since we're only 2 players in this game, i doubt this thread will help much, but I think is good to summarise:
=======================================
RULES:
Game Rules:
Default rules + :
no Do or Die
Random events
Non-Blind Research
Look First
-No turn restarting
-No commlink before contact
-No going into F1 => Factions to see what factions you're up against (relevant only when there are Random factions in game)
-Only one SE change/turn/line
---------------------------------------------------------------------
Bugs/Features LIST:
AUTHORISED BUGS/FEATURES:
-18 (Reverse Engineering)
-21 (Unload in Flight)
-26 (no Vendetta after Stealing) : as Dreifeils wrote:
quote:
A probe team operation is a secret service operation and it's just the character of a secret service operation that the victim doesn't see / know it and has no possibility to act at once.
35-(Sea Artillery Combat)
44/45 (Stockpile Energy Bug)
What does not the website says is that AFAIK the stockpile energy bug ALWAYS works for facilities!
63-(Upgrades in Workshop): OK, but without attacking the same turn!
76-(fire Artillery from Transport)
(Transport in Sea Base Trick):
When you put a transport (sea or land(air?) in a sea base near a coast (and on the coast near a sea base?) you can transfer units from coast to base and inversely. The transport itself can also move from base to coast and inversely.
(Unit Sea/Cost transfer with help of another Unit):
When you put a unit on a coast near a sea base another unit can move from the base to the square where the 1st unit is (and inversely?).
(Transport Floating Bridge)
If you board a sea Transport with a land transport and move with the sea T out of the square, the land T will stay "floating" on the sea square! Repeating this you can make a bridge with land T!
(Upgrade crawlers for SP's.)
-----------------------------------------------------------------------
FORBIDDEN BUGS/FEATURES:
1-(Growth w/ColonyPod over the maximum possible size)
2-(Multiple AirDrop)
4-(AI unfair Base Trade)
7-(Restart bonus)
16-(Editor Cheating)
19-(Probe to Rover Reverse Engineering)
22-(Terraformer Move-Again Trick)
25-(AI Withdrawal)
27-(Erase Vendetta Trick)
38-(Industry Switching with Crawlers Disbanding)
42/43-(Planetary Council Bribes) : We should make all elections/votes/bribes by e-mail first.
50-(Facilities in Queue trick)
65-(Air Defense with Vendetta only): It should be also for Nothing/Truce/Treaty unless the other side gives approval.
71-(Terraforming Credit Up)
72-(Spying on Commlink Communications)
74-(Instant Patrol Upgrade Cheat)
75-(Citizen Remote Control)
======================================
I sent my password to the CMN archive:
smacpbem@archives.civgaming.net
under the title of of "Lone Island - gaia(bluetemplar) - password"
I might also send next turn game files (Planet Cult turns) occasionally...
=======================================
RULES:
Game Rules:
Default rules + :
no Do or Die
Random events
Non-Blind Research
Look First
-No turn restarting
-No commlink before contact
-No going into F1 => Factions to see what factions you're up against (relevant only when there are Random factions in game)
-Only one SE change/turn/line
---------------------------------------------------------------------
Bugs/Features LIST:
AUTHORISED BUGS/FEATURES:
-18 (Reverse Engineering)
-21 (Unload in Flight)
-26 (no Vendetta after Stealing) : as Dreifeils wrote:
quote:
A probe team operation is a secret service operation and it's just the character of a secret service operation that the victim doesn't see / know it and has no possibility to act at once.
35-(Sea Artillery Combat)
44/45 (Stockpile Energy Bug)
What does not the website says is that AFAIK the stockpile energy bug ALWAYS works for facilities!
63-(Upgrades in Workshop): OK, but without attacking the same turn!
76-(fire Artillery from Transport)
(Transport in Sea Base Trick):
When you put a transport (sea or land(air?) in a sea base near a coast (and on the coast near a sea base?) you can transfer units from coast to base and inversely. The transport itself can also move from base to coast and inversely.
(Unit Sea/Cost transfer with help of another Unit):
When you put a unit on a coast near a sea base another unit can move from the base to the square where the 1st unit is (and inversely?).
(Transport Floating Bridge)
If you board a sea Transport with a land transport and move with the sea T out of the square, the land T will stay "floating" on the sea square! Repeating this you can make a bridge with land T!
(Upgrade crawlers for SP's.)
-----------------------------------------------------------------------
FORBIDDEN BUGS/FEATURES:
1-(Growth w/ColonyPod over the maximum possible size)
2-(Multiple AirDrop)
4-(AI unfair Base Trade)
7-(Restart bonus)
16-(Editor Cheating)
19-(Probe to Rover Reverse Engineering)
22-(Terraformer Move-Again Trick)
25-(AI Withdrawal)
27-(Erase Vendetta Trick)
38-(Industry Switching with Crawlers Disbanding)
42/43-(Planetary Council Bribes) : We should make all elections/votes/bribes by e-mail first.
50-(Facilities in Queue trick)
65-(Air Defense with Vendetta only): It should be also for Nothing/Truce/Treaty unless the other side gives approval.
71-(Terraforming Credit Up)
72-(Spying on Commlink Communications)
74-(Instant Patrol Upgrade Cheat)
75-(Citizen Remote Control)
======================================
I sent my password to the CMN archive:
smacpbem@archives.civgaming.net
under the title of of "Lone Island - gaia(bluetemplar) - password"
I might also send next turn game files (Planet Cult turns) occasionally...
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