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  • #46
    A question has been raised by the Pirates regarding tech costs (being higher than they have encountered with a similar set-up in SP games)

    Here is my response:

    Scenario created games are different re the techs.

    For example, if you start the UoP with Info Nets, then Cent Ecology never appears as a free tech choice. But if you start with Cent Ecol, then Info Nets always appears as a freebie choice (and if you don't select it, then at least the game is tru and the Uni don't get their network nodes until the research Info Nets)

    In one of the original OWO forums, Chris Pine, (one of the Firaxis programmers) explained it thus (but was dealing then with just smac - I have interpreted his comments in the context of smax):

    Pirate tech costs are the same as the Angels. Both start with 2 techs, a level 1 and a level 2 . The CC starts with 2 level 1's, so would be joint third in the techrace (along with the Uni, who also always start with two level 1 techs), they are followed by the Hive (1 level 2) and then the Believers and the Drones, each with one level 1 tech and a 20% research penalty

    Both the CC and the Uni have their 20% bonus (so run at 80% of the normal cost) so irrespective of the choices the Uni makes, the Pirates are always 1st equal in research to commence the game. (this holds true, BTW, with any combination of the 14 factions - the Pirates always start 1st or 1st equal in tech costs, as the Progs are dealt with differently)

    What hapopens after techs start to be discovered is largely driven by the level of tech being discovered. Only the University has the option of researching a level 2 tech as its first tech, so the Pirates' lead in tech costs is maintained until the Uni has discovered at least 3 techs (2 start ones plus its third, if level 2) or 4 (if the third is a level 1, as 3 level 1's have the same value as one 2 and one 1). And by the time the Uni gets it's second researched tech the Pirates might have either discoverd their first, or popped a tech (but not in this game)

    So it might actually be by the teen years before the Pirates drop to second place and see their comparative research costs lowered

    Turn 2 tech costs are:

    Pirates: ..................... 38
    Angels ....................... 38
    Drones ....................... 31 (20% penalty)
    Believers .................... 31 (20% penalty)
    University .................. 19 (20% bonus)
    Consciousness ........... 19 (20% bonus)
    Hive .......................... 15

    I trust this clarifies the issue somewhat

    G.
    Last edited by Googlie; June 6, 2003, 19:04.

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    • #47
      Contacts, messages in bottles, newspapers (including e-news), probe actions et al

      Way back when, there was a poll on PBEM game conditions, and no contact before in-game meeting was agreed upon.

      This means commnlink discussions, PMs, e-mails, meeting in chat rooms, etc with a view to future exchanges of techs, pacts (formal or informal), alliances etc.

      Now obviously, the identity of all the factions on Chiron is known - after all, you were all on the UNS Unity and were together at its break-up, so certain idealogical biases are to be expected. And many of these are being fully discussed in the respective Private Forums. But, please, don't PM or e-mail other faction leaders or members when in-game there has to date been no contact with them.

      As to newspapers, etc. Certainly a faction can put out its position on many of these issues of the day, and rely on the winds of Chiron to disseminate these to other factions - but the key is dissemination - in other words, in the General Forum for all to read. Or for all to hack into if electronic media. So a faction, in their news releases, can openly talk of wanting to ally or pact with another, since all can read this - they can even boast about their techs and other accomplishments.

      But private messages setting out possible future deals are taboo

      Re; probe actions: generally accepted PBEM rules have the following stipulation:

      - If a player performs a probe team action other than to infiltrate against another player with whom (s)he is in a truce, treaty or pact, they must inform the probed player what it was they did and what they stole/sabotaged. They must also choose the 'declare vendetta/cancel pact' option when they perform the action.


      G.

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      • #48
        no need to inform probed faction if they were already at vendetta, correct?
        Those walls are absent of glory as they always have been. The people of tents will inherit this land.

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        • #49
          Correct.

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          • #50
            2 further rules, observance of which is dependent on trust in each other and on honour

            Transparent Commlink Logs


            It is forbidden for any player, whether playing the turn or just browsing the .sav, to open a .sav file (current or past) with a text reader program (eg word, wordperfect, notepad, etc etc) as the in-game commlink exchanges are embedded in text in the .sav file and can be read by anyone.

            The Tass Manoeuver

            It is forbidded for any player, whether playing the turn or just browsing any gamesave, to select left hand menu, then Game, then Resign.

            If hit accidentally, then immdeiately select the No! Get back in there and fight option.

