This is me ruthlessly and shamelessly leveraging my friendship with Solver into some content.
So here's the deal: ask what you want to know that Solver might - try to keep it to gaming and/or the history of the online fan community [he won't remember much specific, but likes to discuss the Golden Years].
He'll be annoyed by my presumption -I'm doing this w/o permission- but he'll probably choose to look in once a week or so, and completely ignore questions he doesn't want to answer. -Try to ask good ones, then. -And have a little patience/keep checking back.
[He's got some juicy stories on Soren, y'know, and hasn't told me any of them - yet...]
So Solver: what's this about Dale representing you on Mohawk's Team page?
Posted by: Buster's Uncle, August 14, 2023, 01:12:33 AM
Replies: 7
Board: Old World/Mohawk Games
Views: 162
This is me ruthlessly and shamelessly leveraging my friendship with Solver into some content.
So here's the deal: ask what you want to know that Solver might - try to keep it to gaming and/or the history of the online fan community [he won't remember much specific, but likes to discuss the Golden Years].
He'll be annoyed by my presumption -I'm doing this w/o permission- but he'll probably choose to look in once a week or so, and completely ignore questions he doesn't want to answer. -Try to ask good ones, then. -And have a little patience/keep checking back.
[He's got some juicy stories on Soren, y'know, and hasn't told me any of them - yet...]
So Solver: what's this about Dale representing you on Mohawk's Team page?
Welcome to another After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first, it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won six games on Transcend difficulty (four in previous AARs) so far, but the game is (usually!) hard for a while. Just how I like it! I'm considering tweaking the settings to up the difficulty a bit more, since I'm beginning to think it gets easy too soon... but we'll see. There have been some moderately close games in a couple of the AARs after all.
I'm playing with the latest Thinker Dev build (3/14/22). Many awesome changes recently from Induktio; I'll try to showcase a few of them as the game plays out.
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
Again, map is just Standard with middle-of-the-road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized (note: I'm rerolling till I get a faction I haven't played in an AAR. For some reason I got Svensgaard twice in a row.)
Who are we this time? Ah, our fundamentalist friends. It always amused me that the 'fundamentalist' faction in alpha centauri would be *radically* ecumenical today. They're quite fun to play, with that support bonus making early game so much less fiddly.
And our targetsthe heretics our loyal opposition is?
Well, whatever. They're all probe-bait to me. I hope I start on an island with Zak. Note that in Thinker mod, -Research factions don't have their tech delayed as the datalinks says. On the other hand, -RESEARCH is worse in Thinker: at -2, your techs/turn is reduced by 20% instead of 16.66%. At -4 (Fundamentalist), your techs/turn is reduced by 40% instead of 28.6%. This is the flipside of Thinkers rebalance to keep Zak from getting insane research. +RESEARCH stacks worse than vanilla, and -RESEARCH stacks 'better' (ie, more potently, ie, worse for the player) than vanilla. Apparently I misunderstood how vanilla handled RESEARCH. Turns out [...]
AAR: I believe in the peace that comes after your destruction (Thinker Mod)
Posted by: pblur, March 15, 2023, 07:04:52 PM
Replies: 4
Board: After Action Reports
Views: 824
Welcome to another After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first, it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won six games on Transcend difficulty (four in previous AARs) so far, but the game is (usually!) hard for a while. Just how I like it! I'm considering tweaking the settings to up the difficulty a bit more, since I'm beginning to think it gets easy too soon... but we'll see. There have been some moderately close games in a couple of the AARs after all.
I'm playing with the latest Thinker Dev build (3/14/22). Many awesome changes recently from Induktio; I'll try to showcase a few of them as the game plays out.
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
Again, map is just Standard with middle-of-the-road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized (note: I'm rerolling till I get a faction I haven't played in an AAR. For some reason I got Svensgaard twice in a row.)
Who are we this time? Ah, our fundamentalist friends. It always amused me that the 'fundamentalist' faction in alpha centauri would be *radically* ecumenical today. They're quite fun to play, with that support bonus making early game so much less fiddly.
And our targetsthe heretics our loyal opposition is?
Well, whatever. They're all probe-bait to me. I hope I start on an island with Zak. Note that in Thinker mod, -Research factions don't have their tech delayed as the datalinks says. On the other hand, -RESEARCH is worse in Thinker: at -2, your techs/turn is reduced by 20% instead of 16.66%. At -4 (Fundamentalist), your techs/turn is reduced by 40% instead of 28.6%. This is the flipside of Thinkers rebalance to keep Zak from getting insane research. +RESEARCH stacks worse than vanilla, and -RESEARCH stacks 'better' (ie, more potently, ie, worse for the player) than vanilla. Apparently I misunderstood how vanilla handled RESEARCH. Turns out that stacking -RESEARCH has ALWAYS sucked a lot.
Very nice start with high nutrients and minerals.
Turn one spore launcher? Come now, how's that fair game?
I march my scout patrol over and murder it, but it does delay settling my second city by a turn (since a spore launcher can eliminate a size 1 city.)
Nice start with the Nessus canyon there! Two options: one, I get a great landmark. Two, I get a nearby enemy to murderize.
Either way I win and end up with the canyon!
Speaking of nearby neighbors, I stumble into morgan by just walking next to one of his bases. Yeah... war-time. I start focusing on Conquer techs as a hedge against this taking a while (since I'm already working on Centauri Ecology.)
I refuse peace, march on his nearest city, and keep exploring his territory with my scout.
Oh, that will help NICELY. I also start cranking our scout patrols as soon as I have 4 cities: First city only has one defender, but unfortunately loses the coinflip and shrinks on killing it. Second city conquered intact, without a scratch on the Ogre: Looks like there's probably one more over on the mesa somewhere.
I hope I can get a submissive pact; morgan will be much better at teching than I am for a while. Another nice Thinker feature: You can see that I have one more drone than I should ordinarily (no inefficency yet, so I should be able to handle size 2 with a single police unit.) That's because it's a conquered base of course, and Thinker conveniently shows how much longer I have this penalty for. 25 turns seems really long for a size 2 city, but whatever. Time flies in the early game.
Now that I've basically beaten him, time to switch back to exponential colony pod growth! And his last city... falls, without him offering a submissive pact.
I wonder what dictates this. Was there something I could have done differently to get a submissive pact? Or was it randomly not in the cards?
Oooh, I get Uranium flats too? Truly, I get the most metal of landmarks. I'm really getting a lot of space to expand here. Very nice. I think I might have to go builder... or at least Hybrid, which is probably as builder as Miriam tends to get.
It's worth noting that Miriam's builder game is actually really solid in spite of her -RESEARCH and no KNOWLEDGE, at least in my opinion. Consider the Weather Paradigm; we all know it's one of the best Special Projects in the game, and I don't think it's controversial to say that's mostly just because of the 50% increased terraform speed. (Your early access to advanced terraforming is of limited utility before you unlock resource caps, and, well, you get all that terraforming unlocked at mineral cap removal ANYHOW. It's nice to get a few condensers up before that, and the occaisional borehole on mineral/energy bonuses on flat ground can be really impactful... but it's nothing compared to 50% terraform speed once you can spam those ultra-long terraforms everywhere.)
