Bring it on. Random faction FTW.
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Succession Game #1: Warriors of Mount Planet
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OK i tested this on my laptop, the bonuses\edits seem to work without any extra files. The only alphax edits i did were adding rover former(wanted to keep it KISS). Lets hope the RNG made us a tough enough map. :-) Kudos to darsnan for pointing out some bugs in my AI
Colonel Cata orders a CP downstream and sets up base. Our first base(look first: off) gets setup between two rivers. Engineers are told to begin working on Doctrine Flexibility. Scouts report high levels of volcanic rock...
2106: Rivers change unexpectedly...must be someone popped a quake pod nearby? Also i pop two unity rovers in a row.
2110. Got 50 ec from pods, rushed a transport to completion. Colonel Cata almost commisions the first ransport on Planet!
OK priority one for the next player: find something cool to call Mount Planet. Dont worry, the base in the screenie below is on a energy special.
Attached FilesLast edited by Kataphraktoi; March 11, 2006, 10:47.if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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Originally posted by Kataphraktoi
Kudos to darsnan for pointing out some bugs in my AI
Question as far as who plays the turn when: how are you controlling/ coordinating who plays the turn next? Is there a turn order for players? IIRC for Smacksim's Aldebaran Succession game we had an existing turn order. As players joined/ dropped the list was updated to reflect accordingly. and this worked quite well to ensure people weren't playing the same turn in parallel. FYI in case this helps.
D
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I should have covered that before-but now that you remind me.
Im going to ask anyone that wants to play to post ''i got the turn'' and should play within 48 hours. Instead of a turn list, anyone with smax can come by and play a turn(well, thats how i see other SG go-i expect thats ok with people?). SMAXers are generally polite, so i wouldnt expect to see any turn hogging.if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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Cata, two small things:
1. You don't need a doctor in Sparta Command - the production of scout patrol comes before the population growth.
2. 50/0/50 is a highly inefficient slider setting during the opening turns. I find 30/10/60 best most of the time, techwise of course. Compare +4 EC/8 turns to +2 EC/6 turns.
By setting the doctor back to work and move the slider a bit you can decrease the breakthru count from 11 to 6 turns just in 2110.
I must also say that I find your getting Doc:Flex and early rushing a transport most interesting. I would never stray from the IA beeline, but I'm far from saying you've made a mistake, and will watch the aftermaths of your decision. If it turns out fine, maybe I'll incorporate it in my own opening strategies.
Originally posted by Kataphraktoi
OK priority one for the next player: find something cool to call Mount Planet.
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This SG is supposed to be interesting.
Besides remember the civ2 SG quote: ''the funnest thing about SG's is opening the turn and staring in utter horror at the position''
My thinking behind doc:flex is:we already can research it on turn 1. We cannot run wealth so bonus from IA is slightly reduced. Finnaly, transports get better pod results(AA) hopefully offsetting some of our industry. Our IA will only be a little slower now(i think)if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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Originally posted by Humphrey
Anyone can play the next 10 turns right?
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I did the next 10 turns, I hope that was OK, and I hope I didn't break anything. I did notice some strange things, a lot of the sounds weren't playing and the battles resolved very quickly. I don't know why this is.
Things that happened:
Happy Rover breeding time! 2 rovers cloned, one new one from a pod. I don't think I've seen so many rovers so early on before (well, not very often really). Maybe they should all go and kill someone.
One artifact from a pod, one stolen from Morgan who was silly enough to leave it wandering around on it's own. (Note: Morgan has another one near the fully healed commando rover, last seen two turns ago, two squares directly above the scout patrol of his that can be seen. He'll probably leave that one on it's own too, so it probably can also be stolen.)
Built one colony pod, the other colony pod was completed by a pod.
Got Uni's comlink from a pod. Brought Morgan's comlink from him. Bumped into a Gaian unit, brought Beliver's and Yang's comlinks from them. Treaty with all of them, very much tech traded.
Tell me if I did something wrong or something.Attached Files
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I see someone was busy while i was gone...
Kataphraktoi, would you mind if I started a succession game for SMAniaC as well, or would you prefer if I waited till this one was done?if you want to stop terrorism; stop participating in it
''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''
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