Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Command Nexus => Topic started by: ete on August 19, 2013, 01:32:11 PM

Title: Looking for a couple of players to try a map
Post by: ete on August 19, 2013, 01:32:11 PM
I've been planning a 4-6 faction (two player) map for a few days, trying to integrate several features into the design:
1. Factions are connected by land, allowing early pressure and forcing your target to produce defensive units, but are not so close that it's easy to go for an early kill.
2. Builder factions have a safeish area, allowing midgame if early pressure does not end it.
3. Control of the sea is important (naval invasions, seabases for air raids on foe, securing your sea bases), but not a game ender (enough land that you can have your coast bombarded a bit without losing everything).
4. Native factions have a good patch of fungus to explore and shorter rush distance through the fungus, plus quicker access to pods.
5. Near perfect Top/Bottom symmetry of continents, for balance (right/left is not balanced, due to prevailing winds).
6. Expansion on initial continent is entirely practical (not tiny), as is going to another more fertile uninhabited landmass (have separate continent with the Jungle and other nice things).
7. There is some key disputed territory between the starting locations, most likely the Manifold Nexus (getting it in your territory early for +1 Planet should be a big deal for anyone) and Ruins, maybe others.
8. The sea is at least a slightly appealing place to settle new bases.

I think I've got a plan which should include all of these features (have a mirrored major continent linked by a land bridge, one starting location close to the bridge and one far, with the two far locations separated by only a fairly small stretch of water so naval attacks are practical), but before I actually create the map (mirroring everything, urg) I'd like to know if anyone wants to play. I can set up multiple games on this map if more than 2 people want to play.

Cool things: Non-builder factions should become at least more viable with early conflict, but building is still important and hopefully ending the game will not be easy unless one player skimps on defence and the other goes all out.

Proposed setup:
Players say they want to play, pair off.
Players agree on 2 or 3 factions each.
I finish and post map, players can look at it and decide what factions they want.
Players decide initial starting units (formers etc) and rules (copters etc)
Both players PM me their preferred factions and start locations (duplicates are fine, I'll just make a clone faction with slightly different name), plus any extra info like the uni's initial tech.
I set up game and they go.

I've been playing with the scenario editor a bit recently and I think I should be able to set it all up right. When exactly it happens is not certain because of my other projects and RL commitments, but with a little encouragement I should be able to set it up (including map making) within a week.

So.. want to have a game with some potential early conflict and the possibility of later tech? I'd especially love to see one player go for hardcore builders (Morgan/CyCon/Drones) and another go for something like Uni/Believers/Cult to test whether when not separated by water builder factions really have the advantage.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 19, 2013, 05:44:21 PM
Sounds interesting, count on me
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 19, 2013, 10:14:08 PM
Started on map. Also made a blank template with everything removed which should avoid the sea level rise bug if anyone wants it.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 19, 2013, 11:29:13 PM
Progress, mostly on start locations. Mirroring mostly not done yet. Start locations and important places will be near perfectly mirrored, other areas may have slight differences.

Echelon Mirrors = start locations, though I'll do a three faction per team version with them moved around a bit (rusher spot same, other one moved to the right a bit, new one to the top left).

The unshown island on the minimap is going to be highly fertile, right now it's pretty unfinished.

Any comments on what I've done so far? I know it could do with more fungus over the builder side, maybe a few more pods scattered around? Trying to avoid putting pods where the terrain symmetry would be too badly damaged by an earthquake pod.

I like how it's feeling so far, to keep the edge you can't just sit back and build/defend safely because the foe will get the Nexus + base in the Ruins + base with boreholes without a fight, and be able to hit you hard. Later on, they'd be able to do shore bombardments, break your freshwater sea with a former, or start building on the monsoon jungle continent and hit you with air power from there.

But on the other hand, there's reasonably fertile land and hopefully not too much immediate risk of losing, plus air and sea tech are very powerful, so you can afford to tech up a bit, though keeping a close eye on when the foe is preparing a big attack could be the key to surviving.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 20, 2013, 12:16:22 AM
Reasons for posting the map not keeping it secret:
1. I intend this map to be used multiple times, after the first use surprise value will be gone.
2. I would like some feedback/maybe encouragement.

I'm kinda trying to build a new standard map here, one which incorporates and allows a wide variety of factions and strategies to flourish. I will likely revise it after the first game or two (if the players could PM me feedback while playing that would be awesome) and would welcome players thoughts.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 20, 2013, 04:20:20 AM
More progress. Mostly comfortable with main continent as an initial version, and mirrored basic land structure. Still plenty more mirroring to do, rivers seem to be particularly awkward to work with.

I've now labeled the start locations (thinking: location 1 is required, locations 2, 3, and 4 are player choice), added fungus/monoliths, mostly done the fertile island, made a start on the central sea.

As for the non-1 start locations, do they seem vaguely balanced? The idea was:
3 has most resources around it, but is far from 1 so harder to assist your other faction and likely no very early coastal base.
2 has two decent base spots right away (start location with river and monolith or nut bonus workable, plus the energy bonus on river spot with monolith or min bonus workable). Gets into inland sea easier.
4 has an excellent base square (river, nut bonus, monolith near) and HQ is coastal, but has no great nearby second base spot. Can assist with a rush easier than other spots.

Though I'm likely to tweak it a lot. Probably add a few more monoliths to make up for the lack of pods near start locations (reduce randomness at a critical time).
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 20, 2013, 02:57:59 PM
I don't think I understand the starting locations.  I only see two marked, and they do no seem to provide a very balanced start.  Were you intending to have 3 starting locations per team?
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 20, 2013, 03:08:29 PM
Yes, it's designed for two players using either two or three factions each. The screenshot is of the top half of the map which is mirrored on the bottom half off-screen. There are four start locations marked in the screenshot, which numbers do you not see?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 20, 2013, 10:27:20 PM
Can you save in MAP file format, so that I can load the map into SMAX and look around?
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 20, 2013, 10:52:51 PM
Okay, have some attached bigger .PNGs for now. Will get a .MAP.

Making rivers perfectly symmetrical is a nightmare, but I tried to make them at least close to balanced. Even that took far too long.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 20, 2013, 10:54:31 PM
And the .MP file.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 20, 2013, 11:05:11 PM
All available starting locations are marked as landmarks. Picking location 1 for a faction is mandatory for both players, all others are available and I aim for them to each be reasonable choices in some situations.

There is slight asymmetry between top and bottom, mostly in rivers and some in heights/fungus trying to fix/compensate for those rivers, but hopefully it is small enough to have a negligible impact on the game. If you see asymmetry which is likely to have a noticeable difference, let me know and I'll try and balance it further.

If you've got suggestions for features or changes I'd like to hear them, just bear in mind the objectives in the opening post (especially trying to make a map which lets as many factions and strategies be viable).

One thing I'm vaguely concerned about is whichever faction gets the WP will be able to landbridge to the fertile continent which could prove hard to stop. Perhaps moving it back a little to slow the bridge, or giving both factions a long rocky land bridge to allow the faction which misses the WP to have a chance to reclaim it?
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 27, 2013, 09:21:04 PM
Earthmichael,

Do you want to we test this map?
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 27, 2013, 09:30:58 PM
I'm very happy to set it up for you guys, just let me know factions (either public or by PM if you don't mind clones) and other starting info. I can make it today or tomorrow, maybe the day after. From 30th-3rd I'll be away.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 01:06:01 AM
I would consider testing the map.   Are we talking about single or multiple factions each?

I would like the start the game with Yitzi patch, and maybe consider some of the patch options.  And for goodness sake, if are playing multiple factions, lets make sure than units transfer between them.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 01:19:50 AM
The map is designed primarily with multiple factions per player in mind, though it should still work for 1v1. I can use yitzi's (and kill global warming/do whatever alphax changes are wanted), and will be sure to check diplomacy is correct between all factions (locked incorrect diplomacy was the issue with the other game, right?).
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 02:15:47 AM
I would try the builder side of this with Uni/Drones/Cycon or Uni/Drones/Morgan.  Uni is too good a builder faction to leave out of this equation. 

Let's use Yitzi patch also.  What options were you thinking?

Is there a way to verify that locked incorrect diplomacy was the problem with my latest game with Roninscg?  If so, is there any way to fix it?
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 02:27:40 AM
Are your factions correctly allied? If no, that may be the issue. I'm willing to take a look around your save and see if I can figure out what's going on, but I'll need your password. Knowing whether your opponent has the same problem may help track it down.

Either way, I'll play this game far enough to test handing over control of units to verify that works before giving you the starting save.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 02:42:05 AM
And excellent, very glad to have you two playing :D. It'll be especially interesting to see if an all builder faction team can hold up to a mixed or more rush focused team on a map with land linked starting positions where early pressure gives control of some excellent resources and the Nexus.

