Changelog
The alphax.txt file for this game has been heavily modified, with some of the more notable modifications as follows:
#RULES
- Max artillery range is set to 4. Note that if you arent using scients patch to the terranx.exe file, that only the AI will be able to bombard from 4 tiles away.
- Max airdrop = 6 tiles.
- Base defense has been increased to 40%
#RESOURCE INFO
- 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 aquatically oriented factions much more viable.
- Monoliths give 2/3/2.
- Borehole squares give a -2 nutrients (note that if you are not using scients patch to the terranx.exe file you wont see this effect).
#CHASSIS
- Needlejet and copters now move 6 squares: since the AIs generally dont handle units based on these chassis well, then this is to the AIs advantage.
- Copters now move 4 squares.
#WEAPONS
- most weapon values have been reduced by one. See the datalinks for exact values.
#DEFENSES
- most defensive values have been increased by one.
#ABILITIES
- Cloaking ability has been moved to Planetary Networks. This is for aesthetics purposes for this scenario.
#UNITS
- There are 44 units spread throughout the tech tree. For the most part these units have been vetted, specifically the Aircraft Carriers, Probe ships, and Attack Submarines.
- You will now have to prototype your first crawler.
- All NL units replaced with Sentinel units.
#FACILITIES
- Virtual World: moved to Social Psych. Trying to water down the beeline to Industrial Auto.
#FACTIONS
- all factions have been modified to +1 Planet