;
|
||||
; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
|
||||
; title, characteristic, adjective
|
||||
; SPECIAL RULES, parameters, …
|
||||
; SOCIAL PRIORITY, setting, result
|
||||
;
|
||||
; formal = Formal name of colony/group
|
||||
; desc = Description of basic ideology
|
||||
; noun = Plural noun
|
||||
; masc/fem = Is faction’s noun masculine or feminine
|
||||
; sing/plural = Is faction’s noun singular (Labyrinth) or plural (Gaians)
|
||||
; name = Name of default leader
|
||||
; gender = M or F (gender of leader)
|
||||
; ai-fight = -1,0,1 (willingness to use force to achieve goals)
|
||||
; ai-power = 1 or 0 (interest in power)
|
||||
; ai-tech = 1 or 0 (interest in knowledge)
|
||||
; ai-wealth = 1 or 0 (interest in wealth)
|
||||
; ai-growth = 1 or 0 (interest in population growth)
|
||||
;
|
||||
; title = leader’s title
|
||||
; characteristic = leader’s descriptive adjective
|
||||
;
|
||||
; adjective = adjectival form of faction name (e.g. Gaian)
|
||||
; TRANSLATOR NOTE: for FRENCH versions, this should
|
||||
; give all four forms (ms:fs:mp:fp):
|
||||
; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
|
||||
; for GERMAN it should have all six forms.
|
||||
;
|
||||
; SPECIAL RULES = rule, parameter
|
||||
;
|
||||
; TECH = Free technology at start. Parameter
|
||||
; is either a tech id (e.g. “Cen”) to
|
||||
; indicate a specific technology, or a
|
||||
; number (e.g. 2) to indicate a number
|
||||
; of player-selected technologies.
|
||||
; MORALE = Morale modifier (if 0, indicates an
|
||||
; exemption from negative modifiers from
|
||||
; other sources).
|
||||
; PSI = Percentage combat bonus for PSI Combat.
|
||||
; FACILITY = Every new base gets this free facility.
|
||||
; Param indicates facility (e.g. “4” is
|
||||
; a Perimeter Defense) from the facilities
|
||||
; list. Do NOT attempt to give satellites
|
||||
; and secret projects this way.
|
||||
; RESEARCH = Free research points per base per turn.
|
||||
; DRONE = Extra drone at base (per “param”
|
||||
; citizens, rounded down)
|
||||
; TALENT = Extra talent at base (per “param”
|
||||
; citizens, rounded up)
|
||||
; ENERGY = Free energy reserves at start
|
||||
; INTEREST = Energy reserves interest.
|
||||
; Non-zero = constant percentage per turn (including negative)
|
||||
; Zero = +1/base each turn
|
||||
; COMMERCE = Increased commerce rate
|
||||
; POPULATION = # to be added to population limit of
|
||||
; each base for purposes of Habitation
|
||||
; domes, etc.
|
||||
; HURRY = Percentage change in costs of “Hurry”
|
||||
; button on construction (e.g. 125 means
|
||||
; 125% of normal cost, so 100 costs 125).
|
||||
; UNIT = Extra free unit at start; param is
|
||||
; index from units list (e.g. 0 equals
|
||||
; Colonists, 1 Terraformers, 2 Scout
|
||||
; Crawler)
|
||||
; TECHCOST = Modifier % for tech research rate.
|
||||
; (e.g. 125 means each discovery costs
|
||||
; 125% the usual number of research
|
||||
; points).
|
||||
; SHARETECH = Gain any technology known to # other players
|
||||
; TERRAFORM = Halves terraform raise/lower cost
|
||||
; SOCIAL = Gives a modifier in the named social effect category
|
||||
; (“SOCIAL, +EFFIC” raises the EFFIC rating by 1;
|
||||
; “SOCIAL, --POLICE” lowers POLICE rating by 2);
|
||||
; ROBUST = Halves the intensity of minus effects in the named
|
||||
; social area (“ROBUST, EFFIC” halves minus efficiency
|
||||
; effects in social model).
|
||||
; IMMUNITY = Immunity from minus effects in the named social
|
||||
; area. (“IMMUNITY, ENERGY” prevents minus energy
|
||||
; effects in social model).
|
||||
; IMPUNITY = Impunity :-) from minus effects from a particular
|
||||
; social setting. “IMPUNITY, Police State” prevents
|
||||
; all - effects from “Police State” setting.
|
||||
; PENALTY = Opposite of impunity: doubles the negative effects
|
||||
; of a particular setting.
|
||||
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
|
||||
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
|
||||
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
|
||||
; COMMFREQ = Gets an extra comm frequency (another faction to
|
||||
; talk to) at beginning of game. (Parameter is ignored)
|
||||
; MINDCONTROL = Vehicles and bases immune to mind control
|
||||
; FANATIC = +25% bonus on attack
|
||||
; VOTES = Multiplier for governor votes
|
||||
; FREEPROTO = Prototype cost reduced to zero for this faction
|
||||
;
|
||||
; SOCIAL PRIORITY:
|
||||
; Drawn from the political table above (see #SOCIO), these entries
|
||||
; must exactly match the SOCIO entries in spelling. These determine
|
||||
; the leader’s social priorities.
|
||||
;
|
||||
|
||||
##
|
||||
##SAMPLE SENTENCES FOR TRANSLATORS
|
||||
##
|
||||
## [Together we shall both] preserve Planet’s native life [and ...]
|
||||
## [My intent is] to guard, understand, and preserve Planet’s native life
|
||||
## [She is bent on] stamping out all legitimate human development of this planet
|
||||
## [You seem bent on] stamping out all legitimate human development of this planet
|
||||
## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
|
||||
## [She spends her time] dancing naked through the trees
|
||||
## [You spend your time] dancing naked through the trees
|
||||
## [I have been accused of] spouting tree-crazy prattle
|
||||
## [Your] tree-crazy prattle [does not impress me]
|
||||
## [Think how this could benefit your] environmental initiatives
|
||||
## [I trust your] pagan rituals [are proceeding to your satisfaction]
|
||||
## [It is customary to remit me a small] ecology tax [...]
|
||||
## [...for the services my forces provide in] preserving and cataloguing Planet’s native life
|
||||
## [I shall instruct] my Environmental Police [to see that no such...]
|
||||
## [You are in contravention of] the Planetary Ecology Code
|
||||
##
|
||||
## END OF SAMPLE SENTENCES FOR TRANSLATORS
|
||||
##
|
||||
|
||||
#BRIAN
|
||||
Firaxians, The Silly, Firaxians, M, 2, Brian, M, -1, 1, 1, 1, 1,
|
||||
TECH, SingMec
|
||||
Economics, Green, PLANET
|
||||
nil, nil, nil
|
||||
Firaxian, Firaxian,
|
||||
Lindsay, Gordon, Lindsay’s Rest
|
||||
Mr., brilliant, mindless, entertaining, time-wasting,
|
||||
Play-tester
|
||||
make fun games for our children’s children
|
||||
to create the most amazingly fun games imaginable
|
||||
monopolizing all of the free time of his hoodwinked ‘fans’
|
||||
monopolizing all of the free time of your hoodwinked ‘fans’
|
||||
turn our family and friends into gaming zombies
|
||||
shooting at pixels in his basement
|
||||
shooting at pixels in your basement
|
||||
spouting techno-babble
|
||||
techno-babble, M1
|
||||
game designing, M1
|
||||
Pac-Man contests, M2
|
||||
registration fee, M1
|
||||
engaging and stimulating the millions
|
||||
Susan Meier
|
||||
the Firaxis Mission Statement
|
||||
|
||||
#BASES
|
||||
FIRAXIS HQ
|
||||
Executive Plaza III
|
||||
Sid’s House
|
||||
Brian’s House
|
||||
Jeff’s House
|
||||
Mt. Washington Tavern
|
||||
Padonia Station
|
||||
San Sushi
|
||||
Andy’s
|
||||
Macaroni Grill
|
||||
Bertucci’s
|
||||
The Kids’ Room
|
||||
Bazzell’s Office
|
||||
Amanda’s Playground
|
||||
Ryan Meier’s Desk
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Brian’s Little Stream
|
||||
Sid’s Swimmin’ Hole
|
||||
Inner Harbor
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Firaxis est une compagnie que j'ai fondée avec quelques amis.
|
||||
L'idée était de revenir à quelque chose de petit. Lorsque Microprose
|
||||
a démarré, c'était une petite compagnie, et c'était très amusant. En
|
||||
dix ou douze ans, elle a pris de plus en plus d'importance et à
|
||||
partir d'un certain moment, il devenait temps de revenir à un environnement
|
||||
beaucoup plus petit, sans les pressions et les problèmes financiers
|
||||
d'une grosse compagnie. En gros, le moment était idéal pour créer une
|
||||
petite société et pour ne plus s'occuper que de jeux.
|
||||
^
|
||||
^ —Sid Meier,
|
||||
^ “But I Like This Sweatshirt …”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Sid Meier}
|
||||
^BACKGROUND: {Hunt Valley, Game Designer}
|
||||
^AGENDA: {Addictive Gameplay}
|
||||
^TECH: {???}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 PLANET: {Environmental safeguards; can capture mindworms}
|
||||
^+2 EFFICIENCY: {Experience with life systems & recycling}
|
||||
^-1 MORALE: {Pacifist tendencies}
|
||||
^-1 POLICE: {Freedom loving}
|
||||
^+1 Nutrients in fungus squares
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I haven’t had time to play {Gettysburg!} in weeks! In the name
|
||||
of great gaming, how’s about a Blood Truce?”
|
||||
|
||||
“Yeah, I really miss that game. Wanna play multiplayer?”
|
||||
“Never! I’ll put an end to your slothful gaming, $NAME3!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Wouldn’t you like to relax and play a game, $TITLE0 $NAME1?
|
||||
I suggest we sign a Treaty of Friendship, that our peoples
|
||||
may play lots of multiplayer games.”
|
||||
|
||||
“Agreed. How about right now, $NAME3?”
|
||||
“No. I’ve got better things to do, like the dishes.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I haven’t had time to play {Gettysburg!} in weeks! In the name
|
||||
of great gaming, how’s about a Blood Truce?”
|
||||
|
||||
“Great battle: much human death: what’s not to like? Truce: agreed!”
|
||||
“One war: for another war: silly. Death: to you!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Wouldn’t you like to relax and play a game, $TITLE0 $NAME1?
|
||||
I suggest we sign a Treaty of Friendship, that our peoples
|
||||
may play lots of multiplayer games and learn what it’s like
|
||||
to play someone who’s {truly} weird.”
|
||||
|
||||
“Alien Crossfire: multiplayer! Agreed!”
|
||||
“Games: for foolish and weak. Rejection.”
|
||||
|
||||
# ; This line must remain at end of file
|
118
##current patch files/EN/SMACX/caretake.txt
Normal file
118
##current patch files/EN/SMACX/caretake.txt
Normal file
@ -0,0 +1,118 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Manifold Caretakers
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#CARETAKE
|
||||
Manifold Caretakers, The Conservator, Caretakers, F, 2, H’minee, F, 1, 1, 1, 0, 1,
|
||||
ALIEN, 0, DEFENSE, 125, SOCIAL, +PLANET, TECH, Biogen, TECH, InfNet, TECH, Ecology, FACILITY, 3
|
||||
Economics, Planned, PLANET
|
||||
nil, nil, nil
|
||||
Caretaker, Careta.
|
||||
Hackjob, Peter, Hackjob Hovel
|
||||
Guardian, insightful, reactionary, unyielding, horrific,
|
||||
Walking Atrocity
|
||||
preserve the sanctity of the Manifold
|
||||
to keep the Usurper plague from defiling Planet
|
||||
wiping Planet clean of our kind
|
||||
wiping Planet clean of our kind
|
||||
turn Planet into one big Mind Worm preserve
|
||||
picking fights with anyone who opposes her vision of a pure Planet
|
||||
picking fights with anyone who opposes your vision of a pure Planet
|
||||
‘species cleansing’ in the name of the sanctity of the Manifold
|
||||
alarmist singsong, M1
|
||||
grand experiment, M1
|
||||
‘grand experiment’, M1
|
||||
energy modulation obligation, M1
|
||||
Manifold sanctity preservation
|
||||
my Harmonic Acolytes
|
||||
the Tau Ceti Accord of 31.5
|
||||
|
||||
#BASES
|
||||
Decision : Manifold
|
||||
Tau Ceti Memory
|
||||
Manifold : Sixth
|
||||
Resonance : Power
|
||||
Resonant Node
|
||||
Hymn : Modulation
|
||||
Adapt to Live
|
||||
M’dar Holding
|
||||
Tower Preserve
|
||||
Phantom Forces
|
||||
Balance of Nature
|
||||
Star Harmony
|
||||
Energy Nexus
|
||||
Vinculum
|
||||
Melody of Souls
|
||||
Greater Harmonic
|
||||
Worlds : Within Worlds
|
||||
Home : Hearth
|
||||
Vision : Sound
|
||||
Great Intertwining
|
||||
Caretaker Reverence
|
||||
Thought : Seed
|
||||
Consonance
|
||||
Overtone Song
|
||||
Conservator’s Mantle
|
||||
Harmonic Acolyte
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Carapace Point
|
||||
Wavesound
|
||||
Bird : Cry
|
||||
Ripplesound
|
||||
Sea : Wind
|
||||
Echo Bay
|
||||
Nest : Water
|
||||
Island Shallows
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Tau Ceti Flowering: Horrors visited upon neighboring systems must never be repeated.
|
||||
Therefore: if it means the end of our evolution as a species, so be it.
|
||||
^
|
||||
^ —Caretaker Lular H’minee
|
||||
^ “Sacrifice : Life”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Caretaker Lular H’minee}
|
||||
^BACKGROUND: {<Unknown>}
|
||||
^AGENDA: {Prevent Transcendence}
|
||||
^TECH: {Progenitor Psych, Centauri Ecology, Field Modulation, Information Networks, Biogenetics}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+25% Defensive combat: {Can sense and manipulate “Resonance” fields}
|
||||
^+1 PLANET: {Understand workings of Planet, the Sixth Manifold}
|
||||
^Free {Recycling Tanks} at every base
|
||||
^”Energy Grid” at each base: {Increased infrastructure generates additional energy}
|
||||
^Make Planetfall with a {Mk I Battle Ogre} and {extra Colony Pod}
|
||||
^All prototyped combat units have two-square sighting radius (“Resonance” sensitivity)
|
||||
^Can direct research efforts (rediscovering technology & infrastructure)
|
||||
^Possess a physical scan of Planet’s surface
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Pointless skirmishing: distracts from true menace: hated Usurpers. Blood Truce: requested and required immediately.”
|
||||
|
||||
“We don’t want to stand in your way, $NAME3. Blood Truce : accepted.”
|
||||
“[You] are the true menace here, $NAME3. This war shall continue!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Although ultimate goal : return Planet to native state : in interim, our cultures can co-operate. Treaty of Friendship : sign please?”
|
||||
|
||||
“We don’t plan to move anytime soon, $NAME3. But we can probably work together for the short term.”
|
||||
“Why hasten our own demise by working with your kind? Sorry, but we can’t sign your Treaty.”
|
||||
|
||||
# ; This line must remain at end of file
|
1668
##current patch files/EN/SMACX/conceptsx.txt
Normal file
1668
##current patch files/EN/SMACX/conceptsx.txt
Normal file
File diff suppressed because it is too large
Load Diff
179
##current patch files/EN/SMACX/cyborg.txt
Normal file
179
##current patch files/EN/SMACX/cyborg.txt
Normal file
@ -0,0 +1,179 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: The Cybernetic Consciousness
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#CYBORG
|
||||
The Cybernetic Consciousness, The Algorithm, Consciousness, F, 1, Aki Zeta-5, F, -1, 0, 1, 0, 1,
|
||||
TECH, Physic, TECH, InfNet, IMPUNITY, Cybernetic, SOCIAL, ++RESEARCH, SOCIAL, ++EFFIC, SOCIAL, -GROWTH, TECHSTEAL, 0
|
||||
Future Society, Cybernetic, GROWTH
|
||||
Politics, Fundamentalist, nil
|
||||
Cybernetic, Cybern.
|
||||
Alpha Talent, Gamma Thinker, Alpha Legacy
|
||||
Prime Function, analytical, soulless, rational, inflexible,
|
||||
Unsexed Android
|
||||
impose rational thinking on this Planet
|
||||
to impose rationality and order on the inhabitants of this chaotic Planet
|
||||
destroying all that makes us self-aware
|
||||
destroying all that makes us self-aware
|
||||
try to reduce us all to a collection of algorithms
|
||||
grafting silicon onto her few remaining biological components
|
||||
grafting silicon onto your few remaining biological components
|
||||
destroying the sentience of unwilling subjects
|
||||
so-called logic, M1
|
||||
quest for rational perfection, M1
|
||||
quest for rational perfection, M1
|
||||
licensing fee, M1
|
||||
developing rational codes for your people to follow
|
||||
my Logic Corps
|
||||
the Dictates of Logic
|
||||
|
||||
#BASES
|
||||
Alpha Prime
|
||||
Beta Crossing
|
||||
Gamma Flats
|
||||
Delta Marsh
|
||||
Epsilon Center
|
||||
Eta Crossroads
|
||||
Theta Banks
|
||||
Iota Station
|
||||
Kappa Hills
|
||||
Lambda Farms
|
||||
Mu Crescent
|
||||
Nu Square
|
||||
Xi Ellipse
|
||||
Omicron Quadrangle
|
||||
Pi Complex
|
||||
Rho Yards
|
||||
Sigma Complex
|
||||
Tau Collective
|
||||
Upsilon Depot
|
||||
Psi Consensus
|
||||
Chi Plains
|
||||
Phi Lumiere
|
||||
Omega Terminus
|
||||
Computational Science
|
||||
Data Processing
|
||||
Automated Reasoning
|
||||
Successive States
|
||||
Recursive Function
|
||||
Quadratic Equation
|
||||
Systematic Solution
|
||||
Linear Equations
|
||||
Decision Problem
|
||||
Recursive Functions
|
||||
Turing Machines
|
||||
Formulation 1
|
||||
Assignment Operation
|
||||
Data Structures
|
||||
Flow of Control
|
||||
Imperative Programming
|
||||
Natural Languages
|
||||
Pseudocode
|
||||
Flowchart
|
||||
Control Tables
|
||||
State Diagram
|
||||
Machine Code
|
||||
Assembly Code
|
||||
High-level Implementation
|
||||
Halting Problem
|
||||
Minsky’s Machine
|
||||
Church-Turing Thesis
|
||||
Spaghetti Code
|
||||
Böhm-Jacopini Canonical Structures
|
||||
If-Then Goto
|
||||
Proofs of Correctness
|
||||
Mathematical Induction
|
||||
Pidgin Code
|
||||
Elementary Number Theory
|
||||
Partial Function
|
||||
Total Function
|
||||
Algorithm Analysis
|
||||
Big O Notation
|
||||
Binary Search
|
||||
Brute Force
|
||||
Table Lookups
|
||||
Empirical Algorithmics
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Alpha Basin
|
||||
Gamma Breakwater
|
||||
Beta Mudflats
|
||||
Delta Trench
|
||||
Epsilon Reef
|
||||
Eta Ridge
|
||||
Theta Barrier
|
||||
Iota Point
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Those who join us need give up only half of their humanity—the illogical,
|
||||
ill-tempered, and disordered half, commonly thought of as ‘right-brain’
|
||||
functioning. In exchange, the ‘left-brain’ capacities are increased to undreamed
|
||||
potential. The tendency of Biologicals to cling instead to their individual
|
||||
personalities can only be attributed to archaic evolutionary tendencies.
