Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => The Theory of Everything => Topic started by: Buster's Uncle on June 17, 2015, 05:42:17 PM

Title: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 17, 2015, 05:42:17 PM
...We need one.  Anyone?  We need (more) content that's the sort of thing someone who just got SMACX will google for.  This thread title alone is gonna raise our lurker hits significantly.  Anyone game, please?  It's something even I, an SP exploit guy could do - but, as always when I get into a productive mood, my dance card has filled almost instantaneously and I need 36 hour days, or I would have gotten enough sleep last night (and the third thing I wanted to be doing tackled and the two things I did badly multi-tasking done well).

Any bright person who has played the game could do this - copiously illustrated a plus, but not required.  I will be happy to lend a hand as editor for increased English fluency, so no excuse for you furriners. ;)

A post here, promoted to Front Page, posted to Articles and definitely our Wiki -it's something I can promote using directly, too- and I think we could suddenly find ourselves meeting new newbs every day, which we could use to be a robust community, ongoing...

Please, won't you help? ;nod
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 18, 2015, 05:35:40 PM
I don't want to pressure anyone unduly, but I've put out a few feelers to qualified persons, both of whom are not active here - and am trying to reach out to Velociryx via a good friend of his with whom I'm in contact.  -I was doing that before I had this idea yesterday, because Vel.

Anyone could do this, really - and I encourage trying - it's for beginners, and good getting started advice is what's needed.  I'll help with the writing, but am short on time for the basic generating.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 21, 2015, 05:12:56 AM
I dug this up early in the week http://alphacentauri2.info/index.php?topic=4440.0 (http://alphacentauri2.info/index.php?topic=4440.0) to post somewhere else, and it cannot be a coincidence that I came up with the idea in the OP a day or two later.  For those of you not clicking the link, a little one-sheet of chess rules I whipped together about ten years ago called How To Play Chess turned out to be very popular, linked all over creation from a little website for a small chess club in an obscure NC town.  Kinda figure it was the title, y'now? -Also that I did a good job.

So maybe the ball will begin rolling if I free-associate a few things I reckon ought to go in the aforementioned SMACX guide for beginners.


---

Read this guide through and then play the game a few times on citizen difficulty, not trying particularly hard to win, but trying things and exploring the world and how stuff works.  Then read the guide again - it'll make a lot more sense after you've fooled around with the game at some length.  There is no substitute for just playing.

There's a lot to assimilate in SMACX as you open it for the first time; all of us were intimidated.  You can do it.  The tour is on by default - leave it on and read it until you've got this stuff down.

F1 is the keyboard shortcut to the Planetary Datalinks.  Read that sucker, piecemeal as you go or in full, but refer to it frequently.  An edited and corrected version is available for download here: [link the latest edition of the GooglyBoogly/ete  Comprehensive Datalinks Update]

Talk about 4x.  eXplore, eXpand, eXploit, and eXterminate.  Explain each and elaborate.

Talk some basics about units, the unit workshop, facilities, growth, and I dunno; this is for beginners, so can't cover everything.  Encouraging them to look at the game info resources and play and learn the way the rest of us did is the most useful advice in here, I bet.

Some breakdown of the factions - strengths, weaknesses, the way Lal goes crazy a hundred turns in, basic play strategy  (builder, conqueror, and what-all else?) and which tend to work best for which faction...

Always colonize the Monsoon Jungle ASAP if you can.

---


Suggest more ideas, pick apart mine, whatever.  Pick some point made and write it up a paragraph or two for the guide. 

We can do this, and I picture we go with the How To Play Chess model - a one-sheeter, front and back page, done up as a neat .pdf (I got somebody who will do that part if I've typed up and formatted the document) suitable for printing off as a sort of cheat sheet to have in hand.  I'll put the old site banner logo on the top, (bottom for a version to share with other online SMACX nexii, 'cause more polite/paletable for them) hyperlinked to AC2 - and search engines can read .pdfs, so we'll end up linked and reposted around the webs no matter what, our URL and that title spread all over the place.  That would be good for this community.

Thoughts?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 21, 2015, 06:53:49 PM
I left out linking the latest edition of Vel's stratetgy guide we host at the end, noting that it's advanced for accomplished players.

(Try to contact Vel for permission to do a carefully-formatted version once I get a copy of Works, or something else able to do text columns and the other formatting stuff I need for Beginner's guide, running.  We can insert some little illustrations if space permits - and Vel's guide is long already, so less space constraints for it.)

We have the option of extensive hyperlinking of resources and further reading.  That stuff works in Works documents and the .pdf releases I have in mind.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Mart on June 21, 2015, 06:56:12 PM
I believe, that Vel's guide is one of the best. It is an old one, though Vel released around version 4.5? (which is later than his book, hard copy version (4.0) you could buy in bookstores/online printed).
The guide is a bit long, but there may be general parts, let me see...
We have here in downloads section version 4.0.