But do you know what's better than 50% increased terraform speed? Duh, 100% increased terraform speed! How can you get that? By building a second former in each base! Doesn't that take a lot of minerals? Doesn't your momThe Weather Paradigm take a lot of minerals? Ignoring the cheap joke, sure... ish. After all, TWP is 20 mineral rows, and formers are 2 rows. Would you usually have only 10 formers? Plus, what about the support for all these extra units?
Yeah. Going from 2->4 units supported for free means terraforming happens a lot faster. And it's even cheaper on up-front minerals until your twentieth former! Of course, you may notice that I'm also building the weather paradigm in New Jerusalem. #WhyNotBoth?
Cashed in my two alien artifacts for a quick finish on TWP. I don't really have good production in any of bases. (Not shocking, since they're all size 1-2...)
That's a bit painful on a Miriam who has no friends, no enemies, and no probe teams like me, because I'm struggling to get any real research speed. Oh well.
Speaking of friends... they immediately extort me for High Energy Chemistry and Industrial Base, refuse to trade any techs, but do sign a Treaty of Friendship. (Trading plasma armour for friendship is admittedly weird for the believers to be doing, but I have a ton of land I need to eXpand and eXploit. There's no real reason to go to war offensively before air power, except to probe the [poop] out of somebody.)
And there's their border. Ugh. I was hoping I was alone on this island. Hopefully, it's just a couple bases and not their entire civ. Oh well, we're friends for now. And there's a lot of fungus over there. I need to finish expanding through my land quickly though to minimize how much they can claim. Final Map: You can see I've claimed the entire north, and I'm about to claim Metal Peninsula. Final Techs:
Welcome to another After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first, it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won four games on Transcend difficulty (two in previous AARs) so far, but the game is (usually!) hard. Just how I like it!
I'm playing with Thinker 3.5. Many awesome changes recently from Induktio; I'll try to showcase a few of them as the game plays out
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
Again, map is just Standard with middle-of-the-road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized.
Who are we this time? Ah, my first Zak game with Thinker! Now that I've been inducted into the halls of rapid, risky base expansion and staying with size 1-2 bases all early game, I wonder how much strong Zak will be. Unlike Lal's drone bonus, Zak's drone penalty doesn't matter if you just stay small!
Not bad. I pop the colony pod, and instant T1 mind worms. Well, [poop]. At least it's still in the first 15 turns when mindworms are pathetically weak. Hopefully they hit either my colony pod or scout and die, and don't hit my headquarters and eliminate the base.
They hit the HQ, but it just destroys the Network Node! Cheers!
Still... not what I'll call a fabulous start.
Hopefully everyone else is doing equally poorly. Speaking of... Huh. That's a lot of aggro. And a couple of scary builders. Still, I'm a fricking scary builder faction myself. If I get enough space early, I should be completely fine.
Oooh, nice. Two decent landmarks in my territory. +1 Planet is really nice early.
Crap, they're really close. Fortunately, they just Treaty up, trade a tech and then bugger off.
That's my third alien artifact. I'm definitely going to be able to get an early game wonder. Hopefully two; I'd love weather paradigm + The Virtual World.
I try teching for Secrets of the Human Brain, but [...]
AAR: When the 'Ethical calculus' always equals more mad science! (Thinker mod)
Posted by: pblur, March 08, 2023, 05:55:22 PM
Replies: 8
Board: After Action Reports
Views: 541
Welcome to another After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first, it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won four games on Transcend difficulty (two in previous AARs) so far, but the game is (usually!) hard. Just how I like it!
I'm playing with Thinker 3.5. Many awesome changes recently from Induktio; I'll try to showcase a few of them as the game plays out
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
Again, map is just Standard with middle-of-the-road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized.
Who are we this time? Ah, my first Zak game with Thinker! Now that I've been inducted into the halls of rapid, risky base expansion and staying with size 1-2 bases all early game, I wonder how much strong Zak will be. Unlike Lal's drone bonus, Zak's drone penalty doesn't matter if you just stay small!
Not bad. I pop the colony pod, and instant T1 mind worms. Well, [poop]. At least it's still in the first 15 turns when mindworms are pathetically weak. Hopefully they hit either my colony pod or scout and die, and don't hit my headquarters and eliminate the base.
They hit the HQ, but it just destroys the Network Node! Cheers!
Still... not what I'll call a fabulous start.
Hopefully everyone else is doing equally poorly. Speaking of... Huh. That's a lot of aggro. And a couple of scary builders. Still, I'm a fricking scary builder faction myself. If I get enough space early, I should be completely fine.
Oooh, nice. Two decent landmarks in my territory. +1 Planet is really nice early.
Crap, they're really close. Fortunately, they just Treaty up, trade a tech and then bugger off.
That's my third alien artifact. I'm definitely going to be able to get an early game wonder. Hopefully two; I'd love weather paradigm + The Virtual World.
I try teching for Secrets of the Human Brain, but the Gaians beat me to it. REALLY not surprising, since they get Centauri Ecology to start (basically mandatory to pick up before Secrets even though it isn't a prereq) and green factions get a big boost to that whole tree of prereqs. Here's the blind research odds for a normal/+PLANET faction who has Biogenetics and Centauri Ecology:
MUCH better odds of getting Social Psych. The same holds true at Secrets of the Human Brain, and to a lesser extent for Biogenetics (which has great Discover/Explore weights in addition to being boosted by being a tree farm prereq and a secrets prereq, and so is very likely for anyone going Explore/Discover to be their first tech after Centauri Ecology.)
So that's why she usually gets Secrets of the Human Brain if she's in the game. One tech fewer up front, and all her odds are better than normal.
I digress though. I keep exploring deep into Drone territory in spite of the Treaty until he kicks me out: Oh drat, he has the Monsoon jungle. This is going to be a mighty powerful drone faction. Especially once you include how much better the +INDUSTRY is for Transcend-level AI
Next, he calls me up and offers to sell me Yang's commlink. Excellent. He then offers a pact. Well, that's a bit tricky. One sane play here is just aggro rush them. I have a lot of pod-popped troops and some natives courtesy of the Manifold Nexus... But that sounds risky and I'm a chicken. Zak doesn't NEED early domination. Free network nodes are the bomb.
I also get a treaty of friendship from Yang.
None of my cities are doing amazingly on minerals, so I decide to go straight for the Virtual World. I'll miss the Weather Paradigm, but I can't afford the risk of not getting VW. It's just way too good for University. I cash in all 3 alien artifacts here. Should be able to rush it in a few turns.
My continent is really spicy on the secret projects:
It's really hard for me to imagine that it's optimal for the drones to be building THREE secret projects, but eh. They are the drones, and Yang seems to be letting them get away with it. In spite of having the Command Nexus.
Well, I'm having enough fun with these to roll another... the last one was a bit anticlimactic because I effectively won before aircraft, and then just built-built-built to a transcendance victory while paying my opposition for peace whenever possible. Effective, fairly quick in real-world time, but not exactly exciting or dramatic. Maybe this game will be closer...
Welcome to another After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first, it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won four games on Transcend difficulty (two in previous AARs) so far, but the game is (usually!) hard. Just how I like it!
I'm playing with the latest Develop build of Thinker (2/26/23).
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
Again, map is just Standard with middle-of-the-road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized.
Well, I think this is my first time trying out my nerfed Aliens! I generally think Usurpers are notably weaker than Caretakers (+1 PLANET is really good!), but I still suspect that I have under-nerfed them, if anything.
First advantage of aliens; actual continent boundaries. It's not THAT powerful, since you can usually make it out decently well from the wireframe, but eh. I'll take it. Looks like my competition are mostly pretty warlike.
