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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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The restarted game is now active, with new passwords having been sent to the various turnplayers and the Hive, 2102 fresh turn hung on the gameturn thread for Voltaire to download and play (as i still don't have his e-mail addy and can't hang an attachment to a private message)
I also cleaned up the Preferences. Unchecked now are:
General preferences:
Tutorials
Pause at end of turn
Advanced preferences:
Click on unit always cancels orders
pause after battle
warnings: all warnings have been checked
Automation:
air units return to nearest base when at end of range
always investigate monoliths
audio/visual: all have been checked
map:
allow flattened terrain
Finally, I think the concensus is that defections will not be permitted. In other words, if you leave a faction, you leave the game
Tassadar5000's move from the Uni to the Hive is grandfathered
G.
Last edited by Googlie on 17-05-2003 at 23:07
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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A question has been raised by the Pirates regarding tech costs (being higher than they have encountered with a similar set-up in SP games)
Here is my response:
Scenario created games are different re the techs.
For example, if you start the UoP with Info Nets, then Cent Ecology never appears as a free tech choice. But if you start with Cent Ecol, then Info Nets always appears as a freebie choice (and if you don't select it, then at least the game is tru and the Uni don't get their network nodes until the research Info Nets)
In one of the original OWO forums, Chris Pine, (one of the Firaxis programmers) explained it thus (but was dealing then with just smac - I have interpreted his comments in the context of smax):
Pirate tech costs are the same as the Angels. Both start with 2 techs, a level 1 and a level 2 . The CC starts with 2 level 1's, so would be joint third in the techrace (along with the Uni, who also always start with two level 1 techs), they are followed by the Hive (1 level 2) and then the Believers and the Drones, each with one level 1 tech and a 20% research penalty
Both the CC and the Uni have their 20% bonus (so run at 80% of the normal cost) so irrespective of the choices the Uni makes, the Pirates are always 1st equal in research to commence the game. (this holds true, BTW, with any combination of the 14 factions - the Pirates always start 1st or 1st equal in tech costs, as the Progs are dealt with differently)
What hapopens after techs start to be discovered is largely driven by the level of tech being discovered. Only the University has the option of researching a level 2 tech as its first tech, so the Pirates' lead in tech costs is maintained until the Uni has discovered at least 3 techs (2 start ones plus its third, if level 2) or 4 (if the third is a level 1, as 3 level 1's have the same value as one 2 and one 1). And by the time the Uni gets it's second researched tech the Pirates might have either discoverd their first, or popped a tech (but not in this game)
So it might actually be by the teen years before the Pirates drop to second place and see their comparative research costs lowered
Turn 2 tech costs are:
Pirates: ..................... 38
Angels ....................... 38
Drones ....................... 31 (20% penalty)
Believers .................... 31 (20% penalty)
University .................. 19 (20% bonus)
Consciousness ........... 19 (20% bonus)
Hive .......................... 15
I trust this clarifies the issue somewhat
G.
Last edited by Googlie on 07-06-2003 at 04:04
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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Contacts, messages in bottles, newspapers (including e-news), probe actions et al
Way back when, there was a poll on PBEM game conditions, and no contact before in-game meeting was agreed upon.
This means commnlink discussions, PMs, e-mails, meeting in chat rooms, etc with a view to future exchanges of techs, pacts (formal or informal), alliances etc.
Now obviously, the identity of all the factions on Chiron is known - after all, you were all on the UNS Unity and were together at its break-up, so certain idealogical biases are to be expected. And many of these are being fully discussed in the respective Private Forums. But, please, don't PM or e-mail other faction leaders or members when in-game there has to date been no contact with them.
As to newspapers, etc. Certainly a faction can put out its position on many of these issues of the day, and rely on the winds of Chiron to disseminate these to other factions - but the key is dissemination - in other words, in the General Forum for all to read. Or for all to hack into if electronic media. So a faction, in their news releases, can openly talk of wanting to ally or pact with another, since all can read this - they can even boast about their techs and other accomplishments.
But private messages setting out possible future deals are taboo
Re; probe actions: generally accepted PBEM rules have the following stipulation:
- If a player performs a probe team action other than to infiltrate against another player with whom (s)he is in a truce, treaty or pact, they must inform the probed player what it was they did and what they stole/sabotaged. They must also choose the 'declare vendetta/cancel pact' option when they perform the action.
G.
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Mongoose
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Harrisburg,PA USA
Apr 1999 time: 00:28
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Correct.
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Googlie
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Commanding Officer, CRYPTEIA
Apr 1999 time: 21:28
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2 further rules, observance of which is dependent on trust in each other and on honour
Transparent Commlink Logs
It is forbidden for any player, whether playing the turn or just browsing the .sav, to open a .sav file (current or past) with a text reader program (eg word, wordperfect, notepad, etc etc) as the in-game commlink exchanges are embedded in text in the .sav file and can be read by anyone.
The Tass Manoeuver
It is forbidded for any player, whether playing the turn or just browsing any gamesave, to select left hand menu, then Game, then Resign.
If hit accidentally, then immdeiately select the No! Get back in there and fight option.
Selecting the yes, time to slink away in shame option triggers the game end scores and map expansion from the start (thereby revealing the start locations and limits of expansion of all seven factions)
This Tass did inadvertently, which he immediately confessed to me and to his faction leader (without explaining to Voltaire what he'd actually done - and let me say too that Voltaire was very professional and honourable, commenting "Don't tempt me with knowledge if obtained illegally" - I paraphrase) and led to his "withdraw from the Hive" decision.
Note that in single player PBEMs, if done with the current turn, it ends the game (leading to a reload with the message that the game has been ended and restarted) However, if done with a prior turn, reveals the map etc to that time and has no effect on the current turn which has now passed that point (so no message - indeed the current turn can even be in the hands of the next player when you "retro-resign")
This is being posted to stop the flood of requests as to what Tass had done and what the Tass Manoeuver is, and also to warn others who have the faction password who might inadvertently do the same thing
G
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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quote: Originally posted by Googlie
Yes - I did reply in confirmation in one of the other threads (the map one, I believe)
Have got the basic map done, just tinkering with it, and waiting for the fifth faction to be decided before I let the AI loose.
Talking of which (but this is not another formal poll) ... do you want the AI to be:
- a pushover for whoever comes into contact with them
- an irritating opponent who is like a thorn in your side
- a nuisance that can cost you a base or two (or who can trade you a tech or two)
- strong faction(s) that will make it imperative that you conquer them or ally with them
- faction(s) with a real chance at winning (unlikely against human players, but possible depending on the AI factions and the tweaks they get)
I'd sense that #4 would give you most fun
Comments?
Googlie |
So which kind of AI was finally choosen?
Kody
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Kody
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If life's standing still and your soul's confused
Jun 2003 time: 14:28
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Quote from http://www.civgaming.net/forums/sho...s=&postid=78953
quote: It is stated in the game that the Antigrav Struts ability is available for air units. However, the alphax.txt file hasn't got this enabled. Also, probe teams are seemingly supposed to have the Amphibious special ability. Again, this feature is disabled in the alphax.txt file. These "bugs" are not presented in the expanded help. (IMHO these just ought to be fixed (which I've done)). My expanded help files ONLY affect the in-game help menu.
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Googlie,
So are we supposed to make these adjustments ourselves?
Or are we supposed to keep these things disabled?
I think you mentioned in the hive private forum that probes should be able to probe passing ships, and when I tested it the game mentioned that I needed to add Amphibious ability to the probe (which cannot be done in the workshop).
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