SMAC mods on the Mac

beetle

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Is there any particular trick for making SMAC/X mods work on a Macintosh installation of Alpha Centauri? My understanding is that the directory structure is different than under Windows. My meager attempt (dumping files into the Add-On Data folder) to install SMAniaC resulted in a crash (and the usual prompt to report the problem to Apple) under OS X 10.4.10. I have not tried another mod since, but my instinct is that my problem is not specific to SMAniaC. My troubleshooting has been to search the CFC and poly archives, but I am not turning up any general guidence, so I am asking here before trying again.

By the way, the Beta 3 Carbon patch can be found at The Brad Hole.
 
Is there any particular trick for making SMAC/X mods work on a Macintosh installation of Alpha Centauri? My understanding is that the directory structure is different than under Windows. My meager attempt (dumping files into the Add-On Data folder) to install SMAniaC resulted in a crash (and the usual prompt to report the problem to Apple) under OS X 10.4.10. I have not tried another mod since, but my instinct is that my problem is not specific to SMAniaC. My troubleshooting has been to search the CFC and poly archives, but I am not turning up any general guidence, so I am asking here before trying again.

There is a slight wrinkle. You need to dump the files in the facs folder into Add-On Data/Facs; the files in the projs folder into Add-On Data/projs; the files in the techs folder into Add-On Data/TECHS; and the files in the voices folder into Add-On Data/voices.

This was actually covered in the SMAniaC thread, but got lost when the documentation was covered in the downloaded package. Maniac would have spotted the issue immediately.

By the way, the Beta 3 Carbon patch can be found at The Brad Hole.

I only have the Beta 2 patch. The URL only gives me a link for SMAC. Brad says the SMAX is in the same directory, but I can't guess the link. Do you know the link for SMAX Carbon 3 beta build?
 
You need to dump the files in the facs folder into Add-On Data/Facs; the files in the projs folder into Add-On Data/projs; the files in the techs folder into Add-On Data/TECHS; and the files in the voices folder into Add-On Data/voices.

Of course! :rolleyes: I usually know the difference between merging directories and overwriting them, I must have had a brain fart.

This was actually covered in the SMAniaC thread, but got lost when the documentation was covered in the downloaded package.

I looked there, but must have missed it.

Maniac would have spotted the issue immediately.

I PM’d him, but no, he didn’t. I think I threw him off by framing it as Mac problem rather than an idiot newbie problem!

I only have the Beta 2 patch. The URL only gives me a link for SMAC. Brad says the SMAX is in the same directory, but I can't guess the link. Do you know the link for SMAX Carbon 3 beta build?

The SMAX file is in the archive. (I know it reads “SMAC_Carbon_b3.sit” and I am not sure why Brad refers to a file as a directory. Expand it and see if doesn’t do it for you!)

From Brad’s comments, the main this version addresses is multi-player support. I will be curious to hear back if this solves your bugs and allows you to pursue your preferred ICS tactics. Your Beta 2 patch had the convenience of not asking for the disc, so this is a step backwards in that regard.
 
Of course! :rolleyes: I usually know the difference between merging directories and overwriting them, I must have had a brain fart.

Good thing I didn't know it. I've seen too many threads where the helper just assumed that the person with a problem would never do Action A because that would be too simple. I sometimes wonder why Petek always starts with a certain answer with regards to SMAC and XP. Now I know.

I looked there, but must have missed it.

No point looking for it now, but since I was around and kept downloading the various iterations, I remember Maniac saying that.


I PM’d him, but no, he didn’t. I think I threw him off by framing it as Mac problem rather than an idiot newbie problem!

See your problem wasn't a Mac problem. Never assume it is a Mac problem, until everything else is eliminated.

The SMAX file is in the archive. (I know it reads “SMAC_Carbon_b3.sit” and I am not sure why Brad refers to a file as a directory. Expand it and see if doesn’t do it for you!)

Thanks.

From Brad’s comments, the main this version addresses is multi-player support. I will be curious to hear back if this solves your bugs and allows you to pursue your preferred ICS tactics. Your Beta 2 patch had the convenience of not asking for the disc, so this is a step backwards in that regard.

