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  • #16
    Sounds a lot like what I've been going through. It's vital to get and hold the borehole cluster. If Yang gets it, he'll have a massive production center just a few turns from your HQ, at which point you may as well surrender.

    I found that my expansion generally goes in two directions: one finger goes southwest towards the Bore Cluster, and possibly as far west as the coast, and the other follows the trail of special resources south, in the direction of the Sunny Mesa. There will be intense fighting over control of taeh territory there with Miriam. On my very best game, I was actually able to surround the Sunny Mesa with bases (I confess that I was using the "wimpy" option of starting with the Weather Paradigm). The bases themselves never grow into anything great, as I never had the time to properly create an energy park, but they did make a good buffer for my core bases.

    I suggest going straight for Centauri Ecology after getting IndAuto. The Empath Guild is probably the quickest way to contact your aliies. beleive it or not, Morgan or Diedre probably already has Enivronmental Economics, and will be happy to trade with you.

    Really, this scenario is about coordinating your research with your friends. The Coalition starts out with a huge edge, being already in contact with one another (and being to forced to cooperate in a psuedo-intelligent manner by the Techshare power). The only saving grace of the allies is that if they organize, they'll have four people making simulteaonous breakthroughs, versus the Coalition's three. The Coalition factions are bigger, and therefore produce more raw energy, but one of them is Miriam, who sucks at research, while the Allies leader is the University. If you avoid being inflitrated (hard because either Yang or Miraim almost always siezes the governorship), you can actually maintain near perfect tech parity with the enemy.

    Just fair warning... when the AI decides to get serious about attacking you, it doesn't kid around. Expect HUGE parades of rovers and infantry (10-20 at a time, with a similar force just a few turns behind), with probe teams mixed in.

    I found myself using armored probes as a way of circumventing my support and morale problems. They can be mass produced and then sent on "training missions" to the enemy bases. The ones that survive and improve get upgraded. The only problem with this is that while they work great against convenentional forces, they are usually at a morale disadvantage against attacking probes, against whom their expensive armor doesn't count. You can't allievate this problem with SE choices either, since you are the University. This means that a few probe team assaults can quickly strip your base of defenders, making it vulnerable to a normal assault.

    Also, someting annoying that I discovered about the game: when a base is attacked, and the only defenders are armored probe teams, the probes defend normally (and oftentimes quite well), but if you have even one normal milatary unit there, your probes are completely ignored! The enemy will kill the scout patrol and then seize the base. Your armored probes are banished to the next closest base, without them even trying to protect their home! Has anyone else had this problem?

    Also, let me know what Santaigo does. I haven't had time to play through an air power era game (I keep dying), and this is when I expect her to start becoming a problem. In theory, she should start plastering your north coast with Needlejets and missiles, and possibly even get around to a marine assault on University Base (although the AI rarely ever conducts amphibous operations).

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    • #17
      I've had that problem where the probe defenders defer to a "combat" unit. Unfortunately, there is no way to get around it that I know of. Guess you'll have to actually make those scouts scout.

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      • #18
        Has eveyone who has requested the scenario gotten it? It's hard to keep track.

        Cybergod and Smack: I have to do some work downtown today, but I'll get around to making a SMAC friendly version of the game. I'm concerned that the "techshare" power might not have been implemented as a faction power in SMAC. Can anyone confirm or deny this?

        When I get around to making an "official" SMAC Down 2100, I'll be sure to make a SMAC compatable version (it stay consistant with the name, if nothing else).

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        • #19
          Ack! Forgot something...

          If you do decide to create some "buffer" baes, DON'T connect them to your road network! When they fall (and they eventaully will), you won't have time to react. This is how I lost my first three attempts.

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          • #20
            Ohhhh that’s nasty! You just answered a question I had about where Yang was…I can assume then, that I’ll be seeing the boys in blue making an appearance in my neck of the wood soon? Yikes! On the same continent with Yang AND Miriam! Wow…that’s brutal!

            Good point about heading for Centauri Empathy sooner, rather than later. If I get fried this run through, that’s exactly what I’ll do. In this game, one of my allies has already built the Empath Guild (can’t remember who…it was late, I’ll check tonight!…prolly Dee tho), but won’t call a vote! Grrrr….so I keep waiting around, hoping that council is called so I can finally meet and greet the allies, but….silence on the comm so far.

            ::shaking my head:: Yang and Miriam….wow. I guess I’ll need to make “clean” a big priority too, so I can stand up to those big assaults, and once I’m in contact with my allies, I think I’ll be seeing tech parity shortly. As it stands, tech in four this early in the game should at least keep me viable till I can mingle with my friends. Hope so, anyway.

