Author Topic: Group AAR #2: Fight for the Future  (Read 31364 times)

0 Members and 1 Guest are viewing this topic.

Offline ete

Re: Group AAR #2: Fight for the Future
« Reply #150 on: December 16, 2014, 11:22:18 PM »
Ouch, lost a good base there.

And don't worry too much about RPing, I'd rather have it moving fast than have excellent storytelling.

I doubt you'll be eliminated for at least the next 100 years, you're pacted with the three top powergraph leaders, and share borders with two of them. The Bree are not much more than a nuisance, and the Vikings are far away/busy losing a war.

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #151 on: December 16, 2014, 11:23:54 PM »
We can assign Pact again, via scenario editor, and make it permanent, so AI does not change that (in general, but I had cases when it did when I was building scenarios and testing them later)

Also, I can support The Creche with all techs Free Drone posses. That is, if Drones have any, that Creche does not.

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #152 on: December 16, 2014, 11:36:27 PM »
...
Oh no! But... I spent a lot of credits convincing people.
...
These agreements should stay valid for some turns at least. AI does not throw them out immediately.

Offline Flux

Re: Group AAR #2: Fight for the Future
« Reply #153 on: December 17, 2014, 12:06:21 AM »

And don't worry too much about RPing, I'd rather have it moving fast than have excellent storytelling.


The reason I would beat myself up for it is that I can't read RP's that have minimal storytelling. Such as "This happened, then this. Ooh, new tech!" Those bore me.

Anyway, Here we go...
I vote ete for Planetary Governor!

Apparently Valhalla means business. Or not, either way they've attacked.

Well. Ehh, I'm doing pretty bad. Oh well.


I set the faction to Drones.
Left the internet, more-or-less.... Might drop in occasionally.

Offline ete

Re: Group AAR #2: Fight for the Future
« Reply #154 on: December 17, 2014, 01:22:06 AM »
The reason I would beat myself up for it is that I can't read RP's that have minimal storytelling. Such as "This happened, then this. Ooh, new tech!" Those bore me.
Eh, it's true the ones with more are entertaining to read, but I'll take a live game over a slow one even with some reduction of quality.

We can assign Pact again, via scenario editor, and make it permanent, so AI does not change that (in general, but I had cases when it did when I was building scenarios and testing them later)
If BlueFlux agrees, anyway.

These agreements should stay valid for some turns at least. AI does not throw them out immediately.
I've had AI vote for me after I nuke them because of those agreements. One particularly amusing time I got everyone to vote me for supreme leader after nuking every remaining faction. They're pretty binding apparently.

Also Mart could you wait a little before talking to the Creche if you're playing now, BlueFlux may have some diplomatic instructions to post.

Offline Flux

Re: Group AAR #2: Fight for the Future
« Reply #155 on: December 17, 2014, 01:42:14 AM »
Yeah, I would like to keep a pact. Your AI gave up on me because I didn't want to go to war with the Imperium.
But read my PM. I won't be trading tech until further notice.
Left the internet, more-or-less.... Might drop in occasionally.

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #156 on: December 17, 2014, 01:57:01 AM »
Yeah, I would like to keep a pact. ...
Ok, I get it either with AI, or by setting in scenario editor.
And no tech trading, for the time being.

Offline ete

Re: Group AAR #2: Fight for the Future
« Reply #157 on: December 17, 2014, 02:31:46 AM »
Nor will I, for now. No getting tech off either of us diplomatically in general, including threats or selling.

I will also not break pact with you during your turn under any circumstances, if you could enforce that with scenario editor it'd be cool (though, of course, you may break pact directly if you so choose).

I'm happy to exchange map data, but no bases or anything else. I won't declare war on anyone at your request.

Offline ete

Re: Group AAR #2: Fight for the Future
« Reply #158 on: December 17, 2014, 03:16:04 AM »
Also, I had a look around the technocrats. Am at war with Atsumi apparently, which is annoying. I made some minor tweaks to my AI, and would like to change the production of one base. Mart, if you've already started playing just continue, but if you've not could you play from one of these?

- yes is if you're okay with me changing one production order
- no is if you're not

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #159 on: December 17, 2014, 03:26:17 AM »
It's ok, so I downloaded file - yes.
I'm still looking at the faction. After 30 turns, there is a lot to catch up.

Offline ete

Re: Group AAR #2: Fight for the Future
« Reply #160 on: December 17, 2014, 03:41:23 AM »
Okay, thanks.