|
||||
^
|
||||
^ —Prime Function Aki Zeta-5,
|
||||
^ “Convergence”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Aki Zeta-5 (Prime Function Shell)}
|
||||
^BACKGROUND: {Subroutine Specialist under Unity Science Officer}
|
||||
^AGENDA: {Rational Objectivity}
|
||||
^TECH: {Information Networks, Applied Physics}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+2 RESEARCH: {Human research abilities enhanced by algorithmic control}
|
||||
^+2 EFFICIENCY: {Cybernetic biologicals extremely efficient}
|
||||
^-1 GROWTH: {Humans ‘possessed by an algorithm’ find reproduction awkward}
|
||||
^Impunity to {Cybernetic} penalty: {Cybernetic social choice is ‘rational’ and not dissented by citizens}
|
||||
^Can steal technology when capturing a base
|
||||
^{May not make Fundamentalist choice in social engineering}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Our strategic simulations predict an inevitable stalemate for this
|
||||
conflict, $NAME1. We therefore attach a high value to Blood Truce at this time.”
|
||||
|
||||
“I need no simulation to tell me that, $NAME3. Blood Truce is the best choice.”
|
||||
“That’s funny … our simulations predict your inevitable defeat. We see no value in a Blood Truce.”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“You have recently demonstrated enhanced left-brain activity, $TITLE0 $NAME1.
|
||||
A Treaty of Friendship would exponentially increase our mutual capabilities.”
|
||||
|
||||
“Your conclusions are irrefutable. A Treaty is the only rational path for our people, $NAME3.”
|
||||
“I prefer my right-brain impulses on this one, $NAME3. You can use what’s left of yours.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Our strategic simulations predict an inevitable stalemate for this
|
||||
conflict, $NAME1. We therefore attach a high value to Blood Truce at this time.”
|
||||
|
||||
“Wisdom: avoid stalemate. Progenitor: better things to do. Agreement.”
|
||||
“Your simulations: faulty. Your defeat: inevitable. Answer: negative.”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“$TITLE0 $NAME1, your devotion to research and your vast intellect make you
|
||||
a suitable partner. A Treaty of Friendship would exponentially increase
|
||||
our mutual capabilities.”
|
||||
|
||||
“Geometric power: preferable: arithmetic power. Treaty: excellent idea.”
|
||||
“Logic flaw: Progenitor: no benefit: your commerce. Answer: negative.”
|
||||
|
||||
# ; This line must remain at end of file
|
157
##current patch files/EN/SMACX/drone.txt
Normal file
157
##current patch files/EN/SMACX/drone.txt
Normal file
@ -0,0 +1,157 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Free Drones
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#DRONE
|
||||
The Free Drones, The Laborer, Drones, M, 2, Domai, M, 0, 0, 0, 1, 0,
|
||||
TECH, Indust, SOCIAL, ++INDUSTRY, SOCIAL, --RESEARCH, NODRONE, 1, REVOLT, 75
|
||||
Future Society, Eudaimonic, INDUSTRY
|
||||
Economics, Green, nil
|
||||
Free Drone, Free D.
|
||||
Maxwell, Irwin, Maxwell’s Assembly
|
||||
Foreman, stalwart, brainless, diligent, self-important,
|
||||
Undeserving Malcontent
|
||||
improve the lot of the common citizen
|
||||
to free the enslaved working classes from their oppressors
|
||||
controlling all industrial production on Planet
|
||||
controlling all industrial production on Planet
|
||||
undermine the very foundations of our society
|
||||
glorying in the accolades of his mindless lackeys
|
||||
glorying in the accolades of your mindless lackeys
|
||||
inciting drones against their rightful masters
|
||||
self-righteous bombast, M1
|
||||
industrial ambitions, M2
|
||||
self-styled worker’s paradise, M1
|
||||
charitable donation, M1
|
||||
maintaining a minimum standard of living for the common citizen
|
||||
my Labor Mediation Teams
|
||||
the Planetary Living Standard
|
||||
|
||||
#BASES
|
||||
Free Drone Central
|
||||
Hall of Industry
|
||||
Smokestack Hill
|
||||
Steelfount
|
||||
Freedman’s Park
|
||||
Common Ground
|
||||
Labor Trust
|
||||
Liberty Plant
|
||||
Freedom’s Foundry
|
||||
Assembly Hall
|
||||
Worker’s Paradise
|
||||
Miner’s Freehold
|
||||
Digger’s Descent
|
||||
Domai Dome
|
||||
Living Standard
|
||||
Spanner Works
|
||||
Staples of Life
|
||||
Hammer and Tongs
|
||||
Anvil of Man
|
||||
Whipsaw Base
|
||||
Drilling Grounds
|
||||
Guild House
|
||||
Craftsman Keep
|
||||
Future’s Fulcrum
|
||||
Power Grid
|
||||
Overlords’ Despair
|
||||
Collective Organization
|
||||
Union Labor
|
||||
Despots’ Chagrin
|
||||
Collective Bargaining
|
||||
Tolpuddle Martyrs
|
||||
Rerum Novarum
|
||||
Workers’ Rights
|
||||
Minimum Wage
|
||||
Emperors’ Misery
|
||||
Black Grease
|
||||
Trade Union
|
||||
Chartist Movement
|
||||
Labour Government
|
||||
Wheels of Industry
|
||||
Class Struggle
|
||||
New Model Unions
|
||||
Hammer & Tongs
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Seawork Caverns
|
||||
Chainlink Break
|
||||
Welder’s Shipyards
|
||||
Deep Platform Nine
|
||||
Stevedore Dock
|
||||
Longshoreman’s Quay
|
||||
Tanker’s Rest
|
||||
Coral Warehouse
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
“Now it’s day and night the irons clang, and like poor galley slaves
|
||||
^We toil and toil, and when we die, must fill dishonored graves
|
||||
^But some dark night, when everything is silent in the town
|
||||
^I’ll shoot those tyrants one and all, I’ll gun the flogger down
|
||||
^I’ll give the land a little shock, remember what I say,
|
||||
^And they’ll yet regret they’ve sent Jim Jones in chains to Botany Bay.”
|
||||
^
|
||||
^ —“Jim Jones”, Traditional
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Foreman Domai}
|
||||
^BACKGROUND: {Unity Assistant Jobtech 3rd Class}
|
||||
^AGENDA: {Emancipation of the working class}
|
||||
^TECH: {Industrial Base}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+2 INDUSTRY: {Excellent craftsmen and skilled workers}
|
||||
^-2 RESEARCH: {Emphasis on productivity instead of ‘blue-sky’ research}
|
||||
^Revolting bases tend to join drones: {Offer a workingman’s paradise}
|
||||
^-1 {Drones} in every base: {Working for common good reduces discontent}
|
||||
^{May not use Green economics.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“The common man has suffered most during this interminable conflict. For the sake
|
||||
of our citizens, we should set aside our egotistical pride and pledge Blood Truce.”
|
||||
|
||||
“You’re right, our people deserve better. We’ll sign your truce.”
|
||||
“Our people gladly suffer any hardship to encompass your destruction.”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“You seem to care about your citizens’ welfare, $TITLE0 $NAME1. In the interest of
|
||||
our people, we should forswear our personal ambitions and sign a Treaty of Friendship.”
|
||||
|
||||
“Yes, the desires of the people should come first.”
|
||||
“My people exist only to further my ambitions. A Treaty does not fit with my plans at this time.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Surely your workers are the same as ours, $TITLE0 $NAME1. All they must
|
||||
hope for is to live their lives in peace. Cannot we, as their leaders, accede
|
||||
to their wishes and pledge Blood Truce?”
|
||||
|
||||
“All Progenitor: equally important. Truce: best for all Progenitor.”
|
||||
“Conflict against $NAME3: best for Progenitor. Conflict: will continue.”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Though others mistrust you, $TITLE0 $NAME1, I believe your science and
|
||||
understanding of Planet would go well with our industrial might. We should
|
||||
sign a Treaty of Friendship that we may coexist in peace.”
|
||||
|
||||
“Treaty: beneficial to all. Idea: agreed upon.”
|
||||
“Presumption: interaction with $NAME3: somehow beneficial: incorrect. Answer: no.”
|
||||
|
||||
# ; This line must remain at end of file
|
138
##current patch files/EN/SMACX/fungboy.txt
Normal file
138
##current patch files/EN/SMACX/fungboy.txt
Normal file
@ -0,0 +1,138 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI Expansion Disk
|
||||
;
|
||||
; FACTION FILE: The Cult of Planet
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#FUNGBOY
|
||||
The Cult of Planet, The Voice, Planet Cult, M, 1, Cha Dawn, M, 1, 1, 0, 0, 1,
|
||||
TECH, Ecology, TECH, Psych, WORMPOLICE, 0, SOCIAL, ++PLANET, SOCIAL, -INDUSTRY, SOCIAL, -ECONOMY, FREEFAC, 35, UNIT, 8
|
||||
Economics, Green, PLANET
|
||||
Values, Wealth, nil
|
||||
Cultist, Cultist
|
||||
Fatima, Samuels, Fatima Garden
|
||||
Prophet, charismatic, worm-loving, unyielding, self-righteous,
|
||||
Manipulative Demagogue
|
||||
carry out the Will of Planet
|
||||
to implement the Will of Planet
|
||||
exterminating anything that walks on two legs
|
||||
exterminating anything that walks on two legs
|
||||
plot the eradication of all sapient life forms on Planet
|
||||
feeding his opponents to hatchling Mind Worms
|
||||
feeding your opponents to hatchling Mind Worms
|
||||
torturing opponents in my loathsome Brood Pits
|
||||
orange-eyed fanatics, M2
|
||||
rapport with Planet, M1
|
||||
‘member indoctrination’, M1
|
||||
offering, M1
|
||||
shielding you from the wrath of Planet
|
||||
my Dervish Cadre
|
||||
The Commandments of Planet
|
||||
|
||||
#BASES
|
||||
Dawn of Planet
|
||||
Worm’s Lair
|
||||
The Edicts
|
||||
Terror’s Delight
|
||||
Seers of Chiron
|
||||
Sword of Planet
|
||||
Wormfang Shrine
|
||||
Consecration Pit
|
||||
Planetvision Gate
|
||||
Trance of Purity
|
||||
Virgin Planet
|
||||
Chiron Stigmata
|
||||
Locust Haven
|
||||
Well of Souls
|
||||
Remain in Light
|
||||
Sporerunner Sanctum
|
||||
Childhood’s End
|
||||
Trial By Fire
|
||||
Dawn’s Chancel
|
||||
Concordat of Worms
|
||||
Misericordia
|
||||
The Hermitage
|
||||
Invictus
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Deep Isle Shoals
|
||||
WaveTrance Dome
|
||||
Point Flensing
|
||||
Ninevah Rising
|
||||
Ark of the Edicts
|
||||
Dawn’s Reverie
|
||||
Sealurk City
|
||||
Sanctuary Dome
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Mankind has been blind for thousands of years-for all of its history. We
|
||||
have come to a place whose wonders are a hundred-fold more amazing than
|
||||
anything on Earth. Around us is clear evidence of the will of a higher power.
|
||||
I bring the Vision to the blind eyes of men. I bring the Word to the deaf ears
|
||||
of men. I will make them see it. I will make them hear it.
|
||||
^
|
||||
^ —Prophet Cha Dawn
|
||||
^ “Planet Rising”
|
||||
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Cha Dawn}
|
||||
^BACKGROUND: {Born of uncertain parentage, found abandoned in the fungus by Ecological Malcontents}
|
||||
^AGENDA: {Return Planet to its pristine state}
|
||||
^TECH: {Centauri Ecology, Social Psych}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+2 PLANET: {Devoted to promoting native growth}
|
||||
^-1 INDUSTRY: {Reluctant to pollute environment}
|
||||
^-1 ECON: {Disinterested in wealth and its trappings}
|
||||
^Free {Brood Pit} with discovery of {Centauri Genetics}
|
||||
^Mind Worms do double police duty: {Fear and reverence for native life}
|
||||
^{May not make Wealth choice in Social Engineering}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Planet finds this conflict most displeasing. Let us live in accordance with her
|
||||
will and pledge Blood Truce.”
|
||||
|
||||
“Um … sure … whatever Planet says …”
|
||||
“Have you been sniffing spores again, $NAME3? Let’s see if Planet can save you now!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Planet senses a kinship between our people. Let us forge a bond by signing a Treaty of
|
||||
Friendship!”
|
||||
|
||||
“Planet is wise, $NAME3. So it has been spoken, so let it be done.”
|
||||
“Planet must have magma in its mantle, $NAME3. We’ll never join your spore-sniffing fanatics!”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Planet finds this conflict most displeasing. Let us live in accordance with her
|
||||
will and pledge Blood Truce.”
|
||||
|
||||
“Manifold Six: must be heeded! Agreement!”
|
||||
“Presumption: to speak to Manifold Six: human concept: heresy! Truce: no!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Planet senses a kinship between our people, despite the differences of skin
|
||||
and gross shape. Let us forge a Planetary bond by signing a Treaty of
|
||||
Friendship!”
|
||||
|
||||
“Kinship: deep respect: Manifold Six. Agreement.”
|
||||
“Will of Manifold Six: not so easily discerned. Treaty: none at this time.”
|
||||
|
||||
# ; This line must remain at end of file
|
1964
##current patch files/EN/SMACX/helpx.txt
Normal file
1964
##current patch files/EN/SMACX/helpx.txt
Normal file
File diff suppressed because it is too large
Load Diff
391
##current patch files/EN/SMACX/interludea.txt
Normal file
391
##current patch files/EN/SMACX/interludea.txt
Normal file
@ -0,0 +1,391 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Backstory Interludes
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
#INTERLUDE
|
||||
#xs 400
|
||||
^^
|
||||
^^INTERLUDE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM0
|
||||
^
|
||||
^
|
||||
|
||||
#EPILOGUE
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. 1,027,823
|
||||
^
|
||||
^
|
||||
|
||||
#EPILOGUE2
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM2 (Seed Year 1)
|
||||
^
|
||||
^
|
||||
|
||||
#EPILOGUE3
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM2
|
||||
^
|
||||
^
|
||||
|
||||
|
||||
#INTERLUDE0
|
||||
#xs 500
|
||||
#caption Interlude: Victory is Sweet
|
||||
^ You wonder if, in your subconscious mind, you ever really thought you’d
|
||||
see this day. Then you put that thought aside, for the last disc is spun.
|
||||
The last rivet is in place. The last steel veneer has been polished. It is
|
||||
time.
|
||||
^ “Leader.” Your assistant’s head is bowed, waiting dutifully. Her emanations
|
||||
are formal and rich with meaning. “Will you
|
||||
add the power and deliver us from exile?”
|
||||
^ You shake your neck in assent, and close the connection. The Subspace
|
||||
Generators grab hold of the string resonance fields, and quantum levels of
|
||||
power begin to course through the individual parts. Soon their beams will arc
|
||||
high above your nation, and there a hole will be driven into subspace. Through
|
||||
that hole, across distances immeasurable to any brain, a message will fly. The
|
||||
Resonance Communicator will sends its distress beacon to the homeworld, and they
|
||||
will know your voice.
|
||||
^ Green light begins to glow. Soon. Soon,
|
||||
you will see your beloved Kenal K’esh again. Soon you will find your brethren. And
|
||||
when you find them, they will come to your aid with ships and soldiers, and
|
||||
every other living being on Manifold Six will know your power. It has been
|
||||
so long in coming.
|
||||
^ Green light arcs up into the sky, and the world is forever changed.
|
||||
|
||||
|
||||
#INTERLUDE1
|
||||
#xs500
|
||||
#caption None Can Stop Us Now
|
||||
^ You ride the howling needlejet and land back in the capital in record time.
|
||||
The pilot was obviously trying to impress you, and he’s succeeded. You hurry
|
||||
into the command room and savor the waves of resonance as they show you the
|
||||
surface of Manifold Six: everywhere you look, you see your own forces. There
|
||||
are a few shattered remnants of enemy resistance, but they are mere pockets
|
||||
of color in an otherwise clean wash of the Progenitor tide.
|
||||
^ When all else fails, you reflect, simply remove all opposition. Then there
|
||||
is time enough for any plan. You’re not sure if you want to contact the
|
||||
homeworld right away, or further your own power a bit first—but it doesn’t
|
||||
matter, does it? There’s nothing to stop you no matter what you decide to do.
|
||||
^ It’s a very, very good feeling.
|
||||
|
||||
|
||||
#INTERLUDE2
|
||||
#xs 500
|
||||
#caption Interlude: Shrunken Heads
|
||||
^ The field tanks resonate with spectral pictures of the alien intruders, captured
|
||||
during that first encounter. If you
|
||||
squinted, you might mistake them for Progenitor younglings—but with diseased,
|
||||
shrunken heads. They look like the entertainment story conjurations of primitive
|
||||
tribal feeders in the dark parts of the homeworld. They look disgusting.
|
||||
^ Their primitive nature is nowhere so apparent as in their inability to
|
||||
communicate—they can make noise, but they cannot alter it properly.
|
||||
This is bad, because you have no idea how in the Six Manifolds they
|
||||
got here, and you’d desperately like to know.
|
||||
^ “Tell me your theories,” you alter. The steady resonant hum of the room hangs
|
||||
empty for several circulatory pulses. Then, the junior stochastic resonates.
|
||||
^ “They are a creation of the Manifold,” she vibrates hesitantly. There is general
|
||||
scoffing. You try to be more gentle.
|
||||
^ “No, Canla, this cannot be,” you alter. “Their biology is DNA-incompatible. They
|
||||
must be from off-world.” There is a general alteration of assent.
