Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => After Action Reports => Topic started by: Green1 on October 19, 2014, 03:45:16 PM

Title: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 19, 2014, 03:45:16 PM
I have decided that all of Alphacentauri2.info should be destroyed. To do this, I send my champion, the Exterminatus to do battle. It will take ALL of AC2 to fight this monster...

BUT... what is this on the horizon? OTHER CUSTOM FACTIONS???? IN MY AAR???

More seriously though. There has been an idea by myself and resident communist Jarlwolf about an interesting spin on an AAR.

Now, on other forums, there are what are called "succession games". The way it works is you play one faction for X number of turns then give the save game to a totally different player who plays the same faction, simulating different ruler changes throughout history.

But, you know I can never be that easy. Instead, I think a BETTER idea is to do X number of turns as one faction, then when you change over, let another player choose the faction they created for those turns!!

Now, for AAR 6, I will play Exterminatus, so all balance is off the table. As long as it is not Scotnoobs are anything to cheesy, anything goes.

I will be inserting myself on various threads in the Modding section of AC2 asking those to nominate opponents for the Exterminatus. They ALSO have the option to actually PLAY that faction for X number of turns while the AI plays the Exterminatus in rotation.

Of course, I do not care about winning or losing. BUT I DO CARE ABOUT STORY!! If you choose to play your faction, you must participate in the AAR!

What are your thoughts? I will play Exterminatus anyways the standard AAR way even if I have no takers because there are not much examples of alien play.

I look forward to hearing!!
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 19, 2014, 05:39:39 PM
I like the idea of taking turns and AARing our parts.. but I'm skeptical of using monsters ourselves. However, if we're allowing scary factions, this may be my pick: http://alphacentauri2.info/wiki/The_Freelancers (http://alphacentauri2.info/wiki/The_Freelancers) or http://alphacentauri2.info/wiki/Bards_of_Chiron (http://alphacentauri2.info/wiki/Bards_of_Chiron). Do they seem fair to you? I'd probably fix the nonsensical immunity industry for bards to something else, like support.

http://alphacentauri2.info/wiki/Dreams_of_Earth (http://alphacentauri2.info/wiki/Dreams_of_Earth) is also pretty fun (forests=monoliths from the start), but probably not on the level needed to win this.

I am tempted by Annihilators.. but I don't like the risk of being too far apart on a map. They can build, and they can fight, but they really just cannot tech when left alone. If I see a map/map plan which suits them, I may say yes.

(though it's still holding back, some of these are crazy http://alphacentauri2.info/wiki/The_Energists (http://alphacentauri2.info/wiki/The_Energists) http://alphacentauri2.info/wiki/The_New_British_Empire (http://alphacentauri2.info/wiki/The_New_British_Empire) http://alphacentauri2.info/wiki/Texas (http://alphacentauri2.info/wiki/Texas) which seem too much for even this)

I'd also offer to make the map, and show other players for fairness, if that's wanted, though it'd probably be better for someone else to CMN.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 19, 2014, 06:07:10 PM
I did some nice graphics for Texas a long time ago - IIRC, that one's OP because of EC interest...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 19, 2014, 07:19:52 PM
And +5 Morale, +3 Econ, +8(!) commerce, level 4 reactors from start, size 12 bases from start, plus a 50% psi bonus just in case it needed it.

Though yea, more than doubling your energy every two turns would get kinda silly. If they don't spend any for the first 20 turns even without earning any, they should have a tidy 1695880 ECs. Probably enough to hard rush every SP in one go, or not more than a few turns from it. yaaaaaaaaaaaay.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 19, 2014, 07:35:04 PM
Same with the Feminine Union.

I see they haven't been wikified...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 19, 2014, 07:35:40 PM
I don't think I'll be playing this one, but here's an interesting faction to play:

The Stranded:

This is a space-living progenitor faction, which lost much of their resources when they crash landed, but less than the standard ones.  They have no major ideology, but just want to summon the rest of the fleet to rejoin them (and then have some more qualified individuals figure out what to do.)  start with (besides the usual techs) Singularity Mechanics, and have bonuses:
-2 SUPPORT (not used to surviving on their own)
+2 INDUSTRY (they really want off this rock)
-50% attack (they have no real interest in conquest)
Free tachyon field at every base (salvaged military equipment)
Can exceed hab limitations by 3 (used to cramped conditions on their ships).
-1 PLANET (fairly reckless ecologically)
Free nanoreplicator and robotic assembly bay in every base (salvaged industrial equipment)

Favor Planned, cannot use Green.

(Or is this considered too cheesy?)

EDIT: Thinking it over, they're probably a bit underpowered for this set, so I'm giving them free nanoreplicators and robotic assembly bays as well.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 19, 2014, 07:42:27 PM
(http://alphacentauri2.info/MGalleryItem.php?id=746)
(Click to embiggen)
I should replace  those Usurpers bases - I was new to X at the time and didn't recognize them.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 19, 2014, 08:07:05 PM
Same with the Feminine Union.

I see they haven't been wikified...

You see incorrectly. (http://alphacentauri2.info/wiki/The_Feminine_Union)

The images are not up because of the upload bug.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 19, 2014, 08:10:17 PM
Ah.  I was looking under "F".  I've added the illo.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 19, 2014, 08:23:18 PM
Speaking of the upload bug - I THOUGHT I remembered how to add images to the Wiki, but it wasn't working.  I'm linking from the Wiki Images album as a workaround.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 20, 2014, 12:38:00 AM
I'd be up for this, but I will NOT be playing as the Crimson Comrades.

No, I think its time for Richard Warrick or other potential factions of mine to make an appearance... maybe Portia.

Keep me updated on this.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 21, 2014, 10:35:15 AM
I just infiltrated BlueFlux's thread and he wants to see his Red Unit play. Not sure about AARing it though doing the AAR will not be a requirement.

Jarlwolf, The Fascists I think will be fine.'

