Alpha Centauri 2

Sid Meier's Alpha Centauri & Alien Crossfire => Command Nexus => Topic started by: ete on September 22, 2013, 09:40:45 pm

Title: Would anyone like a waterworld game CMNed?
Post by: ete on September 22, 2013, 09:40:45 pm
I've got a few ideas in mind for a largely aquatic map designed for MP use, but it'd be good to know if anyone wants to try a game like that before making it. My most recent game is 70-90% water with 7 custom aquatic factions, and.. it's really interesting to see how development works on water. You've got a whole new set of terraforming and a lot of beelines/key builder aims shift around (for example trawlers cost a lot more, tree farms are useless, but it's really easy to get a huge amount of nuts/eng after those restrictions go). Militarily, there's also a whole new set of strategies which I *think* will significantly dilute air power as an aggressive option, though it'd still be amazing defensively.

Anyway, there's aquatic versions of all the official factions ready made, plus the pirates, plus a handful of custom factions (more coming soon) if both players want to include those too (if players want custom, I'll go through each and try to balance them better than current).

I'll draw a basic plan for the map later.

So... anyone up for a game?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 22, 2013, 10:20:09 pm
You mean an MP game? I always felt naval strategies would be much more useful and interesting if not for the OP air power. Count me in. :)

One sidenote: I love the MCC and I believe in all-aquatic games it can be potentially game-breaking. I suggest getting rid of it for this purpose. Seriously, +2 movement on sea makes it much better than the CBA in regular games.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on September 22, 2013, 10:43:27 pm
MP, yep. And yea, I could see MCC getting banned, though the free naval yards everywhere would be a big part of it. And yea, with all bases/critical infrastructure vulnerable to naval attack I could see a lot of war going on before air becomes an issue.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on September 23, 2013, 01:12:31 pm
Im interested in this game, a waterworld PBEM is something i havnt played before.

Indeed +2 movement speed is a massive benefit from MCC, i support the ban.

Lets talk faction choice :) My first inclination is to go with a high industry faction to offset the high cost of naval units and speed things up a bit;Free Drones, Hive. A planet bonus faction would be excellent, as naval combat has that 1:1 base combat odds against psi. Im assuming Pirates are off the table, the naval yards and +1mineral on sea shelf could be decisive when the opponent isnt on land himself. Or something else entirely?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on September 23, 2013, 03:03:36 pm
Cool, got the players already :). I'm going to be away entirely for a week, then low activity for probably another week, and I'd like to spend at least 4-6 hours map building so it'll probably be a while before we start up, but in the mean time it'd be good to debate the rules and stuff (multifaction is an option (2-3 factions per player), as is having AIs around, do you want to take turns picking factions or both pick at same time and allow duplicate factions? Could even do something fun like give an AI the MCC+CBA at the start and just ban you two from taking that base/make you burn it down right away if you do.), and give me any mapmaking suggestions you want. Also play a few practice games with various aquatic factions http://alphacentauri2.info/wiki/Category:Aquatic_factions (http://alphacentauri2.info/wiki/Category:Aquatic_factions) find there and download here: http://alphacentauri2.info/index.php?topic=4221.0 (http://alphacentauri2.info/index.php?topic=4221.0)

Native strategies are surprisingly good due to IoDs and their contents, and the general lack of easy minerals/cost of units. Something to bear in mind for your faction choices :). And maybe Morgan is less awesome due to plentiful nutrients for growth and morgan's low base size limit.

As for the Pirates, bear in mind that the +1 mins per square and ability to terraform deep water with adv eco eng is an attribute of the Aquatic bonus, so every faction will get that. I'd see the Pirates as a particularly aggressive faction in this, but their growth and effic may make them balanced. The free naval yards are a big deal, and getting marine detachment free is also nice, but both those things can be bought by other factions.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Earthmichael on September 23, 2013, 04:57:07 pm
What if all of the factions were Pirates, and the goal is to become the King of the Pirates, by either conquest or vote?

If playing a water scenario, I would almost certainly favor taking the Pirates faction, although I could see the appeal of Gaia or Prophets for capturing IOD.

Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on September 23, 2013, 05:12:53 pm
The nautilus pirates -growth is one of those really crippling penalties though, making pop booming very hard to do. Im not sure free naval yards and a few other minor things would be enough to make them a strong choice here.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 23, 2013, 05:14:51 pm
Tempted to join...
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on September 23, 2013, 06:39:57 pm
If there's 4+ people we can split it lots of ways, either two games of two people, or possibly a larger game though those have a tendency to be slow/not finish. Probably best to match up the most experienced people with eachother if possible, and people who want multifaction or single faction with likeminded players. Post what kind of setup you each want (multi/single faction, AI/no AI, copter or other bans/rules) and your experience level :).
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 23, 2013, 07:23:33 pm
If four is too big a group, never mind me.  :)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on September 23, 2013, 07:54:51 pm
I would love to have you onboard with a 4 player game geo  :)
Ete the 4 player game indeed has a poor track record but 3 of the 4 players here are longterm vets(geo=geomodder right?) and earthmicheal(apologies if i should know you from apolyton) looks to be around to stay as well. Im always a sucker for trying yet another PBEM  :D Its up to you as CMN and the other players i suppose.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on September 23, 2013, 07:59:12 pm
Well, I'd point out that everyone who's expressed interest is a regular who comes by the site multiple times a day lately.  There is never zero risk, but I think it's low for these four.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 23, 2013, 08:17:57 pm
Okay.  :D
Besides a week vacation late November, early December, I shouldn't be away from my (gaming) desktop for the next 2-3 seasons for longer then 2 days in a row.

I have no objections to removing the MCC from this game. But how about getting rid of (some) other Projects giving free facilities?
Choppers are IMO less of a hassle on a watermap. Naval units have more moves then land units so more chance 'landed' choppers get sunk after an attack. But I wouldn't mind them having less moves, and perhaps switch them with the needle tech slot (or the needles moving to orbital or something). Just thinking out loud here.
I prefer single faction. And if this becomes a game with 4 human players, how about the AI's being 'alien' factions (or the other way around)?

Oh, and I'll need an update on "Strictly Forbidden Stuff" and "What Certainly Not To Do" since it's been a long time since I've participated in a SMACX PBEM, and things have become hazy.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on September 23, 2013, 08:21:24 pm
This probably needs updating, but http://alphacentauri2.info/index.php?topic=1519.0 (http://alphacentauri2.info/index.php?topic=1519.0)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Earthmichael on September 24, 2013, 02:56:21 am
If there's 4+ people we can split it lots of ways, either two games of two people, or possibly a larger game though those have a tendency to be slow/not finish. Probably best to match up the most experienced people with eachother if possible, and people who want multifaction or single faction with likeminded players. Post what kind of setup you each want (multi/single faction, AI/no AI, copter or other bans/rules) and your experience level :).
I think a 4 faction game is max.

