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Author Topic:   Info Direct from the Horse's Mouth on USEnet
PawtheUnstuk posted 12-19-98 06:42 PM ET   Click Here to See the Profile for PawtheUnstuk   Click Here to Email PawtheUnstuk  
comp.sys.ibm.pc.games.strategic has ALOT of posts directly from Brian Reynolds. I strongly reccomend you all go read it.
Patrick2 posted 12-19-98 06:50 PM ET     Click Here to See the Profile for Patrick2  Click Here to Email Patrick2     
how do you get there
Thue posted 12-19-98 11:39 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
use outlook express if you have IE or message center if you have netscape
I must admit I use IE because (shock) if works _better_ than netscape - it has fewer bugs (who would have thougth it possible )

Anyway it IS really recommendable reading the newsgroup; I read there will be orbital facilities and combat - never knew that!

Thue posted 12-19-98 11:58 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
another thing -

there will be two demo-versions; one with sound (20MB) and one without(10MB)
they will be restricted to 100 turns and tech-level 5, and the savegames will be compatible with the real game
He does NOT mention lack of multiplayer in this post (Jimbo2 is seeing a ray of hope)!

ups - I forgot the second (and most importent most will say) thing!

drums please...

Bryan Reynolds says SMAC will be out ca. feb 9.

a relevant post:

100-turn limit, no techs higher than level 5, no more than 10 bases.

Saved games are compatible with the full version, so if you get
something really cool started you can always continue it with the full
version.

Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games


W S Lynch wrote:
>
> Brian Reynolds wrote:
> > Since I'm (ahhhh) no longer in a crunch, I'll also be happy to answer
> > any questions anyone has about the game.
>
> How will the demo be different from the game?
> i.e will there be a turn limit? limited techs? small map? etc.

Jimmy posted 12-20-98 12:10 AM ET     Click Here to See the Profile for Jimmy  Click Here to Email Jimmy     
Sounds great. 100 turns looks like it will be enough to build secret projects, meet in the council and such. How many techs does tech level 5 correspond to? Well, will see pretend soon.
MikeH II posted 12-20-98 09:16 AM ET     Click Here to See the Profile for MikeH II  Click Here to Email MikeH II     
I read that multiplayer was in, what have you all heard?
DJ RRebel posted 12-20-98 09:28 AM ET     Click Here to See the Profile for DJ RRebel  Click Here to Email DJ RRebel     
I have no clue !!!
From what I've heard, it doesn't look like it, but those are only rumours, although I doubt they could fit everything needed for multiplayer in under 10 megs with the restof the game !!!

Same goes for the wonders, I doubt they'll be any of the secret project movies in the demo !!!

Lee Johnson posted 12-20-98 11:21 AM ET     Click Here to See the Profile for Lee Johnson  Click Here to Email Lee Johnson     
It's not a rumour: It was in one of Brian's Usenet posts.
DHE_X2 posted 12-20-98 04:41 PM ET     Click Here to See the Profile for DHE_X2  Click Here to Email DHE_X2     
Level 5 techs would probably corespond to mid-renaisance techs in Civ2. Like the Smac equivalent of gunpowder, physics, theology, etc. (in terms of complexity)
SnowFire posted 12-20-98 05:40 PM ET     Click Here to See the Profile for SnowFire  Click Here to Email SnowFire     
More cryptic posts from Brian:
It depends on (a) how many people (b) internet, lan, or modem (i.e. how
much latency can be expected).

-------
For internet games of more than 2 players, I'd say go with the
non-simultaneous movement. The short scenarios can probably be completed
in around 2 hours, but typically people seem to want to jump right in
with big games on big maps, in which case you can spend pretty much as
long as you care to :-)

If you're lucky enough to have a LAN, or have a very good connection or
very small # of players, you can try the simultaneous movement, where
everybody takes their turn at the same time. That normally speeds things
up considerably, but watch out because if there's enough lag out there
it will actually take longer than the non-simultaneous games & be
infinitely more frustrating.

Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games

Non-Simeltaneous movement? We thought there was none! And you're recommending the fast way for short games and the long way for long games? Huhhhh? That makes no sense!

--------------
You can create custom factions by editing the faction files (or by
creating new faction files and art). It is up to you to do the
"balancing" of strengths and weaknesses, however, as there is no "point
system". It is possible we could add such a system in an expansion.

Social Engineering -> An earlier prototype of SMAC had the social
engineering system you describe, but we found this one to be more fun.

Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games

So we have to hack our rules in order to create custom faction, and balancing them is up to us. Uh-oh. I was hoping for an easier system. And the "earlier prototype" he was refering too was the beloved conscript army vs. volunteer army system. Noo!

And lastly, I absolutely have to post this one:
----------
For now we have what you'd call a "basic replay" feature (and you can
make a saved game afterward to reload and see the replay again later).

A single-turn saved game of SMAC is pretty large, since SMAC maintains
quite a bit of data on its very complex world. Trying to save all of
that information for every turn over the course of the game would tend
to be space prohibitive.

As we receive input from players, we may decide to add some additional
features to our replay in a future patch. Surprisingly, replay seems to
be a feature everyone is extremely interested in.

Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games


SnowFire wrote:
>
> > Ah, in that case, yes, there is definitely a replay feature in Alpha
> > Centauri.
>
> Is there a SAVE replay feature so that we can look at that replay a million
> times? And instead of just the overhead map, can we actually watch the
> game in flight, pause it, look at the cities, etc. as to get the full view
> of the game? I know that in Myth:TFL, saved replays of games between
> legends or games that had especially incredible tactical moves were
> everywhere on the Internet and people downloaded them and studied them. I
> can see the same thing happening with fantastic SMAC games being
> downloaded, or tough single player SMAC scenarios being saved and used as
> guides for newbies on completeing them.
>
> -SnowFire
>
> P.S. The only problem I forsee would be people in a multiplayer game saving
> halfway through to continue it later, and some lemur restarting his game
> with no one there, declaring himself the winner, saving the replay, and
> then examining each of his opponent's position, technologies, cities, etc.,
> before the game really restarts with the other players, thus giving him a
> huge advantage. This could be solved by what I think is already there in
> MP: you can't quit without saving, and you can only have one copy of the
> saved game. So our lemur would find his old saved game saved over with the
> end, and he wouldn't be able to continue with the other players.

A response from Brian. Oh yeah! Too bad he said no. Ah well, at least there's good reason behind it.

Octopus posted 12-20-98 05:55 PM ET     Click Here to See the Profile for Octopus  Click Here to Email Octopus     
"And you're recommending the fast way for short games and the long way for long games? Huhhhh? That makes no sense!"

I'm assuming that there are performance problems with internet multi-play (not surprising, since this has plagued every recent FPS game lately, like Unreal and I believe Shogo). In simultaneous movement mode, there is constant back and forth communication between the machines. If there is a slow or laggy connection in the middle, it could seriously worsen gameplay. However, in a traditional turn-based mode, all the information is sent in one big batch chunk, which is probably easier to handle. I'm assuming that this is what Brian means.

As to the non-simultaneous option, I was surprised as well, considering all the posters on these boards a few weeks ago telling everybody that hotseat and PBEM would be impossible because the only way you could do multi-player was in simultaneous mode.

I'm hoping that Firaxis will explain multi-player to us a bit more once they return to the boards, since that is the one feature we won't be able to sample in the demo.

PawtheUnstuk posted 12-20-98 06:17 PM ET     Click Here to See the Profile for PawtheUnstuk  Click Here to Email PawtheUnstuk     
First of all, just to clear this up, he's said there is no Multiplayer in the demo, I can't rember where, somewhere on the Usenet.
In any event, I'm predicting a disapointing multiplayer feature. Its really not adaptable to this kind of game. Inless you have a LAN, IPX, or something much faster than the internet you proabably won't have the speed nessecary for simulatenous mode, and turn based makes you spend a lot of time waiting. A modem 1on1 w/ 56.6 might or might not be playable, I'm guessing it will be, but that's still only two players human out of 7.
Here's hoping

PawtheUnstuk

Thue posted 12-20-98 10:28 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
Another cool post:

Resources work somewhat differently in SMAC, since SMAC's world is fully
terraformable. Each square has a level of rainfall which (combined with
farming, soil enrichers, condensers, forest planting, etc), controls the
square's nutrient production. Similarly the rockiness level (combined
with mines, thermal boreholes, forests, etc) controls mineral output.
Solar collectors gather energy, which is determined based on altitude,
echelon mirrors, and so forth.

There are single-square "bonus resources" spread across the map, but
also major landmarks, such as Mount Planet, Garland Crater, the Monsoon
Jungle, the Uranium Flats, etc, which provide a special bonus to an
entire region.

There is a fairly elaborate Scenario editor built into the game, which
can also be used to "cheat".

Combat system includes special rules for long-range bombardment, long
and short-range artillery duels, naval bombardment and duels,
artillery/naval/aerial bombardment of terrain enhancements and roads,
disengage(retreat) for mobile units, sensor networks, air-to-air combat
(though certain specific kinds of air unit can still interdict squares),
ground-based SAM units, antigrav air units w/o range limitation, orbital
troop insertions, probe-team covert combat, psi combat, and plenty more.

Brian Reynolds
Alpha Centauri Designer
FIRAXIS Games


[email protected] wrote:
>
> What are the "resources" available in SMAC?� (eg Oil, Furs, etc from Civ 2)
> Is there a cheat menu built into the game?� (as in Civ 2)
> I've heard (with glee!) that the combat system involves range in addition to
> the usual attributes.� Is this so?� (so that you don't have to bring your
> Artillery piece up against a city, where it can be destroyed by the Rifleman,
> which happens to me a lot in Civ 2)
> You mentioned in a post that there will be ground-level combat and
> atmosphere-level combat.� Can I hope that this is true?� (so no more "let's use
> bombers as ways of blocking people from moving their units around" silliness)
>
> More questions later as I think of them.
> HA

Thue posted 12-20-98 10:50 PM ET     Click Here to See the Profile for Thue  Click Here to Email Thue     
I really would prefer if Brian would give this information on his own forum/webpage

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