Yitzi, balance or cheesiness has nothing to do with this AAR. Only a somewhat seriousness. I will look at the Stranded. Good chance they will be included.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 21, 2014, 11:00:38 AM
I believe I have a fairly good idea as what guidelines to have to make this work. Of course, I am open to change.

Here it goes:

1. ADVANCED START. This is to get past much of the initial turns where there is nothing but survival and waiting on stuff. Of course, I have heard this has, shall we say, interesting scenarios such as folks getting random secret projects, interesting base set ups and forces.

2. Humans go first. Since I will be playing a powerful alien faction it seems only fair.

3. Anyone AARing will have a few days to play their turns, otherwise the save gets pushed to the next person with the AI playing their faction.

4. AARing is not a requirement to have me owning or being owned by a custom faction. I just think it would be cool to offer someone a chance to step in the shoes of their creation, lol.

5. If I have no takers to play a AAR as a faction for a few turns, this will become a standard single player AAR. (wussies)

6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.

7. I am currently thinking 20 turns per AAR faction. I think that number is long enough to set your faction in a better position for the AI to take over but being short enough you would not get burnt out from playing a turn, having to put up screen shots, and posting stuff.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 21, 2014, 11:07:32 AM
Forgot to add, I think that not checking the "Do or Die" option is necessary for games like this. If you do get unlucky up till a certain mission year, you will be restarted.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: sisko on October 21, 2014, 11:50:04 AM
6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.
I volunteer to make the switches, if you deem it necessary.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 21, 2014, 12:25:28 PM
I just infiltrated BlueFlux's thread and he wants to see his Red Unit play. Not sure about AARing it though doing the AAR will not be a requirement.

Jarlwolf, The Fascists I think will be fine.'

Yitzi, balance or cheesiness has nothing to do with this AAR. Only a somewhat seriousness. I will look at the Stranded. Good chance they will be included.

In that case, I might end up playing them after all.

I believe I have a fairly good idea as what guidelines to have to make this work. Of course, I am open to change.

Here it goes:

1. ADVANCED START. This is to get past much of the initial turns where there is nothing but survival and waiting on stuff. Of course, I have heard this has, shall we say, interesting scenarios such as folks getting random secret projects, interesting base set ups and forces.

Interesting; the Stranded are probably more powerful without it (the accelerated start probably won't give them the early industrial edge they're designed to have), but it should be ok anyway.

Quote
2. Humans go first. Since I will be playing a powerful alien faction it seems only fair.

Actually, it's probably still unfair to the humans, but seems good.

Quote
3. Anyone AARing will have a few days to play their turns, otherwise the save gets pushed to the next person with the AI playing their faction.

Seems good.

Quote
4. AARing is not a requirement to have me owning or being owned by a custom faction. I just think it would be cool to offer someone a chance to step in the shoes of their creation, lol.

Can you explain what you mean by this?

Quote
5. If I have no takers to play a AAR as a faction for a few turns, this will become a standard single player AAR. (wussies)

Ok.

Quote
6. This will be done in scenario editor to allow switching of factions. While this can allow things like viewing enemy positions, I hope it will not affect enjoyment and I would hope no one abuses this too much. I would also hope folks have the maturity not to use the editor to give themselves troops, techs, or alter landscape. That just would not be cool.

Seems ok.  (It's more fun to give overpowered stuff at faction creation anyway.)

Quote
7. I am currently thinking 20 turns per AAR faction. I think that number is long enough to set your faction in a better position for the AI to take over but being short enough you would not get burnt out from playing a turn, having to put up screen shots, and posting stuff.

20 turns should be good...by the time my turn comes around, that should be enough to put my faction in a very good position...   ;)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 21, 2014, 09:44:00 PM
Green1: do my main choices http://alphacentauri2.info/wiki/The_Freelancers (http://alphacentauri2.info/wiki/The_Freelancers) or http://alphacentauri2.info/wiki/Bards_of_Chiron (http://alphacentauri2.info/wiki/Bards_of_Chiron) seem fair to you? The Freelancer have free HQ, loads of energy, and 60% hurry. The bards have loads of minor bonuses and a few great ones, see the wiki page.

And do we get balanced start locations+connected landmass?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 21, 2014, 10:08:38 PM
Freelancer's need a buff if they are going to be used... as for Bards, they are strong but as a concept they seem kind of goofy to me  ;lol
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 21, 2014, 10:13:10 PM
@ Yitzi: By number 4, I prefer sharing story and screenshots, not merely playing then sending the groups of turns. The object is I think the readers would like AARs. Of course, you are free to post AAR in whatever style you want from a tactical discussion to full on RP.I should have written that clearer.

@ Ete: I am not too anal about the factions. Whatever you feel you would have fun writing about and also watching how the AI handles. Overpowered is fine, as long as it is not something like Scotnoobs or Supahnoobs that wins transcend or economic victory by turn 100 or something crazy like that. I would say about Annihilators power level or slightly above is about the highest.

@Sisko: That may be an idea to get your impartial help. Only thing I wanted to avoid by just using scenario editor instead of the typical  CMN MP route was to avoid the iniswap because there are going to be screenshots. But, fortunately, I think almost everyone here is not so much interested in playing to win, but seeing weird creations in action so I do not worry too much. But, I will get back to you if need be :D

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 12:36:28 AM
So far, possible faction roster:

Exterminatus (Alien Faction); Green1 - (graphics by Jarlwolf, design by Green 1)
The Stranded (Alien Faction); Yitzi - (unknown - can not find origination. Not on wiki)
The Fascists; Jarlwolf - (graphics by Jarlwolf, design by Jarlwolf)
Red Unit; BlueFlux - (grapics by BlueFlux, design by BlueFlux)

Ete: choice between (feeling he will take a NN faction)
The Annihilators (Alien Faction) (Graphics by BUncle, design by Ete)
The Freelancers (Network Node)
The Bards of Chiron (Network Node)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 22, 2014, 02:14:04 AM
I'd probably play Annihilators if there's definitely going to be a lot of early conflict, but isolated Annihilators is just depressing with huge production power and no tech to give you worthwhile things to build. Punishment Spheres kinda do that, but they're designed to stay even with techsteal and war.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 02:36:13 AM
I am probably going for random start.

