Forum: New Game Announcements
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Topic: NEW GAME HELL 10
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NEW GAME HELL 10 |
Wed, 19 February 2003 18:43 |
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Hi people out there .
It is time For HELL 10 .
Here are the Stats for the people who have interrest :
Univers : Large
BBS - Game
Playes : 16
Host is playing
No Cheats expect Shaff
NO CA
Generation : Every day 13 pm
Play at autohost
Winning conditions :
Alliance viktory It could only be 3 Players in an ally and can only set this players to friend .
No Techtrade expect your ally . One time set to friend you can not chance it . So be carfull what you do
will be for ever . If one player is defeated you can take another in your alliance .
For all players who are interrested mail me .
Do not answer at the forum , have not the time to look all the time here
CCMASTER001@t-online.de
ccmaster , host
[Updated on: Wed, 19 February 2003 20:50] Report message to a moderator
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Topic: Notice for posters
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Notice for posters |
Sun, 12 January 2003 22:32 |
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Ron | | Commander Forum Administrator Stars! AutoHost Administrator | Messages: 1232
Registered: October 2002 Location: Collegedale, TN | |
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This forum is for announcing new games that are starting.
Ideas for new games, and requests for game idea comments should be posted in The Bar.
Replies to new game annoucements should fit the following conditions:
1. Confirmation that you are interesting in joining the game.
2. Question on game settings/rules.
3. Reply/clarification from game host on game settings/rules.
4. Pre-game announcements by game host.
Any other type of posts are subject to be moved to The Bar.
When the game has started, the game host should request that a moderator post a final message saying that the game has started, and lock the topic.
Thank you for helping to keep a tidy forum.
Ron Miller
Stars! AutoHostReport message to a moderator
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Topic: The Bars of Distance
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The Bars of Distance |
Thu, 05 December 2002 21:42 |
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The Taubat | | Officer Cadet 3rd Year | Messages: 263
Registered: December 2002 | |
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ZZZs banned
HE
CA
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LRTs banned
TT
ARM
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LRTs required
RS
IS
CE
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Habitat
1 imune max
15% max
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mines and facs
any on all
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R&D
3 cheap 3 expensive
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Mass packet flinging beyond warp 10 is not allowed
Missiles are also not allowed
Anti-matter Pulverizer is also banned
ABBSP MM will be selected
medium size and packed
3 turns will be generated per day (10:00am 3:00pm 8:00pm) sat. and sun. 2 turns will be generated at 10:00am and 8:00pm
need a volunteer to look at the races cause I want to play too.
need 4-8 people. you will be paired up and your partner will be what that race is linked too and here they are
UFP
Vulcans (taken)
Klingons
Romulans
Species 8472
Hirogen
Cardassian
Jem'Hadar
United Federation of Planets are linked to the Vulcans
Klingons are linked to the Romulans
Species 8472 are linked to the Hirogen
Cardassians are linked the Jem'Hadar
With your names comes the PRT
UFP=JOAT
Vulcans=IS
Klingons=WM
Romulans=SS
Species 8472=AR
Hirogen=IT
Cardassians=SD
Jem'Hadar=HE
note: since United Federation of Planets is too long you can use Starfleet, UFP or Feds
this game is geared towards beginners but experts are allowed to play but you will have to be species 8472, UFP or Jem'Hadar with 12% growth rate.
I will use a Universe editor to create vertical bars of planets (if there are 4 players 3 bars 6 players 3 bars and 8 players 4 bars) Your homeworlds will be side by side causing you to work with you partner.
note: you cannot team up with other teams to beat somebody
game will end for some player or teams it they decide to quit. vote will be at 2750
you can E-mail at cribbage_player_24@softhome.net
[Updated on: Fri, 06 December 2002 11:02]
Royal Sha'a'kar of the Taubat peopleReport message to a moderator
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Topic: Double Trouble (Still a few players needed)
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Double Trouble (Still a few players needed) |
Tue, 05 November 2002 13:27 |
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Alter Ego | | Officer Cadet 4th Year | Messages: 283
Registered: November 2002 Location: Germany | |
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Hi!
Looks goooood!
And I'll usethe chance right away: I've posted announcements on the old Homeworld Forum and the NG about the new game I'm starting. By now, there are enough people interested to make it two games. But those would still have a few vacant slots. Anybody interested?
Regards
Alter Ego
[Updated on: Sun, 12 January 2003 22:24] by Moderator
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Forum: Stars! Extensions
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Topic: Algorithms for Laying out Stars?
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Algorithms for Laying out Stars? |
Thu, 21 March 2024 22:30 |
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JeffD | | Civilian | Messages: 1
Registered: March 2024 | |
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I am coming at this from two different angles, both with an eye towards stars clones implementing functionality.
It is easy to lay out a map using random x and y location for planets.
