Author Topic: Earthmichael against Roninscg ladder PBEM  (Read 15571 times)

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Offline sisko

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Earthmichael against Roninscg ladder PBEM
« on: February 25, 2012, 11:11:10 AM »
Quote from: Earthmicheal
I would be interested in getting into a 1 on 1 or team game of SMAC or SMACX, if you know anyone interested in playing.
...
I think a 2x2 (each of us taking two factions) on the vet map makes for a good game.  But I would be interested in his viewpoint.


Quote from: roninscg
I'm interested for game, and if he is the best player you have ever met I will gladly play with him, I love the challenges and impossible situations, game is more interesting as such :)


first we have to decide on the game setup and preferences.

@roninscg: do you want to play on the vets map with 4 factions (2 factions for each of you) like Earthmichael suggested, or do you want a classic game on a random map (with balanced starting positions) each of you controlling just one faction?
« Last Edit: June 29, 2012, 02:18:14 PM by sisko »
Anyone else feels like it's time to fix the faction graphics bug?

Offline roninscg

Re: Earthmichael against Roninscg PBEM
« Reply #1 on: February 25, 2012, 07:06:47 PM »
As for me I agree to play 1 vs1 (2x2 (each of us taking two factions)), Veterans_04 map, SMACX :)
I just set one condition: both of us play random faction.

What is your opinion? Do you agree?

« Last Edit: February 25, 2012, 08:44:54 PM by roninscg »

Offline Earthmichael

Re: Earthmichael against Roninscg PBEM
« Reply #2 on: February 26, 2012, 12:36:10 AM »
I don't like taking random factions because the game can effectively be over before it is even started.  There are some factions that are just plain lousy, there are some factions that are better suited to one map or another, etc.

What I thought was a good balance was that each of us pick the two factions that we want without the other player knowing our pick, and that the faction choices are restricted by the rules below.

Faction choice rules:

1. Aliens and Pirates are not allowed.  They would have absurd advantages on the Vets map.

2. Two of the same faction cannot be selected, although the blind picks may end up with opposing teams having one or more factions in common.  For example, we may both independently choose to have Gaia as one of our factions, but we cannot choose a team consisting of Gaia and Gaia.

3. At most one faction can be selected from: University, CyCon, Morgan.  (A faction from this list does NOT have to be chosen.  You can choose both factions from outside this list.)

4. We can each ban a single faction from consideration.  So if there is some faction you really don't want either of us to play, you can remove it from selection.

5. Once we select our factions, we email them to our moderator.  But our faction choices are not revealed to each other.


Do these faction choise rules work for you?  If not, can you suggestion some faction choice rules you can live with?  But not random; I just can't see playing random factions against a real person.
« Last Edit: February 26, 2012, 03:42:29 PM by Earthmichael »

Offline Earthmichael

Re: Earthmichael against Roninscg PBEM
« Reply #3 on: February 26, 2012, 12:53:40 AM »
Are there any other rules you would like to have in the game?  Here are a couple of suggestions from my previous games:

1. I would prefer to ban attrocities.  Normally, these are balanced with computer player anomosity, but with no computer players, attrocities are only balanced by the single faction that we have trade with.  But remember with attrocities banned, you cannot even nerve staple.  So think carefully before you agree.  If you want to allow attrocities, I will go with that, but I know from past experience that attrocities will be used freely and often if allowed.

2. I would perfer to ban copters.  I don't feel too strongly about this, if you want to use them, but I think that are way too powerful because of how many times they can attack in a single turn.  Contrast that with Needlejets which can only attack once, and cannot move after attacking.

Offline roninscg

Re: Earthmichael against Roninscg PBEM
« Reply #4 on: February 27, 2012, 09:05:31 PM »
 Faction choise rules you suggest is ok for me, and i agree.

1. ban attrocities - ok
2. ban copters - ok

 :)

 which version of the game? patch? mod? you suggesting

p.s. My English is bad sorry :)

Offline Earthmichael

Re: Earthmichael against Roninscg PBEM
« Reply #5 on: February 28, 2012, 02:16:14 AM »
I have SMACX 2.0 ; which version do you have?  I am happy to install a patch if I am not at the latest version.

Do you wish to ban a faction from play?  If so, go ahead and do that.  I think I will use my veto to ban CyCon, simply because they are so good that if they are left in play, I will feel compelled select them.  If you don't want to ban a faction, that is OK, too.  Just let me know either way, and then we can do faction selection.

