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Author Topic:   CMNs, and the players who love them.
cousLee posted 06-15-99 11:06 PM ET   Click Here to See the Profile for cousLee   Click Here to Email cousLee  
what's in a title.

Since the issue has arisen again, only this time outside the context of "what if", the following that was written by a fellow CMN is being copied here. I did make a few minor adjustments to the wording, as this was wrote with a specific game in mind.

The list can be discussed and modified as needed. but lets keep this format.

RULE: a statement on an issue that has been determined and closed. IE: RULE 1: Multiple reloading of the game is cheating.

ISSUE: any currently debated tactic or issue. IE: ISSUE 1: Should you be allowed to use the design workshop to upgrade units?

PROPOSAL: self explanatory.

The following was wrote a while back, so there may be things changed. But, it is a good place to start.

Remember, the CMN of the specific game has the final word. CMN court is only a tool for the CMNs to use when seeking help on an issue.

cousLee posted 06-15-99 11:09 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
"The Challenge : Rules

1. The CMN (Creator / Moderator / Narrator)
Prepares the scenario, determines who plays which faction, sets passwords and starts the game.
Acts as a neutral referee whenever a question or problem arises. Takes action against cheaters (see below).
Maintains a flow of information between the players, by e-mail or using the forums, posts the player's reports, verbatim or not.

2. The players
Pledge they will abide by the rules and play an Honest game.
Do not cheat or intentionally take advantage of SMAC's "features".
Refer to the CMN whenever there's a problem or question.
Notify the CMN of possible cheaters.
For the sake of making the Challenge known and interesting to the outside world, the CMN will create a story thread so the players can tell the world what their faction has been doing. It does not have to be every turn, and should not be a technical report of troop movements. Readers are interested in tactics, grand war stories and so forth. It should also be written in such a way that it does not reveal too much of the player's strategy. Stories may also posted directly on the Forums.
The last player in the turn (i.e. Peacekeepers) must send a copy of the saved game to the CMN.

3. Cheating
We start these challenges to have good fun and to see who are the better players. Someone who cheats, by his very act admits that he is a loser and is not worthy of participating in the Challenge.
The following things are considered cheating for the sake of this game. The list may not be comprehensive. If something unexpected happens, the players will decide if it is considered a cheat or not. The CMN has the final word on any decision.
Thus, when in doubt, always ask the CMN before committing a potentially illegal maneuver.
1> Any reloading of one's turn. Probably the easiest cheat around, and impossible to trace (That's why we need Honesty)
2> Upgrading units with the Workshop and using them in the same turn. It is acceptable to use this feature at the end of one�s turn. And one can use it at the begining of one's turn, if you just discovered a technology. These limits are necessary.
3> Multiple Drops or Orbital Insertions using the right-click menu.
4> Carry terraforming trick. Crediting up your formers and moving them to a new location to get instant improvements. CMN has the right to allow this action on a case by case basis.
5> Use of the Scenario Editor (of course)
6> Use of Probe Teams against allies bug. The �default� behavior, is always declare Vendetta. You can always re-pact or treaty on the next turn.
7> MP allows diplomacy between human players even if no first contact was made. This allows for two rules.
A: Make "in-game" contact before using diplomacy with that faction. Once the Council has been convened for the first time, this restriction is lifted. (NSNC: No See, No Chat)
B: No communication restrictions. (Unrestricted)
8> Social Engineering changes "for just one turn" (eg. to build Elite Rovers or cheap "SP-builders") are forbidden. A minimum period of 5 turns per row is OK. Again, Honesty is the key.
9> Renaming a city to cash in multiple artifacts. A �normal� name change is acceptable. (this bug has not been verified)
10> Unbalanced base trading with the AI. All base trades must be CMN approved. If you trade a mega-base of yours for a starter base of the AI, and don't get prior aproval, it is still considered an illegal tactic.

4. Sanctions
Whenever a cheater is detected: inform the CMN and the player of your concerns. A determination will be made after a review of the game save. Disputes can be resolved in the CMN courtroom. All other players will be notified of the final decision. The CMN can take the following measures against cheaters.
Destruction of terrain improvements or units.
Destruction of capitol base, or other base(s).
Enact nerver staple penalties.
Institute a fine of energy credits.
Exclusion of the Challenge. Replace the cheater by another player, or by the AI if no other player can be found.
There would become public knowledge of the cheat, the CMN determination, the name of the cheater and other details through general forum discussion. If someone don't like embaressment? They should not cheat. The CMN will take a turn for the player, to enact any of the penalties.

These rules are subject to change by your individual CMN. They are meant as a guideline.

cousLee posted 06-15-99 11:31 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
RULES:
1> Any reloading of one's turn. Probably the easiest cheat around, and impossible to trace (That's why we need Honesty)

2> Upgrading units with the Workshop and using them in the same turn. It is acceptable to use this feature at the end of one�s turn. And one can use it at the begining of one's turn, if you just discovered a technology.
These limits are necessary.

3> Multiple Drops or Orbital Insertions using the right-click menu.

4> Carry terraforming trick. Crediting up your formers and moving them to a new location to get instant improvements. CMN has the right to allow this action on a case by case basis.

5> Use of the Scenario Editor (of course)

6> Use of Probe Teams against allies bug. The �default� behavior, is always declare Vendetta. You can always re-pact or treaty on the next turn.

7> MP allows diplomacy between human players even if no first contact was made. This allows for two rules.
A: Make "in-game" contact before using diplomacy with that faction. Once the Council has been convened for the first time, this restriction is lifted. (NSNC: No See, No Chat)
B: No communication restrictions. (Unrestricted)
This should be determined at the start, before the game is shipped.

8> Social Engineering changes "for just one turn" (eg. to build Elite Rovers or cheap "SP-builders") are forbidden.
A minimum period of 5 turns per row is OK. Again, Honesty is the key.