We may create a compact version, but I am not sure, we will easily achieve something better what Vel did.
I would link new players with that pdf in downloads section.
And recommend them to read part of chapter 2:
- "Early expansion and growth"
- "Terraforming 101"
That's about 11 pages, that should get them quickly into fun-playing SMACX.
Velociryx has excellent style of writing, I mean it is very pleasant to read his thoughts on the game and its strategy.
So if after these 11 pages they are not hooked into reading more, they are not "guide-reading folks."

I am still thinking about modding. Standard SMACX is great, but we can all see where it really lacks. I think about creating something, that would recover from these problems.
Reducing micromanagement, making late game more interesting, rebalancing builder/momentum, when having these, then we would need guides for the new strategies.
Yitzi made recently so much work with creating many new options for modders. They cannot go wasted.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 21, 2015, 07:03:01 PM
We can hyperlink things of that sort at the end...

We definitely should.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 22, 2015, 07:35:23 PM
I opened Vel's 4.0 yesterday (I think the version I read many years ago was the pirated and garbled edition, a huge .txt file.  What we host is insanely nicer) and then kept getting interrupted and didn't manage to actually even give chapter two a quick skim.  I'm busier than a [insert hyperbolic joke] lately, so busy juggling so many things in progress that I didn't have time to skim a chapter of promising source material (to maybe steal [crediting, of course], ruthlessly edit for brevity and so on), and I. read. fast.  Faster than [insert hyperbolic joke building on the last in absurdity - perhaps something like George Clooney can get a date, before, then, Charlie Sheen picks up skeezers backstage at a pron awards show, here].

This is why I need help, is all; I want this thing showing up on search engines three years ago, and I need copy to work with.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 04:22:27 AM
I'm interested in such a guide :)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 04:26:21 AM
Am I really gonna get left dangling on this?  Really?

I got MSWord working, so the formatting is totally doable.  Seriously; go have a look at the How To Play Chess (http://alphacentauri2.info/index.php?topic=16547.0) thing.  I covered a lot in a small space.  We can do this - let's do it faster than leaving all the work to me will take.  It'll be better with your input, too.

[ninja'd]
As a reader, right?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 04:27:43 AM
I'll read some stuff for ya
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 04:29:23 AM
Start here.  http://alphacentauri2.info/index.php?action=downloads;sa=view;down=91 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=91)

You're closer to beginner than most here, and your input could be very helpful.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 04:33:39 AM
20 pages in and Vel's guide jives with me as far as similarities to CIV games and rudimentary understanding of SMACX already. 
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 04:35:06 AM
;b;  It's kinda CivII with more advanced graphics and mo' features - and a story.  I luvs me some II.

You want to look at Cpt.2 for our purposes...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 04:37:58 AM
most frustrating is the format I get that it's supposed to be printed but still...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 04:43:22 AM
Vel waxes philosophical a lot, what I'd like to see as a beginner is a 10-30 point checklist for a decent start (I get that there are variables that may influence it)

something like terraforming>scouting>zerg rushing etc. would even be helpful
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 04:47:58 AM
and Flying Spaghetti Monster the equations?!??!??!!! 4 pages to say X is better than Y unless Z, B, Q, and L are true then you must consider...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 05:06:39 AM
Vel waxes philosophical a lot, what I'd like to see as a beginner is a 10-30 point checklist for a decent start (I get that there are variables that may influence it)

something like terraforming>scouting>zerg rushing etc. would even be helpful
Yes.  I'm looking for a very compact getting-started (may add that to the title) cheat sheet a new SMACer can hold in his hand and consult.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 05:10:04 AM
on the beginner side, anyway to get SMAX in windowed mode?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 05:16:00 AM
Something about your .ini file having a =0...  Petek has to tell someone every five minutes.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 05:18:56 AM
found that dealy, I'ma try something and post my results
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 24, 2015, 06:07:02 AM
wound up just playing SMAX for a while...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 06:27:16 AM
:D ;b;
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 24, 2015, 10:02:45 PM
Gamera - how's about linking what you found on windowed mode?  Strikes me that some concise Petek stuff ought to burn a couple column inches in the project.

I think I better ping Petek, in fact...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 25, 2015, 04:29:48 AM
What I found recommended alt+tabbing and starting a second game of SMACX; however the GOG version doesn't allow me to Alt+Tab so I just played SMACX.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 25, 2015, 04:40:16 AM
There's a technique that works - best way to search might seriously be to go to Petek's profile and start scrolling through all his AC2 posts...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Metaliturtle on June 25, 2015, 04:42:55 AM
I found that under a post of his at Poly.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on June 25, 2015, 04:46:57 AM
...You'd tend to have better luck at CFC.  Here or there is pretty much all his SMACX posts since the GOG version came out and he had to troubleshoot it a lot...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 09, 2015, 06:00:45 PM
I don't know if this is what you're looking for but I wrote this up last night.  I will eventually put it on the wiki if nobody else does first.  Feel free to change it, or to pass it around, or to use it as you see fit.  I don't even care about credit (but don't give me credit for something I didn't write).  I need to spread this out over multiple posts because of the character length limitation.

