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5 game ideas(long) Sun, 11 March 2007 12:03 Go to next message
Carn is currently offline Carn

 
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Which game idea sounds best?[ 9 votes ]
1. Monster rumble 0 / 0%
2. Poodle Playground 0 / 0%
3. Unususal choices 0 / 0%
4. Dark Menace 2 / 22%
5. MT Ebay 7 / 78%
6. None sounds good 0 / 0%
7. Most of them 0 / 0%
8. Complicated opinion(see below) 0 / 0%

Having several game ideas, i'd like to know if anyone likes them - maybe i find time to host one in the next months.I would not play in any of these games. Here they are:

Standard cheat disclaimer, chaff allowed,...


Monster Rumble

9 players, medium,packed, accbbs, public scores in 2450(by victory condition has highest score after 50 y), victory by humble acknoledgement of all others to be the nastiest monster.

Theoretically any skill level, but in addition to a race file a empty tiny packed accbbs testbed must be send, in which the race acquired 50k+ resources in 2450.

Every player receives the following information about all players, whose races got less resources than own in test bed:
-race name
-testbed resources in 2450
-name of homeworld

So the biggest testbed moster receives this information about all other races, the second for all races except the first,..., the poorest performing monster just knows, that the others are far better monsters - at least resource wise.



Poodle Playground

9 players, medium,sparse, no accbbs, public scores in 2450(by victory condition has highest score after 50 y), victory by humble acknoledgement of all others to be the nastiest poodle.

Theoretically any skill level, but in addition to a race file a empty tiny sparse no accbbs testbed must be send, in which the race acquired less than 10k resources in 2450, where colonization and pop movement ended earliest 2440.Files of 2410,2420,2430 and 2440 would be required as well, to check, that race colonized well and did not deliberately underperform or was very unlucky.

Every player receives the following information about all players, whose races got more resources than own in test bed:
-race name
-testbed resources in 2450
-name of homeworld

(An idea for races to expect, 5% 3i HE with decent facs and mines probably fails this criteria or just makes it, depending on fac settings.)



Unusual Choices

Standard "best" is a economic PRT (CA,JOAT,IT,IS), we+con cheap, 1immune, 1 in 5 to 1 in 10, IFE,NRSE,NAS,OBRM,RS, HG econ.
A big not is UR,MR,GR,BET,ARM(except AR). Other PRTs, while fun playing, are considered either weak or too MM heavy(SD and HE, but about that i do not intend to do anything about)

Here are the game settings, further down is explanation, why they might change the balance - whether they will realy do, i can only guess:

8 players
medium normal distant
no random events
public player scores in y 50
slower tech advance
no accbbs(vote)
winner by consent

left over points 100,except IT 120, modified as stated below, spend on anything.

OBRM +30,except AR -1000(does not have to leave any point over)
ARM -20
UR -30.
MR -60.
NAS +20,except SS +-0,PP -30
ISB +10(uncertain about that)
E.g. JOAT with OBRM(+30),UR(-20),MR(-60) and NAS(+20) must have 100+30-20-60+20= 70 points leftover.

HE 6% selected growth +30
HE 5% selected growth +150
HE 4% selected growth +300
HE 3% selected growth +600

forbidden items:

con 26 hull(nubians)
all beam weapons >= we 21(synchro sapper, mega disruptor, big mutha, streaming pulverizer, AMP)
we 24 and 26 missles/torp(armageddon, omega)
prop23 engine(transstar 10)
all bombs except we 2(lady finger bomb), elec8(LBU-17), bio7(smart bomb), bio 10(neutron bomb) and retro bombs.
orbital adjuster(has to be scrapped on turn 1)

Target "Starbase" is not allowed, no battle order may contain "Starbase" as primary or secondary target.
A player may not drop more than 500000 colonist upon an enemy planet in a single turn(Limiting IS pop drop bomb).


Short explanation:
Less gateability of others and no nubs => HE slightly stronger, metamorph allows 98% cloaking and en14 capacitor allows better beamer BB design.
No nubs => SS only real cheap cloaking, SS stronger
No nubs and we item tech<23 => we17 gatling and we19 range 0 weapon are unique, BC are gateable cheap missle platforms, DNs rule, therefore WM much stronger
No orbital adjuster=> CA weakened
No nubs and weak bombing
...



