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Author Topic: SMAC MP Game: Turn 100! Partial Map Inside  (Read 40512 times)

GlyphGryph

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Re: SMAC MP Game: Turn 22!
« Reply #375 on: May 13, 2013, 08:26:39 am »

4 cities, a handful of formers, and a nice large army.

I'm feeling pretty good, so far.
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10ebbor10

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Re: SMAC MP Game: Turn 22!
« Reply #376 on: May 13, 2013, 10:32:10 am »

Ok, make sure you're around in three years when this game is over.
Sorry, should have read the thread better. I will stick around, though.
If you want to, I suppose you can take over The University. Having serious trouble currently to update in time, something which is not likely to improve in the near future.
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tahujdt

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Re: SMAC MP Game: Turn 22!
« Reply #377 on: May 13, 2013, 10:34:34 am »

Ok, make sure you're around in three years when this game is over.
Sorry, should have read the thread better. I will stick around, though.
If you want to, I suppose you can take over The University. Having serious trouble currently to update in time, something which is not likely to improve in the near future.
My favorite faction. I would sure like to. Is that ok with everyone else?
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Tahu-R-TOA-1, Troubleshooter
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I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
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PTTG??

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Re: SMAC MP Game: Turn 22!
« Reply #378 on: May 13, 2013, 10:53:24 am »

If Ebbor's OK with it, I don't see why not.
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Twiggie

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Re: SMAC MP Game: Turn 22!
« Reply #379 on: May 13, 2013, 11:53:55 am »

University is pretty much every new player's favourite faction, they're the least balanced of all the starting 7, thanks to the importance of tech and nigh-irrelevance of drones. The gaians come a close second in being overpowered, thanks to that lovely efficiency increase. Then spartans and un are tied I think, followed by hive (tech penalty), with morgan (tech/energy bonus but harsh pop and support limitations) and finally the believers (massive tech penalty) bringing up the rear. The gaps are hardly equal though, and they are more exagerrated at the outliers (Uni and Believers).

Wasn't planning on writing all that, but mh
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PTTG??

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Re: SMAC MP Game: Turn 22!
« Reply #380 on: May 13, 2013, 12:27:28 pm »

One of my best games was as the believers. I did end up in a food-rich region and ended up population exploding, so there's that.
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mastahcheese

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Re: SMAC MP Game: Turn 22!
« Reply #381 on: May 13, 2013, 12:32:58 pm »

University is pretty much every new player's favourite faction, they're the least balanced of all the starting 7, thanks to the importance of tech and nigh-irrelevance of drones. The gaians come a close second in being overpowered, thanks to that lovely efficiency increase.
Back when I had this game when I was a kid, my brother would always choose the university for the tech boost, and I started as the Hive, and never really did that well. But then when I discoved the Gaians, I was able to make ludicrus use of their ability to capture mind worms, and after I figured out that you can change your civics (or whatever they're called), and then focus it all on being as green and tree-hugging as possible, than the chances of mind worm capture actually increases. Just keep a few plots of fungus a bit away from your base, and have high-level units stay on patrol = free units. The looks on my brothers face face when he soaks countless hours upgrading his weapons and armors, only to be assualted by psychic damage. I never even realized they got an efficiency boost.
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The Derail Thread

GlyphGryph

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Re: SMAC MP Game: Turn 22!
« Reply #382 on: May 13, 2013, 01:25:38 pm »

My favorite faction. I would sure like to. Is that ok with everyone else?
Just as a note, the University is currently my good friends.
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tahujdt

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Re: SMAC MP Game: Turn 22!
« Reply #383 on: May 13, 2013, 01:46:59 pm »

Reading the rules and I find this:
Quote
No using the design workshop
I assume that means 'Super Singularity Gravship Probability Fungicidal Formers' are out?

Whenever I take over the world, I have an army of those continually clearing fungus and raising ground. Also, I bug-exploit to get a borehole on every uranium flats square, is that out too?
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DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

Twiggie

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Re: SMAC MP Game: Turn 22!
« Reply #384 on: May 13, 2013, 01:56:22 pm »

bug exploiting is out, yes. using the workshop is fine as long as you don't reverse-engineer to make units that you shouldn't have access to - if you have all the pieces visible in the workshop (under their respective tabs), you can build it.

the main example is that you cant use PlanNet to make rovers.
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10ebbor10

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Re: SMAC MP Game: Turn 22!
« Reply #385 on: May 13, 2013, 02:12:00 pm »

So, what do you prefer. Me playing a last turn, me sending on the safe to the new guy, or me doing nothing at all and you sorting stuff out.
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Karlito

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Re: SMAC MP Game: Turn 22!
« Reply #386 on: May 13, 2013, 06:22:04 pm »

I'd say, if you want to play one last turn, go ahead.
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Twiggie

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Re: SMAC MP Game: Turn 22!
« Reply #387 on: May 14, 2013, 06:40:01 am »

Well, looks like we're still on ebbor's turn, so, tahujdt, if you wanna pm me your email I'll forward you the save and password.
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PTTG??

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Re: SMAC MP Game: Turn 22!
« Reply #388 on: May 14, 2013, 06:57:31 pm »

Well, let's have SOMEBODY play the turn. That would be ideal.
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Twiggie

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Re: SMAC MP Game: Turn 22!
« Reply #389 on: May 14, 2013, 07:20:41 pm »

yeah i'll send the email when i get back to my pc.
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