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    by Published on April 16, 2014 16:34

    Carson fronts Caleb about where's been and finds he doesn't like where the conversation is going. The third episode of the dramedy podcast One More Turn (OMT) is now available. Entitled "11,236", it has a runtime of 08m02s. A story set in the near future, OMT features geeks deal with non-geeky problems. One can follow the show on Twitter and check out its YouTube channel for caption capability.

    OMT features the voice talents of Civilization strategy-centric podcast PolyCast regular co-hosts Daniel "DanQ" Quick and Stephanie "Makahlua" among others; Quick is also the dramedy's writer and creator. Its ongoing first season has thirteen episodes in total.

    The fourth episode of One More Turn is to be released on April 23rd, 2014.
    by Published on April 12, 2014 16:31



    Some of the info that's been released about the game so far on the official website:

    http://civilization.com/#info
    Sid Meier's Civilization®: Beyond Earth™ is a new science-fiction-themed entry into the award-winning Civilization series. ...
    by Published on April 12, 2014 14:09

    Hear yourself. Regular players Daniel "DanQ" Quick, "Makahlua", Scott "AlphaShard" Dirk and "UberMarklar" are accompanied by fellow co-operative Civilization V multiplayer players in the forty-sixth episode TurnCast (TC) entitled "Take That Tone". Now netcasting with a runtime of 09m59s snippets include party fun, hurrying up, taking already, every go and no worry.

    TurnCast is the third spin-off of the Civ strategy-centric PolyCast on which Quick and Makahlua serve as regular co-hosts; the modding-centric ModCast was the first, and the console-centric RevCast the second, such spin-off. The fourth spin-off, SCivCast, covers Civ on social media.
    by Published on April 9, 2014 17:40

    Carson offers some blunt advice, but later tries the... subtle approach. The second episode of the dramedy podcast One More Turn (OMT) is now available. Entitled "Best Before 1998", it has a runtime of 07m54s. A story set in the near future, OMT features geeks deal with non-geeky problems. One can follow the show on Twitter and check out its YouTube channel for caption capability.

    OMT features the voice talents of Civilization strategy-centric podcast PolyCast regular co-hosts Daniel "DanQ" Quick and Stephanie "Makahlua" among others; Quick is also the dramedy's writer and creator. Its ongoing first season has thirteen episodes in total.

    The third episode of One More Turn is to be released on April 16th, 2014.
    by Published on April 5, 2014 14:18

    Looking that way. The one-hundred-and-ninety-sixth episode of PolyCast, "Far to the Side", features regular co-hosts Daniel "DanQ" Quick, "Makahlua" and "MadDjinn" with returning guest co-host Sal "Thorburne" Serio and first-time guest co-host Trevor "Talcove" Alcove. It carries a runtime of 59m59s.

    Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    by Published on April 2, 2014 20:43

    Three's company becomes a crowd when one finds themselves in between the other two. The first episode of the dramedy podcast One More Turn (OMT) is now available. Entitled "First Names", it has a runtime of 06m34s. A story set in the near future, OMT features geeks deal with non-geeky problems. One can follow the show on Twitter and check out its YouTube channel.

    The premiere outing of the 13-episode first season features the voice talents of Scott "AlphaShard Dirk, Stephanie "Makahlua" and its writer and creator Daniel "DanQ" Quick. The latter two serve as regular co-hosts on the Civilization strategy-centric podcast PolyCast and Dirk is a recurring guest co-host. Quick also created the previously concluded real-time strategy and live-action blend machinima Age of Nations.

    The second episode of One More Turn is to be released on April 9th, 2014.
    by Published on March 30, 2014 00:08

    After nearly 20 iterations in slightly over a year, Yitzi's .exe patch for Sid Meier's Alien Crossfire, the Alpha Centauri expansion, has become a must-have for many SMACers.

    Yitzi said the project, incorporating previous patching from scient and kyrub, arose from a desire to better balance AC gameplay.

    "The main purpose is that the game has certain imbalances and design flaws, and is good enough for them to be worth fixing; some can be fixed via modding the attached text files, particularly alphax.txt, but some can't, so I'm making it so that they can by adding new variables that can be modded.