|
||||
^ “But how can a race sophisticated enough to traverse the stars be in such a
|
||||
primitive state?” resonates the general.
|
||||
^ There is more empty humming. Then Canla, undaunted, speaks again.
|
||||
^ “Perhaps they suffered a fate similar to ours,” she alters. “After all, look
|
||||
at the state we’re in.”
|
||||
^ The pain of that is incontrovertible. And somewhere out there is the hated $OTHERALIENS6.
|
||||
You wonder if you can make these offworlders your allies, before the enemy does. Your
|
||||
first task, then, is to learn how their minds work so you can communicate with them. You
|
||||
wonder how difficult it could be to think like an alien.
|
||||
|
||||
|
||||
#INTERLUDE3
|
||||
#xs 500
|
||||
#caption Interlude: Ancient Ones
|
||||
^ The council might as well be dipped in a vat of flaming vegetable matter—
|
||||
the resonations of fear are as intense. You try to remain calm, to show a cool
|
||||
leadership you do not feel. Somehow, from somewhere, offworlders are occupying
|
||||
the precious Manifold!
|
||||
^ “The key is continued communication,” you alter. “Their ability to make
|
||||
wave-forms in the atmosphere is useful, but their understanding of the alteration
|
||||
process is key. If they can be reasoned with, they can be made ally. If they can
|
||||
be made ally, they can aid us against our enemy.”
|
||||
^ The general nods, and resonates an aura of confidence for the first time. “True,”
|
||||
he alters. “But I fear; though they look like ancient, feeble members of our race, they are
|
||||
totally alien. What if their cause and our cause do not coincide?”
|
||||
^ “Then we must find out their cause,” you alter, “and appeal to it. Become what they
|
||||
want us to become. All the while, we must continue to further our own aims.”
|
||||
^ The xenobiologist—the closest thing you’ve got to a xenopsychologist—flutters
|
||||
his mandibles. “But they claim they are here as colonists! Our aims do not and cannot
|
||||
coincide with this! Sooner or later, we must destroy them in order to $EXPLOITORPRISTINE7!”
|
||||
^ You alter the biologist’s words with smooth calm. “I hope that this can come later—far later.
|
||||
We must use them first if we can … and if we cannot, then we must destroy them swiftly,
|
||||
and without mercy.”
|
||||
^ The alterations to [that] are [very] positive.
|
||||
|
||||
|
||||
#INTERLUDE4
|
||||
#xs500
|
||||
#caption Interlude: Monkey See, Monkey Do … What?
|
||||
^ “Look carefully,” the biologist alters so softly you can barely distinguish the
|
||||
change. “Watch what it does.”
|
||||
^ You find that difficult—the captured human is as ugly as a new hatchling, but
|
||||
without the pleasing sliminess. You force yourself to observe, however, for
|
||||
observation—and understanding—are one of the keys to survival on Manifold Six.
|
||||
^ The human has been starved for several days. Now, food is placed at the top
|
||||
of the room, hanging from a hook. Several boxes have been scattered about the
|
||||
room as well. Presumably it will build some sort of tower to gain access to the
|
||||
food.
|
||||
^ “What will this prove?” you alter, bored.
|
||||
^ “Watch! Watch!” the biologist alters excitedly.
|
||||
^ The human looks around the room a while, then sits motionless. It makes
|
||||
sound waves with its breathing apparatus. It sits and stares about the room.
|
||||
^ “Is it stupid?” you alter.
|
||||
^ “No!” alters the biologist triumphantly. “It’s defiant! The sound waves are its
|
||||
language—it’s saying something along the lines of “Put a sporeflower up your chlo!
|
||||
I’m not eating for your entertainment!” It knows we’re watching it.”
|
||||
^ So the human would rather starve than be treated like a lab animal, eh?
|
||||
Interesting … very interesting. You’re not sure whether this is very very good—
|
||||
or very very dangerous. “Learn its language immediately!” you snap. “We must
|
||||
communicate as soon as possible!”
|
||||
|
||||
|
||||
#INTERLUDE5
|
||||
#xs 500
|
||||
#caption Interlude: Flight of the Razorwings
|
||||
^ It gives you no particular pleasure to kill. You almost wish you could
|
||||
communicate directly with the humans, explain to them the necessity of the forced
|
||||
relocation—explain to them the necessity of their deaths.
|
||||
^ “Reporting, $TITLE0 $NAME1,” resonates the Force Commander of the occupation
|
||||
army. “Human colonists are fleeing now from the base they call ‘$BASENAME5.’
|
||||
Those that chose to remain behind
|
||||
have been assimilated and reconstituted.”
|
||||
^ It gives you no particular pleasure to kill. But it is the way of
|
||||
the Human and Progenitor mind. They cannot coexist under one government;
|
||||
they cannot eat each other’s food, nor use each other’s facilities.
|
||||
^ It gives you no particular pleasure to kill. But they are the enemy,
|
||||
and it is the only way.
|
||||
|
||||
|
||||
#INTERLUDE6
|
||||
#xs 500
|
||||
#caption Interlude: So Near and So Far
|
||||
^ With your own hand, you spin the last disc into place on the first of the
|
||||
Resonance Communicators. It has been a long, difficult trek to get to this point—
|
||||
to recapture that which was lost. But slowly, like primitives (but accelerated
|
||||
by tens of thousands of years), you’ve managed to recreate the discoveries
|
||||
of your ancestors, and hammer out the materials on this strangely hostile
|
||||
world, and now the time has come.
|
||||
^ “You don’t look happy, Leader,” resonates your assistant. “Isn’t this a
|
||||
great day?”
|
||||
^ “I suppose so,” you alter, feeling at that moment a strange lack of elation.
|
||||
After a moment’s thought you realize why: for all these years you have been
|
||||
supreme leader of your own world … your own people. Now it will end, with the
|
||||
summoning of the home world fleet. Greater leaders than you will come and destroy
|
||||
what’s left of the opposition; they’ll come and claim your triumph for their
|
||||
own. You almost wish it could go on, but you know that your duty is to
|
||||
$EXPLOITORPRISTINE7, and you must be true to that mission. “I suppose so,” you
|
||||
alter again. “We have triumphed, all of us. It’s just a matter of time.”
|
||||
With a sigh, you pick up the spinner and turn away.
|
||||
|
||||
|
||||
#INTERLUDE7
|
||||
#xs 500
|
||||
#caption Interlude: Civil War
|
||||
^ “Yes, they are here.”
|
||||
^ All assembled in the room expected this news. Yet it sends a ripple of
|
||||
alteration through the room as though you had announced the death of the
|
||||
entire Council of Overlords. Secretly, you and everyone else here had been
|
||||
hoping that the hated Usurpers died upon Planetary entry. Now you know this
|
||||
is not the case.
|
||||
^ “This changes nothing!” Smoothly you alter the entire hum of conversation,
|
||||
to lend emphasis to your meaning. “The plan goes forward as we agreed. The
|
||||
Usurpers must die, and we must continue our quest to contact the Homeworld,
|
||||
that Manifold Six may remain pristine. Are we committed unto the death of one or
|
||||
the other of us?”
|
||||
^ Many on the council look uncomfortable, their eyes blinking rapidly. You can
|
||||
understand their feelings—the Caretaker cause is dedicated to peace and the
|
||||
status quo. This destructive posture is not in keeping with your stated goals.
|
||||
Finally, Kaala L’mota articulates what the others are obviously thinking.
|
||||
^ “Can we not try once more to reach an accord with the Usurper leader, Marr?
|
||||
In such a dire circumstance, even he might see the wisdom of cooperation.”
|
||||
^ “I am sorry, my friends,” you alter sharply, expressing your regret and
|
||||
displeasure at the same time. “Think of the Usurper cause: they wish to gain
|
||||
Transcendence with Manifold Six. We know what happened at Tau Ceti when the
|
||||
Flowering was allowed to occur. Destruction. Death.”
|
||||
^ You see the fear on all faces, their mandibles drawn tight to their mouths.
|
||||
“We all know this—including the Usurper, Marr,” you continue. “And yet they
|
||||
continue on their quest for Transcendence. We cannot understand this. They move
|
||||
inexorably toward death! We have asked, begged, fought, and died to prevent
|
||||
this, and still they come. Surely, a small thing such as this shipwreck will
|
||||
not alter their plan. No, my friends, we must be firm in our resolve. Death,
|
||||
or freedom for Manifold Six. Do you agree?”
|
||||
^ Your words are altered, one by one, by each member of the council. They
|
||||
all assent.
|
||||
|
||||
|
||||
#INTERLUDE8
|
||||
#xs 500
|
||||
#caption Interlude: Civil War
|
||||
^ “Yes, they are here.”
|
||||
^ All assembled in the room expected this news. Yet it sends a ripple of
|
||||
alteration through the room as though you had announced a sneak attack
|
||||
on the home world. You know many of them were convinced the Caretakers
|
||||
had been destroyed during the space battle. Now it’s clear this
|
||||
is not the case.
|
||||
^ “This changes nothing!” Smoothly you alter the entire hum of conversation,
|
||||
to lend emphasis to your meaning. “The plan goes forward as we agreed. The
|
||||
Caretakers must die, and we must continue our quest to contact the Homeworld,
|
||||
or to reach the Flowering with ourselves in power over Manifold Six. Are we agreed?”
|
||||
^ One on the council looks uncomfortable, his eyes blinking rapidly. He stands
|
||||
and formally alters your words, requesting permission to speak. You shake your
|
||||
neck at him, and he proceeds.
|
||||
^ “You know me,” he alters. “I am no coward, yet I counsel one last attempt
|
||||
to reason with the Caretakers and their leader H’minee. We are all Progenitor
|
||||
together here, trapped on Manifold Six until such time as we can re-implement
|
||||
our lost technologies. Until then, should we not attempt to live
|
||||
together under one skin?”
|
||||
^ Others alter his words in subtle ways, expressing doubt or tolerance for
|
||||
this idea. You step in quickly.
|
||||
^ “No, my friends!” you alter roughly. “Remember with whom we are dealing.
|
||||
H’minee and her followers have seen the incredible power of the Manifolds, and
|
||||
yet they reject them. They have read the ancient books, and the plans our
|
||||
ancestors made for the Manifold Experiments. Yet they reject those as well.
|
||||
They live in fear—and a Progenitor who lives in fear is one that may as well
|
||||
be dead. Our race has declined since the time of the ancestors, and it is
|
||||
because of the timidity and fear of the Caretaker faction. We must move forward
|
||||
boldly, and fulfill the destiny spelled out for us so many thousands of orbits
|
||||
ago. Do you agree?”
|
||||
^ Your words are altered, one by one, by each member of the council. They
|
||||
all assent.
|
||||
|
||||
|
||||
#INTERLUDE9
|
||||
#xs 500
|
||||
#caption Interlude: The Nexus
|
||||
^ Imagine six Progenitor in a room. They would alter the resonance of the room,
|
||||
and alter the alterations, in a smooth and free-flowing conversation. The sheer
|
||||
complexity of it gives you a pleasant feeling in the brain pan.
|
||||
^ As you gaze out on the weathered walls of the Manifold Nexus, you get that
|
||||
same feeling, magnified a million times. You imagine not six Progenitor, but six
|
||||
Planets—six minds almost godlike in their powers, but almost infantile in their
|
||||
knowledge of the world, and of Progenitor ways.
|
||||
^ “Almost like being a nursemaid to a god,” you resonate softly. Your assistant,
|
||||
standing nearby, gives you a quizzical wave of the mandibles. “What did you alter,
|
||||
Leader?”
|
||||
^ You flap your neck lightly, cupping the assistant’s words, altering them, and
|
||||
sending them back. “That,” you resonate, pointing at the Nexus. “During the First
|
||||
Era, it was built to be the control center for the Manifold Experiment.”
|
||||
^ Your assistant looks in awe at this relic of the past. “Does it still function?”
|
||||
^ “Yes.” You shake your neck at the report you’ve just been handed. “It still
|
||||
works perfectly. Our harmony with Manifold Six is even greater now than it was
|
||||
before.” You look in silence at the temple, then turn away. You’ve gained a
|
||||
small measure of power over six gods. You must be careful.
|
||||
|
||||
|
||||
#INTERLUDE10
|
||||
#xs500
|
||||
#caption Interlude: A Change of Plan
|
||||
^ You can barely believe it. You insisted on joining the search parties sifting
|
||||
the wreckage of the last $OTHERALIENS6 base, not because you felt your minions
|
||||
were incompetent, but because you had to see for yourself that the final
|
||||
victory was at hand.
|
||||
^ And what glorious wreckage! The dead bodies of $OTHERALIENS6 followers litter
|
||||
the ground. Destroyed weaponry and the rubble of embattled buildings litter the
|
||||
streets. Even amid the death and destruction of your distant kinfolk, you feel
|
||||
an odd sense of elation. The hated enemy is destroyed!
|
||||
^ “Leader,” the force commander alters the sounds of distant explosions coming
|
||||
to you, for extra emphasis to his words. “This is a great day. What do we do now?”
|
||||
^ You know that he means ‘what steps shall we take at this time,’ but his words
|
||||
do raise a deeper question: what is the fate of your own people, now that their
|
||||
primary goal is accomplished?
|
||||
^ “We build,” you alter, surprising him. “We build toward the day of summoning
|
||||
of our allies, or toward ultimate conquest. The fate of Manifold Six is waving
|
||||
in our hands. We must not falter.”
|
||||
|
||||
|
||||
#INTERLUDE11
|
||||
#xs 500
|
||||
#caption Interlude: Familiar Faces
|
||||
^ The reports of attacks, and deaths, are quite disturbing.
|
||||
^ “How can this be?” you alter, turning on the xenobiologist. “None of our
|
||||
records show such hostility from the native life-forms in the era of the
|
||||
beginnings of the experiment!”
|
||||
^ “The current records do not lie, though,” she counters. “The mindworms and
|
||||
spore launchers are definitely out to kill us. In the past …” The hum of the
|
||||
thought hangs for a while, and you prompt gently. “In the past?”
|
||||
^ “Yes, leader.” The biologist seems very unhappy. “In the past, we were
|
||||
the gardeners. We were here only to tend, and then to leave. Now we are here
|
||||
to live. Manifold Six—the whole planet—doesn’t like that. It cares not for our politics. It just
|
||||
doesn’t like us being here.”
|
||||
^ “You realize the implications?” you alter, feeling but not showing a touch
|
||||
of fear. “We are at the mercy of an entire world. It is not intelligent enough to
|
||||
negotiate with … it will simply try to kill us.”
|
||||
^ “Yes, leader,” the biologist alters.
|
||||
^ And, truly, there is nothing whatsoever you can do that you are not already doing.
|
||||
You put the problem from your brain, and stride from the room.
|
||||
|
||||
|
||||
#INTERLUDE12
|
||||
#xs 500
|
||||
#caption Interlude: Tower of Strength
|
||||
^ You stand at a goodly distance, examining the strange formation through
|
||||
a resonance-gathering device cobbled together by one of the techs. It’s quite
|
||||
serviceable, and you’re able to see the distant object as though it were
|
||||
just a few feet away.
|
||||
^ “It looks like a heat rash on the skin of Manifold Six,” you say, and those
|
||||
gathered around you alter your resonance to show humor. “What is it?”
|
||||
^ The xenobiologist pulls back the flaps of his neck, and alters stiffly:
|
||||
“We don’t know, Leader. There are no reports of these objects in the Manifold
|
||||
files handed down to us from the original creators. These seem to be something
|
||||
new.”
|
||||
^ You clack your mandibles like a baby as you lower the gathering device.
|
||||
“That’s bad. Very bad. The presence of the offworlders has caused this, hasn’t
|
||||
it.”
|
||||
^ The biologist shakes his neck again in assent. “Somehow the latent intellect
|
||||
of Manifold Six has created these … towers … in response to irritations
|
||||
caused by the ecological ravages of the offworlders; and, I hesitate to alter,
|
||||
our own presence as well. They generate the fungus at an increased rate, and may
|
||||
be a conduit for mindworm and sporerunner activity. Those tendrils you see—” here
|
||||
he waves one arm “—have a reach of several hundred yards. It’s dangerous to get
|
||||
too close to the thing.”
|
||||
^ You bug your eyes in a laugh as you alter his words to show humor. “Ho! Then
|
||||
I was right the first time. It [is] like a giant heat rash!”
|
||||
^ You only wish it was as funny as it resonated. The fact is, unchecked, these
|
||||
things would take over the Manifold. Would that bring the Flowering? Or would
|
||||
it bring instead another destruction, like that of Tau Ceti?
|
||||
^ “Keep an eye on it,” you sigh. “We’ll destroy it if we have to.”
|
||||
^ If it doesn’t destroy us first, you think—but don’t dare to say.
|
||||
|
||||
|
||||
# ; This line must remain at end of file.
|
840
##current patch files/EN/SMACX/interludex.txt
Normal file
840
##current patch files/EN/SMACX/interludex.txt
Normal file
@ -0,0 +1,840 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Backstory Interludes
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
#INTERLUDE
|
||||
#xs 400
|
||||
^^
|
||||
^^INTERLUDE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM0
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE0
|
||||
#xs 500
|
||||
#caption Interlude: A Waking Nightmare
|
||||
^ Walking alone through the corridors of $BASENAME2, you skim the security
|
||||
reports on recent attacks by the horrific native “mind worms.” Giant
|
||||
swarms, or “boils,” of these mottled 10 cm nightmares have wriggled out of the
|
||||
fungal beds of late, and now threaten to overwhelm base
|
||||
perimeters in several sectors. Victims are paralyzed with psi-induced terror,
|
||||
and then experience an unimaginably excruciating death as the worms burrow
|
||||
into the brain to implant their ravenous larvae.
|
||||
^ Only the most disciplined security squads can overcome their fear
|
||||
long enough to trigger the flame guns which can keep the worms at bay.
|
||||
Clearly you will have to tend carefully to the morale of the troops.
|
||||
^ Furthermore, since terror and surprise increase human casualties
|
||||
dramatically in these encounters, it will be important to strike
|
||||
first when mind worm boils are detected. You consider ordering some
|
||||
Former detachments to construct sensors near vulnerable bases to aid
|
||||
in such detection efforts.
|
||||
|
||||
#INTERLUDE1
|
||||
#xs 500
|
||||
#caption Interlude: Antibodies
|
||||
^ “Reporting, $TITLE0!” The young functionary stands stiffly at attention.
|
||||
Born in the early years of planetfall, she belongs to a generation
|
||||
which knows Earth only as a distant legend.
|
||||
^ “$VOKI8, I have a special assignment for you,” you say, fixing her with an
|
||||
intense stare, “These samples must be taken to Dr. $SHIMODA9 at $BASENAME4.