Now, things to decide:
roninscg, are you okay with having 3 factions as EM seems to want?
Do you want to take it in turns to pick factions, use some other method, or would you like to both just pick what you want and I'll make clones if you both want a faction?
What rules/settings/starting units/any other specifics do you want to play with?
Do you want a powerful/angry AI to start on the fertile continent? I could put the Caretakers there with a few starting bases/formers and constant war with everyone to make it harder to take that land, which would probably smooth out a potential balance issue with first to WP getting to landbridge to there (other suggestions for this welcome).

I'll make some final tweaks to the map, upload it so you can both look around, then you can both PM me which starting locations for each faction, bonus tech choice for uni etc..
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 01:17:37 PM
Okay, I've made my final tweaks (unless one of you feels strongly there's an imbalance to address) for the version of the map you'll be using and attached it to this post.

Main changes are cosmetic, but I've altered some of the start locations a bit (4 now has an excellent initial spot for one base, but other bases will be far away or have bad places, and the spot near the Uranium is a bit weakened).

Please have a look around and decide which factions you want in which starting locations.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 03:00:53 PM
There are a few things to address:

If this is a test of builder verses momentum, neither player should feel that his personal record is at stake here.  Personally, I am a builder by heart, so I almost always prefer the builder side of things.  After looking at the new map, I prefer Univ/Aki/Drones to uphold the honor of the Builder side.

For momentum, the classic factions are Sparta, Believer, Angels, etc., but as far as I am concerned, as long as no Aliens and no Pirates, the momentum team can pick any 3 factions you want, including overlapping with the Builder factions if you choose.  (I think a CNM can set it up to have multiple copies of the same faction if desired.) 

In my opinion, the map is large enough that a well played builder can hold out and win against momentum.  So I believe the momentum team is a losing proposition.

So we can change it to just teams verses teams, and the second team can pick any team it wants (regardless of overlap in I understand the that factions can be duplicated by a moderator if desired).  So the other team can have Uni, Aki, and/or Drones, up to completely duplicating my team.

Or we can try to momentum experiment, if Roninscg or anyone else wants to champion the momentum approach.

I see there are a lot of pods in the game, presumably to reward the rapidly exploring/expanding momentum player.  Can we set all of the pods to the same reward (somewhere between 50-100 EC each depending on the weight we give to exploration?  I don't like the randomization of pods to what is otherwise supposed to the a balanced game that is supposed to tell us something about viable strategies.  Because if one of us is popping worms and xenofungal blooms, and the other is popping AAs, monoliths, and Ogres, the pod roulette is going to determine the outcome, regardless of strategy.

What starting resources do we want each faction to have?  I favor beginning with 2 CP per faction, 4 formers per faction, and 4 scouts per faction, with the scouts being special depending upon the faction.

For example:
1. Sparta: all 4 scouts can be 1-1-2 rovers.
2. Prophets: all 4 scouts can be mindworms.  (They suck so bad they need the advantage!)
3. Angels: any of the 4 scouts can be probe teams if desired (still only a total of 4 scouts)
4. Gaia: if the automatic first capture is messed up by the scenario, Gaia should start with one mindworm and 3 scouts.  This should be tested.  Gaia  is supposed to have a guaranteed first capture.
Did I miss anyone?  Both Alien factions, all 4 scouts can be can be Ogres.  Pirates, all 4 scouts can be foil 1-1-4.   (Good thing all 3 are banned).
None of the factions I picked have special scouts.

Yitzi patch
Anything special here?  I want rising water off, and the ecodamage bug fix.  (No building and destroying building for ecodamage gain.  Worm pops do not increase with ecodamage control buildings.  Anything else we want to tweak?  Is it possible to turn off sidetracks?

As usual, I prefer to ban atrocities and copters, but I am willing to allow nerve stapling if Yitzi rising water patch is in.  Is this all good?
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 04:24:20 PM
There are a few things to address:

If this is a test of builder verses momentum, neither player should feel that his personal record is at stake here.  Personally, I am a builder by heart, so I almost always prefer the builder side of things.  After looking at the new map, I prefer Univ/Aki/Drones to uphold the honor of the Builder side.

For momentum, the classic factions are Sparta, Believer, Angels, etc., but as far as I am concerned, as long as no Aliens and no Pirates, the momentum team can pick any 3 factions you want, including overlapping with the Builder factions if you choose.  (I think a CNM can set it up to have multiple copies of the same faction if desired.) 

In my opinion, the map is large enough that a well played builder can hold out and win against momentum.  So I believe the momentum team is a losing proposition.

I would imagine that a pure momentum team would struggle a great deal if it failed to do decisive damage early on, but perhaps a team with one rushing faction (Believers for supporting units given by other factions, or perhaps one of the green factions to wormrush with the Nexus bonus. I really like how arguably the best faction for conventional spearhead (Mirram due to support and fanatic) is the worst at taking advantage of +1 Planet, letting others be viable.) and other factions which can be aggressive could take the useful and fertile ground, and give them enough of a leg up to make them hard for the pure builders to stop (at least diverting enough away from their building to stop them flying ahead).

Perhaps a pure-builder team can win, but I'm hoping to set the map up so that a mix of styles of factions is the strongest to make factions balanced against each other. Letting early pressure happen and giving a notable advantage to whoever holds the middle ground may be enough to get both players to produce an army early on, but not enough to let the game end quickly if both players prepare for war adequately.

So we can change it to just teams verses teams, and the second team can pick any team it wants (regardless of overlap in I understand the that factions can be duplicated by a moderator if desired).  So the other team can have Uni, Aki, and/or Drones, up to completely duplicating my team.

Or we can try to momentum experiment, if Roninscg or anyone else wants to champion the momentum approach.

I'd like it if at least one of you picked 1-2 momentum factions, but think that pure-momentum is likely a suboptimal strategy. Ideally I'd like to see a player use either one highly aggressive conventional faction (Sparta, Mirriam, Cult, maybe Gaia), one researcher, and one mineral builder (Domai or Hive), or something similar to that.

Most of all, I'd like to see if a somewhat balanced team of builders and rushers can win against someone going all-out builder. Seeing if a all-out rusher can win is also interesting, but my intention for this map is not to make it favor rushers, but to favor balanced teams and give all factions a chance to shine while slightly discouraging extreme strategies (either all builder with little army until late or all rush end game quickly).

I see there are a lot of pods in the game, presumably to reward the rapidly exploring/expanding momentum player.  Can we set all of the pods to the same reward (somewhere between 50-100 EC each depending on the weight we give to exploration?  I don't like the randomization of pods to what is otherwise supposed to the a balanced game that is supposed to tell us something about viable strategies.  Because if one of us is popping worms and xenofungal blooms, and the other is popping AAs, monoliths, and Ogres, the pod roulette is going to determine the outcome, regardless of strategy.

I've tried to balance out the pop popping in a few ways, firstly by making few pods very near initial bases so you don't get a key resource or load of fungus right in the middle of your base, second by making quite a lot of pods available to both players so that the pods will very likely approximately even out. If you both feel these precautions are not enough I can adjust pop pops, but my personal feeling is that not being able to get various bonuses changes the game significantly, removing strategies and altering balance. For example, a flat EC boost is effectively a penalty to Native factions since they lose a major source of worms to capture, and explorers can't go for AAs early to get a SP to compensate for their otherwise poor infrastructure.

What starting resources do we want each faction to have?  I favor beginning with 2 CP per faction, 4 formers per faction, and 4 scouts per faction, with the scouts being special depending upon the faction.

For example:
1. Sparta: all 4 scouts can be 1-1-2 rovers.
2. Prophets: all 4 scouts can be mindworms.  (They suck so bad they need the advantage!)
3. Angels: any of the 4 scouts can be probe teams if desired (still only a total of 4 scouts)
4. Gaia: if the automatic first capture is messed up by the scenario, Gaia should start with one mindworm and 3 scouts.  This should be tested.  Gaia  is supposed to have a guaranteed first capture.
Did I miss anyone?  Both Alien factions, all 4 scouts can be can be Ogres.  Pirates, all 4 scouts can be foil 1-1-4.   (Good thing all 3 are banned).
None of the factions I picked have special scouts.

Worth glancing over the discussions going on here (http://alphacentauri2.info/index.php?topic=4216.0), particularly Kirov's last post. I'm happy with these suggested settings, though Gaia's ability to make formers at the start is significantly watered down by free formers for everyone.

Also, I think the way the Gaia capture thing works is just part of the capture formula. Basically, if you have no native life and you try to attack one with +1 Planet, you get the capture. Gaia's first fight always happens when she has none, so she gets it.

Yitzi patch
Anything special here?  I want rising water off, and the ecodamage bug fix.  (No building and destroying building for ecodamage gain.  Worm pops do not increase with ecodamage control buildings.  Anything else we want to tweak?  Is it possible to turn off sidetracks?

