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> SMAX Gaian Scenario, The Guardian of Planet
Nevill
сообщение 29.6.2008, 22:17
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Цитата
The Guardian of Planet

BACKDROP: In MY 2433 several factions discovered the wreckage of a Progenitor interstellar spaceship on the farside of Nessus. After much investigation it was determined that the ships star charts were intact, and that the hyperdrive engine could be cloned.
By MY 2452 the first fleet of scoutships had been built and sent out with a mandate to investigate all of the habitable planets catalogued in the ancient Progenitor ships star charts. The results were mixed: some scoutships returned with exciting news of ”Eden-class” planets, while other scouts return with tales of planets who have degraded over the eons. Still other scouts fail to return at all…
By MY2475 the "Diaspora of Man" had begun in earnest, with interstellar colony ships being sent out to the far reaches of the Milky Way as fast as they could be built.
Some of the solar systems which were settled revealed relics from civilizations which predated even the Progenitors, to include an array of stargates which augmented interstellar travel to several branches of the galaxy. One such stargate lay in the Premius star system: located approximately one AU from its primary, it was made of an unknown composite material which gave the stargate a reddish tinge. Coupled with its oblique angle to the local star, the odd protrusions which randomly protruded from its surface cast intermittent long dark shadows across its otherwise reddish surface, and thus gave the stargate its nickname: the Roulette Wheel.
There was another more ominous reason the stargate had picked up this nickname: once every so often (current calculations put it at approximately 0.000001%) the stargate misfired, and any spacecraft involved were lost forever.
One such event has just occurred: a spacechip full of settler factions bound for the newly discovered Corali system has just disappeared from the stargate without a trace. Some people wondered if the spaceship had been delivered to an undiscovered stargate somewhere else in the galaxy. Still others thought the ancient civilization which built the gates was still somewhere out in the galaxy, and every now and again they retuned this gate to deliver to them a sampling of the races which were currently using the gate system. The technicians who manned the Roulette Wheel had drawn their own conclusion: the colony ship New Hope had simply landed on unlucky 13. They marked it down as such in their logs, and moved on with preparing the next spaceship for its transit.


Guardian Hm’nee settled herself into the Prayer Seat located within the Great Communal Hall. Here, deep within the ancient chambers of the Manifold Nexus on this planet she communed with the Planet Mind, just as all of her forebearers had done since time immemorial. The Planet Mind talked to her of many things, of the history of her people, of how the Nexus had originally been an experiment, and how instead it had awakened something deeper, more enlightened on this planet. The Planet Mind also told Hm’nee of how her people had arrived here many eons ago, via the ”stargate” which hung like a moon in the space above, and how her ancient ancestors, unable to reactivate the stargate to return to their own galaxy, had descended to the planet below and built this Manifold Nexus. Hm’nee closed her eyes and reached her mind out, expecting the usual communing with the Planet Mind. This time however the Planet Mind seized her awareness and transported her consciousness into space above, to show her the stargate, and something new emerging from its cylindrical maw. Hm’nee allowed the Planet Mind to direct her senses, to reach out and ”taste” the new vehicle, to probe and analyze what it was. Hm’nee's senses wandered through the alien spaceship, touching this, viewing that, and determining just what itwas. What it was not was a Progenitor spaceship, Hm’nee very quickly discovered. Instead it was filled with many disparate minds, all seeking their own destiny. While some minds shared a similar attitude towards communing with planets, many other minds could only envision a planet as a resource to be used, and pillaged as needed. Hm’nee recoiled at these thoughts and withdrew her probing of the alien spaceship. These minds were poison! She began gathering the latent energy of the Nexus: it would be a simple thing to pull this spacecraft from the sky, to bring these people down to her and destroy the minds which spoke the blasphemy of pollution and waste. The energy of Planet quickly filled her, and she reached out, almost as if with her own hands, and pulled the spaceship from its orbit, drawing it down to her and her waiting minions…….

Directions

1) In your Scenarios subdirectory create a folder called "GoP", and download and unzip the attached files into it.
2) Start up SMAX, then select "Scenario", "Play Scenario", and then go to the subdirectory "GoP" and choose the scenario. The game will automatically load up with the Gaians.

Enjoy!


Как играть: создать в каталоге "Scenarios" папку "GoP" и распаковать туда архив. Затем в игре выбрать пункт "Play Scenario", указать нужный путь и наслаждаться процессом.

Прикрепленный файл  gop.zip ( 56,08 килобайт ) Кол-во скачиваний: 23


Внимание! В файл alphax.txt внесены правки. Загляните в Даталинки, чтобы ознакомиться с изменениями в игре. Изменения действуют только в пределах данного сценария и на другие игры не влияют. Подробнее здесь:

Цитата
Observations

The alphax.txt file for this game has been heavily modified, with some of the more notable modifications as follows:

#RULES

- Base defense has been increased to 40%: since the AI is typically on the defensive, then this will assist the AI moreso.

#TERRAIN

- Farms require Centauri Ecology in order to be built.

- Solar Collectors require Industrial Base.

- Mines require Industrial Economy (I believe it was Maniac who first came up with this idea, in order to encourage the AIs to plant forests instead).

- Forests only take 3 turns to plant.

#RESOURCE INFO

- Forest squares now give 2 nutrients: this encourages the AIs to practice the "Forest and Forget" strategy (which they do quite nicely! )

#WORLDBUILDER

- the worldbuilder section has been directly pulled from smacksim's worldbuilder mod: much better random maps IMO!

#CHASSIS

- Foil moves 3 squares

- Cruiser moves 5 squares

- Needlejet moves 6 squares

- Copter moves 5 squares

- Gravships move 5 squares, and are now available with Monopole Magnets.

#UNITS

- There are 43 units spread throughout the tech tree. Some of these I'm still experimenting with, while others have definately found their niche (you'll know which ones when you encounter them! ). The other reason for so many is that it pears back the number of poor designs the AI builds (although it still tries to screw the pooch on occasion with crap units). Some of the units are as follows:

- Infantry chassis Former which is immediately available and is cheapened to one row of minerals: the AI puts these to good use.

- Several gravship and hovertank designs: part of this is to act as a counter to the human's use of AC and choppers. The AI builds aircraft but doesn't handle them very well (although I have gotten to employ them slightly better in this scenario), however they do a better job with gravships and hovertanks.

- Aircraft carriers: I think I finally got the flavor right for these!

#FACILITIES

- Robotic Assembly Plant is available with MMI.

- Nessus Mining Station available with Doc:Air: still can't get the AI to build orbitals in this scenario, though....

- Empath Guild: moved to Eudomania

- Cloudbase Academy: moved to Monopole Magnets. Because of the CBA's worth (i.e. free aerospace complex in each city), then this, along with the gravship chassis at monopole magnets, now makes for an interesting choice: does the player beeline for MMI and choppers, or does the player now beeline for Monopole Magnets?

There are other changes, but the above are the most notable IMO.


Взято отсюда.

Нет, перевод пока не планируется. (IMG:style_emoticons/default/smile.gif)
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