Author Topic: AAR 6 - Final Doom  (Read 30931 times)

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Offline Green1

Re: AAR 6 - Final Doom
« Reply #15 on: October 26, 2014, 01:03:29 AM »
I'm likely to miss most of this, since I'm going away either tomorrow or the day after, and will likely not have access to a AC capable comp for at least a week and a half. I may get a chunk in if Jarl and BlueFlux are fast though.

It is all good. it is not like we are MP folks and will track you to your house or something. I am well prepared to make this a regular AAR, if need be. There is built in contingencies for flaking... er .. having a life or just not being interested.

But even if you do miss one, you can catch the next rotation.

Offline Flux

Re: AAR 6 - Final Doom
« Reply #16 on: October 26, 2014, 01:04:22 AM »
Save game is up..

To get Stranded to load, go into .txt and change #STRANDED to #STRAND.

Red Unit has from 2161 to 2181.

Unless you wish to cede to Jarlwolf or switch. Up to you guys.
I'll do at least the first 10 turns tonight. Hope I remember to stop in time  :D
Left the internet, more-or-less.... Might drop in occasionally.

Offline Yitzi

Re: AAR 6 - Final Doom
« Reply #17 on: October 26, 2014, 02:14:46 AM »
Here's an idea that I think will make for a more interesting story: If I go last, I can try to win...but we'll write it so that if the Stranded win, the game doesn't end; instead, the fleet kills off the Exterminatus and Annihilators and rescues the Stranded (all three are removed from the game), and then the humans can continue until Transcendence.  (If we do this, I'll write in a reason that the Stranded want a human faction to get Transcendence.)

Offline Green1

Re: AAR 6 - Final Doom
« Reply #18 on: October 26, 2014, 02:23:02 AM »
Here's an idea that I think will make for a more interesting story: If I go last, I can try to win...but we'll write it so that if the Stranded win, the game doesn't end; instead, the fleet kills off the Exterminatus and Annihilators and rescues the Stranded (all three are removed from the game), and then the humans can continue until Transcendence.  (If we do this, I'll write in a reason that the Stranded want a human faction to get Transcendence.)

Sounds good.

Offline Green1

Re: AAR 6 - Final Doom
« Reply #19 on: October 26, 2014, 02:47:38 AM »
The signal broadcast by the Stranded fades out, and E'xitus appears.

Offline Yitzi

Re: AAR 6 - Final Doom
« Reply #20 on: October 26, 2014, 02:49:57 AM »
(Maybe I was unclear: That's not a promise made by the Stranded; they won't actually decide on that course of action until somewhat later; at this point, their leader is planning just to let the fleet figure out what to do.  It's just out-of-character planning.)

Offline Green1

Re: AAR 6 - Final Doom
« Reply #21 on: October 26, 2014, 02:54:34 AM »
((Lets just see what Blue and Jarl can pull out... But yeah...Exterminatus would say that anyways.... I did not peek at the Stranded's situation.)

Offline Flux

Re: AAR 6 - Final Doom
« Reply #22 on: October 26, 2014, 03:06:16 AM »
Click on each picture for a full-sized very high quality image. You will be able to make out everything that way.
Mission Year 2161
Before I begin, here is a starting power graph:
Fascists on the bottom of the pile, with me a little ahead.
Looking at my start here. We have an ocean to the south, and the Monsoon Jungle at our east with a base already in it. I'm very pleased  :D. It's unfortunate we have a Drone Riot in the capital to start, though.

We are starting the Supercollider in the capital city. Also, a holo-theater got those Drones to shut up.

So it turns out our Eastern border has the University. As we both like research, I graciously accept the ally request Zakharov sends me. :)

Also traded a tech.

So, it turns out on our Western border we have the Stranded. They took a little bit of the Monsoon jungle as well. Might as well make a treaty, right?


They also made the Planetary Energy Grid.

Supply pod just made a bunch of terraforming in the North. Going to send a colony pod after it soon.

While exploring North, we lost a Plasma Garrison to Mindworms. Unforunate, as he was the only person I had exploring that area.

Progenitor Psych was discovered. I'm researching Flexibility so I can make foils. A strong empire at sea can be a very good asset.
I hope when the AI takes over that they take a lot of territory in the ocean.

The university's border went back a bunch. I wonder if it is merely mindworms, or perhaps an enemy faction? Either way, this is the end of my 20 turns. It wasn't very eventful, and I'm very sad about that :(. The colony pod I had sent to get the Solar Collectors got destroyed, but I have another one built. Didn't have enough time to send it out.

There is also a current powergraph included above.
Also I don't remember where, but at some point I saw a Exterminatus vessel in the ocean to my south, just barely in my view.

I do have a small hope that the game lasts long enough to give me another 20 turns...
You know, it will be very cool to see what COULD have happened when this is over. I mean, we're posting saves every 20 years.


Left the internet, more-or-less.... Might drop in occasionally.

Offline Green1

Re: AAR 6 - Final Doom
« Reply #23 on: October 26, 2014, 03:16:31 AM »
Now, we await the Crimson Comrade himself...

Offline Green1

Re: AAR 6 - Final Doom
« Reply #24 on: October 26, 2014, 03:19:24 AM »
(and oh my at a Monsoon Jungle start for Stranded!!!)

Offline Flux

Re: AAR 6 - Final Doom
« Reply #25 on: October 26, 2014, 03:26:58 AM »
Now, we await the Crimson Comrade himself...
*Cue elevator music
Left the internet, more-or-less.... Might drop in occasionally.

Offline Yitzi

Re: AAR 6 - Final Doom
« Reply #26 on: October 26, 2014, 03:28:55 AM »
(Will we be roleplaying our faction leaders?  I certainly intend to roleplay mine.)

Also, since it's accelerated start, we each start with a project.  Can we have a look at what the projects are?

Offline Flux

Re: AAR 6 - Final Doom
« Reply #27 on: October 26, 2014, 03:31:27 AM »
(Will we be roleplaying our faction leaders?  I certainly intend to roleplay mine.)
Yeah, go ahead. I'm sure Green would have no problem with it. I would have if there was a battle.
Of course, with my 20 turns, the only thing I could say would be.
"Time to liberate a new home for all Cyborgs!"
"Why, we will certainly ally you!"
"What? There is no way they made the Planetary Energy Grid! Send me the report again, it cannot be accurate!"
Left the internet, more-or-less.... Might drop in occasionally.

Offline Yitzi

Re: AAR 6 - Final Doom
« Reply #28 on: October 26, 2014, 03:40:50 AM »
(Will we be roleplaying our faction leaders?  I certainly intend to roleplay mine.)

Yeah, go ahead. I'm sure Green would have no problem with it. I would have if there was a battle.
Of course, with my 20 turns, the only thing I could say would be.
"Time to liberate a new home for all Cyborgs!"
"Why, we will certainly ally you!"
"What? There is no way they made the Planetary Energy Grid! Send me the report again, it cannot be accurate!"


AAR roleplaying is usually done as a sort of journal or public messages from the leader or the like.

See, for instance, this AAR I did on another forum before I came here (in fact, it was a balance discussion resulting from that series that helped lead to some of the thoughts that ended up with me here and then producing a patch to increase moddability).

Offline JarlWolf

Re: AAR 6 - Final Doom
« Reply #29 on: October 26, 2014, 03:50:57 AM »
How many turns do I do? I intend to roleplay this in great story fashion so expect detailed post:

(I will be fast though.)

And... this may sound stupid but do I need the factions in this AAR before I play it? Will it work if I do not have them?  If so I need to know where to download..

Just give me information... I will do the rest.


"The chains of slavery are not eternal."

 

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