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death_head
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Caledonia, IL, USA
Jul 2000 time: 23:14
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You know, you can have all units move quickly and skip the animation...makes the game go a lot quicker, believe me.
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Avenoct
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NC, USA
Apr 2001 time: 00:14
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Ah, the human attention span is a mysterious thing, isn't it? I'm like the rest of you. I rarely complete SP games. I did at first, when it was all so mysterious. Maybe that's the real reason I started on Aldebaran, to give people that sense all over again. I like to switch factions and map sizes a lot, but I can't take Ironman settings, though I've tried. I just like to cheat too much. Since using some of Ned's ideas aka ShiNing1's ideas for SNAC, the games have gotten tougher and a bit more interesting overall. Eventually though, SP games I guess just lose their attractiveness when the human has explored most of the avenues of possibility.
I wonder how that compares to games like 'Solitaire' or 'Chess', both of which apparently some people play endlessly? Is it the inability to master chance in Solitaire and the inability to master strategy in Chess? If so, could those things be better incorporated into strategy games in the SMAC-Civ series? It would, for instance, be interesting if the game had an online database of supported factions that, mid-game, could be secretely downloaded and pop-up magically on the map, or other random events...ala the solitaire avenue. But as to the chess avenue, I think the AI's a ways off in the future yet, as numerous threads have already discussed at length.
-Smack
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JustinSane
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I'm quite an avid chess player, having played over 10,000 games on the Internet Chess Club, so I think I might be able to make a fairly accurate analysis of how SMAC and chess differ. Though there are clearly major differences between the games, I think that there are basically four factors that make chess, long term, a more compelling game.
The first is the sustained tension: from the first move to the last, it is usually possible to make a mistake severe enough to result in the eventual loss of the game. Chess games average between 30-60 moves. That's a lot of opportunities to go wrong. In SMAC, usually one faction (the human one) can obtain such an overwhelming superiority that no one mistake could result in loss. The omni-present possibility of loss in chess keeps the players concentrating throughout and helps prevent the tedium of a mop-up job where the eventual result is inevitable.
Paradoxically, the second factor in chess is the comparative speed and ease with which an overwhelming advantage can be converted to victory. All one needs to do is checkmate the opposing king, not wade through endless enemy bases while dealing with the micro-management inherent in a huge SMAC empire. An experienced chess player who has won a knight from the opponent can basically cruise to victory with a minimum of hassle, simply using the preponderance of force the extra piece provides.
Third, chess is a game of absolute information. This takes on a few different forms. The first is that you can always see what your opponent is doing, and he can see your moves as well. This removes the element of randomness. Also involved in this is the ease with which chess games can be recorded, so that they can be replayed or analyzed later. I would also consider the absolute equality of forces at the beginning of the game an advantage, since there are no balance problems whatsoever. (No "White builds the Praetorian Guard! All rooks can now move diagonally! ", etc.)
Fourth, chess games are faster than SMAC games. At the tournament level, chess games can last up to six hours. At the highest levels of play in SMAC, from what I understand, players can spend an evening on just a few turns. I doubt anyone will ever complete 10,000 games of SMAC against human opponents.
All of that said, SMAC is still an awesome game 
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Avenoct
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NC, USA
Apr 2001 time: 00:14
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Justinsane, while I work on your landmark on Aldebaran: How could one bring some of those elements to strategy games like SMAC? Specifically I mean bring the :
quote: The first is the sustained tension: from the first move to the last, it is usually possible to make a mistake severe enough to result in the eventual loss of the game. |
Without taking away the colorful complexities of units, etc.?
I don't think the CIV-type games of the future could develop under the second factor you mention, or could they?:
quote: All one needs to do is checkmate the opposing king, not wade through endless enemy bases while dealing with the micro-management inherent in a huge SMAC empire. |
Because, on the surface, this seems like a trade off: Color and story and whathaveyou and ICS and yes, micromanagement! for SPEED and simplicity. Not that chess is simple, it's just simple to encompass. But this second factor seems even more interesting b/c what happens to the developing SMAC player vs. developing chess player.
In Smac, it's possible to create a scenario similar to chess, where all you need do is move your units into the enemy HQ and it's game over. Further, one could set up the units to be similar to chess units. There are of course many things that would remain different, ie combat!, but, the point is that in Smac, while a player usually starts small, as they learn the strategies of the game they either have to make the AI cheat (transcend) or play larger and larger maps to sugar-coat the fact that the AI isn't going to improve, with ICS, micromanagement, and other things. If Smac games were shorter, and the AI better, I think the similarities (to chess) would increase, and while I wouldn't want the games shorter, against a truly intelligent opponnent, that would be the only way to develop as a player. Er, went off on a tangent again...darn!
Happy Crawlering,
Smack
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Scipio Centaurus
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quote: Originally posted by Ned
Automating sea forming is a must.
Ned |
Right. If there are non-fungus NUT/MIN/ENERGY bonus squares within the seabase's production zone I'll start off by manually building an appropriate enhancement at each such square, then after those are completed I'll release the sea former to improve the home seabase.
It's generally the same for land bases, but there are many more special cases that should be handled manually, like rivers, boreholes, echelon mirrors, condensors, etc... I'll start land forming by putting in a single forest/sensor square, enhancing bonus NUT/MIN/ENERGY squares, building roads to adjacent bases and then foresting every river square within a base's production radius - in that general order. Then if there are oddball combos like a NUT bonus or river in a rough terrain square and I have plenty of rough terrain squares elsewhere I'll even take the time to level the ground around the NUT bonus (increasing nutrient production by +1) or river (so I can put in a forest).
My general rules of thumb for land and sea formers are as follows;
1> Manually make specialized improvements untill there are none left to make
2> Set the former to improve its home base.
3> Move the former to another base (and reset the support for the former - CNTRL+H) then have it start at #1 for its new home base.
4> Once all bases have been fully improved begin releasing formers to full auto. I don't often get this far.
For land formers I will sometimes deviate from the above by setting a few formers on special faction-wide projects like mag tubes.
- Scipio
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mrdynamic
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Minnesota
Jul 2001 time: 05:14
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I prefer to MM but on large maps it just is not feasible once your empire gets so large. Something you just gotta get used to if you want to manage a large empire. Im sure Bill Gates MM in the beginning, and I know he does not MM now.
If tried the automation features described by the others above , it works quite well once you get used to it and your turns fly by..
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