Poll

Should the start be

Approximately balanced start locations (with accelerated start)
1 (20%)
Totally random start (with accelerated start)
0 (0%)
Approximately balanced start locations (no accelerated start)
2 (40%)
Totally random start (no accelerated start)
2 (40%)

Total Members Voted: 5

Author Topic: Group AAR #2 - Signups / discussion  (Read 11567 times)

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Offline JarlWolf

Re: Group AAR #2 - Signups / discussion
« Reply #15 on: November 17, 2014, 02:38:34 PM »
I was going to try and play House Satori or the Sons of Oceanus I think.




"The chains of slavery are not eternal."

Offline ete

Re: Group AAR #2 - Signups / discussion
« Reply #16 on: November 17, 2014, 04:09:48 PM »
Okay. I'd think Satori would fit better, much more likely to get human interaction, and more balanced.

More votes on the poll would be useful, we've currently got a three-way tie. Non-players can vote if they like.

Offline Sigma

Re: Group AAR #2 - Signups / discussion
« Reply #17 on: November 17, 2014, 05:50:53 PM »
If you want to use my Factions, I've posted the most up-to-date version here

Offline Yitzi

Re: Group AAR #2 - Signups / discussion
« Reply #18 on: November 17, 2014, 05:57:05 PM »
I might as well list here the factions, bonuses and AI of each faction being used:

Ete is playing the technocrats.  They get +2 EFFIC, +1 RESEARCH, free network nodes, and robust EFFIC, and start with Information Networks, but have -2 MORALE and -2 to hab limits and can't run Power.  They favor Knowledge and EFFIC, and as AI tend to focus on tech with medium aggression.

Blueflux is playing the creche union.  Another military-weak techer (though fairly good at rushing), they get +2 RESEARCH and +1 PROBE, free comm frequency (not sure if that works properly) and free creches, and immunity to morale penalties, and they start with Nonlinear Mathematics, but have -1 GROWTH and -2 MORALE  and can't run Thought Control.  They favor Knowledge and as AI tend to focus on tech with low aggression.

Jarlwolf's faction is as of yet undetermined.

My faction is as of yet undetermined.

Other players, if any, are as of yet undetermined.
« Last Edit: November 18, 2014, 12:01:17 AM by Yitzi »

Offline ete

Re: Group AAR #2 - Signups / discussion
« Reply #19 on: November 17, 2014, 07:02:58 PM »
Yitzi, which text file are you looking at for technos? Both the most recent sigma pack and the file I have from before have POPULATION, 2, which should give default max base size 5 as intended. The newest version has slight changes:
  TECH, InfNet, SOCIAL, +RESEARCH, SOCIAL, ++EFFIC, SOCIAL, --MORALE, ROBUST, EFFIC, FACILITY, 8, POPULATION, 2,
+2 Effic now, though I'm fine with playing as the older version if people prefer.

Also, how does the creche union's immunity to morale penalties work? They have MORALE, 0, but does that counteract their other Morale penalty, or Wealth's or do anything at all?

Offline Sigma

Re: Group AAR #2 - Signups / discussion
« Reply #20 on: November 17, 2014, 09:29:08 PM »
I might as well list here the factions, bonuses and AI of each faction being used:

Ete is playing the technocrats.  They get +1 EFFIC, +1 RESEARCH, free network nodes, Lal's bonus to hab limits (this appears to be an error, and they're supposed to have a weaker form of Morgan's penalty, but the text file is written as -2, which gives a bonus), and robust EFFIC, and start with Information Networks, but have -2 MORALE and can't run Power.  They favor Knowledge and EFFIC, and as AI tend to focus on tech with medium aggression.
Current version of the Technocrats actually have some fixes. Posted here

Their Efficiency has been boosted to +2, and their Population limit should work correctly now, though I may be wrong about that. Let me know if I still have it screwed up.

Offline Yitzi

Re: Group AAR #2 - Signups / discussion
« Reply #21 on: November 18, 2014, 12:00:15 AM »
Yitzi, which text file are you looking at for technos? Both the most recent sigma pack and the file I have from before have POPULATION, 2, which should give default max base size 5 as intended. The newest version has slight changes:
  TECH, InfNet, SOCIAL, +RESEARCH, SOCIAL, ++EFFIC, SOCIAL, --MORALE, ROBUST, EFFIC, FACILITY, 8, POPULATION, 2,
+2 Effic now, though I'm fine with playing as the older version if people prefer.