    "It fixes some bugs and adds a lot of new modding options, and will add more in the future.
    It's still technically in beta, so if you find a bug with it that isn't in previous patches just report it and it'll get fixed.

    "As for why to try my patch: It fixes some bugs, gives increased modding options if you're into that sort of thing, and unless you like playing with bugs there's really no downside," he said.

    He got involved for the same reasons all modders mod.

    "I realized that what I wanted for SMAX wasn't going to happen without .exe modding, so I went to CGN to put in a request for Scient's patch when he resumed; Kilkakon invited me here, [AC2] and when I realized that Scient wasn't going to do it soon, I found out what program he used and started doing it myself," he said.

    For a changelog of the patch: http://alphacentauri2.info/wiki/New_...itzi%27s_patch

    Plans for the future of Yitzi's patch are extensive.

    "Currently I'm in the middle of reorganizing my personal documentation to make it easier to use; that documentation is important, as it means once I learn something about how the game works I can refer to it and don't have to go through the same process again.
    "After that, I plan to shift the internal storage of the alphax RULES variables, and possibly move them around a bit, in order to prepare for future variables added and still have natural groupings. The last time I did that sort of thing was for 2.0, and because I was changing the size as well to make room for more it took several months. This time will hopefully be substantially shorter.
    "After that comes patch 2.6, which was originally planned for base-to-base crawling but I've decided to have it be a bunch of miscellaneous things instead:
    "-Currently if the nearest base you own is producing any ecodamage, you cannot capture worms. My earliest work was on the ecodamage formula, with the aim of making it a smoother curve, so if you use the settings that I think make for a better game it will be nearly impossible to avoid any ecodamage. Therefore, I plan to make a "maximum ecodamage to not have any penalty to worm capture chance" and "ecodamage to completely prevent worm capture" variables, and there will be a percentage penalty to worm capture that scales linearly from one to the other. (So if you picked 2 and 5, if the nearest base was producing 3 ecodamage your capture chance would be decreased by 1/3.)
    "-There is an old bug in which native spore launchers or artillery of the same faction might attack each other (I suspect it's the same bug for both, but am not sure); I intend to fix that in 2.6.
    "-I plan to change the simple on/off system for retooling costs into 10 categories for percentage penalties: From each of the four categories of production (units, facilities, satellites, projects) to another of the same category, and between each pair of categories (units to facilities and facilities to units will have the same percentage penalty.)
    "-I currently have five flags for various variant drone rules; I plan to add a six, allowing psych-boosting facilities to also increase Lal's bonus talents. As the game progresses, Lal's bonus talents become less and less valuable because it takes less energy to produce 2 psych; this will help remedy that.
    "-Currently changing social engineering doesn't depend on your faction size; I plan to add a variable that, if nonzero, will cause the cost to be multiplied by your faction-wide population and then divided by that variable. If zero, it will use the current system.
    "-Currently, a creche halves negative morale effects for units homed to that base, rounding the effect toward 0. I plan to create the option to have it halve rounding away from 0 (so that -1 MORALE will have an effect even if you have creches everywhere), or to have no effect on homed units at all.
    "-I intend to add the ability to change the population cost of both colony pods (currently 1) and supply convoys ("crawlers") (currently 0).
    "-I intend to give the ability to set the GROWTH needed to pop boom, as well as the GROWTH granted by Cloning Vats instead of causing pop boom (if Cloning Vats grants enough GROWTH to cause pop boom no matter what penalties there are, it will cause pop boom, of course.)

    "For 2.7, I plan to deal with convoys, and in particular make base-to-base convoys viable.
    "-Firstly, I plan to make it possible to set the maximum amount convoyed. It's currently at 1; if set higher, you'd be given a choice how much to transfer.
    "-I'm not sure, but I think that base-to-base convoys remove post-multiplier resources and grant pre-multiplier resources; this is of course a bug, and one that will be easily exploitable if base-to-base convoys are viable, so I plan to investigate, and if the bug exists fix it.
    "-If a base does not have enough resources, the first thing it sacrifices (before disbanding or, I think, starving) are convoys away from it. However, if it's after the base being convoyed to in the listing of bases, I believe that this will cause the resource to be applied to both bases; this is a bug and I plan to fix it.
    "-I plan to give the option to limit how many convoys can benefit a particular base, as a numerator and denominator to be multiplied by the base's population; a denominator of 0 will mean that convoy use is unlimited.
    "-I plan to give the option of having a penalty (depending on EFFIC) to a base that convoys away most of its resources of a particular type; this will help discourage sending all your resources to a single base.