9> Renaming a city to cash in multiple artifacts. A �normal� name change is acceptable. (this bug has not been verified)

10> Unbalanced base trading with the AI. All base trades must be CMN approved. If you trade a mega-base of yours for a starter base of the AI, and don't get prior aproval, it is still considered an illegal tactic.

I hope the double info is not confusing anyone. I figured it best to pull the list from the above post.

Also, please remember there can an "Illegal Tactic" in one game, and not in another. But, "Cheats" are not allowed at any time.

Igor posted 06-16-99 09:42 AM ET     Click Here to See the Profile for Igor  Click Here to Email Igor     
cousLee, #2 is not clear. Could you explain?
AlexDePol posted 06-16-99 09:58 AM ET     Click Here to See the Profile for AlexDePol  Click Here to Email AlexDePol     
Oh boy! After reading all those possible pronlem areas it makes me wander if there is any sense to play PBEM at all! There are just too many loopholes!

Banning base trades I understand, but the other rules make the game to complex. Hmmm...If people stick to those rules then it looks like I may not find anybody to play PBEM with!

AlexDePol posted 06-16-99 10:02 AM ET     Click Here to See the Profile for AlexDePol  Click Here to Email AlexDePol     
Dear cousLee. I think we should collaborate. You try compiling list of issues and I will setup a web page where they can be officialy posted for all to see.

I would like to setup a page where all problems related to PBEMs would be posted. I am not talking about forum here but a notice board which can be used as reference.

We could display all cheats, major bugs and anything else that might be useful.

How do u feel 'bout that?

Aredhran posted 06-16-99 10:06 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
I'm willing to contribute to that too. Maybe we should get in touch with AsianFlu, he asked me to do this for him, but I'm too busy these days... I also feel it's somehting that should be posted for all to see as reference.

And, Alex, as to finding people willing to adhere to these rules, I don't think that would be a problem, I know at least 10 who already do (7 in Aredhran's Challenge, plus a few others)

Aredhran

MoSe posted 06-16-99 12:30 PM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
hehe, I thought Alex was saying that HE will not respect these rules, so if people stick to them no one will accept him...
AlexDePol posted 06-16-99 12:49 PM ET     Click Here to See the Profile for AlexDePol  Click Here to Email AlexDePol     
That's exactly what i meant. I find all of those rules bit to much. I don't mind obaying the major ones but thhings like 'minimum 5 years before next social engineering' unnecessary
umbra1 posted 06-16-99 01:08 PM ET     Click Here to See the Profile for umbra1    
This is the sort of thing Firaxis should be working on for patch 4...
cousLee posted 06-16-99 03:33 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Clarification on #2.
"2> Upgrading units with the Workshop and using them in the same turn. It is acceptable to use this feature at the end of one�s turn. And one can use it at the begining of one's turn, if you just discovered a technology. These limits are necessary."

Examples:
Illegal: you move your impact rover down the road 1 tile so it's next to an enemy base, begin an attack but cancel because the odds are not in your favor. You go to the DW and upgrade your impact rover to a missle rover, and then re-initiate the battle, which is now in your favor.

Legal: you attack with your impact rover, and luck has it it won. all units have been moved, and you go into the DW and upgrade your 4-1-2s to 6-1-2s.

Legal: you get missle tech. you decide to upgrade all your 4-1-2s to 6-1-2s at the start of your turn, before ANY units are moved.

Illegal: You attack and empty a base with a needlejet, capture the base with another unit, Upgrade your needlejets to a fusion reactor so you can move the jet into the newly captured base. The Jet would be ready for a first run on the next turn, contrary to game design.

does this clear it up?

Bingmann posted 06-16-99 03:52 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
Perhaps the easiest way to state cheat #2 would be:

2. You can't use the "Upgrade" button in the Design Workshop until the end of the turn. (Is it really OK to upgrade using the DW at the start of a turn, or only when the computer asks due to a new tech discovery?)

jimmytrick posted 06-16-99 04:26 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
This is a necessary evolution if PBEM is to be viable. Thanks to all contributors.

jimmytrick

(our friendly neighborhood SMAC pest)

cousLee posted 06-16-99 04:57 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Using the DW at the begining of the turn when you get a new tech IMO should be allowed (not just when asked by the game). If it is limited to only the end of turn, Then the effect is having to wait yet one more turn becore you can "use" the tech discovered on the previous turn.

One of my other suggestions was just to disallow using the DW in PBEM games, but that got dropped as too many griped. (there were good points to both sides of the debate).

This is one of the grey areas that would be determined by the CMN at the start of the game.

cousLee posted 06-16-99 04:59 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
LOL, let me rephrase.
One of my other suggestions was just to disallow using the DW ^(TO UPGRADE UNITS) in PBEM games...
Bingmann posted 06-16-99 10:19 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
What are the SE abuses? I only know of 2:

1. Build supply crawlers for cheap using good Industry SE, then switch to bad Industry SE to add now high cost supply crawlers to Secret Project, and finally switch back to good Industry SE to finish Secret Project inexpensively.
2. Switch to friendly SE, do diplomacy with AI faction, immediately switch back to unfriendly SE.
3. I don't know about the elite rover problem.

I would be very reluctant to put a strict limit on SE switching due to a few specific abuses. Choosing and switching SE to fit specific situations and goals is an important element of SMAC as long as it is done to get the explicit benefits of the SE instead of some weird side effect.

cousLee posted 06-17-99 01:45 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Those are the two abuses. Had i noticed the rover comment, I would have removed it. if you build an elite unit, and change SE to a lower morale choice, the elite unit loses the status, so elite unit building is not an issue.

The 5 turn per line guideline was something heavly debated in the game forum, when Yin's list for patch 4.0 fixes was being made. The players were split about 60/40 in favor of some sort of social engineering limitations. The 40% either believed the changes were ok to use, or that if you don't "cheat" you would have no need for SE limits.

