Author Topic: AAR 6 - Final Doom (prediscussion)  (Read 13812 times)

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Offline Flux

Re: AAR 6 - Final Doom (prediscussion)
« Reply #30 on: October 22, 2014, 04:06:38 AM »
I think I have the programs to take screenshots in AC. (My prinstcreen button is just flat out broke. Have no clue why)
I'll try to do my 20 turns. Excited to see this start!

I may be able to help. But, due to SMAX's ancient nature it does not play well with some video and screen capture programs. What operating system do you use and what kind of computer do you have? If you have Vista or better, on screen keyboard has a print screen key. This can be accessed at the lower left hand side when you enter your password or it can be accessed through control panel> ease of access>on screen keyboard.


More importantly, if you tab out are the colors all weird? (If you are dealing with a laptop). Remember, always open a program like MSpaint for example first on a laptop then SMAX second. That solves that.

If you have the GOG version of SMAX, rename your Terranx.exe to something else. GOG put in a hard lock because of the messed up colors on tab out on many laptops.


I'm using a Toshiba laptop from a few years ago. Windows 8.1 is the OS I have on it.
I opened up task manager to tab out at the menu in AX. Colors stayed the same.
Excited to do this. Though I may be able to finish my next faction that fits before the end of this. Perhaps that would be a better one for the AAR.
Give me a few stats for the Creche Union, and I'll find a way to make them tie into the lore.
Anyways, I GTG. Cya.
Left the internet, more-or-less.... Might drop in occasionally.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #31 on: October 22, 2014, 04:09:27 AM »
So far, possible faction roster:

Exterminatus (Alien Faction); Green1 - (graphics by Jarlwolf, design by Green 1)
The Stranded (Alien Faction); Yitzi - (unknown - can not find origination. Not on wiki)
The Fascists; Jarlwolf - (graphics by Jarlwolf, design by Jarlwolf)
Red Unit; BlueFlux - (grapics by BlueFlux, design by BlueFlux)

Ete: choice between (feeling he will take a NN faction)
The Annihilators (Alien Faction) (Graphics by BUncle, design by Ete)
The Freelancers (Network Node)
The Bards of Chiron (Network Node)


Thoughts on relative power:
The fascists and red unit are way underpowered for this setup; they actually look like they might be balanced as compared to the standard 14.

Annihilators, Exterminatus, and Stranded are all close enough that it would probably depend on the map layout, although being allowed to bombard the Annihilators' native forces will be a huge help to the Stranded (whose usual defensive methods aren't good against psi).

The freelancers look like they might be viable, if they can get the other human factions to pact with them and survive the early game.  They probably wouldn't win, but might be able to get the tech to hold off the Exterminatus (and the Stranded if they bother attacking).

The bards are OP for a normal game, but will likely have trouble against the Exterminatus.



As I said, I do not think this AAR will necessarily be about "balance" as much as story.

But, I remember a conversation with Ete long ago where we were trying to quantify what each ability was worth. I thought about a point buy system. But I think Ete just wanted to categorize, which is all cool too.

I do think it would be wise to pact all humans, though....

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #32 on: October 22, 2014, 04:10:39 AM »
@ BlueFlux...

You are golden then. Use ease of access and on screen keyboard then copy into paint!! :D

Offline JarlWolf

Re: AAR 6 - Final Doom (prediscussion)
« Reply #33 on: October 22, 2014, 05:03:09 AM »
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.


"The chains of slavery are not eternal."

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #34 on: October 22, 2014, 05:12:03 AM »
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.

It is almost somewhat balanced in that aliens must ALWAYS be at war with other aliens. If Ete chooses to pick annihilators, the Exterminatus will have hands literally full. Those guys are tough. As per one of my AARs, I think it was Lal must suffer, aliens are weakened somewhat the more aliens there are. So far there are 3 aliens. May be four if I can get a hold of Sigma.

Offline Yitzi

Re: AAR 6 - Final Doom (prediscussion)
« Reply #35 on: October 22, 2014, 05:36:09 AM »
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.

True...but they're not designed to handle the power of Exterminatus or Annihilators.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #36 on: October 22, 2014, 05:46:02 AM »
Fascists can be menacing if they are near enemies off the bat, especially weak economic ones like  ;morgan; or something like  ;zak; or  ;deidre;. The fascists are a very potent conquering force, and they also got good research to boot.

