BUGS etc moved to thread page TWO
We have votes from all players.
I would like to see the settings resolved within 48 hours
Game Settings
Fixed:
Transcend
Rated
Cooperative Victory disabled
Small or Standard map
Voted:
standard map
Ocean 30-50%
Low Erosion
Aliens average
Cloud Cover Dense
Do or Die
Look First
Spoils of War
Directed research
No Unity Survey
Random Events On : debated
Pod scattering
Map Considerations
standard, unknown, balanced with all SMAC landmarks well distributed.
Buster could you find or make one for us?
The categories for bug consideration/votes are:
a. random events on:
yes: dinoarms
no : Solver
neutral : johndmuller
b. pod scattering
yes dinoarms, Solver, johndmuller
1. Accelerated start:
yes
no dinoarms, smartfart, tai mai shu, johnpauljones, Solver
neutral: Johndmuller
2. Announcement of prob actions
yes john paul jones
no: dinoarms, Solver
comment
3. Use of Demand withdrawl button
yes john paul jones
no: dinoarms, johndmuller
comment
I believe this enables/disables a faction ability to right click in the commlink and choose the demand withdrawl option to involuntarily move a factions units back to there nearest base if they are on your territory.
4. Upgrade (individual) at end of turn only
yes: Dinoarms, Tai Mai Shu, Johndmuller, Solver
no johnpauljones
comment
dinoarms: JPJ. this would allow a player to upgrade his units before he attack on the same turn.
5. declare vendetta for probe actions in the popup menu
yes: tai mai shu, Johdmuller, Levelisk*. johnpauljones, Solver,dinoarms
no: dinoarms,
comment
Dinoarms: up to the victim on the following turn
Levelisk: unless given prior permission by the probee
6. Design (Workshop) upgrades at end of turn only
yes
no
comment
7. Reverse engineering
yes (except probes to rovers) Tai Mai Shu, dinoarms, Johndmuller (Yes including rovers): Levelisk
(no none at all):
comment
dinoarms : planetary networks allows for the creation of rovers without obtaining dovtrine mobility. There are two yes answers here
8. Allow SE quickies and no upgrading crawlers for quick SP's
yes
no Tai Mai Shu, Johndmuller,Solver
comment
neutral: dinoarms, johnpauljones
9. Multi airdrops
yes
no Dinoarms, Tai Mai Shu,Johndmuller,johnpauljones,Solver
comment
10. Pod booming past hab limits
yes Tai Mai Shu, dinoarms, johnpauljones,Solver
no
neutral: Johndmuller
11. Multiple drops or orbital insertions using the right-click menu is forbidden.
yes dinoarms, Johndmuller, johnpauljones, Solver
no
comment
12. Inserting Stockpile Energy into the build queue after a military unit is forbidden.
yes: Johndmuller, Solver
no: dinoarms
neutral: Levelisk, johnpauljones
comment
dinoarms: I don't know sound hard to force. Does it imbalance the game?
Johndmuller: Yes -- Unbalanced if some do and some don't (see past threads for extent of imbalance)
....If you're worried about it then make it optional and everyone will need to do it.
....else spotchecks by CMN to enforce.
Levelisk: Doesn't matter. dinoarms: Letting players do such will only help the momentum builders, as they will get more money when something is constructed (it always happens when you build a facility or SP, unless something is in the queue after that
dinoarms: Do you mean to say that the min bonus is received if there is a facility following the unit as well? I understood that these extra minerals where only supplied in the case of stockpile in the que after a miliatary unit.
