Author Topic: Roninscg vs Earthmichael  (Read 41637 times)

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Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #225 on: March 18, 2013, 01:57:02 PM »
Take a look at this map.  The center starting positions are 58,24 for the Northern ally, and 42,76 for the Southern ally.

I have tried to give the center positions a good starting positions and a reasonable amount of expansion room without totally changing the veterans map.

Removed a lot of fungus to help expansion, and added some fungus to make it a bit more difficult to get to the Ruins, and to mix it up with the other player.  But even with this, the center players will be able to attack each other MUCH more quickly than either of the other continents. 

I thought about breaking contact with the ruins using water, but I thought I would get your opinion before I make this much of a change.  If we do this, we would simply replace the 4 mineral specials on each side of the Ruins with water.  Then a ship would need to be used, or land raised, to bypass this water square.  This would give a bit more breathing room.  If you don't mind this change (and I would prefer it), then let me know and I will make the edit.

Otherwise, how do you like the rest of the map?

Offline roninscg

Re: Roninscg vs Earthmichael
« Reply #226 on: March 18, 2013, 07:57:00 PM »
Take a look at this map.  The center starting positions are 58,24 for the Northern ally, and 42,76 for the Southern ally.

I have tried to give the center positions a good starting positions and a reasonable amount of expansion room without totally changing the veterans map.

Removed a lot of fungus to help expansion, and added some fungus to make it a bit more difficult to get to the Ruins, and to mix it up with the other player.  But even with this, the center players will be able to attack each other MUCH more quickly than either of the other continents. 

I thought about breaking contact with the ruins using water, but I thought I would get your opinion before I make this much of a change.  If we do this, we would simply replace the 4 mineral specials on each side of the Ruins with water.  Then a ship would need to be used, or land raised, to bypass this water square.  This would give a bit more breathing room.  If you don't mind this change (and I would prefer it), then let me know and I will make the edit.

Otherwise, how do you like the rest of the map?

Everything is great, similar I imagined map, and feel free to breaking contact with the ruins using water ( I agree with you)
As for me feel free to remove the Ruins :) you choose :)


Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #227 on: March 19, 2013, 02:05:00 AM »
OK, here is what I consider the final map, with the Ruins separated by water.  If the map meets with your approval, you can decide which order you want for faction selection.

I was rethinking faction selection order also.  I think it should be that one player gets 1, 4, 6, and the other player gets 2, 3, 5.  It just makes sense to me that the player that gets first pick should also get last pick.  And to be fair about it, you get to select which set of 3 picks you want.  So decide if you want 1,4,6 or 2,3,5, and if you picked 1, what is your first faction pick.

Offline roninscg

Re: Roninscg vs Earthmichael
« Reply #228 on: March 19, 2013, 07:23:35 AM »
Map is a perfect, i agree to we play that map.
I can not wait to start with the game :)

I choose 1,4,6, if that is ok for you,you choose side (Uper north or bottom southern).

1.- Uni

Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #229 on: March 19, 2013, 01:39:07 PM »
That is fine.  No problem there.

For 2 and 3, I choose Free Drones and Morgan.

I will look over the map and decide North or South later.  I don't think it makes much, if any, difference.

Offline roninscg

Re: Roninscg vs Earthmichael
« Reply #230 on: March 19, 2013, 06:14:47 PM »



1. Uni
4. Hive

Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #231 on: March 19, 2013, 10:23:35 PM »
5. Cyber Con

Offline roninscg

Re: Roninscg vs Earthmichael
« Reply #232 on: March 19, 2013, 11:40:22 PM »
6. Gaia

Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #233 on: March 20, 2013, 03:02:09 AM »
So now we just need someone to volunteer to be the moderator to set up this game.

Is there anyone tracking this thread that is willing to set up this game?

Once we have a moderator, we tell the moderator which faction we want on each of our three starting spots, and what turn order that we want.

All of our factions should go successively, and I am willing to grant to the advantage of first move.  So your factions should be 1,2,3 and mine should go 4,5,6.

I don't have a strong preference for North or South.  If you have even a slight preference, let's just go with your preference.

Offline roninscg

Re: Roninscg vs Earthmichael
« Reply #234 on: March 20, 2013, 10:56:28 AM »

All of our factions should go successively, and I am willing to grant to the advantage of first move.  So your factions should be 1,2,3 and mine should go 4,5,6.

Ok, Thanks for first move, then i go first (Normally it does not matter, but in this case, due to the extremely strong opponent, i accept)

I don't have a strong preference for North or South.  If you have even a slight preference, let's just go with your preference.

I prefer the north side, habit. Is ok for you to i choose northern side?


Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #235 on: March 20, 2013, 05:11:34 PM »
South is fine with me.  Everything is good!

We just need a moderator now.

Offline t_ras

Re: Roninscg vs Earthmichael
« Reply #236 on: March 21, 2013, 11:33:29 AM »
I guess I'm the only one around. But it might take untill next week, since im busy this week end

Offline Earthmichael

Re: Roninscg vs Earthmichael
« Reply #237 on: March 21, 2013, 12:45:32 PM »
Thanks, t_ras!  I wonder what happened to the other moderators?

I would be glad to get moderator lessons so that I can fill in when someone needs a moderator.

For this scenario, we wanted to edit the alphax file to see if we can get rid of rising water in our game.  I think this has to be done when the scenario is created to be effective.

It looks like we should use:

0, ; Sea Level Rises (Magnitude of sea level changes from ice cap melting/freezing)         Used to be 5
0, 1 ; Numerator/Denominator for frequency of global warming (1,2 would be "half" normal warming).   Used to be 1,1

The map file to use has been posted earlier.  We will need to message you with which of our factions start in each location, and the password.

No worries about the weekend, we don't expect you to drop everything and work on this game.  Thanks for offering to moderate!

Offline t_ras

Re: Roninscg vs Earthmichael
« Reply #238 on: March 23, 2013, 07:31:59 AM »
You can start with this game ;)
Try this link
CMN academy:
http://www.civgaming.net/smac/acad_scened.shtml
It covers every thing, so if you follow it by the letter you won't miss anything. You may find a problem with Unis bonus tech, it is a tricky one sometimes.

Offline roninscg

Re: Roninscg vs Earthmichael
« Reply #239 on: March 23, 2013, 07:57:58 AM »
Thanks, t_ras :)

To summarize:

Roninscg:                                                                                             Earthmichael:
Northern Alliance (Islands in the north)                                                Southern Alliance (Islands in the south)
1. The University of Planet                                                                    1. Morgan Industries
2. Gaia's Stepdaughters                                                                       2. The Cybernetic Consciousness
3. The Human Hive                                                                               3. The Free Drones

We play with scient patch and with modified alphax files that stop rising water.
Map: Veterans 6 Player Balanced (Map submitted as attachment below)
No attrocities allowed.
No copters allowed
Starting Colony pods: 4
Starting Scout Patrols (1-1-1): 8
Starting Formers: 4
One scout patrol is swapped for one special unit if the faction picked starts with a special unit, i.e. rover for Spartan, worm for Cult, etc.


and everything else as before:
SetupPreferencesRoninscgEarthmichael
Scient patchGame: SMAX & patchesScient patchScient patch
confirmedFactions** (turn order)confirmed (1,2,3)confirmed (4,5,6)
Veterans 6 Player BalancedMapVeterans 6 Player BalancedVeterans 6 Player Balanced
customSizecustomcustom
customOcean coveragecustomcustom
customErosive forcescustomcustom
customNative life formscustomcustom
customCloud covercustomcustom
OffUnity podsOffOff
TranscendDifficulty level--

SetupPreferencesRoninscgEarthmichael
OnAllow Victory by TranscendenceOnOn
OnAllow Victory by ConquestOnOn
OffAllow Diplomatic VictoryOffOff
OnAllow Economic VictoryOnOn
OnAllow Cooperative VictoryOnOn
OnDo or Die: Don't restart eliminated playersOnOn
OnLook first: Flexible starting locationsOnOn
OffTech stagnation: slower rate of research discoveriesOffeither
OffSpoils of war: Steal tech when conquer baseOffOff
OffBlind research: cannot set precise research goalsOffOff
N/AIntense Rivalry: Opponents more aggressivN/AN/A
OnNo Unity Survey: World Map not visibleOnOn
N/ANo Unity Scattering: Supply Pods only at landing sitesN/AN/A
OnBell Curve: No Random EventsOnOn
customTime Warp: Accelerated Start*(on/off/custom)customcustom
4Colony pods at start44
8Scout Patrols (1-1-1)88
4Starting Formers)44
ONIron Man: Save/Restore restricted to exit--
N/ARandomize faction leader personalitiesN/AN/A
N/ARandomize faction leader social agendasN/AN/A
min.1-2/dayExpected turn rate (usually 24h)few/day1-2/day
N/ANumber of days to wait before turn is 'pushed' N/AN/A

*Note: some factions (if selected by the players) will start with special units (besides/instead of the scout patrol)
**Note: teamed factions are in contact from the beginning (they have each other's commlink).

@ T_ras
We will send message to you with which of our factions start in each location, and the password.
 Thanks :)
« Last Edit: March 23, 2013, 05:37:57 PM by roninscg »

 

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