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MidKnight Lament
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Melbourne, Australia
May 1999 time: 15:13
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Ok, it happened again, but a bit differently this time.
We were about 20-30 years into a SMAC hot-seat game, and all of a sudden we could see each others' maps. Not the whole world this time, just each others'. However, the map I could see of hers was actually some turns old, and neither of us could see each others units on the map - just terrain and bases. These maps haven't updated themselves at all (we've expanded a fair bit more since), but if mind worms are active in each others' maps, we can see them. And no, we didn't exchange maps, but it was as if we had.
It's rather frustrating when we're trying to play a proper game against each other. She also started with my comm frequency (not sure if I started with hers), and I thought that was pretty crap too. Plenty of other little things that were annoying too. None of us got messages when anyone was starting SPs - in fact she finished the Weather Paradigm and I didn't even get notified at all!
I know half of these are probably well-known bugs, but they're really to the detriment of a hot-seat game. Very frustrating, and frustrated consumers aren't happy consumers.
- MKL
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joer
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Frankfurt, Germany
Apr 2000 time: 05:13
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I noticed the lack of notice for SP starts in MP games as well, just the other day. No biggie, it simply means that you have to check the SP screen more often, once you know it.
As for the comfrequencies, yes, that's standard in MP. One way to go around it is to simply agree beforehand that you have to meet before using the comfrequency. I still believe that a minimum of ethics and trust has to exist in every MP game.
Otherwise, you can simply edit it in the alpha.txt file (near the end of the #rules section) of the host. I am convinced this is not a bug.
All in all, both aspects are not so terrible that they destroy or even hinder the game for me, once I'm aware of them. I have never experienced that map problem so far.
(Now, that reported probe notification bug is a completely different issue...)
-joer.
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Helium Pond
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Los Anheles, California, Good Ole U S of A
Nov 1999 time: 05:13
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Huh, I didn't know you could turn off the thing that gives all human players each other's comms. But, wow, there it is, right in the alpha.txt. Cool. Thanks for the tip.
Hmmm, just had a thought: has anyone ever actually played that way? It might be buggy, no?
[This message has been edited by Helium Pond (edited May 30, 2000).]
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Adam_Smith
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The Raisin Capital of the World
Dec 1999 time: 05:13
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I have my alpba.txt modified to stop players from contacting each other before gaining commlinks. There are some things about it. In PBEM play it will only prevent you from contacting others. It wont prevent anybody else from doing it unless they have thier file modified. In IP gaming the host must have the file modified or it wont effect the game. It also will not prevent people from calling council before they have gotten all of the commlinks. If you have ever played a large game and someone has called council on year 2110 you have shared the misfortune of this bad programming. To stop this you will have to agree before hand that no one will call council before obtaining all commlinks. As far as PBEM gaming goes I only like to play one on one anyway and I like to start by IP.
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