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  • Lost Secrets - Turn tracking

    Welcome to Lost Secrets

    The players in this game are (in turn order):

    vitamin j - Data Angels vitaminj31@hotmail.com
    Darsnan - Gaians dnandal@twcny.rr.com
    Psybermagus - Cyborgs psybermagus2323@hotmail.com or psybermagus@earthlink.net
    Qantaga - Morgan Qantaga@aol.com
    Paul - University paulvdbelt@hetnet.nl

    There are no AI factions.

    SITS - CMN sits07@yahoo.co.uk

    This game has no Secret Projects and there are no pods at all (even though I selected pods at landing sites )

    All victory conditions allowed except for Co-operation.

    There are rumours about an Island that has all the riches of Planet for those that are brave enough to reach for it, for many have died trying...

    Rules

    Rules:

    • Communications - none till contact, obtain commlink, or build EG
    • Retro-engineering - OK, except for using the probe rover chassis before discovering Doc. Mobility
    • SE switches "quickies" forbidden - (obviously you can experiment to see what effect various SE choices have, but cannot change, play moves, then change back in the same turn)
    • Council notification - immediate broadcast to all players (Post in the thread and e-mail to all immediately by player who has called elections, citing candidates and votes. After each player's turn, post in the thread the running totals)
    • Stockpiling in Qs anytime - OK
    • Crawlers Upgrade anytime - OK
    • Probe actions: Must choose vendetta option when probing other players, rebuke if a pactmate (OK to probe teammate at any time)
    • Using the AI - Cannot use the AI to bribe on council votes nor to demand withdrawal of units
    • Cannot use the right click feature for multiple drop moves to extend range (ie limited to 8 tiles unless owning the Space Elevator SP)
    • Cannot use the 'set waypoint' feature for automatic worm hunting/lifecycle enhancements
    • Must 'Accept' or 'Decline' an offered Pact or Treaty that the other player has indicated 'Accepted' before exiting the diplo box and playing the turn (i.e. no accepting pending treaties/pacts *after* declaring vendetta in the same turn )
    • Cannot use the F4 feature (or the bases feature of the F2 screen) to change an infiltrated faction's workers to specialists


    These have been suggested but they as of yet haven't been agreed by all. I suggest people post here if the rules are OK.

    I would appreciate it if Paul can CC me the turn every 10 years so I can keep an eye on it and I also want to write a running commentary of what is going on in the game in this thread (without giving anything away!)

    Turn 2102 has been sent to vitamin j along with passwords to individuals. There might be a possibility that we start again as I've chosen the starting tech for Paul and that might not be to his liking. I will let you know.

    SITS
    Last edited by SITS; January 31, 2002, 10:18.
    '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

  • #2
    SITS, thanks again for creating the game for us. We are very grateful. You made me so jealous that I have been playing around in the scenario editor all day.

    I know it takes a lot of time and hard work to set one of these games up, so thanks a lot.

    I would be willing to bet that you selected the right tech for Paul, but no worries if he would like to make a clean start.

    As for the rules, I think we have agreed on all of the rules you posted, with the exception of this one:

    "Total freedom in Design Workshop (upgrades anytime, during turn or on-field"

    Personally, I have no problem either way with this rule, as long as we agree up front.

    The problem with this one is that everyone in the game must be comfortable with it, because it could be a gamebreaker if not everyone is knowledgeable of its power and using it. If given a choice, I would rather us not have the ability to upgrade a unit and move it on the same turn (thus the rule to only use the DW at the end of the turn laid out in the 'Poly tournaments). As Flubber posted in another thread, imagine sidling up to a group of 1-1-1 Scout Patrols and the next turn, not only are they suddenly 8-1-1, but they also have the ability to immediately strike. However, if the majority of the players want DW freedom, then I will happily go along.

    vitamin j, I noticed you were a little unsure of the Council notification in the other thread, but that is pretty standard MP etiquette these days. Since the council votes pop up at the very start of the turn, it just gives everyone else a fair chance to think things over before they open their turn. Obviously, the person who called the elections had ample time to think it over before calling the election, so it is just a common courtesy.

    Good luck to everyone. This should be fun.

    Comment


    • #3
      Oh, and sorry to get so long-winded, but just a couple of additional items:

      1. Nice choice on naming the game Lost Secrets.

      2. I am pretty sure that we agreed to be on our honor to not even place a Secret Project in the build queues. The only two secret projects that you can even start working on would be the Voice and the Ascent. So, if that is not agreed by the majority, we need to hash that out now since it is at the core of the idea of this game.

      Comment


      • #4
        There are no SP's in this game except for Voice and Ascent.

        And thank you for your comments!
        '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


        • #5
          Originally posted by SITS
          There are no SP's in this game except for Voice and Ascent.
          Nice! I never even knew you could turn off or activate only certain projects. Thanks for setting it up this way. Also, many thanks to Googlie and his vast SMACX knowledge.

