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Game idea: Lurking Evil Sun, 08 January 2006 13:12 Go to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Exclamation The game idea is only for making the game memorable and fun for the players and to get rid of the most annoying problem of low level stars games.


Game size: Medium / normal / distant
Game settings: Acc. BBS, slow tech, other boxes unchecked.
Player level: beginner, 10 to 16 players as Goods Angel + at least 1 Necromancer Apprentice of intermediate+ level as Evil. Dunce
Hosting: Hosted at AH. Host is not playing, however he must know all race passwords all time to monitor cheatings and other transactions.
Race rules: CA got to take MA and may not take OBRM, JOAT may not have NAS, other PRT-s are free of special rules. Necromancer has no race at start. Cool
Cooperation: Good players may freely cooperate militarily but must have all other Good races besides one set to enemy. Also they may not trade ships or technologies with more than one other Good race. If they want to switch their non-enemy Good at least 5 years must have passed after event of trade. Good player may kill other Good if he needs, he is still a Good. Good may cooperate with Evil how lot he wants, he may even sacrifice his race to Evil but then he loses control of it. Very Happy
Schedule: 5 turns per week until y2450, then 3 turns per week.
Victory condition: At least 75 years must have passed before victory conditions may be evaluated. Solo Good player or alliance of two Good players may win. All players (including Evils) must agree with that victory.

The One Ring rules:
If a Good player misses 3 turns in a row his AH upload password changes and the race falls into hands of Evil automatically. Finding Good replacements to themself is allowed to Good players, but these must be beginners too. Necromancer is Evil and he may freely cooperate/recruit other Evils or to play all present Evil races alone if he wants to. Necromancer can cooperate and to trade with whoever he wants to. Also he may miss how lot of turns he wants. Very Happy
Special victory condition: All remaining Good players may bow down to the Forces Of Evil. Twisted Evil
Cheating: I hate cheating. Evil or Very Mad No pregame alliances, no intermediates sneaking in as beginners, no silly tries to search loopholes in the rules. All known and unknown cheats besides split fleet dodge and chaff are forbidden and cheating race will join the Evil immediately. If Evil cheats it will be banned and game continues without Evil. Wink

What you people think? Very Happy The names of sides may be changed so beginners are "Evils" and "Good" is waiting for its chance, just the idea in general?


[Updated on: Sun, 08 January 2006 13:39]

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Re: Game idea: Lurking Evil Mon, 09 January 2006 03:10 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Kotk wrote on Sun, 08 January 2006 19:12

The One Ring rules:
If a Good player misses 3 turns in a row his AH upload password changes and the race falls into hands of Evil automatically. Finding Good replacements to themself is allowed to Good players, but these must be beginners too. Necromancer is Evil and he may freely cooperate/recruit other Evils or to play all present Evil races alone if he wants to. Necromancer can cooperate and to trade with whoever he wants to. Also he may miss how lot of turns he wants. Very Happy

Smile A neat way to handle the dropout problem. Nod
But what if there are no dropouts? Shocked A universe without no Evil? What kind of sick place would that be? Wink

Something you could add: the Evil player can change his race ... Captain Maim has been working on an utility that allows you to change the race at any time during the game Twisted Evil (as long as it's a valid race, no negative points), this would be a good game to use this new technology! Smile
Not sure but will probably cause some delay since I assume the .hst file needs to be modded as well, and placed back on AH ... (though it wouldn't have to happen too often)

Quote:

Cheating: I hate cheating. Evil or Very Mad No pregame alliances, no intermediates sneaking in as beginners, no silly tries to search loopholes in the rules. All known and unknown cheats besides split fleet dodge and chaff are forbidden and cheating race will join the Evil immediately. If Evil cheats it will be banned and game continues without Evil. Wink

What? Evil can't cheat?!? Shocked What kinda Evil would that be?!? Confused

mch

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Re: Game idea: Lurking Evil Mon, 09 January 2006 14:58 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Micha wrote on Mon, 09 January 2006 10:10


But what if there are no dropouts? Shocked A universe without no Evil? What kind of sick place would that be? Wink

Actually it would be funniest beginner game if there are no such "evil" races. Diplomacy is fully allowed to Apprentice Necromancer. He just has no race at start. Very Happy At worst case he got to wait 6 weeks. However i doubt it.
Quote:

Something you could add: the Evil player can change his race ... Captain Maim has been working on an utility that allows you to change the race at any time during the game Twisted Evil (as long as it's a valid race, no negative points), this would be a good game to use this new technology! Smile


Seems fun idea! Nod Especially Race Name must be changed to something evil! Thumbs Up Rest of it needs extra thinking and maybe some rules about the amount of modifications and maybe RW points penalties. Otherwise it make immediate that Forces of Evil win the game. For example modifying a 10-15 planet JOAT race into say 4% SD or IS zombie sounds too cruel against poor noobs! I bet that intermediates would have difficulties with that sort of Advanced Evil. Laughing
Quote:

What? Evil can't cheat?!? Shocked What kinda Evil would that be?!? Confused
Evil may use whatever false perceptions and lies. Evil must not change the laws of nature. Very Happy The base of my idea is searching ways to make fun game for new players, not to scare the #&%¤&" out of them. Wink

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Re: Game idea: Lurking Evil Mon, 09 January 2006 17:19 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Messages: 1316
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This sounds like a great game Thumbs Up - beginner players will get an opportunity to start on a level playing field, but will then get to learn some advanced tactics off some (initially weaker) advanced players. I'd happily volunteer to be Evil Twisted Evil when this game gets off the ground (I daresay a lot of people will...)

Kotk wrote on Tue, 10 January 2006 06:58

Quote:

Something you could add: the Evil player can change his race ... Captain Maim has been working on an utility that allows you to change the race at any time during the game Twisted Evil (as long as it's a valid race, no negative points), this would be a good game to use this new technology! Smile


Seems fun idea! Nod Especially Race Name must be changed to something evil! Thumbs Up Rest of it needs extra thinking and maybe some rules about the amount of modifications and maybe RW points penalties. Otherwise it make immediate that Forces of Evil win the game. For example modifying a 10-15 planet JOAT race into say 4% SD or IS zombie sounds too cruel against poor noobs! I bet that intermediates would have difficulties with that sort of Advanced Evil. Laughing


It strikes me that the abilty to make some changes is certainly important as it seems reasonable to assume that (most of) the undead races will be in a pretty bad situation at the time of switchover.

Econ/Hab:
For the econ and hab pages of the race wizard, limiting changes to a maximum of 2 clicks in each individual field should give plenty of flexibily to improve/fix the design without leaving enough room for (much) exploitation.

Research:
I'm not sure about changes to research abilities - it would strike me as exploitative if a race with prop12 switched from prop cheap to prop expensive. On the other hand a race with expensive weapons might need a helping hand. I guess changes in this section should probably be forbidden - in theory once there are two or three Evil Twisted Evil races they should be able to trade for all they need.

LRTs:
It would seem a tad unfair if an Twisted Evil race was able to dump IFE in the late-game, or took LSP, so I'd say keep it simple and disallow changes to the LRTs. Of course this means a Twisted Evil race might have to put up with MA Laughing

PRTs:
All the PRTs can be played 'nasty' so I figure there's no need to let the Twisted Evil player(s) change PRTs at all. Keeping the PRT the same is also in keeping with the 'zombie' race feel of the game.

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Re: Game idea: Lurking Evil Mon, 09 January 2006 19:01 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Dogthinkers wrote on Tue, 10 January 2006 00:19

I'd happily volunteer to be Evil Twisted Evil when this game gets off the ground (I daresay a lot of people will...)

At least one Necromancer is needed. If there are multiple i can only encourage them to duel for who is most bad and gets the first pick. Smile My idea for these Evil or Very Mad Necromancers is not to expect that they get good races or that they win the game. Rolling Eyes Why? There are ordinary games. Nod My idea is to offer somewhat different entertainment to them. To be the *yuck* zombie Toof , the dead Dead that suddenly bite back. Laughing
Quote:

It strikes me that the abilty to make some changes is certainly important as it seems reasonable to assume that (most of) the undead races will be in a pretty bad situation at the time of switchover.