(click to show/hide)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 09, 2015, 06:03:12 PM
I don't know if this is what you're looking for but I wrote this up last night.  I will eventually put it on the wiki if nobody else does first.  Feel free to change it, or to pass it around, or to use it as you see fit.  I don't even care about credit (but don't give me credit for something I didn't write).  I need to spread this out over multiple posts because of the character length limitation.

(click to show/hide)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 09, 2015, 06:04:53 PM
I don't know if this is what you're looking for but I wrote this up last night.  I will eventually put it on the wiki if nobody else does first.  Feel free to change it, or to pass it around, or to use it as you see fit.  I don't even care about credit (but don't give me credit for something I didn't write).  I need to spread this out over multiple posts because of the character length limitation.

(click to show/hide)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 09, 2015, 06:52:07 PM
Added to my to-do list, high priority: take the text in these three previous posts and see how little space it can be crammed into w/o making the type smaller than 7 pt., at smallest.  -Aim for 9 pt. with editing for maximum brevity w/o leaving anything out.

Thank you, sir; you can not possibly know how grateful I am.  This is probably the starting point I needed.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 13, 2015, 11:23:33 PM
I have begun work on this...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 14, 2015, 08:14:34 AM
And oh lord, so many things came up.  This is going to take longer than I'd hoped - it'll need a line edit for brevity, for sure.

Still...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 14, 2015, 03:20:17 PM
I'm sorry but I cannot view the entire guide only the top of the image.  Also, I know I'm verbose.  I won't be able to help you with brevity.  Another possibility is to spin off some sections (e.g. a beginners guide to the base screen, a beginners guide to units) and reference these.  This will both allow for briefer meals to try and take in and allow a beginner to prioritize what xe wants to.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 14, 2015, 03:35:29 PM
That might be just exactly the ticket, now that you mention it.

That screenshot is only of the top half of the first page.  I can curtness-edit the HECK outta your (excellent; you're very thorough, and that's good) text, but busy night multitasking kept me from even finishing fixing the carriage returns.  I did this sort of thing successfully a decade ago with the How to Play Chess one-sheeter, and this's gonna be awesome and draw a lot of eyes here.

The pic was just to give an idea of what it'll look like when I'm finished - though one of the charms of the breaking it into two one-sheets is that it gives me a lot of room to do headers and break neatly into sections; it runs onto a fifth page currently at 7pt. type, a little smaller than I want, and I haven't been sure I could reduce it to two pages.  Two sections/four pages ought to be easy to fit, and make for a much more attractively laid-out and legible document - also, space to add a bunch of links to web recourses at the end.

This has high priority, 'cause I rather enjoy this sort of thing, feel a lot of pride in the result, and it needs to be done three years ago.  I'll keep you posted on my progress.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 14, 2015, 05:04:05 PM
Well...  Alpha Centauri is a little bit more involved than chess.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 14, 2015, 05:22:14 PM
The AI is definitely a lot further away from solving it, for sure. ;)  And yeah; chess is a considerably more consistent and less-complex problem set by a couple orders of magnitude.

The problem set of a brief, compact how-to for SMACX is considerably more practical to address, however.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 15, 2015, 05:00:14 AM
Progress report.  I got some stuff done today, but not on this.  It's been sitting there open in my taskbar 13 hours, but stuff kept coming up.  I am too busy to live.  Like, I got none of my customary browsing done; New Horizons passed Pluto this morning and I ain't even looked at the science news, let alone posted any articles - and I need to go to bed an hour ago...

Maybe tomorrow - note that I DID do a How To Play Chess pt. 2 with a thoroughly annotated game to teach strategy and chess notation...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 16, 2015, 03:34:40 PM
You've said this needed to be done three years ago.  Not getting it done immediately seams okay.  Waiting a month or two for something that's been three years in coming, isn't bad.  Relax.  I can't tell you how to manage your life and I don't know your personality but I wouldn't worry about rushing hurrying this project.  I don't have the energy to pay you for that and I'm sure it will get done at some point.  Just relax, take care of yourself, do what else needs to be done, and this will get done in due time.

I can't comment on your chess guide without seeing it.  Sorry.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 16, 2015, 05:07:19 PM
It's linked in the OP.

Don't worry - I'm just in productive phase when my plate almost instantly fills to overflowing.  This WILL get done, and I'm explaining the delay, not kicking myself.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 16, 2015, 05:55:53 PM
It's linked in the OP.

It is?

...We need one.  Anyone?  We need (more) content that's the sort of thing someone who just got SMACX will google for.  This thread title alone is gonna raise our lurker hits significantly.  Anyone game, please?  It's something even I, an SP exploit guy could do - but, as always when I get into a productive mood, my dance card has filled almost instantaneously and I need 36 hour days, or I would have gotten enough sleep last night (and the third thing I wanted to be doing tackled and the two things I did badly multi-tasking done well).

Any bright person who has played the game could do this - copiously illustrated a plus, but not required.  I will be happy to lend a hand as editor for increased English fluency, so no excuse for you furriners. ;)

A post here, promoted to Front Page, posted to Articles and definitely our Wiki -it's something I can promote using directly, too- and I think we could suddenly find ourselves meeting new newbs every day, which we could use to be a robust community, ongoing...