[Updated on: Sun, 11 March 2007 12:07]

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Re: 5 game ideas(long) Sun, 11 March 2007 19:22 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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My favorite is MT eBay. It would be interesting, and I think people enjoyed "Bidding for techs" and "Bidding for PRTs".

Unusual choices - way too complicated. Just have all races start at 200 plus standard handicaps (or something like that) and subtract points from this for choosing bad traits (i.e. make BET worth more, MA costs less, etc.). No need to penalize very low-growth HE - they have no chance anyways! Laughing

Monster rumble - who wants to play with all TT CA's? Rolling Eyes

Poodle Playground - who wants to play with all 4% HE's (or maybe 6% AR's)? Note 5% HE can get 25k pretty consistently.

Dark Menace - elaborate on significance of AI please?

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Re: 5 game ideas(long) Sun, 11 March 2007 20:04 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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crr65536 wrote on Mon, 12 March 2007 10:22

My favorite is MT eBay. It would be interesting, and I think people enjoyed "Bidding for techs" and "Bidding for PRTs".


Me too, definately the most interesting to my eye. One thought on this one - you'll probably want to ask Wumpus to help you return the player's techs back to the starting levels, since they'll pick up a few levels grabbing the MT parts... Smile

Quote:

No need to penalize very low-growth HE - they have no chance anyways! Laughing


Tell that to the guys in Bidding for Techs at 2545, which contains a 4% HE who seems to be taking care of himself just fine...

Quote:

Dark Menace - elaborate on significance of AI please?


I'd hazard a guess that the significance is that it will be seriously powerfull. Hence the 'Dark Menace' at the centre of the galaxy, throwing nubs at players that may be lucky to have battleships... Some players have reported beating that AI while enforcing the Primitive rules on themselves, but say it's an uphill struggle. It adds an interesting flavour to the competition between the players. It might not be strong enough though to be a big deal. Perhaps give it a 10 year head start as well.


[Updated on: Sun, 11 March 2007 20:06]

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Re: 5 game ideas(long) Mon, 12 March 2007 05:59 Go to previous messageGo to next message
Micha

 

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Dogthinkers wrote on Mon, 12 March 2007 01:04

crr65536 wrote on Mon, 12 March 2007 10:22

My favorite is MT eBay. It would be interesting, and I think people enjoyed "Bidding for techs" and "Bidding for PRTs".


Me too, definately the most interesting to my eye. One thought on this one - you'll probably want to ask Wumpus to help you return the player's techs back to the starting levels, since they'll pick up a few levels grabbing the MT parts... Smile


Using a zero tech .exe (modded with StarEd) you would not get tech from the scraps.

mch

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Re: 5 game ideas(long) Mon, 12 March 2007 08:54 Go to previous messageGo to next message
Carn is currently offline Carn

 
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crr65536 wrote on Mon, 12 March 2007 00:22

My favorite is MT eBay. It would be interesting, and I think people enjoyed "Bidding for techs" and "Bidding for PRTs".



Seems to be majority.

crr65536 wrote on Mon, 12 March 2007 00:22


Unusual choices - way too complicated.



Not more complicated, actually less complicated, than Primitive restrictions.

crr65536 wrote on Mon, 12 March 2007 00:22


Just have all races start at 200 plus standard handicaps (or something like that) and subtract points from this for choosing bad traits (i.e. make BET worth more, MA costs less, etc.).



I thought about PRTs having more individuality. By just penalizing and giving bonuses, their econs are just adjusted, e.g. WM and SS will still have a mid game advantage, and have to play accordingly. That can be only adjusted if Nub is banned. If Nub is banned, firepower compared to armor would be even more unfavourable, therefore high end weapons banned.
Droppable is the try to boost PP, because limiting battle orders and bombs are a bit more complicated, but no nubs, no we>=21, except we22 torp and no prop23 engine is not complicated and is enough to do a lot of balance shifts.

crr65536 wrote on Mon, 12 March 2007 00:22


No need to penalize very low-growth HE - they have no chance anyways! Laughing



If a 4% HE gets told he needs to have 500 points leftover, he just goes to fac cost 6, mine cost 3 and 4 cheap techs instead of 5 - this will barely affect its performance. Therefore extra penalties.

