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Altera Centauri Scenario Repository

Discussion in 'Alpha Centauri' started by Darsnan, Jan 26, 2012.

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  1. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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.
     
  2. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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!


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  3. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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.


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  4. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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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  5. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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.


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  6. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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.)


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  7. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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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  8. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  9. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  10. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  11. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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.


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  12. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  13. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  14. Darsnan

    Darsnan King

    Joined:
    Sep 12, 2007
    Messages:
    978
    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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  15. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  16. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  17. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  18. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  19. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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  20. Darsnan

    Darsnan King

    Joined:
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    Messages:
    978
    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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