19 themes/skins available for your browsing pleasure. A variety of looks, 6 AC2 exclusives - Featuring SMACX, Civ6 Firaxis, and two CivII themes.[new Theme Select Box, bottom right sidebar - works for lurkers, too]
0 Members and 3 Guests are viewing this topic.
Yes, let's start a new game with the modified alphax file, and see if we can keep the rising water from happening. Maybe the moderator has to get into the act also, and use a modified alphax file to create the scenario.
How do you want to play? Unless someone comes up with another balanced map, I think the modified vets map is the only real choice there. But what about factions?
If I understand correctly, you would like a rematch of our exact same game, but with modified alphax from the start, and the Yitzi patch?
I don't like some of the ideas that Yitzi tossed around, like facilities not affecting the clean mineral limit, or changing the tech tree. But I am all for bug fixes and getting rid of rising water!
SetupPreferencesroninscgEarthmichaelunofficialGame: SMAX & patchesunofficialunofficialconfirmedFactions** (turn order)confirmed (1,2)confirmed (3,4)Veterans_04MapVeterans_04Veterans_04customSizecustomcustomcustomOcean coveragecustomcustomcustomErosive forcescustomcustomcustomNative life formscustomcustomcustomCloud covercustomcustomOffUnity podsOffOffTranscendDifficulty level--SetupPreferencesroninscgEarthmichaelOnAllow Victory by TranscendenceOnOnOnAllow Victory by ConquestOnOnOffAllow Diplomatic VictoryOffOffOnAllow Economic VictoryOnOnOnAllow Cooperative VictoryOnOnOnDo or Die: Don't restart eliminated playersOnOnOnLook first: Flexible starting locationsOnOnOffTech stagnation: slower rate of research discoveriesOffeitherOffSpoils of war: Steal tech when conquer baseOffOffOffBlind research: cannot set precise research goalsOffN/AIntense Rivalry: Opponents more aggressivN/AN/AOnNo Unity Survey: World Map not visibleOnOnN/ANo Unity Scattering: Supply Pods only at landing sitesN/AN/AOnBell Curve: No Random EventsOnOncustomTime Warp: Accelerated Start*(on/off/custom)customcustom4Colony pods at start42 up to 48Scout Patrols (1-1-1)84 up to 8ONIron Man: Save/Restore restricted to exit--N/ARandomize faction leader personalitiesN/AN/AN/ARandomize faction leader social agendasN/AN/Amin.1-2/dayExpected turn rate (usually 24h)few/day1-2/dayN/ANumber of days to wait before turn is 'pushed' N/AN/A*Note: some factions (if selected by the players) will start with special units (besides/instead of the scout patrol)**Note: teamed factions are in contact from the beginning (they have each other's commlink).
I was just thinking, we should not pick factions until we agree on the additional mods to the modified Vets Map. We can call the new map the 6 player Vets map.
I just got in from a trip, and am quite tired, so the earliest I can even think about modifying the map is about 12 hours from now. Or if you want to try it before then, fine. Just post first so that I don't waste my time modifying the map at the same time you are.