Industrial Base. Synthmetal, but more importantly it's a needed tech on the way to Industrial Automation.
I opt for maximum speed of second and third bases:
Nutrients are mostly kind of scarce around my bases aside from the one with a nutrient bonus, so I end up getting a couple formers before first colony pod explosion Looks like my neighborhood is mostly clear. I've hit several alien artifacts, so I'll probably snag weather paradigm...
And I meet some 'Neighbors' courtesy of a dimensional gate!
I think I should whack this colony pod. Too good of an opportunity.
AAR: How I learned to stop worrying and *usurp* the mindworm (Thinker Mod)
Posted by: pblur, February 26, 2023, 11:47:12 PM
Replies: 11
Board: After Action Reports
Views: 620
Well, I'm having enough fun with these to roll another... the last one was a bit anticlimactic because I effectively won before aircraft, and then just built-built-built to a transcendance victory while paying my opposition for peace whenever possible. Effective, fairly quick in real-world time, but not exactly exciting or dramatic. Maybe this game will be closer...
Welcome to another After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first, it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won four games on Transcend difficulty (two in previous AARs) so far, but the game is (usually!) hard. Just how I like it!
I'm playing with the latest Develop build of Thinker (2/26/23).
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
Again, map is just Standard with middle-of-the-road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized.
Well, I think this is my first time trying out my nerfed Aliens! I generally think Usurpers are notably weaker than Caretakers (+1 PLANET is really good!), but I still suspect that I have under-nerfed them, if anything.
First advantage of aliens; actual continent boundaries. It's not THAT powerful, since you can usually make it out decently well from the wireframe, but eh. I'll take it. Looks like my competition are mostly pretty warlike.
Industrial Base. Synthmetal, but more importantly it's a needed tech on the way to Industrial Automation.
I opt for maximum speed of second and third bases:
Nutrients are mostly kind of scarce around my bases aside from the one with a nutrient bonus, so I end up getting a couple formers before first colony pod explosion Looks like my neighborhood is mostly clear. I've hit several alien artifacts, so I'll probably snag weather paradigm...
And I meet some 'Neighbors' courtesy of a dimensional gate!
I think I should whack this colony pod. Too good of an opportunity.
Colony pod ran off, but I can still potentially take their capital... Yep! Back home, I'm suffering for going formers instead of defensive scouts early...
Welcome to an After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won two games on Transcend difficulty so far, but the game is hard. Just how I like it!
I'm playing with the latest Develop build of Thinker
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
This is my first AAR, so let's see how it goes. First off, map is just Standard with middle of the road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized. Looks like I rolled Lal! Yay for less Drone micro! Initial start is pretty decent, some nutrients, a river for a bit of early energy... it's no Monsoon Jungle, but it will do. Building right here, and then sending scout+colony pod west.
While I'm getting started, let's check who else is in the game:
Well, that's pretty scary. Lots of people who are rarely very friendly... I may have to bribe my way to peace in the early game.
AAR: Keeping the Peace between... aliens and Yang and Svensgaard? (Thinker mod)
Posted by: pblur, February 15, 2023, 07:51:36 PM
Replies: 28
Board: After Action Reports
Views: 1221
Welcome to an After Action Report for Thinker mod! I've been playing SMAC and beating Transcend for many years, and recently installed Thinker AI. At first it absolutely stomped me, even on Thinker difficulty, but I slowly figured out what I was doing wrong and, after a half dozen games on Thinker, started actually beating it. I've won two games on Transcend difficulty so far, but the game is hard. Just how I like it!
I'm playing with the latest Develop build of Thinker
Differences from default settings:
New world builder disabled I don't love the pangaea-ness of the maps it made on my first few tries.
Rare pods disabled
Nessus Canyon enabled
Buff to Planet Cult +4 Planet instead of +2.
Nerf to Usurpers/Caretakers -1 INDUSTRY and no recycling tanks
This is my first AAR, so let's see how it goes. First off, map is just Standard with middle of the road choices for all customizations. Transcend difficulty, blind research, no Unity Survey. All factions randomized. Looks like I rolled Lal! Yay for less Drone micro! Initial start is pretty decent, some nutrients, a river for a bit of early energy... it's no Monsoon Jungle, but it will do. Building right here, and then sending scout+colony pod west.
While I'm getting started, let's check who else is in the game:
Well, that's pretty scary. Lots of people who are rarely very friendly... I may have to bribe my way to peace in the early game.
Hi all, I just started an effort to recreate/remaster SMAC (Sid Meier's Alpha Centauri) to let it run on modern systems, and especially to have working, stable, reliable multiplayer. It's still at very early stage, but feel free to subscribe, review, discuss and maybe even participate. I estimate a playable version to come in a month or so. The idea is to use existing resources and game logic of SMAC (to preserve the feel) while having a modern, multi-threaded, bug-free game client. Once this step is done I will move further and add modding support, better graphics, various online services and more. Code repository is located at https://github.com/afwbkbc/glsmac , it contains more details, discord link and also some ubuntu-compatible binaries if somebody is too lazy to compile. It will be nice to have consistent feedback while development goes, to make sure I do everything right
Hi all, I just started an effort to recreate/remaster SMAC (Sid Meier's Alpha Centauri) to let it run on modern systems, and especially to have working, stable, reliable multiplayer. It's still at very early stage, but feel free to subscribe, review, discuss and maybe even participate. I estimate a playable version to come in a month or so. The idea is to use existing resources and game logic of SMAC (to preserve the feel) while having a modern, multi-threaded, bug-free game client. Once this step is done I will move further and add modding support, better graphics, various online services and more. Code repository is located at https://github.com/afwbkbc/glsmac , it contains more details, discord link and also some ubuntu-compatible binaries if somebody is too lazy to compile. It will be nice to have consistent feedback while development goes, to make sure I do everything right
Overview This is a fictional account of the Unity expedition featured in Sid Meier's Alpha Centauri.
I am presenting material in pseudo-"photo" essay form.
Introduction This is the story of an expedition into the unknown. It was an act of desperation, undertaken not in optimism or from a place of pride, but because our species, and the civilization it created, had run out of time. And so we fled the world we had seemingly destroyed for one that might yet destroy us.
I'm going to try to post about three updates a day.
Source Material
The primary source for this timeline is, quite naturally, the eponymous computer game and its 1999 sequel, Alpha Centauri: Alien Crossfire, for which Brian Reynolds and Tim Train were the lead designers, respectively. You will see additional traces and head nods to the late Michael Crichton, author of Jurassic Park; the late James Clavell, author of the The Asian Saga, the most famous installment of which was probably Shōgun; author David Brinn, who penned The Postman in 1985; the present-day TNT television series The Last Ship; Ridley Scott's Blade Runner and its sequel; the book Cold War Hot, ed. Peter G. Tsouras; Jon F. Zeigler's GURPS Alpha Centauri book; the 1998 Blizzard computer game StarCraft and its many derivative and companion works; the Fallout series of computer games; the short-lived NBC drama Kings; Christopher Nolen's 2010 movie, Inception; and many others.
The Tribe faction, along with the characters of "Pete" Landers and John Baptist Keller (here, Jean-Baptiste Keller) are the original creations of an individual with the screen name "Thorn" on another forum.