crr65536 wrote on Mon, 12 March 2007 00:22


Monster rumble - who wants to play with all TT CA's? Rolling Eyes



I don't know, therefore i asked. Also it would be interesting if other PRTs would be present. It would be a game for those who are disappointed to often by weakness of neighbours.

crr65536 wrote on Mon, 12 March 2007 00:22


Poodle Playground - who wants to play with all 4% HE's (or maybe 6% AR's)? Note 5% HE can get 25k pretty consistently.
The testbed as the game would be no accbbs, therefore a 5% AR could at most get 12k resources, 103.75(max resources of 25000 with 1/2500,15/x/25)*1.1**50=12179.


And a -f design could also fall short of 10k without accbbs. Also a slow growing HP and some non immune AR designs would qualify.
crr65536 wrote on Mon, 12 March 2007 00:22


Dark Menace - elaborate on significance of AI please?



Expert Robotoid AI gets 15 k in 2450. Primitive Races get 1k in 2450. So a lone player will have a hard time, but 8 cooperating should be able to finish him.
But while finishing the AI everyone has to see, that he is in a good position(getting nice fac rich greens from AI, getting tech from dropping and battles) to win afterwards. And at the same time everybody has to take care, that their distrust and maneveuring does not weaken the fight against the AI so much, that it turns into 4 teams of 2 k resources and a AI with 15 k.

Also victory condition states, that last surviving human wins.
You know, you do not have to be faster than the wolves - you just have to be faster than the guy next to you(and a stick at the right time can help that).



[Updated on: Mon, 12 March 2007 08:56]

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Re: 5 game ideas(long) Mon, 12 March 2007 11:41 Go to previous messageGo to next message
crr65536 is currently offline crr65536

 
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Carn wrote on Mon, 12 March 2007 08:54



I thought about PRTs having more individuality. By just penalizing and giving bonuses, their econs are just adjusted, e.g. WM and SS will still have a mid game advantage, and have to play accordingly. That can be only adjusted if Nub is banned. If Nub is banned, firepower compared to armor would be even more unfavourable, therefore high end weapons banned.
Droppable is the try to boost PP, because limiting battle orders and bombs are a bit more complicated, but no nubs, no we>=21, except we22 torp and no prop23 engine is not complicated and is enough to do a lot of balance shifts.



Maybe so, but that doesn't work that way IMHO. If you say "none of the best weapons" that just means people play the end game with second-best weapons. PRTs already have a lot of difference and this doesn't really change that. It seems to me that these rules are just stopping a lot of things that are not really problems, and would make things more unbalanced. No nubians means WM dreadnoughts are strong. IT is much stronger (it can gate heavy BBs but once nubs are around anyone can gate anything) and it is already one of the strongest PRTs. No "Kill Starbase" means AR is stronger, but not to the same degree as these other PRTs.

HE able to make 98% morphs doesn't really mean anything. CA is still very very strong even without adjusters. PP packets still need to go through starbases and defenses, and so are not viable planet attacks on their own (basically the cutting bombs didn't do much to help them).

You still need quick weapons and con to get to early weapons fast enough to fend against neighbors, so the idea that cutting high-end gadgets helps discourage those choices doesn't make sense to me. Rolling Eyes

In general I think that this greatly changes game balance, but not for the best. Sad Maybe if changing point values alone without other restrictions is good, then try a game with "no nubs", "no good weapons". etc. but for now it's better to try a simpler version. Very Happy

Carn wrote on Mon, 12 March 2007 08:54



If a 4% HE gets told he needs to have 500 points leftover, he just goes to fac cost 6, mine cost 3 and 4 cheap techs instead of 5 - this will barely affect its performance. Therefore extra penalties.




Aye, but it's performance is already abysmal! 4% HE is only a threat if you leave it alone 50 years. Laughing It's like saying "if you take 8% OWW JOAT, +200 points". How does that make the game better? It actually removes choices.

Carn wrote on Mon, 12 March 2007 08:54



I don't know, therefore i asked. Also it would be interesting if other PRTs would be present. It would be a game for those who are disappointed to often by weakness of neighbours.




