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Old September 30, 2001, 12:16   #1
Googlie
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Turns of SGSS-7
SGSS-7 has started.

SMAC v 4.0, Thinker level, large map, average everything, Spoils of War off, directed research.

Turn order is:

SamIAm - Gaians
gooeyblob - Hive
Smack - Morgan
DrSpike - University

*******************************

Standard Aployton tourney PBEM rules/restrictions on exploiting bugs (with my suggested amendments in italics):

Multiple reloading of the game to try for different effects is forbidden.

Multiple drops or orbital insertions using the right-click menu is forbidden.

Inserting Stockpile Energy into the build queue after a military unit is forbidden (most non-tourney games now being started allow this feature).

If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction, causing a change in diplomatic status or the transfer of energy or knowledge.

If a probe team action is employed against a Treatied or Pacted faction, the initiator must choose the "Declare Vendetta" option, unless permission is received in advance for the action (email).

Upgrading units with the design workshop is allowed at end of turn only (most non-tourney games now allow this upgrading to take place at any time)

Communications only allowed between factions that have obtained each others' commlink frequencies in-game.

Social engineering choice limited to one switch per line per turn. (no flip-flop within turn!)

Psi units cannot be assigned multiple point patrol routes (avoid instant demon boil bug!)

No base trading with the AI.

*************************************

2102 has been sent to SamIAm (I played 2101, moving nothing, just to set the passwords, found the AI's bases and give their governors orders)

Good luck all

G.

Last edited by Googlie; October 1, 2001 at 18:58.
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Old September 30, 2001, 20:18   #2
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Sorry everyone, the password is not working right. I've e-mailed Googlie and we should have it straighened out soon.
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Old September 30, 2001, 22:15   #3
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Abject apologies to everyone (I sent SamIAm the wrong password - now corrected - so game will start imminently)

G.
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Old October 1, 2001, 01:06   #4
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Turn 2102 to the Hive
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Old October 1, 2001, 07:23   #5
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Turn passed on...but somehow I didn't get to play..I tried reloading to see if I'd pressed the save-exit accidentally and got the cheater comment...ah well, let's see if I get it right next turn....if not I must have the wrong password.

-Smack
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Old October 1, 2001, 07:32   #6
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not sure of the turn order smack, but I thought you were before me and I have received nothing.
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Old October 1, 2001, 09:15   #7
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We learn something new every day - in all other scenarios I have built (smac) the turn order offered when selecting human players follows the text listing of factions in the guide - this time it didn't.

In fact, turn order is:

SamIAm
gooeyblob
DrSpike
Smack

(that's why you couldn't open the turn, Smack - it really was DrSpike's turn)

So ...

Smack: can you just forward the turn you couldn't open to DrSpike - or gooeyblob can sent it to him - he can play it, then he'll send to you as the last in the sequence - you'll be able to play it (the password is correct - only SamIAm's was wrong)

Wierd - I guess the turn order is the order in which you place the factions on the map.

G.

Last edited by Googlie; October 1, 2001 at 09:23.
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Old October 1, 2001, 11:33   #8
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2102 sent to Spike.
OY!

Googlie!

Sort it OWT!

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Old October 1, 2001, 12:29   #9
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k, turn 2002 sent to Smack. I got a msg saying Sam had opened the save multiple times or something, probably due to the password mixup. I take it this is the anti-cheat mechanism for SMAC. Does it only kick in if you move and then reload, or every time you open the file more than once? What about if you open an old save after you have moved and sent the new file on? It's good there's something, in civ2 we just rely on the players not to take advantage of the many bugs!

On this note is there any other etiquette I should know about? For instance caravan rehoming in civ2 is usually voluntarily foregone by all players, due to the possibilities for misuse.

If one of the vets could answer the several questions here that would be handy.

Now we are on the way how about starting the no AI game googlie.
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Old October 1, 2001, 12:52   #10
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DrSpike, the message about multiple reloads is activated whenever anyone as much as -tries- to open the file the second time (even if you don't get past the password, which is the case here).

You are correct that we are on the honor system here. From what I've seen, the apolyton community is great in that area.

There is a thread somewhere discussing what is considered a cheat. I'm not sure where that is though.

