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Old March 20, 2002, 02:08   #1
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Alien Waterworld turn reporting thread
This is a SMAX game

Difficulty level is Transcend, tweaked (see below)

Players, in turn order, are:

Mermaids (Gaians) - FlameFlash ( flameflash@mac.com )
Seamen (Drones) - Mongoose ( jlnader@mindspring.com )
Gunrunners (Sparta) - GeneralTacitus ( anguniven@hotmail.com )
Disciples (Cult) - knowhow2 ( lawalan@hotmail.com )
Merchants (Morgan) - Shai-Hulud ( janne.huttunen@kolumbus.fi )

AI are the Aliens, untweaked for this somewhat experimental game (in my test runs they played reasonably well as aquatic factions)

Aquatics (Caretakers)
Nautilists (Usurpers)

World is 70% to 90% water, huge planet, average everything else

Game conditions are:

all winning conditions on
do or die on
look first on
tech stagnation - no
spoils of war - yes
directed research
intense rivalry - no
no unity survey
random scattering of Unity pods
No random events
all other custom conditions - no

Suggested play rules (the Forum Wars set)

• Communications - none till contact, obtain commlink, or build EG
• Total freedom in Design Workshop (upgrades anytime, during turn or on-field,
• Retro-engineering - OK, except for using the probe rover chassis before discovering Doc. Mobility
• SE switches "quickies" forbidden - (obviously you can experiment to see what effect various SE choices have, but cannot change, play moves, then change back in the same turn)
• Council notification - immediate broadcast to all players (Post in the thread and e-mail to all immediately by player who has called elections, citing candidates and votes. After each player's turn, post in the thread the running totals)
• Stockpiling in Qs anytime - OK
• Crawlers Upgrade anytime - OK
• Probe actions: Must choose vendetta option when probing other players, rebuke if a pactmate (OK to probe teammate at any time)
• Using the AI - Cannot use the AI to bribe on council votes nor to demand withdrawal of units
• Cannot use the right click feature for multiple drop moves to extend range (ie limited to 8 tiles unless owning the Space Elevator SP)
• Cannot use the 'set waypoint' feature for automatic worm hunting/lifecycle enhancements
• Must 'Accept' or 'Decline' an offered Pact or Treaty that the other player has indicated 'Accepted' before exiting the diplo box and playing the turn (i.e. no accepting pending treaties/pacts *after* declaring vendetta in the same turn )
• Cannot use the F4 feature (or the bases feature of the F2 screen) to change an infiltrated faction's workers to specialists

Passwords have been sent to all, and 2111 has gone to FlameFlash

Good luck all,

Googlie

Last edited by Googlie; March 20, 2002 at 20:38.
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Old March 20, 2002, 05:37   #2
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Where can I find the files for the "tweaked factions"? I gahter you have to download them to be able to play.
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Old March 20, 2002, 10:18   #3
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Turn recieved at 12:09AM today, will play after work.

Subscribing to thread now.
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Old March 20, 2002, 10:43   #4
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Quote:
Originally posted by knowhow2
Where can I find the files for the "tweaked factions"? I gather you have to download them to be able to play.
K2: you can download the ones you need for this game at:

http://googlie2.tripod.com/rynnsgallery/id10.html

Cheers

G.
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Old March 20, 2002, 11:08   #5
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Quote:
Originally posted by Googlie


K2: you can download the ones you need for this game at:

http://googlie2.tripod.com/rynnsgallery/id10.html

Cheers

G.
G: should I put all the files in the facs-map or different places?
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Old March 20, 2002, 17:34   #6
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actually my e-mail is angusniven@hotmail.com
You misspelt it.

EDIT: Damn, I misspelt it too . Edited to correct it.

Last edited by GeneralTacticus; March 21, 2002 at 01:55.
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Old March 20, 2002, 20:41   #7
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GT:

I've edited the opening post, but I don't understand - didn't you get the password and the explanation re stockpiling energy?

G.
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Old March 20, 2002, 22:07   #8
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Actually I did get it, but I just thought we should correct it.
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Old March 21, 2002, 00:40   #9
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Quote:
Originally posted by FlameFlash
Turn recieved at 12:09AM today, will play after work.

Subscribing to thread now.
Some odd shift, I suppose?
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Old March 21, 2002, 01:38   #10
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Nope, that's when the send time was... should have clarified... turn sent on to you, mongoose.
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Old March 21, 2002, 05:31   #11
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2111 sent to GT.