I would just as soon not have AI players.  They either are designed to cheat badly so that it is a struggle to overcome that AI players, to the point that it distracts from the main players, or the AI players are set "Normal" and then become a resource for the closest player to seize.

Are we looking at a free for all, or two factions verses two factions?

For general rules, I like to ban atrocities, and to play with a patch to remove rising water.  I have written a lot about why I like to ban atrocities, so I won't repeat it here, and rising water is just a boring micromanagement problem that I would just as soon not deal with.

I also think the multi-attack capability of copters was never accounted for in the cost of copters, and given that it gives an advantage over all other sea units (none of which can multi-attack regardless of how many movement points are left), I would rather just ban copters.  Otherwise, copters will be the dominant unit, because of the free multi-attack.

I think all 4 factions playing pirates would be fun.  Otherwise, if we are teaming up, I find that the most effective pairs are a researcher and a builder.  So someone like Hive/Free Drones paired with Uni/Cycon are some of the strongest pairs I have seen, but I could see other pairs potentially being useful depending upon the circumstances.  Gaia could be helpful if there are lots of IOD to capture.

I was initially thinking of a 4 player pirate free for all, but I am open to any ideas. 
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on September 24, 2013, 03:17:41 am
If y'all decide to all play the same faction, why don't I whip up three modded versions with different map/flag colors and your choice of quick-and-dirty alterations to the leader and logo?  One Sven (or whomever) with a mustache, one deeply tanned, one wearing a (silly?) hat?  Stuff I can do in minutes, and don't expect it to look good, but I bet it would be more fun that way...
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on September 24, 2013, 05:35:20 am
Anyway, there's aquatic versions of all the official factions ready made, plus the pirates, plus a handful of custom factions (more coming soon) if both players want to include those too (if players want custom, I'll go through each and try to balance them better than current).

I think our CMN had something in mind for the factions already, and in general i would prefer to play with the imbalances of the differing factions rather than play cloned factions, except in cases where it could only be balanced by all being nautilus pirates\etc. Ideally everyone wants a different faction to begin with;situations where everyone wants to be ''the best'' faction but only the first to claim the cookie gets the choice and the others are left with what they dont want is not good. In this case if the other factions also get aquatic trait, i think a number of factions could make a good choice besides just pirates.

On the same note of interesting imbalances a free for all without pregame permanent alliances brings some interesting play, trying to benefit from other players but not helping them too much...as opposed to simply knowing players are 100% enemies or allies without a thought. In a 1v1 or 2v2 you can simply run your nation into the ground as long as you do more damage to the opposition. Its not the 'real' game of smac, where you have arrived on a distant world and try to survive.(but with humans instead of ai blockheads) I am in favour of free for all.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 24, 2013, 03:14:53 pm
If I may voice my preferences, I vote for custom factions (ete is cooking something already) and 1 faction per player (please). Right now I'm in one 2-faction game and don't want to start another until I finish that one and have my mind made up about this multi-faction thing, which initially I'm not a big fan of.

EM, I'd like to leave some atrocities. This includes those unlikely to affect ED - stapling, genejack warfare (why the hell not), base obliteration. Nerve gas may be restricted to certain uses.

As far as my experience goes, the only offenders in terms of ecology are major atrocities plus really heavy nerve gassing. You won't get much terrain flooded with an odd nerve stapling or even bse obliteration. Plus we can simply eliminate global warming via Yitzi's patch.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 24, 2013, 03:21:27 pm
As for the map - I played a water MP game some time ago and it seems to call for attention to communication lines between players. If you don't make obstacles between players in the form of islands and fungal patches, the game can quickly turn into hack&slash. High navy mobility combined with no sensor arrays just begs for early ambushes. That game of mine was over in 2140, before anyone managed to build the first crawler. So this is one very important thing. Another one is landmasses. On sea, it takes ages to develop due to poor terrain and the foil chassis price. We also need some forest patches to crawl or we won't see any projects at all. And again - without proper expansion area, all it takes is Applied Physics and push as fast as you can.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on September 25, 2013, 12:23:58 pm
The general plan is to have only a small amount of land (as a barrier between factions as Kirov describes, though even with this everyone will need a lot more investment in defenses/defensive army than a normal game) and that land to be of extremely poor quality, so eco damage should not be a major concern (and may intentionally open up extra attack paths if water rises), so micro should not be a major concern unless someone's determined to rush onto land no matter what despite loads of arid/rocky/fungus areas and minimal pods on large landmasses.

I'd prefer not to have forests to crawl, that'd kinda not fit. You can build mining platforms and there will be some mineral bonuses around. Minerals being scarce and finding ways to deal with that is a big part of the aquatic game. There will be some fairly near land, but it will intentionally be very poor for terraforming to encourage players to keep most of their infrastructure the water until they've got resources to do heavy terraforming.

To avoid early rushes it'll be a pretty large map with the main shortish rush paths being fairly narrow canals, so it's possible to build a small navy and defend. For sensors, you can build radar foil transports or park some unity foils in the canal.

Ideally I'd like all factions (aquatic versions of the 13+pirates, maybe even allowing aliens since the free rec tanks are useless and we're not using alien AI) allowed as choices since it brings diversity and an interesting/important early choice. I'd also be happy if some custom aquatic factions were allowed, but that's up to the players and if it's just official that's fine. If allowing different factions I'd encourage faction picking to work like: every player PMs me their faction, and if multiple people pick the same faction I just make clones (or ask BU for them).

If everyone wants a 4 player game that'll be interesting. I'd encourage a FFA since 2v2 is likely to work better/at least as well as a two player multifaction game and FFAs where offensive plays are faster will be interesting, with people able to gang up on whoever's doing well. I'm thinking of possibly setting it up so each person is relatively near one other person, but fairly far from the other two. That way you've got a bit of a prisoner's dilemma going on:

Best case for you - You build an army to backstab your neighbor while they have little defense and double your empire's size early on
Good outcome - You're both peaceful/trading and devote all your energy to building up your empires, and get ahead of the other two while they fight.
Bad outcome - You fight with your neighbor and both spend a lot of resources on army while the other two get ahead
Terrible outcome - You are peaceful and build, your neighbor makes an army and steals your empire before you get much defense

But at the same time, you can work with your neighbor to attack the other two (or lie to them you're going to do this with the army you're preparing for them), or have to build a defensive army. If one player wipes out another early, the other two may be forced to work together or lose, etc..

