Altera Centauri Scenario Repository

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Scenario Name: March 2002 CGN Challenge
SMAC/ SMAX: SMAX
Author: buster
Date of original posting: 5/22/02
Original host site: Civilization Gaming Network

Currently I cannot DL this file from CGN.
 
Scenario Name: A city called Armagedon
SMAC/ SMAX: SMAC
Author: Darsnan
Date of original posting: 5/22/02
Original host site: WePlayCiv

Location: UN Interplanetary Colonization HQ, Customs Inspection Bay 23

Ah, Customs Inspection, the place where all factions need to declare all
goods they hope to take with them to colonize new worlds. Where the
Believers languish in a Purgatory of bureaucratic red tape, the Gaians
try to claim mindworms are pets, the University becomes indignant about
witchunts against forbidden technologies, and the Hive becomes
supersecretive as to their intentions. But for the Morganites, the
natural businessmen of the Universe, Customs is simply an exercise in
business by other means. And if anything, you are a true Morganite.
You watch as the Customs Inspector makes his way to your loading bay
where you have your wares spread out for inspection. You note the
Inspector’s uniform is sharply pressed, and his hat pulled straight
forward over perfectly cut hair: a very by-the-book man if you ever saw
one. Having marked him, you put on the personae which you think best
fits the environment, opening with a warm smile and pumping handshake.
The Inspector ignores the warmth of your smile, perfunctorily shaking
your hand before immediately moving over to the beginning of your bay.
He pulls out a standardized checklist and immediately begins ticking
things off against your manifest. After about half a minute he stops
ticking things off and turns to you. “Mainframe”, he demands, sticking a
hand out.
Your mainframe computer, the one which will run all your interests on
this planet. You reach into your pocket and hand him the computer. The
Inspector eyes it keenly, noting the model and serial number before
plugging it into a scanner. The scanner starts chugging along, reviewing
all the mainframe’s files, ensuring there were no contraband techs.
Fifteen seconds later the scanner’s light turns green. “Mainframe clean”
the Inspector notes for the log, and hands your mainframe back.
Next up is your equipment manifest -all your supplies which you plan on taking to the new world:

QTY ITEM
2 Hovertank Superformers
2 Drop Defenders
3 Supply Droids*
1 Alien Artififact
1 Transport Chopper*
2 Armored Probes
3 Impactor Battletanks
2 Hovertank Transports*
2 Crop Dusters*

*: modified from original manufacturer’s design

The Inspector stops at the asterisk, “how have you modified the
equipment from original manufacturer’s design?”, he asks briskly.
You instruct the Drone workers to open one of the crates, specifically
one containing a Hovertank Transport. You point to the back of the
machine, “the two tanks attached to the back are additional fuel tanks,
in order to give our traders extended range on their journeys” you say,
before adding with a smarmy smile, “our faction’s motto is ‘We go the
extra mile for our customers!’ “.
The Inspector stares at you blankly, then returns his attention to the
transport, looking over the rest of the Hovertank Transport’s hull,
“standard transport design, except for noted additional fuel tanks”, the
man remarks for the record, before motioning the Drones to close the
crate back up.
The Inspector moves to the next row of crates. “Weapons inspection” the
man dictates, and the Drones move to uncrate the first battletank. The
Inspector waves his scanner over the machine, its wand querying the
battletank for the machine’s specifics. The tank in turn spits out its
manufacturer’s specifications to the scanner display. “Impactor Main
turret gun, synthmetal armor, fission reactor, hovertank chassis”, the
Inspector reads off his scanner display for the record, “weaponry within
quarantine parameters”. He proceeds to walk down the still crated row
of tanks and armored probes, scanning each one in turn. After reviewing
the scanner’s data he adds, “all weapons platforms within acceptable
limits of quarantine”.
Finished, the Inspector stops at the far end of your bay and comments
for the record, “Inspection complete. Morganite Faction cleared for
transit”. The man motions you over, pointing to where you needed to
affix your signature to the necessary triplicate documentation. He
reviews hyour signatures, and once satisfied you have signed all three
copies correctly, the man turns and walks away, completely oblivious to
your outstretched hand.
You continue smiling as you watch the Inspector go. You have payed good
money to ensure you got an inspector who was completely “by the book”,
one who would be perfunctory and thorough, but lacked the imagination to
think outside the box. For if the Inspector had bothered to review his
scanner’s readout he would have noted your mainframe is actually of
University design, and as such has all of the prerequisite capabilities
of immediately researching one technology – a significant boost up in a
new trading environment! And if he had bothered to physically look
closer at your transport’s “fuel tanks” he would have realized that they
could be easily reconfigured into the compression chambers of artillery
units. And the “Impactor Battletanks”? Well, that’s what the scanner
said it was, so that was good enough for the Inspector. Yes, you think
to yourself, some very well spent EC’s.
A tingling at the back of your head causes you to turn, and you note a
Gaian staring intently at you from across the inspection bay. The woman
doesn’t waver in her gaze as she continues to focus on you, and you
recognize the tell-tale sign of an empath reading someone’s mind. Can’t
be, you think, empaths were outlawed from colonizing new planets, as
they gave their respective factions a leg up against other factions!
The woman smiles coldly at you before turning away, and you uneasily
realize that if you were so easily able to beat the Customs Inspection,
then the Gaians probably have learned their own tricks to get by the
Inspectors as well.
And if the Gaians had found a way to beat the quarantine, then how many
other factions were beating the system in their own ways as well?

Directions
1. In your Alpha Centauri/ Scenarios directory create a subdirectory
called Armagedon, and unzip the attached files into the Armagedon
subdirectory.
2. Start SMAC.
3. At the main screen choose Scenario, Play Scenario, and load up Armagedon.SC
4. The game will automatically load up with the Morganites.


Enjoy!


Download
 
Scenario Name: December 2009 Game of the Month (GotM)
SMAC/ SMAX: SMAX
Author: Darsnan
Date of original posting: 12/1/09
Original host site: WePlayCiv

Directions

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



Changelog

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

#RULES

- Artillery Numerator/ Denominator is at 15/7: with arty, it is much better to give than receive!