13. If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction, causing a change in diplomatic status or the transfer of energy or knowledge.
yes: dinoarms, johndmuller, johnpauljones
no
comment
14. If a probe team action is employed against a Treatied or Pacted faction, the initiator must choose the "Declare Vendetta" option, unless permission is received in advance for the action (email).
yes: dinoarms, Johndmuller , johnpauljones
no
comment:
15. Upgrading units with the design workshop is allowed at end of turn only.
yes: dinoarms, Johndmuller
no johnpauljones
comment
16. Social engineering choice limited to one switch per line per turn. (no flip-flop within turn!)
yes dinoarms, Johndmuller, Levelisk,johnpauljones
no
comment
17. Psi units cannot be assigned multiple point patrol routes (avoid instant demon boil bug!)
yes: dinoarms, Johndmuller, johnpauljones
no
comment
18. Each game is initiated by a CMN who is not participating in that particular game. The CMN assigns a unique password to each player, emails it to them and sends out the first turn to the first player. If a player is away/offline/unable to play for over 48 hours, he/she must notify the CMN and the other players of the game about this and request the game to be postponed for a fixed time period. Otherwise, if a player does not respond to the game turn within 48 hours (without prior notification and postponing of the game), then the CMN will enter the game in place of the player, and at the option of the other players, either obliterate all bases and disband all units or turn the faction over to the AI. Alternatively, a replacement player may be found. If more players drop out similarly, then the last player is automatically declared to be the winner of the game.
Vote for Buster: dinoarms
(Vote for a non-playing CMN):Solver
Yes to specs dinoarms, Solver
No to specs
comment
dinoarms: I don't think the CMN will be that strict.
revised
19. Starting a terraforming operation in one square, cancelling it, moving to a different square, and then finishing it in that new square is prohibited in cases of "combat terraforming." This prevents "crediting up" a terraformer in a safe location and then moving it to a dangerous location where the terraforming is completed in one turn. An example of this would be using a sea former to sink an enemy coastal base - the sea former has to do all of the work in the target square where the enemy can retaliate.
yes prohibit it:
(no keep but ban base sinking): dinoarms
comment
dinoarms: this technique is fine with me except for "base sinking"
dinoarms: Johndmuller, I am not sure what your yes means. Please qualify.
Levelisk: Yes, prohibit that, in all forms. Especially since that bug is fixed in SMAX...
20. If you perform an act that causes a state of vendetta with another player, no pending negotiations in the diplomacy window with the victim can be completed until the victim has a chance to reevaluate the diplomatic situation. Example: You have been negotiating a treaty with another player, and the other player has accepted the treaty in the diplomacy window, but you have not. You perform an act that causes a state of vendetta between the two of you - probe team action, build a new base in the other's territory, attack units or bases, etc. Now you are prohibited from accepting the treaty (and erasing the state of vendetta) until the other player has a chance to take back the diplomatic offer. It is OK to first accept the diplomatic offers and then do the act that causes a vendetta.
yes Johndmuller, Levelisk, johnpauljones, dinoarms
no
comment
22. Setting the home of a unit to be the base of a pacted player is prohibited
yes: Johndmuller, johnpauljones, Solver
no: Levelisk
neutral: dinoarms
comment
25. If you call a meeting of the Planetary Council, you should send an email message to all of the other players stating: a) what is being voted on, b) what choices are available, c) if it a vote for governor then how many votes each faction gets. This rule is necessary so that players who will vote near the end of the election have a chance to make promises and influence the votes of players who must vote earlier.
yes: dinoarms, Johndmuller, johnpauljones
no
comment
26. You may rename a city to allow multiple artifacts to be connected to the same network node.
yes: dinoarms,
no: Johndmuller, Levelisk, johnpauljones, Solver
comment
27. (Shift-u) command will allow the passenger to unload while the air transport is in flight.
yes johnpauljones
no: dinoarms, Levelisk, Solver
neutral: Johndmuller
Communication
I believe there is a bug that allows you to read all dip. comlink communication that have occured in the game.
Com before contact
yes
no: dinoarms, smartfart, Johndmuller, johnpauljones, Solver
Comm by email:
Yes : dinoarms, Johndmuller, johnpauljones
Sunspot Communications Block
yes dinoarms, johnpauljones
no Johndmuller
Whoever notices sunspots first should notify the CMN who can notify all players by email.
We have votes from all players.