We probably need the opinion of Captain Maim, how the changes are possible to make. Nod I have also read about his tools, but he has not posted or hosted something recently. It is new ground for me. Evil side has their risks. We never know who will drop out if any. Maybe i monitor such a transactions and changes case by case or even do them myself for first such game. If possible the name change is a yes, PRT/LRT changes no, minor tech/econ/hab changes maybe. What i want to avoid... and i hope that the "evil" side see why ... is less enjoyable game than usual beginner only game for these sturdy Good side players who do not drop out. Nod

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Re: Game idea: Lurking Evil Sat, 14 January 2006 04:03 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Oh wow... Someone wants to make use of my tools! Shocked The last set of tools I came out with (Some basic planet editing tools). I found to be... Well... Really fun, but only XDude bothered to ask me about using them. So I didn't think anyone playing a AH game wanted me to make use of th em. Crying or Very Sad I gave it a shot in "Super King of the Hill". If I hosted another game, I'd definately go with tool based thematic, just like I did with S.K.O.T.H.

I'm really glad that my tools are going to be useful in helping to make Stars a little more revitalized.

I'd actually recommend activating LSP for an undead race... And deactivating the +75% tech check box. (If either is opposite to expressed state [on/off].) Because unless I'm mistaken, that race didn't die/become abandoned because it was made to last out through that game. So allowing players (*ahem* senor evil guy) to gain a little extra zip on their race.

This however might simply be on a race by race situation. That is, to say, it might be better if the races were given the chance to mutate based on what their current situation was. Say, a race that's maybe down to a single freighter full of colonists is probably worth just as much alterations as the owner might want. Cause that guy really clung to life and is already almost dead. (new homes, jump up economy and so forth so that he can kick back to some semblence of life after a little while. Would probably be nice.) This actually does sound like an undead race as they would, "Not so much dead as, warped into a reanimated state of life."

In my personal opinion (generally speaking): allowing a +/- 1% or 2% alteration to a race's growth could probably be acceptable. Altering the habs all that much wouldn't be smart unless said race really wasn't interested in ANY of their old planets. That's just a side effect of altering the habs (if your not careful all your current planets might become inhosipitable.) But 2 clicks difference? Meh... Sounds like just a t-bit of terraforming is all that's required there.

I'm just saying, that mutation rules shouldn't be rock solid. The game's such that a well off "evil race" is probably to be given a much lower degree of mutation (extending so low as "simple name change".) Where as a much weaker/battered/near extinct race, ought to be given a much higher degree of mutation. Perhaps even extending all the way to, "I've got nothing left but this generic freighter of people, I might as well mutate into an HE race and settle down anywhere I can." Or maybe he says "I'll just become IS so I can reproduce while I'm looking for a home." Or "I'll become SS so I can slink across the galaxy" or "I'll become IT so I can gate to my new destiny." Teleport UFO abduction

Obviously I'm suggesting it's a 1 shot per race deal (but that's just my assumption.)

Also, Lastly to answer a question I'd need:
1. The current HST file (AH doesn't use passworded HST files so that's going to be a breeze.)
2. The password and M file for the race I'm going to alter.
3. The XY file
4. A batch file that expresses the "before" state of the race.
5. A batch file that expresses the "After" state of the race.

However inlue of the actual batch file (seeing as I've got to release the program that creates them... If I really have to I'll (unhappily) write out all the data myself. Sad )



[Updated on: Sat, 14 January 2006 04:54]




Rule 1: "Pillage, THEN burn!"

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Re: Game idea: Lurking Evil Sat, 14 January 2006 06:54 Go to previous messageGo to next message
Madman is currently offline Madman

 
Officer Cadet 1st Year

Messages: 228
Registered: November 2003
Location: New Zealand
Micha wrote on Mon, 09 January 2006 21:10

Something you could add: the Evil player can change his race ... Captain Maim has been working on an utility that allows you to change the race at any time during the game Twisted Evil (as long as it's a valid race, no negative points), this would be a good game to use this new technology! Smile


Fun idea, but I'd be a little cautious about games that have been tinkered with like that. I played in a gamesmastered game a few years ago where there were changes like that going on, and eventually the game ended (prematurely from my point of view) when the host couldn't sucessfully generate without a whole lot of strange errors happening.

I'd actually like the idea of just a name change, not the race change anyway (and probably even keep the same number of characters for the name to be on the safe side). Part of the challenge for the evil player would be to wort with the material he/she was given.