#RESOURCEINFO
- Ocean squares yield 1/1/1.
- Monoliths give 2/3/2
#CHASSIS
- the speeder chassis has been disabled. Note that there is a speeder
based unit available at Nonlinear Mathematics, and this unit can be
reverse engineered as the player sees fit.
- the Foil chassis is available at Doc: Mobility.
Needlejet and copter movement have been reduced to 6.
- Gravship movement has been reduced to 5, and the chassis is available at Monopole Magnets.
#UNITS
There are 43 units in the alphax.txt for this game, most favoring the aquatic.

FACTIONS

Several factions have been modified to make them more challenging.


Download
 
Scenario Name: September 2009 Game of the Month (GotM)
SMAC/ SMAX: SMAX
Author: Darsnan
Date of original posting: 12/1/09
Original host site: WePlayCiv

Usually I accompany my scenarios with a backstory, and usually that
story focuses on whichever faction(s) the game revolves around. In this
case though I am going to discuss the solar system, and specifically the
planet, this game takes place in.

Premise: shortly after the fall of the Progenitor empire approximately
thirty thousand years ago, a rogue neutron star plowed through this
solar system, its immense gravitational pull altering the orbits of the
planets as well as many of the smaller planetoids, asteroids, and other
orbital debris that comprised the solar system. While this event was not
catastrophic in itself, over the ensuing millennia the Progenitor
colony on the one habitable planet slowly lost its civilization as it
was continuously pummeled by falling debris from the sky, to the point
where all of the major landmasses were destroyed, and all that is left
are the impact craters from previous asteroid strikes. And then came the
Von Neuman probes commonly referred to as the Sentinels, who’s
pre-programmed mission is to terraform a planet to specified parameters.
However because of the severity and multitude of the meteor strikes on
this world, the Sentinels are continually being provoked into
re-terraforming the planet in an attempt to keep it within their
pre-defined parameters. Add to this volatile mix the survivors from a
human exploration spaceship, and you have a recipe for disaster: welcome
to the planet the inhabitants would shortly come to call Hell…..


Directions

1) In your Scenarios subdirectory create a folder called "9V", and download and unzip the “9V” files into it.
2) Start up SMAX, then select "Scenario", "Play Scenario", and then go
to the subdirectory "9V" and choose the scenario. The game will load up
with the Believers.



Changelog

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

#RULES

- Artillery Numerator/ Denominator is at 15/7: with arty, it is much better to give than receive!
- Max artillery range is set to 3. Note that if you aren’t using
scient’s patch to the terranx.exe file, that only the AI will be able to
bombard from 3 tiles away).
- Max airdrop = 6 tiles.
- Base defense has been increased to 40%: since the AI is typically on the defensive, then this will assist the AI moreso.
- 10% penalty for attacking from a lower elevation.
- Global Warming has been changed from 1,1 to 1,4: this effectively
stops global warming, the reason for this is that the AIs typically do
poorly in response to the effects of global warming.
- Size of base for Subspace Generator: 6. This, combined with several
other changes, should hopefully bring this facet of the game into play.

#TERRAIN

- Plant/ remove xenoflora has no prerequisite: this change was made specifically for the Autochthone alien faction.
- Raise/ Lower Land changed to 20 turns, and now available at Ecological Engineering 2.


#RESOURCE INFO

- forest squares produce 2 nutrients: this is a nutrient rich environment.
- Ocean squares give a 1,1,1: rationale for this is that the AIs
typically do a poor job of base placement. By having ocean squares
produce a 1/1/1, this then helps compensate the AIs for this. This
change also makes aquatic factions much more viable.
- Monoliths give 2/3/2.
- Borehole squares give a -3 nutrients (note that if you are not using
scient’s patch to the terranx.exe file you won’t see this effect).

#TECHNOLOGY
There are several tweaks here to the tech tree. Please consult your datalinks when considering your beeline strategies.

#CHASSIS

- Needlejet and copters now move 6 squares: since the AIs generally
don’t handle units based on these chassis well, then this is to the AIs
advantage.

- Speeder chassis has been disabled: note there is a speeder unit
available with Nonlinear Mathematics, so this can be reverse-engineered
in order to fill any needs you might have for speeder based units.

- Gravships move 5 squares, and are now available with Monopole Magnets.
These changes are twofold: first, by bringing the gravship chassis to a
tech adjacent MMI, this then makes Monopole Magnets more of a viable
research branch (as opposed to the typical beeline for MMI). Second, the
gravship movement has been reduced to 5 squares: this makes the unit
competitively viable at this point in the tech tree (i.e. its not
overpowering).

- Hovertankchassis has been moved to Fusion: here again by bringing the
hovertank chassis to a tech opposite MMI, this then presents another
viable research option.


#WEAPONS

- From Fusion weapons on out, weapon values have been reduced. See the
datalinks for exact values. This idea originated with Maniac, and the
idea is to make the weapons-to-armor ratio more balanced.

#DEFENSES

- beginning with Resonance armor, the defensive values have been
increased by one, and some of the costs for specific armor types have
been reduced. See datalinks for specifics. Here again, this idea
originated with Maniac.


#ABILITIES

- Deep Pressure Hull moved to Superconductor: AIs don’t design any units
with this, but they will build pre-designed subs, which are a PIA to
deal with!
- Empath Song replaced by Nannite Accelerant: all facets of Alpha Centauri/ Planet have been removed from this mod.
- Hypnotic Trance replaced by Nannite Shield.
- Heavy Artillery costs zero, and is not allowed on fast moving units.

#UNITS

- There are 39 units spread throughout the tech tree. For the most part
these units have been vetted. 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:

- 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, Probe ships, and subs.

- You will now have to prototype your first crawler.

- All NL units replaced with Sentinel units.

#FACILITIES

- Geosynchronous Survey Pod and Flechette Defense: available with DocAir. Both cost 8 rows.
- Nessus Mining Station available with Doc:Air.

- Empath Guild: moved to Eudomania
- Virtual World: moved to Social Psych. Trying to water down the beeline to Industrial Auto.

- 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 to the overall system, but the above are the most notable IMO.

Game setup options

- NL level set to high: Sentinels are continually being provoked into action by asteroid strikes

- Steal Tech is on: this is to encourage the players to go forth,
proselytize, and convert your fellow inhabitants of this world.


Enjoy!

