Hey everyone!
This is a mod I've made for Alpha Centauri Alien Crossfire, fantasy-style. I've been playing the Civ-series and SMAC for a long time, and have been on these forums quite often, now I decided to post something of my own
.
A short description of the mod:
First of all, I've never intended the mod to be for 'widespread use', I've made it to increase my own enjoyment of the game. However, since I put some effort into it, why not share it with whoever out here wants to take a look at it? The mod basically takes the Alpha Centauri techtree, units and buildings into a medieval/magic setting. You don't have Fusion Power and Quantum Lasers, but Mana Crystals and Geomancy.
Note: Graphics/artwork is NOT CHANGED, because after many websurfing, I have failed to find a way how to do it. So yes, you're stuck with men claiming to be swordsmen but carrying high-energy laser rifles. Hey, it's all in your mind!
Major changes:
- A new tech tree
- Changed icons for techs, buildings, projects etc.
Balance changes:
- Many projects, abilities, social choices etc. have a different place in the tech-tree, to increase game balance i.m.o. For example, aircrafts come a little later, and The Empath Guild and Planetary Transit System come sooner, where they are the most useful.
- Some buildings/projects have different building costs, i.e. The Cloudbase Academy is much more expensive while some basic facilities are cheaper.
Faction changes:
- No more aliens.
I've eliminated them from the game to prevent me from winning the game through Surpreme Leader, and because they won't ever surrender. I personally don't like to have to destroy every single base to win.
- The Pirates are no longer aquatic.
In my experience, the Pirates were never a threat, only an annoyance. And a pain to defeat because you had to build a superfleet to destroy them. So I decided to give them a nice home on land, and changing them into a Wealth-faction (instead of power).
- Extra factions!
The Planetshapers, the Medical Branch, the U.N. Unity, the Progressors, the Trained Mentalists, the Fiery Zealots, the Horde, Law's Arbiters.
I admit, they do not belong in a fantasy-setting any more than the other factions do. I made these factions before I made the mod, so I decided to keep them anyway. Edit/remove at your leisure.
Personal convenience changes:
- No more X-res weapons and armor. I found the auto-design often gave units that were unlikely to engage in Psi-combat the more expensive 3-res armor or 6-r weapons. Making it as cheap as the 'original' weapons and armor seemed overpowered, so I decided to scrap them altogether.
- Some (the most frequently occurring) in-game text have been changed to fantasy-style. No more downloading energy credits from other factions with probe teams, but stealing their gold with spies.
- You may want to remove/rename the Voices map in your Alpha Centauri folder to prevent the game from spouting unrelated flavor text.
Known bugs (if you manage to fix them, please let me know):
- Enemy factions refuse to pick the 'Green' social choice.
Installation instructions:
Just copy all files in the .rar to your base Alpha Centauri map. Overwrite all files when asked. Backup your original files first!
I think that pretty much covers it. If you have suggestions or comments, feel free to post them. If you want to make changes to this mod when downloaded, feel free to do so.
This is a mod I've made for Alpha Centauri Alien Crossfire, fantasy-style. I've been playing the Civ-series and SMAC for a long time, and have been on these forums quite often, now I decided to post something of my own

A short description of the mod:
First of all, I've never intended the mod to be for 'widespread use', I've made it to increase my own enjoyment of the game. However, since I put some effort into it, why not share it with whoever out here wants to take a look at it? The mod basically takes the Alpha Centauri techtree, units and buildings into a medieval/magic setting. You don't have Fusion Power and Quantum Lasers, but Mana Crystals and Geomancy.
Note: Graphics/artwork is NOT CHANGED, because after many websurfing, I have failed to find a way how to do it. So yes, you're stuck with men claiming to be swordsmen but carrying high-energy laser rifles. Hey, it's all in your mind!
Major changes:
- A new tech tree
- Changed icons for techs, buildings, projects etc.
Balance changes:
- Many projects, abilities, social choices etc. have a different place in the tech-tree, to increase game balance i.m.o. For example, aircrafts come a little later, and The Empath Guild and Planetary Transit System come sooner, where they are the most useful.
- Some buildings/projects have different building costs, i.e. The Cloudbase Academy is much more expensive while some basic facilities are cheaper.
Faction changes:
- No more aliens.
I've eliminated them from the game to prevent me from winning the game through Surpreme Leader, and because they won't ever surrender. I personally don't like to have to destroy every single base to win.
- The Pirates are no longer aquatic.
In my experience, the Pirates were never a threat, only an annoyance. And a pain to defeat because you had to build a superfleet to destroy them. So I decided to give them a nice home on land, and changing them into a Wealth-faction (instead of power).
- Extra factions!
The Planetshapers, the Medical Branch, the U.N. Unity, the Progressors, the Trained Mentalists, the Fiery Zealots, the Horde, Law's Arbiters.
I admit, they do not belong in a fantasy-setting any more than the other factions do. I made these factions before I made the mod, so I decided to keep them anyway. Edit/remove at your leisure.
Personal convenience changes:
- No more X-res weapons and armor. I found the auto-design often gave units that were unlikely to engage in Psi-combat the more expensive 3-res armor or 6-r weapons. Making it as cheap as the 'original' weapons and armor seemed overpowered, so I decided to scrap them altogether.
- Some (the most frequently occurring) in-game text have been changed to fantasy-style. No more downloading energy credits from other factions with probe teams, but stealing their gold with spies.
- You may want to remove/rename the Voices map in your Alpha Centauri folder to prevent the game from spouting unrelated flavor text.
Known bugs (if you manage to fix them, please let me know):
- Enemy factions refuse to pick the 'Green' social choice.
Installation instructions:
Just copy all files in the .rar to your base Alpha Centauri map. Overwrite all files when asked. Backup your original files first!
I think that pretty much covers it. If you have suggestions or comments, feel free to post them. If you want to make changes to this mod when downloaded, feel free to do so.