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  • #46
    To resume: (time in GMT+1)

    Flubber: (gmt -7)
    Hive
    xxxsharris4141@yahoo.comxxx (without the xxxs of course
    4am to 8am & 2pm to 3pm

    Bluetemplar: (gmt +1)
    SPARTANS (not morgan, I was really not good with him 6 months ago, don't think that's changed...)
    ivan DOT sproude AT free DOT fr
    6am to 8 am & 18am to 22am for sure
    not here every other week-end (11am sat to 10pm sun)
    not here mid april => end april

    SebP: (gmt+1)
    PeaceKeepers
    das DOT letzte DOT theorem AT gmx DOT de
    8am to midnight

    Humphrey: (gmt)
    Cybernetic Conciousness
    warddamien at hotmail dot com
    4 pm to 2 am

    So the best layout we COULD do I think is: GMT+1 / GMT+1 Name (Your Time)
    4->8 / 16->17? Flubber (20->00) / 8->9?)
    6->8 / 17->Y BlueTemplar
    8->X / Y->Z SebP
    16->17 / Z->02 Humphrey (Z-1->01)

    decided:

    -3h time limit: sebp:rather not / flubber: no / humphrey: no
    => NO

    -2aliens: hymphrey=yes
    => YES

    -cult or pirates: sebP: cult
    => Cult

    -do or die: flubber: on / humphrey: on
    => ON


    -probe vendetta: flubber: yes / humphrey: yes
    => YES

    -transport bugs: authorised

    -stockpile: humphrey: no / flubber: allow it / sebP: allow
    => Stockpile allowed

    -upgrades: humphrey: not sure / flubber: don't care
    => allowed (but not before an attack!)

    -no communication until contact: sebp: yes
    =>YES

    -roleplay commlinks:
    => NO

    UNDECIDED:

    -standart Map of the Planet or Random 52*104 (all settings average)?
    -time limit : 24h (passwords or not?)
    -contact during sunstorm? (we can still have contact by e-mail... but no trades...)
    -random events: flubber: off / humphrey: maybe off / sebP: depends on the solar storms / me on

    sorry, didn't understood what you were saying about the 20 turn no commlink, i didn't understood it was avout solar storms... it might be interesting to experience or might screw all up: i don't know about this, choose what you want...
    Last edited by bluetemplar; March 17, 2006, 16:54.

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    • #47
      Originally posted by bluetemplar
      -standart Map of the Planet or Random 52*104 (all settings average)?
      -time limit : 24h (passwords or not?)
      -contact during sunstorm? (we can still have contact by e-mail... but no trades...)
      -random events: flubber: off / humphrey: maybe off / sebP: depends on the solar storms / me on
      i'm ok with anything here. or for sake of simplicity, i say random ON. (wait that's exactly what would make things difficult, isn't it)

      sorry, didn't understood what you were saying about the 20 turn no commlink, i didn't understood it was avout solar storms... it might be interesting to experience or might screw all up: i don't know about this, choose what you want...
      it was just an anecdote about a game i was in, it wasn't really supposed to be part of teh discussion. what happened was, during a world war that emerged before (2 factions eradicated at this point, 3 vs 2 left) sunspots occured. we agreed that the only means to communicate during the sunspots was the ingame means left, email would be forbidden. the ingame means that still works during sunspots is the option to write a string at a position on the map to name it. we used that extensively... it was fun because others could read teh messages "written in teh sky" you had to be careful to position them where they couldn't see them and to code the rest so teh ally would understand but the enemy wouldn't. it was kinda fun. it wouldn't have worked for diplomacy, but it was enough to do military campaign planning

      i'm not saying we should do it the same in this game, as i said above, i'm cool with messages but no tech transfers and the like during sunspots. lets just say the bandwidth is reduced, so tech information can't be transmitted but short diplomatic messages can

      the reason why i used the phrase "20 turns no contacts" instead of just "sunspots" is because i couldn't remember the term "sunspots" at that moment. i have the german version of the game. that will, incidentally, also make my basenames look funny to you

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      • #48
        random ON : difficult but FUN!