As usual, I prefer to ban atrocities and copters, but I am willing to allow nerve stapling if Yitzi rising water patch is in.  Is this all good?

All sounds okay to me. All Secret Projects allowed?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 05:46:29 PM
I made a few edits to the map, mostly to improve starting location.  I tended to remove fungus where there were special bonuses, and I increased the rockiness of a few squares.  Also, I increased the elevation in a couple of places.  All of the changes, I tried to make completely symmetrically wherever rivers would permit; otherwise, I did what I thought was equivalent.

Please see if I made any errors (where North or South got accidentally favored), and see if you like the changes in general.  Since I tweaked the map, I am more than happy to let my opponent pick North or South starting locations.

Also, I like the fact that we have extra starting locations.  This allows us each a bit of flexibility, since one starting location will be left unused.

Here is the map  ( I called it  Balanced 0.5 EM).
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 06:40:14 PM
If we think Gaia gets too watered down by everyone having some Formers, I am all for allowing 1 or 2 Gaia scouts to be mindworms.

I am also open to Gaia getting a different starting tech, such as Centuari Empathy, if the feeling is that the Centauri Ecology advantage is too watered down.

I am OK with all SP.  Some people don't like allowing Empath Guild, but I am OK with it.

I would like to propose the Free Drones get a more useful starting tech.  Since they can't research anything for 10 turns, and then need quite a few turns for a breakthrough, they need a decent starting tech.  I would proposed Doctrine Mobility or Biogenetics choices for Free Drones alternative tech (I am thinking we pick one or the other as an optional patchable change to Free Drones; I lean toward Biogenerics).

As for pods, I don't have a good solution other than the one I proposed.  75 EC seems like more than enough compensation to help momentum teams keep up with builders.  If we use abundant native life, this would allow worm harvesters to do their thing pretty well.

Other than just popping great stuff like Ogres and AAs, pods are also subject to abuse.  I know a player than right before he popped a pod, he designed the most expensive tricked out Supply Crawler that his tech would allow.  I mean, with a few techs, we are talking about a 100+ mineral crawler.  He would set his closest city to build this monstrosity, and then popped the pod, hoping for a completion event, which built that supply crawler in one turn.  After his second early SP build, which I showed was mathematically impossible, rather than be called on cheating, he revealed this strategy, which seems to be allowed by the rules.

If we would limit the pod pops to a few not-completely game changing outcomes, I would consider this.  But I don't think any strategy game is improved by adding a lot of chance events (with both good and bad outcomes), which just widens the gap between possible results.  If I pop an early Ogre, I am going to be on the attack, whether I had initially planned to or not.  If my opponents has his major city blanketed by xenofungus, it is going to slow down his critical early expansion phase.

Who is to say whether the map is any good or not, or the strategies any good or not, when a couple of pod results can skew things in such a way?

Assuming we could limit pod outcomes, I would completely get rid of the following overpowered pods:
0. Volcanos, tidal waves, water rising, and the like.  Anything that can cause this kind of upheaval in elevations screws up the game.
1. Xenofungal bloom.  Can be devastating close to a base.
2. Multiple mindworm pops.  You should only get a single worm from a pod. I am OK with land pods doing away with mindworms altogether, although I could see a native faction wanting to keep the IOD as a possible result for sea pods.  (A sea pod can give you an IOD carrying a passenger.)
3. Completion events (these can be completely abused, as show above).
4. Tech discovery's
5. Ogres and Alien Artifacts  (This could be allowed only if some global counter made sure than you could never have more than 1 AA or Ogre more than any other faction.  This sounds difficult, but not impossible to implement.)

I consider the following to be a waste of a pod.  They are not overpowered, I am just always disappointed to get such a pod:
1. Survey pods that just reveal a scan of the nearby area.   This is a total waste.  I would rather have 25EC.
2. Mining pods.
3. Solar pods.
4. Comm frequencies.
5. Dislocation of my unit to some remote location.

I am OK with:
1. A special resource is found.
2. A monolith is found.  (Although getting a lot of monoliths can really help early expansion).
3. I am OK with getting a Unity [scout,rover,transport,foil,copter] whatever, or cloning the exploring unit in a differential rift.  If copters are banned, you may never upgrade the unity copter.
4. Forest and kelp pods.
5. Pods with up to 75 EC.  (Anything above 75 EC I think is a overpowered.)  I am OK for something like 50 or 75 EC being the default.  Every faction can use money to help speed up production, so I don't think anyone benefits more than anyone else.

Can we agree to limit pods to just these 5 options.  (Please let me know if I have overlooked some options.)

If we want to allow some admittedly overpowered options, like AA and Ogres, can we put some kind of balancing mechanism in place so that you cannot have one faction "having all of the luck with Ogres and AA", and the other factions are always left out?
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 07:03:36 PM
Having a look around the map. I may not have balanced rockiness as well as other elements, and changes to elevation are likely fine/positive. The fungus on special resources was intentional to slow down the start a little/balance out start locations/encourage players to pick start location 1 for earlier conflict/compensate for lack of near to start location pods which often generate resources on fungus making the game play a little more like a standard random map, but I'll see how it looks.

Giving Gaia MWs should help compensate, though does change her advantage significantly.

Ok about SPs.

Is the Drones slow start not mostly counteracted by the fact that later on, if fed tech, they can outbuild everyone? And with three factions, can't you just give them some better techs from another faction right away? Changing an aspect of a faction like that seems uncomfortable to me, but of course if you two want it I'll build it.

Pods.. hm. It's not so much a matter of how many credits per pod, but the fact that not having random pods significantly changes the game. I think that the worst imbalances can be smoothed out through clever mapmaking and design, while keeping the game and strategies intact. I'll address each point:

Flood events (earthquake, etc)
This is solved by following the instructions and building the map properly. If the map is initially generated as random, this kind of pod does not have the flood the planet side effect. It just makes a little mountain, which is generally does not affect the game (occasionally you'll get a land bridge, that's it).

Xenofungal bloom
So long as you don't put pods too near start locations it should not be too crippling, a patch of fungus some way from bases is generally not a huge deal until late enough where the former-turns needed to clear it are only a slight dent in your development.

Multiworm pops
Similar to previous one (a few worms far from bases may kill a unit, but they should be deal able with), except removing these would significantly alter balance between the speed at which a native, morale boosted, or non-FMer can explore and the rate at which others can explore. These also give much more of a feel of a hostile Planet.

Completion events
This seems better to deal with via a rule against that exploit (e.g. if you get a completion event on a crawler with cost above x mineral rows, you must disband it immediately) than by altering pop pops?

The really good pops (Ogres/AAs/Tech discoveries)
These do have the potential to shift the balance of the game, but if both players are given access to a significant number of pods it is highly likely that the effects of these positive pops will roughly even out, with some advantage given to whoever gets them first (explorer bonus). Again, making pods not be too close to the start locations should help reduce the effects in the crucial early turns.


Again, I will set up the game as you guys agree, I'm just giving my opinions on how to make the game both balanced and as close to the full game as possible. Pods are a significant part of the full game, and it seems like a both a shame and a change to inter-faction balance to neuter them by removing all of the important good and bad events when it should be possible to set a map up so these events even out well enough for it not to be the determining factor. I also don't know quite how fine tuned I can make pop pops, but will look into it. It's unlikely that a forced luck balancing system can be imposed without a large amount of work by an exe hacker, and the way such a system operated would be difficult to agree on.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 07:20:03 PM
Okay, had a look around the map changes.

hm, I feel that the start locations as originally made were already good compared to what you would get on a random map, and improving them significant seems to take it further from a natural game state. More than that,  it reduces the incentive I tried to set up to fight over the fertile area with boreholes/monoliths/nexus or move to the good island by making the starting area already really good. It also looks.. unnaturally tuned to play. Especially putting a single jungle square under the Nutrient bonuses. Additionally, I'm not a fan of altering the heights of the natural landmarks for the same three reasons. It makes it more different from the default game, reduces incentive to fight for good terrain, and feels/looks unnaturally tuned to play rather than a generated planet, all things I'm keen to minimize. There's also the fact that significant reduction in initial fungus (which is already lower than most random maps) changes interfaction balance (natives do worse, factions running early FM do better).

And less importantly, the start location 2 spots seem less symmetrical.


Sorry, but I'm not much of a fan of your changes :(. One aim of the map is for it to feel as similar to a standard randomly generated map as practical while implementing various forms of balance (North/South, Builder/Rusher, Native/Conventional, and reducing the impact of early pod pops to make luck less of an issue). I feel your changes move away from builder/rusher balance in favor of builders, away from native/conventional balance in favor of conventional, and away from similar to standard play by editing landmarks and adding unnaturally fertile starting spots.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 07:32:33 PM
I think pods are a good innovation for single player, since they can spice up the game.

