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The Rules for ACDG III
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Arginine: This thread is for rules discussion. The rules are stickied. Therefore this thread does not need to be bumped, unless you wish to make a post about discussing the rules.
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Ah, okay, in that case, we better leave the stockpile energy bug in. I just haven't played extensively with it so I'm not as familiar with it, but it sounds like leaving it in will be fair.
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Poll posted: http://www.apolyton.net/forums/showt...hreadid=117456
I have clarified what is or is not allowed by parallel turns, using what is posted here.
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Does "testing out battle orders" and "moving your probe units to check the probe cost of something and only then decide whether or not you're going to probe" also fall under "extra exploring" and thus not allowed?
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Hmmm you are right. I think at the Hive we actually did several parallel turns. The main purpose was to see a player's skill level so that we could use him/her as the official turn player. But we have tried to be careful the parallel turn should be played later than the official turn. However from the thread you referenced looks like we played the parallel turn ahead of time. I would say that it is ok to discuss orders for say base productions, but it is not ok to gain any information from a parallel turn that would not obtain from an official turn. In other words I agree with your extra exploring being not allowed.
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Question on parallel turns. It says in Maniacs list they're allowed for diplomacy. Is that all they're allowed for? Obviously information gained through exploring differently in a parallel turn cannot be gained, but (not pointing fingers, I want to know what is and isn't allowed ) in the hive forum Mead played a turn (http://apolyton.net/forums/showthrea...hreadid=108172)
but this was not the official turn played & then posted by the hive.
From the lack of comments by the mods, I presume this is ok. If it is, should we change the above statement to "parallel turns are allowed except for extra exploring"?
Edited for clarity.
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I believe Drogue is compiling all the rules for this game so we will have a clear reference.
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No, we voted against forcing the tactical ability. The only restriction on choppers is no attacking bases. This is because (for those who missed earlier discussion) choppers are often seen as overpowered and so we have limited them by removing their ability to attack bases. They can of course still be used to attack units outside of bases.
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No deal, they're forbidden to do so. For the rest choppers stay the same I though (not sure if they need to have the 'tactical' ability enabled though).
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Originally posted by Chaunk
Granted, but on the basis that forcing people to use queues is too much hassle, we have to allow stockpile energy to even out the unintended behaviour IMHO.
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Originally posted by Impaler[WrG]
This supposed BUG infact replicates real world economics!
But yes, building things most similar to your size does generate the best economies of scale, usually.
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