            And Santiago to the North of me. I’ve not seen any trail signs of her yet, but I’ll keep an eye out. Also, that plays pretty well with my planned defenses for the region, but, I guess I’ll need to squeeze in at least one more base at some point, to bolster my northern port situation for an eventual offensive. Good to know!

            So far, I’ve not seen hide nor hair of any enemy units, and the only reason I “saw” Believing base was that she founded it in one of those mysteriously uncovered segments of the map, but like I said, that was enough for me!

            I’m also intrigued by how far south your expansion took you. I’ve got all ten of my bases into a really tight pocket, three branching south west from University Base, following the northern “lip” of the BoreHole valley (which I’ve taken to calling the “Land of the Lost” for some reason), Uni. Base itself, four more bases branching out toward the upland wastes, curving around the other lip of the valley, and two bases down on the valley floor, one fairly near the current capitol, and the other one on the south side of the cluster—‘bout two tiles south of them. But that’s as far south as I went. From the sound of it, I missed out on some pretty tremendous resource specials….I might be doomed already then, but we’ll see….wish me luck man!

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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            • #21
              Your strategy is probably more sound than mine. I just have an irrational attachment to the Sunny Mesa!

              I'm guessing your base with two mineral resouces is about in the spot about 10 squares south of University Base. That's all the southern expansion that you'll really need.

              Guess I kinda gave away some surprizes there. I keep forgetting that while I started out knowing where the enemy was, y 'all don't.

              Also, I forgot to mention in the readme that the Upland Wastes don't exist anymore. I cleared them out and soaked them with a Condenser. Otherwise, Miriam's growth would've been severely hampered.

              I'm not sure that Free Market was the best idea. I think that in the long run, Planned will do you better. Remember, once you get the Alliance formed, the research you've done so far will be largely irrelevant. I even find myself deliberately choosing esoteric paths along the tech tree, just to avoid redundant effort.

              Some concerns...

              The real goal of this scenario is to create a situation in which the AI is a credible threat to the player for the entire game. I'm hoping to see a game that is still very much in question, even in the HabDome era. The problem is that, even with all the improvements I made, the AI is still just not a genius. Even with an inferior postion, a human can better organize his/her holdings and gain a huge edge in efficeincy. These gains are cumulative over time. I'm worried that by the time the space age comes, the AI won't build satellites and will fall WAY behind. At that point, the much-vaunted SMAC-down will devolve into just another game where the question of a human victory is 'when', instead of 'if'.

              Is there any kind of scenario scipt that could add satellites to the AI mid-game? Civ 2 had a scenario editor powerful enough to do stuff like that, but I don't think AC has anything even close.

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              • #22
                Hmmm…Interesting observations from the map maker. If I crash and burn on this run through, I’ll definitely see how sticking with Planned plays out. Good point tho….the extra industry and growth during those first 30 turns might turn out to be of greater value than the money and quick research. Mostly, I’d just never had the ability to make a Market switch that quick before, so I couldn’t resist trying it out!

                Not to worry ‘bout giving away a few surprises. The north coast looked too inviting to be a gimmie, and the readme mentioned something about Santiago and sea power, so I figured that’s where she’d make her appearance. Yang was a bit of a surprise, but I suspect he’ll make his presence known sooner, rather than later.

                It’s funny, too. All the discussion I’ve been involved in recently about the value of fringe bases, and I’m suddenly neck deep in a game where I’m not at all sure I can even develop any fringe bases. They would certainly be valuable in blunting attacks against my core bases, but I’m not sure I’ll have the time or opportunity. I suppose I’ll have to wait and see how quickly I can boom the ten I’ve got to max size. If I can do that and drop back to market—I assume by this point I’ll be in contact with my allies, and speedy research will be desirable again-—before Yang and friends come calling in any serious way, I may have time to establish a couple of listening posts out on the border. That’d be sweet, but I’m not counting on it. No…most likely, I’ll have to resort to fighting in the streets of the base in the thick of the borehole cluster. Not what I’d prefer, but very likely what I’ll have to do.

                As to the late game AI…from what I’ve seen so far, I’d say you have little to worry about. They’ve been beating me to the punch almost every time where projects are concerned, and I can only imagine all the infrastructure they’ve been able to put in place. If that’s any indication at all, I’d say they’ll be right there in the thick of things where the space race is concerned.

