Initial commit
This commit is contained in:
commit
71a9c46928
BIN
##current patch files/ALL/ALPHC___.ttf
Normal file
BIN
##current patch files/ALL/ALPHC___.ttf
Normal file
Binary file not shown.
BIN
##current patch files/ALL/CPU nn already linked.wav
Normal file
BIN
##current patch files/ALL/CPU nn already linked.wav
Normal file
Binary file not shown.
BIN
##current patch files/ALL/FONT/ARIALB.TTF
Normal file
BIN
##current patch files/ALL/FONT/ARIALB.TTF
Normal file
Binary file not shown.
BIN
##current patch files/ALL/FONT/ARIALI.TTF
Normal file
BIN
##current patch files/ALL/FONT/ARIALI.TTF
Normal file
Binary file not shown.
BIN
##current patch files/ALL/FONT/ARIALN.TTF
Normal file
BIN
##current patch files/ALL/FONT/ARIALN.TTF
Normal file
Binary file not shown.
BIN
##current patch files/ALL/FONT/ARIALR.TTF
Normal file
BIN
##current patch files/ALL/FONT/ARIALR.TTF
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/Btchi.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/Btchi.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/Btisl.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/Btisl.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/Btwrm.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/Btwrm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/Cursor.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/Cursor.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/Gaians.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/Gaians.pcx
Normal file
Binary file not shown.
27
##current patch files/ALL/OP_2000_XP/SMAC_XP2000_readme.txt
Normal file
27
##current patch files/ALL/OP_2000_XP/SMAC_XP2000_readme.txt
Normal file
@ -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.
|
||||||
|
|
BIN
##current patch files/ALL/OP_2000_XP/believe.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/believe.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/faction.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/faction.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/hive.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/hive.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/interface.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/interface.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/morgan.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/morgan.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/peace.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/peace.pcx
Normal file
Binary file not shown.
786
##current patch files/ALL/OP_2000_XP/readme.txt
Normal file
786
##current patch files/ALL/OP_2000_XP/readme.txt
Normal file
@ -0,0 +1,786 @@
|
|||||||
|
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
##current patch files/ALL/OP_2000_XP/sound.dll
Normal file
BIN
##current patch files/ALL/OP_2000_XP/sound.dll
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/spartans.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/spartans.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/ter1.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/ter1.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/text.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/text.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_2000_XP/univ.pcx
Normal file
BIN
##current patch files/ALL/OP_2000_XP/univ.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/Alopdir.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/Alopdir.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/alair_sm.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/alair_sm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/art_dis_sm.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/art_dis_sm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/axstart.exe
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/axstart.exe
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/facedit.exe
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/facedit.exe
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/foundradar_sm.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/foundradar_sm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/hof_6_1.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/hof_6_1.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/hof_6_2.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/hof_6_2.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/monicons.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/monicons.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/newicons.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/newicons.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/OP_SMACX_20/ogre_sm.pcx
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/ogre_sm.pcx
Normal file
Binary file not shown.
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
Normal file
BIN
##current patch files/ALL/OP_SMACX_20/unitfound_sm.pcx
Normal file
Binary file not shown.
BIN
##current patch files/ALL/logo.pcx
Normal file
BIN
##current patch files/ALL/logo.pcx
Normal file
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
Load Diff
898
##current patch files/EN/SMAC/concepts.txt
Normal file
898
##current patch files/EN/SMAC/concepts.txt
Normal file
@ -0,0 +1,898 @@
|
|||||||
|
;
|
||||||
|
; 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
File diff suppressed because it is too large
Load Diff
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue
Block a user