Even the original game had option to limit the pods to only starting locations, so they did not become dominant.

I suggest that we smooth out pods by eliminating the very worst and very best outcomes, so we still can have some randomization based on the 5 outcomes left.

What are we gaining from adding this extra degree of randomness?  We can still reward exploration and being first to the pod.  We can allow momentum factions to send EC home to build faster.

There are a huge number of pods on this map, more so than any other map I have seen.  You expectation may be that with a large number of pods, the results will even out.  But that is not what happens in reality.  With this number of pods, the results of pods will tend to dominant the game for a long time, because comparatively speaking the output from the cities is relatively small compared to output from the pods.

My first preference is just to use the option to eliminate all pods except from landing sites.  Or just to eliminate pods altogether.  But as a concession to momentum faction who would tend to discover pods faster, I think giving 75 EC to the discovered of a pod is more than fair compensation for the momentum factions, while also eliminating pods which have a negative effect on the discoverer.  These both favor the momentum factions. 

So let's keep random pods, but smooth out the extremes.  Eliminate the worst of the bad effects and the strongest of the good effects, and eliminate the "no real effect results", that still leaves 5 different effects that can results from popping a pod.  I think that still leaves enough randomness  to be interesting, but it limits the pods from completely dominating the outcome of the game.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 07:50:48 PM
Just looked at the settings, it seems the controls are turning off:
AAs
Monoliths
Resources
Vehicles
Technologies

with no other fine tuning available. Turning off Ogres would require turning off unity everythings (assuming Ogres are included in vehicles). Turing off multiworms, xenofungus, and completion events is not an option.

And.. I do see where you're coming from with trying to reduce the impact of luck, that's something I'm trying to do here but preferably not at the cost of changing the game in other significant ways The advantage I see from a bunch of ECs is a fairly different kind of advantage from getting 50 mins towards a SP, a free tech, or a one off powerful unit you can't heal. The pod system is built to be fairly well self-balancing, some really good pops like Ogres are rare, some like AAs are common enough that on average each player will get almost the same amount. Fundamentally, I like the idea of sticking closely to the base game unless there is strong reason not to.

As for no unity scattering, that seems backwards? Pods right at the start are a very big deal, later on less so.

And I'm happy to reduce the total number of pods significantly if you feel that would be better. My aim with having lots of pods was to smooth the randomness out by giving both players lots of throws of the dice, which should for the most part work, though I do imagine whoever gets to the sea first may get quite a boost.. but that's also not terrible, I'd like to see rushing for sea exploration since that seems to get skipped over in a lot of MP games.

Again, this is mostly a game philosophy thing. If roninscg and you want AAs or anything else disabled, I will set the game up with those rules and be happy with it, I'm just debating this because it's interesting and fun.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 28, 2013, 07:59:19 PM
I notices that your initial map did not have much variance in attitude, so I tried to add a couple of large mountains.

You can eliminate the jungle from the starting locations very easily.  I find this causes quicker expansion and a quicker game for everyone.  For that matter, get rid of the nutrient bonuses from the starting locations.  They are only there to facilitate faster expansion,  If you want a more random look, make the start locations nothing special, no bonuses of any kind, no jungle, no nothing.  It just results in a slow start.

The desirable spots are still going to be desirable for expansion, no matter now how good the starting spots are.  The better starting spots just tend to cause expansion to occur faster.

I eliminated very little fungus from the map, primarily removing it from special resource squares. The special resources squares might as well not be there if there is also fungus, since fungus suppresses the special resources; the fungus effective removed the special resources from the early game, since terraforming will be difficult early on.  By eliminating this fungus, it gives players more strategic options in how to expand.  You can put fungus anywhere you like, but the more fungus you add, the less strategic options you are giving your players.  In my view, the fewer strategic options that players have, the less interesting the map. 

Rushers benefit more than builders from the better starting locations, because builders will just expand to whatever good locations they can get to.  If builders are saddled with bad starting locations, they look for better locations for their expansions.  So the rushers (or momentum players) benefitted the most from my changes, because it meant their starting locations were good enough to fuel a war economy, without having to start their priorities on expansion, to get enough resources to fight.

Feel free to clean up any lack of symmetry on start location 2.  I tried to make them similar, but rivers may have made it difficult, or I could have just made a mistake.

I think you should rethink how much you want your map to look like a random map (how important is that to you), and who will benefit most from good starting locations.  I think you will find the builders are not so dependent upon good starting locations, but are keen to find decent secondary locations.  It is the momentum factions that benefit most from good starting locations.
Title: Re: Looking for a couple of players to try a map
Post by: Buster's Uncle on August 28, 2013, 08:01:11 PM
I will set the game up with those rules and be happy with it, I'm just debating this because it's interesting and fun.
Yes and it makes interesting reading, too.  ete, do keep in mind that EM is MP champ, and I assume that means an incredible amount of experience behind his reasoning.  I've watched him kick ideas around with Yitzi at great length, and I thought, notwithstanding that Yitzi is a mental giant, experience almost always trumped theory.
Title: Are these pod limits implementable?
Post by: Earthmichael on August 28, 2013, 08:16:39 PM
Just looked at the settings, it seems the controls are turning off:
AAs
Monoliths
Resources
Vehicles
Technologies

with no other fine tuning available. Turning off Ogres would require turning off unity everythings (assuming Ogres are included in vehicles). Turing off multiworms, xenofungus, and completion events is not an option.

Can someone with some experience chime in here?  We can leave on Monoliths and resources.  If there is a way to leave on cloning and unity vehicles, while still eliminating Ogres, that would be good.  Is there no way to eliminate volcanoes, fungal blooms, and multi-worm pops?

I know what I would like to do, but I do not know what is possible to do.  If possible, I would like to eliminate all results except:
1. A special resource is found.
2. A monolith is found. 
3. A Unity [scout,rover,transport,foil,copter] is found, or cloning the exploring unit in a differential rift.  (If copters are banned, you may never upgrade the unity copter.)
4. Forest and kelp pods.
5. Pods with EC.  If possible, limit to 75 EC or less.

Those 5 results provide a fair amount of variance, while not resulting in any game breaking pods. 

The question is: are these limits implementable?  [Can an expert chime in here, please?]
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 28, 2013, 08:40:49 PM
I notices that your initial map did not have much variance in attitude, so I tried to add a couple of large mountains.
That's reasonable, but putting them on landmarks just looks really awkward to me. Your save was set to flattened terrain so I'm guessing that's how you play, but on unflattened it looks very wrong. Also, there is a significant ridge, a plateau, and a mountain on both sides? There are flat areas, but it does not seem to me like that part of the continent needs more variation?

You can eliminate the jungle from the starting locations very easily.  I find this causes quicker expansion and a quicker game for everyone.  For that matter, get rid of the nutrient bonuses from the starting locations.  They are only there to facilitate faster expansion,  If you want a more random look, make the start locations nothing special, no bonuses of any kind, no jungle, no nothing.  It just results in a slow start.
I made the start locations reasonably good because forcing the players to spend 3-5 turns wondering around in the dark with colony pods and ending up at the same place anyway is not interesting. I tried to make the continent as a whole roughly as fertile as a random continent, then placed the start locations on the best bits of the continent. Jungle Nut bonus squares and other extremely good start locations (in particular, removing the fungus from the uranium flats seems to make that one feel unreasonably good) are not something which feels like a natural map, and that is an issue as I'll get to at the end of this post.

The desirable spots are still going to be desirable for expansion, no matter now how good the starting spots are.  The better starting spots just tend to cause expansion to occur faster.
However improving the start locations makes the difference in quality of land between the bit that I want fought over and the bit which you start on much lower, which does disincentiveize people to fight over that land because.. they already have pretty good land.

I eliminated very little fungus from the map, primarily removing it from special resource squares. The special resources squares might as well not be there if there is also fungus, since fungus suppresses the special resources; the fungus effective removed the special resources from the early game, since terraforming will be difficult early on.  By eliminating this fungus, it gives players more strategic options in how to expand.  You can put fungus anywhere you like, but the more fungus you add, the less strategic options you are giving your players.  In my view, the fewer strategic options that players have, the less interesting the map. 
Not having those special resources available immediately is, in my view, an increase to the strategic options. It means that a player has to decide to use former turns killing fungus rather than building other improvements. I disagree that it reduces options, it just makes the start slightly less accelerated (the start is already slightly accelerated by placing them on good bits of map), and forces an extra decision about whether to remove fungus or do other things.

Rushers benefit more than builders from the better starting locations, because builders will just expand to whatever good locations they can get to.  If builders are saddled with bad starting locations, they look for better locations for their expansions.  So the rushers (or momentum players) benefitted the most from my changes, because it meant their starting locations were good enough to fuel a war economy, without having to start their priorities on expansion, to get enough resources to fight.
I can see the line of reasoning, but feel it is more than outweighed by diluting the advantage of holding the useful middle ground since the middle ground is no longer that much better than the start locations, arguably worse especially with the two very large mountains.