As with a lot of the guidelines in the list, remember they are just that, guidelines. The list provides a starting format of issues to be determined by the players and CMN. I find the 5 turn limit makes the game more challanging. I have played enough games i am familiar with *most of the SE effects on gameplay, whereas a new player involved in a PBEM should have some latitude to try diffrent things. The 5 turn limit will even make the most experienced player give second thought before making a switch, as 5 turns can be a long time in this game. LOTS of sh*t can happen in 5 turns.

noteworthy: It is a per line limit, not a total SE limit. IE: SE choices on the first line are police state / democratic / fundy. If you change to fundy in 2150, you can still change from planned to green in 2152, but you have to keep the fundy choice until the time limit passes.

Unfortunatly, the "few" abuses have a drastic effect on the game. And because of that, some kind of guideline needs to be available. If the guideline is not used in a paticular game, thats fine. But having the guideline there can eliminate confusion later when and if a problem arises.

Aredhran posted 06-17-99 03:15 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Just a comment on the "Elite Rover" thingy...

You can, in the same turn, switch to "power", do your attacks with your now-elite rovers, then switch to wealth and rush build your SP... (with your units back to vet/commando.

It's always the same "cheat" idea. Like cous said, the 5 turn limits was fixed arbitrarily (by me) after a long, hot debate on social engineering changes in the original Challenge thread.

I guess we could start the discussion again (that could be fun and interesting)

Damien

Bingmann posted 06-17-99 09:12 AM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
Aredhran - Morale changes to units don't take effect until the start of the next turn, so switching back and forth in the same turn provides no benefit.
MoSe posted 06-17-99 09:17 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
RULE#2
2.1 & 2.2 are obvious cheats

2.3 as now explained by Aredhran is clear too

Of course when a limit is to be chosen, one can say it's arbitrary: or do you think that 54 mph is safe while 56 mph is dangerous?

Bur I report here my objection:
it should be legal, more, specific part of the design to adapt your SE to the strategical phase you're bringing forth. As said lot of shoot can happe in 5 turns, and you could prepare an offensive campaign accurately, having all your units ready before launching the attack, when you switch to power/fundy (e.g).
But then 3 turns would be enough to conquer the bases you wanted, to have your rovers wiped out by Air defensive units, to accept the enemy surrender, or to realize that he wasn't that easy bit after all and call your dogs back. That is, a campaing could honestly find its conclusion in 3 turns, and then you should keep power/fundy for two more useless turns? I wouldn't call this cheating, if the switches are related to a design, a plan, and not just tricks to grab some bonus on the way. Thus, if a player is able to explain that his SE switches are due to an overall strategic/tactical plot, then the CMN should allow them.

Aredhran posted 06-17-99 09:21 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Bingmann, you're right. Let me rephrase...

You're in Power. You have your Elite rovers. You switch to Wealth, rush build what you want, and in the same turn, for no cost, change back to Power and smite thine enemies.

How 'bout that ?

Aredhran posted 06-17-99 09:25 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
MoSe, here we go cross-posting again

re: 5 turns is too much depending on the situation

Well, that's when the flexibility comes in, I originally intended the "5 turns" to be a guideline, not a strict rule.

You have a good point. But what I really wanted to avoid is: Fundy/Power, capture one base, then back to Dem/Wealth, wait one round to repair units then back to F/P and so on.

Hope that clarifies my arguments...
Aredhran

Bingmann posted 06-17-99 12:35 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
Aredhran - I don't know if I'm misreading you again, but doing Wealth, rush build, then back to Power in the same turn would be mostly ineffective since the item would be 25% incomplete after switching back to Power (even though it was 100% complete under Wealth.) If your point is that buying those particular minerals will be cheaper under Wealth (since they'll be closer to the end of the production box) than under Power, then that's the problem - although it's a little tricky to use in practice since you can't finish off the rest in Power because you can only "hurry" something once per turn.

I've gone into the scenario editor and tried out whether or not it's possible to take advantange of SE changes in the same turn for each of the different SE factors. Only Industry has "features" that can be taken advantage of within a single turn. Changing Support has no effect on whether or not new bases get free minerals - it uses whatever it was at the beginning of the turn. Raising Planet temporarily does not allow mindworm capture. Everything other than Industry only affects the next turn. (Growth has immediate effects, but there's no way to mess with a base's nutrients within a turn.)

Bingmann posted 06-17-99 04:37 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
I'd have to say that I'm a minimalist when it comes to rules. I'd only want something to be a rule if it is necessary to prevent outright cheating or forcing all players to use the same behavior in order to remain competitive.

As such, I think that the following are actually rules: 1, 3, 4, 5, 6, part of 8, 9, and 10. The rest (2, 7, and the other part of 8) are probably best classified as issues and separated from the "official rules".

2. It is impossible to use this as a reliable strategy which means it's just an occasional boon/annoyance. I'd just educate all of the players that this is possible to do and then let it go where it goes from there.
7. This is more of a game setting than a rule.
8. Only changing SE, doing something beneficial, then changing back to the original SE all in the same turn should be banned. I don't think there's a consensus on anything else although everyone probably agrees that the supply crawler-SP issue is abusive, just no consensus on what to do about it.

MoSe posted 06-17-99 06:36 PM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
2Bing

2. It's that games rules themselves don't allow you to upgrade an individual unit if it already consumed even a little bit of its movement that turn, so it seemd in contrast, just a loophole NOT to be taken advantage of (if correctly porgrammed, upgrading from within DW should have taken account of moved units).

7. That's it! If the _PBEM_ challenge game settings decide for NSNC, then of course the players should abide by and the CMN should enforce it!!
With W&W, Wild and Woolly free communications, they can do what they want.
I CMN Newhon1 with W&W, I took care to give'em different techs in the scenario BEFORE they agreeed for W&W: after few turns they nearly all had the same, having exchanged techs a lot.

