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  • #16
    Hi - I would be willing to take the CMN duty.

    Will need a list of all player e-mails + result of the votes (what settings you want).

    Besides the settings I suggest you take a discussion on rules (use of design workshop - announcement of probe actions - use of demand withdrawal button etc).

    Whether it adds realism or not is not always obvious to all - so to avoid discussions it is better they are in place from start.

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    • #17
      CMN

      Buster

      Could you point us to relevant threads re. ambiguous games rules and tactics etc.?


      Tomorrow , when I wake, I will see how I can help out with getting this game flying.


      We will need a map. If you can't find one we can go with a random.

      Thanks man...this should make a good replacement for STD02

      DA

      p.s. when will Mark create CGN replacement threads here?

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      • #18
        I'll play as the Spartans, since that hasn't filled yet. I agree with all your settings, too.

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        • #19
          some sites re bugs - cheats.

          Apolytons rules: http://www.apolyton.net/forums/Forum27/HTML/000245.html
          Bingmans site: www.xhounds.com (smac section has a large list of bugs/cheats)
          the thread on forum wars also takes up a bunch of issues along this line

          most contended one in general are:

          demand withdrawal
          probe messages
          design workshop upgrades
          reverse engineering
          SE switching and former upgrading for quickie SPs


          If smac:
          multiple airdrops

          Personally I like the Terra Map (Planet earth) with random fungus and resource distribution. This one or the planet (or planetx) maps that comes with smac are my favourites. However only the planet maps (which all should know) exist in small variation.

          The earth map is huge.

          Also let me know if you want some acceleration (like three colony pods and two formers at start).

          Re if Mark is moving the CGN threads I don't know.

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          • #20
            My vote is as follows:

            no asking the ai for demand withdrawals,
            declare vendetta for probe actions
            design upgrades at end of turn only
            Not sure about reverse engineering, guess I'd have to say no to that too
            No SE quickies and no upgrading crawlers for quick SP's
            no multi airdrops

            and here's a question about pod booming past hab limits, do you all feel it's okay or not? I would like to have it in game if noone else minds.

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            • #21
              Buster, thanks for the CMN offer.
              my email is johndmuller@msn.com
              If you want to (I don't know if you can, in SMAC) arrange the order of play, I am in USA east coast time.

              I'm not too particular about the map, but would like the standard size (at the moment I think the vote is standard 4, small 1). The tournament map would be cool with me too (whatever size that is), but it might be a little tricky to set up for 7.

              Re the rules:
              --The rules proposed by Tai Mai Shu are generally OK with me except:
              -----I would prefer allowing reverse engineering (except probes into rovers);
              --On pod booming past hab limits, I am normally opposed to that, but if you want it, it would be OK, count me as neutral - just so it is spelled out one way or the other;
              --I'm also indifferent (maybe slightly against) to the crawler upgrade for SP's thing (shouldn't it also apply to prototypes too?), but would like it spelled out too;
              --Reserving judgement on acceleration, depending on the details;
              --Otherwise, I would vote for using the PBEM tournament rules as modified by whatever we specify. (I am assuming that Tai Mai Shu's "no SE Quickies" is consistent with the PBEM rules.)

              Question: What's the accepted procedure for making contact with another faction once it is legal; isn't it kind of tedioius through the game? If email were the way, I think I might have trouble with keeping track of sunspots (either adequate records or even being sure to notice the announcement). Suggestions?

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              • #22
                Levelisk

                Welcome to 7 humans FFA

                Your choice has been registered

                DA

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                • #23
                  Buster: thanx for pointed out to bugs and cheats site. I wasn't awared for most of them.

                  I would like to play without accelerated start,but can live with it.

                  Question: Is negotiation between factions allowed before you actually have a comlink? I vote no.
                  My life, my rules

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                  • #24
                    I'd like to chime in and vote for no accelerated start too.

                    Comment


                    • #25
                      Thanks to Johndmuller for reminding me of the contact issue.

                      The matter is whether contact & trade between players are allowed before comm links are established in the game. (From meeting, empath guild, 1st vote, pod or getting from another player).

                      If not allowed - that means you don't contact someone on the comm link till have aquired the comm link in the game.

                      If allowed anyone can call on anyone - any time.

                      Then of course there is e-mail contact.

                      Normally if contact in game is not allowed - per mail is also not allowed. Sunspots area special issue and all players do not even get the info on when it starts and ends. This one will be hard to enforce.

                      (One can btw keep comm links going through a sunspot - if one is in comm each turn. That is if you had a comm for you sent before the sunspot it will still pop up on your turn even if sunspot has set in. If you offer some trade back - it will pop up at the other player next turn. As long as each player is offering something before closing down it will keep on running. Once it is broken you cannot initiate a new comm. The frequent practice of pact mates giving their maps and accepting whereafter the other offers his map and accepts (or it could be something else) can keep the comm link running all through the sunspot)

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                      • #26
                        Hi all,

                        Re: creating CGN threads here - as I don't know how long CGN is going to be down, I haven't done for the time being. What I don't want to do is clog this forum up with old CGN threads - if you feel you need a turn tracking thread though, either create one yourself, or mail me, and I'll do it. Obviously, if it emerges that CGN is going to be down for any significant length of time (i.e. > six weeks) I'll move the majority of them here.
                        We're back!
                        http://www.civgaming.net/forums

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                        • #27
                          Bugs etc

                          edited out
                          Last edited by dinoarms; June 26, 2001, 16:23.

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                          • #28
                            I'm going to have to say no to everything that I didn't say no to before.

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                            • #29
                              Is that because the list is kinda overwhelming? Or you actually read it and, point by point, went for a no? Beware there are more things to add Tai Mai Shu.

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                              • #30
                                Yeah, it is kind of overwhelming So in order to save time and space on the boards, I'd have to say let's assume anyone who doesn't speak out will agree to not do anything that's listed as a bug, unless we specifically ask for it in game, like pod booming past hab limits or reverse engineering, to give an example or two.

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