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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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Pre game discussions can be found here
Life is only a Game
This is a SMAX game on a large, custom built map, 50% to 70% water, average everything.
Transcend level
Players in turn order are:
Enigma_Nova (University - xoxoxsob55@uow.edu.auxoxox)
AndiD (Morgan - xoxoxsmac@andreas-drechsler.dexoxox)
DetriusXii (Sparta - xoxoxajelovic2@yahoo.comxoxox)
Chaunk (Believers - xoxoxmj_blakemore@uk2.netxoxox)
The AI in this game are:
Peacekeepers
Angels
Pirates
Customized in-game rules are:
http://apolyton.net/upload/view.php?file=517_rules.gif
Suggested PBEM rules are:
quote: Originally posted by Tau Ceti
PBEM specific rules/restrictions on exploiting bugs (my (Googlie's) changes in italics):
> Multiple reloading of the game to try for different effects is forbidden. If a reload is necessary because of a game crash etc., an explanation should be posted to the turn administration thread.
> Multiple drops or orbital insertions using the right-click menu is forbidden. So is airdropping from outside a base/airbase, or after having moved (except on a magtube) using the same method. Using the 'i' key when you want an airdrop means you will automatically comply with these restrictions.
> Inserting Stockpile Energy into the build queue after a military unit is forbidden (But is waived - ie, permitted - in this game.
> If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction in the same turn, causing a change in diplomatic status or the transfer of energy or knowledge.
> If an aggressive probe action (anything except infiltration) is used on a faction you have a truce, treaty or pact with, you must select 'Declare Vendetta' in the dialog box that appears afterwards, and notify the victim of your transgression, unless you have received permission in advance. No notification is required in other cases.
> Upgrading units with the design workshop is allowed at any time
> Communications only allowed between factions that have obtained each others' commlink frequencies in-game.
> Social engineering choice limited to one switch per line per turn. (no flip-flop within turn!)
> Psi units cannot be assigned multiple point patrol routes (avoid instant demon boil bug!)
> Whenever the planetary council is called, the caller (or the first player to vote if the AI calls it) should post a notification to the thread, including vote totals (if applicable) and who has already voted for what. The other players should post how they vote.
> Each game is initiated by a CMN who is not participating in that particular game. ( I - Googlie - am the CMN for this game) The CMN assigns a unique password to each player, emails it to them and sends out the first turn to the first player. If a player is away/offline/unable to play for over 48 hours, he/she must notify the CMN and the other players of the game about this and request the game to be postponed for a fixed time period. Otherwise, if a player does not respond to the game turn within 48 hours (without prior notification and postponing of the game), then the CMN can enter the game in place of the player, and play the turn by hitting "Turn Complete" without moving any units or entering anything into the Build Queue.
> No base trading with the AI. Extortion is allowed.
> Boosting population though colony pods added to base pop allowed up to the # pop permitted by that base's population control facilities
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Passwords have been sent to all, and the first turn has been sent to Enigma_Nova
Good luck to all
Googlie
Last edited by Googlie on 11-07-2004 at 18:11
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DetriusXii
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2101 To Chaunk.
Anyways, for the stockpile energy bug, does it mean we're allowed? The rules say it's forbidden for military units so does that mean it's allowed for structures?
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Enigma_Nova
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o.0
* Enigma_Nova wonders about something
* Enigma_Nova tests something
Ack! Mystery Beeline X is ruined!
Switching to Plan B Beeline.
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Enigma_Nova
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Turn to AndiD.
F***'in BOOYA
Guess what I got in a Pod:
(Took me 40 minutes to erase the bloody grid lines so I wouldn't give my position away)
Attachment: booya.zip
This has been downloaded 9 time(s).
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Enigma_Nova
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...
Requesting permission to break PBEM rules and pre-accept/send CentEco to all affected?
I did not know this would happen. >_<''
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:36
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AndiD - you weren't given a tech choice in 2101 - in smac/x you need to have a base founded first, and with "lookfirst" activated that first turn (2101) sees you with just Ind Base, your start tech.
Next turn (2102) you only have a choice of 3 techs, and for you cent ecol is unfortunately the "rogue" tech that won't appear.
It's nothing to do with E_N having popped a pod and getting a tech (in my just completed 3 turn playtest i avoided popping any pods) - in fact, if you go back and replay the 2101 turn, then after founding Morgan Industries go into the HQ tab and "change research goal" you'll get the same 3 options that you got when opening 2102 - ie no Cent Ecol
So it's not a bug, but a feature of smac's engine and it's creation of a "rogue tech" for each player each tech choice. Minute Mirage (or Method, perhaps) elsewhere has developed a chart, with Kody, I believe, that can accurately predict every choice what the rogue will be for that selection
And I'd agree with Chaunk. Cent Ecol, in 2102, is far more valuable to Morgan, with their 110 credits just waiting to rush formers, than it is to the Believers or Spartans. So I'd veto that offer of E_N's.
G.
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Enigma_Nova
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Roger that.
I'd have offered Information Networks, but that's on the beeline to Impact Rovers - and I'd prefer to buy as many turns as possible before dealing with such a threat.
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DetriusXii
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Hey Andi, the save game you sent me is still at your turn. Did you save your game at the end?
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Enigma_Nova
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ChairmanSlick's position is still open in Waterworld. It's 2102.
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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:36
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My preference would be upgrade anytime using design workshop. It's the way I play in SP, and it's what I'm used to.
It has pluses and minuses:
On the plus side any unit upgraded can move and fight after being upgraded, which is unlike upgrading a solitary unit where that unit cannot move or attack again.
However, it means that all units of that type are upgraded, including any currently in production. Thus, in Googlie's above example, in order to upgrade the scout to empath, every single scout would have to be upgraded, possibly at a massive cost.
I think it makes battles more interesting, attacking and defending more fluid - there's a scout. Is it just a scout or will it be upgraded to a 4-3-1 soon? - and generally adds a lot more strategy to the game.
Therefore, I'd like to propose to change the above rule:
quote: > Upgrading units with the design workshop is allowed at end of turn only. However, supply crawlers upgraded in this fashion can still be used to advance Secret Projects or prototypes in the same turn. |
to this:
quote: > Design workshop upgrades in the field allowed at any time. |
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Enigma_Nova
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Second that.
I move for Upgrades at any time.
On an unrelated note, turn to AndiD!
Last edited by Enigma_Nova on 30-05-2004 at 11:05
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DetriusXii
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Turn 2103 complete and submitted to CHaunk
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Enigma_Nova
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It's in the mailbox.
I'll play it after I spam the Heart of Fire thread.
VOTES IN REGARDS TO UPGRADE ANY TIME:
For:
Enigma, Chaunk, AndiD
Abstain:
DetriusXii
Measure passes.
Upgrades can now be done at any time via the workshop.
Last edited by Enigma_Nova on 31-05-2004 at 01:23
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Enigma_Nova
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Turn to AndiD.
Here's the power chart. 3 of the bars were kinda small so I piled them together.
Attachment: dominating.gif
This has been downloaded 53 time(s).
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Enigma_Nova
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On the off chance that Mystery Beeline X was X Missile Rovers,
What do you suppose Plan B Beeline is?
And on the off chance that the Spartans and the Believers started adjacent, whose fan will the **** hit?
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Enigma_Nova
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Is there enough confusion over my beeline yet?
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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