D


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Scenario Name: July 2009 Game of the Month (GotM)
SMAC/ SMAX: SMAX
Author: zsozso
Date of original posting: 11/26/00
Original host site: WePlayCiv

Here is the Game of the Month for July: The Ultimate Builder Challenge.
For the purpose of the GOTM any type of victory is OK, you do not need to win by transcendence.

The game is "almost" a standard SMACX game with a very specific set of
setup option and faction choice which makes it hard to transcend.

The factions
1. Planet Cult - the human player, i.e. You
2. Hive
3. Believers
4. Spartans
5. Pirates
6. Caretakers
7. Usurpers

Rule options:
* All victory conditions ON
* Do or Die ON
* Look First ON
* Tech Stagnation ON
* Spoils of War OFF - can't steal it
* Blind Research ON
* Intense rivalry (aggressive AI) ON
* Bell Curve ON - better comparison chances for the challenge
* Iron Man ON
Difficulty: Transcend (of course!)

The game is played on the Huge Map of Planet - so that everybody has the
same chance to know it including me, because I want to participate too
without unfair advantage.

For the same reason, I give you the starting locations (pods/scouts,
look first is on, so you can walk about before putting down your city).
Of course, you can also load the scenario into the editor to look around before you play.

Just don't use the editor during the challenge game...
1. Cult (You) start at (69,17) - Isle of Deianira
2. Hive at (91,71) - near Monsoon Jungle
3. Believers at (110,32) - near Upland Wastes
4. Spartans at (32,102) - near Freshwater Sea
5. Pirates at (74,78) - between Sea of Unity and Geothermal Shallows
6. Caretakers (15,55) - near The Ruins
7. Usurpers (46,54) - near Garland Crater

Now, the only remaining thing to explain is the almost above, i.e. what
makes this scenario very different from a game started up with the same
setup parameters and factions. It is the diplomacy setup!

Each AI faction has the following special diplomacy setting:
* Vendetta with Planet Cult
* Atrocity victim of Planet Cult
* Want revenge against Planet Cult
* Fight to Death with Planet Cult
* Pact with all other AI factions
* Surrendered to all other AI factions (yes the Scenario editor allows
both ways surrendered state - go figure )
* The current diplomacy status is fixed - cannot change during game!

BTW, do not hope to get some freebie tech or Alien Artifacts from the Unity pods. These 2 goodies are disabled.


Download
 
Scenario Name: June 2009 Game of the Month (GotM)
SMAC/ SMAX: SMAX
Author: Russia4Life
Date of original posting: 5/13/2009
Original host site: WePlayCiv

Well it is the 1st of June and as promised here is the game I designed. Players will be controlling the Drones.

I intended the game to be difficult, but I doubt anyone will experience
any major problems completing the game. It is a scenario game that
starts at turn one with some advantages given to the AI factions. As
such you will need to play the scenario through the scenario option on
the main game menu.

(I can't think of anything else to add at the moment so I guess I will just wish everyone good luck.)


Download
 
Scenario Name: Children of the Sun
SMAC/ SMAX: SMAX
Author: Darsnan
Date of original posting: 7/27/09
Original host site: WePlayCiv


Children of the Sun


The huntership pursued its prey towards the ancient stargate, steadily
gaining on its wounded quarry. From his bridge Hunter Klesske viewed the
fleeing starship: it looked vaguely familiar, like some of the ancient
relics he and his people had come across from time to time, only this
one was different, somehow morphed, as if different hands had been at
work on it. And the ship was alive! Klesske’s spaceship continued its
pursuit much the same way his ancestors had hounded wounded prey through
the shallow waters of their homeworld eons ago: the scent of blood was
in the water, and the primal instincts which ran so deep in his species
had taken hold of Klesske, driving him relentlessly after his prey.
The huntership’s computer spat out the intercept coordinates, and
Klesske cursed: the preyship would make it to the nearby stargate before
he could intercept it. However that would be little consolation for
them, as Klesske’s ship was more powerful and better armed: the pursuit
would simply continue on the other side of the stargate, and he had no
doubt how it would end there.
Klesske continued to watch the preyship until it entered the stargate
nexus, and then disappeared. His ship corrected its vector so that it
would come out of the stargate on the same trajectory as its prey. While
he had a moment Klesske gave the command to prepare his boarding crews:
it wouldn’t be long now.
Klesske’s ship closed with the stargate, falling towards its center.
Being a veteran of many transits through stargates, Klesske knew what to
expect: a blinding flash of light, then a few moments of disorientation
before reappearing elsewhere in the galaxy. Klesske’s ship was close
enough to the stargate now that he could make out the ancient
hieroglyphs which pockmarked the surface of the stargate itself. What
they meant was anyone’s guess: they could be anything from a ceremonial
blessing to travelers, to a warning about the dangers of transit, to
simple graffiti. Klesske was still studying them when his ship made
transit: one moment he was studying the inner ring of the stargate, and
the next chaos! Immediately in front of his ship now lay a debris field.
Klesske’s ship, still accelerating, plowed directly into the field.
Klaxons immediately began blaring, signaling critical damage to the ship
even as it collided with more objects. And in the distance Klesske
could see the fleeing preyship: they had done this! They had counted on
Klesske plotting an intercept course upon transiting the stargate, and
had jettisoned their cargo directly into the path his ship would take.
Klesske gave the command to take evasive maneuvers, but he already knew
it was too late: there were too many objects, and his ship was
travelling way too fast to avoid them all. Klesske’s reptilian eyes
narrowed as he focused on the distant preyship: too late he realized
this was a quarry who had teeth and could fight back! And now that his
ship was mortally wounded they might now turn from the Prey into the
Hunter! Well, Klesske wasn’t finished yet: “Arm missiles”, he commanded,
even as another object struck a critical blow to his ship.

