Author Topic: AAR 6 - Final Doom (prediscussion)  (Read 13783 times)

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Offline Yitzi

Re: AAR 6 - Final Doom (prediscussion)
« Reply #90 on: October 24, 2014, 09:31:32 PM »
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

By "everything accepts", you mean all machines work, or maximum bugfixes?

Offline Buster's Uncle

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #91 on: October 24, 2014, 09:47:22 PM »
The former.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #92 on: October 24, 2014, 09:51:06 PM »
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

By "everything accepts", you mean all machines work, or maximum bugfixes?

Maximum compatibility. All iterations work with other iterations. Just so I do not have to switch from beer to vodka herding cats to get things started. War gamers, for all that I love them, are amongst the most anal and resistant to change creatures in in nerd-dom sometimes.

BE is here, and it is a matter of time till interest sways depending on how it is received.

You would have the max bug fixes :D

You guys would not like me on vodka. :D

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #93 on: October 24, 2014, 09:57:15 PM »
That said, just a little thought on BE.

I think there is a great amount of lurkers and residents who love creation and powergaming. I do not think it would be a niche the deity level CFC folks and HoF people would like, but screw them. We like to have fun instead of being all intense and "pro" over a video game.

I would hope Civ BE allows us ways, with study, to bring the monsters over.

With Final Doom, let's play homage to the monsters of the Network Node and AC2. May they be there on the other side as well for those younger and may have issues with SMAX's interface.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #94 on: October 24, 2014, 10:08:48 PM »
:o

This is a first, Green.

You just went a whole paragraph of community history without getting it wrong.

I strive for accuracy BU. Plus, I watched everyone in secret as a lurker for YEARS before I revealed myself. Watching from the outside gives one a perspective.

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #95 on: October 24, 2014, 10:11:19 PM »
Uh-huh.  You usually work in some imaginary stuff.  :P

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #96 on: October 24, 2014, 10:17:21 PM »
Uh-huh.  You usually work in some imaginary stuff.  :P

You mean the part where you are in some kind of mech wielding a gravity hammer with sisko in a hood acting dark and mysterious like the emperor off Star Wars with you kneeling like Lord Vader is a delusion?

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #97 on: October 24, 2014, 10:18:56 PM »
No.




That one's true.





-And man, he ain't gonna like being thrown down a well...

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #98 on: October 24, 2014, 10:46:42 PM »
This is me afterwards.

Offline Buster's Uncle

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Re: AAR 6 - Final Doom (prediscussion)
« Reply #99 on: October 24, 2014, 11:08:14 PM »
This is me six months later...

Offline Flux

Re: AAR 6 - Final Doom (prediscussion)
« Reply #100 on: October 25, 2014, 12:01:33 AM »
For patch, I would make things simple and go with the lowest patch that everything accepts. I would say Kyrubs and not much higher. I think that is what the MP guys do.

As much as I would like epic testing for Yitzi! It would be interesting, and a good test of Yitzi's handiwork to see how it reacts in a scenario edited pseudo PBEM. And, we would have the creator right here.

So... I will leave that open to everyone. But stepping down would get the AAR off the ground quicker with less convincing of folks.


@Blueflux... on patches, a short history not including various alphax total rewritings or TCMs:

Apolyton, WPC, AC2 and other communities have had assembly language experts look into the code of SMAX. The first successful mod of AC/X was Scient's. It solved several bugs, The second was by an AI tinkerer named Kyrub. His efforts were more towards the vanilla version of the game, but did migrate some limited terraforming improvements into Scient's SMAX version. The third attempt is by none other than Yitzi, whose modifications are a bit more experimental and extensive. Yitzi concentrated on a strategy of assembly language hacking and alphax txt improvements along with balancing eco damage systems amongst many other things. Also, out of all three attempts, is the only one of my knowledge still in active development.

I think the wiki has links to all of them.

Is this the patch your were suggesting?
"Kyrubs 444"
http://alphacentauri2.info/index.php?action=downloads;sa=view;down=107
Left the internet, more-or-less.... Might drop in occasionally.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #101 on: October 25, 2014, 12:12:44 AM »
No... that one is SMAC only. What you are looking for is called Kyrubs Smax patch PLUS as the highest one I know that is compatible with the most patches.

http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS

I really need to check myself. We SHOULD have that one here somewhere.


Offline Flux

Re: AAR 6 - Final Doom (prediscussion)
« Reply #102 on: October 25, 2014, 12:22:10 AM »
No... that one is SMAC only. What you are looking for is called Kyrubs Smax patch PLUS as the highest one I know that is compatible with the most patches.

http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS

I really need to check myself. We SHOULD have that one here somewhere.

Well, ya do now.
Is a patch really as easy as replacing the terranx file?
Who would've guessed.
Left the internet, more-or-less.... Might drop in occasionally.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #103 on: October 25, 2014, 12:34:01 AM »
No... that one is SMAC only. What you are looking for is called Kyrubs Smax patch PLUS as the highest one I know that is compatible with the most patches.

http://apolyton.net/showthread.php/197946-SMAX-unofficial-patch-PLUS

I really need to check myself. We SHOULD have that one here somewhere.

Well, ya do now.
Is a patch really as easy as replacing the terranx file?
Who would've guessed.


Yep. At least for SMAX.

If you want to try Yitzi's works, you have to (gasp) replace the alphax, too. For that, be sure to back up your alphax.

But what I do if I switch between them is I name Yitzi's Terranx-Y, Kyrubs Terranx-1, and the original TerranX-GOG. It still runs, but breaks any shortcuts on desktop. I keep Yitzi's alphax as alphax(y) and just change file names if I flip over.

Offline Green1

Re: AAR 6 - Final Doom (prediscussion)
« Reply #104 on: October 25, 2014, 02:01:34 AM »
Enough musings of patches, ancient AC history, and the Sith style relationship of BU and Sisko.

Use whatever you have that can cooperate and keep you from doing saved games by the majority. I need to move quickly or I may be doing a single player AAR. Merits and flaws for each patch or of bugs and such are interesting, but this is more about creations in action and not of esoteric stuff. There is a time for that, but not this time.

I will put up the AAR 6 intro thread with more instructions and PMs to all participants either later tonight or tomorrow.

 

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