I guess, but I think it would be very masochistic to join a game with 200k econ CAs with 50k econ JOAT. Laughing Some people might like it, I don't know.

Carn wrote on Mon, 12 March 2007 08:54


And a -f design could also fall short of 10k without accbbs. Also a slow growing HP and some non immune AR designs would qualify.



I missed "sparse" and "No AccBBS" in the description. I thought that you were going for "a battle of weak races" but those would be quite a bit stronger. It reminds me of an interesting game idea - "other player defines your race" where each player in the game designs the race of another player, without wasting points, and see who can design and play the worst races. Twisted Evil

Carn wrote on Mon, 12 March 2007 08:54



Expert Robotoid AI gets 15 k in 2450. Primitive Races get 1k in 2450. So a lone player will have a hard time, but 8 cooperating should be able to finish him.
But while finishing the AI everyone has to see, that he is in a good position(getting nice fac rich greens from AI, getting tech from dropping and battles) to win afterwards. And at the same time everybody has to take care, that their distrust and maneveuring does not weaken the fight against the AI so much, that it turns into 4 teams of 2 k resources and a AI with 15
...

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Re: 5 game ideas(long) Tue, 13 March 2007 04:16 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Carn wrote on Sun, 11 March 2007 09:03


...Number of items is limited by number of starting ships of PRT(most often 2) and having ARM(adding 2 items) - some starting ships will be turned into nubian/ultra miner/ b-52/BB with desired components(hopefully Captain Maim is willing to do that)...



I haven't read this whole forum, but yeah I can mod any ship design you want using the startup ships. (If the game is generated on the 2.7i, and played until scrapping is finished I can cheat and add any number of items, like 25 units in one slot.) If you want me to gen it with a J patch, then I'll have to make legitimate ship designs (cross PRT stuff it possible too.) A note, JOAT would have the greatest capacity for getting MT tech, seeing as it has the largest number of startup ships. And their diversity means I can mod it so all the ships are the same or different. Probably the second PRT is IT, it's got, what? 4 ship designs, and ARM adds an extra one for anyone.



Rule 1: "Pillage, THEN burn!"

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Re: 5 game ideas(long) Tue, 13 March 2007 05:11 Go to previous messageGo to next message
Carn is currently offline Carn

 
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crr65536 wrote on Mon, 12 March 2007 16:41



Maybe trying to pump the AI a bit more would be good (for example give it an extra decade or two to develop) but it's an interesting idea.



It is difficult to judge, how much problems the AI would cause.
I just know, that playing alone, a lone expert robotoid AI send we6 DDs with armor around 2440 and in 2450 metamorphs with we10 torps or beamers. Counterdesigning is in principle very easy, but, with primitive you get(at least playing alone) we6 frigates around 2450, so countering is just not an option.

Only with WM you have something to do about the 2440 and 2450 attacks(DD and later BCs with we6-8) and with SD you just keep detonating you're minefields.

Whether allied players find a better way to deal with the threat i do not know, there 20 years start for the AI might turn into a quick game depending on luck.

My stick throwing was more a thought, that often the AI focusses on a single planet and the adequate defense is a stack of missle ships with chaff gated in. This focus point is stable over several years, so some neighbour less buisied with the AI knows exactly where you need for the next years you're stack of missle ships.
He could attack you at another place to grab a few planets or send a suicide fleet that kills in the right year(just 1 year before many AI ships arrive) the starbase and the chaff.
Maybe even with a friend he could get fast beamers close to you're chaff and away from the AI.
Then he can with a limited expense of chaff and high ini beamers destroy you're missle stack and therby allowing the AI to destroy a couple of you're planets, because without chaff you're missle stack will lose against the AI missles - after all, when you happily have you're jihad stack the AI ships will have ARM.


[Updated on: Tue, 13 March 2007 05:12]

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Re: 5 game ideas(long) Tue, 13 March 2007 07:45 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Captain Maim wrote on Tue, 13 March 2007 09:16


(If the game is generated on the 2.7i, and played until scrapping is finished I can cheat and add any number of items, like 25 units in one slot.)



Can 2.7i later be switched to to 2.7j so game can be run by autohost?


Captain Maim wrote on Tue, 13 March 2007 09:16


and ARM adds an extra one for anyone.



