Re: Pirates! |
Tue, 11 April 2006 07:35 |
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What will be the Universe look like ( settings ect. ) that i can send you the Race.
ccmaster
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Re: Pirates! |
Wed, 12 April 2006 14:04 |
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vote for dense universe but will play in all .
Where should i send my race ?
ccmaster
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Re: Pirates! |
Wed, 12 April 2006 20:05 |
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Send race files to me@me.net (substitute where obvious)
Universe will be Medium, Dense, No Clumping.
There was something else... but I gotta go teach now
Edit:
GreyMatter - are you playing? your voting for universe settings would seem to indicate wanting to play an empire, and you've previously said you wanted to play both but you never said "I will play X"...The empires are full but there are plenty of Pirates wanted, if you're keen(or even just curious).
On starting ships. The only reason I haven't nailed down the designs is I need the empire races in to judge the exact starting pirate tech levels. The JR is a Rogue design. If SFX tech is available I'll be gobsmacked.
[Updated on: Wed, 12 April 2006 21:16] Report message to a moderator
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Re: Pirates! |
Sun, 16 April 2006 01:29 |
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Any news on when it'll start? I'm looking forward to my turn as the scourge of the space lanes. Arr!
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Re: Pirates! |
Sun, 16 April 2006 13:51 |
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Marduk | | Ensign | Messages: 345
Registered: January 2003 Location: Dayton, OH | |
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We are still short some pirates. There are a couple of options for getting around that, though I think it would still be best to wait for more of the vermin to sign up.
We could for instance start with the pirates we've already got and leave the others inactive until people join in - at which point they get equipment appropriate to the year they sign up. So Pinkbeard, The Chocolate Sailor, Walleye, Peghead Pete and the others don't get to make as much of a name for themselves, they'll just have to make up for it later.
We could also allow each of the current pirates to control two races for now, on condition that they keep them seperate and operate on different sides of the map. (I am willing to trust the players of the pirates, just not the pirates themselves.) Then as more pirates sign on they can just take over one race at a time.
Edit: That's Cap'n Walleye to you scurvy dogs!
[Updated on: Sun, 16 April 2006 13:51] Report message to a moderator
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Re: Pirates! |
Mon, 17 April 2006 20:29 |
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Pirates wanted! PM me with you pirate race name(make sure it fits) and do you want RS?
Update!
I have all the empire races, I know who GreyMatter is I've sorting through emails, PM's and chat logs to find passwords etc and hopefully haven't mixed things up too much. Apologies if I'm asking for something below that you've already sent me, please send it again
Sr Seven: I need your race file password (I'm sure I had it but I can't put my finger on it)
Yoey,Ptolemy: I need your pirate race names.
Kelzar,Yoey,Ptolemy: Do you want RS?
Deadline: 2400 Wed/0000 Thurs GMT (midday Thurs my local time) or un-named pirates will be given names, and I'll roll a die for RS.(ditto for the remining pirate slots)
At about midday Thurs or when all pirate names/RS preferences (whichever is sooner and assuming I have Sr Seven's password) I'll create the game and send it off to Wumpus for fixing. Once he's done I'll send the files to Ron & request a forum. While we're waiting for the game page to go up, I'll announce the initial Pirate tech levels, do some testbeds to check the starting ships & prices and finally announce the initial prices.
2400 Pirates' starting ships will be built and design/cash specs sent to pirates. Rules/How to purchase ships/Pirate techs etc posted in game forum.
2401 Ships are transfered.
2402 Starting cash is loaded.
2403 Pirates are go!
2404 First purchase orders arrive
Keep those ideas for a lack of pirates coming I like them all, the only idea I've had so far is to give them each 1 pirate fleet and 2 race/ul passwords and let them have the battle board advantage.
To help encourage pirates, I'm also thinking of some bonus goals/other mentions I can hand out. biggest single haul, shortest lifespan , most G, biggest bribe, biggest buried treasure(dead pirates only). Other ideas welcome Many of these will need reporting, since I'm not about to go scouring through every game file looking for them. (and "1st HW raid" is not going to be awarded )
[Updated on: Mon, 17 April 2006 21:14] Report message to a moderator
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Re: Pirates! |
Wed, 19 April 2006 14:59 |
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wumpus | | | Messages: 114
Registered: September 2004 | |
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gible wrote on Tue, 18 April 2006 02:29 | I'll create the game and send it off to Wumpus for fixing.