I need 72 labs to discover a tech (two to start, Ind. Base & Doc:Flex) Does this sound right? WOW! 30 years at current output! Long time to go without formers, and ecology wasn't an option. *shakes head* Maybe I can change next turn. It's not like I have a lot of accumulated labs to lose!
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Old March 21, 2002, 07:39   #12
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I'll be out of town from the 27th till the 2nd (5 days). Can't play any turns during that time since I got no lap top or any other access to computers. Sorry about the dealy. Real Life.
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Old March 21, 2002, 10:39   #13
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@ Mongoose. Well, if you and I run into each other I'll happily trade my ecological information for something on your part! I've already got formers in production Why do you think I asked for the mermaids?
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Old March 21, 2002, 11:07   #14
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Quote:
Originally posted by Mongoose
2111 sent to GT.

I need 72 labs to discover a tech (two to start, Ind. Base & Doc:Flex) Does this sound right? WOW! 30 years at current output! Long time to go without formers, and ecology wasn't an option. *shakes head* Maybe I can change next turn. It's not like I have a lot of accumulated labs to lose!
Partly a function of having another tech (doc flex)

But formers aren't so useful in a waterworld for the first thirty or forty turns - you need skimships, land colonypods and trannies (to get them there) - at least that's what I found in the playtests

G.
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Old March 21, 2002, 14:50   #15
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Well G., all I can say is that you play aquatic factions much differently than I do.

In standard SMAX, when playing Pirates, I try not to build land bases until after developing impact weapons. (Exception being if I really have to stake a territorial claim on land in the base radius of my first couple of bases.) Also helps to have biogenetics. Seabases have the benefit of having an inherent recycling tank without the requisite tech. Downside, of course, is the extra 4 rows of minerals have to be in the initial investment, rather than getting a contribution from the newly founded base.

It needs ecology to build seaformers. No seaformers-> no tidal harnesses-> no energy--->no tech. Energy specials and monoliths aren't all that common.

Funny thing. After posting the turn passage notification, I fired up a SP game using the factions we have in this one in their proper order. (Killed two birds with one stone this way, the game generated the properly configured AC.ini file without my intervention with the text editor, which I saved and can use with this game henceforward.) My initial tech cost for the same Seamen faction in that proto-game was only 46 labs. Only difference is that that game started in 2101, so I guess the Aliens haven't landed yet. Don't recall if the Disciples are yet in game.


Hmm. I wonder if the Unity wreckage will still yield all the starting locations.

Edit: Just noticed this map is huge. Pretty sure I ran my 'test' on only a large map. I'll have to re-test.

Last edited by Mongoose; March 22, 2002 at 03:32.
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Old March 21, 2002, 16:47   #16
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Planet Cult alwasy enters the game later? I knew the aliens did...
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Old March 21, 2002, 17:01   #17
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Pretty sure that if you start a SP game as Cult, the first year is 2105. No?

Edit: Just tested. Game starts in 2106 when you play Cult SP.
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Old March 21, 2002, 17:35   #18
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Turn received, will be played ASAP.
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Old March 21, 2002, 17:53   #19
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Turn played, sent on to knowhow2.
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Old March 22, 2002, 08:11   #20
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turn 2111 to Shai-Hulud
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Old March 22, 2002, 11:53   #21
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Turn sent to Lord FlameFlash of the Mermaids, 2112 AD

I wondered why it took so long to get my turn
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Old March 22, 2002, 11:57   #22
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Quote:
Originally posted by Mongoose Hmm. I wonder if the Unity wreckage will still yield all the starting locations.
Yes it does (even when you have moved the seapod in the lookfirst mode - it gives the original tile references)

G.
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Old March 23, 2002, 01:31   #23
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Turn to Mongoose
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Old March 23, 2002, 07:15   #24
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2112 sent to GT.
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Old March 23, 2002, 18:53   #25
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Old March 25, 2002, 12:32   #26
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?? What's the story here? It's not yet the 27th. We are stalled on the SECOND turn??
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Old March 25, 2002, 12:54   #27
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I guess so, Mongoose... Hopefully knowhow will be back soon... maybe he mistook the 27th for a Monday?
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Old March 25, 2002, 14:40   #28
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Maybe so, but he posted turn completions in three other games yesterday at about this time.
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Old March 25, 2002, 15:10   #29
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I bet he just didn't mention sending it out... let's see who would get the turn after him?

Haven't seen Shai around, so maybe he did it, got it, and Shai just hasn't played his turn yet... that'd just be a day delay, after all. Who knows though? As long as I get my turn eventually, I don't mind, I still remember what I'm doing in this game.
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Old March 25, 2002, 15:19   #30
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I can't remember my name from one day to the next without somebody yelling it at me.

In another of my games, a spore launcher destroyed a forest of mine two turns ago. I forgot. This turn, it got another.
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