I also have one additional request.  I would like to play with no pods.  I think this is the way that the Vets map is usually played, but I want to make sure.

To improve game speed, I would like for our factions to be next to each other in turn order.  I will give you the option of going first if you like.  This means your factions would be 1 and 2 in movement order, and mine will be 3 and 4.  If you don't want to go first and second, I will be happy to take that advantage.

Finally, take a look at the Vets map and choose whether you want the Northern two continents as your starting point, or the Southern two continents.  If you leave the choice up to me, I will take North, but if you prefer North, you can have it.

Once these last choices are made, we can start the game.  I look forward to playing with you!
« Last Edit: February 28, 2012, 02:22:46 AM by Earthmichael »

Offline roninscg

Re: Earthmichael against Roninscg PBEM
« Reply #6 on: February 28, 2012, 04:17:19 PM »
i have Unofficial SMAC/X Patches Version 1.0. Want to play with the official 2.0 patch or unofficial 1.0 patch? you chose.

 I do not want to ban any faction.

then ok- no pods

I go first (1 and 2) thanks for that.

and I choose Southern two continents.

what rules we will use in game?



Offline sisko

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Re: Earthmichael against Roninscg PBEM
« Reply #7 on: February 28, 2012, 10:06:30 PM »
let's recap:

The  game
SMAX v2.0

@both players: please decide on the use of the unofficial patch!

Map
Veterans_04 map - no Unity pods: http://alphacentauri2.info/downloads/?sa=view;down=24
roninscg on the Southern two continents, also first in the turn order.
Earthmichael on the northern continents, second in the turn order.
roninscg on the Southern two continents.

Factions:
Faction choice rules:
1. Aliens and Pirates are not allowed.
2. Two of the same faction cannot be selected, although the blind picks may end up with opposing teams having one or more factions in common.  For example, we may both independently choose to have Gaia as one of our factions, but we cannot choose a team consisting of Gaia and Gaia.
3. At most one faction can be selected from: University, CyCon, Morgan.  (A faction from this list does NOT have to be chosen.  You can choose both factions from outside this list.)
4. Each player can ban a single faction from the game. 
5. Faction choices are not revealed to each other from the start.
6. No AI factions.

@Earthmichael: are you going to ban CyCons or not?

Special rules:
Attrocities are banned.
Copters are banned.
Anyone else feels like it's time to fix the faction graphics bug?

Offline Earthmichael

Re: Earthmichael against Roninscg PBEM
« Reply #8 on: February 28, 2012, 10:20:55 PM »
I will ban the CyCons.

Can someone please explain the different patch options, and why we would choose a particular patch?  I only know about the official 2.0 patch, which is what I am running.  Is there some advantage to the other patch?  If not, I would prefer to use the official 2.0 patch.
 
I presume sisko is moderating?  I will send my faction choices to him today.

Offline Earthmichael

Re: Earthmichael against Roninscg PBEM
« Reply #9 on: February 29, 2012, 12:59:08 AM »
I suggest that the following game rules are checked (on):

Trancendant Victory
Conquest Victory
Economic Victory
One for All
Do or Die
Look First
No Unity Survey
No Random Events


Are these rules acceptable?  Is there any changes you would like to make to these rules?  I have intentionally left off Diplomatic Victory, but we can put it back if you want it.

Offline sisko

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Re: Earthmichael against Roninscg PBEM
« Reply #10 on: February 29, 2012, 08:45:43 AM »
p.s. My English is bad sorry :)

roninscg, if you need help with the translation you can use the new button on top of each post, to the left of "Quote".
Anyone else feels like it's time to fix the faction graphics bug?

Offline roninscg

Re: Earthmichael against Roninscg PBEM
« Reply #11 on: February 29, 2012, 10:07:49 AM »

Can someone please explain the different patch options, and why we would choose a particular patch?  I only know about the official 2.0 patch, which is what I am running.  Is there some advantage to the other patch?  If not, I would prefer to use the official 2.0 patch.
 