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Ahh, nothing happened yet, cool. I was out of circulation over the ultra-long weekend because some clever cookie came to work on Maundy Thursday with some cold or similar and left me in bed all the nice weekend... GRRR...!
Quote: | Once he's done I'll send the files to Ron & request a forum. While we're waiting for the game page to go up, I'll announce the initial Pirate tech levels, do some testbeds to check the starting ships & prices and finally announce the initial prices.
2400 Pirates' starting ships will be built and design/cash specs sent to pirates. Rules/How to purchase ships/Pirate techs etc posted in game forum.
2401 Ships are transfered.
2402 Starting cash is loaded.
2403 Pirates are go!
2404 First purchase orders arrive
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There's no paticular reason to go this slowly; eg you could load the "starting cash" and transfer in the same turn.
Technically I can even make all of the pirate's starting equipment be ready and in their hands at whatever locations in 2400, but that's mainly a consideration that might be interesting for "next time", since it's a *lot* of work at the moment. Still, it's possible.
But perhaps there's a reason for the slightly slower start that is mentioned earlier in the thread that I haven't caught up with yet.
Quote: | To help encourage pirates, I'm also thinking of some bonus goals/other mentions I can hand out. biggest single haul, shortest lifespan , most G, biggest bribe, biggest buried treasure(dead pirates only). Other ideas welcome Many of these will need reporting, since I'm not about to go scouring through every game file looking for them. (and "1st HW raid" is not going to be awarded )
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And since we're talking about pirates here: Most heavy handed and most subtle? IE the pirate who is most succesful in battle and the pirate who most succesfully avoids even being seen or whatever. But... hmm... you'd need to quantify those factors. Still, thematically I think they'd be nice ideas
Michael "Wumpus" Zinn
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Re: Pirates! |
Wed, 19 April 2006 19:42 |
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wumpus wrote on Thu, 20 April 2006 06:59 |
Ahh, nothing happened yet, cool. I was out of circulation over the ultra-long weekend because some clever cookie came to work on Maundy Thursday with some cold or similar and left me in bed all the nice weekend... GRRR...!
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Well bugger! I spent my weekend laughing at the cadets & watching the get lost
Quote: | There's no paticular reason to go this slowly; eg you could load the "starting cash" and transfer in the same turn.
Technically I can even make all of the pirate's starting equipment be ready and in their hands at whatever locations in 2400, but that's mainly a consideration that might be interesting for "next time", since it's a *lot* of work at the moment. Still, it's possible.
But perhaps there's a reason for the slightly slower start that is mentioned earlier in the thread that I haven't caught up with yet.
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There are game reasons yes, but I won't get into them publically, suffice it to say, depending on how thing turn out, I may have to delay pirates even more if there's a next time.
Quote: | And since we're talking about pirates here: Most heavy handed and most subtle? IE the pirate who is most succesful in battle and the pirate who most succesfully avoids even being seen or whatever. But... hmm... you'd need to quantify those factors. Still, thematically I think they'd be nice ideas
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Indeed, nice ideas, but difficult to identify.
20 mins to the deadline, I shall have some file for you soon
PS Update: 7 pirates now! w00t!
[Updated on: Wed, 19 April 2006 19:44] Report message to a moderator
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Re: Pirates! |
Thu, 20 April 2006 00:44 |
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Wumpus has the ball!
Marduk wrote on Thu, 20 April 2006 15:45 | I have a question, what about worlds on the border? With an X or Y value of 1100 or 2100 - are they off-limits or free for the taking?
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There are TWO such worlds. I haven't checked their Hab against the Empire races, but they're free for the taking. From first message: "Signpost" planets will be named, said planets are NOT in the frontier. - To make things simple I'll use the 1100 & 2100 boundaries and leave off signpost planets for the other two sides. The four 1100 & 2100 "lines"(excluding the 100ly ends of course) are part of the interior.
Quote: | I was curious how many worlds we'd have available - normally 512 for a medium dense. The 100 ly frontier is just over 30% of the universe area, but typically has 20% of the worlds. Probably some part of the universe creation algorithm makes it less dense on the edge. Given five empires, that's 80 worlds per player, which encourages us to spread out a lot. Which is good for the pirates, certainly.
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There are 259 worlds in the interior, and 360 in total.
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