I think you should rethink how much you want your map to look like a random map (how important is that to you), and who will benefit most from good starting locations.  I think you will find the builders are not so dependent upon good starting locations, but are keen to find decent secondary locations.  It is the momentum factions that benefit most from good starting locations.
More than wanting it to look like a random map, I want it to play and feel like an extremely balanced random map. The reason for this is that I view alterations to the.. base natural state of the game as arbitrary unless well justified. Mirroring and various forms of balance are well justified alterations to the base state of the game, in my opinion, because they make the game more fair and make more factions and strategies viable. Likewise removing pods near start locations and making the sea more attractive to reduce luck and diversify strategies are well justified alterations. Modifying natural landmarks to make them have higher altitude so you can get more energy without investing so many former turns in landscaping does not seem strongly justified, but more of a personal preference. The same goes for other unnaturally fertile land, except the separate continent which is designed for an AI to live on to give the AI a chance. Having a land bridge, while high land is an option, does slightly go against the base state of the game, but it is absolutely required if the rush factions are to be balanced with the builders so is also, in my opinion, justified.

If momentum factions do need a boost, I would rather look into ways of giving them an advantage which make it feel like a natural start still, such as reducing the rush distance or improving the land they are fighting over.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 29, 2013, 03:05:10 AM
One can play of any kind of map, as long as it is balanced.

I like some variation elevation, and it seemed reasonable to me that a couple of the already labeled areas we the best choice for adding more altitude.  After all, if the region is already a landmark, better to work with that, than to add an even high elevation that is not a landmark.

Fungus on special resource squares is another judgment call.  I generally don't bother to remove the fungus early on except on an exceptionally good square, because it takes longer than just building a forest somewhere.  Better to just build the forest.  I always wondered why the map builder put on the special resources, then sabotaged them with fungus. 

A couple of recent maps have had very weak terrain, except in some very special locations, like WFOS.  I just build a lot of formers and built a lot of forest.  I don't think that is as interesting as having a place or two where solar panels work well, or other choices.  So I try to make some terrain with some variety of how it could be improved: forest, mines, solar panels, farms, etc.  Otherwise, the default best is just put forest everywhere, boring.

I did not create the original or balanced Vets maps, but these reflect a very good standard in design that have stood the test of time.  Many of the concepts I tried to bring to your map were inspired by the Vets map.

Same with views on pods.  I personally prefer a game with few or no pods, but I will play a game with pods.  I really don't want so many pods that they overbalance the cities.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 29, 2013, 09:44:06 AM
I like both maps, however I like faster start for that reason I think it is better in my case * Balance0.5EM map,
if you agree EM,  we can play on that map?

I only in doubt with which combination of factions to play :D

Too bad we can not play with the four factions  ;lol  :danc:

What do you think is it possible that in game is more than seven factions? is there a way to do it?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 29, 2013, 02:09:21 PM
I think the game is very SLOT oriented with the factions, so I think 7 is the limit.  I frankly find 3 factions plenty to manage!

If we cannot restrict the pod results (funny, I thought there was a way to do that, but I am not trained to moderate), then I would like to greatly scale down the number of pods on the map, to half or less.  Roninscg, would you like to try your hand at editing the EM0.5 map and see if you can get rid of half or more of the pods in a balanced way.

I would not mind getting rid of all of the pods, but I will leave that up to you, Roninscg.   If you want pods, then pods are fine, but not such a quantity.   This is far more than I would expect from a random map!  So get rid of as many pods as you want (at least half) and then we can look at starting the game.

ete, do you want to set up the game and moderate?
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 29, 2013, 03:25:42 PM
I removed pods from the map  :)
I have upload it as an attachment,

as far of pods you can menage some parameters such as: whether to give monoliths, vehicles, etc.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 29, 2013, 09:17:37 PM
ete, do you want to set up the game and moderate?
Yep, but still need some more info from you (exact factions and start locations, rules).
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 29, 2013, 09:41:26 PM
Earthmichael`s tim:  Univ/Aki/Drones

Roninscg`s tim:  Hive/Gaia/Cult

start locations and pass we sent to ete`s inbox PM.

We play with Yitzi patch and with modified alphax files that  rising water off, and the ecodamage bug fix, No building and destroying building for ecodamage gain.  Worm pops do not increase with ecodamage control buildings.
Map: * Balance0.5EMnoPods.MP
No attrocities allowed.
No copters allowed
Starting Colony pods: 2
Starting Scout Patrols or rovers or  mindworms or probe teams : 4
Starting Formers: 4



and everything else as before:
SetupPreferencesRoninscgEarthmichael
Yitzi patchGame: SMAX & patchesYitzi patchYitzi patch
confirmedFactions** (turn order)1,2,34,5,6
Balance0.5EMnoPods.MPMapBalance0.5EMnoPods.MPBalance0.5EMnoPods.MP
customSizecustomcustom
customOcean coveragecustomcustom
customErosive forcescustomcustom
customNative life formscustomcustom
customCloud covercustomcustom
OffUnity podsOffOff
TranscendDifficulty level--

SetupPreferencesRoninscgEarthmichael
OnAllow Victory by TranscendenceOnOn
OnAllow Victory by ConquestOnOn
OffAllow Diplomatic VictoryOffOff
OnAllow Economic VictoryOnOn
OnAllow Cooperative VictoryOnOn
OnDo or Die: Don't restart eliminated playersOnOn
OnLook first: Flexible starting locationsOnOn
OffTech stagnation: slower rate of research discoveriesOffeither
OffSpoils of war: Steal tech when conquer baseOffOff
OffBlind research: cannot set precise research goalsOffOff
N/AIntense Rivalry: Opponents more aggressivN/AN/A
OnNo Unity Survey: World Map not visibleOnOn
N/ANo Unity Scattering: Supply Pods only at landing sitesN/AN/A
OnBell Curve: No Random EventsOnOn
customTime Warp: Accelerated Start*(on/off/custom)customcustom
4Colony pods at start22
8Scout Patrols (1-1-1)44
4Starting Formers)44
ONIron Man: Save/Restore restricted to exit--
N/ARandomize faction leader personalitiesN/AN/A
N/ARandomize faction leader social agendasN/AN/A
min.1-2/dayExpected turn rate (usually 24h)few/day1-2/day
N/ANumber of days to wait before turn is 'pushed' N/AN/A

* Note: scouts being special depending upon the faction.
**Note: teamed factions are in contact from the beginning (they have each other's commlink).

For example:
1. Sparta: all 4 scouts can be 1-1-2 rovers.
2. Prophets: all 4 scouts can be mindworms.  (They suck so bad they need the advantage!)
3. Angels: any of the 4 scouts can be probe teams if desired (still only a total of 4 scouts)
4. Gaia: if the automatic first capture is messed up by the scenario, Gaia should start with one mindworm and 3 scouts.  This should be tested.  Gaia  is supposed to have a guaranteed first capture.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 30, 2013, 01:25:23 AM
Okay, I can build the game tomorrow. I don't have either of your exact team+start locations yet, or preferences about team ordering, or passwords. If I don't get those by tomorrow, I won't be able to make the game until at least the 3rd, maybe a bit later.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 30, 2013, 03:20:23 AM
I emailed my preferences.  I don't care if I play North or South, Roninscg can pick if he likes.

I looked forward to the game!  Thanks!
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 30, 2013, 03:21:54 AM
Please let me know if I need to load some correct settings for Yitzi's patch.  I am not all that familiar with how to set the options.
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 30, 2013, 12:38:59 PM
Okay, got your details. If I get roninscg's details within the next couple of hours I can do this today. I'll give you both an alphax with the correct settings.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 30, 2013, 01:34:42 PM
 factions for me Hive/Gaia/Cult/

I choose the upper side and turn order 1,2,3 Of course if that's ok with you EM?

and i sent pass and start position to ete  :-)

sory for delay busy week :-)
Title: Re: Looking for a couple of players to try a map
Post by: ete on August 30, 2013, 03:07:55 PM
Okay, this was ridiculously rushed but I think it should all work (one known issue: supply crawler will not auto-prototype, but you can do that). If you want me to check carefully, it'll be a few days.

Version used:
Flood bug avoided (started with randomized map): yes
Requested alphax changes: need 600 times normal eco damage to cause floods
Difficulty: transcend
Force current difficulty: ON
Human starting units (include Morale): 2 CPs, 4 scouts (swapped for special units where needed, morale set), four formers (morale set)
Human starting techs (check for selectable techs like Uni):
Human diplomatic relations: perma-pacted teams of 3
Human explored areas: fixed
all rules should be right

sorry for rush, wait if you want.. but i think I got everything.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 30, 2013, 06:39:12 PM
That is all fine with me.