Also, how does the creche union's immunity to morale penalties work? They have MORALE, 0, but does that counteract their other Morale penalty, or Wealth's or do anything at all?

For technos, I looked at the wiki file; I'll update to represent the current version.

Regarding the creche union, I believe it does counteract their other morale penalty, but does not prevent it from meaning they only get +1 from command center etc., and it certainly does not prevent the penalty from cancelling out bonuses from Power or Fundamentalist.

Offline ete

Re: Group AAR #2 - Signups / discussion
« Reply #22 on: November 18, 2014, 12:04:42 AM »
Ah, right. I probably uploaded an old version to the wiki, have been meaning to update those pages for a while.. though I have plans to swap all the wiki text pages for a github repository of faction texts, so may just finish setting that up instead.

And, hm, right. BlueFlux, is the Morale, 0, thing intended? If not, you can just remove that part of the line.

Offline Flux

Re: Group AAR #2 - Signups / discussion
« Reply #23 on: November 18, 2014, 02:52:23 AM »
Ah, right. I probably uploaded an old version to the wiki, have been meaning to update those pages for a while.. though I have plans to swap all the wiki text pages for a github repository of faction texts, so may just finish setting that up instead.

And, hm, right. BlueFlux, is the Morale, 0, thing intended? If not, you can just remove that part of the line.
Um
To be honest, I set most of the guidelines like that in facedit.
I really just do the art and sentences from the .txt file. So I have no idea what the "Morale, 0," thing means.
Left the internet, more-or-less.... Might drop in occasionally.

Offline ete

Re: Group AAR #2 - Signups / discussion
« Reply #24 on: November 18, 2014, 03:21:17 AM »
Right, all of the faction editor programs are a bit buggy in places. I suggest using http://alphacentauri2.info/wiki/Faction.txt_editing_guide and editing directly, it's not that hard to learn and more reliable than anything else we have currently.

Offline Yitzi

Re: Group AAR #2 - Signups / discussion
« Reply #25 on: November 18, 2014, 03:49:42 AM »
Right, all of the faction editor programs are a bit buggy in places. I suggest using http://alphacentauri2.info/wiki/Faction.txt_editing_guide and editing directly, it's not that hard to learn and more reliable than anything else we have currently.


Although you do have to be careful about proofreading; I'm pretty sure that the defense penalty for the Satori won't work properly because it says "DEFENS" instead of "DEFENSE"...  (Might want to fix that, by the way.)

Offline Sigma

Re: Group AAR #2 - Signups / discussion
« Reply #26 on: November 18, 2014, 01:09:29 PM »

Offline ete

Re: Group AAR #2 - Signups / discussion
« Reply #27 on: November 18, 2014, 05:11:54 PM »
@JarlWolf / Yitzi : Now I'm done with my other AAR I need a game to play and I'm looking to start this in the next 1-3 days (else I'll start another game most likely), so if you guys could confirm your faction choices and whether you're playing that would be cool. I'd rather start sooner with less people than wait, I think we can get through these relatively quickly and have plans for #3 already (aquatic!).

And if anyone has preferences about turn order, let me know asap.

Offline Yitzi

Re: Group AAR #2 - Signups / discussion
« Reply #28 on: November 18, 2014, 05:52:04 PM »
I think I would like to play a variant, more Planet-friendly, Free Drones.  I'll get to designing it...

Offline Yitzi

Re: Group AAR #2 - Signups / discussion
« Reply #29 on: November 18, 2014, 06:12:34 PM »
Question: In addition to what the Drones already have (+2 INDUSTRY, 1 nodrone, and a nearly worthless ability to get revolting bases in exchange for -2 RESEARCH), if I switch the aversion from Green to Police State, would Lal's hab bonus and +1 PLANET be a fair trade for -1 ECONOMY, or is that too much?  Or is it too weak and I can add something else in addition?

 

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