Commander Jophesus watched as the alien spaceship appeared out of the
mouth of the stargate and immediately began colliding with the debris
field he had purposely strewn for them. At the relativistic speeds the
ship was travelling compared to the debris field, each object was
imparting the force of a multi-megaton warhead: the cumulative effect it
was having on the alien ship was most gratifying to Commander Jophesus.
He continued to watch the fireballs blossom on the alien ship’s hull
until his Tactical Officer interjected himself, “Sir, multiple incoming
tracks!”
Jophesus grimaced: from his first encounter with this strange alien ship
it had been apparent the aliens had superior technology to his own
exploration vessel, and the only reason they hadn’t destroyed his ship
at the outset was that they had wanted to board his ship, for purposes
unknown. Jophesus had used this to his advantage at first, trading
damaging blows to his ship for the opportunity to flee. But the aliens
had shown uncharacteristic abilities to pursue, and with his options
narrowed Jophesus had fled through the local stargate, not knowing where
he would re-appear. Now though was the end gambit: after the ambush at
the gate, the aliens realized the tables had been turned, and were now
ensuring that neither side would survive this encounter. Jophesus
thought furiously: he had always had a knack for finding ways out of
hopeless situations, but as he eyed the multiple incoming tracks he
realized there would be no rescue from this situation. But if he
couldn’t survive, then at least maybe some of his passengers might, “Are
there any habitable worlds in this solar system?”, Jophesus asked his
science officer.
“Affirmative”, the Cyborg officer responded, “but our records indicate this system is quarantined”.
Jophesus managed a tight-lipped smile, “Do the datalinks give a reason for the quarantine?”
“Negative”, the officer responded. Jophesus had an idea why that might
be, but it was moot at this point. “Then man the escape pods, and give
the command to utilize evasive maneuvers”.
Jophesus took personal control of the ship, vectoring towards the one
habitable planet in-system. He punched up the sparse information on the
planet from the one and only reference in the datalinks:
Planet: Sunburst (so named by exploration crew who visited the solar system in MY 2445)
Primary: Class M (currently unnamed)
Population: uninhabited
Climate: temperate
Gravity: 1.3 standard
Class: habitable
Note: this solar system has been placed on quarrantine by the UN
Exploration and Colonization Commission. No, repeat no contact with this
solar system is authorized under any circumstances!

Well, it was habitable, Jophesus thought charitably, and at least it
offered a chance of survival for those who made planetfall. He returned
his attention to the present situation: the alien ship was now an orange
glowing mass, even as more fireballs erupted on its hull. The ship had
taken tremendous punishment, and yet had still seemingly retained its
integrity! However as Jophesus watched several specks departed the ship,
only these were moving much more slowly than the incoming missiles:
they were the aliens’ equivalent of escape pods. Jophesus watched as the
specks aligned themselves, then began homing on the same planet as his
own escape pods were headed. Unfortunately Jophesus thought there was
nothing he could do about this to assist those who survived planetfall.
And because of the quarantine of this solar system, then what happened
on this planet, stayed on this planet….
The first of the alien missiles reached his ship….

The first humans who survived re-entry on the planet Sunburst were
treated to the rare spectacle of watching a myriad display of
pyrotechnics in and above the atmosphere of their world: first were the
re-entry pods streaking through the upper atmosphere as other humans
made their first steps towards planetfall. Next came the random debris
which had accompanied the emergency evacuation of the escape pods.
Finally they witnessed the destruction of their mothership as it was
overwhelmed by the incoming volley of alien missiles.
And then after a brief pause the aliens began to arrive….

Directions
1) In your Scenarios subdirectory create a folder called "CotS", and download and unzip the “CotS” files into it.
2) Start up SMAX, then select "Scenario", "Play Scenario", and then go
to the subdirectory "CotS" and choose the scenario. You will be given
the option on which faction to play, and you may choose any of the
following:

Research Institute
Cyborg Intellect
Fleet (modified Pirates)
Emptathi (aquatized Cult)


Note that if you want to utilize the modified faction graphics, then you
will need to back up your Caretaker, Usurper, Cyborg, and Cult pcx
files, then download and unzip the CotS_factions zip into your main
Alpha Centauri subdirectory.

Special thanks to skreeblios and the Network Node for the faction.pcx files I used in this scenario!


Changelog

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

#RULES

- Artillery Numerator/ Denominator is at 15/7: with arty, it is much better to give than receive!
- Max artillery range is set to 3. Note that if you aren’t using
scient’s patch, that only the AI will be able to bombard from 3 tiles
away).
- Max airdrop = 6 tiles.
- Base defense has been increased to 40%: since the AI is typically on the defensive, then this will assist the AI moreso.
- 10% penalty for attacking from a lower elevation.
- Max arty damage inflicted on units in base/ bunker: 60
- Global Warming has been changed from 1,1 to 1,2: this effectively
halves global warming, the reason for this is that the AIs typically do
poorly in response to the effects of global warming.
- Size of base for Subspace Generator: 8. This, combined with several
other changes, should hopefully bring this facet of the game into play.

#TERRAIN

- Plant xenoflora has no prerequisite: this change was made specifically for the Autochthone alien faction.
- Raise/ Lower Land changed to 20 turns, and now available at Ecological Engineering 2.


#RESOURCE INFO

- Ocean squares now give a 1,1,1: rationale for this is that the AIs
typically do a poor job of base placement. By having ocean squares
produce a 1/1/1, this then helps compensate the AIs for this. This
change also makes aquatic factions much more viable.
- Bonus squares now give 3/3/3.
- Monoliths give 2/3/2.
- Borehole squares give a -2 nutrients (note that if you are not using
scient’s patch to the terranx.exe file you won’t see this effect).

#WORLDBUILDER
Based on smacksim’s work, the worldbuilder has been modified to produce
long stringy continents with lots of isthmus. These modifications in
general are to the AIs advantage, as it artificially groups the AIs
units together, giving a semblance of a power rush of units.

#TECHNOLOGY
There are several tweaks here to the tech tree. Please consult your datalinks when considering your beeline strategies.

#CHASSIS

- Needlejet and copters now move 6 squares: since the AIs generally
don’t handle units based on these chassis well, then this is to the AIs
advantage.

- Gravships move 5 squares, and are now available with Monopole Magnets.
These changes are twofold: first, by bringing the gravship chassis to a
tech adjacent MMI, this then makes Monopole Magnets more of a viable
research branch (as opposed to the typical beeline for MMI). Second, the
gravship movement has been reduced to 5 squares: this makes the unit
competitively viable at this point in the tech tree (i.e. its not
overpowering).

- Hovertankchassis has been moved to Fusion: here again by bringing the
hovertank chassis to a tech opposite MMI, this then presents another
viable research option.


