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New Game Idea: Chrysalis Wed, 27 April 2005 09:36 Go to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
What do you think of a game where you start off normally, but at a certain point in time, your race mutates. You start the game by providing two race files and a time for the mutation to occur. You play normally until the time of mutation at which point your race changes into the second race (via EXE editing).

How would you design your races? What strategies would you use? When would you mutate?

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Re: New Game Idea: Chrysalis Wed, 27 April 2005 09:57 Go to previous messageGo to next message
Storm is currently offline Storm

 
Ensign

Messages: 359
Registered: February 2005
Location: Wanker's Corner

Start off as CA.... then just when you get your planets all nice and big and green and fluffy, go WM....

No particular reason. Just might be fun...

Cool



** Storm **

"Yeah... but... Jar Jar makes the Ewoks look like f***ing Shaft!"

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Re: New Game Idea: Chrysalis Wed, 27 April 2005 11:07 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Oh... the exact points depend of sizes and densities etc. Probably i would happily switch at about 2440 from JOAT QS to SS HP or from CA -F to AR 2-immune.

Details of mutation:
PRT ... there are PRT-s with rather major early advantages ... like JOAT, CA or IT. Later these turn into less major when other races grow interesting perks. Its probably quite nice to mutate into AR late in game. Wink What happens with AR at planets without orbitals?

LRT ... some of these like ISB and IFE help you well early. Later these turn into almost useless traits. NAS starts to be quite serious disadvantage to not-JOATs later, early its good if your scanners have double range. LSP does not hurt if game has started long ago.

Growth and Hab ... good growth is very important early. When planets start to grow full then something like 10% growth can be good enough, wider hab can be lot more useful later.

Economy settings ... may also make difference. For example switch from cheap planetary stuff to more efficient expensive ... like switching from 10/3/14 mines to 15/15/12 mines will increase mineral output roughly by half immeditately (at no cost in RW).

Tech ... Propulsion is nice to get to 12 fast and after that its not too important. Rest of technologies do not have such major early breakpoints.

One little point i think about. Rolling Eyes Why EXE editing ... i think it is only HST file that needs to be edited?

On any cases ... host who hack stars like this may have difficulty to play herself. The accusations of cheat may start to fly too easily.

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Re: New Game Idea: Chrysalis Thu, 28 April 2005 13:18 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
You're probably right. It may well be only the HST file that needs to be changed. Smile

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Re: New Game Idea: Chrysalis Mon, 09 May 2005 23:08 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
I think I'd start with max growth QS IS, or max growth HE, with a 100% focus on building up population (and surviving the early years...)

Then at around 2440 (need to testbed to find the point where I hit the needed pop levels) I'd then mutate into a 2% or 3% growth 3-i with max econ, research, positive LRTs. The PRT would be a tricky choice, but I suspect I'd go for PP or SS... I wouldn't take AR because with 25/2/25 mine settings and 3-i I'm just not going to need a fountain...

Just think how many packets you could throw with those settings... I wonder if there is a limit to number of packets in space? Twisted Evil



Another fun option might be to start with a OWW race, kill your nearest neighbours while they are still grubs then mutate to a more standard race to fight the survivors....

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Re: New Game Idea: Chrysalis Tue, 10 May 2005 18:37 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Dogthinkers wrote on Tue, 10 May 2005 06:08

I'd then mutate into a 2% or 3% growth 3-i

Last i checked 2% race is impossible to make without over 1000 leftover points. Even with 3% race you got to take junk investments like MA & every tech cheap to get rid of points. So your idea is probably more viable with 4% race. Wink



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Re: New Game Idea: Chrysalis Wed, 11 May 2005 02:26 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Kotk wrote on Wed, 11 May 2005 08:37

Last i checked 2% race is impossible to make without over 1000 leftover points. Even with 3% race you got to take junk investments like MA & every tech cheap to get rid of points. So your idea is probably more viable with 4% race. Wink


I disagree. All cheap techs has real value in this situation, unless you plan to max out one of the techs when still playing as the starter race. Here's a sample race:

IFE, OBRM, IS, RS
3-i, 3% pgr
1 for 700
facs: 15/5/25g
mines: 25/2/25
all techs cheap

- this is negative points for all PRTs. If I drop one of the techs to normal then you can take UR and still be positive for some, but not all PRTs. Assuming I make plenty of population as my starter race, then there no reason to go over 3%, and I'd argue that it is sound to choose 2% instead so you don't need to weaken any area.

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Re: New Game Idea: Chrysalis Wed, 11 May 2005 08:11 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
What to argue there ... you ready to drop 33% of your growth to "avoid weaknesses" like LSP. Razz

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Re: New Game Idea: Chrysalis Wed, 11 May 2005 09:07 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
Lieutenant

Messages: 534
Registered: February 2005
Kotk wrote on Wed, 11 May 2005 08:11

What to argue there ... you ready to drop 33% of your growth to "avoid weaknesses" like LSP. Razz


I think the whole point is that you've generated enough pop on freighters etc. as IS to populate every world you want by the time you change to a slow growth 3i.

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Re: New Game Idea: Chrysalis Thu, 12 May 2005 10:55 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
PricklyPear wrote on Wed, 11 May 2005 16:07

I think the whole point is that you've generated enough pop on freighters etc. as IS to populate every world you want by the time you change to a slow growth 3i.


I understood it. My point was that further growth is also important factor. Having constant pop is OK if you plan to have your initial 20 planet territory ... but this game is about taking over too. Wink Tossing such ability away completely with some 2% race is not so bright idea.

That 2% was taken to avoid taking LSP that did not affect mutating race anyway. Confused

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Re: New Game Idea: Chrysalis Thu, 12 May 2005 14:00 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
"My point was that further growth is also important factor. Having constant pop is OK if you plan to have your initial 20 planet territory"...

While I tend to play more Kotk style looking for room to expand in end game, I know that hack and slash destruction is also a way to win. In other words turning your enemies into no-mans land of desolation faster than they can do that to you.

A 2% might have enough advantages to pull such off, I am not going to judge till after hearing/seeing results of a few such games.

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Re: New Game Idea: Chrysalis Thu, 12 May 2005 15:24 Go to previous message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
My normal end-game strategy is to simply bulldoze all enemy planets. I don't bother trying to take and develop the planets. At that point in the game it seems a bad risk/cost to benefit trade-off to reduce my production capacity in order to populate worlds that have generally been mined out already. Better to use LBU/Standard bombs and simply flatten the worlds as quickly as possible while maintaining my well developed production base. I may populate the world briefly just to pull what minerals there may be off of the surface and transport them to the nearest production center.

Unless, of course, I'm playing is a very large galaxy with few other races. In that case I'm in many ways still playing the mid-game even in the second century of play because there will still be green worlds that have not been essentially mined out and are worth taking the time/production hit to conquer and develop.

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