            Selecting the yes, time to slink away in shame option triggers the game end scores and map expansion from the start (thereby revealing the start locations and limits of expansion of all seven factions)


            This Tass did inadvertently, which he immediately confessed to me and to his faction leader (without explaining to Voltaire what he'd actually done - and let me say too that Voltaire was very professional and honourable, commenting "Don't tempt me with knowledge if obtained illegally" - I paraphrase) and led to his "withdraw from the Hive" decision.

            Note that in single player PBEMs, if done with the current turn, it ends the game (leading to a reload with the message that the game has been ended and restarted) However, if done with a prior turn, reveals the map etc to that time and has no effect on the current turn which has now passed that point (so no message - indeed the current turn can even be in the hands of the next player when you "retro-resign")

            This is being posted to stop the flood of requests as to what Tass had done and what the Tass Manoeuver is, and also to warn others who have the faction password who might inadvertently do the same thing

            G

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            • #51
              Counter-espionage tips I've begun to use after I discovered those cheats myself:

              Transparent Commlink Logs
              The counter-measure against that is avoiding in-game communications as much as possible and using e-mail.

              (thereby revealing the start locations and limits of expansion of all seven factions)
              It doesn't reveal sea base locations. So playing the Pirates is a good way of preventing fellow players in a moment of weakwilledness from discovering your locations.
              Contraria sunt Complementa. -- Niels Bohr
              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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              • #52
                Originally posted by Googlie

                Yes - I did reply in confirmation in one of the other threads (the map one, I believe)

                Have got the basic map done, just tinkering with it, and waiting for the fifth faction to be decided before I let the AI loose.

                Talking of which (but this is not another formal poll) ... do you want the AI to be:

                - a pushover for whoever comes into contact with them
                - an irritating opponent who is like a thorn in your side
                - a nuisance that can cost you a base or two (or who can trade you a tech or two)
                - strong faction(s) that will make it imperative that you conquer them or ally with them
                - faction(s) with a real chance at winning (unlikely against human players, but possible depending on the AI factions and the tweaks they get)

                I'd sense that #4 would give you most fun

                Comments?

                Googlie
                So which kind of AI was finally choosen?

                Kody

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                • #53
                  I guess we'll have to find out
                  Smile
                  For though he was master of the world, he was not quite sure what to do next
                  But he would think of something

                  "Hm. I suppose I should get my waffle a santa hat." - Kuciwalker

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                  • #54
                    The middle option (worth trading with, might cost a base or two if in war against trhem, but not superpowers)

                    G.

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                    • #55
                      Ah ha that cabin is linked to the outside world after all. Close it down enjoy the outdoors.
                      On the ISDG 2012 team at the heart of CiviLIZation

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                      • #56
                        Naw - it hit 106 degrees today (and we don't have air conditioning) - spent about an hour in the lake until my skin was like prunes

                        At least I can cool off in my car - but that's very unenvironmentally friendly (or is it environmentally unfriendly?? - either way, it's cool) so any errands needing running, I'd volunteer)

                        G.

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                        • #57
                          Oh I think I've got a comic that you'll like to look at.


                          I think you'll like it

                          Kody

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                          • #58
                            Hey - I have high-speed internet connection now .... in the boonies yet!! (Checked into a local Motel once my buddy's extended family members arrived with their hordes of kids)

                            G.

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                            • #59
                              Quote from http://www.civgaming.net/forums/show...=&postid=78953
                              It is stated in the game that the Antigrav Struts ability is available for air units. However, the alphax.txt file hasn't got this enabled. Also, probe teams are seemingly supposed to have the Amphibious special ability. Again, this feature is disabled in the alphax.txt file. These "bugs" are not presented in the expanded help. (IMHO these just ought to be fixed (which I've done)). My expanded help files ONLY affect the in-game help menu.
                              Googlie,

                              So are we supposed to make these adjustments ourselves?

                              Or are we supposed to keep these things disabled?

                              I think you mentioned in the hive private forum that probes should be able to probe passing ships, and when I tested it the game mentioned that I needed to add Amphibious ability to the probe (which cannot be done in the workshop).

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                              • #60
                                Even if we would want to change it, I think (if my scenario creation memory from two years back still serves me right) it's now too late, as the alphax.txt is stored in the save file and thus cannot be edited once the game has started.
                                Contraria sunt Complementa. -- Niels Bohr
                                Mods: SMAniaC (SMAC) & Planetfall (Civ4)

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