#WEAPONS

- From Fusion weapons on out, weapon values have been reduced. See the
datalinks for exact values. This idea originated with Maniac, and the
idea is to make the weapons-to-armor ratio more balanced.

#DEFENSES

- beginning with Pulse 3 armor/ Resonance armor, the defensive values
have been increased by one, and some of the costs for specific armor
types have been reduced. See datalinks for specifics. Here again, this
idea originated with Maniac.


#ABILITIES

- Deep Pressure Hull moved to Superconductor: AIs don’t design any units
with this, but they will build pre-designed subs, which are a PIA to
deal with!
- Empath Song replaced by Nannite Accelerant: all facets of Alpha Centauri/ Planet have been removed from this mod.
- Hypnotic Trance replaced by Nannite Shield.
- Heavy Artillery costs zero, and is not allowed on fast moving units.
- Clean Reactors cost zero.
-
#UNITS

- There are 42 units spread throughout the tech tree. For the most part
these units have been vetted. 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:

- 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, Probe ships, and subs.

- You will now have to prototype your first crawler.
- All NL units replaced with Sentinel units.

#FACILITIES

- Headquarters now give +3 EC’s/ turn, Thermocline Transducer gives +1
EC/ turn. This from an idea introduced to me by Impaler [WRG].
- Geosynchronous Survey Pod and Flechette Defense: available with DocAir. Both cost 8 rows.
- Nessus Mining Station available with Doc:Air.

- Empath Guild: moved to Eudomania
- Virtual World: moved to Social Psych. Trying to water down the beeline to Industrial Auto.

- 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 to the overall system, but the above are the most notable IMO


Enjoy!
D


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Scenario Name: D-Day Trilogy Part 1 - D-Day 2150 (US)
SMAC/ SMAX: SMAC
Author: xenofungus
Date of original posting: 9/21/01
Original host site: fileplanet


#caption Hive Supreme Commando
^
^Message to:
^
^General Yang, Commander Operation D-Day 2150
^
^
^Orders:
^
^Conquer the following enemy cities:
^MORGAN INDUSTRIES (Morgan Primary Ressource)
^UN-HEADQUARTER (Carzinome Desert)
^
^Defend the HIVE INVASION ZONE at all cost.


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Scenario Name: D-Day Trilogy Part 2 - Desert Storm 2162 (US)
SMAC/ SMAX: SMAC
Author: xenofungus
Date of original posting: 9/22/01
Original host site: fileplanet

#caption UN-Admiralty
^
^Message to:
^
^Commander Lal, Commanding Officer Operation Desert Storm 2162
^
^
^Orders:
^
^Conquer the following enemy cities:
^GENERAL YANG´S FORTRESS (southern Carzinome Desert)
^UN-HEADQUARTER (northern Carzinome Desert)
^MORGAN INDUSTRIES (Morgan Primary Ressource)
^
^Defend the UN-COMMAND CENTER, UN-OUTPOST 1 and UN-OUTPOST 2 at all cost.


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Scenario Name: NGS - Foundation (US)
SMAC/ SMAX: SMAC
Author: xenofungus
Date of original posting: 9/25/01
Original host site: fileplanet

#OBJECTIVES
#xs 440
#caption Deep Space Colony CHIRON
^^SUB-COLONY LEADER:
^^$FACTION1 $FACTION2, $FACTION3
^
^^TARGETS:
^^Establish autonomous bases.
^^Build up an effective infrastructure.
^^Discover advanced technologies.
^^Establish diplomatic relations to the competing sub-colonies.
^^Develop social structures.


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Scenario Name: NGS - Powerplay (US)
SMAC/ SMAX: SMAC
Author: xenofungus
Date of original posting: 9/24/01
Original host site: fileplanet

#OBJECTIVES
#xs 440
#caption Deep Space Colony CHIRON
^^SUB-COLONY LEADER:
^^$FACTION1 $FACTION2, $FACTION3
^
^^TARGETS:
^^Establish autonomous bases.
^^Build up an effective infrastructure.
^^Discover advanced technologies.
^^Establish diplomatic relations to the competing sub-colonies.
^^Develop social structures.


Download
 
Scenario Name: Its ours
SMAC/ SMAX: SMAC
Author: Dreifels
Date of original posting: 11/27/99
Original host site: Dreifels Alpha Centauri page

this package contents:

"It's ours" ready scenario and map, also half made scenarios if you like to made changes.
made 11.27.1999 by Dreifels

- "pods no tech" means half made scenario where the units and pots
already at the starting points are but the tech of the factions isn't
already set.
- "cities no tech" means half made scenario where the cities and their buildings are already made but the tech not already set.
- "final" means that all is ready set for start, inclusind techs.

a) the map based on SMACX's planet's map with different changes and additionals
b) a setting with the 7 original SMACX factions
and their original starting tech settings
- Alien factions have always vendetta
- human factions start with 3 cities (3-3-3), all have recycling tanks and recreation commons,
Pirate cities have pressure dome and recreation commens
also the humans have 2 formers, 1 sea former, 3 1-1-1, 1 1-1-2, the
pirates have 1 former and 2 sea former and 1 unity transport foil, 3
unity laser ship
- the ALien factions start with 2 cities (2-1) and one free colony pod
then have 1 former, 1 1-1-1 and one Ogre MK1
c) level for all is set to "transcendent"

As the map is really great it's not easy to use it for an IP game, but fine for an PBEM.


Additional remarks:
-------------------
Remember that you've to check the research and the social settings when you make the 1st turn.

The Cyborg's continent looks greater than the others. However, there
isn't an advantage as the Alien factions can build soon a city nearby
the Ruins and expand to south. The Cyborgs don't have any possibility to
prevent that.
So the Cyborgs will have soon contact and vendetta while the other can build and axpance in peace.

In all games I made against the AI and used the Cyborgs, I lost against the Alien soon.
Finding the Wrackage soon isn't a great advantage for the Cyborgs if you play it with open map.


