Author Topic: HtH Earthmichael vs. Kirov - CMN needed  (Read 5213 times)

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Offline Earthmichael

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #15 on: December 03, 2012, 10:29:40 PM »
I have never used stockpile energy before, so I was not aware of the strange behavior.

But it makes sense that if it happens automatically for buildings, people might as well have permission to explicitly use it for units as well.  I have just never had anyone mention it before.

I presume in all of the games I am already in, since the rule was not discussed, it would be illegal to add stockpile energy to the queue?  Or is the default to allow stockpile energy unless otherwise banned?

Offline Kirov

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #16 on: December 03, 2012, 11:18:13 PM »
I presume in all of the games I am already in, since the rule was not discussed, it would be illegal to add stockpile energy to the queue?  Or is the default to allow stockpile energy unless otherwise banned?

Well, I prefer to expressly discuss this rule, but the rules in this forum allow it, see point 6. However, if you participate in games not started here, I would assume you can't do that. If I remember correctly, it was banned at Apolyton by default, although it may have been allowed in ladder games at Civgaming. So you may just want to discuss it with players not from around. :)

As you can see, the official rules here also allow crawler upgrading and reverse engineering, which for me are exploits I'd rather avoid.

Offline Kirov

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #17 on: December 04, 2012, 12:38:32 AM »
Except that then you lose out on the legitimate overflow from the last thing you produced...

Well, this has nothing to do with this rule. Facs or units, stockpile in the queue or not, if you switch production to stockpile energy, I'm quite sure it behaves in the same way (detailed research would be in place, but I don't see any possible surprises here).

Offline Earthmichael

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #18 on: December 08, 2012, 01:41:18 PM »
I will be leaving on a cruise Sunday morning, and will be gone until the next Sunday.  I will have no internet access for that week (poor me  ;) ).

I will be sure to play any turn that arrives by Sunday morning before I go.

Offline Kirov

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #19 on: December 08, 2012, 10:25:56 PM »
I will be leaving on a cruise Sunday morning, and will be gone until the next Sunday.  I will have no internet access for that week (poor me  ;) ).

I will be sure to play any turn that arrives by Sunday morning before I go.

Sorry mate, I haven't prepared the game, it's my first time and I want it to be good. :) Let's wait.

@t_ras: I head you're busy, so I told earthmichael we can set the game by ourselves since the Vets map is no secret at all. I'm just bit afraid to make a mistake like with the difficulty level or something like that. So I want to take my time with it.


Offline t_ras

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #20 on: December 09, 2012, 07:59:11 AM »
http://www.civgaming.net/smac/acad_scened.shtml

try the link, and enjoy the game.

Offline Kirov

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #21 on: December 09, 2012, 12:24:10 PM »
t_ras, thanks for your help. Can I ask you to take a quick look at this map? I'm quite sure it's playable, difficulty ok and so on, what bugs me are two minor things:

1) in a trial run, we get to play in "mission year 0", no matter which MY I set. What gives? Does it mean anything?

2) the aliens seem to pay 60 EC for SE change. It's what they do, right? I just checked in a single player game and it seems so.

Settings:

Us - 2 colony pods, 2 formers, 4 scout patrols. I have IndBase and 110 EC, Michael has InfNet, AppPhys and 10 EC
Aliens - 3 colony pods, 2 formers, 4 scout patrols, ogre mk I, their respective techs (5 each) and 10 EC, 9 forest tiles, checkered for best spread.

5 victory conditions, look first, no unity scattering (is it necessary on a predefined map?), bell curve on. Force difficulty on.

Please verify, I'd hate to have to restart because something glitches later on.

Thanks in advance.

PS: Earthmike, you don't mind my going first in the turn? It just sort of happened that I set it this way...:)

Offline t_ras

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #22 on: December 09, 2012, 12:50:12 PM »
Regarding "year 0 " nothing to worry about. Just check the year when you run the turn.
Regarding no unity scattering, it depends on what you prefare. I like it,  but it has the potential to break the balance you worked on while creating the scenario.

Ill be checking later the SC file.

Offline Yitzi

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #23 on: December 09, 2012, 03:59:03 PM »
I definitely prefer having Unity scattering on (i.e. "no Unity scattering" off.)  I suppose a scenario would be different, but I consider half the fun of the game to be the fact that every game is hugely different depending on how you start.  It means that you need more games to get a balanced tournament, but I consider it a fair exchange.  (It's also very difficult to design a map which has proper balance between builder factions, momentum factions, and hybrid (or defensive-builder) factions; most mapmakers make it too hard to rush, which of course favors builder factions.)

Offline t_ras

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #24 on: December 12, 2012, 06:55:03 AM »
The scenario looks OK. Enjoy!

Offline Kirov

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #25 on: December 16, 2012, 08:32:01 PM »
Thanks, t_ras!

Earthmichael, take a look at this scenario file so there is no surprises. I'll do the first turn soon, please wait some. Because of this forum I'm lagging behid with my work (again). :)

Offline Earthmichael

Re: HtH Earthmichael vs. Kirov - CMN needed
« Reply #26 on: December 16, 2012, 08:54:29 PM »
t_ras, thanks for your help. Can I ask you to take a quick look at this map? I'm quite sure it's playable, difficulty ok and so on, what bugs me are two minor things:

1) in a trial run, we get to play in "mission year 0", no matter which MY I set. What gives? Does it mean anything?

2) the aliens seem to pay 60 EC for SE change. It's what they do, right? I just checked in a single player game and it seems so.

Settings:

Us - 2 colony pods, 2 formers, 4 scout patrols. I have IndBase and 110 EC, Michael has InfNet, AppPhys and 10 EC
Aliens - 3 colony pods, 2 formers, 4 scout patrols, ogre mk I, their respective techs (5 each) and 10 EC, 9 forest tiles, checkered for best spread.

5 victory conditions, look first, no unity scattering (is it necessary on a predefined map?), bell curve on. Force difficulty on.

Please verify, I'd hate to have to restart because something glitches later on.

Thanks in advance.

PS: Earthmike, you don't mind my going first in the turn? It just sort of happened that I set it this way...:)


I don't mind you going first.  Just go ahead and play your turn and send me the save, and I will go from there.  Thanks for preparing the scenario!

 

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