Bingmann posted 06-17-99 08:03 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
MoSe- Actually, the game as designed is very consistent. If you upgrade a single unit, it requires all of it's moves. There are two ways to upgrade all units of the same design, and both of them allow the units to move afterwards. The first method is the "Upgrade" button in the Design Workshop. The second method is when the computer automatically asks when a new technology is discovered. I see no overwhelming reason why upgrading all units should be forced to work the same way as upgrading a single unit.
cousLee posted 06-17-99 10:58 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Bing, I am assuming you have auto-design units on. Not everyone uses that. I only have 2 ways total in my game. the DW, or one at a time. I am sure the game intent was to not upgrade and move in the same turn. That is how the unit by unit was programmed. That part being missing from the DW, leads me to believe that it's a bug. It would be nice to get some clarification of the intent from Firaxis. If it is suppose to be this way, let us know. If so, I am sure the IP players will be joyed.

So, make it an option like communications, Open or NSNC. But when there is a choice on rule settings, one has to be a default. If a CMN wishes to customize a rule, that is up to them. It should be one of the things agreed upon before the game is shipped.

I feel that a default choice should be the one with the strictest limits. In the event of a dispute, the CMN can allow a easier limit if it was not set at the begining.

So, in communications, NSNC is the default selection. And with upgrading, No DW upgrading mid-turn. Does this sound acceptable?

cousLee posted 06-18-99 02:01 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Question:
"Is there any rule/issue/whatever on the types of probe teams that can be constructed in the game, i.e. armored, skimship probes, etc.? I know some players consider armored probes bogus, and even a cheat, but I think an armored probe and a skimship probe are almost the same thing, in a way. I usually build ship probes, but unarmored, and don't build armored probes, but I just wondered if there is a standard rule in PBEM play on the subject."

My answer:
"actually, any probe is allowed. The problem with using probes as a garrison, is if a non probe unit is also in the base, the non probe unit will defend. If it loses, the probe also gets destroyed (like with unarmored probes). As a stand alone garrison, an armored probe will defend with the armor rating. However, if attacked by another probe, armor has no bearing. a base could be emptied by a probe team if the opponent is using this tactic. Foil and crusier probes are legal units, armored or not."

MoSe posted 06-18-99 04:28 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
I was privately addressed tha same question about armored probes not long ago, and I answered that for me any should be allowed. Or do you want to ban copters too?
The main point seemed to be collateral damage, if the (non-probe) defender dies, a normal probe goes with it (like an Indian wife...), an armored probe survives damaged.
The problem of empting a base with a probe, is the problem of who's using the (single) armored probe unit, to defend his base!!! If he wants to, why ban it! I don't think unit design should be an issue at all, each component add to the unit cost according to formula (even if it doesn't work as documented), so you get the idea of armored porbes, you design it and pay for it: OK by me!

I'm all the way with the cousin about DW upgrade "PBEM game setting".

MoSe posted 06-18-99 04:33 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
EDIT:
maybe I misread and it works the other way, I never tried it. What's the point in armored probes if they don't survive to collateral damage? Again, from what's described, they look more like a disadvantage, not a cheat
cousLee posted 06-18-99 05:03 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
I have only read it, not tested it. An armored probe does not survive collateral damage. The benefit of armor probes, is when their attacked in the open and not stacked. armour defends (just like armored formers). A P-2t-1 (elite move 2) probe infantry. (march on Gaia's Landing ). on infantry, probe mucho cheaper with armor. They have their use. (same cost as a regular probe)
cousLee posted 06-18-99 05:05 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
They look like a flasher. hehe
cousLee posted 06-18-99 06:20 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
I am not including unverified bugs or cheats.
cousLee posted 06-18-99 06:21 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
how's this:

RULES

Cheats (not allowed):
A1> Multiple reloading the game to try for diffrent effects.
A2> Multiple drops or orbital insertions using the right-click menu.
A3> Taking advantage of the Secnario Editor bug.
A4> Carry terraforming trick Crediting up your formers and moving them to a new location to get instant improvements. The CMN has the right to allow this action on a case by case basis.

Settings:
B1a> Upgrading units with the design workshop not allowed.
B1b> Upgrading units with the design workshop is allowed at end of turn.
B1c> Upgrading units with the design workshop is allowed anytime.

B2a> Treatied or Pacted faction probe team action answer "Declare Vendetta".
B2b> Treatied or Pacted faction probe team action answer "Let off with stern warning".

B3a> Communications between factions not allowed until you meet in the game. Restriction lifted after first counsel caled.
B3b> Communications between factions allowed from the start. No restrictions.

B4a> No base trading with the AI at any time.
B4b> All base trading must be CMN approved.
B4c> Unrestricted base trading.

B5a> Social engineering choice limited to one switch per line every 5 yrs.
B5b> Social engineering choice limited to one switch per line every 3 yrs.
B5c> No social engineering limits.

Aredhran posted 06-18-99 07:07 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
cousLee, I like your summary of the rules. I would like to see added something with the issue we discussed over the MoSe/Magnus case.

When there is ongoing diplomacy but an action is taken that would degrade relationship to Vendetta (direct attack, probing, base building in enemy territory, etc), the trade must be suspended until the offended player has had a chance to review the changes. That is, it's illegal for the attacker to press the Accept button until the following turn.

Not really a cheat, I agree, but still something that ought to be mentioned.

Aredhran

jimmytrick posted 06-18-99 08:33 AM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
B4b> All base trading must be CMN approved.

The strategic implications of base trading are highly subjective. I pity the CMN who implements this setting. It is inevitable that he will be blamed for ruining a game by allowing a trade.

War is an elegant dance of death. It's all about time and space.

The size of bases traded is not critical. Like real estate, its location, location, location. A key base trade could make or break a game, IMHO.

But, as long as it is a setting, I can just opt out of games using settings I don't like! Great!

I am very thankful for the work being done on this. Up with CMNs!

Aredhran posted 06-18-99 08:40 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
JT, regarding CMN decision for base trading: It's a simple matter of "If *I* were leading this faction instead of the AI, would I accept the trade ?"

