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PJayTycy
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Why no sea colony pods? I want them in the game !
I am fine with most of the rest of your ideas... Good starting points with a few rivers and monoliths gets the game started a lot faster.
But in the end, it's Maya who should (hopefully soon) decide these things.
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Bearhugger
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nargh!
now i dont really want to take miriam anymore. i wanted to try to get enough energy with efficiency below zero. it is possible but you have to build a crawler for every single point of energy (then transfer it to hq base). the idea is: her having lots of support the other bases can build units to explore, terraform or wage war. they dont need to build lots of facilities (like lab enhancing).
but the problem is: no one really NEEDS to take SE choices that give -EFF.
because then, miriam would have 4, or even 6 support which is pretty d*** useless.
another good thing would be: you dont need to crawl "in the open". the crawlers are safe in HQ base. also you get good growth, ind and police and 6 support ( /sarcasm mode on hey 6 support! isnt that great? /sarcasm mode off)
Last edited by Bearhugger on 22-06-2005 at 19:17
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PJayTycy
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I don't think binTravkin wanted to join this game...
My email (again) = pieterjan DOT busschaert AT gmail DOT com
Bearhugger : which faction would you choose then ?
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bluetemplar
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Marseille
Apr 2005 time: 06:34
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Hello, I'm also a newbie PBEM player and I would like to join your game. I have no preferance for a faction on the moment, but I would like to play with smacX factions available.
My availabilities at : http://bluetemplar.free.fr/smacx/ac_calendar.htm
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bluetemplar
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Marseille
Apr 2005 time: 06:34
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E-mail : ivan DOT sproude AT free DOT fr
ICQ number : 234-309-810
Some suggestions:
- I'm for a completely random faction placement.
- We should make an agreement for the rules used in this game.
-Maybe we could do some things to improve the AI...
P.S.: sea bases are fine
Last edited by bluetemplar on 25-06-2005 at 23:12
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bluetemplar
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Marseille
Apr 2005 time: 06:34
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Bugs/Features:
http://www.civgaming.net/smac/acad_buglist.shtml
14-(Pact Support Bug): I thought this was fixed with the latest patch?
There is also 3 other feature/tricks that are not described in this page:
(Transport in Sea Base Trick):
When you put a transport (sea or land(air?) in a sea base near a coast (and on the coast near a sea base?) you can transfer units from coast to base and inversely. The transport itself can also move from base to coast and inversely.
(Unit Sea/Cost transfer with help of another Unit):
When you put a unit on a coast near a sea base another unit can move from the base to the square where the 1st unit is (and inversely?).
(Transport Floating Bridge):
If you board a sea Transport with a land transport and move with the sea T out of the square, the land T will stay "floating" on the sea square! Repeating this you can make a bridge with land T!
SUGGESTONS:
Game Rules:
Default rules + :
no Do or Die
Random events
Non-Blind Research
Look First
-No turn restarting
-No commlink before contact
-Only one SE change/turn
I think we should authorise these bugs/features:
-18 (Reverse Engineering)
-21 (Unload in Flight)
-26 (no Vendetta after Stealing) : as Dreifeils wrote:
quote: A probe team operation is a secret service operation and it's just the character of a secret service operation that the victim doesn't see / know it and has no possibility to act at once. |
35-(Sea Artillery Combat)
44/45-(Stockpile Energy Bug)
63-(Upgrades in Workshop): OK, but without attacking the same turn!
76-(fire Artillery from Transport)
(Transport in Sea Base Trick):
(Unit Sea/Cost transfer with help of another Unit):
(Transport Floating Bridge)
And forbid these:
1-(Extra growth w/ColonyPod)
2-(Multiple AirDrop)
4-(AI unfair Base Trade)
7-(Restart bonus)
16-(Editor Cheating)
19-(Probe to Rover Reverse Engineering)
22-(Terraformer Move-Again Trick)
25-(AI Withdrawal)
27-(Erase Vendetta Trick)
38-(Industry Switching with Crawlers Disbanding)
42/43-(Planetary Council Bribes) : We should make all elections/votes/bribes by e-mail first.
50-(Facilities in Queue trick)
65-(Air Defense with Vendetta only): It should be also for Nothing/Truce/Treaty without the approval of the other side!
71-(Terraforming Credit Up)
72-(Spying on Commlink Communications)
74-(Instant Patrol Upgrade Cheat)
75-(Citizen Remote Control)
Game modifications:
http://www.civgaming.net/smac/alphaxguide_v1_3.html
-Modify the Angels faction to give them only +1 PROBE but 60% probe cost (to counter the awful "+4Probe =0 Bug (73))
Rules:
-Authorise specialists since size 1 bases
-Improve Artillery from 3/2 to 7/4
- +/-12% ground combat for attacking from higher/lower elevation.
Terrain;
-Sea Sensor:
Sensor Array, None, Sensor Buoy, None, 4, Construct $STR0, O, O
(I read somewhere that it was a good size for PBEM's : 52x104):
-Worldbuilder:
3,6,12,18,18,24 ; Ratio (Continent size ratios)
-Worldsize:
6
Great Planet, 52, 104
-Abilities: (Bug corrections
Antigrav Struts, 1, Gravity, Grav, 000000111101, +1 movement rate (or +Reactor*2 for Air)
Amphibious Pods, 1, DocInit, Amphibious,000000101001, Attacks from ship
-Units:
(AI Tweak
Probe Cruiser, Cruiser, Probe Team, Scout, 11, 0, 0, DocInit, -1, 00000000000000000000000000
(Maybe also a Probe Foil?)
