October 11, 2001, 16:53
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#1
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Prince
Local Time: 09:31
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Ohio
Posts: 721
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Turns of Role Play 2
This is a SMAC v4.0 game
Settings: Huge planet, abundant native life, Ultimate Builder Map.
Other settings: Standard (includes Unity Pod scattering - Believers severly disadvantaged in 50 years playtest without tech-popping capability.)
PLUS Blind Research (use preferred settings below) and Unity Survey on (because map is known and Planet was mapped form space)
Additional rules:
1) A faction may not use any SE setting that conflicts with its agenda.
Agendas (Choices) and Aversions (for those who don’t know these by heart):
Peacekeepers – agenda Democracy, aversion Police State
Hive – agenda Police State, aversion Democracy
Gaians – agenda Green , aversion Free Market
Believers – agenda Fundamentalist, aversion Knowledge
UoP – agenda Knowledge, aversion Fundamentalism
Morgan – agenda Free Market, aversion Planned
Spartans – agenda Power, aversion Wealth
Here is a run-down on the basic rules of incompatible agendas (miss-matched SE agenda or aversion):
* You may NOT pact with a faction that has an incompatible SE objective. For instance, the PKs could not pact with the Hive since the basis for their societies are too different.
* You may NOT pact with a faction that has a SE selection that your faction has an aversion to. For example, the Gaians could not pact with the UoP if they had a SE of free market.
* You may treaty with a faction that has an incompatible agenda or SE, but there has to be a very good reason for this. This rationale would be explained in a post to the other RP players, or in a storyline (like I did in RP1).
* If a faction with an incompatible agenda also has an incompatible SE selection then you may not have more than a truce. For instance, if Morgan is running FM, then the Gaians could only be at truce or war with them. If he later switches to Green (!!) then the Gaians could have a treaty of friendship with Morgan (for as long as THAT would last…) but not a pact.
* Likewise, if a faction has a SE that is on your agenda you should be friendly to them. The extent of that friendship is, however, up to the faction leader.
So, here are the following factions that can not EVER pact:
* Gaians-Morgan (Gaians hate FM)
* PKs-Hive (PKs hate Police, Hive hates Democracy)
* Believers-UoP (Believers hate Knowledge)
* Sparta-everyone (just kidding…)
(The Gaian agenda of Democracy is debatable. If she has an agenda of Green and Democracy then Dee couldn’t pact with either Yang or Morgan
2) A faction may not win a cooperative victory with another faction with an incompatible agenda. In this particular game, this means that the Hive may not win a cooperative victory with the Peacekeepers.
3) Research settings: Factions emphasize their "default" interests when researching.
(The default interests are:
Gaians: Explore
Peacekeepers: Explore, Discover
Hive: Conquer, Build
Morgan: Build
Spartans: Discover, Conquer
University: Discover
Believers: Explore, Conquer)
4) No cheats. Refer to the various cheats threads if you are unsure, or pose a question here. Allowable variants from the usual 'Poly list are:
reverse engineering (except probe to rover),
Design Workshop upgrades,
and stockpile insert after military unit
5) This is a role-playing-oriented game, so play your faction to the hilt, and don't worry too much about winning!
Players, in turn order, are:
Gaians - Hydro
Hive - Flubber
University - Qantaga
Morgan - RedFred
Sparta - Deimos
Believers - Googlie
PeaceKeepers - Tau Ceti
Passwords, and forwarding e-mail addies for the next player have been e-mailed to all of you
RP2 - 2101 has been sent to Hydro
Good luck all
__________________
Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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October 11, 2001, 20:25
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#2
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King
Local Time: 14:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
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RP2ers,
This is not an auspicious beginning. I tried loading with my password. It failed three times, and then I was bumped to the Save screen. I tried again, got a tampering warning, and the same thing happened. I made sure caplock was off, and I was careful on spelling my secret assigned password.
Any suggestions?
Hydro
BTW - I got two e-mails from our good DD. Did I get the right file?
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October 11, 2001, 22:15
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#3
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Emperor
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Sure you tried to open it in classic SMAC, and not the smax variant of smac?