I think that in most cases, the answer to that question will be NO.
- would you trade a base allowing a potential future enemy to get close to your empire ? NO*
- would you trade a big base for a small one ? NO*
- would you trade away a secret project ? NO*

* Disclaimer: YMMV, some specific situations could be a YES

Aredhran

jimmytrick posted 06-18-99 08:52 AM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
O wise one, I was not questioning your judgement, of course! But, all CMNs might not be as sharp as you!

Base trading is altogether too subjective, too critical, too much involvement and responsibility to be a CMN thing. IMHO. A good CMN would be like a good basketball referee. Doing a good job if you never notice him. This setting might result in a larger game role for a CMN than anyone wants.

But, I am not objecting to having this as a setting.

I shall now butt out.

Bingmann posted 06-18-99 09:14 AM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
cousLee- I am 99% positive that the "upgrade all" issue is not a bug. There is no other way to implement it without leading to utter confusion among most players. If a player chooses to upgrade all units and then only some of the units are actually upgraded (the ones that haven't moved yet), it gets very complicated and the player doesn't know what's going on. Most players would consider that a bug.

Also, I think B2a should be moved up to the cheats section - the choice is really with the other player, not the CMN. I think we're going to need more entries in the B5 section - how about one that disallows flipping back and forth between SE choices in the same turn? Also, it would be nice if we could come up with a good SE rule that would selectively knock out the crawler-SP problem without limiting the other uses of SE.

Aredhran- Players can easily avoid on their own the issue you are trying to address with a rule. Just don't "pre-approve" a treaty/pact with another faction when that faction is poised to do something nasty to you.

Aredhran posted 06-18-99 09:43 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
Bingmann, I know that. But having things written down can prevent trouble later. And you'll agree that most of us wouldn't do that anyway. Remember that the "rules" are for everyone, not only experienced multiplayer gamers.

Aredhran

cousLee posted 06-18-99 08:54 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Bingman,
"If a player chooses to upgrade all units and then only some of the units are actually upgraded (the ones that haven't moved yet),"

Not true. Upgrade All in the DW upgrades all of the selected units.

"Also, I think B2a should be moved up to the cheats section - the choice is really with the other player, not the CMN."

That is why it is not in the A catagory. The A catagory are enforceable by the CMN. The are instances that the player would want to choose the other option. Being listed in the B catagory indicates the L#a is the default selection in case of a dispute. You may have two players that choose to "warm up" their probes on each other. In this instance, "b" would be the appropriate choice.

"how about one that disallows flipping back and forth between SE choices in the same turn?"
The game allows you to switch SE, and switch back and get a refund of the cost. I feel that doing it to lick the AI arse is an abuse. I also feel the intent was to allow you to see the effect on your bases, and if for example the switch causes too many drones, you could switch back. There is no way to expose abuse of this. It is an honesty issue. Pick you opponents carefully.

Also, the 5-3-0 SE options do solve a lot of the SE problems, including the supply transport issue.

"Just don't "pre-approve" a treaty/pact with another faction when that faction is poised to do something nasty to you."

Someone has to click accept first, and in good faith the the other faction is not going to do something that causes declare vendetta on that turn.

cousLee posted 06-18-99 08:58 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
UPDATE:
RULES

Cheats (not allowed):
A1> Multiple reloading the game to try for diffrent effects.
A2> Multiple drops or orbital insertions using the right-click menu.
A3> Taking advantage of the Secnario Editor bug.
A4> Carry terraforming trick Crediting up your formers and moving them to a new location to get instant improvements. The CMN has the right to allow this action on a case by case basis.
A5> If a player employs a tactic that causes a state of vendetta, They are not allowed to "accept" a pending diplomatic agreement with that faction.

Settings:
B1a> Upgrading units with the design workshop not allowed.
B1b> Upgrading units with the design workshop is allowed at end of turn.
B1c> Upgrading units with the design workshop is allowed anytime.

B2a> Treatied or Pacted faction probe team action answer "Declare Vendetta".
B2b> Treatied or Pacted faction probe team action answer "Let off with stern warning".

B3a> Communications between factions not allowed until you meet in the game. Restriction lifted after first counsel caled.
B3b> Communications between factions allowed from the start. No restrictions.

B4a> No base trading with the AI at any time.
B4b> All base trading must be CMN approved.
B4c> Unrestricted base trading.

B5a> Social engineering choice limited to one switch per line every 5 yrs.
B5b> Social engineering choice limited to one switch per line every 3 yrs.
B5c> No social engineering limits.

MoSe posted 06-19-99 06:30 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
cousLee, when Bingmann said:
---------- qoute from cousLee's post
Bingman,
"If a player chooses to upgrade all units and then only some of the units are actually upgraded (the ones that haven't moved yet),"
Not true. Upgrade All in the DW upgrades all of the selected units.
----------

he was really referring to a stray thought I posted:
--------- MoSe (that's me!)
2. It's that games rules themselves don't allow you to upgrade an individual unit if it already consumed even a little bit of its movement that turn, so it seemd in contrast, just a loophole NOT to be taken advantage of (if correctly porgrammed, upgrading from within DW should have taken account of moved units).
--------

but then , even if I didn't comment, I rather agreed with Bingmann's:
-------- Bingmann
MoSe- Actually, the game as designed is very consistent. If you upgrade a single unit, it requires all of it's moves. There are two ways to upgrade all units of the same design, and both of them allow the units to move afterwards. The first method is the "Upgrade" button in the Design Workshop. The second method is when the computer automatically asks when a new technology is discovered. I see no overwhelming reason why upgrading all units should be forced to work the same way as upgrading a single unit.
----------

That, as a matter of fact, was my STARTING POINT OF VIEW! IMHO, upgrading thru DW is a *different* tool: you can't choose a partial set of uinit, you've got to upgrade the whole type, and pay the whole price.
I accepted tho the objection, that if you do it only in the moment you realized that ther rover you're moving stumbles in an opponent too hard to kill, or survive to its counterattack, then it seems like cheating. As stated, "save_my_arse_kick_yours" LAST_DITCH_strategy, hehe.
Otherwise, as I see it, the single upgrading units has to use its whole movement that turn NOT because of a general gaming principle, but to make you pay for the flexybility of your choice (well, ...maybe).