Racing the Darkness - An Alpha Centauri Photologue
Posted by: Trenacker, March 13, 2022, 06:28:53 PM
Replies: 397
Board: Planet Tales
Views: 38250
Overview This is a fictional account of the Unity expedition featured in Sid Meier's Alpha Centauri.
I am presenting material in pseudo-"photo" essay form.
Introduction This is the story of an expedition into the unknown. It was an act of desperation, undertaken not in optimism or from a place of pride, but because our species, and the civilization it created, had run out of time. And so we fled the world we had seemingly destroyed for one that might yet destroy us.
I'm going to try to post about three updates a day.
Source Material
The primary source for this timeline is, quite naturally, the eponymous computer game and its 1999 sequel, Alpha Centauri: Alien Crossfire, for which Brian Reynolds and Tim Train were the lead designers, respectively. You will see additional traces and head nods to the late Michael Crichton, author of Jurassic Park; the late James Clavell, author of the The Asian Saga, the most famous installment of which was probably Shōgun; author David Brinn, who penned The Postman in 1985; the present-day TNT television series The Last Ship; Ridley Scott's Blade Runner and its sequel; the book Cold War Hot, ed. Peter G. Tsouras; Jon F. Zeigler's GURPS Alpha Centauri book; the 1998 Blizzard computer game StarCraft and its many derivative and companion works; the Fallout series of computer games; the short-lived NBC drama Kings; Christopher Nolen's 2010 movie, Inception; and many others.
The Tribe faction, along with the characters of "Pete" Landers and John Baptist Keller (here, Jean-Baptiste Keller) are the original creations of an individual with the screen name "Thorn" on another forum.
Lady Deirdre Skye - ecologist CEO Nwabudike Morgan - capitalist Foreman Domai - socialist Aki Zeta-5 - cyberneticist H'minee, Marr - Alien menaces Cha Dawn - slick cult leader
The Tree Hugger - SMACX AI Growth mod version 1.52
Posted by: bvanevery, September 26, 2021, 05:23:48 AM
Replies: 176
Board: After Action Reports
Views: 9444
The Tree Hugger a Planet drama starring
Lady Deirdre Skye - ecologist CEO Nwabudike Morgan - capitalist Foreman Domai - socialist Aki Zeta-5 - cyberneticist H'minee, Marr - Alien menaces Cha Dawn - slick cult leader
One of the best features of Sid Meier’s Alpha Centauri/Alien Crossfire is its wonderful modability - which, thanks to SMACer Ford_Prefect, has now been expanded.
SMACX, although a science fiction game, is a robust enough engine that modders have frequently want to do retro-mods. There is a massive WWII scenario extant, and much work was done several years ago on a Middle-Earth TCM.
In such cases, the drawback of the SMACX platform was the proprietary, and obsolete, .cvr format units were in, which no one in the fan community could modify from their science fiction look, or alter into [...]
Ford_Prefect’s .cvr Editor Released: Interview with the Creator
Posted by: Buster's Uncle, March 08, 2023, 06:20:16 PM
Replies: 1
Board: Chiron News Network
Views: 629
One of the best features of Sid Meier’s Alpha Centauri/Alien Crossfire is its wonderful modability - which, thanks to SMACer Ford_Prefect, has now been expanded.
SMACX, although a science fiction game, is a robust enough engine that modders have frequently want to do retro-mods. There is a massive WWII scenario extant, and much work was done several years ago on a Middle-Earth TCM.
In such cases, the drawback of the SMACX platform was the proprietary, and obsolete, .cvr format units were in, which no one in the fan community could modify from their science fiction look, or alter into different science fiction looks. Now, Ford_Prefect has created the first .cvr editor available to SMACers - and he’s looking for technical help to expand its modest capabilities.
AC2 interviewed Ford about his creation in April:
---
AC2: How did you first take an interest in this project?
Ford_Prefect: I wanted to try to make a smac clone. So I googled around and found out no one knew how to read the calviar format(.cvr). So I figured, what the heck... I'll give it a try.
AC2: Why the .cvr part in particular, though?
Ford_Prefect: It was the only major graphics component that no one could read. I could use any of the other images for the terrain, faces, gui, etc, but the actual units were in the cvr file format. I thought it would be quicker and easier to figure out the .cvr format than it would be to recreate the units from scratch in blender. (I was wrong. )
AC2: What can be done with your .cvr editor?
Ford_Prefect: The editor allows one to re-texture any unit found in Alpha Centauri in its native cvr format. Each part of the unit can be viewed independently for painting. The editor also can export what it knows about the current cvr file into a human readable text format.
AC2: Could I turn the colony pod into a covered wagon with it?
Ford_Prefect: No. Currently, the tool only allows you to change the colors of the units, not their shape. It is a paint tool, not a modeler.
AC2: What do you think can be done in the future, assuming some breakthroughs?
Ford_Prefect: Currently, there is enough known about caviar (cvr) to create a 3d version of the editor. I might try to create this after I've improved my 3d programing skills.
One breakthrough would be if someone figured out where the rest of the color values are stored in the file. Right now the last 10-20 colors are unknown for each model. If someone figured it out, I could quickly fix the color palette to display the colors correctly.
A major breakthrough would be if someone figured out the values for normals... then almost anything would be possible. Normals would allow us to truly modify the units to appear however we wanted them to be. Knowing the normals would also allow us to export the units to blender and other games.
AC2: Okay, define normal for non-tech types to whom that last would make no sense.
Ford_Prefect: A normal tells the software how light should reflect off of a surface. https://en.wikipedia.org/wiki/Normal_mapping I made a wiki page to hold what I know about the caviar file specification. Caviar (.cvr) specification. (WIP)
AC2: What do you want people to know about the project?
Ford_Prefect: Modders can now give the SMAC units a paint job. Help is needed to figure out the rest of the caviar file format. The units in SMAC are a voxel based 3d (like minecraft)
---
More information and a link to the editor can be found here: http://alphacentauri2.info/index.php?topic=7866.0 Ford, and the rest of the SMACX modding community, would greatly appreciate your feedback and support.
Longtime Civ fan community veteran Dale Kent has been working for developer Mohawk Games for two years, fulltime since October 2021.
Kent, a prominent modder, most notably of Civ4 Road to War, and Civ4 Colonization, and former WPC co-owner, has long been acquainted with major fan-turned-pro Soren Johnson, the Design Director of Mohawk Games.
Kent worked part time for Mohawk as a QA tester/ Community Manager from March 2020 to Oct 2021, and full time from Oct 2021 to the present as a Designer/ Programmer.
He has worked on various parts of Old World, including the Achievements system, [...]
Posted by: Buster's Uncle, February 22, 2023, 01:48:24 PM
Replies: 2
Board: Chiron News Network
Views: 885
Longtime Civ fan community veteran Dale Kent has been working for developer Mohawk Games for two years, fulltime since October 2021.
Kent, a prominent modder, most notably of Civ4 Road to War, and Civ4 Colonization, and former WPC co-owner, has long been acquainted with major fan-turned-pro Soren Johnson, the Design Director of Mohawk Games.
Kent worked part time for Mohawk as a QA tester / Community Manager from March 2020 to Oct 2021, and full time from Oct 2021 to the present as a Designer / Programmer.
He has worked on various parts of Old World, including the Achievements system, integrated Modio and Workshop into the mod browser, and is currently working on future content for the company.
