Sponsor: RefSteel
Opening Date: Monday, August 12, 2013
Duration: Four Weeks
Patch: Kyrub's 1.40M patch is OPTIONAL once again, but be aware that gameplay differences between the patched and unpatched games may be significant! (More so than usual, I mean.)
Race: Silicoids
Difficulty: Impossible
Galaxy Size: Small
Opponents: Three
Color: Purple
Map Generation: Random
Events: On
Scenario: For billions of years, across dozens of worlds, the carbon-based lifeforms of the galaxy have tortured innocent rocks - boring tunnels through them, etching wormtrails in them, and depositing their biological filth upon them. The development of intelligence and military technology was the final straw: Quarries were cut to shape stones into ornaments and living structures, mountain bedrock blasted away to make way for railroad tracks and automobile highways, and beautiful sandstorm formations wantonly blown to bits by so-called bunker-buster bombs in times of pointless biological war.
The rocks have had enough.
No harm shall come by the Silicoids' hands to the rocks on any world, but the vile carbon-based lifeforms who have oppressed the rocks so long shall at last reap the consequences: By plagues that prey on their very carbon-based natures, they all shall die, leaving the plague spores themselves to perish with their hosts.
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Variant: We are permitted (in spite of the exploit rule against it) to fire on any planet from the combat screen with bioweapons - but NOT with any other weapon! (A ship with both bioweapons and other weapons or specials may fire on the planet only when it has used up its non-biological weapons, e.g. by firing on another ship earlier in the turn, running out of or turning off missiles or specials, etc.) Moreover, we may never engage in Orbital Bombardment outside of the combat screen.
Scoring: None as such. Victories will be listed in order from earliest to latest extermination wins, followed by victories of all other varieties, and then by defeats. Though it won't actually impact scoring, Please note in your report whether or not you played with kyrub's patch however; any notes about weirdness you encounter relating to the use (or non-use) of bioweapons would also be much appreciated.
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Notes: So, there seem to be a bunch of bugs related to bioweapons. Here are the two I know about so far, but be aware there may be others:
1) In the base game, bioweapons on ships in orbit above an enemy planet may reduce the planet's current and max population even if you decline orbital bombardment. This bug is FIXED in kyrub's patch.
2) When you destroy a colony with bioweapons from the combat screen, though your AI victim does become upset about the lost population (contrary to what I mistakenly posted in the Exploits thread some years back) the game doesn't appear to realize that you're the one responsible for the colony's destruction! As a result, your victim will not automatically declare war immediately, and if you destroy the victim's final colony this way, GNN will report (and the other races will suppose) that your victims were completely destroyed by themselves! As far as I know (from the changelog) this bug still persists in kyrub's patch - but I haven't tested it yet.
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Closing Date: Monday, September 8, 2013. Reports due by the end of Tuesday, September 9, your local time.
The starting save is attached to this post! (In case it disappears though, here's the link....)
Opening Date: Monday, August 12, 2013
Duration: Four Weeks
Patch: Kyrub's 1.40M patch is OPTIONAL once again, but be aware that gameplay differences between the patched and unpatched games may be significant! (More so than usual, I mean.)
Race: Silicoids
Difficulty: Impossible
Galaxy Size: Small
Opponents: Three
Color: Purple
Map Generation: Random
Events: On
Scenario: For billions of years, across dozens of worlds, the carbon-based lifeforms of the galaxy have tortured innocent rocks - boring tunnels through them, etching wormtrails in them, and depositing their biological filth upon them. The development of intelligence and military technology was the final straw: Quarries were cut to shape stones into ornaments and living structures, mountain bedrock blasted away to make way for railroad tracks and automobile highways, and beautiful sandstorm formations wantonly blown to bits by so-called bunker-buster bombs in times of pointless biological war.
The rocks have had enough.
No harm shall come by the Silicoids' hands to the rocks on any world, but the vile carbon-based lifeforms who have oppressed the rocks so long shall at last reap the consequences: By plagues that prey on their very carbon-based natures, they all shall die, leaving the plague spores themselves to perish with their hosts.
---
Variant: We are permitted (in spite of the exploit rule against it) to fire on any planet from the combat screen with bioweapons - but NOT with any other weapon! (A ship with both bioweapons and other weapons or specials may fire on the planet only when it has used up its non-biological weapons, e.g. by firing on another ship earlier in the turn, running out of or turning off missiles or specials, etc.) Moreover, we may never engage in Orbital Bombardment outside of the combat screen.
Scoring: None as such. Victories will be listed in order from earliest to latest extermination wins, followed by victories of all other varieties, and then by defeats. Though it won't actually impact scoring, Please note in your report whether or not you played with kyrub's patch however; any notes about weirdness you encounter relating to the use (or non-use) of bioweapons would also be much appreciated.
---
Notes: So, there seem to be a bunch of bugs related to bioweapons. Here are the two I know about so far, but be aware there may be others:
1) In the base game, bioweapons on ships in orbit above an enemy planet may reduce the planet's current and max population even if you decline orbital bombardment. This bug is FIXED in kyrub's patch.
2) When you destroy a colony with bioweapons from the combat screen, though your AI victim does become upset about the lost population (contrary to what I mistakenly posted in the Exploits thread some years back) the game doesn't appear to realize that you're the one responsible for the colony's destruction! As a result, your victim will not automatically declare war immediately, and if you destroy the victim's final colony this way, GNN will report (and the other races will suppose) that your victims were completely destroyed by themselves! As far as I know (from the changelog) this bug still persists in kyrub's patch - but I haven't tested it yet.
---
Closing Date: Monday, September 8, 2013. Reports due by the end of Tuesday, September 9, your local time.
The starting save is attached to this post! (In case it disappears though, here's the link....)