Googlie, or any other experienced player will have much more to say than me, so don't take me as a final authority on anything.
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Old October 1, 2001, 17:16   #11
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Turn to Sam...ah well, I should have known...or looked at the darn turn to see it wasn't mine. But I think we're all straight...let's see how we do. Googlie, thanks for the interesting starting location!! I know that wasn't the map-gen...

-Smack

P.S. Now that we've got one game going..did you still want to start another? I'm up for it, but won't be terribly upset if we don't.
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Old October 1, 2001, 19:00   #12
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I have copied the relevant Apolyton Tourney Rules to my first post in this thread (above) together with a couple of suggested changes that are commonly adopted when not in a Tau Ceti tourney game

G.

(And SGSS-4 is about ready to roll - standard map, so earlier contact, same factions - I gave an extra Colony Pod (making 4 in all) and scout (making 3 in all) to help accelerate the start. I'm playtesting 25 or so turns tonight just to ensure that the start positions and access to goodies are balanced)

G.
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Old October 2, 2001, 03:03   #13
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I am having more trouble with the game file. I play my turn and click on the end turn button, and it will not let me save the game! It brings up the password screen but clicking on "save and exit" does nothing (actually it takes away the password screen and immediately brings it up again. It never shows the save game dialog.

I have no idea what to do. I guess I will re-install SMAC and see if that works.

Any ideas?
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Old October 2, 2001, 12:16   #14
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Your actions seem correct...play through your last unit and let the turn end...don't try to save from within the turn. Then the Save+Exit or Play dialogue comes up. Clicking Save should work. Since that doesn't seem to work for you I reccomend re-install, and make sure you upgrade to the latest patch version.

Also, you can setup an MP game and play with yourself to test the new install.

-Smack
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Old October 2, 2001, 13:34   #15
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Hmmm - strange, SamIAm, that it worked in turn one, and now doesn't. Can't think why it would balk now.

I've played thru the first five again, and turn complete/save & exit workes for me. It might be a smac version compatibility thing, but usually you can't load the game when its that.

try saving the turn after you have played it using just the normal menu/game/save game sequence - call it "test" or something. Then load that through the Multiplayer/hotseat/pbem route (you'll be prompted for the password again) and when that's open, try saving through the "turn complete' sequence - that might unblock whatever is stopping it.

I've also fired off to you a 2-player PBEM test (you and me) to see if it is a my version/your version incompatibility (I'm running smac v 4.0)

G.

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Old October 2, 2001, 17:48   #16
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Turn 2103 to the Hive, finally!

I reinstalled and applied the SMAC v. 4 patch. It still didn't work. So I took Googlie's advice and tried to save the game without ending turn. That didn't work (The screen would flash, as if it brought up the window and closed it immediately.) Then I got the bright (obvious) idea to turn OFF the "windows file dialog" in the ini file (duh, I should have known). Sure enough, it worked. I was using the windows file box because of the "CD drive" problem, but I guess I will have to live with the lesser of two bugs.
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Old October 3, 2001, 20:11   #17
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Turn 2104 to the Hive
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Old October 3, 2001, 20:35   #18
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Back on track...good to hear.
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Old October 4, 2001, 10:25   #19
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2104 sent to DrSpike
Was sent with much haste and earnestness.
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Old October 4, 2001, 15:53   #20
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2105 to Sam
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Old October 4, 2001, 23:43   #21
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Old October 5, 2001, 17:54   #22
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2105 sent to Spike
Sorry, I saw the turn this morning and said to meself I`ll play that after I`ve done such and such.....

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Old October 6, 2001, 11:16   #23
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2106 to Sam
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Old October 7, 2001, 00:23   #24
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Old October 7, 2001, 10:16   #25
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2106 sent to Spike
Should have 3 bases up and a running next turn hopefully.

FULL STEAM AHEAD MATEYS!!!!!
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Old October 8, 2001, 18:39   #26
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Old October 9, 2001, 12:26   #27
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Turn Played
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Old October 9, 2001, 14:30   #28
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Old October 9, 2001, 14:55   #29
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2108 sent to Spike
Within 10 minutes. Last turn I did within an hour.

I`M BLOODY BRILLIANT ME!
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Old October 9, 2001, 20:30   #30
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