It will probably be low sea level map, though.... if that helps :evil:
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 22, 2014, 02:57:43 AM
You?  Random?

Huh.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 03:12:57 AM
You?  Random?

Huh.

Well, I am an anarchist at heart. The object actually is not winning, at least for me. The object is to see others get to play with their toys. Maybe get a cool story out of it. Although, I suppose if those two are achieved, I "win" in a certain way of thinking. Yeah, there will be nothing balanced about this.

I just chose a few oddities on my hard drive for random factions and switched between them for 20 turns just as a preview of how this would hypothetically work. 20 turns is NOT a lot. They will be dependent on the single threaded AI. But, those 20 turns CAN make a difference if used strategically. Though, I did have quite a few WTF moments particularly with AI pathing. But what do you expect, it was 1999. Even Civ 5 has WTF AI moments. Hell, even some other modern 4xs have it, too.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 22, 2014, 03:21:25 AM
The Stranded (Alien Faction); Yitzi - (unknown - can not find origination. Not on wiki)

That is because I made it up just for this AAR.  Should I make a .txt file for it and give it to you?  (It'll still need graphics, though, and I don't do graphics.)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 22, 2014, 03:24:44 AM
I think I have the programs to take screenshots in AC. (My prinstcreen button is just flat out broke. Have no clue why)
I'll try to do my 20 turns. Excited to see this start!
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 22, 2014, 03:27:24 AM
Green's not bad at faction art...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 03:50:19 AM
I think I have the programs to take screenshots in AC. (My prinstcreen button is just flat out broke. Have no clue why)
I'll try to do my 20 turns. Excited to see this start!

I may be able to help. But, due to SMAX's ancient nature it does not play well with some video and screen capture programs. What operating system do you use and what kind of computer do you have? If you have Vista or better, on screen keyboard has a print screen key. This can be accessed at the lower left hand side when you enter your password or it can be accessed through control panel> ease of access>on screen keyboard.

More importantly, if you tab out are the colors all weird? (If you are dealing with a laptop). Remember, always open a program like MSpaint for example first on a laptop then SMAX second. That solves that.

If you have the GOG version of SMAX, rename your Terranx.exe to something else. GOG put in a hard lock because of the messed up colors on tab out on many laptops.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 22, 2014, 04:01:31 AM
So far, possible faction roster:

Exterminatus (Alien Faction); Green1 - (graphics by Jarlwolf, design by Green 1)
The Stranded (Alien Faction); Yitzi - (unknown - can not find origination. Not on wiki)
The Fascists; Jarlwolf - (graphics by Jarlwolf, design by Jarlwolf)
Red Unit; BlueFlux - (grapics by BlueFlux, design by BlueFlux)

Ete: choice between (feeling he will take a NN faction)
The Annihilators (Alien Faction) (Graphics by BUncle, design by Ete)
The Freelancers (Network Node)
The Bards of Chiron (Network Node)


Thoughts on relative power:
The fascists and red unit are way underpowered for this setup; they actually look like they might be balanced as compared to the standard 14.

Annihilators, Exterminatus, and Stranded are all close enough that it would probably depend on the map layout, although being allowed to bombard the Annihilators' native forces will be a huge help to the Stranded (whose usual defensive methods aren't good against psi).

The freelancers look like they might be viable, if they can get the other human factions to pact with them and survive the early game.  They probably wouldn't win, but might be able to get the tech to hold off the Exterminatus (and the Stranded if they bother attacking).

The bards are OP for a normal game, but will likely have trouble against the Exterminatus.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 04:03:25 AM
@Yitzi

I suck at art. Do not listen to BU, he is confused. Jarlwolf did the art for mine. All I did was figure out how to make a buggy as hell .txt editor to work. My talents never were there. Even more confusing is that I have been continuously asked if I was and confused for a band geek when I never was one in real life. No music talent, either.  I guess, like my avatar, I am good at blending into surroundings. But even that is suspect.  But, nevermind my nonsense.

If you want art, Jarlwolf or any of the others in the modding forum are cool. BU does a great job, too. And I am sure someone will help. It is not like we are starting next week. Worst comes to worst, just use Usurper art and be done with it.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 22, 2014, 04:06:38 AM
I think I have the programs to take screenshots in AC. (My prinstcreen button is just flat out broke. Have no clue why)
I'll try to do my 20 turns. Excited to see this start!

I may be able to help. But, due to SMAX's ancient nature it does not play well with some video and screen capture programs. What operating system do you use and what kind of computer do you have? If you have Vista or better, on screen keyboard has a print screen key. This can be accessed at the lower left hand side when you enter your password or it can be accessed through control panel> ease of access>on screen keyboard.


More importantly, if you tab out are the colors all weird? (If you are dealing with a laptop). Remember, always open a program like MSpaint for example first on a laptop then SMAX second. That solves that.

If you have the GOG version of SMAX, rename your Terranx.exe to something else. GOG put in a hard lock because of the messed up colors on tab out on many laptops.


I'm using a Toshiba laptop from a few years ago. Windows 8.1 is the OS I have on it.
I opened up task manager to tab out at the menu in AX. Colors stayed the same.
Excited to do this. Though I may be able to finish my next faction that fits before the end of this. Perhaps that would be a better one for the AAR.
Give me a few stats for the Creche Union, and I'll find a way to make them tie into the lore.
Anyways, I GTG. Cya.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 04:09:27 AM
So far, possible faction roster:

Exterminatus (Alien Faction); Green1 - (graphics by Jarlwolf, design by Green 1)
The Stranded (Alien Faction); Yitzi - (unknown - can not find origination. Not on wiki)
The Fascists; Jarlwolf - (graphics by Jarlwolf, design by Jarlwolf)
Red Unit; BlueFlux - (grapics by BlueFlux, design by BlueFlux)

Ete: choice between (feeling he will take a NN faction)
The Annihilators (Alien Faction) (Graphics by BUncle, design by Ete)
The Freelancers (Network Node)
The Bards of Chiron (Network Node)


Thoughts on relative power:
The fascists and red unit are way underpowered for this setup; they actually look like they might be balanced as compared to the standard 14.