As for AI/lack of AI: I'm fine with not having them, but there is a pretty sound way to reduce the AI's tendency to be just a resource. Make them aliens so taking a base=pop1 base, make them immune to mind control, and make them a faction with fungal resource bonuses. Then you have a potentially annoying but not massively threatening foe who has a ton of bases which are basically useless to a human and armies with natives so it's not costless to beat them. It'd also not be too hard to start them in multiple places at once. But again, I'm fine either way, let me know each of your opinions.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 25, 2013, 01:57:14 pm
As for AI/lack of AI: I'm fine with not having them, but there is a pretty sound way to reduce the AI's tendency to be just a resource. Make them aliens so taking a base=pop1 base, make them immune to mind control, and make them a faction with fungal resource bonuses. Then you have a potentially annoying but not massively threatening foe who has a ton of bases which are basically useless to a human and armies with natives so it's not costless to beat them. It'd also not be too hard to start them in multiple places at once. But again, I'm fine either way, let me know each of your opinions.

I like your CMN thinking. ete, please post such tips as the second sentence above in the CMN section. I know they sound self-evident on the surface, but it's easy to forget this kind of advice when you fire up your editor. I believe veteran CMNing, much like playing, is more about knowing myriads of minute useful tidbits rather than any 'general' strategy. In the long run, you'll save others a lot of time by posting them.

As for the AI in our game: I like them as a flavour and don't mind if they introduce a little element of chaos.

And FFA, of course. Any pacts you have should be your own hard work.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on September 27, 2013, 05:44:46 pm
Sounds good ete  ;b;
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on September 29, 2013, 08:50:39 pm
Still possible to enter this PBEM?

I can guarantee playing one turn/a day.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Earthmichael on September 30, 2013, 12:23:04 am
I can give up my spot if we are overbooked.   I am already involved in several games, and probably am better off not starting another.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 30, 2013, 11:29:51 am
I can give up my spot if we are overbooked.   I am already involved in several games, and probably am better off not starting another.

Not overbooked with games, but I can offer my spot as well.  ;)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on September 30, 2013, 03:32:00 pm
This game should work with 3-5 players, and I'll be able to build it.. in a bit over a week most likely. Maybe closer to two, not loads of spare time in the near future.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 30, 2013, 04:04:25 pm
Right now it's Kata, EM, Geo, Vishniac and me (don't go away, EM and Geo!). Recently I started a 3-player game and it works wonder for the dynamics and the prospects of actuallly completing one. 5 players is definitely too much in my opinion. I suggest finding another player and starting two 3-p games.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 30, 2013, 04:07:36 pm
Perhaps we should commit BUncle?  >:)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on September 30, 2013, 04:09:53 pm
No, BU is a coward.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 30, 2013, 04:14:35 pm
We'll be gentle.  ;miriam;
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 30, 2013, 04:25:01 pm
And we love you.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on September 30, 2013, 04:28:09 pm
Sorry, no.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on September 30, 2013, 04:30:56 pm
No, BU is a coward.
Then take The Hive and play turtle!

I don't want to take anyone's place but I understand the concerns of a game dragging or stopping abruptly. I never had the chance to see a game going to its end. That said a game of 5 is sure to be very interesting.
Since you seem to be all people very motivated and of high reputation, I'd say let's first see which timezone we are in so we can optimize the schedule of play. I am in CET.

Another thing that consumes a lot of time and causes delays in Dominions3 MP is off-game diplomacy (by MP). That's why they often play ND (No Diplo games) or restrict diplomacy to th in-game messaging system. We could agree to the same and perhaps prohibit the Cooperative Victory condition.

Otherwise I'll wait for another one but trying a Bismarckian system in SMAC has an appeal of its own.

Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on September 30, 2013, 07:11:46 pm
One game of 3 and one of 2 is also entirely workable, or one or 4 and one of 2. Which of you prefer 2 player games and which of you prefer larger games?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on September 30, 2013, 07:17:51 pm
I can join any type of game, but at the moment I'm thinking 3 is optimum.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on September 30, 2013, 08:57:39 pm
Personally, I'm in favor of a big game (if a majority is for it).
Gives more time to backstab diplomacy create interesting alliances in the game before the turn comes back to you. ;cute
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on September 30, 2013, 09:18:48 pm
...This lot has gotten comfortable with the right intensity of fun trash-talking/role-playing, too, so there's that...
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on September 30, 2013, 09:52:51 pm
A 5 player game certainly would be epic.  :) However i am mostly waiting by to see what is agreed upon by the people and will be fine with playing in a 3 player game instead. It is much more likely to finish than a 5 player game, but i am fine either way.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 03, 2013, 02:24:15 am
All right, we can make it a 5 player, at least then it won't clog up anyone's schedule. ;)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Earthmichael on October 03, 2013, 03:38:58 am
As I said, I cannot take on another game right now, so do not include me in the 5.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 03, 2013, 11:22:21 am
BUncle, EM luvs u and wants u to come&play with us... ;)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 04, 2013, 05:34:30 pm
So, a game of 4 then?

Do I have to install Scient's Patch?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 05, 2013, 01:59:40 am
So, a game of 4 then?

Do I have to install Scient's Patch?

Looks like it, and yes, I'm in favor of using Scient's patch.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 07, 2013, 07:36:14 pm
I'm in favor of using Scient's patch.
And the next questions are:
- where I can I find it? (it's not in the Downloads section)
- what to do with it (yes, I am a lambda enduser...)
- what does it do? (well, it probably disables the many exploits that I never used anyway...)

A link will be enough  ;)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Buster's Uncle on October 07, 2013, 08:10:14 pm
(it's not in the Downloads section)
Oh yes it is: http://alphacentauri2.info/index.php?action=downloads;sa=view;down=27 (http://alphacentauri2.info/index.php?action=downloads;sa=view;down=27)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 07, 2013, 09:05:40 pm
Uh!  :-[

It was written "Official patches" on the last link to click so I didn't went further... :D
Thanks, Man!
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Earthmichael on October 08, 2013, 12:59:24 am
If I can pipe in here, though I am not playing, I have been VERY happy with Yitzi's patch.  It fixes the most bugs, I think.  I had Echelon Mirror crashes until I installed Yitzi's patch.  And it had some cool options too, though you don't have to use them.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 11, 2013, 05:26:08 pm
My internet was down for a week due to train workers cutting the broadband cable for several villages nearby (and not being able to fix it due to trains running), and I wanted to check who is keen to have perfect symmetry and who is okay with just fairly balanced starting positions before starting. I'll likely work on the map(s) on sunday/monday.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 11, 2013, 05:32:56 pm
So far it's Kata, Geo, Vishniac and me. I vote for the latter, certain extent of balance with some variation. What about the factions, actually? Do you have any custom ones for us or are we going to play aquatic versions of standard ones?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 11, 2013, 05:34:28 pm
If I can pipe in here, though I am not playing, I have been VERY happy with Yitzi's patch.  It fixes the most bugs, I think.  I had Echelon Mirror crashes until I installed Yitzi's patch.  And it had some cool options too, though you don't have to use them.