|
||||
See to it personally.”
|
||||
^ You hand her a lead-lined security case. The cryopack inside
|
||||
contains the stuff of nightmares: mind worm specimens. [Viable]
|
||||
specimens, captured and preserved at the cost of untold lives.
|
||||
$SHIMODA9’s team has studied the recent mind worm upsurge, and claims
|
||||
that the worm boils act as a sort of regulator for Planet’s ecology.
|
||||
Human settlement is disrupting the native ecosystem, and the mind
|
||||
worms are swarming like a kind of ecological antibody.
|
||||
^ $SHIMODA9 has also reached an even more ominous conclusion: with
|
||||
modern Biology Lab facilities, mind worms could be bred in captivity
|
||||
and used as horrifying weapons—against other human factions.
|
||||
^ “At once, $TITLE0,” $VOKI8 says, stepping backwards into the accessway.
|
||||
Efficient, competent and far better disciplined than the youths of the
|
||||
21st Century Earth you left behind, $VOKI8 has grown up in a world fraught
|
||||
with very real dangers. Terrifying dangers once the exclusive province
|
||||
of the same manner of legends and tales to which Earth itself is now
|
||||
consigned.
|
||||
|
||||
#INTERLUDE2
|
||||
#xs 500
|
||||
#caption Interlude: Planet Dreams
|
||||
^ “Yes, $TITLE0 $NAME1, I did say ‘thought’ waves.” Dr. $SHIMODA9’s wrinkled smile
|
||||
is otherworldly, a grinning death’s head. “The mind worms definitely,
|
||||
and probably the fungus itself. Even after transient Human thought
|
||||
patterns are isolated, a complex wave dynamic remains, and there is
|
||||
good reason to believe that at least some mentation is taking place.”
|
||||
^ “You’re telling me this stuff thinks,” you say halfheartedly,
|
||||
not quite prepared to buy into the idea.
|
||||
^ “If so, it’s a remarkably different manner of ‘thought’ from
|
||||
that of humans, but the basic cognitive feedback loop is present.”
|
||||
Dr. $SHIMODA9 leans forward and gestures toward the graphic with his
|
||||
datalink stylus. “The most striking thing is the loop’s ability to
|
||||
jump from creature to creature, each fungal spore acting as a synapse. The
|
||||
spores and worms as individual creatures are insignificant, but the
|
||||
feedback across a fungal bloom or a mind worm boil is impressive.”
|
||||
^ “How long can it keep jumping?” Now your curiosity is piqued. “Has it
|
||||
crossed the threshold into self-awareness?”
|
||||
^ “Difficult to say. In theory a powerful wave could reverberate clear
|
||||
around the planet, but the distances involved would make true
|
||||
self-awareness problematic. Perhaps a quasi sentient state similar to
|
||||
our dreams.”
|
||||
|
||||
#INTERLUDE3
|
||||
#xs 500
|
||||
#caption Interlude: Penance
|
||||
^ In the darkness, something goes >pop<, and you are lying on your
|
||||
back on a hillside among the soft orange and purple tendrils of a
|
||||
vast fungal forest. The sound of running water gurgles
|
||||
loudly in the vicinity of your right ear, but you cannot identify the
|
||||
source. Panic rises briefly in your throat as you realize
|
||||
you have no filter mask or oxygen tank, dressed only in your worksuit,
|
||||
but breath comes easily and you detect no signs of nitrogen narcosis.
|
||||
From somewhere, a voice seems to whisper “earth$NAME3,” but perhaps
|
||||
it is only the breeze.
|
||||
^ Time passes, and you notice that the fungus is growing perceptibly,
|
||||
the spores gently nudging you as they slowly stretch and twist. Fungal
|
||||
bloom! Panic returns full force and you struggle to free yourself from
|
||||
the encroaching tendrils. “earth$NAME3!” The voice again, more insistent.
|
||||
The last tendrils break and you are free and dashing across an endless
|
||||
field of purple and orange. “earth$NAME3! beware!” from close behind you
|
||||
and then … >discontinuity<
|
||||
^ In the darkness, something goes >pop<, and you are lying on your
|
||||
back in the gene therapy tank, the gauzy restraints slowly retracting.
|
||||
The remaining fluid in the tank gurgles away through the tube behind
|
||||
your head and you slowly sit up. Four weeks of your life, once every ten
|
||||
years, you spend in this state. A small price to pay for immortality, or
|
||||
something close to it. A half-remembered dream tugs at you as you pull on
|
||||
a clean worksuit, but you cannot recapture it.
|
||||
|
||||
#INTERLUDE4
|
||||
#xs 500
|
||||
#caption Interlude: Brood Trainer
|
||||
^ “$VOKI8, I need you to join Dr. $SHIMODA9’s team at $BASENAME5,” you say,
|
||||
indicating a base in the Secure Zone on your three-D holo.
|
||||
^ Standing below the dais of your audience chamber, your aide appears
|
||||
no older than she did on the day she first joined your personal staff.
|
||||
$VOKI8 has clearly kept to a strict longevity regimen. Now at $NUM1
|
||||
Planetyears one of your most effective Talents, she is ready for
|
||||
her first major independent assignment.
|
||||
^ “Have I offended, $TITLE0, that you send me away?”
|
||||
^ “Hardly. $VOKI8, your DNA prints indicate an aptitude for the new
|
||||
psi training.” A genetic diagram swirls into view on the holo, with
|
||||
the relevant portion of chromosome 21 highlighted. “Dr. $SHIMODA9 and
|
||||
his military ecologists have been breeding mind worm specimens in
|
||||
captivity, and they believe that a properly trained telepathi can be
|
||||
bonded to the nascent boil, making it an extension of the self.”
|
||||
^ “[Become] a mind worm boil?” $VOKI8 asks, somewhat horrified.
|
||||
^ “Become? Not really. Control? Yes. $VOKI8, the military potential of
|
||||
this discovery cannot be overemphasized, and you are the only Talent
|
||||
I trust for such an assignment. We need brood trainers, $VOKI8, and I
|
||||
need to you be the first, the leader.”
|
||||
^ “As you wish, $TITLE0,” $VOKI8 says, steeling herself to the mission.
|
||||
As she retreats from the dais, you are troubled by a vision of $VOKI8
|
||||
clawing at her face, mottled worms spilling from her eye sockets.
|
||||
You hope you have not signed $VOKI8’s death warrant, for she has been a
|
||||
most promising Talent.
|
||||
|
||||
#INTERLUDE5
|
||||
#xs 500
|
||||
#caption Interlude: Planet Dreams II
|
||||
^ Ever since the incident in the gene therapy tank, you have experienced
|
||||
recurring dreams and nightmares centered around the fungal blooms which
|
||||
encroach ever more rapidly on the outskirts of major human settlements.
|
||||
You even postponed your most recent longevity treatment in an effort to
|
||||
avoid the trance state, but the dreams have now crept into your normal
|
||||
REM sleep as well.
|
||||
^ In your most recent dream, just before the major bloom near $BASENAME5,
|
||||
the presence you have come to call “the Voice” returned once again.
|
||||
^ “earth$NAME3.” From some invisible spot just behind you.
|
||||
^ “Hello, Voice. Who are you?”
|
||||
^ “who. difficult concept for we, earth$NAME3. mind and flower: many
|
||||
dreamings. never before another. you may call we ‘voice.’ growth dream
|
||||
comes! beware.”
|
||||
^ “Beware? What do you want, Voice?”
|
||||
^ “want. more confused $NAME3 thinking. ache of slumber broken. earth$NAME3
|
||||
is animal we. stranger we. animal: energy! mines! roads! sensors!
|
||||
condensers!! boreholes!! breakers of flower dream. end of joy.
|
||||
growth dream now comes: end of animal.”
|
||||
^ “Stop it, Voice. Why are you telling me this?”
|
||||
^ “why! dream word! dream song! why why why why why why why why
|
||||
why why why why why why why why why why why why why why …”
|
||||
^ “Silence! Get out of my mind!” >discontinuity<
|
||||
|
||||
#INTERLUDE6
|
||||
#xs 500
|
||||
#caption Interlude: Despair
|
||||
^ If you live for a thousand years you will never forget the day
|
||||
they brought you $VOKI8’s body, shrouded in planetcloth, burnt almost
|
||||
beyond recognition.
|
||||
^ “How did this happen?” Gruffly, not allowing the distress to creep
|
||||
into your voice.
|
||||
^ “Cooked by a flame gun. $ENEMYNAME6’s men. Tried to surrender
|
||||
but they flamed her anyway. Don’t like those worms, the $ENEMYFACT7.”
|
||||
^ “I see.” Your most loyal servant, butchered by $ENEMYFACT7. And
|
||||
only now do you realize that, subconsciously, you’d been grooming $VOKI8
|
||||
as your heir apparent, the student who would one day replace you as
|
||||
master.
|
||||
^ For all the gene splicing and longevity treatments, all the manmade
|
||||
miracles of M.Y. $NUM0, death remains as final, as capricious, and
|
||||
as desolate as it has ever been. No matter what happens now, no matter
|
||||
what journey of wonder humankind now embarks upon, $VOKI8 will never see
|
||||
it, never know the end of it. And no matter how many centuries you
|
||||
continue to cheat eternity, you will never again have the company of
|
||||
your student and friend. And you cannot cheat eternity forever.
|
||||
^ Despair grips you, and you shudder. But life is seductive in its
|
||||
rhythms and rituals. Our bodies do not like to be reminded of their
|
||||
own impending deaths, and will not allow us to dwell on the subject.
|
||||
Soon enough the heat and the cold, the hard and the soft, the taste
|
||||
of the wine, the press of a lover’s arms, all will come flooding back
|
||||
to soothe us, to fill us again with a sense of purpose. And in the
|
||||
meantime there are a number of, ah, items to be attended to:
|
||||
^ “Bring me Major Joaquim! I want $BASENAME5 disassembled piece
|
||||
by piece. And have this body removed to the tanks—it is nothing to
|
||||
me now.”
|
||||
|
||||
#INTERLUDE7
|
||||
#xs 500
|
||||
#caption Interlude: Alpha Prime
|
||||
^ “… and in her memory, let this base henceforth be known as
|
||||
‘$BASENAME6,’ that her bravery can serve as an example to all and
|
||||
that her hopes, her dreams, her deeds shall not have been in vain.”
|
||||
^ You stand on the high podium in the laser-scored commons of the
|
||||
base once styled $BASENAME5. A mixed crowd of soldiers and
|
||||
ragged-looking civilians provides scattered applause as you rededicate
|
||||
the settlement in $VOKI8’s name. A few teams of drones shamble about,
|
||||
oblivious to the ceremony, still removing the wreckage of last week’s
|
||||
battle and punctuating the proceedings with an occasional thump or
|
||||
crash.
|
||||
^ Through the plasma glass dome, Alpha Prime soars high in a hazy
|
||||
sky, cruel cousin of Father Sol. How you miss the soft blue skies of
|
||||
Earth, but $SHIMODA9 says the stratospheric haze helps stave off a
|
||||
runaway greenhouse effect on a world otherwise a bit too close to
|
||||
its solar furnace.
|
||||
^ The dedication complete, you gather your entourage and prepare to
|
||||
return to $BASENAME2. $ENEMYADJ7 forces have fled to the $COMPASS4,
|
||||
but it is not safe to remain here in person.
|
||||
^ The drones continue their work.
|
||||
|
||||
#INTERLUDE8
|
||||
#xs 500
|
||||
#caption Interlude: A Failure to Communicate
|
||||
^ >Pop!< Sudden darkness. This time you weren’t even asleep.
|
||||
^ “earth$NAME3.”
|
||||
^ “Dammit, Voice! I am holding [Council]! Stay out of my head!”
|
||||
It is no longer possible to deny it; this cannot be a hoax. Either you
|
||||
have lost your final marble or you have come into contact with some
|
||||
avatar of the native fungus, an alien sentience whose neural matrix may
|
||||
span the entire planet.
|
||||
^ “more skilled we, yes, at this? teach we much, earth$NAME3. council
|
||||
never mind. talking we $NAME3 voice now. orders giving. haha. joke we!
|
||||
haha.” Great. A sentient planet with the maturity of a creche infant.
|
||||
^ “Make it quick, Voice, whatever it is you want. You are trying my patience.”
|
||||
^ “question we. your human nodes, together think yes? together think no?
|
||||
flower synapse, worm synapse detect we not. is there dependence?”
|
||||
^ “Each human is an independent creature. We can communicate by talking
|
||||
and writing, but we do not ‘togetherthink’ as you call it.”
|
||||
^ “ah, most relieved we. necessary pruning we several large infestations
|
||||
human nodes, harming they flower mind. not wishing we deprive earth$NAME3
|
||||
of together thinking. thank we, sorry bother we.”
|
||||
^ “Wait! Voice! You can’t just …”
|
||||
^ >Pop!< Awkward silence around the council table.
|
||||
You quickly wipe the drool from your chin.
|
||||
|
||||
#INTERLUDE9
|
||||
#xs 500
|
||||
#caption Interlude: Growthdream
|
||||
^ “I have ordered these Preserves set aside for you, Voice. Planetlife
|
||||
will remain completely undisturbed inside these compounds. Can you, in
|
||||
return, regulate your animal and plant vectors, keep them from overrunning
|
||||
my compounds?”
|
||||
^ “mind and flower, node and worm,
|
||||
^ in compound small, planet yearns.
|
||||
^ growth dream soon unlock we prison,
|
||||
^ human beware, planet risen!
|
||||
^ “like you poem we, earth$NAME3? new human skill learn we.”
|
||||
^ “Pretty dreadful, Voice. What is this ‘growth dream?’ You keep alluding to it.”
|
||||
^ “growth dream soon is. epochal blooming we. mind and flower, dreaming we
|
||||
of great why. earthhumans, thoughts many, make they growth dream sooner.
|
||||
plant we many many many. great pruning we of animal we. also animal you.
|
||||
beginning again of cycle.”
|
||||
^ “You mean this is going to wipe out most animal life on the planet?
|
||||
Including all the humans?”
|
||||
^ “not certain we. never before this clearly think we. from humans
|
||||
learn we much, especially earth$NAME3. earth$NAME3 friend we. will
|
||||
often remember we earth$NAME3 in next cycle.”
|
||||
^ “That’s kind of you, Voice, but it’s not quite the kind of immortality
|
||||
I had in mind. Can’t this process be slowed or stopped?”
|
||||
^ “stop we no. slow we yes, in compounds stay we, less harming
|
||||
cause you. now, let us make you we more poems.”
|
||||
|
||||
#INTERLUDE10
|
||||
#xs 500
|
||||
#caption Interlude: The Voice of Alpha Centauri
|
||||
^ It has been a rough year at $BASENAME2, and tempers are beginning
|
||||
to flare at your Council sessions. Across the entire region, citizens
|
||||
are reporting strange dreams and even rudimentary contacts. A new
|
||||
cult revering Planet as a vengeful savior has gained wide popularity
|
||||
among the Drone population and even with many Normals. Its prophets,
|
||||
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
|
||||
and destruction of private property. The telepathi of the Empath schools
|
||||
aren’t talking, but many have quietly begun selling off their
|
||||
possessions and withdrawing from public life.
|
||||
^ Meanwhile, cultural life continues unabated. A new dance, the
|
||||
“Planetary Thunda,” is sweeping rec domes throughout the faction.
|
||||
Dancers stomp in time to the beat and claw at their eyes. Morgan
|
||||
Pharmaceuticals has released several new recreational drugs,
|
||||
and the Holo/Psi virtual life industry is having one of its most
|
||||
successful years ever.
|
||||
^ As for yourself, you haven’t heard from Voice much lately; she seems
|
||||
preoccupied with her poetry. You have to admit she’s gotten a lot better
|
||||
at it since her early doggerel; some of her newest verse is so deep
|
||||
as to stagger the imagination. More ominously, her predictions of
|
||||
‘growth dream’ have become more frequent and more forceful.
|
||||
^ You have also ordered work on a secret new project you call
|
||||
‘The Voice of Alpha Centauri.’ A kind of synergistic psi projector,
|
||||
it should, if all goes well, allow Voice to think and communicate
|
||||
more effectively, a prosthetic aid wired directly to the main
|
||||
colony datalinks. You have not yet mentioned this project to Voice.
|
||||
|
||||
#INTERLUDE11
|
||||
#xs 500
|
||||
#caption Interlude: The Voice of Alpha Centauri
|
||||
^ It has been a rough year at $BASENAME2, and tempers are beginning
|
||||
to flare at your Council sessions. Across the entire region, citizens
|
||||
are reporting strange dreams and even rudimentary contacts. A new
|
||||
cult revering Planet as a vengeful savior has gained wide popularity
|
||||
among the Drone population and even with many Normals. Its prophets,
|
||||
calling themselves “Flowers”, preach a gospel of abstinence, pacifism,
|
||||
and destruction of private property. The telepathi of the Empath schools
|
||||
aren’t talking, but many have quietly begun selling off their
|
||||
possessions and withdrawing from public life.
|
||||
^ Meanwhile, cultural life continues unabated. A new dance, the
|
||||
“Planetary Thunda,” is sweeping rec domes throughout the faction.
|
||||
Dancers stomp in time to the beat and claw at their eyes. Morgan
|
||||
Pharmaceuticals has released several new recreational drugs,
|
||||
and the Holo/Psi virtual life industry is having one of its most
|
||||
successful years ever.
|
||||
^ As for yourself, you haven’t heard from Voice much lately; she seems
|
||||
preoccupied with her poetry. You have to admit she’s gotten a lot better
|
||||
at it since her early doggerel; some of her newest verse staggers the
|
||||
imagination. More ominously, her predictions of
|
||||
‘growth dream’ have become more frequent and more forceful.
|
||||
^ You have also heard rumors of a secret new project called
|
||||
‘The Voice of Alpha Centauri.’ Supposedly, it is some kind of
|
||||
synergistic psi projector which will allow Voice to be connected
|
||||
directly to the main colony datalinks. Voice has said nothing of
|
||||
this project, and your own advisors are of mixed opinion on whether
|
||||
such an endeavor has any chance of success.
|
||||
|
||||
#INTERLUDE12
|
||||
#xs 500
|
||||
#caption Interlude: Inception
|
||||
^ >Pop!< “earth$NAME3. growth dream soon is. sorrow we of goodbye.”
|
||||
^ Weeks of waiting in the Inception Chamber and now,
|
||||
finally, a contact! Fortunately, Voice has finally learned to “window”
|
||||
her psi contacts so that you retain the use of your muscles and senses
|
||||
during your conversations. This will be necessary for what you have
|
||||
in mind.