As i'm motivated to do about 150 regens spread over the first 7-8 turns, i think ARM(and the HE minicols) could give 2 items, by turning it into a nub with 18 of one type and 18 of another.
And 2.7j would also do(and i already hate the player choosing the enigma pulsar - 2 DNs have a lousy 5% scrap chance)

But as every item is only sold once, the number of ships is a lesser problem.

Ok, lets try to setup the game =>
http://starsautohost.org/sahforum/index.php?t=msg&th=338 2&rid=264&S=1a5fb2b144d2598e70daeb47bd83b48d&pl_ view=&start=0#msg_32004

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Re: 5 game ideas(long) Wed, 14 March 2007 05:33 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Carn wrote on Tue, 13 March 2007 04:45

Captain Maim wrote on Tue, 13 March 2007 09:16


(If the game is generated on the 2.7i, and played until scrapping is finished I can cheat and add any number of items, like 25 units in one slot.)



Can 2.7i later be switched to to 2.7j so game can be run by autohost?


Captain Maim wrote on Tue, 13 March 2007 09:16


and ARM adds an extra one for anyone.


...


Yes, it can. It just doesn't go the other way very gracefully. (My editing... "kit" is calibrated for 2.7i Though I seem to recall making it J compatable too. But I'd have to look it over again to tell. Still 2.7i is ideal for scrapping ships with no design restrictions outside of the number of total slots. )


[Updated on: Wed, 14 March 2007 05:33]




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Re: 5 game ideas(long) Wed, 14 March 2007 08:14 Go to previous messageGo to next message
Kotk

 
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Cant you just change the MT part bits in the race structures of .HST file?

I mean that would help ... to set Genesis device and minimorph and starting ships can be left like they are usually?


[Updated on: Wed, 14 March 2007 08:38]

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Re: 5 game ideas(long) Wed, 14 March 2007 10:08 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Kotk wrote on Wed, 14 March 2007 13:14

Cant you just change the MT part bits in the race structures of .HST file?



How to do this exactly?

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Re: 5 game ideas(long) Wed, 14 March 2007 13:35 Go to previous messageGo to next message
Kotk

 
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Carn wrote on Wed, 14 March 2007 16:08

How to do this exactly?


First Download some hex editor. Say XVI32 or something. Open also windows "Calculator", view set to Scientific. Make a game "hacker training" where the race you want to hack is on #1, save it as HT.XY. You may use some existing testbed where you have no MT parts. Make backup of game files and then open HT.HST (or whatever you took) in your hex editor. You see lot of bytes and if you change one somewhere in it ... it never opens again.
But ... you got a backup and me as guide, so dont fear. Here we go... in 7 steps. Wink

1) First two bytes of file are 10 and 20. Go into Hex mode with calculator and write 2010 <- note the order!!! into it.
Now go into Bin mode with your calculator. you see "10000000010000"
last 10 bits are size, rest are structure type, so: "1000" and "0000010000"
Typing "1000" into calculator in Bin mode and going into Dec mode reveals its 8.
Type is 8 and size is 16.
If you have same results you know how to detect types and sizes of various structures in Stars! .HST file.

2) That structure (type 8 is file header) is of no interest to us so we take next one. Count starting from after 10 20 so 4a 33 4a 33 ... etc bla bla 16 bytes ... bypass our first structure.

3) What is next? Something like 80 and 18 say... (may be slightly different since race sturcture has variable size) repeating the process of extracting type and size reveals: hex 1880 -> binary 110 0010000000 -> decimals 6 and 128
Since type is 6 it is races structure and all has gone well so far. If its not 6 you are done something wrong also if you got way different size than 130 bytes, (it is race name that vary the size) then you have failed. Wink

4) Now count to 83-th byte in the crap that follows 80 18 (or whatever it was on your case). Careful here, counting to 83 within such a noise of numbers is difficult for human beings. Very Happy

5) What you see can be whatever but you know that you have no MT parts.
Say its something like 79 F8 there , F879 in binary is 1111100001111001.
Last 10 bits are MT part bits (one for every part).
So to set the parts you have to replace 0001111001 in it with 1110000110 <- each bit what was 0 changed to 1 and vice versa.
All together 1111101110000110 or FB86 or 86 FB.

