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Re: New game suggestion: The Precursors Thu, 03 August 2006 03:59 Go to previous messageGo to previous message
Dogthinkers is currently offline Dogthinkers

 
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Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Captain Maim wrote on Thu, 03 August 2006 17:43

I don't yet know how to do max tech with HST editing. I presume it's some large number of resources devoted to each field with the tech settings being the scaling factor.


I don't know the method, but Wumpus did the edits for the 'Bidding for Techs' game I'm hosting, where each race started with a unique tech advange (which has proved very interesting.)

Quote:

My idea, (after some testing) was to max out the mines and factories, and narrow the habs some so that the less industralized worlds are the red ones. And the more industralized worlds are the green ones or yellow ones. Narrow habs and TT, should make enough variation.


The problem with this is it'll give a massive advantage to races that have habs centered close to to the host race's center habs. So you'll either have a lot of similar habbed races if you publish the habs, or the game will be largely decided by which race chooses the closest habs by chance.

I guess you could force all the players to go tri-immune, so the planet habs instead are representive of how developed a world is likely to be rather than actual livability... Maybe force them to have high build costs to exaggerate the advantage of a developed world. There's still a lack of variantion between race designs though - all 3i doesn't sound entertaining.

Perhaps it makes more sense to just randomly decide the starting level of factories, mines, surface minerals for each planet independently of it's habs. To do this the host would need to be a 3i. The numbers could be generated en masse, but unless you've learned how to set factories and mines in the hst (again, I think Wumpus might know how to do this,) then you'd have to set up precise build queues for every single world. Of course a real drawback here is there'd be no indication before colonisation of the strength of a world, so it turns into a lucky dip.

Dang sorry, all my ideas here seem really negative. I like the concept but am having trouble thinking of a balanced way to make it work.




[Updated on: Thu, 03 August 2006 04:24]

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