First, let me see if I can get the SMAX application out of this.

Why was this never released officially?
 
Why was this never released officially?

Good question. My suspicion is that no one wanted to be responsible for supporting it. Plus it wasn’t something that was bringing in revenue. Brad kind of implies he did it on his own time, or at least between downtime on other products.
 
I looked there, but must have missed it.

Did you get SMAniaC to work?

The reason I wanted a thread (in addition to the fact that the PM software has problems -- I'm signed in to get my PM, when I respond, it says I'm not signed in, then I log in and it wipes out my response) is that it may help someone in the future.

I have registered on 'poly, 'fanatics and 'gaming -- it isn't too bad with a bookmark to check the second forum ('fanatics, in my case) to see what new messages have popped up. Fortunately AC is slow enough that it isn't much problem checking the second forum (and the third forum is so dead that other than the turn tracking threads there has been only one thread in 2007).
 
I still don't really understand what's the problem. If you extracted the SMAniaC zip into this "Add-On Data" folder, wouldn't it automatically create the facs/projs/techs/voices folders? Of course I don't know what that Data folder does - it doesn't exist in Windows. But anyway, I'm glad you have solved the problem. :)
 
I still don't really understand what's the problem. If you extracted the SMAniaC zip into this "Add-On Data" folder, wouldn't it automatically create the facs/projs/techs/voices folders? Of course I don't know what that Data folder does - it doesn't exist in Windows. But anyway, I'm glad you have solved the problem. :)

What happens under Mac OS is that it replaces the facs/projs/techs/voices folders and their files with your facs/projs/techs/voices and your files, when you intended to add your files to the files currently in facs/projs/techs/voices.

The Add-On Data folder is where all the files that are in SMAniaC goes.
 
Re SMAC Carbon Beta 3, it seems to be stable.

SMAX Carbon Beta 3 had problems. First, it crashed on launch. After I ran SMAC Carbon Beta 3, it launched, but it refused to go down the directory structure. To open a game that was in my Saved folder I had to move it to desktop.
 
SMAX Carbon Beta 3 had problems. First, it crashed on launch. After I ran SMAC Carbon Beta 3, it launched, but it refused to go down the directory structure. To open a game that was in my Saved folder I had to move it to desktop.

Very odd. It has been rock stable for me. You might need to go back to a clean install and create games from scratch, rather than opening up saved files.

I got SMAniaC to install, although it crashed again at my first re-try. I ended up using Terminal (!) to copy the files (and I skipped the AI factions this last time) and it seems fine. I will try the suped up AI factions after one game with the basic SMAniaC mod.
 
Very odd. It has been rock stable for me. You might need to go back to a clean install and create games from scratch, rather than opening up saved files.

What do you mean "clean install"? I just downloaded Brad's files and opened them. Should I have put them in my SMAC folder?

I got SMAniaC to install, although it crashed again at my first re-try. I ended up using Terminal (!) to copy the files (and I skipped the AI factions this last time) and it seems fine. I will try the suped up AI factions after one game with the basic SMAniaC mod.

One reason to post in the SMAniaC thread is to get Maniac's attention. I suspect he's monitoring this thread; he's very helpful in getting SMAniaC to work.

If you can get a complete SMAniaC game with the basic faction files, that is good.

I believe the following is included in the Documentation folder in the SMAniaC download.

To use the suped up AI factions, the alphax.txt file has to be modified. You have to use a non-suped up faction and your faction name is a normal name, i.e. peace.txt. The other factions are the AI names, i.e. believeai.txt.

In developing SMAniaC, Maniac first developed the non-suped up AI game. When you're ready to try the suped up, check the documentations folder and keep notes on what you've done to get the game going.

If you run into problems, post in this thread and post the alphax.txt file you're using.

I have SMAniaC installed and have downloaded the "Gold" version. I'll be able to see if I can replicate the error on a Mac machine.

I suspect, though, that the problem won't have to do with Mac. I suspect it has to do with the editing of the alphax.txt file.
 
What do you mean "clean install"?

I meant re-installing SMAC and then SMAX from the discs. That shouldn’t really be necessary.