I made a last second change to Uni/Morgan/Drones.  Hope that is OK.  I will go 4,5,6 that is fine.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 31, 2013, 07:37:19 AM
For now everything seems ok in my case,

Only now I had time to thoroughly look at and study map, I think the advantage on this map is on builders fraction sides, as far as momentum fraction, perhaps something like this would be called momentum forces on this map Uni/Morgan/Angel or Spartanian ;-) me opinion everything else loses on this map against the builder fractions. simply is too large distance between rival teams.

of course will play with these factions i have already chosen. I have an idea and want to try it :-)

to EM


Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on August 31, 2013, 01:45:25 PM
Houston, I think we have a problem.

1. I don't think we are playing on Transcendent.  ete, can you check this please?  I think we must be a couple of steps short of transcendent.

2. Roninscg, when I loaded the nopods version of your map, there are still tons of pods.  I must admit I did not check it after your initial upload.  When you said you removed ALL pods, that was good enough for me.  So, are we actually playing on a map with lots of pods, or with no pods?

3. University started with Industrial Base.  University is not supposed to start with that tech.  No harm, I suppose, since either of my other factions could easily give the tech to University.  Still, I thought you should know, in case you use these setting in a different context, where University would not be so easily able to get Industrial Base.  Still, I would rather University not have Industrial Base, since does not every tech a faction have, including starting techs, slow down research?

4. Finally, I though Yitzi's patch had a setting to avoid sidetracks (that let you research anything with perquisites).  I thought I saw this somewhere.  Was it a different patch, or did I just dream it?  I remember the UI was a little odd, because the screen showed so many tech options that only the titles were displayed, which is fine with me.  Does anyone else remember this?
Either way, I think we will have to remake the game to due to the fact that I do not think we are playing transcendent.

Meanwhile, I noticed a few things about the map that I want to tweak (on both sides for balance) to make some squares a bit more useful.  In particular, I noticed some arid squares that I would like to boost the water level 1 notch (not rainy, but so that with a farm, the square is workable for 2 N).  Otherwise, to me arid squares are only useful for forests, so it would allow some additional options.

But I won't do anything about water level tweaks until I hear about the transcendent and pods issue, and only then if tweaks to both sides meet your approval.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on August 31, 2013, 08:59:39 PM

2. Roninscg, when I loaded the nopods version of your map, there are still tons of pods.  I must admit I did not check it after your initial upload.  When you said you removed ALL pods, that was good enough for me.  So, are we actually playing on a map with lots of pods, or with no pods?

Weird, I checked again and there is no pod on this map. Here again as an attachment check again. Perhaps a bug.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 01, 2013, 03:24:10 AM
When I just redownloaded and opened your new map, and it still shows tons of pods.

I opened it first with the Yitzi patch folder we are playing in, and then with a totally unpatched gog installation.  Both cases, lots of pods.

Can anyone else open this map and chime in with what they see?

ete, what did you see in this map?  Pods or no?
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 05, 2013, 12:19:33 PM
Are you guys playing with the save provided in my previous post?
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 05, 2013, 12:23:48 PM
Yes,
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 05, 2013, 12:36:53 PM
I wrote out several concerns in an earlier post, including whether we are actually playing on transcendent or not, and pods.  Can you check on these things, ete?
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 05, 2013, 01:02:08 PM
Ah, okay, sorry missed this page of posts.

Houston, I think we have a problem.

1. I don't think we are playing on Transcendent.  ete, can you check this please?  I think we must be a couple of steps short of transcendent.
Will check.

2. Roninscg, when I loaded the nopods version of your map, there are still tons of pods.  I must admit I did not check it after your initial upload.  When you said you removed ALL pods, that was good enough for me.  So, are we actually playing on a map with lots of pods, or with no pods?
I removed all but the pods on the poles while making the map.

3. University started with Industrial Base.  University is not supposed to start with that tech.  No harm, I suppose, since either of my other factions could easily give the tech to University.  Still, I thought you should know, in case you use these setting in a different context, where University would not be so easily able to get Industrial Base.  Still, I would rather University not have Industrial Base, since does not every tech a faction have, including starting techs, slow down research?
I can change that, likely a result of the rush.

4. Finally, I though Yitzi's patch had a setting to avoid sidetracks (that let you research anything with perquisites).  I thought I saw this somewhere.  Was it a different patch, or did I just dream it?  I remember the UI was a little odd, because the screen showed so many tech options that only the titles were displayed, which is fine with me.  Does anyone else remember this?
Either way, I think we will have to remake the game to due to the fact that I do not think we are playing transcendent.
No such setting exists to my knowledge.

Meanwhile, I noticed a few things about the map that I want to tweak (on both sides for balance) to make some squares a bit more useful.  In particular, I noticed some arid squares that I would like to boost the water level 1 notch (not rainy, but so that with a farm, the square is workable for 2 N).  Otherwise, to me arid squares are only useful for forests, so it would allow some additional options.

But I won't do anything about water level tweaks until I hear about the transcendent and pods issue, and only then if tweaks to both sides meet your approval.
Changing the map more now would be possible, but unless it's of great importance it'd be simpler to just stick to current. I already consider your version of the map.. not really what I intended due to the vast increase in productivity of starting locations and landmarks, would prefer not to take it further away.


Will check the concerns and post a new turn 1 save.. likely later on today, but not certain.
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 07, 2013, 09:28:25 PM
hm, I'm seeing the difficulty level and tech as wrong in the save, but in the scenario they appear to be correct so I'm not sure where that got mixed up. Sorry about delay, not much time for this right now, will figure it out and post new turn 1 save within the next day or two.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 07, 2013, 09:34:03 PM
Ok, thank ete :-)
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 08, 2013, 06:38:02 AM
Does this have anything to do with playing with Yitzi's patch?
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 08, 2013, 07:39:08 PM
Unlikely, but not impossible.
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 08, 2013, 08:22:06 PM
Alright, after checking the initial scenario.. it has the correct technology (uni lacks inust auto), has both Transcend and force current difficulty level, and should be working correctly.. But I see the issues in the save, so I'll reset and test it properly. Last time I missed a train trying to set this up before I had to be away for a few days, so it was all pretty rushed as I warned.
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 08, 2013, 08:36:48 PM
Strange, the uni has IB from the start in the save despite not having it in the scenario. Perhaps starting the scenario activates the uni's bonus and the AI picks a tech, which happens to be IB? If that's the case, I'm not sure how to avoid it. It's not there in the scenario file, but appears.

I checked the difficulty level though, and that's fixed, so if you're okay with playing as if you'd traded that tech to the uni you can play from the attached save. Same passwords, ronin first. If you want me to look into it further and do thorough tests, I won't be able to do that for a few days, but if you'd prefer to wait I'm happy to do them.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 08, 2013, 10:03:33 PM
It is OK to go ahead and play.  I would have refrained from trading the tech to Uni to improve research speed, but I don't think this minor optimization should stop us.  If the game is ready other than the tech, lets go ahead and play.

Did you find and fix the source of the level?  Are we playing at transcendent now?  That was the key issue.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 08, 2013, 11:15:45 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 09, 2013, 04:59:22 AM
Seems OK now.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 09, 2013, 07:10:51 AM
I think this will be an interesting game, good luck & have fun

 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 09, 2013, 07:35:44 AM
I think it will be fun as well.  Good luck to you!

I noticed that the alphax.dat was already modified to reducing rising water by a very large factor (though not zero), so I left the alphax.dat file alone for this game.   Please make sure you have modified the alphax.dat file for our other game to eliminate rising water, as I posted in the other thread.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 09, 2013, 08:49:24 AM
 ;morgan;

I edit alphax.txt
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 09, 2013, 01:26:50 PM
I did not find the source, but I did confirm that the game is now on Transcend (Uni's SE change cost 40 credits, force current difficulty is on).
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 09, 2013, 03:19:46 PM
ete,

Did you change other things about the alphax.dat file?

The reason I am asking is that I think both of us should move to Yitzi patch 2.3, and if you made changes to the alphax.dat file, we should put those back in before we continue the game.