Bases are the most difficult aspect of a SMACX faction graphic to create, so it is hoped that these graphic goodie files will give beginners at faction modding a leg up. See also the Portraits, Diplomacy Landscapes and Logos series, also in this Downloads section, and for info on art techniques and/or to communicate with BU and ask any questions, see the Graphics thread: http://alphacentauri2.info/index.php?topic=1237.0 These are a lot of work to put together, so please be sure to credit me in the empty space of the .pcx. Posting to let me know you found it [...]
Posted by: Buster's Uncle, February 21, 2023, 02:05:16 PM
Replies: 0
Board: Chiron News Network
Views: 612
Bases 20
Bases are the most difficult aspect of a SMACX faction graphic to create, so it is hoped that these graphic goodie files will give beginners at faction modding a leg up. See also the Portraits, Diplomacy Landscapes and Logos series, also in this Downloads section, and for info on art techniques and/or to communicate with BU and ask any questions, see the Graphics thread: http://alphacentauri2.info/index.php?topic=1237.0 These are a lot of work to put together, so please be sure to credit me in the empty space of the .pcx. Posting to let me know you found it useful would be okay, too.
WPC has been down for several months - Solver indicates that there was a tech error. He also hints that if/when he gets around to fixing it, it will be an archive.
The management requests that anyone in touch with Solver join in nagging him to hurry up that fixing - a very large quantity of excellent SMACX and other content is at stake.
Posted by: Buster's Uncle, January 16, 2023, 12:38:16 PM
Replies: 0
Board: Chiron News Network
Views: 751
WPC has been down for several months - Solver indicates that there was a tech error. He also hints that if/when he gets around to fixing it, it will be an archive.
The management requests that anyone in touch with Solver join in nagging him to hurry up that fixing - a very large quantity of excellent SMACX and other content is at stake.
The CFC forums will be taken down this Friday (15th July) morning (9 AM London time) for a forum upgrade. We expect to be back up sometime on Saturday (16th) in the afternoon or evening. Updates can be found on the CFC front page while the forum is down. Please check this thread in Site Feedback for information and updates! https://forums.civfanatics.com/.../site-upgrades-are.../
Posted by: Buster's Uncle, July 15, 2022, 01:47:52 PM
Replies: 1
Board: Chiron News Network
Views: 1241
The CFC forums will be taken down this Friday (15th July) morning (9 AM London time) for a forum upgrade. We expect to be back up sometime on Saturday (16th) in the afternoon or evening. Updates can be found on the CFC front page while the forum is down. Please check this thread in Site Feedback for information and updates! https://forums.civfanatics.com/.../site-upgrades-are.../
In the year 2101, six factions left the damaged hull of UNS Unity and made Planetfall. Colonel Santiago, Lady Skye, Provost Zakharov, Brother Lal, Chairman Yang, and finally – you, Captain Svensgaard – led their people onto this alien world. The Gaians proved to be the luckiest and landed in a rich jungle, which helped them rapidly expand throughout the main continent. You remained in touch with Santiago, as you two had forged some rapport onboard Unity. However, the fate of the rest is still a mystery. It remains to be seen if they are dead or [...]
The Planet Rising - May2014 GotM scenario for the Pirates
Posted by: Buster's Uncle, January 24, 2021, 04:05:33 AM
Replies: 0
Board: Chiron News Network
Views: 2759
The Planet Rising
In the year 2101, six factions left the damaged hull of UNS Unity and made Planetfall. Colonel Santiago, Lady Skye, Provost Zakharov, Brother Lal, Chairman Yang, and finally – you, Captain Svensgaard – led their people onto this alien world. The Gaians proved to be the luckiest and landed in a rich jungle, which helped them rapidly expand throughout the main continent. You remained in touch with Santiago, as you two had forged some rapport onboard Unity. However, the fate of the rest is still a mystery. It remains to be seen if they are dead or thrive in some secluded areas.
You found a safe bay at the base of a dormant volcano called the Mount of Planet. After a while, in order to contain the Gaian expansion, you decided to send colonists onto the mainland. After founding the Outpost and New Hope, you managed to establish mining operations on a range of hills, deeper in the continent. Things were going well for a while.
But then, something… happened. Nobody knows for sure what. Some say the Gaians awoke some kind of force among the ancient Ruins. Others, that the will of Planet itself manifested in a physical form. Perhaps the strangest rumors talk about a young boy who got lost in fungus and miraculously developed new powers. But whatever it was, it brought havoc to human settlements. Gaian bases, one by one, succumbed to hordes of mind worms, beyond doubt controlled by some wicked intellect. Gaian citizens were forced into submission, while Lady Skye herself, humiliated, swore obedience to her new master – self-proclaimed Prophet Cha Dawn, leader of the Cult of Planet. Now she is the head of a puppet government, a fraction of her former glory.
Soon, yours and Spartans’ bases were quickly conquered as well. Despite heroic sacrifices of your people, they simply could not stand against ferocious attacks of countless mind worms. As the Spartans faced complete obliteration, you used your transport ship to evacuate some of their colonists to a small island to the North East. Colonel Santiago refused to come onboard the ship, but was grateful enough to sign a pact of cooperation with you.
Shortly, waves of attackers reached the Outpost, your last settlement on the mainland. In order to evacuate the civilians, you have dispatched a transport to the base, loaded with your best soldiers, the Shock Platoon. They reinforced the garrison and saved so many people that you cannot possibly evacuate all of them. You need to choose whom to save…
Your mission is to evacuate, find some territory to settle and rebuild your power, and then to reclaim Chiron for humanity. You’ll be damned if you surrender to some disgusting bugs, even if it means fighting the Planet itself.
------------------------
It is 2106 and you play the Pirates. The main continent is overrun by the mind worms controlled by Cha Dawn. He is very powerful and remains a serious threat even when you leave the mainland, so consider yourself warned.
You start pacted with Santiago, but it is not a permanent pact, unlike the vendetta with Cha Dawn and Deirdre.
Your mission is first to survive, then to conquer Cha Dawn’s HQ. This is the only objective in the scenario.
You start with a battleship, 8-3-6, but you have no technology for the components. Do not play any tricks to pull reverse engineering on it (although I’m not aware of such a thing).
There is no Planetary Council. Nobody has the time for ballots and politics when the entire mission is compromised and the humanity itself is on the verge of extinction.
Raising and lowering terrain is impossible.
Other standard rules apply – no reverse engineering, crawler upgrade, bug abuse, etc.
Other settings:
large map victory conditions: conquest only Spoils of War and Do or Die off Supply pods and random events on Direct research, normal tech rate.
I provided this scenario in three different versions:
1) Light – for casual game, after evacuation you should get some peace for a while. Cha Dawn has no Projects and only a few IoDs. 2) Normal – quite a difficult version in itself. Cha Dawn has 2 Planet-related Projects and many units to keep you on your toes from the early turns. 3) Hard – look, some people just get off of pain and who are we to judge? Download this version if you’ve been naughty and deserve punishment. Cha Dawn has 5 Planet-related Projects and a horde of units to make your life miserable.
This is my first scenario, so feedback will be appreciated a lot!
1) In your Scenarios subdirectory create a folder called "Odyssey", and download and unzip the “Odyssey” files into it.
2) Start up SMAX, then select "Scenario", "Play Scenario", and then go to the subdirectory "Odyssey" and choose the scenario. The game will automatically load with the Peace Keepers.