I just downloaded Brad's files and opened them. Should I have put them in my SMAC folder?

OMG YES! I am surprised it worked at all!

One reason to post in the SMAniaC thread is to get Maniac's attention. I suspect he's monitoring this thread; he's very helpful in getting SMAniaC to work.

Sure he is. He has replied once in this specific thread already.

If you can get a complete SMAniaC game with the basic faction files, that is good.

Yes, that is what I figured. The new factions are available too.

I believe the following is included in the Documentation folder in the SMAniaC download.

To use the suped up AI factions, the alphax.txt file has to be modified. You have to use a non-suped up faction and your faction name is a normal name, i.e. peace.txt. The other factions are the AI names, i.e. believeai.txt.

His latest directions are little different. So that cowards like me can avoid messing with the alphax.txt file at all (not that is really so difficult) Maniac has gone through the trouble of setting up 21 sets of alphax.txt with matching faction files (all but the one faction you plan to play is modified).

In developing SMAniaC, Maniac first developed the non-suped up AI game. When you're ready to try the suped up, check the documentations folder and keep notes on what you've done to get the game going.

If you run into problems, post in this thread and post the alphax.txt file you're using.

I have SMAniaC installed and have downloaded the "Gold" version. I'll be able to see if I can replicate the error on a Mac machine.

Thanks, quite generous of you.

I suspect, though, that the problem won't have to do with Mac. I suspect it has to do with the editing of the alphax.txt file.

It is to my shame that I was willing to blame unknown idiosyncrasies with the version! All the marginalization that is going on with Civ4 for the Mac has put me in a poor state.
 
I am not sure I grok the point of all the SMAniaC.
  1. I understand Maniac put a lot of work into tweaking the tech tree. I feel like a SMAC newbie in trying to get the sense of it. I am not sure the payoff is worth the effort. The beauty is obviously too subtle to me, or maybe it is more for multiplayer. Sorry to be such a wanker.
  2. Similarly, I preferred the old SE arrangement because it was simpler and the future society choices coming up later made sense to me. Gawd, I am ungrateful curmudgeon!
  3. Granted I only in my first game, but it the year 2200, I do not have fusion, but fungus is worth 2/2/1. That doesn’t seem right. I am still working my way through the polly discussion thread, but this is the most perplexing thing so far.
  4. I am looking for people to recommend SMAniaC AI opponents. I prefer running a builder’s campaign. I am annoyed how the AI likes to put sea base next to land they do not control, so I think next time I want to avoid the Ghosts, Atlantans, and the Bree. I will miss looking at Bre Ata though.
 
Again, I have just played SMAniaC once, so no telling if my experience is representative but I find few more things that feel unbalanced…
  1. The early mineral value of fungus means the AIs are producing lots of Eco-Damage. Since the AI likes to saddle up next to my land (a long-standing bug) I catch most of the mindworms. The worms are no problem, but loosing forests really annoys me.
  2. The availability +2 talents (from Fungal Gin Brewery) comes too early for play balance IMHO. Like everyone else, it is kind of funny, but talents from alcohol? I don’t think so.
  3. The chance to pursue last round of secret projects came before even quantum reactors. Blah.
  4. I strongly favor blind research, so much of the subtleties of the tech tree are lost of me. Instead, it feels random. The custom SMAniaC faction might not be that varied in their interests.
  5. My workshop is getting cluttered up with crappy and unselectable “scout” units. I think this is a bug related to the graphics used to show radar units. This would happen to me with SMAX if I built a naval carrier with both submersible and airbase abilities. So I avoid that particular combination.
 
Summary of my post: my impression is you seem to be a casual player who likes to keep things simple and familiar. In that case SMAniaC just won't appeal to you I think, for as you have noticed, I reworked the whole tech tree plus contents, and have tried to add more strategic choice = make it more complex.

One critique I would give myself on SMAniaC is that the Explore techs are too attractive to research compared to the others. I assume you too research them often first, since you're mentioning early productive fungus and fungal gin breweries. A solution to that could be to move some builder stuff from the Explore techs to the Discover/Conquer techs.

