October 12, 2003, 10:58
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#1
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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SMAX PBEM game with 4 players on CGN "Veterans league" map
I would like to start a new SMAX PBEM game on the CGN "Veterans league" map. The map (created by Buster) ensures a very equal starting position for all players, especially since there are no unity pods. The game is meant to be played with four human players and no AIs. Duplicate factions are allowed, so everyone can pick their favourite faction.
I'll be playing the University. I'm currently reserving one spot for Archaic (University), until I know whether he will be joining the game. I'm hoping for quick playing in this game, preferably one turn / day. The players should estimate the times when they are able, so we could come up with a good turn order. I'm likely to be able to play between 18-21 GMT, 15-21 GMT on most days and very flexibly on weekends, taking into account that my time zone is GMT+2.
We also need a CMN to set up the game and keep the passwords. Since the map is ready, the task of the CMN is hopefully easier than normally.
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October 12, 2003, 17:35
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#2
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Emperor
Local Time: 20:24
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I'm in. GMT +10 here, though after October 30, I'll be available practically 24 hours a day.
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Veni Vidi Castravi Illegitimos
Last edited by Archaic; October 12, 2003 at 23:28.
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October 13, 2003, 06:53
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#3
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Deity
Local Time: 11:24
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Join Date: Sep 2002
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Me too. I am at GMT 0. and regularly available thru my day time hours
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"Four things come not back: the spoken word, the sped arrow, the past life and the neglected opportunity."
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October 13, 2003, 07:12
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#4
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Prince
Local Time: 12:24
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Join Date: Aug 2003
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Quote:
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Originally posted by Hercules
Me too. I am at GMT 0. and regularly available thru my day time hours
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Welcome! What faction would you like to play?
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October 13, 2003, 11:27
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#5
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Deity
Local Time: 11:24
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Join Date: Sep 2002
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Gaians
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"Four things come not back: the spoken word, the sped arrow, the past life and the neglected opportunity."
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October 15, 2003, 18:11
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#6
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
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We're still looking for one player. Hopefully we can get the game started relatively quickly.
By the way, I noticed that the CGN Veterans tournament games begin with quite an accelerated start, with 4 colony pods and a pre-built HQ. I'd prefer a more normal 3 colony pod start, if that's alright with you.
We also need to decide which rules we are going to use. Do you have any preferences?
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October 16, 2003, 21:58
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#7
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Emperor
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Standard 'poly rules work for me, as does the normal 3 colony pod start.
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Veni Vidi Castravi Illegitimos
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October 17, 2003, 08:36
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#8
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Deity
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Agree with that
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"Four things come not back: the spoken word, the sped arrow, the past life and the neglected opportunity."
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October 17, 2003, 12:39
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#9
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Deity
Local Time: 04:24
Local Date: November 2, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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I would play too if there's a spot
The pre-built HQ is quite a jumpstart as IIRC it has some facilities already in it as well-- we also received some free formers IIRC
The map is great and there is no doubt it is " fair" as in equal . . . although it is tough to play momentum style on it
I might try the morganites -- I am trying to work on my gameplay with them
Last edited by Flubber; October 17, 2003 at 12:46.
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October 17, 2003, 13:25
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#10
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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Quote:
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Originally posted by Flubber
I would play too if there's a spot
The pre-built HQ is quite a jumpstart as IIRC it has some facilities already in it as well-- we also received some free formers IIRC
The map is great and there is no doubt it is " fair" as in equal . . . although it is tough to play momentum style on it
I might try the morganites -- I am trying to work on my gameplay with them
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Welcome, the last spot is yours. Could you estimate when you are able to play so we can figure out a turn order?
The reason I'd like a less advanced start is that the decisions made in the very early game are very important and I'd like to refine my play in that area. If there are five bases already in the beginning, that phase is much shorter.
To summarize, here are the players and factions:
Minute Mirage - University ( minutemirage AT hotmail DOT com)
Archaic - University (archaiceternal AT hotmail DOT com)
Hercules - Gaians
Flubber - Morgans
Hercules and Flubber, could you post your email addresses?
I copy-pasted these rules from the tournament thread:
Quote:
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Multiple reloading of the game to try for different effects is forbidden. If a reload is necessary because of a game crash etc., an explanation should be posted to the turn administration thread.
