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ChairmanSlick
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i am interested but i would not want to play a large map. they take far too long and it will never get finished.
however if on a normal map i would be down for any of those options.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:35
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And then there were three! 
We do now need a CMN, as well as a proposed list of tweaks... Certainly the probe cruiser should be on there but I'm open to suggestions by you guys. The AI NEEDS advantages like more units, better terrain, preterraformed etc, as they'd be outnumbered 2:1 by any one player in a 3x2.
If you guys are up for choosing each others factions, then I propose we each PM the CMN two factions, one builder and one momentum faction. The CMN then gives each of us a builder faction and momentum faction, one from each of our oponants.
I thought that might need clarifying, so here goes:
PM's to CMN contain:
Chaunk - Uni & believers
ChairmanSlick - Morgan & Cult
Darsnan - Cycon & Cult
We would then end up with the following combinations:
Chaunk - Morgan & Cult
ChairmanSlick - Cycon & Believers
Darsnan - Uni & Cult
The remaining AI would be chosen by the CMN.
Otherwise we can all choose our own factions, duplicates allowed.
ChairmanSlick - I find standard to be quite claustrophobic at times, there's rarely enough room to expand with seven factions. Can we settle on a size in the middle of large & standard?
Darsnan - Beating the crap out of me? In your dreams buddy! 
Any comments questions? Otherwise, I shall go and find a CMN tomorrow evening (GMT).
C 
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ChairmanSlick
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sounds terrific...
ok on the size
i want to choose my factions = i want UoP and Hive.
question : do our factions start together??
if they do not then i would like to change to Aki and Yang.
if they do :as stated -- Zakharov and Yang.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:35
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quote: Originally posted by Chaunk
Any comments questions? Otherwise, I shall go and find a CMN tomorrow evening (GMT).
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Comments:
1. I would like the Pirates and Gaians.
2. As far as CMN's go, I can see if Googlie is interested in "experimenting" on us. Let me know and I can approach him and see. Rubin and johndmuller might also be available. FYI unless you've already got someone in mind, Chaunk.
3. The larger the world the better, but I am not stuck on it being Large or Huge.
4. Beefed up AI's, maybe to include some interesting SP's to boot.
5. Extra starting units: 3 Scouts, 3 CP's, 3 Formers (note: for the Pirates it should probably be scaled back to one Scoutship, 3 Sea Formers, 3 Seapods, especially if playing on a smaller map).
6. Turn rotation should be set so that each player's two Factions are sequential, and that we also take advantage of the International dateline. Best rotation would probably be Chaunk, Darsnan, ChairmanSlick, or a derivation thereof. Does this sound correct?
Oh yeah,
quote: Darsnan - Beating the crap out of me? In your dreams buddy! |
I didn't know you lived in the state of De Nial!?! Anyways, sounds like the CMN should set the "Trashtalking" option to "ENABLED"!
D
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Enigma_Nova
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Darsnan: PM box full. Empty it please.
(Might as well say that before Chaunk has to post it himself)
The rest of you:
I've never seen a DUAL faction game. Send me the results, as I'd like to see how the Uni carries the Cult, or Morgan carries the Believers.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:35
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quote: Originally posted by Darsnan
If not, we can keep you posted (at least until Chaunk gets eliminated, that is......).
D |
It looks as if you made a mistake here D, it should have said:
quote: Originally posted by Darsnan
If not, we can keep you posted (at least until I get eliminated, that is......).
D |

Factions, I'll go Morgan & Believers I think, so long as we play SMAX.
I too think the larger the world the better (I admit it, I'm a builder at heart!), but so long as it's larger than standard I'm ok.
I'm ok with more units to beat Darsnan up with, a CMN of your choice D, and the turn order proposed. I should like to have Morgan -> Believers in the turn order please!
Lets get this bad boy on the road 
C 
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:35
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Hi Googlie,
thanx for setting this up for us! 
quote: Originally posted by Googlie
(By start together do you mean sequentially in turn order, or adjacent to each other on the map?)
Start with 3 scouts (1 sloop for the pirates), 3cp's and (Darsnan, do you want to give away the Gaians centauri ecology advantage) 3 formers to each faction (seaformers for the Pirates?)
If an AI, I'll see what I can do to make it an interesting competitor |
By start together I mean sequentialy in turn order. Giving up the Gaian advantage of Centauri Ecology in the early game is OK, and Sea Formers are a definate Yes for the Pirates. Sea Monoliths would also be a nice touch, but may help the Pirates too much.