There are a number of tools that lay things out, UC.ZIP will lay it out according to a bitmap, and conceptually there are likely algorithms that lay out according to certain shapes like spirals.
But I am having trouble finding information on how to do this.
Does anyone have leads or source code?
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Topic: Public Messages
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Topic: 32k / SS Pop Steal
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32k / SS Pop Steal |
Thu, 11 November 2021 00:19 |
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ricks03 | | | Messages: 222
Registered: January 2012 Location: NC | |
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The 32k Merge bug (merging a fleet with a new total of > 32767 ships of the same type ) and the SS Pop Steal bug (setting a fleet waypoint of Load All Available for population) use very similar blocks. Getting one fixed meant it wasn't much work to get the other fixed as well.
Detection/fix isn't not quite integrated with TH yet (too many changes all at once, some more testing required), but the standalone script is working to identify (and fix) both. Woot!
Note: The FAQ says that the SS Pop Steal was fixed in JRC4, but I could replicate it with a Waypoint Task Transport Colonists Load All Available.
https://www.irelandbybicycle.com
http://totalhost.sinister.net:999
https://github.com/ricks03/TotalHostReport message to a moderator
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Topic: Mineral Upload Bug
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Mineral Upload Bug |
Mon, 08 November 2021 22:16 |
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ricks03 | | | Messages: 222
Registered: January 2012 Location: NC | |
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Mineral Upload
Stars! allows you to upload minerals to any fleet in orbit that does not belong to you. You can even do this if that fleet does not have a cargo hold. This causes the minerals to "disappear". People have abused this bug to deny the salvage of a battle from their enemy by uploading the minerals from the surface to the enemies warfleet/bombers.
I can now detect for and correct for this bug. Tricky, as upload orders only have fleet Ids. Fleet Ids only have design information, and design information includes the parts, but not the actual cargo capacity.
However, it's subtle, as you could be uploading minerals to an ally. My current process is:
Check to see if you're uploading minerals to a fleet that's not your own
Check the cargo capacity of the fleet.
If the cargo capacity is < the amount of minerals being uploaded, throw a public warning. I could either reset the upload to 0, or reset the upload to no more than the fleet capacity, but I'm trying to avoid rewriting block information where I don't have to (less risk of data corruption).
On the bright side, I think along the way I've gathered the pieces for detecting the Robber Baron and [freepop] Hack (since I can see the cargo capacity for a fleet).
https://www.irelandbybicycle.com
http://totalhost.sinister.net:999
https://github.com/ricks03/TotalHostReport message to a moderator
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Topic: Modifying the universe
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Topic: Graphing player resources
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Topic: NSA Helping to Decompile Stars!?
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Forum: Stars! Nova - Open Discussion and Help
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Topic: Subreddit?
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Forum: FreeStars
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Topic: Stars using Celestia
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Stars using Celestia |
Sat, 30 June 2007 06:23 |
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Has anyone considered using Celestia's engine for a Stars clone? Celestia's free (open source I think too), it's 3D and has whole real solar systems built in that can be rewound or fast forwarded as the user wishes. I dunno, it might not feel like Stars if it were 3D but I'm just suggesting to see what the response would be.
Rule 1: "Pillage, THEN burn!"Report message to a moderator
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Topic: And other FreeStars! Client
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Topic: ATTN: LEit, need common files
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ATTN: LEit, need common files |
Fri, 26 November 2004 01:04 |
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TomT64 | | Petty Officer 3rd Class | Messages: 45
Registered: August 2003 | |
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LEit, sorry to post here. I need to express a few things.
In order to include the parsing functions found in the folder /server, I right now need to go through the whole program and copy what I need into my own files, because each cpp file includes FSServer.h.
So basically, my choices are:
1) Copy your classes into my own files
2) Make my own classes, structs, etc
3) Compile the FreeStars server into my client
I recommend, to fix this,
1) a porting of any class that can be used to contain data on objects in the game to the /common folder (I'm using all lowercase here, please do the same, for less confusion across clients)
2) Changing a method in the planet class with the spelling "Dislpay" to "Display"
3) file and freestars version checking for loading of a file. It would be perfectly fine by me if you made a class to hold the file info, which in turn holds classes and contaniers of classes which contain data on specific objects.
If you need help doing any of this, I ask you only to move things to common that contain data, and I will write anything that's missing or needed (such as the afroementioned FreeStarsFile class) to contain this data and offer you the changes via gsatars CVS for your approval. I'll be including a /common folder. For the record, I've already put TinyXmlPlus.* in /common and I'm pretty sure I made a couple of minor changes to let it compile without errors or warnings. I would do the same with other files.
- TomT64
GStars! - A FreeStars Client (currently dead)
http://gstars.sf.net/
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Topic: Re: Damage calculations
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Re: Damage calculations |
Tue, 23 November 2004 10:02 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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mazda wrote on Tue, 23 November 2004 05:32 | Are the FreeStars people going to duplicate it exactly, with rounding errors and all ?