Some comments on your points:

In unmodded SMAC there is basically only one good research "strategy": Industrial Automation->Environmental Economics->Air Power->Mind-Machine Interface. For SMAniaC I have made a wider tech tree and a tech tree which offers more valid choices than unmodded SMAC (though it's far from perfect, eg see my comment on Explore techs). The consequence of this is that if you focus on one particular tech branch, you can get to some pretty powerful stuff relatively early compared to SMAC. The pay-off of course is that then you don't have access to the other powerful stuff on other tech branches. Eg you say productive fungus comes too early compared to Fusion. Hydro for example said after his first game that Fusion comes too early, the opposite of you! ;) So my reply to the following points is simply:

Granted I only in my first game, but it the year 2200, I do not have fusion, but fungus is worth 2/2/1. That doesn’t seem right. I am still working my way through the polly discussion thread, but this is the most perplexing thing so far.
The availability +2 talents (from Fungal Gin Brewery) comes too early for play balance IMHO. Like everyone else, it is kind of funny, but talents from alcohol? I don’t think so.
The chance to pursue last round of secret projects came before even quantum reactors. Blah.

Depends on how you research.

I consciously made fungus more productive earlier so it is a valid alternative terraforming strategy compared to forest and condensers/boreholes. By the time your fungus produces 2/2/1, you should also be able to build tree farms and hybrid forests for 3/2/2 forests btw.

My workshop is getting cluttered up with crappy and unselectable “scout” units. I think this is a bug related to the graphics used to show radar units. This would happen to me with SMAX if I built a naval carrier with both submersible and airbase abilities. So I avoid that particular combination.

Is this SMAniaC-specific? :confused:

I strongly favor blind research, so much of the subtleties of the tech tree are lost of me. Instead, it feels random. The custom SMAniaC faction might not be that varied in their interests.

1) I'd suggest not to use blind research. ;)
2) Might you feel it's random because you do not know what to expect? Have you checked out the modtechtree.jpg file in the documentation folder? My expectation would be that blind research would follow the Explore/Build/Discover/Conquer preferences very well. At least the AI does.

Similarly, I preferred the old SE arrangement because it was simpler and the future society choices coming up later made sense to me. Gawd, I am ungrateful curmudgeon!

I wanted to have more valid SE choices. If you say yourself you want things to be simple, then SMAniaC just isn't meant for your playstyle.

The early mineral value of fungus means the AIs are producing lots of Eco-Damage. Since the AI likes to saddle up next to my land (a long-standing bug my addition: no, that's good gameplay ;)) I catch most of the mindworms. The worms are no problem, but loosing forests really annoys me.
I am looking for people to recommend SMAniaC AI opponents. I prefer running a builder’s campaign. I am annoyed how the AI likes to put sea base next to land they do not control, so I think next time I want to avoid the Ghosts, Atlantans, and the Bree. I will miss looking at Bre Ata though.

What you describe seems to me like improved AI performance. Yes, sea colonization is more attractive, which fits well with usual AI strategies. And more eco-damage can only be a consequence of their bases producing more minerals (and running Anthropocentric...). This seems like a good thing to me. However your comments focus more on the effect the AI has on you. My impression from these comments is that you do not want a challenging AI - you just want them to leave you alone. In that case I guess you should simply select the non-agressive non-aquatic AIs who don't have Conquer as a preference as your opponents. Those are the Angels, Consciousness, Drones, Gaians, Morganites, Peacekeepers, University, Empaths, Genesis and Centauri Republic I think.
 
Thanks for the long thoughtful post.

Summary of my post: my impression is you seem to be a casual player who likes to keep things simple and familiar.

Not exactly right. In years past, I played it a lot but only single player. Not so much in recent years. I tried it again after Civ3 was so disappointing. And I tried again recently after trying Civ4, but this time around, with your mod.

I am in something of a rut in that I like a little bit of the role play, so I do not change change the Research Priorities, and try to use the SE most identified with Faction.

In that case SMAniaC just won't appeal to you I think, for as you have noticed, I reworked the whole tech tree plus contents, and have tried to add more strategic choice = make it more complex.

I do not mind complexity when it makes things more interesting. The original tech tree had not exposed itself as a particular weakness to me, but then, I don’t game multiplayer, and I use blind research.