    "Then comes 3.1, in which I tackle resources and make the transcendence endgame more interesting:
    "-I plan to add a flag to give maglev+mine squares +1 minerals, +1 in rocky, and +1 with a mineral bonus or landmark, a flag to allow condensers to be treated like farms and enrichers for the purpose of combining enhancements in a single square (i.e. they can be combined with solar, mirror, or mine, but not forests, fungus, or boreholes), and a flag to cause monoliths to act as fungus where that would be better.
    "-I plan to allow you to change the production given by landmarks of each resource, by sea terraforming facilities (aquafarm etc.), by the tree farm and hybrid forest, and by the Manifold Harmonics for every value from +0 to +4 PLANET (more will count as +4). I also plan to add the ability to set base energy from solar panels, in addition to 1 per elevation.
    "-I also plan to add the ability to set resources from Centauri Preserve and Temple of Planet, acting as tree farm/hybrid forest for fungus, but only acting as such after the Voice of Planet is built, with the owner of the VoP using a separate entry (so he can be given extra resources from them.)
    "-Speaking of the Voice of Planet, I plan to give more options as to how it affects ecodamage. Rather than the current simple "doubles ecodamage but prevents worms", it will have a multiplier and divisor to ecodamage chance depending on your relations with whoever owns the Voice of Planet (with different entries for when you own it, when it has been destroyed, and when you have a pact, treaty, truce (or no relations), or vendetta.
    "-However, "ecodamage" here does not mean a fungal pop, but rather affects the chance of contributing for global warming. The chance of a fungal pop will equal some factor (which you can set as numerator/denominator) times the chance of global warming plus some constant value (which can be negative), plus some constant value (presumably negative) per PLANET rating. The two chances will be linked, in that if the lower-probability event occurs it will be with the higher-probability one (so if it's 10 of ecodamage and 5 of pop, it'll be a 5% chance of ecodamage with pop, 5% of ecodamage without pop, and 90% of nothing.) The probability of worms with the pop will be set similarly, but worms cannot occur without a pop even if it has a higher probability.
    "-Finally, once the VoP has been built, fungal blooms will begin to occur at a rate per turn set in alphax (modified by map size). To not use this feature, the rate can be set to 0. Fungal blooms will work similarly to fungal pops, but rather than occurring near a high-production base they can occur anywhere on the map other than a base or a square that currently has fungus, and will never come with worms or cause global warming. This should help create the "Planet awakening" feel that defines the endgame story.

    "After that comes 3.2, with a bunch more miscellaneous additions:
    "-Probe teams will have several flags available: One causes infiltration to cost energy, and another does the same for techsteal (both with a cost proportional to distance from HQ, so you'll have to choose between targeting an outlying base with weak security and a high cost, or a central base or HQ with lower cost but that's harder to get at), another allows a probe team to subvert an entire stack of units (though at the cost of subverting them all individually), and another changes the effect of units in bases on mind control cost to just add the cost of subverting the unit. There'll also be the option to set the duration of infiltration, though this will be modified by the target's PROBE rating; if it's not infinite, the Empath Guild will double the duration as well as infiltrating every faction when it is built, but will not grant permanent infiltration.
    "-A new facility, the Spaceport. This will take over the satellite-related effects of the aerospace complex, and the aerospace complex can be set to either lose these effects, keep them, or keep them when built but lose them when gained from the Cloudbase Academy.
    "-Base population is capped at 99; I would like to raise that to at least 127, and maybe even 255.
    "-Currently there is no way to have multiple players in a PBEM game have different difficulty levels, or have an AI with harder-difficulty mechanics but lower-difficulty aggression. I plan to change both of those.

    "After that comes 4.1, which adds a new way for convoys to work; rather than granting a certain amount per turn, they'll load up, make their way to the target base, and unload there, so a strong transportation network and security will be essential for effective use.