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No. There are several things that will be different, some because we can't figure out excatly how Stars! does them without looking at the code (exact odds of MT stuff for example), and some because we have more power on the computer and will use it (the 1/512 or 1/500 thing).
This discussion has been helpful in figuring out what needs to happen in the battles even if it won't be exactly duplicated.
- LEitReport message to a moderator
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Topic: InterGalatic Internet
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InterGalatic Internet |
Mon, 25 October 2004 11:17 |
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mithro | | Crewman 3rd Class | Messages: 7
Registered: October 2004 Location: Australia | |
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Firstly I apologise if somehow I have sent this to the wrong people.
Hello fellow 4X space game developers,
I'm the lead developer of the Thousand Parsec project (http://www.thousandparsec.net/).
Through my travels to gather support for my project I have found many other similar (although not exactly the same) projects. Each project has a unique and extremely interesting point of view, however all the projects seem to have fairly small communities.
A naive person would think that we would be better to join all our efforts and work on one single project, however you'll all understand the impossibilities of this ever occurring. However we can all share both communities and ideas (and possibly through this code).
What I am proposing is developing a game neutral site (include neutral towards my own project) in which all these similar games can be promoted, discussed and which will help bring together our respective communities. This site would be completely non-commercial and would be funded through my own pocket and donations. I plan to call this "thing" the "InterGalatic Internet" and will reside at http://igi.cc/.
I have setup a mailing list http://igi.cc/cgi-bin/mailman/listinfo in which we can hopefully discuss issues such as;
* What should be included on the website
* Ways to promote cross pollination
* Ways to aggregate (or syndicate) news and other similar
Even if the website is a total flop I still hope it will have brought us fellow developers together.
Please subscribe to the list if you are somewhat interested.
Thanks for your time and hope to chat to you all soon.
Tim Ansell aka Mithro
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http://www.thousandparsec.net/tp/Report message to a moderator
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Topic: FreeStars Documentattion
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Forum: Circular File
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Topic: Neat
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Topic: New Ways to Spend Time
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New Ways to Spend Time |
Sun, 18 March 2018 18:58 |
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talkingbologna | | Senior Chief Petty Officer | Messages: 86
Registered: November 2016 Location: 1947 | |
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Never had time to keep up with times, really. Just went through my woefully undersized computer (148GB) and deleted 58 gigs of games I haven't played in long enough that I figure I won't again till I'm ready to reinstall it. My Asus has alright power,
Intel i5 dual core 2.27GHz
4GB RAM
Radeon HD 5470
Nothing especial but good enough for most games on or near minimum quality settings. This being said, can anyone recommend a game playable on a computer? That Banished looks pretty cool, but today I'm piqued by Star Wars (just finished Rebels show (not a word about kids cartoons!)).
I'm also interested in building my own computer to make this one look like a room full of magnetic tape and vacuum tubes. I've read that there are thousand dollar graphics cards and terabyte solid state drives on the market, but next year it'll be half that price with something better already available, so I'll probably stick to a total system @ $2000 (maybe less to start, with upgrade potential). Maybe Mac or Linux?
Would anybody have any suggestions on that, as well?
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Topic: Stars Map...Game In Progress
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Topic: Gehan Gunasekara: Let's lead the spooks a merry dance
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Topic: Take a look at Mak
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Topic: Event Horizon 2
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Event Horizon 2 |
Sun, 21 October 2012 10:51 |
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ekolis | | | Messages: 51
Registered: May 2006 Location: Cincinnati, OH, USA |
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I don't remember if I ever posted about Event Horizon on here, but in case I didn't, EH is a simple 4X game developed by Nick Dumas (Suicide Junkie) and myself. You've got a hex grid of sectors from which you can mine resources, and your ships are constructed of only four components: Hull, Thrusters, Weapons, and Shields. I've got some screenshots and downloads here:
http://edkolis.exofire.net/eventhorizon.php
Well, Nick and I are working on a sequel!
Event Horizon 2 will be much more detailed than EH1, and we're starting out by building a hex-based ship designer and a turn-based tactical combat game, then building the strategic layer around it. We've got a mostly functional ship designer, and Nick said he'd be working on tactical combat this weekend. (Last I heard on Friday, he had combat mechanics working, but no GUI to issue commands.)
I've got some screenshots of the game linked at the bottom of the EH page I linked above, and Nick has some more on his site:
http://imagemodserver.dyndns.org/nick/GreenEggsAndHam/EH2/pi ctures/
I've also started work on a web GUI using Javascript, so eventually you could actually play directly from the website!
Mr. Flibble says...
Game over, boys!Report message to a moderator
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Topic: Earth developing a primitive minefield?
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