There is one very serious bug in Yitzi's, copied from kyrub's patch, where you instantly lose minerals when changing production. I vote for scient's now and we can all move to Yitzi's once this thing gets fixed.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 11, 2013, 06:57:58 pm
Fairly balanced works just fine for me.  :D
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 11, 2013, 07:56:37 pm
Fairly balanced is ok for me.
I'm playing another one of those "90% water" with the University this time and I submitted the Spartans who were my early terrestrial neighbor and proved aggressive so I guess I am not one of those "everything should be balanced / everyone must start at equal distance from others".
Randomness is part of the game: use the forces of your faction, don't fear its weaknesses! Otherwise let's just all take the same faction with a different color and may the best win!  ::)

I have changed my terran.exe and terranx.exe for Scient's and I have resumed my save game without problems so far.

What are the decisions on the aspects of the game and factions?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 11, 2013, 10:10:03 pm
Been using scients patch, works for me.

My internet was down for a week due to train workers cutting the broadband cable for several villages nearby (and not being able to fix it due to trains running), and I wanted to check who is keen to have perfect symmetry and who is okay with just fairly balanced starting positions before starting. I'll likely work on the map(s) on sunday/monday.

I much prefer fairly balanced over perfect symmetry. Also the game is more interesting with 4 unique factions rather than using clones, its all about how you can utilize your strengths, cover your weaknesses, and take advantage of your own peculiar terrain.  :)

BTW i noticed if all you do is add aquatic to the factions, you wont be able to use the foil chassis until researching doc;flex as the unity boats cant be retro-engineered. Are you going to make it so we can build gun foils and sea pods even for factions that dont start with doc;flex? 
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 12, 2013, 12:16:24 am
Okay, looks like mostly favoring:
Balanced but not symmetrical map
Kata, Geo, Vishniac, Kirov
Aquatic versions of all official factions available (maybe aliens)
Some custom factions if wanted, I'll look over them closely for balance and make adjustments if people want them playable. Possible factions:
http://alphacentauri2.info/wiki/Procyon_Consortium (http://alphacentauri2.info/wiki/Procyon_Consortium) (moderately overpowered, too good a builder. But very vulnerable to early attack, especially from natives.)
http://alphacentauri2.info/wiki/Planet_Freight (http://alphacentauri2.info/wiki/Planet_Freight) (close to balanced already)
http://alphacentauri2.info/wiki/The_Atlanteans (http://alphacentauri2.info/wiki/The_Atlanteans) (somewhat complicated due to lots of bonuses/penalties, but probably a bit too strong currently)
http://alphacentauri2.info/wiki/Bree (http://alphacentauri2.info/wiki/Bree) (maybe annoying to balance)

I'm also thinking perhaps not banning any of the SPs could be interesting. Whoever gets the MCC will have a very significant advantage.. but everyone will want to steal that base, and know they need to team up against that player. Open to what you guys want on this.

I'm happy to add Doc:Flex to the starting techs for all factions, it'd probably lead to a more interesting start.

Questions:
Do you want AI factions?
Do you want custom factions allowed for player choices?
Do you want Aliens allowed as player choices?
Do you want MCC removed?
Do you want any custom changes?
Do you want air power weakened? If yes here are some options:
Ban copters (or reduce their movement, or increase their cost)
Remove CBA
Make AA Tracking provide greater defensive benefit
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 12, 2013, 04:38:30 am
It should be possible to add the foil chassis to all players unit workshop as a prototyped unit, that would be far more ideal than adding the tech doc;flex as that would damage research times and beelines. Temporarily adding doc flex, using the scen edit prototype function, and then removing the tech will make it possible for foil units to be built without the tech.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 12, 2013, 10:52:12 am
That'd work, though I think just adding a foil to #UNITS with no prerequisite should do the trick?

Also, about the MCC question, one of the custom factions is somewhat of a one trick pony with having Doc Int from the start, which lets them make cruisers and the MCC. But to compensate, they've got a crippling penalty to democratic (and -1 Support, so under demo units cost 2 mins to support).
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 13, 2013, 12:21:57 pm
Questions:

Do you want AI factions? - Yes, preferably the Progenitors.

Do you want custom factions allowed for player choices? - Okay for me.

Do you want Aliens allowed as player choices? - No.

Do you want MCC removed? - Preferably, yes.

Do you want any custom changes? - The below would be nice.

Code: [Select]
Needlejet,M1, Penetrator,M1, Interceptor,M1, Tactical,M1,  8, 2, 2, 0, 1, 8, MindMac,   Thunderbolt,M1,    Sovereign,M1,
Copter,M1,    Chopper,M1,    Rotor,M1,       Lifter,M1,    5, 2, 1, 0, 1, 5, DocAir,  Gunship,M1,        Warbird,M1,

Do you want air power weakened? If yes here are some options:
Ban copters (or reduce their movement, or increase their cost)
Remove CBA
Make AA Tracking provide greater defensive benefit

CBA to Orbital Spaceflight.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 13, 2013, 02:41:22 pm
Questions:
Do you want AI factions? Yes but make sure they are not tech leaders and not easy fruit. Aliens are good
Do you want custom factions allowed for player choices? Im OK with it but i would like to play as a normal civ (Drones) anyway
Do you want MCC removed? Yes, you cant really take SPs from humans and i never like the ''you need to gang up now'' idea

Moving CBA to orbital spaceflight sounds good. Im a bit ignorant on unit editing, would those custom units(or atleast the needle) proposed by geo be equipped with chaos weapons? Would need to make sure we couldnt retro engineer the chaos attack off. But i really like that kind of idea, the SAM\interceptor ability kinda sucks because the unit only defends with equal weapon and not at an advantage, so giving it chaos vs presumably missile attack would be a good boost. But i wonder if with all the new editing nowadays, is it possible to actually change the interceptor bonus from a 1:1 deal to say a 25-50% advantage for the intercepting air unit?