Nerve Gas Missile:
XX Missile, Missile, Conventional, Scout, 0, 0, 0, Orbital, 8, 00000100000000000000000000
(Niark )
What do you think of all this? (It's only some suggestions)
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PJayTycy
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I don't know what's allowed in other games, but I guess the usual rules are:
quote: Originally posted by bluetemplar
(Transport in Sea Base Trick):
(Unit Sea/Cost transfer with help of another Unit): |
allowed
quote: (Transport Floating Bridge):
If you board a sea Transport with a land transport and move with the sea T out of the square, the land T will stay "floating" on the sea square! Repeating this you can make a bridge with land T! |
Didn't know this trick.
quote: Game Rules:
Default rules + :
no Do or Die
Random events
Non-Blind Research
Look First |
I guess you meant "Do or Die" ON and "no random events" ON ?
quote: I think we should authorise these bugs/features:
-18 (Reverse Engineering) |
except for probe team => rover chassis
quote: -21 (Unload in Flight) |
fine with me
quote: (no Vendetta after Stealing) |
should be banned
quote: 35-(Sea Artillery Combat) |
allowed
quote: 44/45-(Stockpile Energy Bug) |
Is usually banned from pbems, but I have no problems with it being allowed.
quote: 63-(Upgrades in Workshop): OK, but without attacking the same turn! |
OK
quote: 76-(fire Artillery from Transport) |
Don't know the general agreement here. I would ban it though.
quote: modifications:
-Modify the Angels faction to give them only +1 PROBE but 60% probe cost (to counter the awful "+4Probe =0 Bug (73)) |
this is usually solved in a different way (don't exactly know how), but is anybody playing the angels? If not, it doesn't matter.
quote: Rules:
-Authorise specialists since size 1 bases
...and everything in between till...
Nerve Gas Missile:
XX Missile, Missile, Conventional, Scout, 0, 0, 0, Orbital, 8, 00000100000000000000000000 |
That would cause constantly switching in and out of alpha.txt files. I don't like that :-)
And besides, we don't need AI tweaks if we play without them 
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bluetemplar
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Marseille
Apr 2005 time: 06:34
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quote: Originally posted by PJayTycy
I guess you meant "Do or Die" ON and "no random events" ON ?
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No, I meant "Do or Die" OFF and "No Random Events" OFF.
The second is useful because those events are not so random: they affect more the top stance player than the others, thus leghten the game.
76-(fire Artillery from Transport):
This is a moot point. Should we consider realism here or gameplay?
From the realism point of view:
There is two issues:
The additional impulsion which could cause the ship to sink when artillery fires, and the space needed for the artillery to place itself to position of fire.
IMHO, an artillery unit cannot fire from a normal foil transport IRL, but without problem from a deck of a cruiser, or from an IoD.
According to this we should only authorise units to fire from a transport, only if they take 1/3 or less of the transport capacity.
From the gameplay point of view:
Since artillery units are rarely used, it shold be permitted in order to improve interest for them. (And Planet already does it...)
What do you think?
There is some other rules that should be considerated:
(SP Instabuild with crawler move and upgrade the same or previous turns)
I'd say NO
(SP Instabuild with normal crawlers)
I'd say YES
And another undocumented feature that I think is useful to bring to mind:
(Probe use to make units to go past ZOC's of enemy units)
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Senethro
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Ok, I've got a map made. Just need a little faction starting position tweaking so its balanced.
Bluetemplar, I think all 4 slots have already been filled. Not to worry though as it sounds like this game is pitched at too low a level for you anyway. The land transport bridge bug is new even to me.
Some of the other bugs have been eliminated in patches.
Oh, and that specialists from base size 1 might be the worst idea ever. Do you know about ICSing?
Artillery from transport is not a problem. An arty unit loaded on a transport costs more than boat arty. Therefore, there is no reason to do so. As arty is rare already I don't think those situations in which one finds itself on a transport are a problem.
You should start your own game blue templar, or I can direct you to one that failed to get off the ground due to one player vanishing.
http://apolyton.net/forums/showthre...threadid=133401
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maiasystemsltd
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Rochester, N.Y.
May 2005 time: 05:34
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Senethro,
Unless the all but remaining tasks of faction starting positions are needed from others, pass around the rest of the work to capable 'engineers' to move ahead now. For the sake of simplicity lets push this out into the harbor and get underway.
sincerely,
'maia'
P.S. Do you have an email address for this game? I don't seem to have the right address for you.
Do we need new patches??
Last edited by maiasystemsltd on 27-06-2005 at 20:52
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Senethro
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You do have the right email address for me, I've just been distracted.
I should have it ready by tomorrow and have emailed it to the first player. I'll PM you your passwords.
Its your responsibility to check that you have the most up to date patch. Check your files and compare with whats available from firaxis.com
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Senethro
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The game is being finished up right now...
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PJayTycy
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Thanks for your work on this Senethro !
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