Please, won't you help? ;nod
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 16, 2015, 05:58:25 PM
Ok, reply #2: http://alphacentauri2.info/index.php?topic=16547.0 (http://alphacentauri2.info/index.php?topic=16547.0)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 16, 2015, 06:05:33 PM
I apologize.  I could be dense but I'm not seeing a link to your chess guide anywhere... :-(
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 16, 2015, 06:20:47 PM
$#@!  -multitasking.  This one's right:

http://alphacentauri2.info/index.php?topic=4440.0 (http://alphacentauri2.info/index.php?topic=4440.0)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 16, 2015, 07:08:49 PM
Nice guide.  I still think it would be best to split it into several paged where each page is a single item.  A "setting up the game" page (perhaps a separate page for "factions"), a "base guide" page, a "unit movement and combat page," and a "early strategy" page would work with the main page referencing these.  If they were to be printed out a player could shuffle the pages around to reference what xe needs at the moment.

If posting these somewhere other than the wiki (where multiple pages would be easy and natural) then I would also post printer friendly pages too.  I tried alt-tabbing out of my AC game and it wouldn't work.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 16, 2015, 07:17:17 PM
I was thinking I'd make webpages out of the final product and post on the site, too.  -Word will save documents as .html, so no trouble.

Did that w/ How to Play Chess at the club site actually - arranging into columns to look like the one-sheet would have been a lot of work in a proper .html editor, but not actually needed on a webpage.  Linking the one-sheet .pdf(s) on such pages definitely the way to go.

Just for what-the heck reasons (search engines can read .pdfs and the crowd is not incompatible), I'll attach those How to Play Chess .pdfs again here...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 17, 2015, 03:41:07 AM
Check THIS stuff out:
http://alphacentauri2.info/SMACX%20Beginners'%20Guide/Beginners'%20Getting-Started%20Strategy%20Guide%20for%20Sid%20Meier's%20Alpha%20Centauri-Alien%20Crossfire.html (http://alphacentauri2.info/SMACX%20Beginners'%20Guide/Beginners'%20Getting-Started%20Strategy%20Guide%20for%20Sid%20Meier's%20Alpha%20Centauri-Alien%20Crossfire.html)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 17, 2015, 05:07:32 AM
I have now completed the most basic part of the formatting on the version that will make the .pdf...  And so, to bed.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 22, 2015, 05:38:05 PM
EM, I think ben's basic text is pretty strong, only in need of a ruthless edit for length so I have room to break into sections and add headlines, so no time pressure to chip in until I find time to get that done...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Earthmichael on July 22, 2015, 05:42:58 PM
Is the latest link all I need to download, or do I need some earlier stuff also?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 22, 2015, 05:58:07 PM
The latest link to a cursory web page has the full text, and I've yet to have done anything more to it, so there's definitely a chance to work it over, if you like, before I do - remember, it's for beginners and I'd like to free up enough space to add a few links to good online resources at the end...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 22, 2015, 06:01:38 PM
Is the latest link all I need to download, or do I need some earlier stuff also?

For the guick start guide, the latest link is the progress so far.  The guide is still a work in progress so it will likely change.

As far as editing for length.  I know I'm verbose and that has created problems for me and will likely continue to.  I don't think I can change this part of my personality (at-least I have other things to put effort into).  I wish you the best but I don't think I can help you cut it down in length.  When the wiki revamp is complete, it may be possible to cut out large portions for links to the wiki but this won't help players who would need to print out the quick start guide to use it live.  Hmmm...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 22, 2015, 06:10:24 PM
No problem - I'm the king of run-on sentences and convoluted (if correct) grammar, and this is far from the first time I've needed to do a line edit on something to cut it by half or more without actually taking anything said therein out.

I can do it, but my plate runneth over with stuff in need of doing, with more appearing all the time, so not promptly...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 22, 2015, 06:30:09 PM
No problem - I'm the king of run-on sentences and convoluted (if correct) grammar, and this is far from the first time I've needed to do a line edit on something to cut it by half or more without actually taking anything said therein out.

[goat]Did you leave that incorrect comma in there on purpose?[/goat]
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 22, 2015, 06:35:23 PM
Before "and?"  That's me making up my own rules, but google "Oxford comma" to see I'm not the only one.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: benschwab on July 22, 2015, 06:47:09 PM
<pendantry>https://en.wikipedia.org/wiki/Serial_comma requires a list of items to apply.</pendantry>
I was taught in English class all sorts of comma rules including not to use it when joining two phrases to make a compound sentence but my rule at present is to compare the two sentences, with and without the comma, and go with whichever options helps the reader to understand what you want to say with ties going to leaving the comma out.  I cannot forget all of those nit-picky rules though...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on July 22, 2015, 06:55:14 PM
Commas are to separate ideas in a sentence and the rule that the conjunction overrides is inadequate, at times.