As proposed earlier to send in our faction choices by PM, and create clones if two players pick the same, i think we all agreed we prefer unique factions. Thus maybe we could put our faction choice in the thread to coordinate and avoid this.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 13, 2013, 04:00:47 pm
Questions:
Do you want MCC removed? Yes, you cant really take SPs from humans and i never like the ''you need to gang up now'' idea

I agree with Kata here. In my experience, the 'ganging up' thing is largely a myth and never actually comes through. I could never muster allies against Zak in my games, although he's a natural leader in the power graph, and I never noticed people coordinating against me when I was in the lead. One guy is too busy with RL, another just doesn't like this diplomacy thing, yet another struggles with English, and there goes your Richelieu-like scheming.

Quote
Moving CBA to orbital spaceflight sounds good. Im a bit ignorant on unit editing, would those custom units(or atleast the needle) proposed by geo be equipped with chaos weapons? Would need to make sure we couldnt retro engineer the chaos attack off.

I think that '8' refers to movement points. If I read it correctly, Geo wants to cut chopper mp down to 5 and move it to D:AP, while leave airplanes intact and move them to MMI. I'm OK with changes to movement points, but why the tech tree arrangement, Geo?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 13, 2013, 04:12:58 pm
Questions:

Do you want AI factions? Yes, but please help them probe-wise, via putting the interlock in their bases, enabling 'build a lot of probe teams' and maybe insert a foil/cruiser probe team in the UNITS section (Darsnan used to do this, I can find it if you want me to)

Do you want custom factions allowed for player choices? Yes, please. Actually, I'd like to play one, but I have a hard time choosing, they all look a bit... weird. One thing about NN factions is that their pros and cons are usually mismatched. Can you... Can you choose one for me? Like roll a die or something? I would go with anything.  ;)

Do you want Aliens allowed as player choices? Some of the custom factions are Progs. Do we have a list of all things Prog-related? I don't remember the last time I played them.

Do you want MCC removed? Yes.

Do you want any custom changes? Maybe we could move submarines and other interesting abilities down the ladder? Also, please let's discuss the issue of sea sensor arrays. I feel blind without 'em.

Do you want air power weakened? If yes here are some options:
Ban copters (or reduce their movement, or increase their cost)
Remove CBA
Make AA Tracking provide greater defensive benefit

I vote that both CBA and EG should go. All air power should get their movement points reduced down to 4-6.

Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 13, 2013, 04:34:22 pm
Moving CBA to orbital spaceflight sounds good. Im a bit ignorant on unit editing, would those custom units(or atleast the needle) proposed by geo be equipped with chaos weapons? Would need to make sure we couldnt retro engineer the chaos attack off. But i really like that kind of idea, the SAM\interceptor ability kinda sucks because the unit only defends with equal weapon and not at an advantage, so giving it chaos vs presumably missile attack would be a good boost. But i wonder if with all the new editing nowadays, is it possible to actually change the interceptor bonus from a 1:1 deal to say a 25-50% advantage for the intercepting air unit?

Geo's suggested changes to air power, for those who don't know the format of #CHASSIS, equates to:
Swap the preq techs for Copter and Needlejet (copters come sooner, jets later)
Reduce Copter movement by 3 (baseline move would become 5, not 8)
Reduce the cost of Copters in line with the move reduction.

Which seems interesting, though I would suggest an additional rules tweak to go with it. This would require Yitzi's patch, but:
2,       ; Bonus speed per reactor for copters {-128 to 127}
Should most likely be reduced to 1, otherwise fusion and later copters have enough movement to be extremely deadly with their reduced price.

I don't think reducing the interceptor bonus is a good idea, that would simply make it harder to counter air power.

As proposed earlier to send in our faction choices by PM, and create clones if two players pick the same, i think we all agreed we prefer unique factions. Thus maybe we could put our faction choice in the thread to coordinate and avoid this.

I'm happy with that. To avoid first player to pick having an advantage, if you all agree with this, can you each select at least three factions in order of preference. If more than one player picks a faction, I will flip a coin (or several if three people pick the same) to decide to gets it and move the loser's choice down to their second preference. Please post your factions like:

1. University
2. Cult
3. Procyon

Do you want custom factions allowed for player choices? Yes, please. Actually, I'd like to play one, but I have a hard time choosing, they all look a bit... weird. One thing about NN factions is that their pros and cons are usually mismatched. Can you... Can you choose one for me? Like roll a die or something? I would go with anything.  ;)

They are all quite strange in their own ways. I'd be happy to select for you which ever seems the most interesting to me after balancing.

Do you want Aliens allowed as player choices? Some of the custom factions are Progs. Do we have a list of all things Prog-related? I don't remember the last time I played them.

Yes, wiki! http://alphacentauri2.info/wiki/Faction.txt_editing_guide#ALIEN (http://alphacentauri2.info/wiki/Faction.txt_editing_guide#ALIEN)

Do you want any custom changes? Maybe we could move submarines and other interesting abilities down the ladder? Also, please let's discuss the issue of sea sensor arrays. I feel blind without 'em.


I vote that both CBA and EG should go. All air power should get their movement points reduced down to 4-6.


So far looking like:
AI included, but carefully set up to not be weak targets or useful things to kill (likely make them probe resistant, make them get fungus resources rather than terraforming their bases)
Custom factions allowed, assuming I can balance them.
MCC gone (3/3). 1/3 for EG removal.
CBA to Orbital Spaceflight (2/3) or removed (1/3)
Some kind of nerf for copters, likely including movement point drop. Possibly similar for needlejets.
Allowing alien factions for humans is questionable. Bear in mind that their key advantage (free Rec Tanks) is given to all aquatic factions automatically, and their early battle ogre is near useless for early attacks in water. Would players against official alien factions accept custom alien factions?


Also, I'm moving initial balancing of current aquatic factions to my top priority. Give me a few hours and I'll post a thread.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 13, 2013, 04:53:12 pm
I am usually 1) conservative, and 2) nor really conversed in the arcanes of modding/customizing SMAC so...

Do you want AI factions?
I have nothing against. It's up to the scenario creator to decide what he wants to spice them up. Aliens, people say. According to the map, I could also see The Hive on some big enough island so they can be a recognizable power. Giving AI land power would alleviate the fact that they usually never build sea-probes but if we can give them the incentive like Kirov says, it's something else.

Do you want custom factions allowed for player choices?
I don't know them. I must add that I also don't know who I'll play! :-\
Give me some choice based on your idea of the game; I could play aquatic Gaians but it requires some native life not to be crushed early.

Do you want Aliens allowed as player choices? No.

