Sign me up for game #3 too. Turns out most of my other games have stalled to 1 turn a week or so. Seems like everyone's getting hit with the vacation bug, or a bug in their computer, or just the lazy bug.
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The vacation bug... now there's a new one... too many of my games are overly familiar with the lazy bug... *sighs*
Two players for gane #3 now...
I'd like to claim Sparta with a secondary preferance to Hive just for the record.I'm not conceited, conceit is a fault and I have no faults...
Civ and WoW are my crack... just one... more... turn...
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Wow! Thanks Archaic!
is that all right with everybody!?
flameflash@mac.com
And are you sure, Archaic? It's always good to know thine enemy.I'm not conceited, conceit is a fault and I have no faults...
Civ and WoW are my crack... just one... more... turn...
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Originally posted by FlameFlash
All right... Googlie... if you've got your ears on... when you're ready to go, just let me know!
Got sidetracked with this long Canadian weekend, but will get the game shipped out tomorrow
G.
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OK - sorry for the inordinate delay in getting this off the ground.
I have inadvertently deleted my e-mail inbox, so for the Uni's freetech, and for any that want to use a near and dear password, can you again e-mail it to me at:
linfrew@aol.com
Again, abject apologies for the delay
Players again are:
Team #1:
HIVE - knowhow2 - lawalan@hotmail.com
UoP - Lonestar_jpm - jensjendricke@hotmail.com
Team #2
PKs - Comstr - Comstar@optusnet.com.au
GAIANS - Ados - stringres@yahoo.com
Team #3
SPARTA - FlameFlash – flameflash@mac.com
MORGAN - Dilithium Dad - pre@po.cwru.edu
Turn order will be the faction order as appears in SMAC (with the exception that the AI turns after all six human players turn):
Gaians (Team 2)
Hive (Team 1)
UoP (Team 1)
Morgan (Team 3)
Sparta (Team 3)
Peacekeepers (Team 2)
Believers
This actually works out quite well, as each team plays its turns consecutively, allowing an added tactical dimension.
I've set the game up with each pairing having the others maps and commlinks. Let me know by return if you want your starting techs traded in that first turn as well (e.g. Gaians give PKs Cent Ecol so that you can start on a terraformer as soon as you open the turn)
All start with 3 Colony Pods and 3 scouts (Sparta has 2 scouts and the ususal Unity Rover)
Anything else before I lock in the parameters?
Googlie
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Originally posted by Googlie
A random throw of the official Apolyton CMN dice produced the following teams:
knowhow2 and Lonestar_ipm (Hive and UoP)
Comstr and Ados (PKs and Gaians)
Flameflash and Dilithium Dad (Sparta and Morgan)
G.
4th team, of course, is Believers + Planet
G.
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Not yet - it's usually the last thing I do before sending out the passwords.
Did an extended test last evening (200 turns of two separate factions0 just to see if my Miriam tweaks would hold (problem in single play testing, versus "play all factions" testing, is that pactmates sometimes won't talk)
Was still a bit overpowering in thise tests, so I dumbed her down a bit. I think it will still take decent teamwork to handle her, though - you'll need to find the right buttons to push
As in Game #1, I've disabled techs and AA's from seed pods - you'll have to research your techs. That vastly overpowering (in Multiplay games) SP, the Empath Guild, has also been disabled. Miriam starts with the Planetary DataLinks, so once she has infiltration on 3 factions, watch out
Also, like #1, to ensure she doesn't go exploring with the handful of crawlers I gave her, I made them objectives - the only effect on the game is that it disables the powergraph (or at least reformats it as each faction's power will now be the % objectives achieved) - doesn't affect gameplay or victory conditions - just the information in the powerchart boxes.
G.
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