Annihilators, Exterminatus, and Stranded are all close enough that it would probably depend on the map layout, although being allowed to bombard the Annihilators' native forces will be a huge help to the Stranded (whose usual defensive methods aren't good against psi).

The freelancers look like they might be viable, if they can get the other human factions to pact with them and survive the early game.  They probably wouldn't win, but might be able to get the tech to hold off the Exterminatus (and the Stranded if they bother attacking).

The bards are OP for a normal game, but will likely have trouble against the Exterminatus.



As I said, I do not think this AAR will necessarily be about "balance" as much as story.

But, I remember a conversation with Ete long ago where we were trying to quantify what each ability was worth. I thought about a point buy system. But I think Ete just wanted to categorize, which is all cool too.

I do think it would be wise to pact all humans, though....
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 04:10:39 AM
@ BlueFlux...

You are golden then. Use ease of access and on screen keyboard then copy into paint!! :D
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 22, 2014, 05:03:09 AM
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 05:12:03 AM
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.

It is almost somewhat balanced in that aliens must ALWAYS be at war with other aliens. If Ete chooses to pick annihilators, the Exterminatus will have hands literally full. Those guys are tough. As per one of my AARs, I think it was Lal must suffer, aliens are weakened somewhat the more aliens there are. So far there are 3 aliens. May be four if I can get a hold of Sigma.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 22, 2014, 05:36:09 AM
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.

True...but they're not designed to handle the power of Exterminatus or Annihilators.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 05:46:02 AM
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.

True...but they're not designed to handle the power of Exterminatus or Annihilators.

I hate to say this... but yeah.

But, then again. Balance is not part of this. This is a story. If it is a tragedy, so be it. I want to emphasize that. Balance is no issue, but the heroic struggle! This is not a MP ladder game. Nor do I think our lurkers want this.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 22, 2014, 05:46:43 AM
Portia might also be more balanced for this as well, as she can dominate the sea.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 05:57:28 AM
My daughter is now addicted to these type games. She has a saying...

"There MUST BE THE STRUGGLE........"

Of course it is fantasy 4xs.

I tend to agree.

@Jarlwolf. Sea faction would save you somewhat. Humans can somewhat adjust, but they only have 20 turns. AI has issues. Then again, I will not control diplomacy if you play fascists. That is for in game :D

I am also open to Ete style "empowered" factions. If you feel a change would make you more competitive within story and lore, so be it. :D
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 22, 2014, 08:28:20 PM
Thoughts on relative power:
The fascists and red unit are way underpowered for this setup; they actually look like they might be balanced as compared to the standard 14.

Annihilators, Exterminatus, and Stranded are all close enough that it would probably depend on the map layout, although being allowed to bombard the Annihilators' native forces will be a huge help to the Stranded (whose usual defensive methods aren't good against psi).

The freelancers look like they might be viable, if they can get the other human factions to pact with them and survive the early game.  They probably wouldn't win, but might be able to get the tech to hold off the Exterminatus (and the Stranded if they bother attacking).

The bards are OP for a normal game, but will likely have trouble against the Exterminatus.
I've had a few games against Bards before, and the AI handles them.. really, really well. That's what makes me think maybe they'd be able to hold their own. Annihilators have a fatal flaw in that without conflict they can't tech, at all.

I'm currently leaning towards bards, but may mod them slightly for flavor.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 22, 2014, 11:01:35 PM
I'm thinking I should do a small AAR to practice before we start this.
Hey, Green... When do you think we're going to begin? I want to know how much time I have to do my little AAR.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 22, 2014, 11:44:09 PM
Annihilators have a fatal flaw in that without conflict they can't tech, at all.

With 4 minerals per fungus square (3 if they don't start with the Manifold Harmonics) and free genejack factories and the ability to build locusts and brood pits right at the start, they don't really look like they'll have much need to tech.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 11:50:07 PM
I'm thinking I should do a small AAR to practice before we start this.
Hey, Green... When do you think we're going to begin? I want to know how much time I have to do my little AAR.

Not sure, but I am aiming for soonish. By next week, definitely. Though I must admit, I did break down and try to play 20 turns then switch sides with a few of these factions. It was interesting to say the least.

BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 22, 2014, 11:52:20 PM
... and I would want to get the hell off the same rock as the Anihilators who want to destroy everything just because and  the Exterminatus that want to destroy everything to evolve into gods!
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 23, 2014, 12:34:53 AM
Annihilators have a fatal flaw in that without conflict they can't tech, at all.

With 4 minerals per fungus square (3 if they don't start with the Manifold Harmonics) and free genejack factories and the ability to build locusts and brood pits right at the start, they don't really look like they'll have much need to tech.
Yea, they have crazy production.. but without tech all you're going to build for the first ages is a billion scout patrols with no one to fight, locusts are not all that cost effective even with their indust and psi bonuses as a primary fighting unit, especially at large range.

It can work against some.. but.. eh. Maybe I'll give it a shot.

What mapsize are we having Green1?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 12:56:15 AM
Do not worry, Ete. I have not heard from Sigma so I do not think I have to have a lot of seas for Procyon.

Lots of landmass will make sure your guys can be on the playground with the other kids.

...of course, if the Annihilators play fair or nice is a totally different matter...  :D
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 01:15:59 AM
I need to track down all these factions. I know the Bards are on the Network Node pack in our downloads section.

I also found BluFlux's Red Unit on his thread.

For some reason though, I can not find Jarlwolf's faction pack. I need to redownload it because all I have are the Comrades.

Annihilators and Exterminatus, I need to list links for, as well.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 23, 2014, 01:18:32 AM
Check the links thread here, search through my thread. Why I got it stickied.

http://alphacentauri2.info/index.php?topic=12252.0 (http://alphacentauri2.info/index.php?topic=12252.0)

On another note, debating between Portia and Warrick.

