Announcement

Collapse
No announcement yet.

anybody interested in....

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    hey i'm up for this...i have started on googlie's CGN map for morgan (hehe it's been a while since i've played i had even uninstalled SMAC)

    i'm at turn 2180 right now, and things are a stalemate but i'm gaining ground

    Comment


    • #17
      As a relative newbie - beaten AI at transcend, read your guide(understand about 50% of it!) and playing several PBeM games I would be interested in doing this. Certainly the chance to kick my butt through the learning curve would be great! I don't have many preferences so I'll go along with the consensus.
      'No room for human error, and really it's thousands of times safer than letting drivers do it. But the one in ten million has come up once again, and the the cause of the accident is sits, something in the silicon.' - The Gold Coast - Kim Stanley Robinson

      'Feels just like I can take a thousand miles in my stride hey yey' - Oh, Baby - Rhianna

      Comment


      • #18
        Results from my game

        This game was played on the Morgan CGN Challenge Scenario, by Googlie. The difficulty was transcend. I was playing hybrid style...basically i was just building up enough bases, till i could go on the offensive all the while i was building an unsurpassed Super Base at Morgan Industries...tech was my main goal (going for a transcend win), while building up an efficient military was the my secondary goal. Without further ado here are the raw statisics given in 10 year intervals.

        2105
        *number of bases
        2
        *population
        2
        *minerals[/b]
        6
        *support costs
        0
        *Politics/Economy/Values energy/allocation
        f/s/s 50/50
        *Net Income
        +8
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        20/17/5 (4)
        *Secret Projects
        None
        *Diplomatic Relations
        G: V
        B: V
        *Military
        L: 2-0-0 Scout Patrol
        N: 0-0-0
        A: 0-0-0
        N: 0-0-0


        2115
        *number of bases
        2
        *population
        2
        *minerals
        6
        *support costs
        0
        *Politics/Economy/Values energy/allocation
        f/s/s 50/50
        *Net Income
        +4
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        77/3/5 (16)
        *Secret Projects
        none
        *Diplomatic Relations
        G-V
        B-V
        *Military
        L: 3-0-0 Unity Rover
        N: 0-0-0
        A: 0-0-0
        N: 1-2-0 Colony Pod

        2125
        *number of bases
        4
        *population
        5
        *minerals
        17
        *support costs
        1
        *Politics/Economy/Values energy/allocation
        f/s/s 50/50
        *Net Income
        +7
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        77/69/8 (10)
        *Secret Projects
        none
        *Diplomatic Relations
        G-V
        B-V
        *Military
        L: 3-0-0 Unity Rover
        N: 0-0-0
        A: 0-0-0
        N: 5-4-0 Former

        2135
        *number of bases
        7
        *population
        7
        *minerals
        25
        *support costs
        3
        *Politics/Economy/Values energy/allocation
        f/FM/s 50/50
        *Net Income
        +20
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        136/57/25 (6)
        *Secret Projects
        none
        *Diplomatic Relations
        G-V
        B-V
        *Military
        L: 2-0-1 Scout Patrol
        N: 0-0-0
        A: 0-0-0
        N: 10-4-0 former

        2145
        *number of bases
        9
        *population
        11
        *minerals
        42
        *support costs
        4
        *Politics/Economy/Values energy/allocation
        f/FM/s 50/50
        *Net Income
        31
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        225/15/33 (7)
        *Secret Projects
        none
        *Diplomatic Relations
        G-V
        B-V
        *Military
        L: 2-0-1 Scout Patrol
        N: 0-0-0
        A: 0-0-0
        N: 13-2-0 former

        2155
        *number of bases
        11
        *population
        16
        *minerals
        55
        *support costs
        4
        *Politics/Economy/Values energy/allocation
        f/FM/s 50/50
        *Net Income
        +39
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        270/143/62 (7)
        *Secret Projects
        none
        *Diplomatic Relations
        G-V
        B-V
        *Military
        L: 4-1-1 Scout Rover
        N: 0-0-0
        A: 0-0-0
        N: 12-0-2 former