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October 11, 2001, 22:58
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#4
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King
Local Time: 14:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
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Goog,
I am very sure, since I accidentally opened SMAX and then RP2. AC promptly crashed and gave me a terrax error. So, having figured that out, I opened with Classic, where it booted me out, as I mentioned above. I also tried re-unzipping in case the file was corrupted and that failed too. I am suspicious that the password isn't correct since I don't think I could have entered it incorrectly 12 times.
Hydro
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October 12, 2001, 00:39
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#5
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Emperor
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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DiliDad will need to check it then, for veracity.
his e-mail addy is:
pre@po.cwru.edu
Just ask him to confirm that the password he gave you does open the turn (I did the unmentionable as a CMN recently when I gave the wrong password to a player - no end of confusion and frustration - so it does happen)
G.
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October 12, 2001, 11:22
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#6
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Prince
Local Time: 09:31
Local Date: October 31, 2010
Join Date: Aug 1999
Location: Ohio
Posts: 721
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It was OK on my computer, but to be sure I re-did the multiplayer and played a blank turn as each faction. I suffled your scouts around to exapnd your map but did nothing else. Only complication was that a University scout had to kill a worm.
Redone game sent --it's 2002.
__________________
Creator of the Ultimate Builder Map, based on the Huge Map of Planet, available at The Chironian Guild:
http://guild.ask-klan.net.pl/eng/index.html
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October 12, 2001, 14:57
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#7
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King
Local Time: 14:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
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DD,
Hmmmm (Hydro says to himself, as he doubts his minimal competence). I’ll have to try RP2 2102. If that fails I may need some remedial help in basic PBEM mechanics.
Thanks for looking into this for me, DD. I appreciate your patience.
Hydro
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October 12, 2001, 22:11
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#8
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King
Local Time: 14:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
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Hi all,
Well, what was obviously user error didn't rear it ugly head this time. RP2 2102 worked just fine. Turn sent to Chairman Flubber of the Hive.
Hydro
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October 12, 2001, 22:27
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#9
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Deity
Local Time: 08:31
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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Turn 2102 on to Qatanga (storyline tomorrow when I have time)
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October 13, 2001, 00:38
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#10
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King
Local Time: 09:31
Local Date: October 31, 2010
Join Date: May 2001
Location: Atlanta, Georgia USA
Posts: 1,238
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Flubber, I haven't received the turn yet. It may be lost in the mists of the Internet. Could you double-check the e-mail address you have for me and resend, please? My e-mail is:
qantaga@aol.com
Thanks!
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October 13, 2001, 04:56
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#11
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Deity
Local Time: 08:31
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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2nd try sent-- I think i was misspelling your handle
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October 13, 2001, 12:21
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#12
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King
Local Time: 09:31
Local Date: October 31, 2010
Join Date: May 2001
Location: Atlanta, Georgia USA
Posts: 1,238
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Turn received. Thanks for the resend. 2102 sent to RedFred.
-------
* Story cut and pasted to Tales of RP2 thread *
Last edited by Qantaga; October 17, 2001 at 00:30.
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October 13, 2001, 20:18
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#13
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King
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Vancouver
Posts: 1,447
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My game opened and played with only one hitch. The Morganite prerequisite tech of Ind. Base was missing. Provided all other factions did not receive their normal starting techs, I am happy to continue.
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October 13, 2001, 20:42
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#14
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King
Local Time: 09:31
Local Date: October 31, 2010
Join Date: May 2001
Location: Atlanta, Georgia USA
Posts: 1,238
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RedFred, I'm sorry to hear that you are missing your starting tech. It looks like a restart may be in order. I did have two starting techs (InfoNets and the University bonus Discovery tech).
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October 13, 2001, 22:27
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#15
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Prince
Local Time: 09:31
Local Date: October 31, 2010
Join Date: Sep 2000
Location: of Mars, Son of Ares
Posts: 703
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Odd. Doc:Mobility is in place here.
Turn to Googlie. If you're short, RedFred, then a restart is required.
Have you send DiDad a note to ask him to check yet?
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October 14, 2001, 02:49
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#16
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Emperor
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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I opened my turn to check on the Believers, and Social psych is present and accounted for.