    "After that is somewhat fluid (actually, it's all somewhat fluid, especially since I consider incorporating user requests, but after 4.1 in particular), though I also plan to sometime fix the graphics bug that occurs when playing scenarios, and add new rules for how alien factions interact with the Voice of Planet and its effects on the Ascent to Transcendence and ecodamage," he said.

    The latest version of the patch can be dowloaded here:
    http://alphacentauri2.info/index.php...=view;down=160 -Until the next update...
    by Published on March 29, 2014 16:43

    Halfway there. Regular players Daniel "DanQ" Quick, "Makahlua", Scott "AlphaShard" Dirk and new regular player "UberMarklar" are accompanied by fellow co-operative Civilization V multiplayer players in the forty-fifth episode TurnCast (TC) entitled "Five Tiles Behind". Now netcasting with a runtime of 09m59s snippets include unintentional proof, going there, all costs, like clockwork and forgiving permission.

    TurnCast is the third spin-off of the Civ strategy-centric PolyCast on which Quick and Makahlua serve as regular co-hosts; the modding-centric ModCast was the first, and the console-centric RevCast the second, such spin-off. The fourth spin-off, SCivCast, covers Civ on social media.
    by Published on March 22, 2014 18:54

    To say the least. The one-hundred-and-ninety-fifth episode of PolyCast, "That's a Different Argument", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" with first-time guest co-host Chaz "chazzycat". It carries a runtime of 59m59s.

    Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    by Published on March 15, 2014 16:51

    Halfway there. Regular players Daniel "DanQ" Quick, "Makahlua" and Scott "AlphaShard" Dirk are accompanied by fellow co-operative Civilization V multiplayer players in the forty-third episode TurnCast (TC) entitled "Only Half-Serious". Now netcasting with a runtime of 09m59s snippets include doing something, being denied, serious exasperation, living vicariously, and lag fantasy.

    TurnCast is the third spin-off of the Civ strategy-centric PolyCast on which Quick, Makahlua and MadDjinn serve as regular co-hosts; the modding-centric ModCast was the first, and the console-centric RevCast the second, such spin-off. The fourth spin-off, SCivCast, covers Civ on social media.
    by Published on March 8, 2014 12:24

    Doing the best they can. The one-hundred-and-ninety-fourth episode of PolyCast, "Ramble On", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" with returning guest co-host Morgan "KingMorgan". It carries a runtime of 59m59s.

    Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    by Published on March 1, 2014 17:42

    In January 2011, TurnCast (TC) became the third spin-off of the Civilization strategy-centric PolyCast (PC) podcast to launch. It blends audio snippets from multiple record sessions of regular and guest players of initially Civilization IV and now Civilization V working together to defeat any number of Artificial Intelligence (AI) opponents. Running weekly since October 2008, they were not initially going to be used in the creation of a podcast but rather a more 'traditional' multiplayer focus on competitive play between humans. It was also to have been a PC side series beginning almost two years prior to what would become TC's ultimate arrival online.

    With TurnCast set to reach its fiftieth episode in its fourth season this year, the pilot of the what-could-have-been [u]PolyCast/u]'s "Play-by-Play" series has been released. Featuring to-have-been regular players Daniel "DanQ" Quick, Michael "emeseles" Lucas-Smith and guest player John "bt_oz" Archer, each recorded their thoughts aloud while the game progressed; afterwards, it was edited and post-produced by Quick. A 'before' and 'after' conversation between the three also took place.

    Entitled "Unification", this production carries a runtime of 75m31s. A number of factors, most notably editing and post-production time requirements, yielded a lukewarm reception between the select few who reviewed the end product which led to its shelving. This was mid-March 2009; now, five years to the day that the game this production features was played, it is being made available publicly for the first time.
    by Published on February 28, 2014 23:41

    An interesting article at The Escapist about Civilization and some of the goings-on behind the scenes at Firaxis:

    http://www.escapistmagazine.com/arti...s-Civ-V-Studio

    I have a lot of problems with the methods Firaxis tested this with. Turning off barbs, limiting AI expansion ... those are two critical factors for how big an impact waiting to found your first city will be.

