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Chaunk
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CEO of Morgan Industries, ACDG3
Apr 2002 time: 05:37
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After discussion with various Morganites, we feel that we'd like to request the extra 10ec we should have. Morgan should start with 110ec, and yet from Kody's screenshot, it is clear we only have 100ec to start. This would be easy to fix in the scenario editor and then send the corrected turn out before the start of the game.
However, upon inspection of our initially offered techs, it is clear that the tech trade flag has been activated when it should not have been (Control + f2 to alocate techs, not shift+f2). As this is not a simple matter to fix (It requires eliminating the faction, and then restoring them unit by unit, then adding the starting tech again) it's not essential that it is fixed. However, as this flag does affect our choice of techs, limiting us to choosing techs so as to minimise damage from this unintended effect, we would appriciate it if buster could find time to fix this problem too.
CEO Chaunk.
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:37
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Thanks HongHu, I saw that, and I know the mod 3 principle. However neither I, nor buster, has any idea what the tech trade flag is. He said there is no option about it, but disabling techs altogether. If you wish me to restart the game, I'm going to need to know what it is, what it does, and how it can be changed. At the moment, I don't see how it can be changed, when the creator has no idea what it is either.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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I have an idea of how to do it, although I've never tried to do it before.
Replied to your other questions you asked in the CMN forum Drogue.
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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It would be just like me to say I would do it and not remember where.
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:37
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Ok, I have discussed the tech trade flag with buster and Kody, and have come to the decision (which they agree with) that we will give you the extra 10ec, that was a mistake when setting up the map, but we will not be re-doing the scenario to get the tech trade flag off.
Buster has posted this on the subject:
quote: The techs were not traded - but assigned to each faction by editing the discovered techs. (Toggling each factions starting techs to discovered using "edit technology" in the scenario editor).
How the game decides what techs to make available on first choice - other than that the tech must be flagged as "available" I don't know - but I believe this method is the one normally used.
I have always done like that and believe just about every CMN does. |
Moreover, the tech trade flag changes what techs are available in the same way your faction number does. It is down to chance whether this is good or bad, but I would not restart because a team didn't like the number they happened to have been given. It is usual for the game to be set up like this, and we are not able to change it directly. I stand by the way buster has set up the scenario. I am sorry for your disadvantage, however other factions have also had starting techs that don't help their beelines. It is chance what number you get, like it is with pod pops. It seems you have been unlucky in your starting choices.
I am replaying the Gaian turn exactly, with the new save, having altered your ec to 110. When I've done that tonight, I will post the Angels' turn, and we can play from there.
Edited for spelling.
Last edited by Drogue on 30-06-2004 at 19:07
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Drogue
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Omnipresent conscience
Oct 2002 time: 05:37
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Well... With Googlie, Maniac, Jamski and GT on one team, that's also pretty fearsome. Even the Gaians, with all their membership issues, have Darsnan, Obs, and some new players who seem to be pretty active. The Angels are the dark horses, IMHO, depending largely on how Enigma does with the team, because he will be the most active.
All teams have some crack members, all have their own styles emerging. Will be interesting to see how it goes 
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:37
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It's a little too early to predict which faction is going to win. Although I have a suspicion that one particular player will win. I am keeping a journal, but most of the content is about mod decisions and roleplay at this stage I'm afraid. Honghu is keeping a journal too and but it appears she likes filling her journal with pastes of PMs she sends.
Maybe the CMNs can start a discussion thread on each faction. However, I have a suspicion that it'll just be me talking with Honghu add a one liner or two. Furthermore, it means I need to deeply analyse the game, which is not one of my goals for this ACDG. Rather I'm my main goal is to prevent inactivity and foster roleplay issues.
The SMAC/X university that honghu was talking about was actually just her suggestion that we add game strategy related articles to the PLN(Pholus Lunar Newscast).
The real problem is I found people have a habit of using what I say without really thinking about it themselves. I mentioned I got a turn advantage by planting my first bases on a nut, but I didn't go into why and later found one of the other players in the PBEM had used that tactic to a detriment since I hadn't gone into the reasons why. So general I avoid giving mass advice, unless it's game mechanics. Situation specific advice is what I perfer to give as I can be sure most of the variables are taken into account.
That being said perhaps I'll just add disclaimers to all strategy articles I write.
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