I'm looking forward to seeing the state of the Drones civilization. Looks like you have an insane number of troops from the command nexus.

Edit: For the record, I changed the base that was about to produce the Planetary Datalinks to the Hunter-Seeker Algorithm. The Drones' next tech gives them TPD so I'd quite like it, but HSA will prevent Satori from probing all my tech away which is a higher priority. I'd rather have avoided starting an AI run war against Satori, but blocking her probes will have to do. Now that it's started I feel I have the upper hand, and want to let the AI at least retake the lost base, plus taking over some more jungle would be nice.
« Last Edit: December 17, 2014, 08:30:07 PM by ete »

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #161 on: December 17, 2014, 10:44:30 PM »
MY 2220

After 30 turns under AI rule, I have to admit, that it performed ok. However:
- supply crawler made obsolete! My mistake, cause I left that very expensive armoured rover design and AI considered the 3-row one as unnecessary!
- Basic former design made obsolete... The same. AI builds fungicidal ones only, cause that's the only land design... I wonder, how much does it have to do with the fact, that fungicidal attachment makes ethanol in the process? 

Vendetta with Valhallans? Better than I thought. Though they are just researching Information Networks? No wonder, AI took a base after base from them.

And finally, internal affairs...
Just the game engine and AI benefits. When switched to human player, all those high-population bases go nuts.

Assigning 80% Psych. You would think Morganites have fun? Watch the Drones after work.
 :D ;rockon ;rotflmao :bot: ;morganercise :danc: ;lol

Offline ete

Re: Group AAR #2: Fight for the Future
« Reply #162 on: December 18, 2014, 12:25:22 AM »
I think AI uses crawlers pretty badly anyway, so probably not too much of a loss.

80% psych, heh. Domai really does care for the working man...

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #163 on: December 18, 2014, 05:33:38 AM »



MY 2221
Raider's Rally taken.
Spent several hundred EC on hurrying to start control the situation.

No communications - sunspot activity continues.



MY 2222
Hersir's Hill Fort taken.
Going down to psych 40%.
And to just note on how the game works, AI could run with psych 20%.



MY 2223


Bad weather...

 8)
Many doctors throughout the whole faction massively abandon their medical posts and psychic counseling centers.
They now spend their whole time meditating...


MY 2225
So finally got to a Bree base


...but they do not have any new technologies

Offline Mart

Re: Group AAR #2: Fight for the Future
« Reply #164 on: December 18, 2014, 10:53:17 AM »
Ending 2225



MY 2227
 8)


MY 2228
 8) 8) 8) ...







Technocrats:


MY 2230



Fusion Power is now!




Bree calls and asks for agreement to attack Technocrats.
Nope.
But they can lend to Drones 137 EC and paid 50 EC for two technologies. Cheap!!!

 

* User

Welcome, Guest. Please login or register.
Did you miss your activation email?


Login with username, password and session length

Select language:

* Community poll

SMAC v.4 SMAX v.2 (or previous versions)
-=-
24 (7%)
XP Compatibility patch
-=-
9 (2%)
Gog version for Windows
-=-
103 (32%)
Scient (unofficial) patch
-=-
40 (12%)
Kyrub's latest patch
-=-
14 (4%)
Yitzi's latest patch
-=-
89 (28%)
AC for Mac
-=-
3 (0%)
AC for Linux
-=-
6 (1%)
Gog version for Mac
-=-
10 (3%)
No patch
-=-
16 (5%)
Total Members Voted: 314
AC2 Wiki Logo
-click pic for wik-

* Random quote

Remember, genes are NOT blueprints. This means you can't, for example, insert the genes for an elephant's trunk into a giraffe and get a giraffe with a trunk. There are no genes for trunks. What you CAN do with genes is chemistry, since DNA codes for chemicals. For instance, we can in theory splice the native plants' talent for nitrogen fixation into a terran plant.
~Academician Prokhor Zakharov 'Nonlinear Genetics'

* Select your theme

*
Templates: 5: index (default), PortaMx/Mainindex (default), PortaMx/Frames (default), Display (default), GenericControls (default).
Sub templates: 8: init, html_above, body_above, portamx_above, main, portamx_below, body_below, html_below.
Language files: 4: index+Modifications.english (default), TopicRating/.english (default), PortaMx/PortaMx.english (default), OharaYTEmbed.english (default).
Style sheets: 0: .
Files included: 45 - 1228KB. (show)
Queries used: 37.

[Show Queries]