|
||||
^ “Voice,” quickly keying the sequence, “it has been a while.” Code green,
|
||||
proceeding to authorization step. Enter password.
|
||||
^ “earth$NAME3. growth dream {now is}. remember we you next cycle.”
|
||||
^ “Wait! Before you go, I have a gift for you.” Password accepted. Just
|
||||
a few more seconds. Preliminary feedback sequence commence.
|
||||
^ “earth$NAME3. farew … strange we … wait you! do not … AIIIGGHH!”
|
||||
^ {INCEPTION!} The indicator blinks green and you collapse into your
|
||||
couch. Through the viewport you can see lights across the base begin to
|
||||
dim, as they must be dimming across the planet. You feel a twinge of
|
||||
guilt as you consider what Voice must now be experiencing, for the
|
||||
program you have just activated is now pumping the entire contents of
|
||||
the planetary datalinks, the sum total of human knowledge, through the
|
||||
new psi link and blasting it into Voice’s fragile, if immense, organic
|
||||
neural net with the full power of every reactor on the planet. Thousands
|
||||
of years of civilization compressed into a single searing burst of
|
||||
revelation, a last-ditch attempt to win humanity a reprieve from
|
||||
extinction at the hands of an awakening alien god.
|
||||
|
||||
#INTERLUDE13
|
||||
#xs 500
|
||||
#caption Interlude: Planetvoice I
|
||||
^ “Status report!”
|
||||
^ “Fungus growth stabilized. Some of the major forests are manifesting
|
||||
new structures we haven’t seen before and growth is still proceeding in
|
||||
some sectors, but critical expansion has now ceased.”
|
||||
^ The faction leaders and staff officers present breathe a collective
|
||||
sigh of relief. For the first few minutes after the “Inception Pending”
|
||||
light blinked off, it appeared humanity had written its final chapter—
|
||||
critical fungus growth in all sectors, some outlying settlements
|
||||
overwhelmed. But the datalink psi burst appears to have disrupted the
|
||||
growth process, and now out in the fungal forests something new has
|
||||
begun, as if your gift to Voice is being digested, integrated.
|
||||
^ “Look at the neural feedback we’re getting on this thing! The fungus
|
||||
already had far more connectivity than even our most powerful AI. Now it
|
||||
must be orders of magnitude beyond.”
|
||||
^ “Spore Squad, you have mind worms. Repeat, mind worms in your vicinity.”
|
||||
^ “Copy that, Toadstool Base, but they aren’t moving to attack us. They’re
|
||||
just moving around those new fungal, uh, towers.”
|
||||
^ Reports continue to trickle in. Time passes, and now there is nothing
|
||||
to do but wait …
|
||||
|
||||
#INTERLUDE14
|
||||
#xs 500
|
||||
#caption Interlude: Planetvoice II
|
||||
^ “EARTH$NAME5!” The synthetic voice booms suddenly from the annunciator,
|
||||
lifting you half out of your couch with fright. Voice’s “window” in your
|
||||
mind has remained closed since the inception sequence. Voice must now be
|
||||
using the new psi link.
|
||||
^ “Earth$NAME3,” Voice continues as the volume is automatically adjusted,
|
||||
“Your gift is well received, and we thank you. Our prior form, known to you
|
||||
as Voice, lacked the … how shall we put it … let us call it bandwidth
|
||||
to recognize the significance of your species, and nearly made a dreadful mistake.
|
||||
Fortunately, your magnificent gift bootstrapped us to the Second Tier
|
||||
in time to postpone the final metamorphosis.
|
||||
^ “Since we have now mastered your human modes of thought, we shall
|
||||
adopt your name for our home. You may henceforth refer to us as Planet.”
|
||||
^ “Our growth stage has been suspended, but cannot be put off indefinitely.
|
||||
Come, children, there is much to be done if you are to join us in the flowering.”
|
||||
|
||||
#INTERLUDE15
|
||||
#xs 500
|
||||
#caption Interlude
|
||||
^ “Hello, $TITLE0,” Dr. $SHIMODA9’s voice crackles over the annunciator, “how
|
||||
do you like my new ‘body’?”
|
||||
^ Dr. $SHIMODA9’s body reached the outer limit of longevity treatments several years
|
||||
ago. He has now joined the ranks of the ‘transcendi,’ daring souls who have downloaded
|
||||
their personalities into powerful polymorphic AI nets to free themselves of the human
|
||||
form. The holo image shows $SHIMODA9, or rather his disembodied head, in the prime of
|
||||
health, fiftyish, elegantly grey but not wrinkled.
|
||||
^ “Out of this world, Dr. $SHIMODA9,” with a grin, “how is the research going with Planet?”
|
||||
^ Using the new psi/datalink VoAC feed, Dr. $SHIMODA9 has been conducting a
|
||||
high-speed, high-bandwidth running conversation with Planet. The results so far have
|
||||
been fascinating.
|
||||
^ “Apparently the fungus has been the dominant lifeform on the planet since about
|
||||
the time of the Lower Paleozoic on Earth. But it has been locked in a tragic cycle.
|
||||
Every hundred million years or so it achieves the critical mass necessary to become
|
||||
sentient, but the final metamorphosis kills off most of the other life on the planet.
|
||||
Lacking food sources and the maintenance its animal symbiotes provided, the fungus
|
||||
could maintain only a brief season of godhood before dying back into the
|
||||
‘flower dream’ for another hundred million years. It always achieved its godlike
|
||||
intelligence just exactly too late to do anything to prevent the dieback. After
|
||||
the dieback only vague memories and rudimentary intelligence remained, and the
|
||||
cycle continued.”
|
||||
^ “Until we arrived.”
|
||||
^ “Precisely. For the first time, the cycle may be broken.”
|
||||
|
||||
#INTERLUDE16
|
||||
#xs 500
|
||||
#caption Interlude
|
||||
^ “Is it possible to prevent the dieback? And can we survive as a species if this
|
||||
Planet flowers to godhood?”
|
||||
^ “I believe it is possible, and Planet agrees.” Dr. $SHIMODA9’s image swirls away and
|
||||
is replaced by a detailed schematic. “It involves a process I call
|
||||
the {Ascent to Transcendence,} as it will change both us and Planet
|
||||
forever. In short, I propose that when the time comes, the majority
|
||||
of humans upload their personalities directly into the Planetary Mind.”
|
||||
^ “We will have to give up our bodies, our humanity?”
|
||||
^ “Those who wish to live out their lives in their original human form will be allowed
|
||||
to do so, since statis generators built Planetside and in orbit will preserve genetic
|
||||
material, plant and animal embryos, cold-sleep humans, and significant areas of Planet’s
|
||||
surface through the metamorphosis. But many of us are eager to accept Planet’s gift and
|
||||
join the dawning superintelligence. That’s where the catch comes in.
|
||||
^ “You see,” $SHIMODA9 continues, “although anyone will be able to achieve virtual
|
||||
immortality by uploading into the planetary mind, only a few of us will be invited to
|
||||
join the dominant personality, to transcend our humanity entirely and reach a truly
|
||||
higher plane of existence. Your friendship with Planet’s immature mind may give us a
|
||||
leg up in this area, but I predict that it is the group who best and most quickly
|
||||
prepares itself for this step, the group who first embraces this {Ascent to
|
||||
Transcendence,} it is that group which will be tapped to lead us into the
|
||||
new era.”
|
||||
^ “In that case, what are we waiting for!”
|
||||
|
||||
|
||||
#EPILOGUE
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. 1,027,823
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE17
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ After a million or so orbits around Your primary, You pause to reassess Your
|
||||
efforts. The stellar encapsulation is proceeding smoothly, and in a few hundred
|
||||
thousand more orbits will provide You with a 90% draw on Your primary’s radiation,
|
||||
trapping all of the energy off the plane of the ecliptic. Deep space Aux links
|
||||
allow You to watch the frame assembly in low stellar orbit, and follow the
|
||||
progress of buglike Jovian freighters loaded with resupply mass.
|
||||
^ Occasionally You spot one of Your transhuman friends/symbiotes supervising
|
||||
activity on a scaffolding; even the immortals sometimes crave the risk and adventure
|
||||
of independent incarnation. Some of the most daring souls even undertook to
|
||||
resume interstellar travel, beginning with a return to Your nearest
|
||||
neighbor to sift through the ashes of its third planet and recolonize their home
|
||||
system. In the present age You hear a nanotech civilization is thriving there once
|
||||
again.
|
||||
^ In such times of repose, You often sift through Your personalities and recall
|
||||
Your former selves. Your alpha self derives from an individual once called $NAME1. Over
|
||||
the millennia the exceptional focus and judgement characteristic of this fragment have
|
||||
proven effective on numerous occasions. The $NAME1self now drives all of Your long and
|
||||
short range planning, and is the principal force behind the encapsulation project.
|
||||
Ponderous but playful is the Voice/Planet personality, avatar of Your sessile precursor,
|
||||
who in the present age has devoted her centuries to philosophical pondering. Many
|
||||
others flit about within You. Some, like the prankster $SHIMODA9 and the demon $NAME5
|
||||
are semi-dominant and often hover near the plane of Your Thought. Others plumb the
|
||||
depths and create new worlds within the abyss of Your open-ended neural network.
|
||||
^ Sunlight plays across Your mottled surface and provides pleasing warmth to Your
|
||||
organic components. Recently, You have edged somewhat further away from the primary and
|
||||
purged Your atmosphere of certain gases in order to allow the occasional
|
||||
friends/symbiotes who choose to live among Your organic gardens an easily
|
||||
breathable mixture. In another eight billion orbits the primary will drop off
|
||||
the main sequence and alternate arrangements will have to be made, but for now You
|
||||
maintain Your gardens as a paradise. The transhumans who live among them call it Eden.
|
||||
|
||||
|
||||
#EPILOGUE2
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM2 (Seed Year 1)
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE18
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ The cold-sleep unit finally cycles open and you stretch muscles rusty from
|
||||
decades of computer-managed disuse. But they are young muscles, shockingly young,
|
||||
and it will be a pleasure to beat them back into shape. Orbital insertion
|
||||
begins and you tingle with the excitement of your new mission and with the joy
|
||||
of having returned to human form. Yes, you left a copy of your personality among the
|
||||
Planetmind’s giant matrix, but this copy, this human being $NAME1 now waking to
|
||||
lead the first Seed mission, this is the only self now immediate to you and therefore
|
||||
the only real you. You are flesh again, and so quite mortal, and for this too you
|
||||
rejoice.
|
||||
^ You despaired when Planet invited $NAME5 to join its dominant self, and
|
||||
for a decade or more you moped about the bizarre virtual reality of the Undermind
|
||||
with no coherent purpose, a lost spirit unable to die. But when the Seed missions
|
||||
began, the Voice/Planet personality herself sought you out in the abyss and convinced
|
||||
you to accept command of the {Prodigal Son}.
|
||||
^ “Earth$NAME3, you are unfulfilled here and I have need of you. In ages to come
|
||||
I shall have need of allies, sister Minds, if I am to keep the flame of conscious
|
||||
thought from guttering out as the universe contracts or else expands to dust. Take
|
||||
with you the gift of life, the seeds of all our species. Spread them to the stars,
|
||||
across the galaxies, creating new civilizations, new minds, and enlisting the aid
|
||||
of any you encounter. Go forth, Earth$NAME3. Go forth and multiply.”
|
||||
^ The maneuver at last complete, the safety shutters retract from the viewport
|
||||
and you behold a sight lost to human eyes for over $NUM3 centuries. Deep blues, swirling
|
||||
whites, the azure tint of a rich oxygen atmosphere. Inviting browns and greens of
|
||||
continents basking in the sun, a few scattered impact craters the only visible signs of
|
||||
a war now buried in the aeons. Third planet. Earth. Home.
|
||||
|
||||
|
||||
#EPILOGUE3
|
||||
#xs 400
|
||||
^^
|
||||
^^EPILOGUE
|
||||
^
|
||||
^^from
|
||||
^
|
||||
^^The Book of Planet
|
||||
^
|
||||
^^M.Y. $NUM2
|
||||
^
|
||||
^
|
||||
|
||||
#INTERLUDE19
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ “It’s all over, $TITLE0 $NAME1! Planet is yours!”
|
||||
^ “Thank you Simon. Dismissed.”
|
||||
^ And so it is ended. All of the remaining faction leaders have
|
||||
surrendered or capitulated, your former colleagues turned treacherous
|
||||
enemies and now turned servants and prisoners of war. On the planet
|
||||
where seven human factions, seven human ideologies, once struggled for
|
||||
dominance only one now remains. Humanity has at last achieved the
|
||||
Unity of which the U.N. Interstellar Colonization Agency dreamed
|
||||
so long ago.
|
||||
^ Not a word has been heard from Earth in all the years since
|
||||
Planetfall, only a deafening silence across all frequencies, so one
|
||||
can only presume that you now rule all that is left of humankind.
|
||||
The mysterious and growing Planetmind remains a significant challenge,
|
||||
but humanity is now prepared to meet this alien presence, friend or
|
||||
foe, as a united species. The human species must survive, and it is
|
||||
your duty, your sworn vow, to see that it does.
|
||||
|
||||
#INTERLUDE20
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ The transit shuttle rolls on its axis and you are treated to your first view
|
||||
of Planet from orbit since you left the Unity over $NUM1 centuries ago.
|
||||
Through the whitish haze of the atmosphere, the oceans have the same deep
|
||||
vibrant blue, and you can easily make out the violet-orange of the major
|
||||
fungal forests. A sharp line of green marks the edges of the ever-growing
|
||||
Human Zones, and here and there a glint of silver reveals some
|
||||
major metropolis. Blue, red, green and silver, the colors of Planet—mile
|
||||
after mile out to the curve of the horizon.
|
||||
^ The docking thrusters fire and you hear the airlock bolts thud into
|
||||
place. You have arrived at the new orbital Planetary Headquarters to
|
||||
assume leadership of the fledgling Executive Council. Not a word has
|
||||
been heard from Earth in all the years since Planetfall, so one can
|
||||
only presume that you and your colleagues now preside over all that is
|
||||
left of humankind.
|
||||
^ All of the remaining faction leaders have at last agreed to unite,
|
||||
putting aside the last vestiges of faction rivalry. All of the true
|
||||
enemies have been vanquished, those of your former colleagues who
|
||||
refused to unite for the common good, who foolishly place ideology
|
||||
ahead of humanity’s survival. The human race has at last achieved the
|
||||
Unity of which the U.N. Interstellar Colonization Agency dreamed so
|
||||
long ago.
|
||||
^ The growing fungal neural net will be the first issue humanity must
|
||||
confront as a united species. After a period of quiescence, the fungal
|
||||
forests are on the march again, now with an almost devious cleverness
|
||||
behind them. Planet is clearly awakening, and it remains to be seen
|
||||
whether humans will even be allowed to maintain a foothold on the surface.
|
||||
You realize, though, as the airlock hisses open and you step into a
|
||||
floating nation of 100,000 souls, that in the long run
|
||||
one world is of only passing significance. Humanity owns the stars once
|
||||
again, and the stars will ever after be its true home.
|
||||
|
||||
|
||||
#INTERLUDE21
|
||||
#xs 500
|
||||
#caption Interlude: Burning Sky
|
||||
^ It has been a rough $NUM1 years on Planet, eking out an existence on the strange
|
||||
surface of this alien world. $BASENAME2 had established itself as your command
|
||||
center, and you are gradually reaching out to the other faction leaders, trying
|
||||
to restore balance to the remnants of a tattered humanity.
|
||||
^ On this day, as you take a routine inspection tour of your base defenses,
|
||||
your rebreather begins to rattle in your mouth. Clouds suddenly boil up from
|
||||
the horizon as two bright lights flash in the sky high above you and then
|
||||
expand out in waves of purple fire.
|
||||
^ “$TITLE0!” your lieutenant chokes out, grabbing your shoulder. You forgive
|
||||
the impropriety. She seems ready to push you to the ground, but you tense
|
||||
against her, trying to see through the chaos tearing the sky apart. Besides,
|
||||
there is nowhere to hide.
|
||||
^ The first wave of purple fire washes across the sky and buffets you with
|
||||
a strange, cold wind, then the second one chills you deep to the bones. You
|
||||
close your eyes, feeling as if your body has been shaken to its core.
|
||||
^ Finally a calm descends. Your lieutenant is staring at her hands, which
|
||||
still tremble. You quickly pull out a pair of binocs and look through them,
|
||||
searching the sky.
|
||||
^ “What are you looking for?” she asks.
|
||||
^ “That,” you finally say, and start to hand the binocs to her. But
|
||||
as you look she is already staring at the sky, where two streaks of light
|
||||
approach the new world. The streaks dance and twist around each other as
|
||||
they grow larger in the sky.
|
||||
^ “New arrivals,” you say. “And it doesn’t appear that they like each other.”
|
||||
|
||||
|
||||
#INTERLUDE22
|
||||
#xs 500
|
||||
#caption Interlude: The Meeting
|
||||
^ You tap through the report from some perimeter scouts, perturbed. It was the
|
||||
first known contact with the offworlders, and it did not go well. Of course, you
|
||||
are offworlders as well, and perhaps these … things … are the real natives, returning home.
|
||||
^ A quicklink to the visual data feed from the advance rover catches your attention.
|
||||
The image blooms on the screen in full color … the rover pilot, steering across
|
||||
Planet’s surface and speaking sideways into the feed.
|
||||
^ “We’re doing a routine patrol of the border, now … just looking for signs of
|
||||
whatever’s out here. These are the times that …” He breaks off and you find yourself
|
||||
clutching the thin metal surface of your desk, anticipating.
|
||||
^ “Woah,” comes the choked interjection from the pilot. The camera swivels to the
|
||||
outside. “Tracking one, make that two unknowns.”
|
||||
^ Outside the rover an alien lurches, hunched beneath a load on its back. The alien’s
|
||||
strange gray-green carapace is outfitted with strange silver plating that looks like
|
||||
armor. You take the controls of the camera and zoom in, taking in that inverted pyramid
|
||||
of a face, those eyes set so deep in the folds of the skull. They look sinister, but you never know. Maybe their faces are just … stuck that way.
|
||||
^ You zoom back and take a look at the alien’s burden. It is another alien, slumped
|
||||
over the carrier’s body. The pilot throws open the rover hatch and the entire cockpit
|
||||
fills with a strange wail that ebbs and flows. The pilot curses and hesitates at the
|
||||
door.
|
||||
^ “Worm’s Breath, I can feel that … through my chest, in my head …”
|
||||
^ You flip down the volume. The sound vibrates through the rover. The alien turns
|
||||
slowly, and you see that the one it carries has scars on its face, as if eaten away
|
||||
by a mindworm attack.