-Also, the rule that the punctuation goes inside a quote ending a sentence is just wrong unless the punctuation was already there.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Nexii on August 05, 2015, 03:24:21 AM
I think for a true beginner's guide you would want to condense it down to 1 page or 2 pages tops.  Focus on the aspects that have the biggest impact on whether a new player can 'get off the ground' so to speak.  I'd pick no more than 7 or 8 of the most crucial topics to explain.  For example horizontal growth / making colony pods early.  One of the most impactful since new bases provide extra support plus the base tile.  Formers as another since they vastly improve the productivity of your land and let your bases grow vertically.  A few others like how to fight native life, diplomacy basics would also be relevant.  I'm not sure what else would be the most important - perhaps explaining drone riots, and some focus on research priorities.  A basic explanation of SEs and how they work.  That would probably be plenty, a new player isn't going to read 10-100 pages before even playing... 
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on August 05, 2015, 03:25:51 AM
Good thoughts - it's definitely possible that ben covered too much...

I would really like, again, to include some links to online resources at the end, since my real purpose is to grow the community...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on August 10, 2015, 03:25:52 PM
I checked Google the other day for the .html page I posted three weeks ago -it should have been up long enough now- and no luck on the first couple of pages of hits.  Our content usually does a lot better than that, and this thread shows on the first page for most search terms I tried, but not the beta-page I posted.

However, I realized there wasn't a keyword line in the page code, which has been corrected, and you'll find it added to the pull-down resources listed/linked in the top menu under "SMACX".  I bet it does a lot better in around two weeks...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on September 08, 2015, 05:05:14 PM
I'm not really finished with the themes, but burning out.  Going to try to get back on this today.

As tedious pedantic slogs go, it'll seem relaxing and fun after editing tiny-type stylesheet code all day every day for six weeks straight.  Look for tangible progress soon.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on September 10, 2015, 12:38:58 AM
Soon, but not as soon as I hoped.  -I didn't get the two other thing I meant to do yesterday. either; but I'm not touching a theme -or any big/long-term project- again until I have this more-or-less done.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on April 26, 2017, 03:31:22 PM
Stumbled over this: http://www.land-of-kain.de/docs/smac/ (http://www.land-of-kain.de/docs/smac/)
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: gustavo on August 05, 2017, 04:21:56 PM
So maybe the ball will begin rolling if I free-associate a few things I reckon ought to go in the aforementioned SMACX guide for beginners.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on November 28, 2017, 01:20:08 PM
I guess this is an appropriate place to ask for advice, having do with beginners and all


I am playing as Cult on somewhat low difficulty. My might is not quite there, and i am lagging behind in tech

I am on a big island with Drones and usurpers. Drones decided to be my enemies, even attacking me unprovoked when there was no comms, then i eliminated their presence on my landmass.
After shortt time, i got drwn into a conflict with usurpers - first, they attacked, i held them off and entered a Blood Truce. Soon, after he continued to ramp up presense inside my borders and several of my allies asked me, i went to war again.

It went somewhat passable for a time. i managed to take one of his most isolated cities (northwest part of the continent), eliminate another. However he was able to redirect more resources towards me, and i have been largely reduced to bloackading his army, so that he cannot march south to my capital. It doesn't help that my army is Impact (with native life thrown in), and his is all missile already.
Recent development gained him jets.

How should i go around that situation?

Some notes:
1. At the moment he demands that i cede back the city i have taken to agree to the truce. Although i have probably enraged him more already
2. I lag at tech, and has only recently acquired tech for probing (my good byddy the Captain traded me). I have switched to probes immediately wherever possible to try and steal ALL THE TECH from those web-mouths
3. At the moment i am on GREEN, to maximize free worms/spore launchers. However that seems to be bad for my pop growth
4. Just got tech for crawlers as well - none built yet
5. I do have missiles tech, bu has just started producing missile units. Also, i do not have artillery except for captured wildlife
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: PvtHudson on December 04, 2017, 09:25:29 AM
Forget about getting along with Usurpers (and, for that matter, Progenitors at all). They will sign truce, then surprise attack again, sometimes on the next turn. Just nerve gas them once and for all. He is unlikely to have armor better than Plasma Steel, X Impact Rovers should do the job, not saying Missile ones. Usurpers (contrary to Caretakers) aren't fond of native units, this will ease the task for your rovers. Should they encounter Perimeter Defenses, bring ahead expendable Mind Worms or sabotaging Probe Teams. Rovers are more cost-effective than Needlejets. In addition, gassing Progenitors isn't considered atrocity by anyone except, of course, the victim. Green SE is quite suitable for war. Good luck!
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 04, 2017, 01:14:56 PM
Thanks for your response
I have moved onwards in the game, and passsed that hurdle. As i play the evening, that meant several times going to bed at 2 or so )
notes:
1. i entered into blood truce with usurpers several times. Every time after that they started moving into my borders again! After i became stronger, they started to probe me instead (even mind-controlled a city back, with all the army that took it). Well, every time demanding withdrawal was enough to cause Vendetta on my turn, which gave me the opportunity to destroy their first wave - while maintaining that integrity, mind!
2. interceptors and SAM rovers proved key to clearing the sky. After every attack their jets just hang out there, open to ground-based attack that could eliminate them several at the time.
3. i decided against not only gassing them, but even againteliminating them. I left them in a single city, on a peninsula that i closed off by pair of mind worms. Their little probe teams are running on their side, and it is greatly amusing