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Scenario Name: Already There
SMAC/ SMAX: SMAX
Author: Dreifels
Date of original posting: 12/6/99
Original host site: Dreifels Alpha Centauri page

I made 2 different settings:

a) I took the original factions and made no changes in their settings, except
that the Caretakers are set to "exceptionel peaceful) and do have no starting
tech exept the Progenitor Psych and shall have the Applied Physics in 2121.
You must not change the original faction's txt files.
The fixed difficult level is set to Librarian as present we've still a bug in the
higher levels. (This version seems to me being more easy that version "b")

b) I changed the caretaker's settings (to the same like Gaia except
negave morale) and gave all human factions additional research
(this may be better for starting the game as multiuser PBEM).

*Important*: In the case that you use this version "b":
before loading the scenario the original "caretake.txt" must be overwritten
by the modified txt file "0-scenario-caretake.txt" that is hereby.
(for easy handling I also attached here the original "caretaker.txt" and
2 batch files, so that you don't forget to set the original back after
playing)
--------------------------------------------------------------------------------

(how to play see below)

"Already There"
the explorer cried in panic when coming back. "Aliens, the planet
isn't empty."

For 20 years after landing all humans believed that the planet was
left by its former owners times ago.
However, now they have to understand that the planet isn't empty, that
a very old and powerful race still resides there, sleeping for ages
after a terrible war against their brothers.

Now, when the orbital defence system registered the landing of unarmed
but unknown pods with strange, unknown intelligence, the old, great
automatic system recalled all to awake and they remember the origin
order they got times ago.

Although within the ages of war all technology knowledge was lost, and
furthermore, the old origin order they had, still there are existing
several of the old weapons fully in function, even if none can build
them again today, but ready to be used if an aggressor will disturb
the fulfilling of the old order they are now remembering.

The Humans all do know, both can't live together. The old race's
soldier shall call their fleet as soon as they can, and there is no
alternate system in range to settle instead.

However, as usual, although the Humans are one race, they are all keen
for their own advantages and their different ideology, and their
different intentions may be as dangerous for the other as the old
alien race is.

So happened in the year 2120 on Gamma Centauri

Enjoy!


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Scenario Name: New Planet Scenario
SMAC/ SMAX: SMAX
Author: Dreifels
Date of original posting: 2/28/02
Original host site: Dreifels Alpha Centauri page

"New Planet"
(build 7)
Scenario is made for SMACX

Map size is a medium between the "Standard" and the "Huge" format.
(that size I always missed on the CDs)

Settings for "New Planet"
-------------------------

Starting Year 2105

Human factions got 1 ready built city size 3,
having already recycling tanks and recreation comm in their HQ
and start with 2 Scout Patrols, 1 Unity Rover, 1 former,
2 free colony pods
(Pirates have escape pods, Angels have 1 Scout + 1 Probe,
Cult have 1 Scout + 1 mindworm)

Alien factions got 1 ready build city size 1 and start with
1 Scout Patrol, 1 MK1, 1 free colony pod
(this difference in the city's size makes the aliens very week,
so I add to the personality of both aliens "shameless betray
human players". If you like to play an alien faction by a human
player you should correct this entry and increase the city's size
for both aliens to 3 and/or give them a 2nd free colony pod)

Energy is as original 10-10-10-10-10-10-10

All settings from standard faction txt files.


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Scenario Name: Old Planet Scenario
SMAC/ SMAX: SMAX
Author: Dreifels
Date of original posting: 12/25/99
Original host site: Dreifels Alpha Centauri page

SMACX Scenario "Old Planet"
---------------------------

based on map "Old Planet (SMACX Great, 236kb 52x104)"

This scenaro combines the 2 Alien factions of SMACX with
5 human factions from SMAC:

Gaia, Hive, University, Believers, Peacekeepers
and
Caretakers, Usurpers

Start is set to 2105, the year when the Alien arrive.

All human factions got a city size 2 (otherwise Drone ruits
in difficulty "Transcend" will come, or all factions
have to get Recreation Comm at start) and 2 free Colony Pods,
1 Former, 2 Scout Patrols + 1 Unity Rover

The Alien factions got a city size 1, 1 free Colony Pod, 1 Former,
1 Scout Patrol and 1 MK1

The starting tech is original as in SMAC resp. SMACX.

The only exception the University is: as the advantage "one free tech
at start" doesn't work in a scenario after building the 1st city, I
gave the University one tech more: Centauri Ecology (similar to that
I do in a game if I play the Uni).

Starting Energy is set to 50 for all human and to 10 for the alien

----

The Alpha Centauri.ini attached shows how you have to set your
ini so that the original colors and pictures are used.


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Scenario Name: Alterwars: Buccaneers v1.0 US
SMAC/ SMAX: SMAC
Author: Tres
Date of original posting: 10/4/99
Original host site: Apolyton

Scenario Targets:
Mining Colony ORE-WELL-S23/P3/M2
In the year 2098 Morgan Industries established a mining colony
on the second moon, third planet, planetary system 23.
Nwabudike Morgan, the youngest son of general director Massabe Morgan,
leads this colony to learn the rules of business from scratch.
Due to the barren lands of Ore Well food is very rare.
But Nwabudike managed it to make a contract with Zion Hydroponics Inc.
The ZH Agrar Conglomerates are specialized in Low Gravity Farming in hostile areas.
Agricultural Specialist Miriam Godwinson provides the mining facilities
with fresh nutrients from her hothouses.
Meanwhile the two are running a profitable business.

But profit attracts others also.

The Spartan Liberation Army, as always low on resources and money,
spotted this valuable target.
Short time after, they land a small pirate vessel somewhere in the
wastelands of the Ore Well moon.

Needless to say what their greedy hands want to grab...


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Scenario Name: Alterwars: Frontline Assembly v1.0 US
SMAC/ SMAX: SMAC
Author: Tres
Date of original posting: 10/4/99
Original host site: Apolyton

Scenario Targets:
Trade Outpost CROOKED CROSS (Outer Colony Ring)
In the year 2077 Morgan Industries established a Trade Outpost on this small world.
Rich Resources and the vicinity to profitable merchant routes made it possible
to become an important part of the industrial empire of Morgan.
Three years later the fast growth of Crooked Cross attracted lots of
urban refugees to settle on this wealthy planet.
Zion Hydroponics Inc. founded a fertile collective of religious farmers and ranchers.
Short time after Crooked Cross evolved to a market that delivers minerals and food
to the whole Outer Colony Ring.

