Any mods extend the basic SMAC/X technology tree?

BFG

Chieftain
Joined
Sep 3, 2011
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37
Thread #1000. Whew!

Anyway...Is anyone aware of mods that expand the SMAC/X tech tree? Specifically, I'm looking for mods that add to the existing tree, NOT that overhaul it. I'm aware of the Advanced Hydromechanics Pack...any others?
 
SMAC does not allow you to add additional buildings, wonders, special abilities... So by extending the tech tree you'd just spread the same amount of content over a larger amount of techs. What's the fun about that?

I'm not aware of any such mods.
 
SMAC does not allow you to add additional buildings, wonders, special abilities... So by extending the tech tree you'd just spread the same amount of content over a larger amount of techs. What's the fun about that?

I'm not aware of any such mods.

Heh, good to know. Is that true for SMAX as well? I know that SMAX has entries for "Deleted" and "User Defined" special projects etc. in alphax.txt, but hadn't spent much time researching whether/how those can be used. And I wouldn't be that interested in adding new weapons, terraforming, etc. that cannot show up on the map. Thanks.
 
In my mod, I use the three unused tech spaces in the list to add three new techs, each of which adds a new unit, with custom graphics, which cannot be built in the workshop and have more special abilities than player-designed units can have. So I think there is some use for using the three available tech slots to add new special units. You can also have some faction(s) start with such techs so they have a unique advantage at game start.

If scient resumes work on the unofficial patch, this capability will be greatly enhanced, as we will have a way to add new units to #units which can have any level of reactor and which can be flagged as AI-only and/or not reverse engineerable. (Currently to make a custom unit not reverse engineerable, you have to give the unit a psi attack.) So let's hope he picks it up again - it will greatly enhance modding capabilities.
 
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