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Summer Solstice 2006 - Dream Twister

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  • Summer Solstice 2006 - Dream Twister

    Or, Not More Pink!

    As Sister Miriam tended to our wounded after crash landing in a damaged Unity lander, the powermongers from Earth built their empires as they had dreamed, according to their own, true ideals. After a generation, they stumbled across the ancient builders of Chiron - the Progenitors. Zakharov, Morgan, and Yang met in secret to plan a swift, devastating attack on all the Progenitor encampments Planet-wide, before they could fully recover. Select specimens were preserved for experimentation. In particular, Progenitor and native genetic material were discovered to be fundamentally compatible. They bred abominations so that they might control the native life that so plagued them - and that was their ruin.

    In the years since, the abominations have themselves become ambitious, and some survivors have sunken to worshiping Chiron itself, begging for salvation. Now is the time for us to bring the Word of the Lord to these downtrodden, defeated people, and undo the evils their masters wrought!


    The rules:

    This is a SMAX scenario. I might eventually convert it to SMAC, but not yet.

    Custom factions are included with this scenario. For best results, put the .flc and .pcx files in your main Alpha Centauri directory, and don't look at the .txt files.

    Certain basic units are defined for the benefit of the AIs, and are not for human use. These are: AI formers, AI sea formers, and the 2-move spore launcher. If you can mind control some, you may use them, but you may not ever build them.

    No cheats/exploits/bugs that are disallowed in PBEMs.

    If another faction owns the Voice of Planet, you may not build the Ascent to
    Transcendence, until you rectify this (by infantry, planet buster, or whatever).

    Two subtly different scenarios are included in the .zip file. Pick whichever seems appropriate.

    I may yet tweak this scenario, based on feedback.


    Some changes:
    Specialists changed slightly.
    Tech tree rearranged slightly.
    SE settings changed somewhat.
    High-powered weapons increased in cost.
    Pulse armor removed because it's stupid and the AIs misuse it.
    Copters substantially slowed.
    Ships slightly sped up.
    Certain special abilities are allowed on more units.
    Dissociative Wave costs 50% more. Blink Displacer costs 4 times as much.
    Lowered maintenance for Subsea Trunkline, Holo Theater, and Paradise Garden.
    Increased maintenance for Hab Complex, Hab Dome, and Children's Creche.
    Satellite, Children's Creche, and Ascent to Transcendence build costs increased.
    Children's Creche is moved far back in the tech tree.
    Mining platforms give +2 minerals before Adv Ecological Engineering, and +3 after.
    Mines do not lower nutrient production.
    Planet rating is more important in psi combat.
    Psi attack and psi defense modules available much sooner.
    Trance and Empath have less effect on psi combat.


    Dream Twister
    "Cutlery confused Stalin"
    -BBC news

  • #2
    Ah, I knew there was a reason I camped out at 'poly tonight....


    Anyways, looks thoroughly enjoyable!


    D

    Comment


    • #3
      Nice, popped colony pod in 2135
      We have recently many spiritual oriented games. One more believers scenario. Are we close to the end of the world?
      ---
      no spoilers, but I need to restart...
      Last edited by Mart; June 21, 2006, 21:24.
      Mart
      Map creation contest
      WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

      Comment


      • #4
        AA's are listed as costing 100, but only gave me 50 mins when I tried to use for WP

        so far:

        2158: built WP with an AA and disbanding of formers. Since I don't know the industrial capacity of the other factions, I can't take any risk in missing out on WP with the terrible terrian
        Last edited by dmm1285; June 22, 2006, 00:31.

        Comment


        • #5
          Er, artifacts do cost 100 (really 10 mineral rows) and really do just give 50 minerals when used towards a project, even in ordinary SMAX. However, if you have a negative industry rating, you're better off disbanding them than cashing them directly.
          "Cutlery confused Stalin"
          -BBC news

          Comment


          • #6
            Urgh resigned twice so far attempting the hard mission due to total frustration at being totally stagnated early on by the AI. This is gonna be another case of trying to find a way of surviving but at the same time growing ready for new threats like Dee running from Miriam.