I would like to see the settings resolved within 48 hours
Game Settings
Fixed:
Transcend
Rated
Cooperative Victory disabled
Small or Standard map
Voted:
standard map
Ocean 30-50%
Low Erosion
Aliens average
Cloud Cover Dense
Do or Die
Look First
Spoils of War
Directed research
No Unity Survey
Random Events On : debated
Pod scattering
Map Considerations
standard, unknown, balanced with all SMAC landmarks well distributed.
Buster could you find or make one for us?
The categories for bug consideration/votes are:
a. random events on:
yes: dinoarms
no : Solver
neutral : johndmuller
b. pod scattering
yes dinoarms, Solver, johndmuller
1. Accelerated start:
yes
no dinoarms, smartfart, tai mai shu, johnpauljones, Solver
neutral: Johndmuller
2. Announcement of prob actions
yes john paul jones
no: dinoarms, Solver
comment
3. Use of Demand withdrawl button
yes john paul jones
no: dinoarms, johndmuller
comment
I believe this enables/disables a faction ability to right click in the commlink and choose the demand withdrawl option to involuntarily move a factions units back to there nearest base if they are on your territory.
4. Upgrade (individual) at end of turn only
yes: Dinoarms, Tai Mai Shu, Johndmuller, Solver
no johnpauljones
comment
dinoarms: JPJ. this would allow a player to upgrade his units before he attack on the same turn.
5. declare vendetta for probe actions in the popup menu
yes: tai mai shu, Johdmuller, Levelisk*. johnpauljones, Solver,dinoarms
no: dinoarms,
comment
Dinoarms: up to the victim on the following turn
Levelisk: unless given prior permission by the probee
6. Design (Workshop) upgrades at end of turn only
yes
no
comment
7. Reverse engineering
yes (except probes to rovers) Tai Mai Shu, dinoarms, Johndmuller (Yes including rovers): Levelisk
(no none at all):
comment
dinoarms : planetary networks allows for the creation of rovers without obtaining dovtrine mobility. There are two yes answers here
8. Allow SE quickies and no upgrading crawlers for quick SP's
yes
no Tai Mai Shu, Johndmuller,Solver
comment
neutral: dinoarms, johnpauljones
9. Multi airdrops
yes
no Dinoarms, Tai Mai Shu,Johndmuller,johnpauljones,Solver
comment
10. Pod booming past hab limits
yes Tai Mai Shu, dinoarms, johnpauljones,Solver
no
neutral: Johndmuller
11. Multiple drops or orbital insertions using the right-click menu is forbidden.
yes dinoarms, Johndmuller, johnpauljones, Solver
no
comment
12. Inserting Stockpile Energy into the build queue after a military unit is forbidden.
yes: Johndmuller, Solver
no: dinoarms
neutral: Levelisk, johnpauljones
comment
dinoarms: I don't know sound hard to force. Does it imbalance the game?
Johndmuller: Yes -- Unbalanced if some do and some don't (see past threads for extent of imbalance)
....If you're worried about it then make it optional and everyone will need to do it.
....else spotchecks by CMN to enforce.
Levelisk: Doesn't matter. dinoarms: Letting players do such will only help the momentum builders, as they will get more money when something is constructed (it always happens when you build a facility or SP, unless something is in the queue after that
dinoarms: Do you mean to say that the min bonus is received if there is a facility following the unit as well? I understood that these extra minerals where only supplied in the case of stockpile in the que after a miliatary unit.
