Author Topic: Alpha Centauri, MP, and custom factions  (Read 5164 times)

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Offline Green1

Alpha Centauri, MP, and custom factions
« on: July 23, 2013, 05:16:31 AM »
A quick question for folks who have been around MP for longer than I have since I am mostly a sandbox SP guy with my 4xs.

Is it possible to do MP with custom factions? Not talking balance issues. Just talking possibilities.

If so, what needs to be in place or any issues I need to know about before this happening?
« Last Edit: July 23, 2013, 07:28:09 AM by sisko »

Offline sisko

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Re: Alpha Centauri, MP, and custom factions
« Reply #1 on: July 23, 2013, 07:27:36 AM »
it is feasable. of course, the faction graphics bug will strike you at some point, but that is to be expected for any SMAX game..
Anyone else feels like it's time to fix the faction graphics bug?

Offline Green1

Re: Alpha Centauri, MP, and custom factions
« Reply #2 on: July 23, 2013, 08:41:25 AM »
Thanks.

With LMS, I am currently experiencing that bug. Some folks have told me to use iniswap, but I have yet to try that out.

For the reason I am asking this question, that bug would need to not be there. It has to look cool for screen shots.

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Re: Alpha Centauri, MP, and custom factions
« Reply #3 on: July 23, 2013, 08:45:26 AM »
Quote
Some folks have told me to use iniswap, but I have yet to try that out.
i see you have 2 MP games plus the AAR so you should try it. the 'how-to' is stickied in this forum.
Anyone else feels like it's time to fix the faction graphics bug?

Offline Kirov

Re: Alpha Centauri, MP, and custom factions
« Reply #4 on: July 23, 2013, 07:52:51 PM »
With LMS, I am currently experiencing that bug. Some folks have told me to use iniswap, but I have yet to try that out.

It's simple to use, you just have to get used to launch the game through the iniswap file not the alphax. Usually you need also to add the factions by hand to alpha.ini. As long as you provide all the graphic files for your factions, I'm sure it will work.

I've got one minor issue to report to mart, namely in one game (LMS) my Spartan units have completely black flags, i.e. without order shortcuts. I think I saw it before when screwing around with alpha.ini, but now I can't recall the problem (there's no typo in the relevant player line). So you may want to double-check everything, but it's really a petty thing. I hate the graphic bug much more (and it can even affect your gameplay when you panic that you've just sent an in-game message to a wrong perso n;) ).

Quote
For the reason I am asking this question, that bug would need to not be there. It has to look cool for screen shots.

You plan to AAR a multiplayer game? I think I've never seen it before, might be a good idea (although if it was me, I'd like to keep diplomatic details secret). I like your recent AAR, good read.  ;b;

Offline Green1

Re: Alpha Centauri, MP, and custom factions
« Reply #5 on: July 24, 2013, 02:07:01 AM »
Not sure.

I think Kilk and Jarlwolf had hinted that a human player would have handled Oblivion's situation (start next to Antimind) and the Comrade's situation (between Miriam, Borg, and Lawyers which are hostile plus a lot of fungus) better. I tend to agree. All those situations are rough, but an experienced player can somewhat cope.

Then again, these MP games develop over literally MONTHS and would be hard to coordinate.

If it was to happen, it would have to be a cooperative AAR against powerful AIs Antimind level or better. I think that would be the best way to do it in my opinion.

Still, something to ponder...


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Re: Alpha Centauri, MP, and custom factions
« Reply #6 on: July 24, 2013, 02:14:33 AM »
t_ras tried to do something like this - tough to get enough people committed enough, and mighty complicated way to do it even if you can...

Offline Kirov

Re: Alpha Centauri, MP, and custom factions
« Reply #7 on: July 24, 2013, 02:45:58 AM »
AI factions would have to be really strong if a cooperative MP is to make a good show. How does the Antimind behave? I noticed you run into it, but I didn't have time to catch up yet.