I am aiming more for story, my gameplay/strength is not a concern as much.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 01:37:22 AM
Check the links thread here, search through my thread. Why I got it stickied.

http://alphacentauri2.info/index.php?topic=12252.0 (http://alphacentauri2.info/index.php?topic=12252.0)

On another note, debating between Portia and Warrick.

I am aiming more for story, my gameplay/strength is not a concern as much.


Awesome.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 01:42:07 AM
We need to test to see if this works.

This saved game is not the AAR, as we wait to see if Yitzi still wants to go through with his Stranded.

This game uses:
Exterminatus
Fascists
Bards
Anihilators
Red Unit

It was also saved while opening scenario editor. Just hit scenario. There is a button to turn omniscient mode off and button to switch sides.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 01:44:56 AM
In a way, though, I am tempted to leave omniscient mode on... I love watching the AI... lol.

But that would be kind of spoiling the exploration and fun part.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 23, 2014, 02:52:04 AM
Things I learned already knew from ete's current and previous AARs:

1) When you do not alternate very light and nearly black as your faction colors, things like your base names are much harder to read.

2) Jarl needs to clean up that Comrades logo.  The light pixels around the edges look awful.


Modders take note...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 03:40:41 AM
I'm thinking I should do a small AAR to practice before we start this.
Hey, Green... When do you think we're going to begin? I want to know how much time I have to do my little AAR.

Not sure, but I am aiming for soonish. By next week, definitely. Though I must admit, I did break down and try to play 20 turns then switch sides with a few of these factions. It was interesting to say the least.

BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.
Alright. Sounds good. I can't wait to see how this goes.
I have a 4-day weekend this week off from school, so it's almost unfortunate it doesn't start this week. Certainly gives me time to do my own AAR though, right?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 03:47:07 AM
Of course, you are free to practice with that save game I uploaded, Blue. The AAR will not be the same, but it is basically what you are looking at minus some of the factions we are waiting on.

Activate scenario editor to switch to your faction and turn omniscient mode off.

I guess we could handle omniscient mode this way storywise. The planet is under so much stress that when your leader "wakes up" from his or her or it's turn, you briefly get a vision of everything, then it disappears...lol.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 03:51:02 AM
BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.

Ok...it might be available tonight, if not then probably tomorrow.  (Well, except for the art; if nobody wants to do the art for them, we can just use Caretaker defaults.)

... and I would want to get the hell off the same rock as the Anihilators who want to destroy everything just because and  the Exterminatus that want to destroy everything to evolve into gods!

How do you think I came up with the idea?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 03:56:31 AM
BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.

Ok...it might be available tonight, if not then probably tomorrow.  (Well, except for the art; if nobody wants to do the art for them, we can just use Caretaker defaults.)

... and I would want to get the hell off the same rock as the Anihilators who want to destroy everything just because and  the Exterminatus that want to destroy everything to evolve into gods!

How do you think I came up with the idea?
I might be able to make a graphic for you...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 03:59:47 AM
BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.

Ok...it might be available tonight, if not then probably tomorrow.  (Well, except for the art; if nobody wants to do the art for them, we can just use Caretaker defaults.)

... and I would want to get the hell off the same rock as the Anihilators who want to destroy everything just because and  the Exterminatus that want to destroy everything to evolve into gods!

How do you think I came up with the idea?
I might be able to make a graphic for you...

Thanks.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 04:04:09 AM
BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.

Ok...it might be available tonight, if not then probably tomorrow.  (Well, except for the art; if nobody wants to do the art for them, we can just use Caretaker defaults.)

... and I would want to get the hell off the same rock as the Anihilators who want to destroy everything just because and  the Exterminatus that want to destroy everything to evolve into gods!

How do you think I came up with the idea?
I might be able to make a graphic for you...

Thanks.
Okay, I guess I'll get cranking on some alien-type art. Anything specific? I don't really know what the faction is about, so you might end up with a rubber-suit actor as your leaderhead unless you give me a little info.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 04:19:00 AM
BTW... I wanted to show you what a typical advanced start looks like with a standard map if you have never used this feature in game:

Just be ready for a lot of WTF terraforming and WTF starting techs! But hey, you do get one random secret project!! :danc:

I have generated maps about 5 times to see the different random advanced starts.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 04:23:07 AM
I realized that I'm even worse at base names than at dialogue.  I'm including a handful of land base names, but unless someone else can come up with others, I'll be hitting the default names early.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 04:26:28 AM
I've just realized how excited I am to see one of my Factions featured in an AAR.
Advanced start looks alot more... Advanced than I thought.
What thread is your Fac in, Yitzi?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 04:30:38 AM
I realized that I'm even worse at base names than at dialogue.  I'm including a handful of land base names, but unless someone else can come up with others, I'll be hitting the default names early.

Evacuation : Plan
Nonsense : Leave
Exit : Stage Right
Retreat : Home
Planet : Misery
Biding : Time
Home : Course
Journey : Interrupted
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 04:35:29 AM
Thanks; have any ideas for water bases?

And I've got it typed up, but I think I'll wait for any more base-name ideas before providing the text file.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 04:38:46 AM
Voyage : Home
Sail : Away
Marooned : Hope
Ocean : Escape
Gone : Fishing
Kelp : Bland tasting
IOD : Stay Away
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 23, 2014, 04:40:46 AM
Come : Sail Away
Come : Sail Away
Come : Sail Away With Me
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 04:41:47 AM
Come : Sail Away
Come : Sail Away
Come : Sail Away With Me

yessindeed.....
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 04:45:52 AM
I don't like all the names there, but there are enough for at least something (and it's not a very expansionistic faction anyway).  I'm attaching the text file now.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 23, 2014, 04:47:02 AM
Wasting Away : Margaritville
Son of : Son of : Sailor
Stranded : Sandbar
I Don't Know: Where I'ma Gonna Go : Volcano Blow
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 05:19:28 AM
I love it. An actual non aggressive Alien faction.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 05:29:58 AM
I don't like all the names there, but there are enough for at least something (and it's not a very expansionistic faction anyway).  I'm attaching the text file now.
I'll look at this and begin a graphic file, probably tomorrow. What kind of leaderhead did you have in mind? Something more to the Caretakers/Usurpers, or more Klingony?
Anyways, make up your own category if it doesn't fit those 2.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 12:19:50 PM
Wasting Away : Margaritville
Son of : Son of : Sailor
Stranded : Sandbar
I Don't Know: Where I'ma Gonna Go : Volcano Blow

Those sound like song titles, not base names by a bunch of people who've crash-landed on a madhouse.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 23, 2014, 02:39:19 PM
 ;lol

I can't help but laugh at those names... those are pure gold.