I'd like an AI, but not stuck on it. Maybe Hmnneee with the PDL, or Roze floating around lots of Probe Cruisers.
quote: Another question: probably obvious to u guys... but will sercret projects affect BOTH of our factions or just one?? |
Only the one Faction possessing the SP.
D
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Enigma_Nova
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The faction teams I would figure are:
Uni//Hive
CyCon//Drones
Morgan//Believers
Gaians//PKs
That's if you're starting apart, and thus do not have access to the starting tech of the other faction.
For a tech-fling straight to IA,
Angels//Morgan is the way to go.
If you're looking to snatch the SoftHB,
Uni//Cult is your best bet.
For Impact Rovers,
Spartans//CyCon is the way to aim.
Many possible combinations.
In such a game, I'd likely go Uni//Hive, second to Gaians//PKs.
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ChairmanSlick
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ok so i still don't know answer to my question:
In this game do our faction start seperately on the map.... OR adjacent to each other???
AND will they be doing there own SEPERATE research and earning there own SEPERATE energy credits??????
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ChairmanSlick
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btw... thanks Googlie -- top stuff mate
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ChairmanSlick
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cool, thanks a lot-
yeah it doesn't really bother me i just wanted to choose my faction..
so i want Zak & Yang- which i think googlie is doing anyway..
if we have a large map - please have PLENTY of water...
i think that too much land is suffercating.
i am relatively new to pbem but have played IP for a few years now.. so i will have lots of question-i hope this is not annoying for u....
--- what does setting stockpile energy credits in build que do??
are we allowed to treaty with each other??
ie. the humans??
... please make it that the alien, or whicheve AI it happens to be does not start on one of our continents and not another. It is a big disadvantage to have an aggressor next to u, and not next to someone else. *for obvious reasons.*
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:35
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Sorry for the delay - my new cable internet service got splotchy there for a day or 2 (as in NOT)
Some thoughts from past 2 x 3's i've set up that seemed to work:
Any AI would be equidistant from all 3 players - equally accessable to all and equally threatening to all (might "want to talk" to one of your 2 factions and "an atrocity victim" of the other??)
The other games I've set up have requred a player wanting to move a unit (say a former, or rover) to his other faction to pass through another players territory (those were in pre-pirate days, which kind of subvert that concept, so maybe I won't apply it this time)
In other 3 x 2's no-one liked sequential turns. A player could, for example, snatch the CA and build nothing but choppers in one faction, and with the other snag the CN and CF and churn out high morale drop defenders. You open a turn to find ten bases chopped and dropped and you couldn't do a thing about it (like rushing defenders to an empty base, etc) It just seemed to give far too much power to the momentum combos
But I'll go with the majority decision on this one
If there is an alien AI. I'd propose moving gas way down the tech tree - maybe to "Secrets of the Manifolds" - otherwise it's just a pushover
I suggest disabling the EG - I think concensus now is that in PBEMs it too overpowering an SP - certainly my most enjoyable games are where one has to probe rather than just snag the EG. With just 3 players - and an ineligble alien AI I'd suggest disabling Council as well (no Governor and automatic infiltration for him - and human players always seem to ignore the sanctions anyway - obviously you can't ignore the economic in-game sanctions for atrocities, but mostly automatic vendetta by everyone upon PBing an enemy just don't happen in human-controlled games)
A large map with 50% to 70% water would resemble earth, as well as the default Map of Planet
G.
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Darsnan
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New Syracuse, Beta Prime
Dec 2001 time: 00:35
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quote: Originally posted by Googlie
If there is an alien AI. I'd propose moving gas way down the tech tree - maybe to "Secrets of the Manifolds" - otherwise it's just a pushover | .
I don't think the #ABILITIES section of the alphax.txt file is imprinted onto a game, meaning it wouldn't be moved from its original position. If I'm not mistaken, the only section that is imprinted onto a game is the #UNITS section. What we can do is just simply agree not to use gas on the alien AI (on each other, well, thats just a different matter (cough - Chaunk - cough)).
Getting rid of the Empath Guild is fine by me - I plan on having everyone infiltrated by MY 2137 anyways, so its really to my advantage.....
I would like sequential turns, simply to make the game go quicker. Not stuck on this, though.
Oh yeah,
quote: Large map, 50-70% water? I'd prefer as close to 50% as possible please, with the pirates on board. |
Do I hear someone lining up their excuses already?
Finally, we're gonna need a name for this turkey. Maybe "CGN 6, Part Deaux", or perhaps "Unfinished Business"?
D
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ChairmanSlick
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--- o, and i don't care bout name but if u want me to pick i choose : "unfinished business"
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