Multiple drops or orbital insertions using the right-click menu is forbidden. So is airdropping from outside a base/airbase, or after having moved (except on a magtube) using the same method. Using the 'i' key when you want an airdrop means you will automatically comply with these restrictions.
Inserting Stockpile Energy into the build queue after a military unit is forbidden.
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 in the same turn, causing a change in diplomatic status or the transfer of energy or knowledge.
If an aggressive probe action (anything except infiltration) is used on a faction you have a truce, treaty or pact with, you must select 'Declare Vendetta' in the dialog box that appears afterwards, and notify the victim of your transgression, unless you have received permission in advance. No notification is required in other cases.
Upgrading units with the design workshop is allowed at end of turn only. However, supply crawlers upgraded in this fashion can still be used to advance Secret Projects in the same turn.
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!)
Whenever the planetary council is called, the caller (or the first player to vote if the AI calls it) should post a notification to the thread, including vote totals (if applicable) and who has already voted for what. The other players should post how they vote.
No base trading with the AI. Extortion is allowed.
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If you'd like to add or change something, I'm open to suggestions.
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October 17, 2003, 19:25
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#11
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Deity
Local Time: 04:24
Local Date: November 2, 2010
Join Date: Aug 2000
Location: With a view of the Rockies
Posts: 12,242
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Tourney rules are fine
My email is xxxxsharris4141@yahoo.comxxxx ( just remove the x's)--
The advanced start only gave ONE preset base but it had facilities and you also had a number of independent scouts, and formers and a transport ship ready to go--
IT really speeded up the early game but personally, I have come to think it has made factions like the drones much stronger to play since being GIVEN formers and a boat meant the delay in getting the necessary tech hurt a LOT less
I am in the North American "mountain" time zone and can play the first 30 turns or so pretty much any time of day . LOnger turns get played in the evenings between 8 pm and midnight here --
I don't know the patterns of the other players in this game but generally I find that passing west seems to work well in my other games
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October 18, 2003, 05:59
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#12
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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Quote:
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Originally posted by Flubber
The advanced start only gave ONE preset base but it had facilities and you also had a number of independent scouts, and formers and a transport ship ready to go--
IT really speeded up the early game but personally, I have come to think it has made factions like the drones much stronger to play since being GIVEN formers and a boat meant the delay in getting the necessary tech hurt a LOT less
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I realise that there's only one pre-built base, but my point was, although I phrased it badly, that since you begin with 4 colony pods IIRC, you have five bases within a few turns. This of course means that everyone's early research is very quick. And the formers do mean a huge advantage to Drones.
Quote:
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Originally posted by Flubber
I am in the North American "mountain" time zone and can play the first 30 turns or so pretty much any time of day . LOnger turns get played in the evenings between 8 pm and midnight here --
I don't know the patterns of the other players in this game but generally I find that passing west seems to work well in my other games
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How's this for a turn order:
Archaic
Minute Mirage
Hercules
Flubber
The CMN could randomly assign the first player, while still retaining the order.
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October 19, 2003, 10:44
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#13
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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Googlie has very kindly agreed to be the CMN for the game. Archaic, could you send him your free tech choice?
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October 19, 2003, 22:04
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#14
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Deity
Local Time: 11:24
Local Date: November 2, 2010
Join Date: Sep 2002
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__________________
"Four things come not back: the spoken word, the sped arrow, the past life and the neglected opportunity."
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October 20, 2003, 05:28
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#15
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Emperor
Local Time: 20:24
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Join Date: Nov 2001
Location: Washed up SMAC/X University Specialist
Posts: 3,022
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PM Sent
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Veni Vidi Castravi Illegitimos
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October 20, 2003, 10:38
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#16
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Emperor
Local Time: 03:24
Local Date: November 2, 2010
Join Date: Apr 1999
Location: Palm Springs, California
Posts: 9,541
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Archaic ( et al)
I'll set you up as a University clone, The Academy: download the txt and graphic files here and load them into your alphacentauri folder. (all players should do that - you don't need to actually load academyinto your alpha.txt file - that's only needed if you want to select that faction when starting a new game)
G.