The game is FULL of annoyment, that range from BUGs, loopholes, flaws, glitches.. etc.
And they come finely interspersed with the game's intended features .
So we should try to correct those that would ruin the game, trying at the same time to renounce to game options as less as possible.
Upgrade thru DW I see it as a feature, maybe its implications are not handled tha best way, but is one of the few easy_to_use & comes_handy options in the DW UI!

I don't want to lose it all, as a measure to avoid use of s_m_a_k_y tactic!
I'ma afraid that on this issue too, all we can say is Honesty's tha Key.
MoSe

MoSe posted 06-19-99 06:51 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
A different post for the pre-accept after Vendetta issue

I was the first (known to me) perpetrator, but at the same time I was the one to bring immeditaly the issue to the attention of the CMN of the challenge and to a sort of CMN council.

It was kept private, coz the reaction of the offended was awaited b4 taking any decision or even warning him: like a test, since it was the first case.

I hadn't the time then to disclose it all on the forums, now it's about time.

I'll start a new topic about it, reporting the lively interchange of E-mails that occurred.
There, the earnest reproach was of unfair behavior, but none said cheating, some took even my part and praised my ruthless cunning (they're all CMNs!). Now I see I ended in the cheater section...
BTW, the offended proposed a further tech trade, not making the least mention of the affair! That's the bad thing, opposite as you would think: the offended didn't even realize we passed thru a state of vendetta b4 signing the treaty! Thus, some safeguards must be enforced.

MoSe

jimmytrick posted 06-19-99 11:39 AM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
Mose,

How could you ever be certain that the recipient of your sneaky little trick was unaware?

Perhaps he did piece it together. Perhaps he thinks like me.

jimmytrick

Peace (will kill you all later)

MoSe posted 06-19-99 12:02 PM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
twas a general principle
I'm already talkative enough
cousLee posted 06-19-99 12:49 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
The reason I put it on the A-list is because it points to a specific chain of events. The diplomacy part of the game is only slightly effected. Kinda like a "SMAC PBEM below the belt rule".
Bingmann posted 06-19-99 07:51 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
Change B2a to 'Treatied or Pacted faction probe team action answer "Declare Vendetta" unless permission is received in advance from the other player to "Let off with stern warning"' and move it to the A list. I can't imagine a CMN choosing B2b to be the rule for a game.
cousLee posted 06-20-99 08:44 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Anything else?
Mongoose posted 06-20-99 09:09 PM ET     Click Here to See the Profile for Mongoose  Click Here to Email Mongoose     
Yes, cousLee, there is one addition I'd like to see.

A6> Setting a unit's home base to a pactbrother's base. ( as is possible in SP )

Please see thread 'A good bug!' in Strategy & Tactics.

Your pardon if this is not possible in MP. I've never tried it.

Bingmann posted 06-24-99 02:53 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
One final suggestion: Move B4b to the A list. B4a is just B4b with the CMN always saying "no". B4c is so unbalancing that a sane CMN would only use it for a special game (a no-holds-barred, use-any-loophole game.)
jimmytrick posted 06-24-99 03:06 PM ET     Click Here to See the Profile for jimmytrick  Click Here to Email jimmytrick     
Can I butt in here. Let get a final version out in Word format. Call it version 1.0 or something. You guys can issue patches...er amendments/revisons later.

I also suggest you first put it before the forum for ratification. Who is the head CMN?

If you guys have a leader he should take charge. If not vote one in or something. Just to move it along.

jimmytrick

(mumbling something about "slower than Firaxis" as he heads back into his lurking place)

MoSe posted 06-24-99 05:57 PM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
???... slower th... <outrage!>
Fur Xs your @$$!!!

Aredhran posted 06-25-99 05:12 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
There is not *Head CMN*... We are a congregation of individuals. I started the original CMN concept and PBEM game, issued the first set of rules, but it was with the help of cousLee, Goob, MoSe and a few others I forgot.

Now cous is taking over the rules, which is great since I don't have much time to spend on that (with Hi-Tech and the newbie terrorists and all my PBEM games )

cous, if you don't mind being in charge of the list, that would be great. Once it's finalized (word is fine, but what about HTML ?), make sure you send a copy to AsianFlu, as I promised him I would do that for him.

Aredhran
-so much SMAC, so little time-

cousLee posted 06-25-99 08:44 PM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
Oh, You started the CMN concept?
Please don't tell me were going to have another "forum election". Someone else can put this thing "into another format and update as needed". I am not interested in that job. . (I have it in .txt form)

Update:

RULES

Cheats (not allowed):

A1> Multiple reloading the game to try for diffrent effects.
A2> Multiple drops or orbital insertions using the right-click menu.
A3> Taking advantage of the Secnario Editor bug.
A4> Carry terraforming trick Crediting up your formers and moving them to a new location to get instant improvements. The CMN has the right to allow this action on a case by case basis.
A5> If a player employs a tactic that causes a state of vendetta, They are not allowed to "accept" a pending diplomatic agreement with that faction.
A6> Treatied or Pacted faction probe team action answer "Declare Vendetta" unless permission is received in advance from the other player to "Let off with stern warning".
A7> Setting a unit's home base to a pactbrother's base is not allowed.

Settings:

B1a> Upgrading units with the design workshop not allowed.
B1b> Upgrading units with the design workshop is allowed at end of turn.
B1c> Upgrading units with the design workshop is allowed anytime.

B2a> Communications between factions not allowed until you meet in the game. Restriction lifted after first counsel called.
B2b> Communications between factions allowed from the start. No restrictions.

B3a> No base trading with the AI at any time.
B3b> All base trading must be CMN approved.
B3c> Unrestricted base trading.

