2 mb
4688 dls
March 24, 2007
Sid Meier's Alpha Centauri custom factions for GalCiv2: Dark Avatar
version 1.1

CHANGES from 1.0
- All races now have a few negative traits (i.e., University of Planet faction has a -20% social production)
- Some traits are 'new' such as 'Home Planet Quality' which is present in the XML file itself, but not selectable in the game.
- All SMAC factions now have different theme music instead of just 'Human'.
- SMAC faction race names have been changed to reflect their actual names from the Alpha Centari game.
- Almost all factions have super abilities. A couple? do not.
4/2/2007 8:47:32 PM
Okay, so i'm a dingus... i downloaded and extracted and can't find the races when i play,,, could i have spelled out instructions? Preferably written for computer challanged old farts like me?


3/29/2007 1:32:17 PM
And thank you for your kind words!

Yes, I have considered the Alien Crossfire factions but have no plans to do them as of right now. But I'll never say never!


3/29/2007 6:34:00 AM
Yes thank you for this mod. I like the factions and their human origins more than the aliens in GC who seem rather boring by comparison. This is only a personal opinion of course. just wondereing about whether any of the the factions in Alien Crossfire could also be integrated. I particularly like the idea of water worlders like the faction the pirates in Alien Crossfire.

Anyway thanks for a great mod!


3/14/2007 3:04:10 PM
Mod is now updated to version 1.1. See readme for updated changes.


3/13/2007 10:47:22 AM
Update: Nearly done with the updated SMAC. Have edited the races to have NEGATIVE traits now and actually added a few abilities that don't show up on screen but are present in the race XML file (specifically one called 'Home Planet Quality'). A bit more tweaking and she'll be done very soon.


3/2/2007 12:37:37 PM
Sweet! I can't wait. My next big game is going to full of my old SMAC friends and enemies.


3/2/2007 11:55:08 AM
I debated for a while exactly which things to increase point-wise. In the end, I felt that I just couldn't justify using ALL the points. The militaristic factions, for example, were easier...weapons, propulsion, anything that would give them higher stats in ship building or military. Others were a bit more subtle. So I just put as many in as I thought would not completely overbalance any one faction. When you combine their points with their government choices (Federalists, Populists, etc) you can get some pretty high bonuses.But, as I stated, tweak to your hearts content! If you don't like a race because they are too weak or too strong, have at it!

As far as super-abilities go I honestly didn't give a whole lot of thought to that aspect because I don't play with super-abilites. I allocated a few because they seemed to "fit" the faction but other than that...not much thought.

I will be doing a small update to this mod soon, mostly cosmetic. But I found myself going back and tweaking a few factions since I uploaded the mod so they will be updated as well...just a tad, not much.

Thank you for your kind words. I enjoyed making it, especially the images and logos! Photoshop rocks!


3/2/2007 1:44:43 AM
Since I trust your memory of SMAC more than my own... have you thought about assigning super abilites and all their racial points? Or did you have a reason to leave most of the points unassigned?

BTW - thanks so much creating this! You did a great job.


2/28/2007 5:51:21 PM
OH! You mean by updating the Universalists-University thing and the extra 'the'? Yeah, I can do that.


2/28/2007 5:50:16 PM
How so, if you don't mind my asking. Is there a problem with one or some of the files?


2/28/2007 12:30:44 PM
Can you update your zipfile?


2/19/2007 3:58:06 PM
I noticed (too late) that I named the University faction 'Universalists' but you can change that easily. Also, taking out 'The' in front of all faction names will keep text displays from saying something like 'Intelligence indicates the The Spartans are secretly paying off the The Believers in order to keep the peace.'