        2165
        *number of bases
        13
        *population
        23
        *minerals
        74
        *support costs
        6
        *Politics/Economy/Values energy/allocation
        f/FM/s 50/50
        *Net Income
        +44
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        369/81/59 (7)
        *Secret Projects
        none
        *Diplomatic Relations
        G-V
        B-V
        *Military
        L: 4-1-3 Scout Rover
        N: 0-0-0
        A: 0-0-0
        N: 12-2-3 foil probe team

        2175
        *number of bases
        12
        *population
        31
        *minerals
        89
        *support costs
        3
        *Politics/Economy/Values energy/allocation
        f/FM/s 50/50
        *Net Income
        +58
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        771/27/99 (8)
        *Secret Projects
        VW
        *Diplomatic Relations
        G-V
        H-T
        U-V
        S-T
        B-V
        P-P
        *Military
        L: 6-0-3 Impact Speeder
        N: 0-0-0
        A: 0-0-0
        N: 10-6-3 probe team

        2185
        *number of bases
        13
        *population
        41
        *minerals
        114
        *support costs
        6
        *Politics/Economy/Values energy/allocation
        f/FM/W 50/50
        *Net Income
        +86
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        1129/532/154 (8)
        *Secret Projects
        VW
        PTS
        *Diplomatic Relations
        G-v
        H-v
        U-v
        S-t
        B-v
        P-p
        *Military
        L: 6-0-2 impact speeder
        N: 0-0-0
        A: 0-0-0
        N: 23-6-3 supply crawler

        2195
        *number of bases
        15
        *population
        46
        *minerals
        138
        *support costs
        7
        *Politics/Economy/Values energy/allocation
        f/FM/W
        *Net Income
        124
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        1282/1115/137 (10)
        *Secret Projects
        VW
        PTS
        *Diplomatic Relations
        G-v
        H-v
        U-tu
        S-t
        B-v
        P-p
        *Military
        L: 5-1-3 impact speeder
        N: 0-0-0
        A: 0-0-0
        N: 40-7-3 supply crawler

        2205
        *number of bases
        15
        *population
        51
        *minerals
        148
        *support costs
        10
        *Politics/Economy/Values energy/allocation
        f/FM/W 50/50
        *Net Income
        191
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        1980/810/307 (7)
        *Secret Projects
        VW
        PTS
        EG
        *Diplomatic Relations
        G-v
        H-v
        U-v
        S-t
        B-v
        P-p
        *Military
        L: 8-0-3 gatling speeder
        N: 0-0-0
        A: 0-0-0
        N: 50-2-3 supply crawler

        2215
        *number of bases
        15
        *population
        62
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        f/FM/W 50/50
        *Net Income
        300
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        2417/2190/434 (6)
        *Secret Projects
        VW
        PTS
        EG
        *Diplomatic Relations
        G-v
        H-v
        U-v
        S-p
        B-v
        P-p
        *Military
        L: 9-0-3 missle speeder
        N: 0-0-0
        A: 1-0-0 missile needlejet
        N: 54-2-3 supply crawler

        2225
        *number of bases
        19
        *population
        93
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        D/FM/W 50/50
        *Net Income
        486
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        2835/34/641 (5)
        *Secret Projects
        VW
        PTS
        EG
        AV
        *Diplomatic Relations
        G-v
        H-v
        U-v
        S-p
        B-v
        P-p
        *Military
        L: 12-1-3 fusion rover (10-1-2*2)
        N: 0-0-0
        A: 3-2-0 conventional missile
        N: 56-3-3 supply crawler

        2235
        *number of bases
        19
        *population
        113
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        D/G/W 90/10
        *Net Income
        +1368
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        33/42/3202/253 (14)
        *Secret Projects
        VW
        PTS
        EG
        AV
        NA
        Sc
        LR
        *Diplomatic Relations
        G-v
        H-v
        U-v
        S-p
        B-v
        P-p
        *Military
        L: 10-1-6 shard speeder
        N: 0-0-0
        A: 4-2-0 shard needlejet
        N: 71-5-4 super fusion formers