        "write a string at a position on the map to name it"
        I LOVE that idea! Let's do it during sunspots!

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        • #49
          Techsteal is off on default setting, right?

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          • #50
            Of course

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            • #51
              Originally posted by Humphrey
              Techsteal is off on default setting, right?
              I think so but if not it should be set to OFF or the cycon lose their attribute for tech steal
              You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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              • #52
                I always have it on, I couldn't remember if that was default. But, thinking about it, it is kind of obvious. Oh well.

                Comment


                • #53
                  Originally posted by bluetemplar

                  UNDECIDED:

                  -standart Map of the Planet or Random 52*104 (all settings average)?
                  -time limit : 24h (passwords or not?)
                  -contact during sunstorm? (we can still have contact by e-mail... but no trades...)
                  -random events: flubber: off / humphrey: maybe off / sebP: depends on the solar storms / me on

                  sorry, didn't understood what you were saying about the 20 turn no commlink, i didn't understood it was avout solar storms... it might be interesting to experience or might screw all up: i don't know about this, choose what you want...
                  I like random maps-- it makes exploration more important

                  Passwords YES--

                  Random events-- I think it makes the game less one of skill but since we are not going to have the map designed , we could have widely divergent (ie unfair) starts anyway-- so if people think it adds to the fun factor, why the heck not
                  You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                  Comment


                  • #54
                    Oh and why do you keep mentioning 52 by 104 as the map size -- I don't remember the defaults-- what are the dimensions of a standard map-- large??



                    Oh and this is probably somewhere but I presume we will play on transcend level
                    You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                    Comment


                    • #55
                      Another rule : No probing when one of your bases revolts.

                      About stockpile:
                      I've read a thread about it at CGN: (and some others)


                      I didn't thought that it could be so powerful... Maybe finally it's better to not allow it for units (instead of placing stockpile energy you can rename a useless unit by "WORK DONE" or something like that I think... have to test it.

                      I don't think it's really relevant for buildings, and since it adds useless micromanagement if we forbid it, I think better is to allow it.

                      Comment


                      • #56
                        transcend of course!

                        52*104 is a bit larger than large map.
                        I think someone found out it's the best size for momentum as well as builder players.
                        (default bureaucracy limit is at 7)

                        So there is only the issue of stockpile to settle and we can start!

                        Comment


                        • #57
                          Originally posted by bluetemplar
                          Another rule : No probing when one of your bases revolts.
                          Agreed-- THis is an obvious exploit. To the others, this is to prevent a party from allowing a crappy base to revolt for the purpose of probing away techs from a tech leader. There is no way a player can prevent this at all unless he has the HSA.

                          The remedy is to usually allow the recipient of the base the option of retaining it or starving it down out of existence. If they retain it it cannot be probed for a certain number of turns. I don't recall how they handle the cyborgs techsteal ability.

                          But the bottom line is that a player should not profit from allowing a base to revolt.
                          You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

                          Comment


                          • #58
                            Originally posted by bluetemplar
                            transcend of course!
                            JUst checking


                            Originally posted by bluetemplar


                            52*104 is a bit larger than large map.
                            I think someone found out it's the best size for momentum as well as builder players.
                            (default bureaucracy limit is at 7)
                            Really?? I would have thought the 52 a bit narrow but I have never really thought about it.

                            Originally posted by bluetemplar
                            So there is only the issue of stockpile to settle and we can start!
                            I still say allow it-- More cash equals a faster game. PLus its allowed in most of my games in the past so its just a hassle for me to remember a game tahts the other way
                            You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                            • #59
                              From that CGN thread


                              That's as far as I know the main reason why the third option (stockpile energy bug allowed) is used in most PBEM games I have played. Then unit builders don't get a disadvantage over facility builders and the playing field is evened. The rule is also more likely to be lived by and not forgotten than the first option. Players have an incentive to consistently add stockpile energy after units, while there's no advantage in always putting some item after facilities.
                              You don't get to 300 losses without being a pretty exceptional goaltender.-- Ben Kenobi speaking of Roberto Luongo

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                              • #60
                                When you have started the game, can you post the faction order in the .ini file please, so base graphic changing can be stopped.

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