Through all of that Pirates grew BIG. With planetary transit system they soon hit 200, then 250 and 300 pop, making them undisputed governors. As they started moving south on Believers (who were second-strongest faction and stuck in battle agaist Caretakers), they eventually wiped them off. They renounced our pact and started making threats and extorting those precious credits.
I am biding my time, building up my forces. I am way ahead in tech now, and soon i will have enough fusion ships with photon armour to clear the seas, polishing it with missiles and choppers. Starting the vendetta would be easy - just try to probe him, i guess. Do not want to lower my integrity, after all )
Reckoning comes. Svensgaard will rue the day he became an adversary to the Cult!
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 06, 2017, 07:57:11 AM
Ok. i have question about how diplomacy actually works. I am in a war - and when opponent's turn arrives, he sues me for peace insttead of counter-attaching
Why?
Also, even after someone bacame submissive, i am unale to get them to give me their tech or join m in war. They want absurd amounts of money for that...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: PvtHudson on December 07, 2017, 08:17:36 AM
...when opponent's turn arrives, he sues me for peace insttead of counter-attaching...
Probably he has enough of it and wants to end the war? :) Don't worry, if you turn down the offer, he will counter-attack.
Also, even after someone bacame submissive, i am unale to get them to give me their tech or join m in war. They want absurd amounts of money for that...
Strange, my experience with submissive pactmates is that they either gift techs unknown to me on contact, or agree to part with them under threat of cancelling the pact.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 07, 2017, 07:13:25 PM
As it went:
1) he suggests peace, i accept
2) next turn i demand withdrawal, get Vendetta agian, press on
3) next turn, he suggests taking on he (almost dead) Caretakers together - i accept
4) several turns later, my old pact sister Aki-zeta, who has suffered greatly from him before (i even gifted her a nice city in the Ruins to ensure she does not get wiped out) starts war with him (or he with her)
5) one of my planes is stationed at her city
6) mass pirate rocket attack on that city, eventually hitting and destroying my plane. it is sudden attack, Drones (submissive to me) join on the fun
7) next turn, the war resumes. I start taking his cities with secret projects and wiping out rocket stockpiles from copters
War goes on...

By the way, is there a strategy for war int he age of rockets? Doesn't it boils down to production of planet busters?..
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 15, 2017, 08:06:36 AM
So, in the end Pirates attacked me during the solar fkares, and when those ended - they were left with a single empty city. Svensgaard was still rude, so i ended him for pact victory

There was a strange behaviour, though, as far as i can tell. He had stockpiles of missiles (around 15 of them, as far as i can tell), but he didn't use them to a good effect - he had about a turn to deploy them at my ships and foor forces, yet did not, and they were mostly destroyed at bases with copters.

Could that have been an effect of low difficulty setting? Will higher detting be better?..

I kind of want to have a proper high-tech war, whatever that would be. Hovertank columns burning, rockets stopped by defense systems, actual usage of planet busters by the computer... rocket strikes from underwater carriers - that sort of things...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 17, 2017, 06:24:57 PM
Ok, so i need some advice for a new start

Morgan, transcend level, i started on small island with Unity Wreckage (as in: my first base is slmost sitting on it)

Where to go from there? How to be a Morgan builder with restricted resources? Just forest everywhere?
How many formers should i have? 1 per city? less? same question for units (i presume, scout ones)
Is it worth trying to build projects with 50+ years completion estimates?

Recreation commons or psych?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 20, 2017, 12:21:50 PM
Ok, so i have continued on, building RecCommons.

Several things happened
1) unfortunate unity pod incident resulted in pirates' base being uplifted next to borehole cluster, blocking me from claiming them myself. Had to total thought control it (first Planetary Conquest, lol)
2) after some deliberation, i joined on the Vendetta against both alien factions - that allowed me Pacts with humans. Keep them moneys flowing...
3) I have built command center Secret Project first, by caching in alien artefact
4) i have little to no military techs, though. Pirates are building missile units, i only have laser - and they claim that (!) hey have no tech to share! Jerks
5) Now i am racing Caretakers for Citizen's defence force. I think i'll have to probe him to catch up
6) Can any unit be spent on Secret Project or only Supply units do not have penalty?..
7) i will probably have to steal everything from aliens; i probably should capture their bases by paying as well: i have next to no army and truly struggled when an infantry unit and a rover once came to my shores. I hd several probe teams - but what can i do against stacks?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 21, 2017, 10:22:24 AM
Ok, so i am kinda stuck. I cannot let go of democracy - free markets (muh energy shekels), but i have actually built bunch of units (mostly formers, but some military as well) and screwed myself over with support costs. Reason being my two aggressive neighbours - aliens, who keep invading from time to time. What to do? What to do?
I will probably switch to frontier - market - power soon. I need support.