B4a> Social engineering choice limited to one switch per line every 5 yrs.
B4b> Social engineering choice limited to one switch per line every 3 yrs.
B4c> No social engineering limits. (or custom setting).

cousLee posted 07-02-99 07:34 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
If you design a cheap unit, with the intent of upgrading as soon as it's built. Would you consider that a strategy or a cheat?
Aredhran posted 07-02-99 09:30 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
IMO, it is a strategy. I do this quite often, if I have the cash (trained scout rover, upgrade to best-1-2, clean, X or drop for example)
Goobmeister posted 07-02-99 11:33 AM ET     Click Here to See the Profile for Goobmeister  Click Here to Email Goobmeister     
If I do it then it is strategy, cous, if you do it, it is a cheat.

Seriously it is strategy. It is like sending someone through boot camp and then sending him through mission specialist training.

Goob

Mongoose posted 07-02-99 02:11 PM ET     Click Here to See the Profile for Mongoose  Click Here to Email Mongoose     
This is most definitely a srategy. It's a trade off between energy, minerals and time.

The effect is little different than convoying minerals from one base to another. In that instance you get full value for your minerals, but at a slower pace. There is also the initial investment in the crawler.

As an intermediate application, you could build units in other bases, be they crawlers or other, move them to the base constructing the new unit, and disband them. This loses half the minerals but allows 'prebuilding' of units in a way.

Alternately, you could rush the construction initially, substituting energy in varying amount, for minerals, but saving time.

The legitimacy of these types of trade-offs is implicit in the existence of 'stockpile energy' build commands. (or its analog in CivII, or MOO2)

Indeed, time and resource management decisions are the heart of empire building games. Construing this as a cheat is difficult to support.

This is a totally different issue than whether the unit should be moveable in the turn of its upgrading.

cousLee posted 07-03-99 08:18 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
keeping in mind, there are 3 times you can use the DW to upgrade all. At the begining, middle, and end of turn. Under current rules, using at the start of your turn is not addressed. I agree it is a type of stratagy, but this needs to be addressed before it comes up in a game. I will use Weizen as an example.

I design and build a few 2-1-4 foils, with the intent of upgrading them with the workshop, and using that turn. Time constraints in the game do not afford waiting a few more turns to build a gattling foil. Having to wait one more turn because of using the design workshop for upgrading, would put the time at the same, as if the gattling foil was built in the first place. I decided not to do the upgrade as the tactic is in question, and brought it here. I asked the CMN of the game, and this is the response I recieved:
"CousLee,
at this stage of the game this is OK with me, as long as you forward this message to all players to give them the chance to do the same. The main reason i deem it all right is the time frame of the game - one year should be plenty to change the main weapons & crew of a tank battailon or whatever.

Should someone disagree, please call a vote. I would break a tie, with a "no" (surprising, huh ?) to future upgrades like this, because it is against Meiers intention, and, well, it *is* a slight abuse. Right now, it is not a big, heavily abusable problem, but once "drop, trained" changes to "blink, X" things might start to get ugly. Maybe we should
set an upper ceiling energywise ? techwise ? gameyear-wise?" (slightly edited).

I disagree with those comments. The game year, or units involved are irrelavent IMHO. Either this is an allowable tactic, or not.

If allowable, what CMN notification guidelines should be used? Just let the CMN know of your intent so it does not appear to be a illegal tactic? or more strict guidelines, and if yes, then what guidelines?

B1a> Upgrading units with the design workshop not allowed.
B1b> Upgrading units with the design workshop is allowed at end of turn.
B1c> Upgrading units with the design workshop is allowed anytime.

How should this be revised? Is the concern when the "upgrade all" is used?, or when one uses upgraded units.

I also disagree that the other players should get anything. If this is a strategy, then I should not have to tell my opponents what that strategm is.

"B1b> Upgrading units with the design workshop is allowed at end of turn."

Is this better?

B1b> Upgrading units with the design workshop is allowed at the begining and end of turn only. (either before any units have moved, or after all units have moved).

This makes more sense. The tactic is the same. If I have a 1-1-1 scout, and move that unit to the desired location, and then upgrade scouts to 1-3-1, the unit will have moved and been upgraded. Being a defensive unit, it would not BE used during you turn, but during your opponent's turn. so in effect, it was moved, upgraded and used in the same turn (provided the unit is attacked). I think seperating units by type (defensive ok, attack not ok?) for this rule is a mistake. (one could argue, his 6-1-2 missle rover IS a defensive unit).

MoSe posted 07-06-99 08:02 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
The more we talk about DW upgrading, the more exceptions pop up.

As Bingmann and I said before, that is a different tool than upgrading a single unit, and it would be a pity to lose it.
Now you come out with:
-build, upgrade AND move/attack_with a unit in the same turn
-drop, upgrade and use a unit in the same turn

I guess we will never come to think in advance of all possible tactics and implications of it.

So, I'm ever more oriented for two possibilities.

B1c, all the players are aware that even s.m.a.k.y.� tactic is a legal tactic of the game, knowing that in such case, if you upgrade a half-moved recon rover to a missile rover and attack, you would be forced to upgrade ALL your recon rover and PAY for them, i.e have enough money to do it.

OR, the issue is not WHEN in the turn you use DW upgrading, but all the involved units movement state when you do it. I explain: you must NOT have halfway moved units, OF THE TYPE you're DW upgrading, when you do it.
That is, if you upgrade recon rovers, all your recon rovers must either be "Already Moved", or still with their full movement points available (and these you can move and use for attacking after the upgrade). If even only one of your recon roves has moved of 1 and has still the 2nd movement point to use, you can't DW upgrade R.Rovers till you finish to move that one.
I guess that anyway nor this condition, neither if you used the DW upgrade at the beginning, end, or in the middle of your turn, can be possibly spotted or traced by a CMN, so as usual honesty remains the key.