Do you want MCC removed?
3 people already said Yes so my opinion is purely theorethical. I'd say No.
Along this thread I read that minerals will be hard to get, building SPs will be some nightmare, trawlers are more xpensive than crawlers,... If someone wants to invest all he has into getting the MCC, good for him: it's not game-breaking (of course it can be if you cripple air power...)

Do you want any custom changes?
Being conservative the less there are the better for me. But nevertheless feel free to design an interesting game.

Do you want air power weakened?
Not too much. What I said for the MCC applies here: if minerals are so rare, building and maintaining an air force will be a strain, not even talking about getting the CBA.The original post says he already has strategies to dilute air power.

Anyway being very moderately experienced in MP I'll follow your ideas.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 13, 2013, 04:55:40 pm
I think that '8' refers to movement points. If I read it correctly, Geo wants to cut chopper mp down to 5 and move it to D:AP, while leave airplanes intact and move them to MMI. I'm OK with changes to movement points, but why the tech tree arrangement, Geo?

You're correct. The change is just choppers and needles switching places.
Since it was likely choppers would be nerfed anyway, I'd move them sooner for a short(er) range, last ditch offensive unit.
Needles would represent the long-range attack then.
It's just my view that it is more likely choppers would be sooner developed then fast needlejets where a pilot might need some sort of electronic assistance (MMI) to help with side funtions to steer his craft.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 13, 2013, 05:30:17 pm
Air planes were developed long before helicopters though (now someone is going to drag up da vincis ancient heli design)

As you explained it, Geo's suggested changes sound agreeable to me.

Quote
I don't think reducing the interceptor bonus is a good idea, that would simply make it harder to counter air power.

The idea was a 50% boost to the scramble strength. I did say a 25-50% advantage for the intercepting unit ;) Anyway i feel no disagreements towards the ideas being put forward, i like the direction we are headed. I do favor weakening air power, just to make my stance clear.

I dont think we need to reduce the chopper speed bonus from later reactors though, as AAA and aerospace defences become widespread the chopper loses it luster a bit as far as base clearing is concerned. The real problem as i see it with chop and drop is you can get MMI, throw down the CBA+CF and launch an overwhelming attack with choppers at a time when building massive defenses is impractical. So pushing CBA back to Orbital Spaceflight and cutting down chopper speed seems sufficient to me. Swapping the needle\chopper chassis on the tech tree, i am neutral about.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 13, 2013, 05:37:48 pm
I am usually 1) conservative, and 2) nor really conversed in the arcanes of modding/customizing SMAC so...

Do you want AI factions?
I have nothing against. It's up to the scenario creator to decide what he wants to spice them up. Aliens, people say. According to the map, I could also see The Hive on some big enough island so they can be a recognizable power. Giving AI land power would alleviate the fact that they usually never build sea-probes but if we can give them the incentive like Kirov says, it's something else.


Do you want custom factions allowed for player choices?
I don't know them. I must add that I also don't know who I'll play! :-\
Give me some choice based on your idea of the game; I could play aquatic Gaians but it requires some native life not to be crushed early.

Going from my limited experience (2-3 full aquatic games, with me being custom factions usually) with a mix of official and custom factions (thinker and transcend).. here's my tips for you all on picking factions:

Free facilities are really good since minerals are scarce.
Getting +1 eng/square is less important, though still notable, due to 3 energy squares being easy.
Native life is a very big deal. A few IoDs at the start will net you the largest mobile army on planet and more importantly allow you to explore the sea, make contact, and pop pods vastly faster than other players.
Pop booms are exceptionally powerful, factions with trouble pop booming or controlling drones will be at a disadvantage.
Lal's bigger bases will come into play as will Morgan's smaller ones.
Industry is somewhat more important than on land, but not by a huge margin.
Getting key techs to unlock restrictions and get formers is a massive deal, so teching fast is good. Otherwise make sure you can get the techs of someone else.

Now a quick overview on my opinion of the factions change in status in the switch to aquatic..

;lal; Improved due to pop bonus and talent being more important, but not massively. Effic hurts a little if you spread too much, but easy GAs is excellent.
;deidre; Significantly improved, so long as you don't give her special tech and free formers to everyone. Native is good and efficiency lets you expand widely without creches, first to formers=first to take advantage of +5 nut and +5 energy squares, lack of FM is less of an issue.
;yang; Different, but probably around stable power. Indust and growth is nice free perims are great/will let it hold off early attacks excellently, but having 0 effic from the standard build will mean he's got to have a fairly not spread out empire or lose a lot of energy. No demo hurts though.
;zak; Pretty cool still, but the drone problems get worse. Free NNs is awesome and doubly so with the VW (arguably best earlygame SP for water), but more drones will make large populations harder to manage.
;morgan; IMO the faction that does worst in the move to water. Their core advantage is made a bit less important by plentiful energy later, but the real killer is size 4 bases for some time (and hard pop booms without planned). Still, could be made to work, they do get a lot of energy.
;santi; Maybe? I'd go with Pirates over these for aggression honestly. Elite means less when everything has 4-6 movement, their start tech now kinda sucks, and indust is annoying.
;miriam; With all units being more expensive, support bonus is less of a big deal. She could still give a good rush and it could be much easier to rush someone with sea units.. but you'd need a lot of probes. I guess probing is also easier so she could be fun.
;cha; Much improved due to native life being awesome. Still poor industry, but the native police thing should give solid drone control. Worth considering imo.
;aki; Other than hardish pop booming.. an excellent faction, could do some early aggression to steal tech. Effic is a big deal since stolen bases will be much more useful. May struggle unless she does GA pop booms or takes bases.
;domai; Indust is great as always, but lack of research will hurt even more than normal. Absolutely requires a good teching partner (or probe target) to stay in the game, but may get key SPs and -1 drone is nice.
;roze; Similar to normal. Fairly average, with nice probes. But probes are more expensive.
;ulrik; Technically unchanged, but in playstyle possibly most dramatically changed. No longer has sole rights to the seas for a long time as a builder, but turns out to be pretty amazing as a pirate. Free naval yard and marine detachment means very likely the strongest non-NL navy for some time, but hard pop boom and effic issues mean that advantage must be used. Naval yards double as a defense bonus, which is also very nice.