Aliens are dicks. They have, twice already, extorted techs from me then attacked anyway. Well, they will get theirs. They have bribed one of my coastal cities, but i have stolen air power and resonance lasers form them and then captured it back (although, sadly, losing several probes in the process). Now it is X R-Laser Nerve Gas Penetrator time, as soon as i build them...

I have finished Citizen's Defence force as well (thanks to the power of money, i bought it 1 or 2 turns before Caretakers built it. Take that, web-mouths!), although that left me strapped for cash. I had to sell several buildings to pay for capture of Usurper missile boat, which threaqtened my sea city.

It was a shame, when several turns later an isle of the deep destroyed a) foil probe team b) beforementioned missile boat 3) new water city that didn't have eny defenders yet. I probably should just put the boat inside and hope for the best instead of attacking the isle with those odds...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on December 23, 2017, 01:06:19 PM
So far so good
I have built planetary transit system and started putting sea bases one after another. I will probably pick another island and colonies it as well

I have also built first satellite and now know where things stand.

To be more precise: usurpers are to the northwest and have me as their neighbor. They are at war with everybody except Cult. They have ok army on paper, but in reality I have been blowing their boats out of water (in range), and I keep gassing their closest city to nothing (they keep rebuilding). Seeing as they usually lose couple of planes in process, I am content with that state of affairs
Although: I am really furious about them having more money then me. That will not do at all

To my south are Caretakers. They are beset on all sides by Pirates, me, Cyborgs and even wimpy Cult. If I have not soared our relationship with nerve gas, I would probably help them to balance other humans. Their power graph is ok, though

Pirates have spread far, and they have biggest population. We have pact, and I keep lending him money, although Captain does not share tech (unlike my great friend Aki-Zeta). I maintain Power to be on his good side, although I do intend to secretly steal some of his cities again - I count all islands in north hemisphere as rightfully mine

My general plan at the moment is to remove Usurpers, double my land territory and then really grow.
One question still bothers me: how to wage invasion as Free market? If I abandon it, my revenues will plummet, unless I take Wealth, which weakens war effort. Maybe take advantage of my SP and start making 3-pop cities with walls in his area, that crank veteran troops unit next turn (after quick upgrade)?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: bvanevery on December 23, 2017, 02:50:00 PM
Can I suggest posting the details of these games as an After Action Report, in the forum for that?  I know that trying to formulate a concise question can be complex, but this is getting beyond what would be a "beginner's guide" for anyone else coming here.  Or if you think it's more of a question than a report, just post some thread about your ongoing games, and hopefully someone (like me?) will try to answer.

Free tip: the key to getting rid of unwanted Alien factions, is to nerve gas them.  You need High Energy Chemistry for that.  Because they are aliens, there are no UN consequences for committing minor atrocities against them!  Nobody imposes sanctions.  If you aren't getting along with aliens, commit genoicde.  Just be sure to wipe them out before they get nukes, so that they don't nuke you.  Also, don't nuke them.  That's a major atrocity and even if you've voted for "UN Atrocity Prohibitions Lifted", using a Planet Buster on someone will still get you kicked out of the UN and all human factions going to war with you.

Also be advised that as long as there are aliens in the game, you cannot do a Diplomatic Victory.  So that's another incentive for racism.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on February 13, 2018, 09:40:08 AM
So, i decided to try being Yang. Nerve stapling drones, trying out base crawl, bullying weaker factions... the works
That caused several questions:
1) I have only used nerve stapling once... i mean, once when there weren't solar flares and atrocities weren't permitted. However, it seems my integrity just kept on plummeting. Why though?..
2) Is there anything wrong with supporting units for minerals? All that mineral production has to go somewhere - why not into military might? It is not like there are many facilities that need support or any energy income anyway. So: why not pump out units until they cannot be pumped out anymore?
3) Does provoking Vendetta by probe operations lower integrity? Not like it matters much, as my integrity is Wicked already. But i am curious
4) can marine units invade from land into adjancent sea bases? There are pirates that need spanking, but it would take a long time for my Death Fleet of missile marine cruisers to get to them...

Also: that feel when you are about to take Sparta commands with mindworms...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: bvanevery on February 13, 2018, 04:28:19 PM
1) I have only used nerve stapling once... i mean, once when there weren't solar flares and atrocities weren't permitted. However, it seems my integrity just kept on plummeting. Why though?..

I don't think they have anything to do with each other.  Your integrity is about dicking over others in negotiations.

Nerve stapling is one of my least used features of the game.  Sure it was neat as an atmospheric when I was first playing SMAC, but I don't see it as having any play mechanical advantage.  In terms of mouseclicks, it's not better than clicking on a tile to remove a worker and turn them into an "Elvis" (Civ II term).  Sometimes there isn't enough food to do that, but often a building can be completed before citizens actually starve.  Sometimes a citizen starving is acceptable - how are the economic penalties of nerve stapling better than that?  If I must prevent a whole lot of starvation, I just cycle through turns of losing food up until hunger would set in, then making everyone work so that some food is gained.  This triggers a drone riot next turn, but typically enough food is gained to hold off the starvation.  So you can have drone riots every 2nd turn and keep doing that indefinitely in many cases.

