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scientt: Nothing wrong with it so it's a false positive on Norton's end.
It is looking that way...
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scientt: Otherwise, there is some problem on your system or network where exe's are being infected.
With all my security i doubt something on my system is responsible. I have a wired connection all the way to my ISP, it is very difficult to modify packets moving through a fiber optic cable.
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scientt: I'd be curious to see if your setup has same reaction to my version that kyrub based his off of.
http://www.weplayciv.com/forums/downloads.php?do=file&id=240
Your version is not malicious. Or, at least not detected.

Norton seems to hate SMAC in general, it keeps crashing the vanilla version.

Does your patch also contain all official patches?
Been using this for a few months now, works great!
Thanks and good work, both of you. Any objection on me hosting both of the patches?

Btw kyrub, do you have any plans on continuing to develop your MoO or MoM patches? Any plans on patching SMAX as well? What about your end scientt? Any plans for further updates?

As for viruses/malvare on the files, my F-Secure Internet Security 2011 doesn't detect anything malicious in any of the files, not even false positive.
Post edited July 19, 2011 by Petrell
I had just been using the AI patch, but does the Unofficial patch work with it as well? If so, how do you install both?
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Echo35: I had just been using the AI patch, but does the Unofficial patch work with it as well? If so, how do you install both?
If I'm not misunderstanding what's been said so far, kyrub used the the executable from Unofficial patch as base for his AI patch so kyrub's patch should also contain everything that is in scientt's patch.
Post edited July 19, 2011 by Petrell
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JayNari: Does your patch also contain all official patches?
It's based off of 2000/XP version of exe (the one that GOG uses). So if you're using GOG version you only need to replace the exe.

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Petrell: If I'm not misunderstanding what's been said so far, kyrub used the the executable from Unofficial patch as base for his AIa patch so kyrub's patch should also contain everything that is in scientt's patch.
That is correct. Also, just for record it's just scient (one 't'). It seems on GOG "scient" username was already taken. I may of registered it but forgot email or someone else took it.

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Petrell: Thanks and good work, both of you. Any objection on me hosting both of the patches?
No objection here.

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Petrell: Any plans on patching SMAX as well? What about your end scientt? Any plans for further updates?
Yes, I'm working on putting together an update. So far I have over new 20 engine fixes (some are SMAX specific tho) and a ton of non-engine fixes. I was actually working on updating the readme the other day. Everything has been rolled into one installer now since I'm updating more files than just exe's. Prob see a release in next few months. There are still a few bugs I've started working on that I want to sort before releasing it.

I may be porting some of kyrub's bug fixes over to SMAX as part of my patches. Just bug fixes, not AI. Will see.
Post edited July 19, 2011 by scientt
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scientt: Yes, I'm working on putting together an update. So far I have over new 20 engine fixes (some are SMAX specific tho) and a ton of non-engine fixes. I was actually working on updating the readme the other day. Everything has been rolled into one installer now since I'm updating more files than just exe's. Prob see a release in next few months. There are still a few bugs I've started working on that I want to sort before releasing it.

I may be porting some of kyrub's bug fixes over to SMAX as part of my patches. Just bug fixes, not AI. Will see.
You definitely should. The AI patch makes the game actually playable!
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Echo35: You definitely should. The AI patch makes the game actually playable!
I haven't played a game using AI changes but I'm sure they do make it a better game. However, my focus of unofficial patch is not to change gameplay in any significant way. Just fix bugs and expand content as much as possible. If I ever did decide to start making tweaks similar to kyrub's AI changes...I would make it an optional branch. Similar to Wesp's VtMB Basic and Plus patches.
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Petrell: Thanks and good work, both of you. Any objection on me hosting both of the patches?
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scientt: No objection here.
Uploaded to Petrell's Domain Downloads section (smac folder). Both projects have been added to links section (civilization subsection) as well.
Post edited July 22, 2011 by Petrell
Symantec has confirmed that the ai patch is clean. I again apologize for the ruckus i caused.

~JayNari~
Is anybody familiar with the SMAniaC Gold mod? Is it compatible with kyrub's & scient's mods? I'm wondering if SG would be a good complement to these mods...

SG Link: [url=]http://apolyton.net/showthread.php/134088-SMAniaC?p=3817035#post3817035[/url]
Thanks to kyrub and scient for working on the game and popping in here. SMACX is my all time favorite, despite the AI issues. I read elsewhere one of you didn't get a ton of attention for these fixes, but I assure you, there is no nobler videogame work than updating SMAC. Your efforts are heroic and worthy of song.

I'm between copies and I can't imagine playing without fungal towers and sealurks, but I'm eager to return when SMAX debuts here and will watch your projects with great anticipation.
Post edited September 03, 2011 by fortunzfavor
The SMAX Unofficial patch PLUS includes latest Scient's Unofficial patch for SMAX (see [url]http://www.civgaming.net/forums/showthread.php?t=7511[/url]) and it adds several bug fixes on top (see release notes below).

Download: http://www.mediafire.com/download.php?mqtn47cmj73c0gb

I finally found some time and ported a few fixes (from my previous work on SMAC) to SMAX, as I promised.
The highlight is the fixing of the infamous energy stockpile bug and of the children creche (and brood pit) combat bonus bug. I decided to include the better terraforming algorithm from smac patch as well. The old terraforming is not exactly a bug per se, but the AI behaves so stupidly, that I simply felt obliged to do the hard work of transmitting a whole part of the code in SMAX as well.

The patch could not be tested (I have not a working copy of SMAX on my hard drive), but it should work allright. Still, a backup of your data is recommended. Unzip the patch into your SMAX directory, overwrite - and enjoy.

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release notes

version a
- unit limit, changed by scient, is back (crashed the game)
- automatic energy stockpiling bug is fixed
- swapbase bug, which made the AI swap bases in a ridiculously bad deals
- AI basic terraforming (and automated basic terraforming) completely rebuilt, should be more competent
- children creche, brood pit combat bonuses now work like they should
Post edited November 18, 2011 by kyrub
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panurgy: Is anybody familiar with the SMAniaC Gold mod? Is it compatible with kyrub's & scient's mods? I'm wondering if SG would be a good complement to these mods...

SG Link: [url=]http://apolyton.net/showthread.php/134088-SMAniaC?p=3817035#post3817035[/url]
Maniac also made a quite popular Mod for Civ4 called "Planetfall", which is a total conversion and does a good job at grasping the originals atmosphere, IMO (be prepared for a lot of differences and things like the workshop or true terraforming missing - but on the other hand you can play against a better AI and have good stuff Civ4 added to the civ universum, too):

http://forums.civfanatics.com/forumdisplay.php?f=278
also, when you are done with civ4, you can upgrade to civ3