True...but they're not designed to handle the power of Exterminatus or Annihilators.

I hate to say this... but yeah.

But, then again. Balance is not part of this. This is a story. If it is a tragedy, so be it. I want to emphasize that. Balance is no issue, but the heroic struggle! This is not a MP ladder game. Nor do I think our lurkers want this.


Offline JarlWolf

Re: AAR 6 - Final Doom (prediscussion)
« Reply #37 on: October 22, 2014, 05:46:43 AM »
Portia might also be more balanced for this as well, as she can dominate the sea.


"The chains of slavery are not eternal."

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #38 on: October 22, 2014, 05:57:28 AM »
My daughter is now addicted to these type games. She has a saying...

"There MUST BE THE STRUGGLE........"

Of course it is fantasy 4xs.

I tend to agree.

@Jarlwolf. Sea faction would save you somewhat. Humans can somewhat adjust, but they only have 20 turns. AI has issues. Then again, I will not control diplomacy if you play fascists. That is for in game :D

I am also open to Ete style "empowered" factions. If you feel a change would make you more competitive within story and lore, so be it. :D

Offline ete

Re: AAR 6 - Final Doom (prediscussion)
« Reply #39 on: October 22, 2014, 08:28:20 PM »
Thoughts on relative power:
The fascists and red unit are way underpowered for this setup; they actually look like they might be balanced as compared to the standard 14.

Annihilators, Exterminatus, and Stranded are all close enough that it would probably depend on the map layout, although being allowed to bombard the Annihilators' native forces will be a huge help to the Stranded (whose usual defensive methods aren't good against psi).

The freelancers look like they might be viable, if they can get the other human factions to pact with them and survive the early game.  They probably wouldn't win, but might be able to get the tech to hold off the Exterminatus (and the Stranded if they bother attacking).

The bards are OP for a normal game, but will likely have trouble against the Exterminatus.
I've had a few games against Bards before, and the AI handles them.. really, really well. That's what makes me think maybe they'd be able to hold their own. Annihilators have a fatal flaw in that without conflict they can't tech, at all.

I'm currently leaning towards bards, but may mod them slightly for flavor.

Offline Flux

Re: AAR 6 - Final Doom (prediscussion)
« Reply #40 on: October 22, 2014, 11:01:35 PM »
I'm thinking I should do a small AAR to practice before we start this.
Hey, Green... When do you think we're going to begin? I want to know how much time I have to do my little AAR.
Left the internet, more-or-less.... Might drop in occasionally.

Offline Yitzi

Re: AAR 6 - Final Doom (prediscussion)
« Reply #41 on: October 22, 2014, 11:44:09 PM »
Annihilators have a fatal flaw in that without conflict they can't tech, at all.

With 4 minerals per fungus square (3 if they don't start with the Manifold Harmonics) and free genejack factories and the ability to build locusts and brood pits right at the start, they don't really look like they'll have much need to tech.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #42 on: October 22, 2014, 11:50:07 PM »
I'm thinking I should do a small AAR to practice before we start this.
Hey, Green... When do you think we're going to begin? I want to know how much time I have to do my little AAR.

Not sure, but I am aiming for soonish. By next week, definitely. Though I must admit, I did break down and try to play 20 turns then switch sides with a few of these factions. It was interesting to say the least.

BTW, Yitzi, you may want to get cranking on your Stranded faction. I think it is an interesting as heck concept. I would love to include them.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #43 on: October 22, 2014, 11:52:20 PM »
... and I would want to get the hell off the same rock as the Anihilators who want to destroy everything just because and  the Exterminatus that want to destroy everything to evolve into gods!

Offline ete

Re: AAR 6 - Final Doom (prediscussion)
« Reply #44 on: October 23, 2014, 12:34:53 AM »
Annihilators have a fatal flaw in that without conflict they can't tech, at all.

With 4 minerals per fungus square (3 if they don't start with the Manifold Harmonics) and free genejack factories and the ability to build locusts and brood pits right at the start, they don't really look like they'll have much need to tech.
Yea, they have crazy production.. but without tech all you're going to build for the first ages is a billion scout patrols with no one to fight, locusts are not all that cost effective even with their indust and psi bonuses as a primary fighting unit, especially at large range.

It can work against some.. but.. eh. Maybe I'll give it a shot.

What mapsize are we having Green1?

 

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