          Comment


          • #6
            Originally posted by Qantaga


            Nice! I never even knew you could turn off or activate only certain projects. Thanks for setting it up this way. Also, many thanks to Googlie and his vast SMACX knowledge.
            I assure you it is thanks to Googlie's vast SMACX knowledge, rather than mine!
            '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


            • #7
              Originally posted by Qantaga

              "Total freedom in Design Workshop (upgrades anytime, during turn or on-field"

              Personally, I have no problem either way with this rule, as long as we agree up front.

              The problem with this one is that everyone in the game must be comfortable with it, because it could be a gamebreaker if not everyone is knowledgeable of its power and using it. If given a choice, I would rather us not have the ability to upgrade a unit and move it on the same turn (thus the rule to only use the DW at the end of the turn laid out in the 'Poly tournaments). As Flubber posted in another thread, imagine sidling up to a group of 1-1-1 Scout Patrols and the next turn, not only are they suddenly 8-1-1, but they also have the ability to immediately strike. However, if the majority of the players want DW freedom, then I will happily go along.
              There are two limiting factors that militate against these DW type of upgrades:

              You can't select a single unit to upgrade, so you must have enough energy credits in hand to en-masse upgrade, even for units of that type that will not be facing combat (but of course, if you had a single, obsolete whatsit lying around and upgraded to a neutronium armored drop troop you could then drop that into the defenders slot - assuming movement limitations were met.

              You revert all units back to the basic morale level of green when you design-workshop upgrade.

              Battlefield upgrades retain their morale (but of course lose their turn)

              But Q is right - it can be somewhat of a gamebreaker. In a recent one I maneged to destroy an enemy's fully built Ascent by mass upgrading of drop nervegas scouts, and then using captured bases facilities (sold) to further upgrade miscellaneous units to drop shard blink units that stormed his Ascent Base

              But I couldn't have done it if he hadn't left eight bases undefended as he pulled defenders to his Ascent base - so I'm not sure how much of a "gamebreaker" it really could be

              Have fun (and thanks for the compliment, SITS, but the work is all yours - I just pointed to menu items

              Googlie

              Comment


              • #8
                Hmmm... Now that this game has its hooks in me, I am a little curious where it might be. I noticed that vitamin j posted a couple of other game turns earlier today, but no mention of this one.

                SITS, perhaps a resend to vitamin j might be in order?

                Comment


                • #9
                  Turn resent - I think the password got lost in all the text I sent him....
                  '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


                  • #10
                    I realize everyone is chomping at the bit. I've emailed SITS about the game, and he has sent me the turn AGAIN. And now I've received an email from Paul saying essentially "hurry up"! But there is one problem... WHAT IS MY F***ING PASSWORD!

                    There was no text in either email I received from SITS. So if you would be so kind, sir, please try again or let's try something else. I don't understand why I would not receive text in your emails... Perhaps Googlie could send it to me, as I know I've received text from him.

                    If my password is the same as it is in AXT055 and 056, Googlie could verify that with a "yes" in this thread.

                    So, sorry for the delay. I would like to get started myself.

                    Comment


                    • #11
                      I've resent the password again to you, making sure the email is in plain text rather than html. I'll be online for a little while so email me back if it doesn't work. Cheers!
                      '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


                      • #12
                        I've resent the password again to you, making sure the email is in plain text rather than html. I'll be online for a little while so email me back if it doesn't work. Cheers!

                        PS The password is different from whatever Googlie has given you...
                        '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


                        • #13
                          Vitamin j now has his password...
                          '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


                          • #14
                            And 2102 has been sent to Darsnan.

                            I'd just like to say I was disappointed that I did not start the game with a probe team. It's been a while since I played the Angels, but I'm pretty sure that is one of their faction advantages.
                            I can deal with it, but I can't help but wonder if the Gaians started with a mind worm. And we know the Uni got their free tech.

                            Also, I remember reading somewhere that a +4 probe rating was forbidden for some reason. I was never clear on why this is, and it is particularly applicable to the Angels as they can run fundamentalism. And by building a covert ops center, an Angel base would have a +4 probe rating automatically. Any comments?

                            Comment


                            • #15
                              We have survived Planetfall. It is so good to breathe "real" air again, after so much time spent breathing canned air! And yet we mourn for the comrades we lost on Unity, as well as all of the genetic samples lost: Datatec vitaminj (who our Intelligence Division now informs us is the head of a "Shadow Faction" that was aboard Unity) had been charged with releasing all of Unity's pods into re-entry windows so that they would land safely on Planet. Alas, as we entered the atmosphere we could see the pods burning up all around us! Hoepfully a few survived, but our fears are that none did. When we meet on Planet, we will have words with Datatec vitaminj over this disaster (that is, if he didn't program in the wrong re-entry trajectory for his own escape pods....)

                              Sorry about the reload - I think I had too many windows open on the computer.

                              Turn to Psy

                              Comment

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