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  • Official: Request for amended start

    After discussion with various Morganites, we feel that we'd like to request the extra 10ec we should have. Morgan should start with 110ec, and yet from Kody's screenshot, it is clear we only have 100ec to start. This would be easy to fix in the scenario editor and then send the corrected turn out before the start of the game.

    However, upon inspection of our initially offered techs, it is clear that the tech trade flag has been activated when it should not have been (Control + f2 to alocate techs, not shift+f2). As this is not a simple matter to fix (It requires eliminating the faction, and then restoring them unit by unit, then adding the starting tech again) it's not essential that it is fixed. However, as this flag does affect our choice of techs, limiting us to choosing techs so as to minimise damage from this unintended effect, we would appriciate it if buster could find time to fix this problem too.

    CEO Chaunk.
    Play hangman.

  • #2
    Can I have some detail about the trade tech flag activated, because I have no idea what you mean. I will email a link to buster, so he can explain why he's done what he has, and if needs be, we will stop the game. However others asked if it was before, as if it can be set up either way. What does activating it do, and how does it affect things?
    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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    • #3
      Simply put, it influences the way the game offers us techs. Read up on MM's tech sheet and related discussions.
      Veni Vidi Castravi Illegitimos

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      • #4
        I also remember Kody talks about trading techs before you finish the first tech would double your first tech cost. Not sure if it would be the case here though ...
        Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

        Grapefruit Garden

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        • #5
          Originally posted by Archaic
          Simply put, it influences the way the game offers us techs. Read up on MM's tech sheet and related discussions.
          MMs tech sheet? Link?
          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

          Comment


          • #6
            Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

            Grapefruit Garden

            Comment


            • #7
              Thanks HongHu, I saw that, and I know the mod 3 principle. However neither I, nor buster, has any idea what the tech trade flag is. He said there is no option about it, but disabling techs altogether. If you wish me to restart the game, I'm going to need to know what it is, what it does, and how it can be changed. At the moment, I don't see how it can be changed, when the creator has no idea what it is either.
              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

              Comment


              • #8
                I have an idea of how to do it, although I've never tried to do it before.

                Replied to your other questions you asked in the CMN forum Drogue.

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                • #9
                  I concur w/Chaunk. (That's my catch-phrase now. Maybe I should just say "CwC"?)

                  Biogen or Ind Econ as a first tech is standard Morgan strategy. Kind of rough to take both away. And 10 ec's is 10 ec's.

                  Oh, and if the other factions have 100 ec's, we should get 200.
                  "Give to Caesar what is Caesar's? Pay no attention to Caesar. He doesn't have a clue what's really going on." -Cat's Cradle

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                  • #10
                    Originally posted by jtsisyoda
                    Oh, and if the other factions have 100 ec's, we should get 200.
                    Other factions have 10. Morgan should have 110. Kody has said he will alter that, IIRC.

                    Discussions on the tech trade flag, and whether or not it should be/is usually set, are going on in the CMNs forum. Expect a decision soon.
                    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

                    Comment


                    • #11
                      It would be just like me to say I would do it and not remember where.

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                      • #12
                        Ok, I have discussed the tech trade flag with buster and Kody, and have come to the decision (which they agree with) that we will give you the extra 10ec, that was a mistake when setting up the map, but we will not be re-doing the scenario to get the tech trade flag off.

                        Buster has posted this on the subject:
                        The techs were not traded - but assigned to each faction by editing the discovered techs. (Toggling each factions starting techs to discovered using "edit technology" in the scenario editor).

                        How the game decides what techs to make available on first choice - other than that the tech must be flagged as "available" I don't know - but I believe this method is the one normally used.

                        I have always done like that and believe just about every CMN does.
                        Moreover, the tech trade flag changes what techs are available in the same way your faction number does. It is down to chance whether this is good or bad, but I would not restart because a team didn't like the number they happened to have been given. It is usual for the game to be set up like this, and we are not able to change it directly. I stand by the way buster has set up the scenario. I am sorry for your disadvantage, however other factions have also had starting techs that don't help their beelines. It is chance what number you get, like it is with pod pops. It seems you have been unlucky in your starting choices.

                        I am replaying the Gaian turn exactly, with the new save, having altered your ec to 110. When I've done that tonight, I will post the Angels' turn, and we can play from there.

                        Edited for spelling.
                        Last edited by Drogue; June 30, 2004, 10:07.
                        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

                        Comment


                        • #13
                          Thank you for your swift ruling. Exactly what I expected to be fair, but it was worth asking for both possible fixes.

                          Play hangman.

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                          • #14
                            Some predict that Morgan's the best team. Well you've got your chance to show it.
                            Be good, and if at first you don't succeed, perhaps failure will be back in fashion soon. -- teh Spamski

                            Grapefruit Garden

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                            • #15
                              But no pressure or anything...
                              Play hangman.

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