But one day the Spartan Liberation Army (SLA), an interstellar gang of mercenaries,
claimed land on Crooked Cross.
They revealed a dubious contract with FarOutExploration (FOE), the company that
discovered Crooked Cross in the year 2067.
The contract implied that the SLA bought a quarter of the landmass of Crooked Cross from FOE.
And the FLA had good lawyers, so the United Nations Colony Administration (UNCA)
had to hand out the land.

Due to this unique legal decision, the UNCA demanded a constant presence to protect the
rights of the colonists.
The Colony Courts decided to allow an armed police force on Crooked Cross.

Until now the planetary peace is stable. But tensions between the factions are growing...


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Scenario Name: Alterwars: H2Ostile v1.0 US
SMAC/ SMAX: SMAC
Author: Tres
Date of original posting: 1/10/00
Original host site: Apolyton

AUTOMATED RECORDING >> 01/01/2100 <<
Captain Svensgaard, Command Nexus of the "Scourge of Armagon"

ENGINEERING: "Captain, the Colony Police hit us very hard! Warp core breach is imminent!"
CAPTAIN: "Sensors, status report!"
SENSORS: "Sir, sensor arrays found a m-class planet in this system.
It´s rather small and wet, but the environment seems to be suitable."
CAPTAIN: "Damn Colony Police, i thought our informants were reliable.
I expected in that mining colony no worthy resistance. They traited us.
Well, back to our actual problems. Navigator, prepare standard orbit
around that waterhole."
NAVIGATOR: "Yes Sir! Course laid in!"
SENSORS: "Captain, Police vessels closing. Thir weapons are locked on us!"
CAPTAIN: "Initiate evasive maneuvers. Engineering, what´s about that warp core?!"
ENGINEERING: "Sorry Captain, we have to eject it in about 60 seconds!
We can´t do anything!"
1.OFFICER: "Captain, without the warp core, weapons will not func...
Sir! Hull breach at deck 2, direct hit!"
CAPTAIN: "Navigator, can we hold orbit?"
NAVIGATOR: "Captain, our only chance is an emergency landing!"
ENGINEERING: "Warp Core ejected, Sir!"
CAPTAIN: "Holy nebula! We are going down! All crewmates abandon ship!
Save all valuable supplies, maybe we´ll need it!"
1.OFFICER: "Sir, Police vessels are leaving. It seems we made it."
CAPTAIN: "Maybe, but what awaits us on the surface?"

END OF AUTOMATED RECORDING
STATUS >> AUTONOMOUS COMMAND NEXUS >> emergency landing succesfull


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Scenario Name: Eye of the Beholder 2009
SMAC/ SMAX: SMAX
Author: Darsnan
Date of original posting: 4/9/09
Original host site: Apolyton

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 start charts. The results were mixed: some
scoutships return with exciting news of “Eden-class” planets, while
other scouts tell tales of planets which had degraded over the eons.
Still other scouts fail to return at all….
By MY2475 all of the ideal “Eden-class” worlds have been either
colonized, or claimed by the various Factions of Man. This had then led
to what was called “The Great Planet Rush” where over the next 25 years
everyone who had a spaceship or could afford transit on one rushed to
colonize the “moderately habitable” worlds before someone else did.
Great fleets of colony ships moved from solar system to solar system via
the transit points, or “wormholes”, documented in the Progenitor star
charts. For those interested in commerce, the web of transit points
whose nexus would be heavily traveled were ideal locations to set up
businesses. For those whose endeavors fell outside of the law, wormholes
made it very easy for them to target their prey: all they had to do was
wait at the outskirts of a wormhole, and sooner or later a ship would
fall unsuspecting out of the wormhole and into their grasp…..

PREMISE: The pirate captain leaned back in his command chair,
disappointed. Today’s catch had been less than stellar: the Peace Keeper
ship Wanderlust had turned out to be little more than a tramp steamer
full of refugees bound for relocation settlements on the fringes of
human space. Having experienced that life first-hand he knew the peoples
in that ship would be living in cramped squalor, and would only have
enough supplies to establish a rudimentary existence on their new
homeworlds. Now the pirate was faced with what to do with the
Wanderlust. He couldn’t just let them go, as they’d immediately report
his activities to the authorities. He also wasn’t a bloodthirsty pirate,
so blasting the ship out of space wasn’t an option, either. But there
were a multitude of “marginally habitable” planets only a few jumps
away, places where the environments probably wouldn’t be that much worse
off than the resettlement worlds these people were originally destined
for. He could simply dump them onto one of these worlds and walk away
with a clean conscience, knowing these peoples wouldn’t be found
immediately, if anyone bothered to look for them at all….


Sister Prudence looked up into the alien sky as the pirate ship departed
orbit. This was a turn of events which had not been anticipated: out on
her first foray as a Mission Lead, her directive had been to sheppard a
cargo of Progenitor artifacts back to her covenant in order that they
could be studied further. That these artifacts were considered
contraband by the authorities was beside the point: God had placed them
in this universe, so it was deemed by her Mother Superior that no mortal
law applied to them. It was simply Sister Prudence’s job to find a way
of getting these artifacts back home under the noses of the authorities,
and so she had chosen an unassuming Peace Keeper resettlement ship as a
means of circumnavigating the authorities. And by relabeling the
artifact containers as “religious materials”, she had probably saved
them not only from the authorities, but from the clutches of the pirate
captain as well. Now it was in these artifacts that she and her Mission
may find salvation on this inhospitable world called "Eye of the
Beholder".
Sister Prudence’s first scouts had returned earlier, with mixed news:
some scouts had reported that there was an enhanced Progenitor Upgrade
Station nearby, which would undoubtedly come in handy. However, there
were also disturbing reports from other scouts that there were traces of
Planet Fungus here. And where there was fungus, there were worms…..


Directions:

1) In your Scenarios subdirectory create a folder called "EotB_2009", and download and unzip the attached files into it.

4/13/09 update: Buster's Uncle updated Datalinks and factional files for
me (thanx Buster's Uncle!). Also made the opening game a little easier
(hint: review your initial build options for details).