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October 20, 2003, 13:26
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#17
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Emperor
Local Time: 03:24
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Turn order would appear to be:
Archaic - Academy - GMT + 10
Minute Mirage - University - GMT + 2
Hercules - Gaians - GMT
Flubber - Morgan - GMT - 7
(which means that if Archaic plays his turn by midnight(his time) and sends to MM, it'll be there by 4 pm in the afternoon (same day) for MM (and can follow the clock to Herc and Flubber respectively)
So if (after the game matures) Flubber gets his turn out by midnight - mountain time - it arrives for Archaic at 5 in the evening for him (the next day)
Sounds like a plan
The start will be normal smax start (ie no extra CP's scouts, etc etc)
If anyone has a "must have" password, e-mail it to me now.
I presume that Co-op victory shoiuld be disabled (to remove a potential 3 vs 1 ganging up)
G.
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October 20, 2003, 13:56
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#18
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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Quote:
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Originally posted by Googlie
Turn order would appear to be:
Archaic - Academy - GMT + 10
Minute Mirage - University - GMT + 2
Hercules - Gaians - GMT
Flubber - Morgan - GMT - 7
The start will be normal smax start (ie no extra CP's scouts, etc etc)
I presume that Co-op victory shoiuld be disabled (to remove a potential 3 vs 1 ganging up)
G.
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All are fine by me.
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October 20, 2003, 16:57
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#19
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Deity
Local Time: 04:24
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Join Date: Aug 2000
Location: With a view of the Rockies
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Quote:
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Originally posted by Googlie
I presume that Co-op victory shoiuld be disabled (to remove a potential 3 vs 1 ganging up)
G.
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Absolutely-- In fact I am trying to make all my new games of the variety that only one human can win. I've seen it happen that there are 3 equally matched players and lesser skilled where even 2 vs 1 was enough to make the game nearly impossible
with co-op OFF, ganging up is certainly possible but the team-mates have to be concerned as to which of them emerges as the stronger afterwards
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October 20, 2003, 17:14
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#20
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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One clarification concerning the rules -- I was hoping that the random events be turned off, in order to ensure equality, once again.
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October 20, 2003, 17:39
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#21
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Deity
Local Time: 04:24
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Join Date: Aug 2000
Location: With a view of the Rockies
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Quote:
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Originally posted by Minute Mirage
One clarification concerning the rules -- I was hoping that the random events be turned off, in order to ensure equality, once again.
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I assume that it is -- I don't believe I have EVER played a PBEM with this feature ON
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October 21, 2003, 06:05
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#22
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Emperor
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I can't recall one I've ever been in with that option on either.
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Veni Vidi Castravi Illegitimos
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October 21, 2003, 10:34
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#23
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Deity
Local Time: 04:24
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Join Date: Aug 2000
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Quote:
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Originally posted by Archaic
I can't recall one I've ever been in with that option on either.
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Ya can you imagine an asteroid strike in your super science base
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October 21, 2003, 10:39
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#24
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Prince
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Aug 2003
Location: Helsinki
Posts: 898
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I'm not sure I'd like 20 years of sunspot activity either...
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October 21, 2003, 11:20
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#25
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Emperor
Local Time: 03:24
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Join Date: Apr 1999
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Posts: 9,541
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Well, the susnpot activity can't be turned off - it's a feature of planet's ecology and not a "random event" per se.
All a CMN can do with the "sunspot" option is to start a game in the middle of a sunspot event, with xx years to run
And am almost there - look for the first turn later today
G.
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October 21, 2003, 11:36
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#26
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Deity
Local Time: 04:24
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excellent
Sunspot activity os less an issue since it affects everyone at the same time and for the same duration. I always thought it could be turned off but in this game with NO AI its irrelevant I think-- I can't EVER recall not being able to contact another human controlled faction in the commlinks
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October 21, 2003, 11:50
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#27
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Emperor
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That's prolly 'cos the default alphax.txt has a flag re "always contact other humnan players in e-mail games" ....... set to "1" is "always", set to "0" overrides the 'always" .......... most CMN's haven't edited their alphax.txt file
1, ; If non-zero, humans can always contact each other in net games
1, ; If non-zero, humans can always contact each other in hotseat/email games
I've started - after the ACDG set-up - setting this flag to "0" to avoid the in-game messages before contact has been made (or commlinks acquired) - it also blocks communication during sunspots
G.
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October 21, 2003, 11:55
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#28
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Deity
Local Time: 04:24
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Join Date: Aug 2000
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Ah-- that explains it-- I have probably been trading and communicating with humans during sunspots without ever knowing it
This game, do as you wish, but personally I see no benefit to the game in losing the ability to trade with each other and would put the flag back to 1 . . . There are no AI right ??
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