Getting off: this rock

Seeking: Salvation

Distraction: for escape

Send: Help

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 02:55:52 PM
Alright, I'm starting the Stranded graphic, Yitzi.
If I could make the Headquarters base graphic different, I would probably do something like this: (https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcTRNwnV1rQAYl8BQnxuLqYQDpaO2UsKFapqx09nd7QT0LJgOmdZifoMaAw) It might work anyway, as it would be very cool to see their territory look like a fleet of crashed starships.
Logo: (https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcS50YM5Kcc6PcbHxjsbz782fbgUTXyjrMERv32QUZAj9dTLIPiP8IKJlw)
I'm not too sure about the leaderhead, maybe I should keep it caretaker. This is what I may use, though. (https://encrypted-tbn2.gstatic.com/images?q=tbn:ANd9GcRyW8symSoxbwIyjWBStPLHKkljfkUmF6xgrPEnvNMxr-BvKZC-XVde0w)
Does that work for you?
EDIT: Taking out the grass and such from the starship, it looks like a land base anyway. Nevermind the fleet of crashed ships idea.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 03:41:10 PM
The base looks good but not really the portrait.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 04:26:01 PM
Alright, I put all the stuff you need to run Stranded in a file to download on my Dropbox.
https://www.dropbox.com/s/jnzseb0ub5yol05/STRAND.zip?dl=0 (https://www.dropbox.com/s/jnzseb0ub5yol05/STRAND.zip?dl=0)
Here is the finished art: (http://i.imgur.com/iwHmfRq.png)
(http://i.imgur.com/jh1rA6H.png)
(http://i.imgur.com/wM4HXo8.png)




Tell me if you want anything changed.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 07:50:13 PM
Green1,
I found an error when I was playing as the Creche in my practice AAR.
The Red Unit alliance text had an error. The "No" to an alliance was "Dostya, "I'm not sure whats up with this additional Dostya""
Before we start, I'd like if you redownloaded it.
DL: https://www.dropbox.com/s/zuxm1n6zyq5vrms/red.zip?dl=0 (https://www.dropbox.com/s/zuxm1n6zyq5vrms/red.zip?dl=0)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 23, 2014, 10:06:03 PM
Alright, I put all the stuff you need to run Stranded in a file to download on my Dropbox.
https://www.dropbox.com/s/jnzseb0ub5yol05/STRAND.zip?dl=0 (https://www.dropbox.com/s/jnzseb0ub5yol05/STRAND.zip?dl=0)
Here is the finished art: (http://i.imgur.com/iwHmfRq.png)
(http://i.imgur.com/jh1rA6H.png)
(http://i.imgur.com/wM4HXo8.png)




Tell me if you want anything changed.


Looks good.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 23, 2014, 10:09:25 PM

Looks good.
Should I put it up on my factions page?
TBH, I don't really know much about it. You should probably put it up on your own thread.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 10:18:47 PM
Green1,
I found an error when I was playing as the Creche in my practice AAR.
The Red Unit alliance text had an error. The "No" to an alliance was "Dostya, "I'm not sure whats up with this additional Dostya""
Before we start, I'd like if you redownloaded it.
DL: https://www.dropbox.com/s/zuxm1n6zyq5vrms/red.zip?dl=0 (https://www.dropbox.com/s/zuxm1n6zyq5vrms/red.zip?dl=0)

Will do. And when the official thread opens, I will have links to all custom factions used.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 11:43:40 PM
Head count

Yitzi - The Stranded
Green 1 - Exterminatus
Ete - Annihilators
BlueFlux - Red Unit.
JarlWolf - Iron Regime

I could cajole more folks, but something tells me if I did, I would have to drink more beer than necessary to cope with logistics. To keep down on more downloads, I will make the last two SMAC/X factions.

AI - Planet Cult
AI - University (what's that out of annihilator's mouth.. is that saliva?)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 23, 2014, 11:52:23 PM
Also, you guys MAY want to change these two numbers to 5000 and 5000. This is an advanced start, and I do know Yitzi's Faction wants to go for Progenitor victory. It is in the first section of your alphax.

It is a change everyone probably wants to make and gets rid of mandatory retirement year which I think SMAX puts too short.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 24, 2014, 03:53:06 AM
Also, you guys MAY want to change these two numbers to 5000 and 5000. This is an advanced start, and I do know Yitzi's Faction wants to go for Progenitor victory.

Yeah, but that shouldn't take all that long.   ;)

(Also, you can keep playing after the end date, it just won't keep score.)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 24, 2014, 05:45:48 AM
By the way, which patch version are we using?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 24, 2014, 03:48:32 PM
By the way, which patch version are we using?

I am very curious as to what happens when you do this with multiple versions of patches.

I would assume everyone is at least using Kyrubs SMAX patch plus or even Scients as a minimum. But I think some of those guys like Jarlwolf are using either GOG retail release or maybe even the ancient Win2K patch from Planetary Pack or earlier post release. About half may be using your latest release.

I do not want to put people through a lot of issues. And, you are right about the mandatory year thing. If everyone is still into it, you can always continue and no one here I know is into score.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 24, 2014, 06:04:21 PM
By the way, which patch version are we using?

I am very curious as to what happens when you do this with multiple versions of patches.