    I myself like to move the other unit first, see if there's a good spot to move the Settler to in a couple of turns or less. A river hill is is hard to pass up moving to. The extra production from the hill will pay off the first move very quickly.

    How about you? In what circumstances do you feel moving the Settler is a good idea?
    by Published on February 22, 2014 10:24

    For certain. The one-hundred-and-ninety-third episode of PolyCast, "Choices Matter", features regular co-hosts "Makahlua", Philip "TheMeInTeam" Bellew and "MadDjinn" with returning guest co-host Scott "AlphaShard" Dirk and first-time guest co-host "Reyzant". It carries a runtime of 59m59s.

    Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    by Published on February 19, 2014 19:23

    Calling all Civilization: Revolution players: you may be just what RevCast (RC) is looking for! Last year this podcast about all things CivRev was renewed for a 6-episode sixth season. Unfortunately, those who most recently served as regular co-hosts have either decided not to return or are presently unavailable to do so. If you are interested and available to be a regular co-host on this show, reply to this forum thread with the following information:

    - how long you have been playing CivRev;
    - whether you play primarily, solely or a combination of single-player and/or multiplayer;
    - an account of any previous podcasting experience, if any; and
    - why you believe you would be well suited in the role.

    A regular panel of 3-4 hosts is being sought for RC. Recordings would take place at six different times throughout 2014 using Skype, starting as early as some point in March. A headset with microphone is required. All editing and publishing of the recordings would be managed by Daniel "DanQ" Quick who has done so for all episodes of the show to date.

    RevCast is the second spin-off of the Civ strategy-centric PolyCast; fellow sibling ModCast focuses on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    by Published on February 19, 2014 19:17

    Calling all Civilization V modders: you may be just what ModCast (MC) is looking for! Last year this podcast about all things Civ modding was renewed for a 6-episode sixth season. Unfortunately, those who most recently served as regular co-hosts have decided not to return. If you are interested and available to be a regular co-host on this show, reply to this forum thread with the following information:

    - how long you have been modding Civilization V, as well as CivIV if/as applicable;
    - whether you play CivV mods as well and, if so, since when and of what variety;
    - an account of any previous podcasting experience, if any; and
    - why you believe you would be well suited in the role.

    A regular panel of 3-4 hosts is being sought for MC. Recordings would take place at six different times throughout 2014 using Skype, starting as early as some point in March. A headset with microphone is required. All editing and publishing of the recordings would be managed by Daniel "DanQ" Quick who has done so most recently for episodes of the show to date.

    ModCast is the first spin-off of the Civ strategy-centric PolyCast. Fellow sibling RevCast focuses on Civilization: Revolution, SCivCast on Civ social gaming and TurnCast on Civ multiplay.
    by Published on February 15, 2014 16:54

    Scary thought. Regular players Daniel "DanQ" Quick, "Makahlua" and Scott "AlphaShard" Dirk are accompanied by fellow co-operative Civilization V multiplayer players in the forty-third episode TurnCast (TC) entitled "Not in Real Life". Now netcasting with a runtime of 09m59s snippets include doing something, being denied, serious exasperation, living vicariously, and lag fantasy.

    TurnCast is the third spin-off of the Civ strategy-centric PolyCast on which Quick, Makahlua and MadDjinn serve as regular co-hosts; the modding-centric ModCast was the first, and the console-centric RevCast the second, such spin-off. The fourth spin-off, SCivCast, covers Civ on social media.
    by Published on February 8, 2014 12:26

    Nothing new. The one-hundred-and-ninety-second episode of PolyCast, "Ahead of the Game", features regular co-hosts Daniel "DanQ" Quick, "Makahlua", Phil "TheMeInTeam" Bellew and "MadDjinn" with first-time guest co-host Jett "TPangolin". It carries a runtime of 59m59s.

    Recording live before a listening audience every other Saturday, PolyCast is a bi-weekly audio production in an ongoing effort to give the Civ community an interactive voice on game strategy; listeners are encouraged to follow the show on Twitter, and check out the YouTube channel for caption capability. Sibling show RevCast focuses on Civilization: Revolution, ModCast on Civ modding, SCivCast on Civ social gaming and TurnCast on Civ multiplay.

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