 Unofficial SMAC/X Patches Version 1.0 all this improves:

Engine Fixes 

[CRASH][SMAX] If you open up Design Workshop as Caretakers/Usurpers and switching back and forth between colony pod and other "equipment" you can cause text in "special ability" to become overwritten and crash once you exit Design Workshop. Patch increases memory allocation used to manipulate the caviar animation files (cvr) and may fix other buffer related problems other than the one noted. (credit to WBird784 for original patch)
[CRASH] It is possible usually on larger maps that scrambling air interceptors would cause the game to crash. Even when the game didn't crash incorrect altitude values were being used in checks. Both of these have been fixed.
[CRASH] When moving units near or at the poles, it is possible for y coord to exceed the map bounds and crash the game. Patch adds handling to prevent y coord from going over min/max.
[CRASH/MISC] Removed and optimized out a number of CPU checks which serve no purpose unless you're using a 15 year old computer. In some cases, these checks actually prevent the game from starting on newer CPU's causing them to exit out or crash. Because of these changes, you now shouldn't need to set ForceOldVoxelAlgorithm to 1. It is recommend that if you've already set it to 1 to either change it back to 0 or delete the entry entirely causing the game to automatically reset it to 0 on launch. Doing so may improve performance since setting ForceOldVoxelAlgorithm to 0 enables SMAC/SMAX to use your CPU's MMX capabilities for voxel algorithm.
[BUG][SMAX] Transport unit's special ability "Repair Bay" is rendered useless due to an incorrect check that would only give the healing bonus to ground transports. Now, it will give bonus to all ground units except ground transports.
[BUG][SMAX] Enhanced probes (Algorithmic Enhancement) are now able to mind control bases/units normally immune due to high SE morale as stated in SMAX manual. For units it's purely the morale SE value so >=3 acts as if it were 2 (cost doubled). For bases, the value is calculated from morale SE and any base facility modifiers (Covert Ops: +2, Genejack: -1). If final value is >=3, it acts as if it were 2.
[BUG][SMAX] While loading the ambient sound file for game, there is a mistake in faction id check for Believers causing it to use SMAX default of "aset1.amb". Patch fixes check so Believers will now use their correct ambient sound file "bset1.amb".
[BUG][SMAX] Enhanced probes don't receive a penalty to survival probability when target faction has built Hunter-Seeker Algorithm. Instead, the success probability is erroneously given the penalty for a second time after it has already been displayed in UI. This could cause diminished success rate when it should have been higher. Patch corrects check so survival rather than success probability is modified.
[BUG][SMAX] Sealurk units now do not get a penalty when moving onto Sea Fungus like Isle of Deep.
[BUG] If a faction's cumulative PROBE value is greater than 3 (SE morale, covert ops center) it is possible to "mind control" their bases when they should be immune. If the University uses SE Knowledge putting PROBE value down to -4, it would act as if it were 0 erroneously increasing "mind control" costs. After patch, PROBE values greater than 3 will always be immune to regular probes and values less than -2 will be treated as if they were -2.
[BUG] Fixed a check that was ending the turn for certain air units (choppers/missiles/grav) when entering a base which had no adjacent enemy units. There is still a check which will end the unit's turn if when entering a base it has less then one turn remaining unless an enemy is adjacent to base.
[BUG] Using "Go to home base" (shift-g) command sends the unit to closest base rather than it's actual home. Patch retrieves unit's home base and sets a "go to" waypoint similar to how a unit is recalled from within base UI. If a home base cannot be found (independent) the unit will go to the nearest base.
[BUG/EXPLOIT] Setting more than one patrol waypoint with spacebar causes the values to be stored incorrectly. If only two waypoints are set then it is just a display issue showing an incorrect amount of waypoints when clicking on unit. If three waypoints are set, it causes the unit's morale to be set as one of coordinates usually boosting it to demon boil / elite status. Also, with three waypoints the final waypoint gets set to some far off random location usually (0,0) breaking three point patrol completely.
[EXPLOIT] Using the right click menu to airdrop calls the "move to" code directly and bypasses all the checks such as if unit is in airbase/base or has already moved. Since the airdrop hotkey "i" correctly checks these restrictions, the patch makes the right click menu use the hotkey checks before directly moving the unit.
[EXPLOIT] Inside base UI, after opening up the production queue window it is possible to then open the hurry command window, switch between bases and complete projects for less then their actual value. Patch fixes a clean up issue with queue panel preventing certain parts of UI from becoming clickable when they shouldn't.
[EXPLOIT] When clicking on an unexplored tile, the map recenters on that square. However, if the tile contains a base the map doesn't recenter. Patch fixes it so when an unexplored tile with a base is clicked, the game will recenter like the rest of the tiles.
[EXPLOIT] It is possible to change another faction's workers via Base Ops (F4) if you have that faction infiltrated. Patch fixes it so clicking citizens of another faction in Base Ops has no effect similar to garrisoned units.
[EXPLOIT] It is possible to give airdrop or artillery ability to an unit who didn't have it. This is done by using hotkey (I or F) on an unit that has the ability then switching units in bottom center window. The mouse cursor would still have airdrop/artillery up and it is then possible to use it with the new unit bypassing all the checks if unit can use ability. Patch resets the cursor when clicking unit selection window.
[MOD] Squares with both a borehole and nutrient bonus don't receive the nutrient bonus. If the "Borehole Square" nutrient value defined in #RESOURCEINFO (alphax.txt) is set to non-zero, a square with borehole will erroneously act as if it has a nutrient bonus. The patch fixes a check whether or not to give a borehole square a nutrient bonus from checking if borehole nutrient value is non-zero to checking if nutrient bonus is actually present in square.
[MOD] Fixed an unit check to use the "Max artillery range" value defined in #Rules (alphax.txt) rather than a hardcoded value of 2. This fix is geared toward modders so players who use an unmodified version of alphax.txt will see no change.
[MOD] Increasing maximum number of all units on a map from 2048 to over 2 billion (2147483647). Also, increasing value when native life stops spawning due to number of units on map from 1792 to 2147483391 (same difference of 256 between orginal values).
[UI] Removed a check that would while displaying probe success/survival probabilities drop one if they're both the same. For example, (50%, 50%) would just be (50%). This change makes interface a little less confusing.