                Miriam doesn’t bother me. Never mind her 25% attack bonus. If the baddies have a weak link in the chain, I’d regard her as it. No…I’ve got a hunch that the real PIA is going to be everybody’s favorite Chairman. Seeing him scarf up the HGP nineteen turns into the game REALLY got me thinking hard about how he’s making use of that wonderful industrial capacity. He’s gonna be tough, and I doubt Santiago will be a slouch herself! I dunno…maybe Miriam will surprise me, but of the three, she’s the one I’m least worried about.

                So far, I’d have to give the map and mod five stars out of five….it’s been a fantastic game, and I’ve only uncovered a teeny little corner of the map! Besides, I really like the fact that I’ve got 10 techs in thirty game years….even if most of them prove to be redundant, it makes the early game feel as though I’m trying to take on all three of the bad guys alone, and beat them in tech (or at least stay somewhere in the same city where the ballpark is located…

                -=Vel=-
                The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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                • #23
                  Wow, Vel should be paid for this, he's addvertizing...anyway, I'd like that map, SMAX is fine...

                  jbgibson@arilion.com
                  It hurts to be on the cutting edge!

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                  • #24
                    Originally posted by Tokamak
                    Cybergod and Smack: I have to do some work downtown today, but I'll get around to making a SMAC friendly version of the game. I'm concerned that the "techshare" power might not have been implemented as a faction power in SMAC. Can anyone confirm or deny this
                    There isn't a share tech with infiltrated factions thing in SMAC, but there is discover tech known to # number of factions thing. Hope that works

                    In this scenario/mod, are you forced to play as University? (Sorry for eing uninformed, but I thought that you could choose from Lal, Zak, Dee or Mor ()
                    ... This body holding me reminds me of my own mortality...
                    ... Pain is an illusion...

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                    • #25
                      I'm sure it wouldn't be too much trouble to change the faction you wanted to play as...

                      (for no particular reason)

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                      • #26
                        Please send it to me, bmw40@student.canterbury.ac.nz, SMAX fine.

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                        • #27
                          Originally posted by Cybergod


                          There isn't a share tech with infiltrated factions thing in SMAC, but there is discover tech known to # number of factions thing. Hope that works

                          In this scenario/mod, are you forced to play as University? (Sorry for eing uninformed, but I thought that you could choose from Lal, Zak, Dee or Mor ()
                          You could play as a different faction, but for the game to work the way it is intended, you'd have to use the editor to manually change the ownership of the bases with another faction.

                          If you want to use a faction not already in the game, you'll have a tougher time. The only 'real' way to do it would be to just create a new scenario, using the same map

                          However, you could do a reasonably good conversion by just using the "reload faction" option and inserting a different factio.txt The new faction will look like the old one, but will play just fine.

                          The discover tech thing should work just fine. I have to see my girlfriend tonight, but I'll get around to making an SMAC version soon, promise.

                          Vel: well shucks, pardner... ah shore do appreeciate yore right kindly comments... (blush)



                          Also, I'm already running ideas through my head about an "official" SMAC Down 2100, with a tailor made map and custom text. I'll keep everyone posted.


                          I just noticed that I can add attachments to my posts. I'm going to try to post the zip with this message. Let's see if it works...

                          As those of you whom I e-mailed already know...

                          "The readme is addressed to Vel, since I wrote it after seeing his post, and I'm too lazy to change it. I'm sure you can handle the resulting indentity crisis."
                          Attached Files

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                          • #28
                            Great scenario Tokamak! I edited it to play as the Planet Cult, and everything is going well, but i've run into a rather odd problem. I can't seem to build either mindworms or IOD's, and I do have both Centauri Empathy and Centauri Meditation. I checked alpha.txt, and prereqs were not disabled. Do you know what is going on there, or how to fix it? Not being able to build native is putting something of a dent in my strategy, since I've been bee-lining towards Centauri Genetics, for the Locusts. I love the map though! 2155 and I'm only 6 techs from Centauri Genetics! The alliance is cooperating nicely on research, as well. Everything would be perfect if I could just build my mind worms

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                            • #29
                              I'm pretty sure in the SMAC SE that there is the choice to force cooperation (with techs?) and force allies. It would be a bit different to use the factiontext to add the ability SHARETECH, 2 or whatever it is there. In that case the Coalition would gain the Alliance's techs, or whoever developed them. Not nice. Check in the SE. The faction option is different as Cybergod mentions.

                              -Smack
                              Visit Aldebaran:Aldebaranweb

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                              • #30
                                I've been beaten like 5 times. Time to rethink the all-out assault strategy....

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