13. If a player employs a tactic that causes a state of vendetta, they are not allowed to "accept" a pending diplomatic agreement with that faction, causing a change in diplomatic status or the transfer of energy or knowledge.
yes: dinoarms, johndmuller, johnpauljones
no
comment
14. If a probe team action is employed against a Treatied or Pacted faction, the initiator must choose the "Declare Vendetta" option, unless permission is received in advance for the action (email).
yes: dinoarms, Johndmuller , johnpauljones
no
comment:
15. Upgrading units with the design workshop is allowed at end of turn only.
yes: dinoarms, Johndmuller
no johnpauljones
comment
16. Social engineering choice limited to one switch per line per turn. (no flip-flop within turn!)
yes dinoarms, Johndmuller, Levelisk,johnpauljones
no
comment
17. Psi units cannot be assigned multiple point patrol routes (avoid instant demon boil bug!)
yes: dinoarms, Johndmuller, johnpauljones
no
comment
18. Each game is initiated by a CMN who is not participating in that particular game. The CMN assigns a unique password to each player, emails it to them and sends out the first turn to the first player. If a player is away/offline/unable to play for over 48 hours, he/she must notify the CMN and the other players of the game about this and request the game to be postponed for a fixed time period. Otherwise, if a player does not respond to the game turn within 48 hours (without prior notification and postponing of the game), then the CMN will enter the game in place of the player, and at the option of the other players, either obliterate all bases and disband all units or turn the faction over to the AI. Alternatively, a replacement player may be found. If more players drop out similarly, then the last player is automatically declared to be the winner of the game.
Vote for Buster: dinoarms
(Vote for a non-playing CMN):Solver
Yes to specs dinoarms, Solver
No to specs
comment
dinoarms: I don't think the CMN will be that strict.
revised
19. Starting a terraforming operation in one square, cancelling it, moving to a different square, and then finishing it in that new square is prohibited in cases of "combat terraforming." This prevents "crediting up" a terraformer in a safe location and then moving it to a dangerous location where the terraforming is completed in one turn. An example of this would be using a sea former to sink an enemy coastal base - the sea former has to do all of the work in the target square where the enemy can retaliate.
yes prohibit it:
(no keep but ban base sinking): dinoarms
comment
dinoarms: this technique is fine with me except for "base sinking"
dinoarms: Johndmuller, I am not sure what your yes means. Please qualify.
Levelisk: Yes, prohibit that, in all forms. Especially since that bug is fixed in SMAX...
20. If you perform an act that causes a state of vendetta with another player, no pending negotiations in the diplomacy window with the victim can be completed until the victim has a chance to reevaluate the diplomatic situation. Example: You have been negotiating a treaty with another player, and the other player has accepted the treaty in the diplomacy window, but you have not. You perform an act that causes a state of vendetta between the two of you - probe team action, build a new base in the other's territory, attack units or bases, etc. Now you are prohibited from accepting the treaty (and erasing the state of vendetta) until the other player has a chance to take back the diplomatic offer. It is OK to first accept the diplomatic offers and then do the act that causes a vendetta.
yes Johndmuller, Levelisk, johnpauljones, dinoarms
no
comment
22. Setting the home of a unit to be the base of a pacted player is prohibited
yes: Johndmuller, johnpauljones, Solver
no: Levelisk
neutral: dinoarms
comment
25. If you call a meeting of the Planetary Council, you should send an email message to all of the other players stating: a) what is being voted on, b) what choices are available, c) if it a vote for governor then how many votes each faction gets. This rule is necessary so that players who will vote near the end of the election have a chance to make promises and influence the votes of players who must vote earlier.
yes: dinoarms, Johndmuller, johnpauljones
no
comment
26. You may rename a city to allow multiple artifacts to be connected to the same network node.
yes: dinoarms,
no: Johndmuller, Levelisk, johnpauljones, Solver
comment
27. (Shift-u) command will allow the passenger to unload while the air transport is in flight.
yes johnpauljones
no: dinoarms, Levelisk, Solver
neutral: Johndmuller
Communication
I believe there is a bug that allows you to read all dip. comlink communication that have occured in the game.
Com before contact
yes
no: dinoarms, smartfart, Johndmuller, johnpauljones, Solver
Comm by email:
Yes : dinoarms, Johndmuller, johnpauljones
Sunspot Communications Block
yes dinoarms, johnpauljones
no Johndmuller
Whoever notices sunspots first should notify the CMN who can notify all players by email.
Comment