Background
Other than hosting a small scientific outpost, the Morgrath solar system has been an unassuming backwater in the human confederation of planets. But recently a nearby anomaly called the Vemushan Artifact, an immense ice crystal cloud of indeterminate origin, has inexplicably started [...]
Posted by: Buster's Uncle, January 24, 2021, 02:02:57 AM
Replies: 0
Board: Chiron News Network
Views: 2687
SMAX Scenario: Odyssey by Darsnan, August 4, 2013
Directions
1) In your Scenarios subdirectory create a folder called "Odyssey", and download and unzip the “Odyssey” files into it.
2) Start up SMAX, then select "Scenario", "Play Scenario", and then go to the subdirectory "Odyssey" and choose the scenario. The game will automatically load with the Peace Keepers.
Background
Other than hosting a small scientific outpost, the Morgrath solar system has been an unassuming backwater in the human confederation of planets. But recently a nearby anomaly called the Vemushan Artifact, an immense ice crystal cloud of indeterminate origin, has inexplicably started moving towards the Morgrath solar system and its one inhabited planet, Crete. After analyzing the density of the Vemushan Artifact and calculating its trajectory, the resident University outpost anticipates the planet Crete will be bombarded by enough water condensate from the Artifact to completely engulf all landmasses on the planet.
At the behest of the University, the Peace Keepers have dispatched a spaceship to coordinate the evacuation of Crete.
Premise
Your parents, citizens of the city New Ithika on the planet Crete, decided to honor their ancestors by naming their offspring after the heroes of ancient Greece, and so it came to pass that you were given the name Odysseus. You had never given this unusual naming ritual a second thought until the events of the last few days had unfolded: because of your position in the planetary government you had been tasked with being the liaison between the Crete planetary government and the U.N. Relocation mission headed by the spaceship Argos. After boarding the Argos to coordinate the planetary evacuation effort, the spaceship was attacked by a nannite-based weapon, disabling the spaceship and forcing it to crash-land onto the far side of Crete. During the descent to the planet the escape pods were ejected, haphazardly crashlanding on a remote coast on the farside of the planet.
Now, after taking nominal command of the surviving forces, you turn from your battleship's helm and stare out across the sea to the distant horizon. Somewhere out there is your home, and your family, both in mortal danger from the coming apocalypse. But there is one small, desperate hope at rescue remaining: the con from the Argos is still broadcasting. If that element of the ship survived, then perhaps other pieces of the ship survived re-entry, as well. You must gather the surviving elements of the expedition, locate the Argos and determine if the Stasis Chamber and Booster Rocket can be salvaged from the wreckage. It is a longshot at rescue, but with the remnants of the Argos crew looking to you for rescue you must lead and undertake a journey of epic proportions across the surface of your planet to the one functional spaceport – a journey, which if you survive, will truly be an odyssey rivaling that of yor!
Overwhelmed by the moment you shout out to the sea "I am Odysseus, and I will see my homeland again!".
Your Communications officers have homed in on the location of the Argos con (it is in the lower left hand corner of the map). Now you must gather your forces and salvage whatever artifacts you can from the Argos wreckage.
Rules
The object of the game is to get the Stasis Chamber and Booster Rocket to the DRACa at the spaceport. As such here are the rules for the game:
1. If the spaceport is destroyed, you lose the game.
2. If the DRACa (Drop Re-entry Assault Carrier - armored) is destroyed, you lose the game (Warning: there are no facilities on this planet to repair the DRACa).
3. If your Faction is eliminated, you lose the game.
4. If the Stasis Chamber or Booster Rocket are destroyed, you lose the game.
5. You cannot break your Pact with the University in order to teleport your units home.
6. You cannot build a city on top of the spaceport to protect it.
Other than that, enjoy the game!
Acknowledgements:
I would like to thank wgabrie for providing the textures for the game - I have always loved his texture update!
If anyone would like to re-host this scenario at the other SMACX sites, please feel free to do so. I only ask that credit be given to myself, and wgabrie for the graphics.
D
Changelog
The following are some (but not all) of the changes to the alphax.txt file:
#RULES
- Max Artillery Range is now 4.
- Combat % -> intrinsic base defense now at 40%
- Combat in range of friendly sensor has been increased to 30%
#RESOURCEINFO
- Ocean squares yield 1/1/1.
- Monoliths give 2/3/2
- Boreholes induce -2 nutrients: simulates the horrendous working conditions the laborers have to endure down in the holes.
#CHASSIS
- Needlejet movement has been reduced to 6.
- Copter movement has been reduced to 4.
#WEAPONS
- most weapon values have been reduced by one.
#DEFENSES
- most armor values have been increased by one.
#UNITS
There are 44 units in the alphax.txt for this game. Because this is a themed scenario, I would recommend not viewing these beforehand.
#FACILITIES
To simulate a different environment than that of SMACX I've renamed some of the Centauri-specific facilities.
FACTIONS
There has been heavy modification to the factions involved in this game. One item is that all factions have been given the ability to capture native units.
SMAX Scenario: Hammertime! by Darsnan, July 20, 2014 WPC
BACKSTORY
Location: Dynesian Low Grav Training facility, Greater Pol Sphere
Background: with a gravity of only 0.623 standard and little atmosphere, the Dynesian Low Grav facility is considered one of the best training facilities for low gravity warfare in human space.
Episode 1: Ambushed!
As they walked across the dusty planetoid surface, Brevit-Commander Antonio Al Mudeh realized the visiting Morganite dignitary had said something and was now awaiting a response. "Yes Councilor", Al Mudeh offered, "it is very typical of our organization that we form our new units with a mixture [...]
Posted by: Buster's Uncle, January 24, 2021, 01:44:19 AM
Replies: 0
Board: Chiron News Network
Views: 2448
SMAX Scenario: Hammertime! by Darsnan, July 20, 2014 WPC
BACKSTORY
Location: Dynesian Low Grav Training facility, Greater Pol Sphere
Background: with a gravity of only 0.623 standard and little atmosphere, the Dynesian Low Grav facility is considered one of the best training facilities for low gravity warfare in human space.
Episode 1: Ambushed!
As they walked across the dusty planetoid surface, Brevit-Commander Antonio Al Mudeh realized the visiting Morganite dignitary had said something and was now awaiting a response. "Yes Councilor", Al Mudeh offered, "it is very typical of our organization that we form our new units with a mixture of old hands and new recruits."
"But how can you guarantee their integrity in battle?", the dignitary, Councilor Leonidas, responded, getting quickly to the point, "You have nothing to back your claim as to how they will perform as a unit under the rigors of an actual combat situation". Leonidas stopped and turned to face Al Mudeh in order to highlight his point, "you understand, we are not in the habit of hiring 'show battalions' . The units we contract with will be expected to go and fight where we tell them to, and under extreme and varied environments. A physical unit with a proven record of working together in such environments would be viewed much more favorably than a group of soldiers just picked up off the streets". Leonidas turned and resumed walking, inviting Al Mudeh to respond.