2) Start up SMAX, then select "Scenario", "Play Scenario", and then
select the attached EotB file. You will be prompted to choose the
difficulty level. Once chosen, the game will automatically load up with
Sister Prudence and the Believers.
3) In the Data Links I recommend looking at the basic units types, so you can plan your strategies accordingly.


Alternate Graphics

Buster's Uncle has done some very good work with some new Faction pics.
The attached faction_1 thru faction_3 files contain the updated faction
graphics. If you would like to use them, then do the following:

1) In your "Sid Meiers Alpha Centauri" directory back up the following
files: believe.pcx, caretake.pcx, cyborg.pcx, hive.pcx, morgan.pcx,
univ.pcx, and drone.pcx

2) download and unzip the faction_1 thru faction_3 files into your "Sid
Meiers Alpha Centauri" directory. Note that these will now be your
default factional graphics for the above named faction until you replace
them again. Well worth it though, IMO.

Enjoy!

D


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Scenario Name: Von Neuman's World
SMAC/ SMAX: SMAX
Author: Darsnan
Date of original posting: 7/11/08
Original host site: Apolyton

Von Neuman's World


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 which had degraded over the
eons. Still other scouts failed to return at all.
This is the tale of one scoutship which never returned…..



The UN Scoutship Harmony had been mandated to reconnoiter a small string
of planets on the farside of the Milky Way galaxy. While not a
difficult task, it was a journey of significant length, with the
timeframe involved being approximately 10 years relative to their
starting timeframe.
The Harmony wormholed out of hyperdrive at their first location
designated by the High Council. The star system had been previously
unknown to Man and, so had no name. The Harmony’s sensors began to
record the data of the system, taking in the local planets, asteroids,
type of star, as well as visuals of the surrounding heavens (this at the
insistence of the Morganite attachment to the mission, their reasoning
being that people would be more willing to move to an alien planet if
the night skies contained more ascetically pleasing views than where
they currently lived). A habitable planet was located, the Harmony took
up orbit, and probes were sent down to the planet to take samples and
data.
After a week the crew of the Harmony had enough information to classify
the planet as habitable, and duly logged it as such. The next solar
system on their list was called up, the Progenitor-cloned hyperdrive
activated, and they worm-holed on to their next destination where the
process of cataloguing was repeated, the only difference being that the
once habitable world in this solar system had degraded over the eons and
was no longer considered suitable for colonization. The Harmony
worm-holed again, and again waited a week while the automated
instruments collected data on the surrounding environs.
It was during their sixth solar system that one of the technicians who
had been assigned to examining the Progenitor star charts realized a
mistake had been made in the original decoding of the Progenitor star
charts: someone had accidentally moved the decimal point during the
coordinate translation, meaning their ship would have ended up in the
wrong solar system. The technician made the correction, fed the
coordinates of the new solar system into the navigational computer, and
went about her business, all without ever telling anyone she had
deviated from the original flight course the Harmony had filed back in
the Alpha Centauri solar system.
The starship wormholed out into the new solar system just as it had
countless times before, and its sensors began taking data of the
surrounding environs. A prospective habitable planet was located, and
the Harmony began the process of entering into orbit. The ship only had
minutes to live….


Sister Mary O’Connor sat at her computer terminal on the starship UNS
Harmony, reviewing data from the automated sensors. She astutely ignored
the nearby University scientists who were reviewing the data in
parallel with her: they had a working relationship with her, but other
than that each had their own agendas and tended not to intermingle.
The first sign of concern happened shortly after the Harmony had
assumed orbit around the identified habitable planet in the solar
system. Mary noticed several of the Peace Keeper Operations crew
gathering around one of the maintenance terminals assigned to monitoring
the health of the starship, with one supervisor providing direction.
Mary heard the words “hull breach”, but in a tone which indicated it was
a minor affair, that which had happened before and been remedied easily
with a meteor patch. The maintenance supervisor who had been called
over delegated the responsibility and went about his business. Several
minutes passed before another Operations person called for attention,
this time slightly more urgently. Another hull breach, again minor, and
in a completely different location. Again the Operations Supervisor
delegated the responsibility to another subordinate, however this time
the supervisor stayed at the terminal. Mary noted from her station that
the super began calling up other subsystems and reviewing their status.
Most subsystems, once checked, he closed down again. However there were
several screens he kept up, and as time went on the number of screens he
kept up grew. More alarming to Mary was the growing look of panic on
the subordinate's face.
Mary opened a new screen on her own terminal and started a quick
diagnostic on the Harmony. To her horror no fewer than 20 subsystems
were now showing faults, and the list was steadily growing even as she
watched!
Thinking quickly, Mary was able to project that the ship would become
irreversibly damaged within 20 minutes, with catastrophic failure to
follow shortly thereafter. She made a quick call to the Believer
Faction’s quarters and requiring a quick “prayer service” to occur on
the C Deck, which happened to be conveniently located next to the
Harmony’s escape pods. As Mary got up from her station she noticed the
Uni technicians hurriedly moving towards the exit, followed closely by
the Hive Security Officer. So, bad news does travel fast! As Mary moved
towards the door she caught the eye of the Maintenance Supervisor, who
was still at his post. Before she could give him a warning he turned to
her and said as calmly as he could, “You’d better hurry”.

The escape pod containing the Believer Faction jettisoned from the
Harmony and began its descent to the planet below. Mary manipulated the
pod’s controls to give her and her command detachment a better view of
their starship: as the escape pod slewed around in response to Mary’s
commands it gave them a good profile of the ship, and what they saw
amazed them: it was as if the ship were slowly dissolving right before
their eyes! Huge chunks of the front section were already missing, and
the holes there were growing by the minute, while aft the damage wasn’t
as bad but was steadily getting worse. “Did we hit an antimatter field?”
she heard someone ask from behind her. “Couldn’t be” someone else
replied, “else we’d see explosions from the matter – antimatter
collisions”.
“Nannites!” someone else said, almost accusingly, and Mary knew they
were right! She’d heard of several Factions back in the Alpha Centauri
system who had been experimenting with nannites which could perform
menial tasks on the molecular level. What she was seeing here before her
went far beyond that however, and it made her shudder. This was science
completely unfettered, left to run amok!
What really made her soul grow cold was the thought of what they might
find on the world below, a world which they would shortly come to call”
Von Neuman’s World”.

Directions

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

Enjoy!

D


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