        2245
        *number of bases
        33
        *population
        170
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        D/G/W 40/60
        *Net Income
        681
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        4140/91/2200 (2)
        *Secret Projects
        VW
        PTS
        EG
        AV
        NA
        Sc
        LR
        CF
        ToE
        *Diplomatic Relations
        G-v
        H-v
        U-v
        S-p
        B-v
        P-p
        *Military
        L: 14-10-4 drop shard speeder
        N: 0-0-0
        A:12-3-1 shard 'copter
        N: 83-9-10 fusion destroyer transport

        2256
        *number of bases
        55
        *population
        300
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        D/G/W 10/90
        *Net Income
        +179
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        4860/295/5028 (1)
        *Secret Projects
        VW
        PTS
        EG
        AV
        NA
        Sc
        LR
        CF
        ToE
        HGP
        WP
        XD
        HSA
        PM
        NF
        *Diplomatic Relations
        G-X
        H-v
        U-v
        S-p
        B-X
        P-p
        *Military
        L: 42-244?-6 drop shard hovertank
        N: 0-0-0
        A: 12-12-4 trained shard 'copter
        N: 102-4-5 supply crawler

        2265
        *number of bases
        73
        *population
        543
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        D/G/W/C 60/40
        *Net Income
        +3137
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        5940/1334/5214 (2)
        *Secret Projects
        VW
        PTS
        EG
        AV
        NA
        Sc
        LR
        CF
        ToE
        HGP
        WP
        XD
        HSA
        PM
        NF
        UT
        NB
        CV
        NA
        *Diplomatic Relations
        G-X
        H-V
        U-V
        S-p
        B-X
        P-p
        *Military
        L: 61-6-9 drop shard tank (13/1/3*3)
        N: 0-0-0
        A: 12-1-7 trained shard copter (13/2/14*3)
        N: 100-0-7 supply crawler

        2275
        *number of bases
        74
        *population
        677
        *minerals
        -
        *support costs
        -
        *Politics/Economy/Values energy/allocation
        D/G/W/E 100/0
        *Net Income
        +4533
        *tech cost/tech accumulated/tech per turn: breakthroughs every X years
        6840/2964/1960 (4)
        *Secret Projects
        AtT (0 turns till it finishes)
        *Diplomatic Relations
        G-X
        H-v
        U-sp
        S-p
        B-X
        P-p
        *Military
        L: 140-19-22 drop graviton tank (20/4/3*4)
        N: 0-0-0
        A: 3-0-9 trained graviton copter
        N: 90-1-9 supply crawler

        Comment


        • #19
          whoa.

          Korn's report format is excellent. If this picks up I suggest using similar. I'm doing something like this with Aldebaran

          -Smack
          Visit Aldebaran:Aldebaranweb

          Comment


          • #20
            I'd like to participate in this also.

            I think that the idea of a "Vanilla" civ is a good one...I think that It would also be a good idea to predetermine the ending year.

            Why even draft reports? Why not just save every few turns, and then submit save files? All the neccesary records are stored in saved game any way.

            Another thought: for SMAC/X and CivIII, this would be an excellent way to form tribes...by comparing strategies, people could form tribes in a more scientific manner. In fact...it might even be a decent idea to start up a Gameleague-type site that would be used to store and view these records.
            "The only dangerous amount of alcohol is none"-Homer Simpson

            Comment


            • #21
              This is probably a super-long shot, but is there any way to write a program that pulls the data from the save file?

              Comment


              • #22
                I don't see why not...I think it would be a good idea to email sid or brian reynolds to see if they could help out at all...that would probably save tons of time and effort since they already know the programming.
                "The only dangerous amount of alcohol is none"-Homer Simpson

                Comment

                Working...
                X