Oh, and one thing to note: Chop and drop does not work at sea, you can't drop. Though I guess later cruisers are fast enough to compensate.

http://alphacentauri2.info/index.php?topic=4853.new#new (http://alphacentauri2.info/index.php?topic=4853.new#new) balancing custom aquatic factions thread, input welcome.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 13, 2013, 06:13:08 pm
Air planes were developed long before helicopters though (now someone is going to drag up da vincis ancient heli design)

/me points out the first better-then-prop jet aircraft came after the first succesful helicopter ;cute
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 14, 2013, 02:00:18 am
Another thought regarding custom faction allowability, Sigma has a set of seven factions (including graphics) which are relatively well balanced. If the players are interested, I will look over them regarding aquatic balance. The wiki has pages for them: http://alphacentauri2.info/wiki/Category:Sigma%27s_factions (http://alphacentauri2.info/wiki/Category:Sigma%27s_factions)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 14, 2013, 03:29:59 am
Does someone want to play as a custom faction? It would be easier to approve a single specific custom faction than to examine and balance many.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 14, 2013, 04:33:45 am
Kirov does. And I've put quite a lot of thought into suggestions for balancing Sigma's factions already for land. Official factions were not designed for sea balance, I'm willing to put the effort in to avoid notable overpowerlessness in a group of factions to allow some choice.

As I see it workflow is:
1+ people want an official faction
I make as many factions balanced to a level which seems comfortable (all factions must not be clearly stronger than officials overall, and should be on the same level or weaker than the strongest officials), with input from other interested users welcome.
If, and only if, another player raises a specific objection to a faction on balance grounds will a custom factions be excluded from the available list.

If Kirov still wants me to pick his faction with Sigma's aquatic factions on the menu, I will do so semi-randomly (select the factions which feel likely to be closest to the correct power level and interesting to play and flip some coins to decide on one).


Also, another question. We need to pick a patch to use since switching later may cause eco damage irregularities. Yitzi's patch has one slightly notable/annoying issue (actually caused by kryub I think) which means that switching production causes minerals to be lost for secret projects (maybe other things?). He is working on fixing it, and playing with his current patch allows us to switch to newer patches later on in the game, but it would mean dealing with losing a few minerals in some situations until then.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 14, 2013, 06:10:11 am
I'll take an official faction too.

I shall already have enough issues without trying to figure how a faction plays. Better the devil you know...
And so I can also take the better from Vel's Guide and SMAC Academy.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 14, 2013, 11:07:44 am
If Kirov still wants me to pick his faction with Sigma's aquatic factions on the menu, I will do so semi-randomly (select the factions which feel likely to be closest to the correct power level and interesting to play and flip some coins to decide on one).

Yes, a coin will do, and it will nice to play a custom faction for a change, since I have no idea what kind of strategies they need to employ. -1 Econ, +3 Commerce, what kind of a strength/penalty combo is that? :D

Quote
Also, another question. We need to pick a patch to use since switching later may cause eco damage irregularities. Yitzi's patch has one slightly notable/annoying issue (actually caused by kryub I think) which means that switching production causes minerals to be lost for secret projects (maybe other things?). He is working on fixing it, and playing with his current patch allows us to switch to newer patches later on in the game, but it would mean dealing with losing a few minerals in some situations until then.

I believe it's safe to start with scient's patch and later move on to Yitzi's. I played several MP games under various patches and they showed no sign of crashiness. And this issue you mention applies to all kinds of production, including Secret Projects, so yeah, I hate it and don't want to play with it.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 14, 2013, 12:24:31 pm
There won't be crashes, but the changes to eco damage *may* cause the existing eco damage tracker to become misplaced. Which is I guess a much smaller concern for a load of sea-dwelling factions, aside from coastal terraforming which is risky anyway due to eco damage.

Anyway, is everyone cool with me aquatisizing Sigma's factions to give more choice on the condition I check them over for water balance (and if, after I make any changes, you have the right to veto a faction if you have strong reason to believe it's broken)?
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 15, 2013, 11:52:49 pm
Anyway, is everyone cool with me aquatisizing Sigma's factions to give more choice on the condition I check them over for water balance (and if, after I make any changes, you have the right to veto a faction if you have strong reason to believe it's broken)?
I am cool with that.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 16, 2013, 11:40:34 am
Sure. :)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 17, 2013, 01:07:48 am
Okay, can I get everyone who wants official factions to post their top three faction choices asap? I may well make the map tomorrow or the day after, otherwise it'll be a while again.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 17, 2013, 05:20:23 am
1. Drones
2. Hive
3. University
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 17, 2013, 05:52:54 am
Also: After looking over the available options for custom factions, I'm fairly confident http://alphacentauri2.info/wiki/The_Technocrat_Foundation (http://alphacentauri2.info/wiki/The_Technocrat_Foundation) will be on the same power elvel as official factions at sea (-2 max base size is a bigger hit, but effic bonus and more importantly free NNs are a bigger bonus). The only other one I'm somewhat tempted by still is http://alphacentauri2.info/wiki/The_Advent_Pilgrimage (http://alphacentauri2.info/wiki/The_Advent_Pilgrimage) so Kirov.. If you have a preference between them let me know, otherwise I'll probably give you the technos. Anyone who does not want to play against either of these, speak up now and give your reasons for thinking they are overpowered.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 17, 2013, 06:27:10 am
It also depends on the caracteristics of the game. (planet size, native life, ...)

1) Hive
2) Gaians (with high native life please)
3) University

I give this particular order but if you want to see one of these 3 in action for some scenario-analysis reason, feel free to give it to me.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 17, 2013, 11:34:47 am
If this adjusted Atlantean faction I offered in the other aquatic thread doesn't fit, surprise me with another custom faction.

If that's easier for the game, either the Gaian or Hive graphics are fine with me, or the Cyborg graphics.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 17, 2013, 11:47:15 am
Your suggested faction looks fine to me geo, although i would be thinking its rather on the low end of the power scale. -2 growth, smaller bases, no free market....seems rather brutal for the benefits given.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 17, 2013, 03:12:44 pm
I'd be fine with you using the modified atlantiens, though they seem underpowered to me too. I'd be inclined to swap their anti-ideology to Power as in the original, which makes Police suddenly more useful (a way to make P drones more manageable under FM). Graphics will be custom, I'll make a pack for everyone with the required factions+alphax.txt. Though I do need consensus on yitzi or scient patch asap.

Planet settings will be:
Fairly large (custom), mid level native.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 17, 2013, 03:22:08 pm
Give it a go if you feel it fits better.  :)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 17, 2013, 04:08:29 pm
Will it be possible to play without custom files, and the only side effect would maybe be wrong base graphics?

Scient patch +1
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 17, 2013, 04:11:31 pm
Okay, I've found a map online which will make an *excellent* base for this game (I'll be making a few changes, but it'll save me several hours of work), and I have faction choices from everyone. There's a few unsettled issues (exactly how to deal with air power, what to ban, etc), but I think we've got everyone's approximate oppinion, so.. I'll be picking middle ground options for everything contentious. You guys still need to pick which patch to use, but that can happen after map creation. I can also alter faction specifics after map creation by reloading a faction, so balance changes to the atlants is still possible.