Some comments on your points:

In unmodded SMAC there is basically only one good research "strategy": Industrial Automation->Environmental Economics->Air Power->Mind-Machine Interface.

Yes, I know. I also know about pop rushing, crawlers, energy farms, and the mathematical advantages to sprawl. I do not take advantage of these exploits, and since I can usually (but not always) win at transcend level, I find the game play and balance quite satisfying.

I consciously made fungus more productive earlier so it is a valid alternative terraforming strategy compared to forest and condensers/boreholes.

Hmm. I have never been able to make condensors and boreholes really work for me. The Eco-Damage just never paid off. (But then, the AIs do not use them right either.) Plus, I like using fungus as a weapon, so fungus being productive early scratches that tactic!

By the time your fungus produces 2/2/1, you should also be able to build tree farms and hybrid forests for 3/2/2 forests btw.

Yes, but I had not had my first bloom, so had been waiting. Working forest until fungus becomes productive is not only what I am used too, it also seems like it fits the story line better.

Is this SMAniaC-specific?

Did you not tweak the radar attribute to use one of the high-end armor visuals?

I'd suggest not to use blind research.

I am hardly the only one who thinks blind research is a feature. (As well as feeling more realistic, it also eliminates a temptation that puts human at unfair advantage over the AI.)

Might you feel it's random because you do not know what to expect?

Well, yes! 1) Some of it is just different, not better/worse. 2) I am not trying to exploit the tree. 3) I still think some powerful things come out of order.

Have you checked out the modtechtree.jpg file in the documentation folder? My expectation would be that blind research would follow the Explore/Build/Discover/Conquer preferences very well. At least the AI does.

No. Probably things happing in the order as designed. I probably should study it for flaws, and play more games, before complaining.

I wanted to have more valid SE choices. If you say yourself you want things to be simple, then SMAniaC just isn't meant for your playstyle.

If I liked simple, I probably would have been content with Civ2 or Civ3. The added complexity is more realistic but does not seem to result in more interesting game play. In particular, loosing (late game) future society values in order to have a more a more complete (but more contemporary) social engineering model feels like a zero sum equation.

What you describe seems to me like improved AI performance.

I do not think so. With even classic SMAC the AI loves to build sea bases next to player land. The easy explanation for this is that the AI fails to include in its calculations that those tiles have no production value for the city.

My impression from these comments is that you do not want a challenging AI - you just want them to leave you alone.

Actually, the opposite. I wish I could have a smarter AI, but one that also valued fewer stronger cities and units. Waiting three or four minutes between turns while the AI shuffles hundreds of Larval Mass strength Isles of the Deep around is not my definition of a challenge!

In that case I guess you should simply select the non-agressive non-aquatic AIs who don't have Conquer as a preference as your opponents. Those are the Angels, Consciousness, Drones, Gaians, Morganites, Peacekeepers, University, Empaths, Genesis and Centauri Republic I think.

Can you point me to where you write about how you tweaked the shipping factions? In my mind, they are closely associated with the shipping SE model, so I think that would be interesting to me. I do not mind aggressive AIs, but prefer that they not be stupid about it. Yang, for example, tends to be boring because he is so rabid he goes for the nukes and alienates the other AIs. Likewise, the believers are interesting only at the start of the game since they get too far behind in the tech race. I like playing against Lal and Spartans — because they are always aggressive and competitive.
 
Didn't change any graphics - that's impossible in SMAC. How the factions are changed is documented at te bottom of the modSE.txt file in the Documentation folder.
 
How the factions are changed is documented at te bottom of the modSE.txt file in the Documentation folder.

Okay, so Miriam is now keen on Anthropocentric rather than Fundamentalism? Can you point to me the place in the Poly threads where you discuss your choices (for faction alignment) more conversationally? Thanks!
 
I'm not about to re-install SMAC and SMAX (especially considering the saved games and scenarios I have) for an unofficial carbon beta, no matter who authored the beta, when classic works well enough.
Right, but that turned out to be unnecessary. Did the Carbon apps work for you once you put them in your Alpha Centauri folder?
 
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