MariOne

MoSe posted 07-06-99 09:12 AM ET     Click Here to See the Profile for MoSe  Click Here to Email MoSe     
Another issue, about which few words were said between us, but no conclusion was reached.
Now the question came out again in flotilla (where it's not to be disputed anyway ).

Use of captured units in UDW.

1. popped Unity units
2. bribed units
3. probes (!!!)


1. Unity units DO NOT appear in UnitDW, so there's no issue for them, since you can't use tham a s a template.

2. when you bribe a unit whose components you haven't yet discovered, its design get added to DW. There, you can click on it to examine its design and characteristic.
If you try to design an unit, you don't get the not dicovered components in the list of availble components.
But if you edit the bribed unit, you read "new unit based on existing design" (or something) and you can keep there the components you don't have.
Say, you capture a (6).1.1 unit. Your top weapon are impactors. If you click on the weapons box, you'll not see missiles to choose. But if you don't touch weapons in the design, you could alter the chassis, or the abilities, and design a 6.1.2 missile rover, or a 6.1.2 Missile Foil with Deep Radar, without having discovered missiles at all. This way ALL designs that use exactly THAT component are actually available, coz you could alter everything of the rest, putting in anything you've discovered. Like you had discovered the component yourself.
Beware, if your top weapon is 6 and your top armor is 3, and you bribe one 8.1.1 unit and one 1.4.1 unit, in NO WAY you could build any 8.4.x units (should you want to, just an example! )!
Some claim that this is a legal reward when you put the hands on a new piece of tech from battle loot. Other think it should be declared illegal.

3. PROBES!!!
Imagine you discover Planetary Networks before you discover Mobility. Probes movement is 2, probably to express the idea that spies are sly and swift. For how the DW is implemented tho, the double movement of probes is not obtained as an inherent special bonus of that kind of unit only, but simply using speeder as chassis! Without having discovered that type of chassis, and without having bribed units that use it!
So, when you discover probes, you can alter their design, substituting their probing equipment with weapons or other equipment, and add armor or abilities at will, and you get any kind of rovers your current tech allows, without having Mobility tho.

I guess some final conclusion should be reached on that issue.
For now, I feel free to use 2. where not explicitly denied (and no CMN did yet), but I refrain from using 3. (not an usual occurrence indeed).

MoSe

Bingmann posted 07-06-99 09:30 AM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
I am against changing "upgrade end" to "upgrade start/end". "Upgrade start/end" looks identical to "upgrade anytime" from an enforcement standpoint - you can't tell the difference by comparing a save file from the start of a turn with a save file from the end of the turn. The original three choices can be enforced by looking at starting and ending save files.

Let's restrict rules to what can possibly be enforced. Otherwise, it's only the honest players who are restricted to the benefit of the "cheaters". All of the rules so far can be enforced by a CMN comparing two sequential save files. (I'm not sure about the Scenario Editor bug since I don't know what it is.)

Disclosing my interest in the upgrade issue, I have never used the Design Workshop to upgrade units.

Aredhran posted 07-06-99 10:17 AM ET     Click Here to See the Profile for Aredhran  Click Here to Email Aredhran     
MoSe,

About your little rant on upgrading based on captured units... I have never tried this, or tested it in any way (hence my surprise in Flotilla when I saw these 1-3-1 garrisons everywhere without having H-E chemistry).

I feel it's a valid use of a game feature. The fact that you are not allowed full freedom of unit design compensates for the lack of proper requisite tech.

The probe/rover upgrade on the other hand, *is* a cheat, and must be prohibited.

Aredhran

Bingmann posted 07-06-99 12:32 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
I've just about reached the point of open rebellion on all of these damn "rules". I'm sure I'm not alone in wanting to play the game without having to analyze every clever strategy or action to decide whether or not it violates the latest add-on rule.

I fully support rules to counteract obvious bugs (multiple right click drops) and cheats (using ScenEd or reloading), but I am coming to despise all of these rules that seek to essentially redesign the game. If the game works a certain way and it's not an obvious bug, then that's the way it's supposed to work. If you don't like the way the game was designed, too bad. Make your own game or lobby Firaxis to change it.

Regarding captured units and the Design Workshop, Firaxis had to write code to put the captured unit into the DW, so yes, it is meant to be there. It also specifically says "Editing an existing design", so you're supposed to be able to do that, too.

With regards to probe teams and speeder chassis, they could have implemented the probe team "weapon" in exactly the opposite way they implemented the transport "weapon" (+1 move instead of -1 move). They didn't do that, however; they used the speeder chassis. It may be a matter of opinion as to whether or not they overlooked the fact that players would be able to edit the probe team to use the speeder chassis, but I don't see how this can be classified as an obvious bug - there is no evidence that they are seeking to resolve this in a future patch.

Sorry, it's been very hot here the last few days, and I think it's getting to me.

Bingmann posted 07-06-99 06:10 PM ET     Click Here to See the Profile for Bingmann  Click Here to Email Bingmann     
Rereading my post above, I think it was a bit harsh. I want to apologize to anyone who took offense to what I said. I dislike rules proliferation, not the people proposing the rules.
cousLee posted 07-07-99 07:24 AM ET     Click Here to See the Profile for cousLee  Click Here to Email cousLee     
No offence was taken.

First, please don't look at it as a bunch of add-on rules. This list has never been finalized, so add-ons are not possible . The list is why we are discussing these issues. Final inclusion on the rules is not set in stone for a lot of things.

I intentionally used that "feature" in the Flotilla (CMN benefit ) just to raise this issue.
I feel that:
1> You should be allowed to build exact copy of what you captured, but question altering that design with other components. I think that is the intent of the game.
2> using the probe rover chassis to design other rover chassis units should not be allowed.

Bing, I agree with you on that the wording should be left upgrade/end.

MScottLV posted 07-07-99 05:40 PM ET     Click Here to See the Profile for MScottLV  Click Here to Email MScottLV     

4> Carry terraforming trick. Crediting up your formers and moving them to a new

What is that trick/cheat anyway?

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