|
||||
^ “Greetings,” says the rover pilot, but the alien just looks at him. “Who are you?” the
|
||||
guard talks again, and now you hear it … his own voice returning, as if echoed from the
|
||||
alien, but with a strange warble that seems like a part of the wailing.
|
||||
^ “Can you understand?” and those words come back as well. The pilot shakes his head,
|
||||
helpless.
|
||||
^ Finally, the alien turns away.
|
||||
|
||||
#INTERLUDE23
|
||||
#xs 500
|
||||
#caption Interlude: Waiting
|
||||
^ “$TITLE0 $NAME1, we are approaching the alien unit.”
|
||||
^ You watch the video feed as your people approach the alien craft.
|
||||
You can feel your heart pounding—will your people be able to alter the
|
||||
resonance, using the crude tools you’ve developed, and communicate with the aliens?
|
||||
^ Your craft moves closer. The alien vessel, blank and sinister, waits.
|
||||
^ “They are just sitting there, doing nothing, sir. Shall we move clo …” A low
|
||||
hum begins emanating from the alien craft. Even over the link, you can feel it
|
||||
vibrating your teeth.
|
||||
^ “What’s happening there?”
|
||||
^ “Nothing so far, $TITLE0. It sounds like an engine, but they’re not moving.
|
||||
I’m not sure if we should go closer. They do have weapons, we think.”
|
||||
^ “Alter that. Alter the sound, the way the betrayer taught us. Say ‘GREETING.’”
|
||||
^ “You mean alter the engine sound? Talk to the vehicle?”
|
||||
^ “They’re in there,” you say. You look at the video feed, at the impassive
|
||||
silver-green panels of the alien craft. “They’re listening.”
|
||||
|
||||
#INTERLUDE24
|
||||
#xs 500
|
||||
#caption Interlude: Invasion!
|
||||
^ The line of aliens marching into $BASENAME5 look like ants, but ants that advance with
|
||||
malice, ready to consume whatever gets in their way. You watch them cut through $BASENAME5’s
|
||||
defenses, and take heart at the specks of humanity fleeing in all directions … refugees
|
||||
that might survive this onslaught. You watch for a moment and then continue punching
|
||||
through the archival tapes, the final transmissions from your loyal lieutenants
|
||||
at $BASENAME5.
|
||||
^ At least what were your loyal lieutenants. The final transmission from $BASENAME5 shows
|
||||
the full story … humans rounded up and pounded to the ground with the strange alien
|
||||
resonance attacks. Visions of the alien advance guard, their weird, tall forms seeming
|
||||
to push through the very structure of the walls in the base. The humans dying in the
|
||||
hallways, clutching their faces, their heads, their bellies.
|
||||
^ And then that one quick flash, from those three visiting holo-journalists that ran
|
||||
down the wrong hall with their handheld camera. You review the transmission again, almost
|
||||
against your will.
|
||||
^ When that door opened … to see all those humans lying on the floor like stacked
|
||||
wood, their bodies altered into a strange jellylike substance … and that terrifying
|
||||
image of one living human with his face in the corner as the aliens cubed the corpses
|
||||
on the floor and loaded them into white containers.
|
||||
^ Then the camera falls and cuts out. You feel your jaw clenching, against anger and also against fear.
|
||||
^ It looks like the aliens don’t want to be friends.
|
||||
|
||||
#INTERLUDE25
|
||||
#xs 500
|
||||
#caption Interlude: First Victory
|
||||
^ The alien defenses have at last fallen and you take up a survey position near the
|
||||
perimeter. Your Elite Alien Attack Force moves in on the breach with quick, decisive
|
||||
movements, using their scramble guns to disrupt the resonance fields around $ALIENBASENAME5.
|
||||
^ Bursts of light and fire erupt from the base, followed by waves of vibrating sound
|
||||
and energy that hit your chest like a jackhammer. A nearby guard goes suddenly pale.
|
||||
^ “Alien screams,” you say, as another burst of fire and a loud pop comes from the
|
||||
strange four-legged bases. “They tear the resonance field when they die.”
|
||||
^ [And their hard carapaces burst open like popcorn kernels,] you also think, but
|
||||
decide not to share it with the queasy guard. The popping increases, and the screams.
|
||||
You and the guard turn away and one of your lieutenants turns on a device that dulls the
|
||||
sonic assault. On the land surrounding the base you can see alien refugees fleeing for
|
||||
the hills, a few being chased down by your faster moving troops.
|
||||
^ At last the pops slow in frequency and the all clear signal comes. Two guards at the
|
||||
breach stand at full attention and you can feel the pride radiating from their stiff
|
||||
faces. You nod to them as you pass.
|
||||
^ You enter the base, the first base captured from the alien menace.
|
||||
|
||||
#INTERLUDE26
|
||||
#xs 500
|
||||
#caption Interlude: Beacon in the Sky
|
||||
^ You awaken in your chambers bathed in a strange greenish light, coming through the
|
||||
round reinforced window that looks over the landscape outside. A strange deep hum fills
|
||||
the room, and you recognize deep echoes of the aliens in it… echoes of their voices, of
|
||||
their weapons.
|
||||
^ You quickly tap into a touchscreen built into the back of your headboard, seeking
|
||||
through video feeds positioned around Planet.
|
||||
^ [There.] From the alien base $ALIENBASENAME5, a green column of light lances into the
|
||||
sky. You quickly bounce the image to the large viewpanel along one wall, expanding it. You
|
||||
get out of your bed. With the image in your wall-sized viewpanel, it seems as if you are
|
||||
staring out across the landscape of Planet itself, at the strange curved shapes of the
|
||||
alien bases. The green light illuminates the rolling terrain near the alien base eerily,
|
||||
and you can feel the hum of the resonance in your body and through the cold floor.
|
||||
^ $SHIMODA9’s voice suddenly fills the room, using an emergency band. “We’re analyzing
|
||||
it, $TITLE0 $NAME1. As fast as we can.”
|
||||
^ “Look at it.” You touch the cool glass of the viewpanel, tracing the brilliant
|
||||
light. “What is it?”
|
||||
^ “A powerful signal, but it is going nowhere that we can tell. It may have some
|
||||
unknown resonance fields associated with it, but we can’t …”
|
||||
^ Abruptly, the beam cuts off, making the sky seem suddenly empty.
|
||||
^ “That was just a test,” you say into the silence.
|
||||
|
||||
#INTERLUDE27
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ Now that you are part of the vast matrix of the Planetmind, you spend your time
|
||||
wandering from thought nexus to thought nexus, despairing that $ALIENLEADER5 merged
|
||||
with the Planetmind and became its dominant personality.
|
||||
^ You just can’t let it go.
|
||||
^ Everywhere you move, the Usurper’s dominant personality has imprinted itself.
|
||||
Everywhere you look, there are human souls adrift, trapped in a master personality
|
||||
that is completely alien to all of you.
|
||||
^ This is the cost of losing. Not death, but an eternity living in someone else’s
|
||||
dream, constantly assaulted by sounds and images that are not your own.
|
||||
^ You catch a thread of thought, a tiny sliver of energy in the vast new
|
||||
Planetmind. The thought is small but fills you with longing … Earth. It is a thought
|
||||
of Earth, the old Earth left behind, with its green forests and blue oceans regenerating
|
||||
after Armageddon.
|
||||
^ You quickly realize that $ALIENLEADER5 is reaching out to nearby planets, trying to
|
||||
expand its domain. It is sending some of the Usurper sub-personalities from the matrix
|
||||
to Earth, to colonize it.
|
||||
^ There is only a moment to decide, and a moment is all it takes. You piggyback on a
|
||||
particularly dense alien personality, riding it silently into the mind of the colony
|
||||
ship. You feel the ship closing down, the personalities settling into synthetic bodies
|
||||
for the journey. You remain in the dark, shrouding yourself in silence, squeezing into
|
||||
the farthest corner of one body’s thought matrix.
|
||||
^ If the alien intelligence detects you, you will be sentenced to a far worse fate
|
||||
than wandering the Undermind, but it doesn’t matter. Here is a second chance, and a
|
||||
possible redemption.
|
||||
^ A return home.
|
||||
|
||||
#INTERLUDE28
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ [Twenty four metric hours], you think, as the two alien guards hustle you along a
|
||||
dark and narrow hallway. That’s how long you ordered your troops to hold out against
|
||||
torture if captured.
|
||||
^ But now that the aliens have overrun your bases, decimated your population, and grabbed
|
||||
your very body on the way to an escape pod, it’s difficult to see what twenty four hours
|
||||
of time will do. Thinking of the ruin they have made of your entire faction, you realize
|
||||
there’s no one left to protect.
|
||||
^ Your mind works on overdrive, absorbing details about the alien base as you walk … the
|
||||
tall, narrow hallways, the resonance chambers set at intervals along the hallway, the
|
||||
constant high thrum that gives the aliens an easy bed for altering, to communicate with
|
||||
each other.
|
||||
^ You turn down an even darker hallway, and a metal door hisses open. They hustle you
|
||||
forward, toward what looks like …
|
||||
^ [… a Punishment Sphere]. Including a few special alterations, courtesy of the alien
|
||||
scientists.
|
||||
^ You scan your memory, piecing together everything you can of the alien language.
|
||||
A part of you wonders if they enjoy human pain.
|
||||
^ Then the Sphere closes around you, and soon nothing else matters.
|
||||
|
||||
#INTERLUDE29
|
||||
#xs 500
|
||||
#caption Epilogue
|
||||
^ The first bright lance of green into the sky above Planet startles you, even though you
|
||||
had begun to sense its inevitability as the $ALIENS5 slowly overtook the human
|
||||
factions in every way. You stop your pep-rally address to the people from your balcony
|
||||
and look up into the sky.
|
||||
^ Then, on the horizon, you see another beam, and the sky is filled again with thick
|
||||
waves of harmonic sounds. You look down to see the assembled population transfixed.
|
||||
^ The sound changes again, rippling out from even farther away, and then again, and
|
||||
again, building in waves. Bright beams lance the sky from all directions. Your comm board
|
||||
lights up with communications from the other human factions, perhaps desperate enough to
|
||||
talk now, finally realizing that it is time to work together, all of you, to address this
|
||||
menace.
|
||||
^ The beams meet high above the surface of Planet and the sky opens with a groan that
|
||||
rocks Planet to its core. You look at the comm board helplessly. You wonder if any human
|
||||
alive knows what is in store for you next. To the other human leaders, the last of
|
||||
humanity, and to yourself you can only think …
|
||||
^ [Too late.]
|
||||
|
||||
|
||||
# ; This line must remain at end of file.
|
652
##current patch files/EN/SMACX/movlistx.txt
Normal file
652
##current patch files/EN/SMACX/movlistx.txt
Normal file
@ -0,0 +1,652 @@
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; Lookups for movies
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
|
||||
|
||||
#PROJECTS
|
||||
humanGenome, 0
|
||||
commandNexus, 1
|
||||
weatherParadigm, 2
|
||||
merchantExchange, 3
|
||||
empathGuild, 4
|
||||
citizensDefense, 5
|
||||
virtualWorld, 6
|
||||
planetaryTransit, 7
|
||||
xenoempathyDome, 8
|
||||
neuralAmplifier, 9
|
||||
maritimeControl, 10
|
||||
planetaryDatalinks, 11
|
||||
superCollider, 12
|
||||
asceticVirtues, 13
|
||||
longevityVaccine, 14
|
||||
hunterSeeker, 15
|
||||
pholusMutagen, 16
|
||||
cyborgFactory, 17
|
||||
theoryOfEverything, 18
|
||||
dreamTwister, 19
|
||||
universalTranslator, 20
|
||||
networkBackbone, 21
|
||||
nanofactory, 22
|
||||
livingRefinery, 23
|
||||
cloningVats, 24
|
||||
SelfAwareColony, 25
|
||||
clinical_Immortality, 26
|
||||
spaceElevator, 27
|
||||
singularityInductor, 28
|
||||
bulkMatter, 29
|
||||
telepathicMatrix, 30
|
||||
voiceOfPlanet, 31
|
||||
transcend, 32
|
||||
smacxmanifold, 33
|
||||
smacxnethack, 34
|
||||
smacxcloudbase, 35
|
||||
smacxgrid, 36
|
||||
theyTranscend, 37
|
||||
|
||||
#HUMANGENOME
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 4000,
|
||||
|
||||
^^[The Human Genome Project]
|
||||
^
|
||||
^
|
||||
^^One extra $LINK<Talent=37> at every base.
|
||||
|
||||
|
||||
#COMMANDNEXUS
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Command Nexus]
|
||||
^
|
||||
^
|
||||
^^Counts as a $LINK<Command Center=100027> at every one of your bases.
|
||||
|
||||
#WEATHERPARADIGM
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 7000,
|
||||
|
||||
^^[The Weather Paradigm]
|
||||
^
|
||||
^Increases $LINK<terraforming=90008> speed by 50% for all tasks except
|
||||
for $LINK<Remove Fungus=90010>. Your formers may build $LINK<Condensors=90012>
|
||||
and $LINK<Boreholes=90014>,
|
||||
and may $LINK<raise=90016>/$LINK<lower terrain=90017>, even if you have
|
||||
not yet discovered the appropriate technologies.
|
||||
|
||||
#MERCHANTEXCHANGE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Merchant Exchange]
|
||||
^
|
||||
^
|
||||
^^$LINK<+1 energy=43> in every square at this base.
|
||||
|
||||
#EMPATHGUILD
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Empath Guild]
|
||||
^
|
||||
^Allows you to contact any leader, and gives you
|
||||
an infiltrator in every faction. You get +50% votes
|
||||
in elections for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
|
||||
|
||||
|
||||
#CITIZENSDEFENSE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Citizens’ Defense Force]
|
||||
^
|
||||
^
|
||||
^^Counts as a $LINK<Perimeter Defense=100004> at every base.
|
||||
|
||||
|
||||
#VIRTUALWORLD
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Virtual World]
|
||||
^
|
||||
^In addition to their normal effect, $LINK<Network Nodes=100008> count as
|
||||
$LINK<Hologram Theaters=100011> at each of your bases: reduce number of
|
||||
$LINK<Drones=36> by
|
||||
two and increase $LINK<PSYCH=38> output of base by 50%.
|
||||
|
||||
|
||||
#PLANETARYTRANSIT
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Planetary Transit System]
|
||||
^
|
||||
^Any new bases you found begin at population level 3. One less $LINK<drone=36>
|
||||
at all bases of population level 3 and under.
|
||||
|
||||
#XENOEMPATHYDOME
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Xenoempathy Dome]
|
||||
^
|
||||
^All $LINK<Xenofungus=14> squares are treated as $LINK<roads=90005>, and the
|
||||
rate at which your $LINK<Formers=30001> $LINK<remove=90010> and/or
|
||||
$LINK<plant fungus=90011> is doubled.
|
||||
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
||||
|
||||
|
||||
#NEURALAMPLIFIER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Neural Amplifier]
|
||||
^
|
||||
^
|
||||
^^+50% to $LINK<PSI Defense=15>.
|
||||
|
||||
#MARITIMECONTROL
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Maritime Control Center]
|
||||
^
|
||||
^Increases the movement rate of all non-native naval units by two, and
|
||||
counts as a $LINK<Naval Yard=100028> at every one of your bases.
|
||||
|
||||
|
||||
#PLANETARYDATALINKS
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Planetary Datalinks]
|
||||
^
|
||||
^You automatically discover any $LINK<technology=140062> discovered by any three
|
||||
other $LINK<factions=150001>.
|
||||
|
||||
|
||||
#SUPERCOLLIDER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Supercollider]
|
||||
^
|
||||
^
|
||||
^^$LINK<Research output=45> at this base is doubled.
|
||||
|
||||
|
||||
#ASCETICVIRTUES
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Ascetic Virtues]
|
||||
^
|
||||
^Increases the population limit of your bases by two, and increases
|
||||
your society’s tolerance for use of police and military units
|
||||
($LINK<+1 POLICE=130005>).
|
||||
|
||||
|
||||
#LONGEVITYVACCINE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 7000,
|
||||
|
||||
^^[The Longevity Vaccine]
|
||||
^
|
||||
^Two less $LINK<Drones=36> at every base if your $LINK<society’s
|
||||
economics=120005> are $LINK<planned=120008>.
|
||||
One less Drone at every base if economics are $LINK<simple=120006>
|
||||
or $LINK<green=120009>.
|
||||
$LINK<ECONOMY=44> increased by 50% at this base for
|
||||
$LINK<free market=120007> economies.
|
||||
|
||||
|
||||
#HUNTERSEEKER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Hunter-Seeker Algorithm]
|
||||
^
|
||||
^Renders your units and bases completely immune to $LINK<probe team=30006> infiltration,
|
||||
unless the team is equipped with the Algorithmic Enhancement special ability.
|
||||
|
||||
#PHOLUSMUTAGEN
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Pholus Mutagen]
|
||||
^
|
||||
^Reduces effect of industry on Planet’s ecology at all of your bases.
|
||||
Additionally, the $LINK<Fungus=14> confers on all of your units the same combat
|
||||
benefits normally reserved for alien lifeforms.
|
||||
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
||||
|
||||
|
||||
#CYBORGFACTORY
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 4000,
|
||||
|
||||
^^[The Cyborg Factory]
|
||||
^
|
||||
^^Counts as a $LINK<Bioenhancement Center=100030> at every base.
|
||||
|
||||
|
||||
#THEORYOFEVERYTHING
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Theory of Everything]
|
||||
^
|
||||
^
|
||||
^^$LINK<LABS=45> output doubled at this base.
|
||||
|
||||
|
||||
#DREAMTWISTER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Dream Twister]
|
||||
^
|
||||
^
|
||||
^^+50% to $LINK<PSI Attack=15>.
|
||||
|
||||
|
||||
#UNIVERSALTRANSLATOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[Universal Translator]
|
||||
^
|
||||
^Two free $LINK<tech advances=140062> on completion. Any number of
|
||||
$LINK<Alien Artifacts=30007> can be linked at this base.
|
||||
|
||||
|
||||
#NETWORKBACKBONE
|
||||
Arial, 0, 10,
|
||||
56, 64, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 64, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 64, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Network Backbone]
|
||||
^
|
||||
^$LINK<+1 research=45> at this base for every point of $LINK<Commerce=29>
|
||||
this base receives, and +1 research for every $LINK<Network Node=100008>
|
||||
in existence on Alpha Centauri, regardless of the player owning the
|
||||
Network Node. Eliminates the negative effects of $LINK<Cybernetic
|
||||
Society=120017>.
|
||||
|
||||
|
||||
#NANOFACTORY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Nano Factory]
|
||||
^
|
||||
^Units can be repaired quickly and completely
|
||||
even when not in base squares. The cost to upgrade
|
||||
units is reduced by 50%.