Since no particular faction gets a notable advantage or disadvantage from it, I'll be starting you all off with a bonus colony pod, sea formers, and tech for formers, to speed up the start of the game (if someone had Gaia, they'd be at a relative disadvantage from this).

Kata: I think it'll work fine, maybe the datalinks entry would have problems.. but you may as well just have the files.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 17, 2013, 05:00:48 pm
Basic scenario set up. 3 sea CPs+2 formers (bonus one for atlants)+2 Unity Gunfoils per faction, except the Bree who get just a scattering of Sea CPs across the map. I gave the Bree a free HQ everywhere faction bonus, so.. while they're weak, will never have much tech, and not much of a direct threat, they are a fast growing weed and if you let the infestation of Bree in your area grow they will become annoying through shear numbers. Everyone has a pretty nice start position, and everyone has semi-obvious tricks they can pull to improve their start positions dramatically (land bases for channels across single square land, specific terraforming, grabbing the nexus, etc).

I moved CBA to orbital, cut copter's move to 4, removed MCC. I did not remove PEG or swap tech positions of copters and jets.

Passwords please! PM them :).
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 17, 2013, 07:35:17 pm
It's been a while since I last played MP.
What will be the files to upload and where to put them?
(See picture annexed!)

I think I remember what to do with the turn though:
- when I receive the turn, I put it into Saves
- when I have finished, I name the save "game X to player Y" and email it
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 17, 2013, 07:52:40 pm
Password sent.
And while I'm at it: turns can be sent to [my forumname+Modder]TAhotmailTODcom (reverse TA&TOD and switch to the single character normally used, don't include the 'plus' sign)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 17, 2013, 09:22:04 pm
Also: After looking over the available options for custom factions, I'm fairly confident http://alphacentauri2.info/wiki/The_Technocrat_Foundation (http://alphacentauri2.info/wiki/The_Technocrat_Foundation) will be on the same power elvel as official factions at sea (-2 max base size is a bigger hit, but effic bonus and more importantly free NNs are a bigger bonus). The only other one I'm somewhat tempted by still is http://alphacentauri2.info/wiki/The_Advent_Pilgrimage (http://alphacentauri2.info/wiki/The_Advent_Pilgrimage) so Kirov.. If you have a preference between them let me know, otherwise I'll probably give you the technos. Anyone who does not want to play against either of these, speak up now and give your reasons for thinking they are overpowered.


Roll a die for me here or choose whichever you want to playtest. Techies sure like good, like toned down Uni. -2 max pop may be a bummer, otherwise a good faction, I believe.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 17, 2013, 09:24:25 pm
I think I remember what to do with the turn though:
- when I receive the turn, I put it into Saves
- when I have finished, I name the save "game X to player Y" and email it

It's best to have a separate sub-folder in your Saves folder, you have everything in one place.

And yes, the proper save naming is "[game name] [player name] [turn number]".
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 17, 2013, 09:26:49 pm
1. Drones
2. Hive
3. University

:D You mean business, don't you? Now I don't know if I should ally with you or rally everyone else against you. ;)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 18, 2013, 05:49:46 pm
Okay, got all your passwords :). I'll finish the scenario and turn it into a multiplayer game tonight or tomorrow most likely.

And for techies vs uni, uni has more growth potential but.. especially on sea the lack of drone problems will be a large advantage, probably roughly canceling out the -2 population. They're one of my favorites for interesting balance, so you'll be getting them.

And rather than emailing turns, just attach them to a post here. And remember to notify people of almost complete SPs :).
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 18, 2013, 06:01:28 pm
And remember to notify people of almost complete SPs :).
UH?!? But why are they called SECRET then? No way in HELL I shall tell people about my secret projects, MY PRECIOUSES!!  :P
I mean, can you imagine Iran boasting in the news "Our nuclear program is almost finished: we'll start producing bombs next month!" ?  ???

Or is it a new regulation? Never heard of it. And last time I played SMAX the AI wasn't aware of it too since he finished a few projects without warnings.
But if it's the rule here then: "In Rome, do as the Romans do!"
( ;yang; We'll see who'll do what!  ;yang;)
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Geo on October 18, 2013, 06:06:25 pm
And remember to notify people of almost complete SPs :).
Or is it a new regulation? Never heard of it.

IIRC, something to do with the notification of newly started projects (so also nearly finished ones) not reaching all players. Only the first in line.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 18, 2013, 06:06:43 pm
 ;lol It's a house rule, observed by only some players (me included). The thinking is, you announce it only one turn before the completion so that nobody takes away your precious Project, and thus you allow others not to waste their resources on the same Project, in case they wanted to do it (so that you don't get advantage simply by the virtue of being higher in the game order).

You don't have to do this, but I consider it well-mannered and always follow that rule.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kirov on October 18, 2013, 06:18:23 pm
IIRC, something to do with the notification of newly started projects (so also nearly finished ones) not reaching all players. Only the first in line.

After some turns pass, try to remember to always check the F5 screen, where the Projects under construction are displayed. The thing is, most SPs get insta-built, i.e. you complete them the turn they start, at least that's optimum. A player who is one turn late would lose at least 200 mins, so it's nice to send a memo here.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Vishniac on October 18, 2013, 07:21:20 pm
Aha!
Yes, I had forgotten about the warnings for AI projects reaching only one player. That is ok.

Otherwise I am more mean-spirited: projects started are displayed in the info-panels. If someone doesn't want to do his homework... Information, the first principle of warfare! :-*
But I'll agree to your rules of behavior.  8)
Be sure to list them all, + game settings and other thoughts, in the tracking thread!
 ;yang;
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 18, 2013, 07:40:38 pm
You dont lose the minerals, just some time as you switch to a new project.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 18, 2013, 08:15:57 pm
Often there's no other available SP to switch to, especially with a load of humans snapping them up.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: Kataphraktoi on October 18, 2013, 09:19:24 pm
You dont need to switch production, just leave the SP in the queue.

Anyway im fine with notifying players when\if my SP are at 1 turn to completion
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 18, 2013, 11:25:44 pm
Keeping SP in prod ties up that bases production for some time, and is likely to waste a fair amount of minerals from overproducing the next SP.
Title: Re: Would anyone like a waterworld game CMNed?
Post by: ete on October 19, 2013, 11:47:38 pm
http://alphacentauri2.info/index.php?topic=5017.new#new (http://alphacentauri2.info/index.php?topic=5017.new#new)

Let's play :).
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