Al Mudeh had enough experience with civilians to understand that the conversation was now more about the contract, and the price he could get for his brigade of troops, than the surface insult which had been directed at him. He turned and walked with Leonidas, "Oh, I agree Councilor, units with experience should be able command more for their services” Al Mudeh paused to emphasize his point, before continuing, “for instance, The Legion deserves every credit their outfit earns: they’ve drawn some of the worst assignments on record, and have come out with a stellar record.” Al Mudeh’s oblique point as to how much it would cost to hire The Legion’s services made, he redirected the conversation, “However the contract you submitted to my organization specifically stated that it would involve deployment to a low gravity environment, and my unit was assembled specifically with that request in mind”. Al Mudeh motioned to the units displayed before them in parade formation, their combat armor in Garrison mode, “All these troopers have experience in low grav combat”. Al Mudeh continued, pointing to the armored chest on one of the Infantrymen before them, “and one of the methods we use to build cohesion within our units is to allow soldiers to wear citations they’ve earned in previous operations”.
Leonidas studied the citations on the trooper’s chest. One emblem caught his attention, “I’ve seen that before – what is that?”
“That citation was for the defense of New Stalingrad”, Al Mudeh answered, hoping Leonidas would pick up on the fact Al Mudeh had taken the time as commander to know each of his soldiers and their backgrounds.
“Oh really”, Leonidas responded, “I heard at one point in the battle they used dead combat troopers to fortify their foxholes – the frozen corpses were enough to stop railgun rounds”. Leonidas turned his attention to the trooper before him, “Is this true?”
There was a slight pause from the trooper, the eyes lost focus for a second and a far away look passed over her face, as if she relived the ghosts of those moments one more time, before the steel of the combat veteran returned, “Yes sir, that was true”.
Leonidas nodded. His question answered, he resumed walking down the line of soldiers, “and what about you, Commander? You seem a little young to be commanding a Brigade of combat troops”.
Al Mudeh resisted stating that all his officers’ dossiers were provided to Leonidas as part of the contract proposal. “I graduated as an officer candidate out of the Variable G Warfare School on Neumar”.
“Ah, always wanted to lead drop troopers, eh?”
Al Mudeh nodded, “I’ve made fifteen orbital assaults since then, ten at the company level leading combat troops. I was then promoted to battalion HQ”. Al Mudeh paused to let Leonidas consider this, before continuing, “on the last drop my HQ was wiped out and I assumed command of the battalion”.
“Ah yes, the Darneth Affair. You weren’t going to take ‘no’ for an answer there, were you?”
So Leonidas had at least glanced at Al Mudeh’s dossier! “In a low gravity environment speed and mobility are paramount. I took advantage of this more so than my adversaries”.
“If I recall correctly you achieved the objective by leading the survivors of your drop and systematically eliminating the other assault forces”.
Al Mudeh shrugged, “When the other assault forces weren’t trying to secure the objective, they were too busy trying to attack me where I had been, and not where I would be. This made them predictable in their movements”.
“Some might say your adversaries merely underestimated your ragtag group”.
Now it was Al Mudeh’s turn to smile, “Would you underestimate me, Councilor?”
Deciding this was not going to be a profitable approach to the conversation, Leonidas took a different tack, “as you had stated earlier, our contract involves a low gravity environment. It also involves the defense of a specific objective, which your troops would be assigned to protect against any incursions onto the planetoid surface”.
“A garrison assignment?”, Al Mudeh asked skeptically, “and you feel you need an entire brigade to protect this facility?”
“Let’s just say the issue of ownership of this facility may come into question during your assignment”, Leonidas responded, before continuing, “thus we have brought you here to our corporation's training facility”.
Al Mudeh nodded, “you want to assess our capabilities under a similar environment”.
“Yes”, Leonidas agreed, “you say that your soldiers have experience in low gravity environments, and you say that your unit can fight cohesively in this environment, but you have no proof of this" Leonidas paused, before continuing, "what my corporation intends to ascertain is whether your claims are factual or not". Leonidas took a step back and made a flourish with his arm, "and thus today's demonstration".
Al Mudeh studied Leonidas for a second. The man had gone passive, a faint smile tugging at the sides of his mouth. "I'm not following".
"When your brigade arrived we had them armed with simulators".
"Yes - you claimed you wanted a demonstration in marksmanship. We are ready to begin whenever you wish".
A new voice piped in over Al Mudeh's command channel, "Sir, tracking multiple bogeys approaching from the north".
Al Mudeh's eyes narrowed as he continued to scrutinize Leonidas: the man remained passive, however the smile on the corners of his lips seemed slightly more pronounced, as if the man was enjoying a private joke. Understanding swept over Al Mudeh - this was the "demonstration"! He snapped into command mode, "All units attack plan Delta", Al Mudeh took a second to assess the map data his combat suit's HUD was feeding him, then "Infantry, bearing West North West, Armor bearing West!"
The units before him responded: almost as one the combat armor of the individual soldiers went from garrison mode to field deployment, their combat suits' choosing the camouflage patterns best suited for the surrounding barren terrain. Infantry began deploying forward in skirmisher mode, while the turrets of the mobile artillery began slewing towards the danger, their tracked vehicles then beginning to follow the infantry.
The armor, the last to respond, moved slowly out from the surrounding garrison area. "Your not going to have your armor engage the threat?", Leonidas asked?
"Its overkill", Al Mudeh responded, pointing for emphasis to his receding infantry who were already approaching the near horizon of the planetoid, "in the low grav environment infantry can cover significant ground, and with the artillery support they are more than comparable to a battalion of hovertanks".
Al Mudeh's command com squawked to life again, "Commander, we are tracking incoming long range artillery".
Al Mudeh turned a quizzical eye to Leonidas, "how are you simulating an artillery strike?", he demanded.
Leonidas was taken aback, the smile fading from his face to be replaced by a puzzled frown, "I.... I don't know", the Councilor responded, "no one said anything about an artillery simulation".
Again Al Mudeh's eyes narrowed as he assessed things, "come with me" he said to Leonidas, and for emphasis he grabbed the collar of the Councilor's environmental suit and began dragging him towards the nearest bunker. Simultaneously Al Mudeh barked into this command com, "Trajectory?"
"Sir, projectiles just clearing the horizon now". A slight pause, then "Parabolic calculated: they are targeting your position. Repeat: HQ targeted!".
Al Mudeh reached the bunker and pulled Leonidas in behind him, and they hunkered down and waited. The final few seconds ticked off as the incoming rounds, bound by Newtonian physics, descended towards their position, and only at the last did the rounds become audible, screaming in through the thin atmosphere and detonating on their position.
The concussions shook the bunker, knocking Leonidas to the ground. Al Mudeh rode through the reverberations, his attention completely on his command channel, "Report", he demanded as the last of the detonations subsided.
"Minor injuries", the reply came, "they were targeting the parade ground - good call moving the unit out".
Al Mudeh ignored the compliment, "Belay the Infantry orders - tell them to skirmish Zebra. Repeat: Skirmish Zebra"
"Skirmish Zebra - acknowledged", then, more urgently, "Sir, more artillery being tracked. Same trajectory".
Al Mudeh turned to Leonidas. His eyes had narrowed again, but now there was a look of complete rage on the commander's face, "I have my soldiers moving towards what they believe is a simulated engagement", he paused in order to add emphasis, "but this is a trap, isn't it, Councilor?"
Leonidas, still on the ground from the last aftershock, looked up at the enraged commander, "I have no idea what you are talking about", he began, "its true that we wanted to see how you would respond to a surprise attack, but that was all it was intended to be - a simulated attack!". Leonidas cringed as Al Mudeh then took another step towards him in response, looming threateningly over him, "If any of your soldiers are killed, we will of course compensate you accordingly!" , Leonidas said almost pleadingly.