I didn't move anything as it looks like a restart will be necessary
G.
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October 14, 2001, 16:31
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#17
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King
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Vancouver
Posts: 1,447
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Hmmm. Keep the game going. If everyone else is okay it could be I made some kind of mistake. Maybe I forgot about the different settings for prototyping in MP and my synth sentinels will be there if I use the design workshop.
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October 14, 2001, 17:04
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#18
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King
Local Time: 16:31
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Oslo, Norway
Posts: 2,151
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Speaking as CMN, I know it is very easy to forget that Morgan should start with Synthmetal Sentinels prototyped.  So you did not check the F2 screen?
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October 14, 2001, 22:53
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#19
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King
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Vancouver
Posts: 1,447
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No, I know I should have checked it but I never thought to.
Keep the game going. Even if I don't have the tech, which is dubious, I don't think this is big enough an issue to justify a restart.
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October 15, 2001, 09:13
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#20
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Deity
Local Time: 08:31
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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If Redfred choses to continue even if the tech is missing, is there a way we can "make it up" to him somehow? Perhaps the university player could gift the tech (I am assuming, perhaps incorrectly, that the uni will likely beeline toward ind. auto and get it shortly). Its not a perfect solution but if redfred does not want a restart we should try to do something to get him what he should have.
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October 15, 2001, 09:13
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#21
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Emperor
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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In light of above, Believers turn played (you'll get the reload message) and sent to Tau Ceti
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October 15, 2001, 16:17
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#22
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King
Local Time: 16:31
Local Date: October 31, 2010
Join Date: Nov 1999
Location: Oslo, Norway
Posts: 2,151
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2103 to Hydro.
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October 15, 2001, 17:38
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#23
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King
Local Time: 14:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
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Tau Ceti,
My Internet at home has been fitful the last two days. I’ll try it this evening to see. Please send it to my work e-mail just in case…
Espande@ch2m.com
Thx,
Hydro
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October 15, 2001, 19:53
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#24
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King
Local Time: 09:31
Local Date: October 31, 2010
Join Date: May 2001
Location: Atlanta, Georgia USA
Posts: 1,238
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I think Flubber is correct about "making it up" to RedFred. I will be happy to gift a tech to RedFred if he is missing his opening tech. The only problem is that this is a Blind Research game and I am bound by my faction agenda to keep my research focused on Discover, so there is no telling when I might actually get Industrial Base.
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October 15, 2001, 23:29
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#25
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Deity
Local Time: 08:31
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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2103 on to qantaga
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October 15, 2001, 23:57
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#26
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King
Local Time: 09:31
Local Date: October 31, 2010
Join Date: May 2001
Location: Atlanta, Georgia USA
Posts: 1,238
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2103 sent to RedFred.
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October 16, 2001, 01:58
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#27
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King
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Vancouver
Posts: 1,447
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 Thanks for all the concern, but it was my poor observation and and not DD's error. Everything is fine and I do indeed have the tech I am supposed to.
2203 is on to Deimos.
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October 16, 2001, 13:39
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#28
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Deity
Local Time: 08:31
Local Date: October 31, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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I will be unavailable to play from Thurs-Saturday (gettin' hitched). If you want the turn to be played by a replacement or the mod , thats ok with . . . Otherwise there will be a gap in my response.
Other than this, I do not forsee any unavailability for the next few months.
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October 16, 2001, 14:22
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#29
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King
Local Time: 07:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Vancouver
Posts: 1,447
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Congrats Flubber! That sounds like a legitimate excuse for a few days absence if ever there was one.
I see Qantaga has gotten the ball rolling on the narrative. Are we going do set up a separate thread for that? If so, Qantaga should do it and cut and paste his first entry there.
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October 16, 2001, 18:29
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#30
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King
Local Time: 14:31
Local Date: October 31, 2010
Join Date: Jun 1999
Location: Winfield, IL, USA
Posts: 2,533
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Hi RP2ers,
There wasn't a Tales of RP2, so I created one. Please post, or repost, fiction there.
Congrats Flubber! You deserve (a little) time off for a wedding, after all...
Hydro
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