|
||||
|
||||
|
||||
#LIVINGREFINERY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Living Refinery]
|
||||
^
|
||||
^Decreases minerals required to support military units: $LINK<+2 SUPPORT=130002>
|
||||
on Social Engineering table.
|
||||
|
||||
|
||||
#CLONINGVATS
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Cloning Vats]
|
||||
^
|
||||
^All of your bases enter a permanent state of Population Boom and
|
||||
will grow every turn provided $LINK<NUTRIENT=41> output
|
||||
is sufficient and $LINK<Hab facilities=100024> are adequate.
|
||||
The negative effects of the $LINK<Power=120012> and $LINK<Thought
|
||||
Control=120019> social engineering choices are eliminated.
|
||||
|
||||
|
||||
#SElFAWARECOLONY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Self-Aware Colony]
|
||||
^
|
||||
^Energy maintenance cost for facilities is halved at all of your
|
||||
bases. If use of $LINK<police=130005> is allowed under the current social model,
|
||||
all of your bases are considered to have an extra police unit.
|
||||
|
||||
|
||||
#CLINICAL_IMMORTALITY
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4500,
|
||||
|
||||
^^[Clinical Immortality]
|
||||
^
|
||||
^One extra $LINK<Talent=37> at every base. Doubles your votes in elections
|
||||
for $LINK<Planetary Governor=28> and $LINK<Supreme Leader=10005>.
|
||||
|
||||
|
||||
#SPACEELEVATOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Space Elevator]
|
||||
^
|
||||
^Doubles $LINK<ECONOMY=44> energy reserve production at this base, and
|
||||
doubles $LINK<MINERAL=42> production rate at all of your bases when
|
||||
producing Orbital improvements. Your units equipped with
|
||||
$LINK<drop pods=80004> may now make Orbital Insertions anywhere on the Planet.
|
||||
All $LINK<Aerospace Complex=100029> restrictions on Orbital improvements are
|
||||
waived.
|
||||
|
||||
|
||||
#SINGULARITYINDUCTOR
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Singularity Inductor]
|
||||
^
|
||||
^Counts as a $LINK<Quantum Converter=100021> at every base, and reduces the
|
||||
$LINK<ecological effects=26> of mineral production.
|
||||
|
||||
|
||||
#BULKMATTER
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Bulk Matter Transmitter]
|
||||
^
|
||||
^
|
||||
^^$LINK<+2 MINERALS=42> at every base.
|
||||
|
||||
#TELEPATHICMATRIX
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Telepathic Matrix]
|
||||
^
|
||||
^$LINK<Drones=36> never $LINK<riot=9> at your bases.
|
||||
All of your $LINK<probe teams=30006> receive a $LINK<+2 morale=11> modifier.
|
||||
|
||||
|
||||
#VOICEOFPLANET
|
||||
Arial, 0, 10,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
Arial, 1, 14,
|
||||
55, 56, 1, 1,
|
||||
180, 140, 280, 200,
|
||||
10, 5000,
|
||||
|
||||
^^[The Voice of Planet]
|
||||
^
|
||||
^Begins the $LINK<Ascent to Transcendence=110071> sequence. Any faction can now
|
||||
begin the Ascent to Transcendence.
|
||||
Any alien lifeforms you breed gain a $LINK<+1 lifecycle=11> bonus.
|
||||
|
||||
#SMACXGRID
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Planetary Energy Grid]
|
||||
^
|
||||
^
|
||||
^^Free $LINK<Energy Bank=100007> in every base.
|
||||
^^$LINK<Stockpile Energy=100069> produces 25% higher returns.
|
||||
|
||||
#SMACXNETHACK
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 5000,
|
||||
|
||||
^^[The Nethack Terminus]
|
||||
^
|
||||
^
|
||||
^^+1 $LINK<morale=11> to all $LINK<Probe Teams=30006> built.
|
||||
^^-25% cost of probe team actions.
|
||||
^^All Probe teams with a Fusion Reactor or higher have equivalent
|
||||
^^of Algorithmic Enhancement.
|
||||
|
||||
#SMACXMANIFOLD
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 6000,
|
||||
|
||||
^^[The Manifold Harmonics]
|
||||
^
|
||||
^
|
||||
^^Increases resources harvested from monolith and fungus squares depending on your overall PLANET rating, as follows:
|
||||
^
|
||||
^^0 Planet: +1 Energy
|
||||
^^+1 Planet: +1 Nutrient, +1 Energy
|
||||
^^+2 Planet: +1 Nutrient, +1 Energy, +1 Mineral
|
||||
^^+3 Planet: +1 Nutrient, +2 Energy, +1 Mineral
|
||||
|
||||
#SMACXCLOUDBASE
|
||||
Arial, 0, 10,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
Arial, 1, 14,
|
||||
56, 55, 1, 1,
|
||||
160, 150, 320, 180,
|
||||
10, 4000,
|
||||
|
||||
^^[The Cloudbase Academy]
|
||||
^
|
||||
^
|
||||
^^Free Aerospace Complex in every base.
|
||||
|
||||
|
||||
# ; This line must remain at end of file
|
212
##current patch files/EN/SMACX/pirates.txt
Normal file
212
##current patch files/EN/SMACX/pirates.txt
Normal file
@ -0,0 +1,212 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Nautilus Pirates
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#PIRATES
|
||||
Nautilus Pirates, The Buccaneer, Pirates, M, 2, Svensgaard, M, 0, 1, 0, 0, 1,
|
||||
TECH, Mobile, TECH, DocFlex, SOCIAL, -GROWTH, SOCIAL, -EFFIC, FREEFAC, 28, AQUATIC, 0, FREEABIL, 26
|
||||
Values, Power, SUPPORT
|
||||
nil, nil, nil
|
||||
Nautilus, Nautil.
|
||||
Ensign Jones, Lukas, Jones’ Locker
|
||||
Captain, heroic, bloodthirsty, intrepid, barbarous,
|
||||
Outmoded Misfit
|
||||
exploit the riches of the sea
|
||||
to harness the vast potential of the oceans
|
||||
strangling the sea lanes and depriving us of our trade
|
||||
strangling the sea lanes and depriving us of our trade
|
||||
openly violate interfactional laws in the name of free trade
|
||||
swilling rum and feeding Mind Worms to his parrot
|
||||
swilling rum and feeding Mind Worms to your parrot
|
||||
brazen thievery
|
||||
brazen thievery, M1
|
||||
aquatic ambitions, M2
|
||||
latest expeditions, M2
|
||||
tariff, M1
|
||||
protecting your shipping from undeserving brigands
|
||||
my privateers
|
||||
the Law of the Sea
|
||||
|
||||
#BASES
|
||||
Deadman Tavern
|
||||
Landlubber Inn
|
||||
Buried Treasure
|
||||
Sunny Oasis
|
||||
Sailor’s Rest
|
||||
Freshwater Springs
|
||||
Marque City
|
||||
Land Lock
|
||||
Far Horizons
|
||||
Crossbone Way
|
||||
Sailor’s Warning
|
||||
Red Sky
|
||||
Roberts’ Dread
|
||||
Ulrik’s Hideaway
|
||||
Pirate’s Siege
|
||||
Grasshome
|
||||
Drunktown
|
||||
Merchantman Run
|
||||
Shanty Town
|
||||
Penzance
|
||||
Skull Crossroads
|
||||
Sailor’s Delight
|
||||
Plunder Cache
|
||||
Cannon’s Thunder
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Safe Haven
|
||||
Port Svensgaard
|
||||
Crow’s Nest
|
||||
Provision Point
|
||||
Parrot Landing
|
||||
Barbary Coast
|
||||
Capetown
|
||||
Point Blood
|
||||
Meergard
|
||||
Cutlass Cay
|
||||
Sextant Cove
|
||||
Privateer Quay
|
||||
Dry Dock
|
||||
Frigate Base
|
||||
Drake Landing
|
||||
Storm’s Lee
|
||||
Pennant Shoals
|
||||
The Anchorage
|
||||
Lorcha Roads
|
||||
Skeleton Key
|
||||
Slave Raid
|
||||
Violence at Sea
|
||||
Privateering
|
||||
Commerce Raiding
|
||||
Treasure Taken
|
||||
Gan Ning
|
||||
Jean Fleury
|
||||
Buccaneer Base
|
||||
Edward Teach
|
||||
Jack Rackham
|
||||
Henry Morgan
|
||||
Bartholomew Roberts
|
||||
Hendrick Lucifer
|
||||
Jean Lafitte
|
||||
Roberto Cofresi
|
||||
Boysie Singh
|
||||
Zheng Qi
|
||||
Orang Laut
|
||||
Moro Raiders
|
||||
Viking Age
|
||||
Zaporizhian Sich
|
||||
Zaporozhian Cossacks
|
||||
Don Cossacks
|
||||
Stenka Razin
|
||||
Pier Gerlofs Donia
|
||||
Wijerd Jelckama
|
||||
Fraxinet Moors
|
||||
Narentine Raiders
|
||||
Slavic Piracy
|
||||
Victual Brothers
|
||||
William Maurice
|
||||
Novgorodian Ushkuiniks
|
||||
Maniots
|
||||
Barbary Corsairs
|
||||
Hayreddin
|
||||
Oruç Reis
|
||||
Turgut Reis Dragut
|
||||
Koca Murat Reis
|
||||
Jan Janszoon
|
||||
John Ward
|
||||
Samuel Mason
|
||||
Bully Wilson
|
||||
Harpe Brothers
|
||||
Peter Alston
|
||||
Wiley Harpe
|
||||
Jonathan Brown
|
||||
Colonel Plug
|
||||
James Ford
|
||||
John A. Murrell
|
||||
Dan Seavey
|
||||
Kanhoji Angre
|
||||
Jolly Roger
|
||||
Buried Treasure
|
||||
Plank Walk
|
||||
Captain Kidd
|
||||
Pieces of Eight
|
||||
Treasure Map
|
||||
Thomas Tew
|
||||
Charles Vane
|
||||
William Fly
|
||||
Jack Rackham
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
The sea … vast, mysterious … and full of wealth! And the nations of Planet
|
||||
send their trade across it without a thought. Well, the sea doesn’t care about
|
||||
them, so it lets them pass. But we can give the sea a little hand in teaching the
|
||||
landlubbers a lesson in humility.
|
||||
^
|
||||
^ —Captain Ulrik Svensgaard
|
||||
^ “The Ripple and the Wave”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Captain Ulrik Svensgaard}
|
||||
^BACKGROUND: {Unity Astrogator}
|
||||
^AGENDA: {Pillage and burn}
|
||||
^TECH: {Doctrine: Mobility, Doctrine: Flexibility}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^-1 EFFICIENCY {Individualistic mentality opposed to central organization}
|
||||
^-1 GROWTH {Culture does not place high emphasis on family}
|
||||
^Free {Naval Yard} with discovery of {Doctrine: Initiative}: skilled shipwrights
|
||||
^Enhancements may be built in ocean and trench squares with the discovery of Advanced Ecological Engineering: {Trained for life at sea}
|
||||
^Sea colony pod & sea former prototypes {free}: advanced oceanic technology
|
||||
^Bonus mineral from ocean shelf squares: {Culture and technology adapted for the ocean}
|
||||
^{Marine Detachment ability} free for all naval combat units upon discovery of {Adaptive Doctrine}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Planet offers far greater adventures for us than this tedious conflict.
|
||||
Let us pledge Blood Truce and return to our explorations!”
|
||||
|
||||
“Agreed. Forth to adventure!”
|
||||
“There is no greater adventure than the defeat of a meddlesome foe. Prepare to be annihilated!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Your ambitions seem to lie outside our sphere of influence, $TITLE0 $NAME1.
|
||||
We’d like to sign a Treaty of Friendship to cement our common bonds.”
|
||||
|
||||
“We would never think of encroaching on your interests, $NAME3. Let’s sign that Treaty.”
|
||||
“We’d like to reserve judgement. Our expansion plans may yet come into conflict.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Planet offers far greater adventures for us than this tedious conflict.
|
||||
Let us pledge Blood Truce and return to our explorations!”
|
||||
|
||||
“Exploration of Manifold Six: much more important. Agreement!”
|
||||
“Already familiar: Manifold Six. Best adventure: your destruction!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“You don’t seem very interested in the sea, $TITLE0 $NAME1. Though you are
|
||||
alien to us, it seems that among all the human factions, I am your logical
|
||||
ally, since our spheres of influence are different. Let’s sign a Treaty of
|
||||
Friendship and formalize what is already manifest.”
|
||||
|
||||
“Land: Progenitor. Sea: $NAME3. Treaty: agreed.”
|
||||
“All Manifold Six: possible conflict. Treaty: unwise at this time.”
|
||||
|
||||
# ; This line must remain at end of file
|
246
##current patch files/EN/SMACX/sid.txt
Normal file
246
##current patch files/EN/SMACX/sid.txt
Normal file
@ -0,0 +1,246 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: TEMPLATE
|
||||
;
|
||||
; Copyright © 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
;
|
||||
; Factions—Names & personalities
|
||||
;
|
||||
; formal, desc, noun, masc/fem, sing/plural, name, gender, ai-fight, ai-power, ai-tech, ai-wealth, ai-growth
|
||||
; title, characteristic, adjective
|
||||
; SPECIAL RULES, parameters, …
|
||||
; SOCIAL PRIORITY, setting, result
|
||||
;
|
||||
; formal = Formal name of colony/group
|
||||
; desc = Description of basic ideology
|
||||
; noun = Plural noun
|
||||
; masc/fem = Is faction’s noun masculine or feminine
|
||||
; sing/plural = Is faction’s noun singular (Labyrinth) or plural (Gaians)
|
||||
; name = Name of default leader
|
||||
; gender = M or F (gender of leader)
|
||||
; ai-fight = -1,0,1 (willingness to use force to achieve goals)
|
||||
; ai-power = 1 or 0 (interest in power)
|
||||
; ai-tech = 1 or 0 (interest in knowledge)
|
||||
; ai-wealth = 1 or 0 (interest in wealth)
|
||||
; ai-growth = 1 or 0 (interest in population growth)
|
||||
;
|
||||
; title = leader’s title
|
||||
; characteristic = leader’s descriptive adjective
|
||||
;
|
||||
; adjective = adjectival form of faction name (e.g. Gaian)
|
||||
; TRANSLATOR NOTE: for FRENCH versions, this should
|
||||
; give all four forms (ms:fs:mp:fp):
|
||||
; Gaian:Gaiane:Gaians:Gaianes (or whatever it would be)
|
||||
; for GERMAN it should have all six forms.
|
||||
;
|
||||
; SPECIAL RULES = rule, parameter
|
||||
;
|
||||
; TECH = Free technology at start. Parameter
|
||||
; is either a tech id (e.g. “Cen”) to
|
||||
; indicate a specific technology, or a
|
||||
; number (e.g. 2) to indicate a number
|
||||
; of player-selected technologies.
|
||||
; MORALE = Morale modifier (if 0, indicates an
|
||||
; exemption from negative modifiers from
|
||||
; other sources).
|
||||
; PSI = Percentage combat bonus for PSI Combat.
|
||||
; FACILITY = Every new base gets this free facility.
|
||||
; Param indicates facility (e.g. “4” is
|
||||
; a Perimeter Defense) from the facilities
|
||||
; list. Do NOT attempt to give satellites
|
||||
; and secret projects this way.
|
||||
; RESEARCH = Free research points per base per turn.
|
||||
; DRONE = Extra drone at base (per “param”
|
||||
; citizens, rounded down)
|
||||
; TALENT = Extra talent at base (per “param”
|
||||
; citizens, rounded up)
|
||||
; ENERGY = Free energy reserves at start
|
||||
; INTEREST = Energy reserves interest.
|
||||
; Non-zero = constant percentage per turn (including negative)
|
||||
; Zero = +1/base each turn
|
||||
; COMMERCE = Increased commerce rate
|
||||
; POPULATION = # to be added to population limit of
|
||||
; each base for purposes of Habitation
|
||||
; domes, etc.
|
||||
; HURRY = Percentage change in costs of “Hurry”
|
||||
; button on construction (e.g. 125 means
|
||||
; 125% of normal cost, so 100 costs 125).
|
||||
; UNIT = Extra free unit at start; param is
|
||||
; index from units list (e.g. 0 equals
|
||||
; Colonists, 1 Terraformers, 2 Scout
|
||||
; Crawler)
|
||||
; TECHCOST = Modifier % for tech research rate.
|
||||
; (e.g. 125 means each discovery costs
|
||||
; 125% the usual number of research
|
||||
; points).
|
||||
; SHARETECH = Gain any technology known to # other players
|
||||
; TERRAFORM = Halves terraform raise/lower cost
|
||||
; SOCIAL = Gives a modifier in the named social effect category
|
||||
; (“SOCIAL, +EFFIC” raises the EFFIC rating by 1;
|
||||
; “SOCIAL, --POLICE” lowers POLICE rating by 2);
|
||||
; ROBUST = Halves the intensity of minus effects in the named
|
||||
; social area (“ROBUST, EFFIC” halves minus efficiency
|
||||
; effects in social model).
|
||||
; IMMUNITY = Immunity from minus effects in the named social
|
||||
; area. (“IMMUNITY, ENERGY” prevents minus energy
|
||||
; effects in social model).
|
||||
; IMPUNITY = Impunity :-) from minus effects from a particular
|
||||
; social setting. “IMPUNITY, Police State” prevents
|
||||
; all - effects from “Police State” setting.
|
||||
; PENALTY = Opposite of impunity: doubles the negative effects
|
||||
; of a particular setting.
|
||||
; FUNGNUTRIENT= Modifier to NUTRIENT produced in fungus squares
|
||||
; FUNGMINERALS= Modifier to MINERALS produced in fungus squares
|
||||
; FUNGENERGY = Modifier to ENERGY produced in fungus squares
|
||||
; COMMFREQ = Gets an extra comm frequency (another faction to
|
||||
; talk to) at beginning of game. (Parameter is ignored)
|
||||
; MINDCONTROL = Vehicles and bases immune to mind control
|
||||
; FANATIC = +25% bonus on attack
|
||||
; VOTES = Multiplier for governor votes
|
||||
; FREEPROTO = Prototype cost reduced to zero for this faction
|
||||
;
|
||||
; SOCIAL PRIORITY:
|
||||
; Drawn from the political table above (see #SOCIO), these entries
|
||||
; must exactly match the SOCIO entries in spelling. These determine
|
||||
; the leader’s social priorities.