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Re: Game idea: Lurking Evil Sat, 14 January 2006 15:51 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Doing the alterations with a memory editor is different than doing it with a direct data file editor. Plus I'm pretesting the whole thing out so it works. So basically I do it and get it ready and then just pass it back over. Which means... No strange errors. THe point is to make the game think that these changes are natural. However... Certain considerations on PRT might render certain ships... No longer buildable, but once I've gotten it all ready and set to go, I'll post a list of side effects.

The list of predicted side effects:
-Altering Habitation: degrades or improves all planets simultaniously. (These effects can, be predicted with Xboarders.)

-Altering LRT's:
--Removing IFE will turn all Fuel Mizer and Galaxy Scoop engines into Quick Jump 5 engines. (For self made ships only, trade all ships and trade back will alievate this problem)
--Adding/Removing NRSE will have a similar consequence, if your using a ram scoop and switch to NRSE you get a QJ5.
--Removing ISB has no effect on current starbase designs, you simply won't be able to modify or build new ones.
--Switching to ORBRM will cause existing mining hull designs which are of normal or ARM to simply cease to be buildable, the first planet that tries will render the hull design "Gift".

-Altering PRT's:
I'd be careful with this one, any PRT spesific engines are reduced to QJ5 if the race can't build them anymore, and any PRT spesific componets that can't be built anymore are simply stripped off the ship hulls. Course if you just trade all ships and receive them back it's all fine. PRT ship hulls like Meta Morph will be fine, the ship hulls and starbase hulls are immune to PRT trading complecations. You simply won't be able to make anymore of them if you lose the ability to make them.

Plus my expectation is to simply that this a 1 shot 1 deal arrangement for each race I'm going to have to deal with. (Assuming I AM ultimately asked to deal with it. Which I really wouldn't mind doing.)



Rule 1: "Pillage, THEN burn!"

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Re: Game idea: Lurking Evil Sun, 15 January 2006 07:17 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yes, the more i think of it the more it seems better if i decide available change amount depending on the situation. Nod
PRT and LRT specific changes that cause difficulties i happily forbid. Cool

Exterme case when there is one freighter of pop left then it is technically not a dropout?! Nod It was good novice! Very Happy Such race probably deserves to rest in peace? Changing it will cause delay in game and then it anyway has no much hope. Rolling Eyes

I update rules then that dropout got to have more than one alive planet to turn into Evil. Changes are possible only at the event when zombie returns from grave. That will keep necromanting delays low. Nod

To leave some room for name change i also add rule that joining race got to have at least 8 letter name.

Seems that all replies are quite positive so its worth trying to host it in practice?


[Updated on: Sun, 15 January 2006 07:31]

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Re: Game idea: Lurking Evil Sun, 15 January 2006 21:27 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

What kind of delay are we looking at here?
I don't think Ron let me have the HST file at the end of SKOTH because I was playing as 2 neutral host races.



Rule 1: "Pillage, THEN burn!"

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Re: Game idea: Lurking Evil Mon, 16 January 2006 12:34 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Captain Maim wrote on Mon, 16 January 2006 04:27

What kind of delay are we looking at here?

The delay may be because the process of change seems not so short:
Arrow Good drops out.
Arrow Evil gets the race PW and files.
Arrow Evil tells what modifications he wants.
Arrow We get the HST file.
Arrow We modify the HST file like evil said.
Arrow We put HST the file back.
Arrow Game continues.
So ... if all things are doable it may take some time. Nod
Quote:

I don't think Ron let me have the HST file at the end of SKOTH because I was playing as 2 neutral host races.

You think Ron dont allow it anyway? I do not play in the game i host. I will only use race passwords if i want to see if they cheat. Beginners will play good. If someone drops out then more experienced like Dogthinkers may play evil with the race. I though it just for making beginner game better.

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Re: Game idea: Lurking Evil Wed, 18 January 2006 04:33 Go to previous message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Kotk wrote on Sun, 15 January 2006 13:17

Seems that all replies are quite positive so its worth trying to host it in practice?

Since it is a "normal" game for beginners (until the first one drops, and finding intermediate take-overs won't be a problem) it might be a good time to host one, it seems a few new players popped up the last weeks ... Although it also seems that most of them have problems with the serials they have, and/or problems finding one ... Sad

mch

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