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Scipio Centaurus
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I have sent 2301 off to Qantaga. Qantaga, hope you and yours are feeling better. Go easy on the games for a few days. Free medical advice from a non-medical person. 
Player turn order is same as ADB001, I think.
- Scipio
Last edited by Scipio Centaurus on 24-09-2001 at 07:42
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Zakharov VII
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Ah, it seems things are working 
This is probably not the best place to go into detail about my own adventures, but I don't know where else to go ...
I have had a great experience playing the Galactics (I'm surprised nobody picked them, with their industry and cheap(er) research!) and (finally!) beating up the computer after a slow start. The AI IS more difficult, with all their free SE bonuses. It's really demoralizing to infiltrate someone's datalinks and see that they're paying only 4 minerals per row. Human players can't get that even with +6 Industry! Must be that Transcend level takes off 3-4 minerals per row (I can never remember exactly which one it is) directly instead of indirectly through SE, and thus with the built-in +2 or 3 industry AI bonus, they get down to 4 per row. It would be really scary if the AI managed a +5 on the SE scale and got down to 1-2 minerals per row!!
I missed most of the early secret projects (but not the transmitter trials - I *think* it's more important than the datalinks give it credit for! It seemed to give me +50% more minerals at every base instead of just 2, making its cheap price a real bargain!), but luckily the first rival that I obliterated (Syndicate) had a few choice SPs, namely the HGP and DF (WP in normal AC). It took quite awhile to beat them down to size - those great colorful worm things are really tough to take out, with all their special abilities! I ended up using some amplified scout artillery to soften them up, and purple artillery to weaken everything else (amplified and purple together are waaay too expensive, though I did make 1 of those!). The problem with the worms is they have EMC for rovers and tanks, AAA for copters and noodles, and if you send in a plain amplified scout infantry, their fungal sentinals will utterly destroy you. I ended up killing the worm with a purple infantry after getting it down to half power with artillery.
I didn't really notice any difference in sea bases - I think there's an extra mineral on bases and mineral bonuses, making them a bit more hospitible, but that's a general change and not just for sea. I didn't notice any difference in mining platforms (except that their so expensive!), maybe it's because I haven't researched the tech that gives +1 minerals on mining platforms. But I'm about 50-60% down the tech tree...
Anyway, good luck to all!!
EDIT: It's a little weird that pressure domes are available so much earlier than recycling tanks, but I guess it forces you to work harder early on for those extra resources. In any case I like it 
Z
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Arima
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Turn passed to JohnD.
Good luck all!
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Scipio Centaurus
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2302 to Qantaga.
Our investigation of the caldera of the long dormant volcano has determined that there is no chance of establishing a colony anywhere near the rugged terrain near the volcano's top.
Matsumura threw down the report in disgust! "Remind me to have the commander of the scouts flayed alive! Why does he waste time investigating areas of land which any fool can tell will not support permanent bases." he raged inwardly.
Matsumura yelled at his aide-de-camp to send orders to the scout commander to get his troops down from the caldera and resume the search for fresh water sources and other signs of habitable land.
The aide bowed low and backed hastily out of the expedition command tent.
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Arima
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2302 passed to JohnD.
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Scipio Centaurus
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2303 to Qantaga
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Scipio Centaurus
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2304 to Qantaga
----------------------
"Apologies Primus...", Matsumura's aide hesitated, knowing what was about to take place. "The data files for the establishment of our society's commercial infrastructure have been lost in the landing... All backup data sets have been destroyed as well." He abased himself and prayed that his journey to the afterlife would be quick if not painless. When no response from the throne, was forthcoming for several seconds, the aide sneaked a glance towards the Primus and then blanched in horror as he realized that the end would most certainly be quite painful after all.
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Arima
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2404 to JohnD,
Smack, I was curious if you meant Field Agents to have AA abilities.
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Scipio Centaurus
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2305 to Qantaga
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Avenoct
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NC, USA
Apr 2001 time: 00:15
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This is one area where I did do some research to track down the problem, but alas, I never found a solution. I suspect that the 'help' screen has paths already named to the techs and when it finds different #'s it has a headache. I think it might be possible to renumber the techtree to match Smac and this might solve it. There are actually the same number of techs in Aldeb as in Smac (or very close), so it should be possible. You'll notice in Smac that one number is skipped (somewhere in the 40's?) but I used the number in Aldeb. Also, the overall length might be the issue.
The reason I never tried to fix this is that it means re-numbering the blurbs, techlongs, and techshorts as well, and I'm lazy. It also might not be the problem. If you feel inspired and want to try to track it down, that's about as far as I got. The help-text is the most fussy of all the text-files, well, after the Alpha text. Sorry 'bout the pod Qantaga. As John said, you can get access to the techs via the F2 screen.
-Smack
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