Nerve stapling might be useful if everyone is at war with you anyways.  Economic sanctions are meaningless at that point, you aren't making any money from people at war with you.  Somewhat ditto the nukes.  If everyone hates you and it won't change, then you might use them... if you don't mind flooding and mindworms, which can be problems.  But these are all late game considerations, and by that point in the game, you probably don't need nerve stapling to get anything done.

Quote
2) Is there anything wrong with supporting units for minerals? All that mineral production has to go somewhere - why not into military might? It is not like there are many facilities that need support or any energy income anyway. So: why not pump out units until they cannot be pumped out anymore?

If a mindworm, or faction you are at war or Truce with, steps onto a tile that is responsible for providing you minerals, it will block your access to the minerals.  If you don't have comparable minerals available somewhere else, your minerals can drop into negative numbers.  Then your units will disband, until minerals is 0 again.  So you want to be very careful about pushing to the bottom of your minerals.  The rules for which unit is disbanded are not completely random, it has something to do with the order they appear in the support column.  But you could lose expensive units that way, or tactically valuable units.  Ever had a Transport disband that was carrying an Artifact home?  I replayed that turn.

If you commit all your minerals to military units, you will not have any productivity left for building anything substantial, like a Secret Project for instance.  A "Secret Project producing city" should have a lot of minerals and NO units that require extra support.  Once past the early game I think it is a good idea to keep your capitol free of any extra support requirements.  Many Secret Projects are best when they're built in your capitol.  This also requires committing to where your capitol is going to be in your empire over the long haul.  You want maximum efficiency from things like The Merchant Exchange.

In the beginning of the game, it's not a given that you're going to be able to afford having Command Centers, Naval Yards, or Aerospace Complexes in every city.  It is more practical to have a few cities with a lot of minerals production that have those training facilities in them.  Send the units out to other cities, and reassign their support to those cities.  That way your "training center" productivity remains high and doesn't stop being able to produce units.  In the early game I usually build all my garrison units from one Command Center.

If you are "vapor locked" with too many military units to support, and you suddenly discover that you need to build Happiness facilities to keep your civilization working, you're going to have a hard time without the minerals to do it.  In the worst case you may get drone riots.  In the worst worst case, rioters can destroy your city improvements, or your city can even join another faction!

So no, minerals are not a "free ride".  You need to decide what to do with them.

Quote
3) Does provoking Vendetta by probe operations lower integrity?

Nope.  Probe Teams have no official existence.

Quote
4) can marine units invade from land into adjancent sea bases?

Absolutely, and it's the best way to clear out coastal pests.  The AI is completely stupid about fighting back.

Quote
Also: that feel when you are about to take Sparta commands with mindworms...

Oddly, Deirdre did it with a Quantum Tank.  Rather non-Green of her.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on February 26, 2018, 01:15:30 PM
Exactly how much must one tick off AI to get nuked?
In my last game i have been crinding against nuclear-armed Pirates for some time. However, even when we went to war under border disputes ("you get off my land - no you first - i will not but you must - VENDETTA") he kept being polite (for a given value - he mentioned distracting me from torturing my subjects and such) and did agreed to a truce once i switched of Knowledge to Power.
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on February 27, 2018, 06:08:58 PM
I have had a remarkably frustrating and unsatisfying experience recently. My PC is not very well, and good ol' AC sometimes slows down to crawl. As in: i have time to go for a drink during enemies turn and next five minutes i am clickng through various announcements. And sometimes game just crashes

I have been playing a fairly long iron man game as Yang, on the map of "terraformed Mars". I have been doing quite well for myself, and game would have been fun.... and it was for a time, until
1) it got kind of bogged down in management of the empire - build queues, manual terraforming, notification about all the things and the like
2) i have just lost around 10 turns wirth (or more) after loading the save by accident and losing autosave

Never again. I was several turns from the Transcedence! I was building units that cost more then majority of secret projects!
with no willpower to play those turns again, i just voted myself into victory, which i have been able to for quite a time...

Lessons learned: no reason to try Iron Man game ever again
Is ther a way to have 2 or 3 or 5 autosave files?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on February 27, 2018, 06:15:52 PM
There are - all those numbered autosave files under the current turn one are previous turns.  They do skip more and more turns as the number goes up...
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Kurvivor on February 27, 2018, 06:19:05 PM
I have had but a single Autosave file in "auto" forder for quite a time. I do not know the reason. I thought i have messed things up and set number of autosaves to 1 somehow. Maybe tha's effect of "Iron man"?
Title: Re: Beginners' Strategy Guide for Sid Meier's Alpha Centauri/Alien Crossfire
Post by: Buster's Uncle on February 27, 2018, 06:26:25 PM
Maybe - I've never tried Iron Man.
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