Perhaps if you want you can just post a new alphax.dat file based on Yitzi patch 2.3, and we will just both use that.
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 09, 2013, 03:42:59 PM
Just eco damage, which you can change easily?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 09, 2013, 03:48:08 PM
There is just the one line, which we edited to 0,1 to completely eliminate water rising.  Other ecodamage effect still occur, like worm attacks, and fungal blooms, and such, just no rising water.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 09, 2013, 03:49:18 PM
BUncle just informed me that the latest version of Yitzi's patch is 2.3c, so look at his post for the link.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 10, 2013, 07:04:24 AM
installed by agreement and ready to go  :)
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 11, 2013, 07:49:42 PM
I now have installed 2.3d.  Sorry for the trouble.
Title: Re: Looking for a couple of players to try a map
Post by: Buster's Uncle on September 11, 2013, 07:51:34 PM
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=152 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=152)

I blame Yitzi and his wonderful, conscientiously always-evolving, patch.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 11, 2013, 08:00:02 PM
installed by agreement and ready to go  :)
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 11, 2013, 08:11:43 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 12, 2013, 07:58:53 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 12, 2013, 10:55:02 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 13, 2013, 09:24:25 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 14, 2013, 03:00:16 AM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 14, 2013, 06:08:25 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 14, 2013, 02:41:34 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 14, 2013, 11:16:04 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 15, 2013, 01:56:49 AM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 15, 2013, 07:06:32 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 15, 2013, 01:40:26 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 15, 2013, 06:48:11 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 16, 2013, 09:01:25 AM
I made a mistake at the start of this game with University colony pod.  I was targeting a nice spot near the Morgan boarder.  Problem is, after Morgan built a city, this good spot was outlined within Morgan territory, and I could not build (without breaking the pact with Morgan).  There was no option to say, my good buddy Morgan won't mind me building here.

So the poor lonely University colony pod has about an 8 turn trek to the next good build site.  Since early growth is exponential, I think this mistake (or really border surprise) will significantly slow University development.  My other factions will probably have to send aid to help.

I have never played a multi-faction game with my factions so close together, so this border shift and the implications was a big surprise to me!
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 16, 2013, 09:12:55 AM
What had been posted before here is a false alarm.  It goes to show what happens when you play on drugs.

The reason I could not see the University colony pod is it was Morgan's turn!

Sorry for the mistake.  I am continuing the turn.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 16, 2013, 11:07:37 AM
 ;deidre;

Title: Re: Looking for a couple of players to try a map
Post by: ete on September 16, 2013, 12:10:16 PM
I made a mistake at the start of this game with University colony pod.  I was targeting a nice spot near the Morgan boarder.  Problem is, after Morgan built a city, this good spot was outlined within Morgan territory, and I could not build (without breaking the pact with Morgan).  There was no option to say, my good buddy Morgan won't mind me building here.

So the poor lonely University colony pod has about an 8 turn trek to the next good build site.  Since early growth is exponential, I think this mistake (or really border surprise) will significantly slow University development.  My other factions will probably have to send aid to help.

I have never played a multi-faction game with my factions so close together, so this border shift and the implications was a big surprise to me!
This is useful to know, I'll likely test out where borders end up and set it up to avoid too many border conflicts for good base placements for the next version of the map.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 16, 2013, 02:25:34 PM
It would be nice if you could set it so that pacts in this game (being permapacts) allow bases within pack brothers territories.  I understand that would never work for temporary pacts.
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 16, 2013, 03:00:05 PM
Pretty certain there's no option for that.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 17, 2013, 08:00:46 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 18, 2013, 08:38:32 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 19, 2013, 11:37:55 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 21, 2013, 01:42:16 AM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 21, 2013, 09:41:07 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 21, 2013, 02:37:51 PM
I noticed a small issue here.  The Supply Crawler is not prototyped, and will require an extra 50% minerals to prototype after it is discovered.  Since we each suffer exactly the same penalty, it is not a problem from my standpoint.  I wonder if the same is going to be true of the Former?  I have not discovered terraforming yet, so I don't know about the former.

Assuming that the Supply Crawler is not prototyped for anybody, so all faction suffer equally, I have no problem with continuing the game as is.  If it turns out that some factions already have the Supply crawler prototyped, I would have to rethink that.  But none of my 3 factions have the Supply crawler prototyped, and they all will have to do it if they want crawlers.

;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 21, 2013, 02:59:08 PM
As I stated in the post with the initial save, that's a known bug. It will apply to all factions equally.

The previous game I made had crawlers removed, so I removed both the supply crawler module and unit. For this game, since I was extremely rushed (I actually missed a train because I was building this for you guys, otherwise there would've been a few more days delay), I forgot to readd the unit, but I did readd the module. My apologies for the oversight, but I only noticed it when I'd basically finished the setup and entirely did not have time to start from scratch. I did warn you of the issue though.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 21, 2013, 06:52:45 PM
I missed the warning, but it is no big deal since it applies to everyone equally.  Will it be an issue with Formers?
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 21, 2013, 06:57:35 PM
No, just crawlers.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 21, 2013, 07:56:28 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 22, 2013, 02:09:25 AM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 22, 2013, 12:16:41 PM
again plenty sidetracks, I hate that  :mad:

 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 22, 2013, 03:57:43 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 22, 2013, 06:09:24 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 22, 2013, 08:29:56 PM
University got a rush of knowledge from SOHB. (Free tech)

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 22, 2013, 11:17:57 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 23, 2013, 03:04:20 AM
 ;deidre;

Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 23, 2013, 12:36:40 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 23, 2013, 03:48:16 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 23, 2013, 09:08:04 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 24, 2013, 02:36:21 AM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 24, 2013, 09:56:25 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 24, 2013, 10:12:40 AM
You accidentally posted the wrong file.  You need to post the file for CEO Morgan to play.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 24, 2013, 10:56:07 AM
 ::)
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 24, 2013, 11:51:23 AM
Mindworms!  In my territory!  Oh my!  :o

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 24, 2013, 02:11:57 PM
 ;morgan;

Mindworms!  In my territory!  Oh my!  :o

I know you're expecting that  ;) is not some surprise  ::)
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 24, 2013, 03:55:39 PM
It was shocking to have so many mindworms show up all at once when I had to seen any prior mindworms with my more advanced scouts.  Having a CP suddenly surrounded on two sides by mindworms, and all of my formers devastated was a big surprise.  At least I got a little bit of counterattack with my defensive units, after you slaughtered so many non-combat units.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 24, 2013, 07:49:12 PM
 ;morgan;

But it is not understand how you killed the worm? What is your PSI attack of your rovers?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 24, 2013, 08:30:41 PM
All land PSI attackers get a 3/2 (50%) bonus to attack.   Even my weakest attacker had overall odds of 6/5 against your worm, even though your worm had higher morale, and my stronger attacker had a larger margin in his favor.   Land PSI attack favors that attacker (except when you add trance to your unit), which then just balances the defense.  Since mindworms can't get trance defenses, they are relatively weak on the defense, until you get a secret project that increases all PSI defenses by 50%.  Defenders can also take advantage of defense terrain modifiers as well, but unless you have rocky or forest or city going for you defensively, the defensive terrain modifier is not going to be much help.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 24, 2013, 08:49:26 PM
Thanks for explanation  :)

Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 24, 2013, 09:33:58 PM
I tried to get a screenshot for you from my latest turn, but I was unable to screenshot the dialog box.  So I just wrote down some info.

The first attack of this turn was 45-32.  The dialog box looked something like this:

1-2-2    ?-?-1
PSI 3    PSI 2
VG       Boil
-25%    0%
Strength: 2.20    2.0
Power: 10    8

The second attack was 45-28, I did not write down the details.

But the main thing is that the PSI for the Attacker is 3, and PSI for the Defender is 2.  Even the better morale only made up for 25%, so the attacker still had a strong advantage.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 24, 2013, 10:22:33 PM
Good to know, I have not played with PSI units too often,
I will not make similar mistakes in future games.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 25, 2013, 12:44:25 AM
I think PSI units are too expensive to make, so I only use them if I capture them.  But I try to make sure I have some way to avoid having my opponent strike back on the attack if possible.  Usually, this is not possible, so I try to make stealthy first strikes against relatively isolated units, to avoid the counterstrike.  Because PSI units cannot be made Trance, they are actually weaker on the defense than an ordinary Trance scout or Speeder, which gets a 50% defensive boost because of Trance.  Still, all that does is help offset the normal 50% bonus for PSI attackers, so that the PSI attack is more or less on a 1 to 1 rather than 3 to 2 footing.  Of course, my units suffer from low morale because of Wealth, so they lose 25% penalty to morale (very green verses a normal boil), but even with the 25% morale loss, the 50% attack bonus still gives an overall 25% bonus to my units on attack, so they will most often win, despite the 25% lower morale.

On the defensive, my Trance units will still get a 50% bonus to defense, but if it is one of my low morale (very green) units, it will still most likely lose on the defense as long as the attacking unit has higher morale.  Because the 50% trance bonus nullifies the 50% attacker bonus, and makes it mostly just a morale vs morale battle (unless my defender happens to be sitting on Rocky ground or a Forest which will give another 50% boost to the defense.  But if my very green Trance unit is attacked on ordinary terrain by a higher morale unit, the attacker will still probably win.  Which is why I try to have at least pairs or more for mutual defense.  Because then even if I lose, the pair unit will most likely be able to counterattack and win.  Also, with a speeder, even if I lose, the speeder can sometimes withdraw and I can still escape with the damaged unit.  All in all, I find PSI units most useful for the stealthy assault of non-combat or lone combat units, just like when you wiped out my colony pod and 3-4 terraformers a single stealthy blow.   If not for this attack, I would be close to settling a colony at the borehole cluster by now.