6) Change the bytes. Save the file.

7) Generate a turn. <- so the race gets information about having MT parts. Open the Tech browser, if race has all MT parts then Congratulations! SUCCESSFUL HACK. If you failed then restore backup and repeat.

Now we did it only with first race and added all MT parts to it. All race structures are after each other in beginning of .HST file. Knowing how to calc size and type and that size must be about 130 bytes and type must be 6 it cant go wrong. I havent unfortunatelly written down what bit exactly is for what MT part there but that is not too hard to figure out just by some testing?


[Updated on: Wed, 14 March 2007 15:33]

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Re: 5 game ideas(long) Wed, 14 March 2007 14:35 Go to previous messageGo to next message
Kotk

 
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Warning: Did some double-tests myself. Seems that last 12 bits of the 83th and 84th bytes in race structure are used for MT parts so setting only 10 gave me no hush a boom bomb and no genesis device setting all 12 gave all parts. I am bit worried now since that may mean that two bits there change something else Confused ... there are 10 MT parts right?

Or maybe i just fumbled somewhere myself in hurry... Laughing Someone has to test it bit better than i have done when i did it. It can be done, but such things must be done with high accuracy. I got no time. Rolling Eyes


[Updated on: Wed, 14 March 2007 15:02]

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Re: 5 game ideas(long) Wed, 14 March 2007 19:10 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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I'm already working on it. I'll release a program to do it for you as soon as I've mapped it out and tested it with encryption.

I'll release the program in a day or two. m When I'm finished with it.

At the moment I can edit it manually. If that's any help to you.
Also, Kotk you make it sound harder than it is.. Smile

No, there's 11 MT parts, 10 are tradeable.


[Updated on: Thu, 15 March 2007 01:19]




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Re: 5 game ideas(long) Thu, 15 March 2007 04:44 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Captain Maim wrote on Thu, 15 March 2007 00:10

No, there's 11 MT parts, 10 are tradeable.


Make it 12. Rolling Eyes

1 Multi Contained Munition
2 Anti Matter Torpedo
3 Hush-a-Boom
4 Genesis Device (not tradeable on a ship) Razz
5 Alien Miner
6 Multi Cargo Pod
7 Jump Gate
8 Multi Function Pod
9 Langston Shell
10 Mega Poly Shell
11 Enigma Pulsar
12 Mini Morph



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: 5 game ideas(long) Thu, 15 March 2007 08:06 Go to previous messageGo to next message
Kotk

 
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Captain Maim wrote on Thu, 15 March 2007 01:10

Also, Kotk you make it sound harder than it is.. Smile

Hehe, my explaining style is probably affected by need to explain things to 4 year old daughter a lot. In practice it seems easier than with the scrappers.

Yes ... also for some strange reason i had written down note that changing 10 bits there sets or clears MT items. There are 12 MT items. So 12 bits it is. I got confused myself and was in hurry too. Laughing

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Re: 5 game ideas(long) Thu, 15 March 2007 09:57 Go to previous messageGo to next message
Carn is currently offline Carn

 
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Kotk wrote on Thu, 15 March 2007 13:06

Captain Maim wrote on Thu, 15 March 2007 01:10

Also, Kotk you make it sound harder than it is.. Smile

Hehe, my explaining style is probably affected by need to explain things to 4 year old daughter a lot.



It was exactly the right style for someone, who had zero idea, how to do it, thanks.

Kotk wrote on Thu, 15 March 2007 13:06


In practice it seems easier than with the scrappers.



Yes, seems that it is possible to give the items directly to each race without meddling around with other things.

Kotk wrote on Thu, 15 March 2007 13:06


Yes ... also for some strange reason i had written down note that changing 10 bits there sets or clears MT items. There are 12 MT items. So 12 bits it is. I got confused myself and was in hurry too. Laughing



Why change all?
With my current tries setting them individually for each race works. Or does that cause other problems?


And has anyone a list, what all the other bits in the part that belongs to the individual race do(those 126-129 bits)?

Some seem to just crash things, while others change the race, although game realizes this and instead sets pop eff to 1/2200.
Did anyone ever check, wether game checks AI races?