            Looks like it should be a good scen then
            Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

            Comment


            • #7
              oops

              Originally posted by Chaos Theory
              Er, artifacts do cost 100 (really 10 mineral rows) and really do just give 50 minerals when used towards a project, even in ordinary SMAX. However, if you have a negative industry rating, you're better off disbanding them than cashing them directly.
              The only reason I read the datalinks is because you made some chancges. Also, when I went to play today, all the faction graphics were messed up, how do you fix that again, don't you have to something with alphacentauri.ini file?

              Comment


              • #8
                Yeah, Alpha Centauri.ini isn't updated when you start to play a scenario, but its values are used when you load a saved game. I never remember to mention this bug when I put out a scenario.
                "Cutlery confused Stalin"
                -BBC news

                Comment


                • #9
                  God i hate native life
                  Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

                  Comment


                  • #10
                    The (hard) version of this scenario certainly deserves its classification. So now I have quite an idea what not to do in order to survive.

                    SPOILERS
                    - having better armor (2) synth is good. so going Ind Base as first tech helps.
                    - sensor covering all bases is good.
                    - probably strengthening first 3-4 bases before going further is good - I loose those bases that go beyond western fungus barrier quite fast.
                    - morale of the units is important, so any units - I upgrade on monoliths ASAP, even before first fight.

                    Anyone, any other thoughts?
                    Mart
                    Map creation contest
                    WPC SMAC(X) Democracy Game - Morganities aspire to dominate Planet

                    Comment


                    • #11
                      Planned and empath rovers ! it seems to be nigh on impossible to expand whilst running FM
                      Learn to overcome the crass demands of flesh and bone, for they warp the matrix through which we perceive the world. Extend your awareness outward, beyond the self of body, to embrace the self of group and the self of humanity. The goals of the group and the greater race are transcendant, and to embrace them is to acheive enlightenment.

                      Comment


                      • #12
                        Apart from the posts here, I can't tell how many have downloaded this scenario and found it interesting or frustrating. Did I overdo it, is the scenario just not fun, is it being silently enjoyed, or what?
                        "Cutlery confused Stalin"
                        -BBC news

                        Comment


                        • #13
                          Well, I think "frustrating" is the word. I tried the diff version first, twice - first time using my usual expand tactics, and got creamed. Then stayed with the 3 bases to build scouts/defensive units - still got creamed.

                          Switched to the easier (?) version, and strated again with an expansive style - got creamed again, but lasted about 15 turns longer

                          Then tried consolidating with those 3 bases, and at least got somewhere (actually captured a seabase), but the combination of native life, gaians (or was it the "rangers"), cult - all before getting a sniff of trance to defend - was too much, allied with getting probe raped in the one base where I'd proto'd a missile rover and a plasma defender. I didn't play on to see my 2 remaining bases get taken with the missile rover

                          So my first blush thoughts are that it's just too hard - too many things thrown at you (3 times the AI signed a truce then broke it next turn)

                          (I did get a seacolony pod after my base got probe raped, and I thought of just going as far away as possible and starting over on a remote island and playing it as an OCC, but didn't have the stamina to try)

                          Comment


                          • #14
                            I can't get anywhere either. The other factions are just too aggressive & untrustworthy.

                            Hobbes
                            If you want to kiss the sky/Better learn how to kneel/On your knees boy - U2, Mysterious Ways

                            http://zanature.wordpress.com

                            Comment


                            • #15
                              Well, I tried again (the hardest version) using the "cut and run" tactic.

                              B-lined for Doc Flex, and set off with 2 colony pods to escape the mayhem at that start site

                              Found the Garland Crater to be unoccupied, so set up shop there.

                              It's 2275, and I've just discovered Doc Air, so have rush proto'd two missile tacticals

                              Have 6 bases, and decent plasma defenders (but turned down an offer of cash and Fusion Power to join in a vendetta, then two turns later that faction (the one I was asked to vendetta against) declared V on me anyway, so iI might as well have)

                              The name of this game is just survival - but at least I'm far enough away that it'll be interesting to see how the AI builds and executes an invasion. Every turn, though, there are myriads of IoD's rushing around my little island, and I've had to beat off invasions by both the Cult and the Gaians, who until about ten turns ago were Treatied with me!!

                              But as if the aggressive AI, and thehordes of mindworms weren't enough, now global warming has turned all my nicely forested Crater center into a lake

                              Off to play a PBEM turn, so I'll report further in due course

                              Comment

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