Non-Engine Fixes in Unofficial SMAC/X Patches Version 1.0

[BUG] Needlejet "DATA" edit window via scenario editor doesn't render properly making stats uneditable. Fixed by adding "#itemlist" to "#EDITVEH2A" inside scripts.txt/xscripts.txt.


« Last Edit: February 29, 2012, 10:15:20 AM by roninscg »

Offline sisko

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Re: Earthmichael against Roninscg PBEM
« Reply #12 on: February 29, 2012, 10:11:59 AM »
the unofficial patch (made by scient) is only fixing bugs and exploits. it makes no changes to the gameplay.
here's the link: http://alphacentauri2.info/downloads/?sa=view;down=27
Anyone else feels like it's time to fix the faction graphics bug?

Offline roninscg

Re: Earthmichael against Roninscg PBEM
« Reply #13 on: February 29, 2012, 10:34:35 AM »
@sisco

I understand English perfectly, but I have a problem with writing :) I'm pretty rusty

@ Earthmichael

Trancendant Victory
Conquest Victory
Economic Victory
One for All
Do or Die
Look First
No Unity Survey
No Random Events

 I accept the rules,

 I will send my faction choices to Sisko.

 I look forward to playing with you, Earthmichael.
 good luck and have fun :)


Offline sisko

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Re: Earthmichael against Roninscg PBEM
« Reply #14 on: February 29, 2012, 07:28:08 PM »
SetupPreferencesroninscgEarthmichael
?Game: SMAX & patchesunofficial2.0
confirmedFactions (turn order)confirmed (1,2)confirmed (3,4)
Veterans_04MapVeterans_04Veterans_04
customSizecustomcustom
customOcean coveragecustomcustom
customErosive forcescustomcustom
customNative life formscustomcustom
customCloud covercustomcustom
OffUnity podsOffOff
TranscendDifficulty level--

SetupPreferencesroninscgEarthmichael
OnAllow Victory by TranscendenceOnOn
OnAllow Victory by ConquestOnOn
?Allow Diplomatic Victory
OnAllow Economic VictoryOnOn
OnAllow Cooperative VictoryOnOn
OnDo or Die: Don't restart eliminated playersOnOn
OnLook first: Flexible starting locationsOnOn
?Tech stagnation: slower rate of research discoveries
?Spoils of war: Steal tech when conquer base
OffBlind research: cannot set precise research goals
N/AIntense Rivalry: Opponents more aggressivN/AN/A
OnNo Unity Survey: World Map not visibleOnOn
N/ANo Unity Scattering: Supply Pods only at landing sitesN/AN/A
OnBell Curve: No Random EventsOnOn
OffTime Warp: Accelerated Start (on/off/custom)--
ONIron Man: Save/Restore restricted to exit--
N/ARandomize faction leader personalitiesN/AN/A
N/ARandomize faction leader social agendasN/AN/A
Expected turn rate (usually 24h)
N/ANumber of days to wait before turn is 'pushed' N/AN/A

Anyone else feels like it's time to fix the faction graphics bug?

 

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