I just hope I weakened your forces enough that it will take awhile to recruit more mindworms for another attack like that.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 25, 2013, 12:31:11 PM
Excellent, good to see some skirmishes working :). ronin, are you transferring control of your worms to non-native factions once your capture rate goes down? I'm pretty sure the largest factor in capture rate is number of natives owned by the faction, so constantly transferring units to a different faction should allow you to harvest worms at maximum efficiency (though the worms would be a bit weaker in combat due to being owned by a lower Planet score faction).

And EM, I bet you're having to spend a bit more attention on preparing for future attacks than you're used to? Or perhaps still focusing almost entirely on building, expecting native to be handled by a few rovers?

Note: I've not looked at any saves yet so am not revealing any info.


How are you both feeling about the rush distance so far?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 25, 2013, 01:28:05 PM
I had not really thought about the implications of the path through the Ruins.  Until the sneak attack, I had not thought about this as a shortcut, but for native life, it certainly is a shortcut, though for the Rovers, following this path would be a long journey compared to just looping around the river at the east end of the map.

This shortcut was the reason my advance scouts did not see any opposition, other than a single Hive scout, which disappeared the turn after I found him.  I was more expecting Hive opposition than the Prophets attack.

I think there is something wrong with the crash site.  I don't think anything is there.  I will finish exploring every square of the crash site in the next two turns, and so far, I have discovered nothing.  I thought I would find SOMETHING at the crash site, I thought that was why we were racing to get there.  It could be that the scenario needs something to link the crash site into possible finds to operate properly; this is not the first time I have explored a crash site in a custom scenario and found nothing.  But in the map of Planet, the crash site always gives some kind of rewards: a Unity chopper, some energy, a mining  laser, comm frequencies, always something.

I have built a LOT of defensive units, which are costing me quite a bit of support, since we have not had time to research clean reactors yet.  But the single mine near the ambush site yields 7 minerals per turn if I can protect it, so that pays for up to 7 units right there.

I figure on rebuilding and making another run for the borehole cluster at some point.  I figure the Ruins belongs as a bonus to the native player.  I am not going to try to reach or hold a site completely surround by fungus like the Ruins.

My only question is what percentage of the native player forces I eliminated, and how long it will take to troll fungus to build them back up with new recruits again.  I feel optimistic about my position, but that may be based on ignorance of how quickly the native army can rebuild.
Title: Re: Looking for a couple of players to try a map
Post by: ete on September 25, 2013, 01:40:05 PM
The sneak attack path through the ruins is indeed a bonus for the native players, nice to hear it's working as intended.

The crash site not working may be due to ronin getting there before you (quite likely with early worms), or it may be a bug (perhaps due to altered altitude or some other factor). I'll look into it when home/have free time.

mhm, lots of defenders is pretty much required with a possible attack coming. Those big resource squares are important, like the rest of the fertile terrain, it'll be interesting to see how much of your resources it takes to maintain defenses, and whether you'll have enough to take and hold the borehole cluster area and more importantly the nexus.

Native users can rebuild armies extremely quickly, but only if they have a small number of native units at a time. This means that collecting natives from near the site of battle is critical, and keeping a handful of forces back from each attack to catch the next wave is important. I'm not sure how carefully ronin has been doing this, but if he's playing right you could have another ambush or full attack on your hands in only a handful of turns.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 25, 2013, 06:33:12 PM
Ronin,  in the interest of scenario debugging, have you already visited the crash site?   If so, did you get anything?

I am just asking because I am exploring the crash site now, thinking I was first, and surprised not to find anything.  But if you already visited the crash site, that would explain why I can't find anything.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 25, 2013, 09:55:32 PM
Ronin,  in the interest of scenario debugging, have you already visited the crash site?   If so, did you get anything?

I am just asking because I am exploring the crash site now, thinking I was first, and surprised not to find anything.  But if you already visited the crash site, that would explain why I can't find anything.
I have not been to the crash site.

Native users can rebuild armies extremely quickly, but only if they have a small number of native units at a time. This means that collecting natives from near the site of battle is critical, and keeping a handful of forces back from each attack to catch the next wave is important. I'm not sure how carefully ronin has been doing this, but if he's playing right you could have another ambush or full attack on your hands in only a handful of turns.
which parameters you use for natural/alien life forms?
I ran on only four worms and only one i catch. With CD

Path through the ruins is very good for natural units, however the exit i.e entrance is too tight is easy to watch.
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 25, 2013, 10:14:28 PM
How are you both feeling about the rush distance so far?

in my view distance is ok if you take into consideration that I play with Gaia, CD, I think that is too large for some other faction, is difficult to do some rash and keep the pressure on bilder enemy.
 however If the map is designed for a reason that the battle takes place around the borehole cluster than distance is ok. :-)
I look from strategic side.

p.s. sorry for my bad english :-)

Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 25, 2013, 11:02:40 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 26, 2013, 07:22:58 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 26, 2013, 09:19:28 PM
Is our game set on Dense Alien Life?

I have had two spontaneous native mindworm attacks coming from different random squares.  I am used to the idea of finding "hidden" mindworms when I move through fungus; I am not so used to native mindworms just appearing out of nowhere and wiping out my units, especially when I am not generating any ecodamage yet, so they are not due to a fungal pop.

So far, the native mindworms have done almost as much as Prophet's directed mindworms.

To  ;deidre;

Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 26, 2013, 10:17:29 PM
 ;morgan;

too bad I have not found them  :)
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on September 30, 2013, 12:55:06 AM
Yes, better you than me!  But you might not like them either if they destroyed your supply crawler before you got a change to capture/destroy them.

To  ;deidre;

Title: Re: Looking for a couple of players to try a map
Post by: roninscg on September 30, 2013, 01:05:16 PM
next time you send them to me,
I'll show them  ;)
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 03, 2013, 01:13:50 AM
Sorry turns are a little slow.  I had another 2 day hospital stay.

To  ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 03, 2013, 11:02:15 AM
is ok  :)
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 03, 2013, 02:43:27 PM
 ;deidre;

Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 03, 2013, 04:37:58 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 03, 2013, 07:48:08 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 03, 2013, 08:44:10 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 04, 2013, 02:13:22 AM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 04, 2013, 07:27:20 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 04, 2013, 02:02:21 PM
You beat me to the borehole cluster!

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 04, 2013, 02:45:29 PM
You beat me to the borehole cluster!

   
yes, and you beat me in everything else :-)
and you brutally murdered my precious worm, You'll pay for that act  :)
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 04, 2013, 05:00:53 PM
I believe you have the wrong save file posted here.

Your worm put up a good fight.  I lost a unit I did not expect to lose taking it out.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 04, 2013, 07:00:25 PM
turn resend
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 04, 2013, 07:56:33 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 07, 2013, 07:50:07 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 07, 2013, 10:06:30 PM
The Free Drones announce that the Weather Paradigm is nearing completion.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 08, 2013, 11:45:11 AM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 08, 2013, 03:02:49 PM
 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 08, 2013, 10:16:38 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 09, 2013, 03:39:33 PM
University announces that the Virtual World is nearing completion.

;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: ete on October 11, 2013, 05:26:47 PM
Already two key SPs coming up there!
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 11, 2013, 09:06:03 PM
To be fair, Roninscg beat me to the borehole cluster most excellent city spot while I was working on WP. 
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 11, 2013, 09:43:05 PM
 ;morgan;
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 11, 2013, 09:58:19 PM
As for maps I think it has a lot of potential, it's good for play, builder vs fighter or some other combination, and 
in my opinion it would be a very interesting game on this map builder vs. builder.

I did not doubt in EM,  I knew he would very quickly build thet two sp  :)

He's a excellent player.
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 11, 2013, 11:22:33 PM
One advice that I got from Kirov is that in order to balance between builder and fast attackers, both players can insert Stockpile Energy into their queue.  This allows the momentum player to get bonus energy from building attack units, while the builder player already gets bonus energy from each structure built (since the game does that automatically).  I think we should explicitly allow this in our game to balance.

 ;deidre;
Title: Re: Looking for a couple of players to try a map
Post by: ete on October 12, 2013, 10:48:30 AM
Maybe that should just be patched in?
Title: Re: Looking for a couple of players to try a map
Post by: Earthmichael on October 12, 2013, 01:12:57 PM
I don't know how hard it is to patch this.  Either one would remove the automatic stockpile energy bonus for structures, or one would give the bonus regardless of what was built.
Title: Re: Looking for a couple of players to try a map
Post by: roninscg on October 12, 2013, 03:12:37 PM
 ;morgan;
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