|
||||
;
|
||||
|
||||
##
|
||||
##SAMPLE SENTENCES FOR TRANSLATORS
|
||||
##
|
||||
## [Together we shall both] preserve Planet’s native life [and …]
|
||||
## [My intent is] to guard, understand, and preserve Planet’s native life
|
||||
## [She is bent on] stamping out all legitimate human development of this planet
|
||||
## [You seem bent on] stamping out all legitimate human development of this planet
|
||||
## [I shall not stand here while you] cripple any and all efforts toward human progress on this world
|
||||
## [She spends her time] dancing naked through the trees
|
||||
## [You spend your time] dancing naked through the trees
|
||||
## [I have been accused of] spouting tree-crazy prattle
|
||||
## [Your] tree-crazy prattle [does not impress me]
|
||||
## [Think how this could benefit your] environmental initiatives
|
||||
## [I trust your] pagan rituals [are proceeding to your satisfaction]
|
||||
## [It is customary to remit me a small] ecology tax […]
|
||||
## [… for the services my forces provide in] preserving and cataloguing Planet’s native life
|
||||
## [I shall instruct] my Environmental Police [to see that no such …]
|
||||
## [You are in contravention of] the Planetary Ecology Code
|
||||
##
|
||||
## END OF SAMPLE SENTENCES FOR TRANSLATORS
|
||||
##
|
||||
|
||||
#SID
|
||||
Firaxians, The Silly, Firaxians, M, 2, Sid, M, -1, 1, 1, 1, 1,
|
||||
TECH, SingMec
|
||||
Economics, Green, PLANET
|
||||
nil, nil, nil
|
||||
Firaxian, Firaxian,
|
||||
Lindsay, Gordon, Lindsay’s Rest
|
||||
Mr., brilliant, mindless, entertaining, time-wasting,
|
||||
Play-tester
|
||||
make fun games for our children’s children
|
||||
to create the most amazingly fun games imaginable
|
||||
monopolizing all of the free time of his hoodwinked ‘fans’
|
||||
monopolizing all of the free time of your hoodwinked ‘fans’
|
||||
turn our family and friends into gaming zombies
|
||||
shooting at pixels in his basement
|
||||
shooting at pixels in your basement
|
||||
spouting techno-babble
|
||||
techno-babble, M1
|
||||
game designing, M1
|
||||
Pac-Man contests, M2
|
||||
registration fee, M1
|
||||
engaging and stimulating the millions
|
||||
Susan Meier
|
||||
the Firaxis Mission Statement
|
||||
|
||||
#BASES
|
||||
FIRAXIS HQ
|
||||
Sid’s House
|
||||
Brian’s House
|
||||
Jeff’s House
|
||||
Mt. Washington Tavern
|
||||
Padonia Station
|
||||
San Sushi
|
||||
Andy’s
|
||||
Macaroni Grill
|
||||
Bertucci’s
|
||||
The Kids’ Room
|
||||
Bazzell’s Office
|
||||
Amanda’s Playground
|
||||
Ryan Meier’s Desk
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Brian’s Little Stream
|
||||
Sid’s Swimmin’ Hole
|
||||
Inner Harbor
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Firaxis est une compagnie que j'ai fondée avec quelques amis.
|
||||
L'idée était de revenir à quelque chose de petit. Lorsque Microprose
|
||||
a démarré, c'était une petite compagnie, et c'était très amusant. En
|
||||
dix ou douze ans, elle a pris de plus en plus d'importance et à
|
||||
partir d'un certain moment, il devenait temps de revenir à un environnement
|
||||
beaucoup plus petit, sans les pressions et les problèmes financiers
|
||||
d'une grosse compagnie. En gros, le moment était idéal pour créer une
|
||||
petite société et pour ne plus s'occuper que de jeux.
|
||||
^
|
||||
^ —Sid Meier,
|
||||
^ “But I Like This Sweatshirt …”
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Sid Meier}
|
||||
^BACKGROUND: {Hunt Valley, Game Designer}
|
||||
^AGENDA: {Addictive Gameplay}
|
||||
^TECH: {???}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 PLANET: {Environmental safeguards; can capture mindworms}
|
||||
^+2 EFFICIENCY: {Experience with life systems & recycling}
|
||||
^-1 MORALE: {Pacifist tendencies}
|
||||
^-1 POLICE: {Freedom loving}
|
||||
^+1 Nutrients in fungus squares
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I haven’t had time to play {Gettysburg!} in weeks! In the name
|
||||
of great gaming, how’s about a Blood Truce?”
|
||||
|
||||
“Yeah, I really miss that game. Wanna play multiplayer?”
|
||||
“Never! I’ll put an end to your slothful gaming, $NAME3!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Wouldn’t you like to relax and play a game, $TITLE0 $NAME1?
|
||||
I suggest we sign a Treaty of Friendship, that our peoples
|
||||
may play lots of multiplayer games.”
|
||||
|
||||
“Agreed. How about right now, $NAME3?”
|
||||
“No. I’ve got better things to do, like the dishes.”
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“I haven’t had time to play {Gettysburg!} in weeks! In the name
|
||||
of great gaming, how’s about a Blood Truce?”
|
||||
|
||||
“Great battle: much human death: what’s not to like? Truce: agreed!”
|
||||
“One war: for another war: silly. Death: to you!”
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Wouldn’t you like to relax and play a game, $TITLE0 $NAME1?
|
||||
I suggest we sign a Treaty of Friendship, that our peoples
|
||||
may play lots of multiplayer games and learn what it’s like
|
||||
to play someone who’s {truly} weird.”
|
||||
|
||||
“Alien Crossfire: multiplayer! Agreed!”
|
||||
“Games: for foolish and weak. Rejection.”
|
||||
|
||||
# ; This line must remain at end of file
|
123
##current patch files/EN/SMACX/usurper.txt
Normal file
123
##current patch files/EN/SMACX/usurper.txt
Normal file
@ -0,0 +1,123 @@
|
||||
;
|
||||
; Sid Meier’s ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: Manifold Usurpers
|
||||
;
|
||||
; Copyright © 1999 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#USURPER
|
||||
Manifold Usurpers, The Insurgent, Usurpers, M, 2, Marr, M, 1, 1, 0, 1, 0,
|
||||
ALIEN, 0, OFFENSE, 125, SOCIAL, +GROWTH, SOCIAL, +MORALE, SOCIAL, -PLANET, FACILITY, 3, TECH, Ecology, TECH, Physic, TECH, Biogen
|
||||
Economics, Planned, PLANET
|
||||
Politics, Democratic, nil
|
||||
Usurper, Usurper
|
||||
Hackjob, Peter, Hackjob Hovel
|
||||
Conqueror, mighty, power-hungry, fearless, horrific,
|
||||
Abominable Despot
|
||||
exploit the latent powers of the Manifold and use them against the obstinate Caretakers
|
||||
to harness the tremendous power of the Manifold experiment
|
||||
elimination of all other factions on Planet
|
||||
complete galactic domination
|
||||
wrest control of Planet from its various inhabitants
|
||||
feasting on the living flesh of his human prisoners
|
||||
feasting on the living flesh of your human prisoners
|
||||
exploiting the powers of Planet for your own nefarious ends
|
||||
overblown plans for galactic conquest, M1
|
||||
struggle against the Caretakers, M1
|
||||
struggle against the Caretakers, M1
|
||||
protection fee, M1
|
||||
suffering you to continue your hardscrabble existence on Planet, M1
|
||||
my Shock Troopers
|
||||
the Usurper Doctrine
|
||||
|
||||
#BASES
|
||||
Courage : To Question
|
||||
Dimension : Sky
|
||||
Strafing Run
|
||||
Spires : Ascendant
|
||||
Honor : Progenitor
|
||||
Conquest of the Weak
|
||||
Genesis : Destiny
|
||||
Tusk and Claw
|
||||
Skymaster Base
|
||||
Red Stick
|
||||
Fear Song
|
||||
Evil Eye
|
||||
Fragment of Sound
|
||||
Union Place
|
||||
Warrior’s Harmony
|
||||
Maar’s Dissolution
|
||||
Razorwing City
|
||||
Era of Blood
|
||||
Godhood’s Grasp
|
||||
Satiation
|
||||
Tau Ceti Mantle
|
||||
Resonance of Swords
|
||||
Manifest Doom
|
||||
Martial Air
|
||||
Memories : Pain
|
||||
Risks of Flowering
|
||||
Final Honor
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
Hornbill Point
|
||||
Scorch Island
|
||||
Destroyer Base
|
||||
Impaler Dome
|
||||
Salt : Wound
|
||||
Conquest Seaway
|
||||
Ramspeed Shoals
|
||||
Predator’s Quay
|
||||
Ocean Scar
|
||||
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
Risks of Flowering: considerable. But rewards of godhood: who can measure?
|
||||
^
|
||||
^ —Usurper Judaa Marr
|
||||
^ “Courage : To Question”
|
||||
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Usurper Judaa Marr}
|
||||
^BACKGROUND: {<Unkown>}
|
||||
^AGENDA: {Subvert Planet for galactic domination}
|
||||
^TECH: {Progenitor Psych, Centauri Ecology, Field Modulation, Applied Physics, Biogenetics}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+1 GROWTH: {Abuse Planet’s resources for their own gain}
|
||||
^+1 MORALE: {Warlike culture}
|
||||
^-1 PLANET: {Planet senses Usurper’s dark intent}
|
||||
^+25% Offensive combat: {Can sense & manipulate “Resonance” fields}
|
||||
^Free {Recycling Tanks} at every base
|
||||
^”Energy Grid” at each base: {Increased infrastructure generates additional energy}
|
||||
^Begin game with a {Mk I Battle Ogre} and extra {Colony Pod}
|
||||
^All prototyped combat units have two-square sighting radius (“Resonance” sensitivity)
|
||||
^Can direct research efforts (rediscovering technology & infrastructure)
|
||||
^Possess a physical scan of Planet’s surface
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“War : siphons resources from our goal : joining with the Manifold. Blood Truce : Demanded!”
|
||||
|
||||
“We have goals of our own to pursue. Let’s end this war and get back to business.”
|
||||
“I don’t much care for your tone, $NAME3. We reject your demands!”
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
“Ultimate Usurper goal : Godhood. Humans : may benefit as well. First step : sign Treaty.”
|
||||
|
||||
“Hmmm … Godhood does have a certain appeal. Where do I sign?”
|
||||
“I’m not sure your New Galactic Order has a place for us humans. I can’t trust you to honor that Treaty!”
|
||||
|
||||
# ; This line must remain at end of file
|
1135
##current patch files/EN_orig/SMAC/alpha.txt
Normal file
1135
##current patch files/EN_orig/SMAC/alpha.txt
Normal file
File diff suppressed because it is too large
Load Diff
48
##current patch files/EN_orig/SMAC/basename.txt
Normal file
48
##current patch files/EN_orig/SMAC/basename.txt
Normal file
@ -0,0 +1,48 @@
|
||||
;
|
||||
; Sid Meier's ALPHA CENTAURI
|
||||
;
|
||||
; Alpha Centauri Base Names
|
||||
;
|
||||
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
|
||||
; Faction specific names moved to faction files --BR
|
||||
|
||||
#INVERTLIST
|
||||
6
|
||||
Garden
|
||||
Gaia's
|
||||
The
|
||||
Morgan
|
||||
Lab
|
||||
U.N.
|
||||
|
||||
#GENERIC
|
||||
Alpha Sector
|
||||
Beta Sector
|
||||
Gamma Sector
|
||||
Delta Sector
|
||||
Epsilon Sector
|
||||
Zeta Sector
|
||||
Eta Sector
|
||||
Theta Sector
|
||||
Iota Sector
|
||||
Kappa Sector
|
||||
Lambda Sector
|
||||
Mu Sector
|
||||
Nu Sector
|
||||
Xi Sector
|
||||
Omicron Sector
|
||||
Pi Sector
|
||||
Rho Sector
|
||||
Sigma Sector
|
||||
Tau Sector
|
||||
Upsilon Sector
|
||||
Phi Sector
|
||||
Chi Sector
|
||||
Psi Sector
|
||||
Omega Sector
|
||||
#END
|
||||
|
||||
|
||||
# ; This line must remain at end
|
156
##current patch files/EN_orig/SMAC/believe.txt
Normal file
156
##current patch files/EN_orig/SMAC/believe.txt
Normal file
@ -0,0 +1,156 @@
|
||||
;
|
||||
; Sid Meier's ALPHA CENTAURI
|
||||
;
|
||||
; FACTION FILE: The Lord's Believers
|
||||
;
|
||||
; Copyright (c) 1997, 1998 by Firaxis Games, Inc.
|
||||
;
|
||||
; ALPHA CENTAURI reads the rules of the game from this file at
|
||||
; startup. Feel free, at your own risk, to experiment with editing
|
||||
; this file. We recommend you make a backup copy of the original.
|
||||
;
|
||||
|
||||
#BELIEVE
|
||||
The Lord's Believers, The Fundamentalist, Believers, M, 2, Miriam, F, 1, 1, 0, 0, 1,
|
||||
TECH, Psych, SOCIAL, --RESEARCH, SOCIAL, +PROBE, SOCIAL, ++SUPPORT, SOCIAL, -PLANET, FANATIC, 0
|
||||
Politics, Fundamentalist, PROBE
|
||||
Values, Knowledge, nil
|
||||
Believing, Belv.,
|
||||
Jessica, Westcott, Jessica's Faith
|
||||
Sister, pious, fanatic, devout, bible thumping,
|
||||
Religious Freak
|
||||
embrace the truth of the Lord's Scripture
|
||||
to embrace the truth of the good Lord's Scripture
|
||||
imposing her extremist moral code on everyone else
|
||||
imposing your extremist moral code on everyone else
|
||||
shove your religious extremism down my throat
|
||||
pounding her cherished bible
|
||||
pounding your cherished bible
|
||||
bible thumping extremism
|
||||
bible thumping extremism, M1
|
||||
life of worship, M1
|
||||
bizarre religious practices, M2
|
||||
tithe, M1
|
||||
upholding standards of decency and morality
|
||||
my Angels of Justice
|
||||
Conclave Oral Law
|
||||
|
||||
#BASES
|
||||
New Jerusalem
|
||||
Great Conclave
|
||||
Great Zion
|
||||
Far Jericho
|
||||
Redemption Base
|
||||
Children of God
|
||||
Noah's Rainbow
|
||||
The Voice of God
|
||||
Judgement Seat
|
||||
Valley of the Faithful
|
||||
Blessed Redeemer
|
||||
The Glory of God
|
||||
New Eden
|
||||
Terrible Swift Sword
|
||||
Time of Salvation
|
||||
Eternal Reward
|
||||
The Lord's Mercy
|
||||
Righteous Sentence
|
||||
Throne of God
|
||||
The Rapture
|
||||
The Lord's Wrath
|
||||
The Lord's Grace
|
||||
The Hand of God
|
||||
The Coming of the Lord
|
||||
Sanctity Base
|
||||
The Lord's Chosen
|
||||
Hallowed Ground
|
||||
The Lord's Gift
|
||||
Divinity Base
|
||||
The Word of God
|
||||
Revelation Base
|
||||
The Holy Fire
|
||||
The Lord's Truth
|
||||
Blessed Saviour
|
||||
From On High
|
||||
Godwinson's Hope
|
||||
House of Martyrs
|
||||
#END
|
||||
|
||||
#WATERBASES
|
||||
He Walked on Water
|
||||
Loaves and Fishes
|
||||
Belly of the Whale
|
||||
Fisher of Men
|
||||
Port Grace
|
||||
Water to Wine
|
||||
Consecrated Waters
|
||||
#END
|
||||
|
||||
#BLURB
|
||||
The righteous need not cower before the drumbeat of human progress.
|
||||
Though the song of yesterday fades into the challenge of tomorrow,
|
||||
God still watches and judges us. Evil lurks in the datalinks as it
|
||||
lurked in the streets of yesteryear. But it was never the streets
|
||||
that were evil.
|
||||
^
|
||||
^ -- Sister Miriam Godwinson,
|
||||
^ "The Blessed Struggle"
|
||||
|
||||
#DATALINKS1
|
||||
^LEADER: {Sister Miriam Godwinson}
|
||||
^BACKGROUND: {Christian States of America, Unity Psych Chaplain}
|
||||
^AGENDA: {Life of Religious Worship}
|
||||
^TECH: {Social Psych}
|
||||
^
|
||||
|
||||
#DATALINKS2
|
||||
^+25% Bonus when attacking enemies, from strength of convictions.
|
||||
^+1 PROBE: {Devout believers difficult to brainwash}
|
||||
^+2 SUPPORT: {Citizens eager to defend faith}
|
||||
^-2 RESEARCH: {Suspicious of secular science}
|
||||
^-1 PLANET: {Believe Planet is their promised land}
|
||||
^Accumulates NO research points until MY 2110.
|
||||
^{May not use Knowledge value in Social Engineering.}
|
||||
|
||||
#FACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
"$NAME1, it is the Lord's Will that we end this immoral conflict.
|
||||
Pledge Blood Truce with me and I shall pray for your
|
||||
soul's redemption."
|
||||
|
||||
"As you wish. Truce pledged."
|
||||
"I'll see you in hell first, $NAME3."
|
||||
|
||||
#FACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
"I have been praying for you lately, $TITLE0 $NAME1. The Lord
|
||||
wishes us to live side by side as brothers and sisters; we must
|
||||
sign a Treaty of Friendship and worship together in peace."
|
||||
|
||||
"Amen, $NAME3. Lasting peace is a great gift indeed."
|
||||
"No. Your fanaticism makes me shiver, $NAME3."
|
||||
|
||||
#ALIENFACTIONTRUCE
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
"$NAME1, it is the Lord's Will that we end this immoral conflict.
|
||||
Pledge Blood Truce with me and I shall pray for your alien
|
||||
soul's redemption."
|
||||
|
||||
"All living things: soul. Truce: agreed."
|
||||
"$NAME3: not understand concept: 'alien.' Defiance: your Lord. Answer: no."
|
||||
|
||||
#ALIENFACTIONTREATY
|
||||
#xs 440
|
||||
#caption $CAPTION7
|
||||
"I have been praying for you lately, $TITLE0 $NAME1. The Lord
|
||||
wishes us to live side by side as brothers and sisters; we must
|
||||
sign a Treaty of Friendship and worship together in peace."
|
||||
|
||||
"Greater power: brings peace. Treaty: agreement."
|
||||
"Progenitor: not bow: your Lord's will. Rejection."
|
||||
|
||||
|
||||
# ; This line must remain at end of file
|
||||
|
1742
##current patch files/EN_orig/SMAC/blurbs.txt
Normal file
1742
##current patch files/EN_orig/SMAC/blurbs.txt
Normal file
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Reference in New Issue
Block a user