Between Vanilla/Scient/Kyrub will probably be harmless (well, except for unfixed bugs); mine tracks certain ecodamage-related features differently, though, so switching between those and mine is probably a poor idea.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Sigma on October 24, 2014, 06:04:43 PM
Do not worry, Ete. I have not heard from Sigma so I do not think I have to have a lot of seas for Procyon.

Lots of landmass will make sure your guys can be on the playground with the other kids.

...of course, if the Annihilators play fair or nice is a totally different matter...  :D
Yeah I'm not in a position to be a part of this unfortunately. Too much going on offline.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 24, 2014, 08:54:30 PM
By the way, which patch version are we using?

I am very curious as to what happens when you do this with multiple versions of patches.

I would assume everyone is at least using Kyrubs SMAX patch plus or even Scients as a minimum. But I think some of those guys like Jarlwolf are using either GOG retail release or maybe even the ancient Win2K patch from Planetary Pack or earlier post release. About half may be using your latest release.

I do not want to put people through a lot of issues. And, you are right about the mandatory year thing. If everyone is still into it, you can always continue and no one here I know is into score.
Tell me what to get if I need it. I'm just using what game from GOG.com, nothing else.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 24, 2014, 09:06:10 PM
By the way, which patch version are we using?


I am very curious as to what happens when you do this with multiple versions of patches.

I would assume everyone is at least using Kyrubs SMAX patch plus or even Scients as a minimum. But I think some of those guys like Jarlwolf are using either GOG retail release or maybe even the ancient Win2K patch from Planetary Pack or earlier post release. About half may be using your latest release.

I do not want to put people through a lot of issues. And, you are right about the mandatory year thing. If everyone is still into it, you can always continue and no one here I know is into score.

So apparently I left an extra line with a " symbol on it in the RUnit.
That made another option that does nothing. Just replace your .txt file with this, ok? http://pastebin.com/s7x5TWMW (http://pastebin.com/s7x5TWMW)
 :doh :doh :doh :doh :doh :doh :doh :doh
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 24, 2014, 09:14:06 PM
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

As much as I would like epic testing for Yitzi! It would be interesting, and a good test of Yitzi's handiwork to see how it reacts in a scenario edited pseudo PBEM. And, we would have the creator right here.

So... I will leave that open to everyone. But stepping down would get the AAR off the ground quicker with less convincing of folks.


@Blueflux... on patches, a short history not including various alphax total rewritings or TCMs:

Apolyton, WPC, AC2 and other communities have had assembly language experts look into the code of SMAX. The first successful mod of AC/X was Scient's. It solved several bugs, The second was by an AI tinkerer named Kyrub. His efforts were more towards the vanilla version of the game, but did migrate some limited terraforming improvements into Scient's SMAX version. The third attempt is by none other than Yitzi, whose modifications are a bit more experimental and extensive. Yitzi concentrated on a strategy of assembly language hacking and alphax txt improvements along with balancing eco damage systems amongst many other things. Also, out of all three attempts, is the only one of my knowledge still in active development.

I think the wiki has links to all of them.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 24, 2014, 09:21:51 PM
 :o

This is a first, Green.

You just went a whole paragraph of community history without getting it wrong.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Yitzi on October 24, 2014, 09:31:32 PM
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

By "everything accepts", you mean all machines work, or maximum bugfixes?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 24, 2014, 09:47:22 PM
The former.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 24, 2014, 09:51:06 PM
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

By "everything accepts", you mean all machines work, or maximum bugfixes?

Maximum compatibility. All iterations work with other iterations. Just so I do not have to switch from beer to vodka herding cats to get things started. War gamers, for all that I love them, are amongst the most anal and resistant to change creatures in in nerd-dom sometimes.

BE is here, and it is a matter of time till interest sways depending on how it is received.

You would have the max bug fixes :D

You guys would not like me on vodka. :D
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 24, 2014, 09:57:15 PM
That said, just a little thought on BE.

I think there is a great amount of lurkers and residents who love creation and powergaming. I do not think it would be a niche the deity level CFC folks and HoF people would like, but screw them. We like to have fun instead of being all intense and "pro" over a video game.

I would hope Civ BE allows us ways, with study, to bring the monsters over.

With Final Doom, let's play homage to the monsters of the Network Node and AC2. May they be there on the other side as well for those younger and may have issues with SMAX's interface.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 24, 2014, 10:08:48 PM
:o

This is a first, Green.

You just went a whole paragraph of community history without getting it wrong.

I strive for accuracy BU. Plus, I watched everyone in secret as a lurker for YEARS before I revealed myself. Watching from the outside gives one a perspective.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 24, 2014, 10:11:19 PM
Uh-huh.  You usually work in some imaginary stuff.  :P
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 24, 2014, 10:17:21 PM
Uh-huh.  You usually work in some imaginary stuff.  :P

You mean the part where you are in some kind of mech wielding a gravity hammer with sisko in a hood acting dark and mysterious like the emperor off Star Wars with you kneeling like Lord Vader is a delusion?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 24, 2014, 10:18:56 PM
No.




That one's true.





-And man, he ain't gonna like being thrown down a well...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 24, 2014, 10:46:42 PM
This is me afterwards.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 24, 2014, 11:08:14 PM
This is me six months later...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 25, 2014, 12:01:33 AM
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

As much as I would like epic testing for Yitzi! It would be interesting, and a good test of Yitzi's handiwork to see how it reacts in a scenario edited pseudo PBEM. And, we would have the creator right here.

So... I will leave that open to everyone. But stepping down would get the AAR off the ground quicker with less convincing of folks.


@Blueflux... on patches, a short history not including various alphax total rewritings or TCMs:

Apolyton, WPC, AC2 and other communities have had assembly language experts look into the code of SMAX. The first successful mod of AC/X was Scient's. It solved several bugs, The second was by an AI tinkerer named Kyrub. His efforts were more towards the vanilla version of the game, but did migrate some limited terraforming improvements into Scient's SMAX version. The third attempt is by none other than Yitzi, whose modifications are a bit more experimental and extensive. Yitzi concentrated on a strategy of assembly language hacking and alphax txt improvements along with balancing eco damage systems amongst many other things. Also, out of all three attempts, is the only one of my knowledge still in active development.