Offline Green1

Re: Alpha Centauri, MP, and custom factions
« Reply #8 on: July 24, 2013, 02:48:06 AM »
t_ras tried to do something like this - tough to get enough people committed enough, and mighty complicated way to do it even if you can...

I tend to agree. I probably would not touch it unless something convinced me otherwise. You would almost have to have it over IP instead of PBEM and then small map and getting folks all at the same time. My head hurts...

Offline Green1

Re: Alpha Centauri, MP, and custom factions
« Reply #9 on: July 24, 2013, 02:49:10 AM »
AI factions would have to be really strong if a cooperative MP is to make a good show. How does the Antimind behave? I noticed you run into it, but I didn't have time to catch up yet.

Insane + PLANET. INDUSTY penalty, bonus to PSI. I will get the complete .txt in a sec.

EDIT: this is on top of being Prog.

Offline Green1

Re: Alpha Centauri, MP, and custom factions
« Reply #10 on: July 24, 2013, 02:52:34 AM »
^LEADER: {AntiMind}
^BACKGROUND: {Mindworm/Progenitor Cyborg Hybrid}
^AGENDA: {Mindworm Freedom}
^TECH: {Centauri Ecology}
^

#DATALINKS2
^+4 PLANET: {Able to tap into Planetmind's neural net to capture mindworms}
^-3 INDUSTRY: {AntiMind experiences pain when pollution enters its "body"}
^-2 GROWTH: {Human slaves are restricted from reproducing to maintain worm majority}
^Free Ability: {Hypnotic Trance: Can turn psi powers against user}
^+2 Nutrients and Energy in fungus squares
^Immune to PLANET penalties
^Receives free Mindworm unit at start
^{May not use Free Market economics.}

Bonus to PSI is not listed.

has an Industry penalty, but this does not seem to affect native unit production.

Offline Kirov

Re: Alpha Centauri, MP, and custom factions
« Reply #11 on: July 24, 2013, 03:09:09 AM »
Thanks for the info. What are your thoughts upon your encounter with Antimind in this AAR you're currently doing? This list is quite impressive, but even then, IND and GROWTH penalties hurt (and this does affect the production of NL).

I'd love to play with the Antimind on the map myself, but can't seem to find enough time for a single player game these days. Still, this faction shouldn't be a longer problem for an experienced player unless you make your planetfall on the top of it. All the tricks you can put into a native life faction are somewhat mitigated by the fact that a scout patrol with hypnotic trance costs one row of minerals.

Of course such a faction makes a lot of captures, but there is a certain limit to captured units, as in your chances dramatically decrease after a certain number (several tens) of NL units you own. Kyrub found it when tinkering with the exe.

Bonuses to nuts and energy in fungus look cool (what is the total output at PLANET 4 then?), but mineral output still sucks.

Offline Green1

Re: Alpha Centauri, MP, and custom factions
« Reply #12 on: July 24, 2013, 04:46:41 AM »
Pretty rough.  Tends to travel long distances on large maps. Gets lots of captures. Even with mineral costs, tends to get LOTS of units.

Going Green versus it is a necessity. Free Market would be suicide. I would dare say Power as well.

Techs okay, but it is no Zak. Will quickly overwhelm without air power. Unlike the times against Planet Cult, air power is no guarantee it is over. Highly aggressive.


Offline JarlWolf

Re: Alpha Centauri, MP, and custom factions
« Reply #13 on: July 24, 2013, 04:55:18 AM »
We could always fight Scots Noobs.

That stuff is so overpowered it makes a nuclear power plant look like a half used Double A battery.


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Offline Yitzi

Re: Alpha Centauri, MP, and custom factions
« Reply #14 on: July 24, 2013, 06:31:05 AM »
has an Industry penalty, but this does not seem to affect native unit production.

I'm pretty sure it does (at least for built rather than recruited worms); there's simply no way I can see that it wouldn't.

 

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