Al Mudeh's contempt reached its limit, "Morganite!" he spat contemptuously at the prostrate man before him. Then, regaining his control, he pulled a data pad from his combat armor, "then you will have no issues signing the contract". Al Mudeh proferred the tablet to Leonidas, "this will allow me to switch my men to live fire mode and protect themselves".
" I don't have the authority to sign this!", Leonidas protested.
"Then we are all going to die, Councilor", Al Mudeh responded. The second volley of incoming artillery rounds reached their target and began detonating on the parade grounds outside, nearer this time. The concussions again rocked the bunker, adding emphasis to Al Mudeh's words. The Councilor, just barely recovering from the first round of explosions, was again tossed around from the reverberations. He noted Al Mudeh rode through the concussions and remained standing - no doubt a product of the man's training in variable gravity warfare.
The command com came to life again, "Incoming rounds clearing the horizon, this time in force", the man responded, before adding, "they've bracketed us".
As the last of the previous round of concussions subsided Leonidas looked up at Al Mudeh. The command com was still open, and in the background the screams and moans of the injured could be heard. Al Mudeh stared back at Leonidas, the tablet still profered. Leonidas locked eyes with Al Mudeh for a second, and knew it was a mistake. Gone were the soft outlines from the face of the diplomat Antonio Al Mudeh, replaced by the barely controlled fury of a combat soldier. Leonidas closed his eyes and looked away, relenting. He sub vocalized a command, sending his acceptance of the contract to Al Mudeh, "its done. I've accepted the contact".
Al Mudeh waited for the electronic receipt, then reviewed Leonidas' acceptance of the contract. Once satisfied, he accessed the command com. "Joaquim".
"Yes Commander?"
"Unleash Hell".
PREMISE
You are Commander Anthony Al Mudeh, newly promoted commander for your mercenary organization, and your unit is currently being evaluated for employment into a low grav environment. However something has gone horribly wrong with the simulation: instead of the AIs using the simulator weapons, they are firing live ammunition! It is now up to you Commander to respond: your job is to knock out the enemy bases!
OBJECTIVES
1. Destroy the initial Peace Keeper attack.
2. Immediately locate and conquer the simulator "Peace Keeper" bases.
3. Destroy all remaining AI units, to include all Hunter-Killer Satellites in near-orbit
Changelog
The alphax.txt file for this game has been set up for a low grav environment, with some of the more notable modifications as follows:
#RULES
- Movement rate along roads is now 4. Rationale: simulation of a low grav environment
- Max Artillery range is 6. Rationale: simulation of a low grav environment
- Max Airdrop is 15 tiles. Rationale: simulation of a low grav environment.
#TERRAIN
- all terraforming has been disabled. Rationale: this is a training simulator, so there are no terraforming tools available. If you lose a terrain enhancement at one of your bases, there is no way to replace it!
#CHASSIS
- Infantry, Speeder, and Hovertank movements have been increased by one. Rationale: simulation of a low grav environment.
- there are no choppers or aircraft. Rationale: there is negligible atmosphere on this planetoid, so aircraft cannot fly.
- there is a missile-based drone available immediately for you to build. Rationale: in a low-grav environment missiles require less lift.
#WEAPONS
- Conventional Warhead changed to 6. Rationale: scenario balancing
- the Tectonic weapon value has been changed to 7. Rationale: aesthetics
#UNITS
- the only unit I am going to go in-depth about here is the E-Drone Mk1. This is a reconnaissance drone designed specifically for low grav/ low atmospheric environments. The unit has a missile chassis, as well as drop pods for extended range. Also, because it is flying high above the ground, it has enhanced visibility of the surrounding terrain. The E-Drone Mk1 has limited offensive and defensive abilities: because it is a military craft, the chassis is hardened (armor value of 3-Pulse), and offensively it has a weapon value of 6, so it can put out a punch, however as with all missiles it is destroyed once it attacks.
#FACILITIES
- Recon Satellites are available with Industrial base.
- Hunter-Killer Satellites are available with Applied Physics.
FACTIONS
- the Spartan Faction has been modified to receive a free Aerospace Complex in every base. Rationale: scenario balancing.
GAME SETUP
- no terraforming. If you lose an enhancement, its gone forever!
- Spoils of War is on.
- No native life
- no colony pods can be built
- no technology advances
- no technology trading
- no planetary council
Directions:
1. In your Alpha Centauri/ Scenarios folder create a new folder called "Hammertime".
2. Download and unzip the attached files into the subdirectory.
3. Start SMAX.
4. Select "Scenario", then "Play Scenario".
5. Navigate to the "Hammertime" subdirectory and load the scenario. It will automatically start up with the Spartans.
SMAX Scenario "One if by Land, 2 if by Sea" by Darsnan, August 24, 2014 WPC
Welcome to the SMAX Spartans Scenario "One if by Land, 2 if by Sea". History on this one is that I recently CMN'd a PBEM for Kirov and Kataphraktoi, and while playtesting the PBEM I thought to myself that this would make a great scenario. This game is the result.
Highlight of this scenario is that it uses a low grav mod in that movement values for most units have been increased by one. And the only other thing I'm going to say about [...]
Posted by: Buster's Uncle, January 24, 2021, 01:32:37 AM
Replies: 0
Board: Chiron News Network
Views: 2586
SMAX Scenario "One if by Land, 2 if by Sea" by Darsnan, August 24, 2014 WPC
Welcome to the SMAX Spartans Scenario "One if by Land, 2 if by Sea". History on this one is that I recently CMN'd a PBEM for Kirov and Kataphraktoi, and while playtesting the PBEM I thought to myself that this would make a great scenario. This game is the result.
Highlight of this scenario is that it uses a low grav mod in that movement values for most units have been increased by one. And the only other thing I'm going to say about that is that its a good thing that the Spartans get to use 2 military units for Police purposes!
Directions
1) In your SMACX Scenarios subdirectory create a folder called "1 Land_2 Sea", and download and unzip the “1 Land_2 Sea” files into it.
2) Start up SMAX, then select "Scenario", "Play Scenario", and then go to the subdirectory "1 Land_2 Sea" and choose the scenario. The game will automatically load with the Spartans.
Changelog
The alphax.txt file for this game is using a low grav mod, with a majority of the various chassis receiving +1 movement. Infantry now move 2, Speeders 3, Hovertanks 4, etc. Other notable changes are listed below:
#RULES
- Max Artillery Range is 6: the AI rarely uses it, however it is "in theme" for a low grav mod in that ballistics should be able to travel further in a low gravity environment. Have fun with it!
#RESOURCEINFO
- Ocean squares yield 1/1/1.
- Monoliths give 2/3/2
#WORLDBUILDER
- Global Warming has been reduced significantly.
#CHASSIS
- As noted above most chassis have increased movement points.
#DEFENSES
- most defensive armor types have been increased by one.
#UNITS
- There are 41 units in the alphax.txt for this game. It is advised to review these units at game startup, and develop your strategies accordingly.
- Several of the base units (such as Colony Pods, Probes, Scouts) have been aquatized, meaning they have the Amphibious Pods ability.
- The 8th Faction has been replaced by my own set of units called the Sentinels.
#FACILITIES
- The Virtual World has been moved to Social Psychology. Rationale: watering down the beeline to Industrial Automation.
- The Cloudbase Academy has been moved to Monopole Magnets. Rationale: watering down MMI.
FACTIONS
AI factions have been modified to make them more challenging.