(I still want to have my 3-i 20% AI to see whether it's more fun then)


[Updated on: Thu, 15 March 2007 10:12]

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Re: 5 game ideas(long) Thu, 15 March 2007 14:43 Go to previous messageGo to next message
PaulCr

 
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I've created an easy to use web page based on the above details that allows you to upload a .hst file and modify individual items for all 16 players.
Visit http://stars.atlantissoftware.co.uk/data/custom/ to try.
I've tested it on 2.7 J patch and it appears to be working successfully.
As a side note you can also use mid game to remove items that you have received.
Game needs to have a turn generated before the items show in the tech browser.

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Re: 5 game ideas(long) Thu, 15 March 2007 17:32 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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byte 0x66 0x67 race one

84th and 85th bytes

84 = 0x40 MultiContain___01000000
84 = 0x20 Hush-a-boom__00100000
84 = 0x10 Alien Miner____00010000
84 = 0x08 MegaPolyShell__00001000
84 = 0x04 LangstromShel_00000100
84 = 0x02 MultiFunction__00000010
84 = 0x01 Multi Cargo___00000001
total 255

antimatter
85 = 0x10 Antimatter____00010000
85 = 0x08 Jumpgate_____00001000
85 = 0x04 GenesisDevice__00000100
85 = 0x02 Enigma Pulsar__00000010
85 = 0x01 Mini-Morph____00000001
total 31

The genesis device strangely didn't appear after I added the bit for the antimatter torpedo. But the other 11 items were there.

Could I get the source for that editor you posted?


[Updated on: Thu, 15 March 2007 17:39]




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Re: 5 game ideas(long) Thu, 15 March 2007 18:03 Go to previous messageGo to next message
PaulCr

 
Chief Warrant Officer 3
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Location: An Island that kinda look...
Genesis device should show up, it does when I've tried it.
You do have the bit positions wrong in your post but it shouldn't effect the genesis device

AntiMatter Torpedo is bit 7 of 84th byte (0x40)
Multi Contained Munition is bit 8 of 84th Byte (0x80)

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Re: 5 game ideas(long) Thu, 15 March 2007 20:54 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Location: USA, Mesa, Arizona

I'm sure I probably did something wrong, because I know that 255 is FF or 8 1's. But for some reason I was getting that result with only 7 1's. So yeah, I miscalculated.

I know it's a big off topic, but as anyone got something to spawn new wormholes? I saw a picture once of a map that had several dozen wormholes. And even wormholes that lead to other wormholes (in a loop).



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Re: 5 game ideas(long) Thu, 15 March 2007 21:39 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Using this method, then for convenience you might like to assign every part to every race at game start (including the ones they won't be permitted to use without permission.) Makes the setup simpler and also makes 'licensing' parts to other races easier since you don't have to build zillions of parts to give them access to it.

I guess now you can license genesis device and minimorph too... Although it'd be very hard to spot if anyone used the genesis device without permission, so maybe skip that one.

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Re: 5 game ideas(long) Thu, 15 March 2007 21:52 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

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Registered: March 2003
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I think the genesis device tells everyone that planet X has just expirenced a "rebirth". Everyone should know when you use a genesis device.

I'll test that just to make sure though.

Okay, I just checked and, yeah, it does tell everyone which planet has used a genesis device. All you need to know is who owns that planet. The message is "Strong fundemental forces have rebirthed <planet name>."


[Updated on: Thu, 15 March 2007 22:04]




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Re: 5 game ideas(long) Fri, 16 March 2007 02:06 Go to previous messageGo to previous message
Kotk

 
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Messages: 1227
Registered: May 2003
Carn wrote on Thu, 15 March 2007 15:57

And has anyone a list, what all the other bits in the part that belongs to the individual race do(those 126-129 bits)?

You see ... even changing bits causes confusion. Other things are probably bigger numbers taking whole byte or multiple. If the integrity of race is broken by changing them (for example PRT is set to 13, but it may be 0 (HE) to 9 (JOAT)) then it goes nuts. Why not? Very Happy ConstB reverse engineered RW point calculation ... so his code (published) contains most constants used in race structure. I dont know if someone else has better knowledge.


[Updated on: Fri, 16 March 2007 02:20]

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