I think the wiki has links to all of them.

Is this the patch your were suggesting?
"Kyrubs 444"
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=107 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=107)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 25, 2014, 12:12:44 AM
No... that one is SMAC only. What you are looking for is called Kyrubs Smax patch PLUS as the highest one I know that is compatible with the most patches.

http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS (http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS)

I really need to check myself. We SHOULD have that one here somewhere.

Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 25, 2014, 12:22:10 AM
No... that one is SMAC only. What you are looking for is called Kyrubs Smax patch PLUS as the highest one I know that is compatible with the most patches.

http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS (http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS)

I really need to check myself. We SHOULD have that one here somewhere.

Well, ya do now.
Is a patch really as easy as replacing the terranx file?
Who would've guessed.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 25, 2014, 12:34:01 AM
No... that one is SMAC only. What you are looking for is called Kyrubs Smax patch PLUS as the highest one I know that is compatible with the most patches.

http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS (http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS)

I really need to check myself. We SHOULD have that one here somewhere.

Well, ya do now.
Is a patch really as easy as replacing the terranx file?
Who would've guessed.


Yep. At least for SMAX.

If you want to try Yitzi's works, you have to (gasp) replace the alphax, too. For that, be sure to back up your alphax.

But what I do if I switch between them is I name Yitzi's Terranx-Y, Kyrubs Terranx-1, and the original TerranX-GOG. It still runs, but breaks any shortcuts on desktop. I keep Yitzi's alphax as alphax(y) and just change file names if I flip over.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 25, 2014, 02:01:34 AM
Enough musings of patches, ancient AC history, and the Sith style relationship of BU and Sisko.

Use whatever you have that can cooperate and keep you from doing saved games by the majority. I need to move quickly or I may be doing a single player AAR. Merits and flaws for each patch or of bugs and such are interesting, but this is more about creations in action and not of esoteric stuff. There is a time for that, but not this time.

I will put up the AAR 6 intro thread with more instructions and PMs to all participants either later tonight or tomorrow.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 25, 2014, 02:19:10 AM
There's never enough about the Sith-style relationship of BU and sisko.

Not while he lives...
(http://alphacentauri2.info/MGalleryItem.php?id=859)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 26, 2014, 05:24:13 AM
BTW... for those needing a refresher on being able to load custom factions, here is the crash course.

Drop custom faction files in AC installation

Find alphax.

Go to #CustomFactions.

Add file name of Custom Faction..

If you opened one of these up in Faceedit/Aceedit, it sometimes overwrites the custom faction and is not the preferred method. If you accidentally did this, get the file for the faction and replace it. That way no bugs would be introduced.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 26, 2014, 05:34:09 AM
Saved me a lot of time- before this I was loading them with face edit, and I would have to replace the PCX graphic files every and each time I loaded faction into game as to not get ugly default, blank gaian structures and graphics...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 26, 2014, 06:04:00 AM
Also may be helpful. Switching sides.

Go to Scenario and activate scenario viewer.

Deactivate Omniscient mode.

Go to change sides/ select faction.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 26, 2014, 08:15:35 AM
Done. I am uploading images and turn... I think you will like what I have in store.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 26, 2014, 09:05:26 PM
This is pretty fun. I think we should do AARs like this in future, though maybe with slightly more balanced factions next time, and a planned out map. Plus some way to make it a bit more fair that people go at different times?

If I set something up in a month or two, who would play?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 26, 2014, 09:29:07 PM
I'd be up for it. I got many more factions to play as  :)
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 27, 2014, 12:32:50 AM
BTW... for those needing a refresher on being able to load custom factions, here is the crash course.
I actually have always just put my faction files in, and they've been selectable from the list. I thought that was only necessary for the original SMAC?

@ete I would participate if you'd have me, and this time I would try to RP as my faction leader more. It would be with the Creche Union likely if I did, as I just need to tweak the TXT file a bit and they're good.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: ete on October 27, 2014, 01:22:37 AM
Cool, I have an idea of a map we could play on.. :).
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 27, 2014, 01:25:16 AM
Oh.. you know I am down...lol.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 27, 2014, 02:14:37 AM
GENTLEMEN:
;AAR
(http://alphacentauri2.info/MGalleryItem.php?id=865)
(Hovertext: Nerd w/ a beer)
Shall I?
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 27, 2014, 02:59:02 AM
That is... wow.


I want to see a   ;zak; style head icon for Vazheli now...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Green1 on October 27, 2014, 07:26:16 AM
GENTLEMEN:
;AAR
(http://alphacentauri2.info/MGalleryItem.php?id=865)
(Hovertext: Nerd w/ a beer)
Shall I?


(http://alphacentauri2.info/MGalleryItem.php?id=865) (http://alphacentauri2.info/MGalleryItem.php?id=865) (http://alphacentauri2.info/MGalleryItem.php?id=865)(http://alphacentauri2.info/MGalleryItem.php?id=865)

'tis a thing of beauty
.
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 27, 2014, 07:51:33 PM
That is... wow.


I want to see a   ;zak; style head icon for Vazheli now...
(http://alphacentauri2.info/MGalleryItem.php?id=868)



;unrepentantol'commie
(http://alphacentauri2.info/MGalleryItem.php?id=867)
(Hovertext: Workers Unite!
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: JarlWolf on October 27, 2014, 07:58:24 PM
Amazing, I love you tovarishi  ;lol ;b;

That is going in signature...
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Buster's Uncle on October 27, 2014, 08:01:54 PM
Love you right back, tove.

Makes my day to make someone happy. :) ;nod
Title: Re: AAR 6 - Final Doom (prediscussion)
Post by: Flux on October 28, 2014, 02:44:24 AM
This has inspired me to go try and make dancing bananas (I think it originated from my old profile picture, right) of the Creche Union.
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