Home » Stars! 2.6/7 » New Game Announcements » Vanilla Game (Almost): All Quiet II
Vanilla Game (Almost): All Quiet II |
Wed, 21 January 2009 20:19 |
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craebild | | Lieutenant | Messages: 568
Registered: December 2003 Location: Copenhagen, Denmark | |
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This is a chance for anyone who did not get into "All Quiet", but wants to play in such a game, as there seems to be enough interest. I will host this game as non-playing host.
All Quiet II: So named because all races start with NAPs (see below). A Reasonably standard Game Of Stars!
# Players: 6-11.
Universe: Medium
Density: Sparse (6-7 players), Normal (8-9 players), Dense (10-11 players)
Positions = Distant
Average # planets per player = 31-36.
Other Game Setting: ABBS, Galaxy Clumping ticked, all others not ticked.
PRT Restrictions:
CA: No TT, must leave 150 RW points set to defences). If this is your first game at SAH then TT is allowed & RW penalty is reduced to 75 points. If it's your second game on SAH TT is not allowed but RW penalty is reduced to 75 points.
JOAT: NAS allowed if this is your first or second game at SAH else NAS not allowed.
IT: 50 RW points set to defences unless this is your first or second game at SAH in which case the penalty is waived.
If you are a beginner then I suggest that you select CA, JOAT, IT, IS or SD (other PRTs are more difficult to play well including SS & WM).
VC: winner by majority agreement among active players. Alliances allowed but only the highest ranked member of the alliance will be declared the winner.
Diplomacy:
1. ALL Races begin with a NAP with all other races. The exit clause will be 2 years (When a race activates their exit clause first battles can be in 3rd year: eg. exit clause activated in 2440, NAP continues until 2442 when ship orders can be set to attack but battles occur in 2443).
2. Alliance size cannot exceed 2 if 6-8 players, else cannot exceed 3(to stop an us v them situation).
No cheats other than chaff & split fleet. Repair by merging as WP1 order after gating is not considered a cheat.
Gen Schedule:
Max 28 hours or MTWTF at 04:00 GMT if anyone has a problem with weekends. After 2420 any request to slow down to 52 hours max or MWF will be granted.
I can offer some critique on race designs, but a 3rd party to critique the player's race designs so that no one starts the game with a broken race. If I get no one I'll reluctantly do it myself (as I am not that skilled at race design I'd rather not).
Send your race file to me at craebild at parknet dot dk. If you put a password on your race file let me know what it is.
CORRUPT RACE FILES
If you create a race file & then change your race name you will probably corrupt it (it's a bug) so the easiest thing to do is either don't change the race name or write down the design & recreate the race file.
Players:
vonKreedon (probable)
Snapper
Beowulf
TheShadow7478 (probable)
Mark
rolfverberg
Deuce
Dude
[Updated on: Wed, 04 February 2009 01:59]
Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild
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Re: Vanilla Game (Almost): All Quiet II |
Fri, 23 January 2009 11:21 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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I'm interested. Regarding allowed "cheats", what about the merge on gate "cheat"? I recomend allowing this.
Also, why 28 rather than 24 hour gens? I expect that it will be harder, at least for me, to remember what time I need to submit my turn if it keeps changing.
And another thing, what is the mechanism for invoking the NAP exit? I recomend in-game message;e.g., 2440: put exit message in turn, 2441: exit message received and the clock starts with this as year 1, 2442: Year 2, the change in relations can be put in the turn submission, 2443: battles can occur. NOTE: I think that your example is actually a three year exit period.
[Updated on: Fri, 23 January 2009 11:28] Report message to a moderator
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Re: Vanilla Game (Almost): All Quiet II |
Fri, 23 January 2009 13:23 |
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vonKreedon | | Lieutenant | Messages: 610
Registered: March 2003 Location: Seattle, WA USA | |
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craebild wrote on Fri, 23 January 2009 09:46 |
I will think about the repair by merge on gate. I might put it up to a vote of the participating players, but I will also welcome any arguments for or against allowing it.
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Here's my argument for allowing:
It is normal to merge gated fleets on arrival. To disallow merging overgated fleets on arrival restricts normal movement orders and adds micromanagment. Also, merging on arrival does not prevent overgating damage, but does allow repairs from fuel-exports that exist in the merged fleet, which in my mind is not really a cheat.
craebild also wrote on Fri, 23 January 2009 09:46 | The 28 and 52 hour limits are if the game is set to generate when all players have submitted. They are set to those values so a player who is ready but might need more time to finish the next turn does not need to delay submitting the turn. With that type of generation "schedule" the deadline for submitting will change all the time, but it is possible for a player to submit at the same time each day.
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I'm still not sure why 28 rather than 24 hours. My issue is that I don't parse the GMT to my time very well and I do quite a bit of diplomatic communication. I tend, once the early game is past, to wait until close to gen time to submit my turn to give other players time to reply to mail I've sent. This means that I can get confused and miss gens if I don't have a clear idea of what time, my time, each gen is going to occur, a problem that does not exist for me if the gen time is the same time every day.
craebild further wrote on Fri, 23 January 2009 09:46 | The exit clause should be by in-game messaging, as that is the simplest and most effective way to document whether or not due warning was given when an attack is launched, and the target cries foul. The example is a two year period because battle can occur two years after the target receives the message.
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Excellent, thanks for the clarification.
[Updated on: Fri, 23 January 2009 13:24] Report message to a moderator
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Re: Vanilla Game (Almost): All Quiet II |
Fri, 23 January 2009 14:02 |
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craebild | | Lieutenant | Messages: 568
Registered: December 2003 Location: Copenhagen, Denmark | |
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vonKreedon wrote on Fri, 23 January 2009 19:23 | I'm still not sure why 28 rather than 24 hours. My issue is that I don't parse the GMT to my time very well and I do quite a bit of diplomatic communication. I tend, once the early game is past, to wait until close to gen time to submit my turn to give other players time to reply to mail I've sent. This means that I can get confused and miss gens if I don't have a clear idea of what time, my time, each gen is going to occur, a problem that does not exist for me if the gen time is the same time every day.
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Which of the two types of generation schedule will be used is up to the participating players, as will the question of whether there shall be turn generation during weekends.
Each system has disadvantages and advantages:
Generation at a set time each day: The advantage is that the players do not need to convert GMT to their own timezone (though a quick look at the countdown makes it easy to see how much time there is left), and with this type of schedule it is possible to set the game not to generate new turns during weekends, in case some players have problems with submitting turns during weekends. The disadvantage is that even if all players have submitted their turn just 2 hours after generation, they still have to wait the remaining 22 hours before they can play a new turn. This disadvantage becomes even more visible after the game shifts to slower generation, as there will be years where all players can complete their turn in one day, as the shift will occur when one or more players find that they sometimes will have trouble completing their turn in one day.
Generation when all turns in or at time limit: The advantage is that the new turn generates when all players have submitted, there is no waiting for the clock (though there can be waiting for the last player to submit). There are two disadvantages: First, generation and deadline is not at he same time every day, so the players have to check their e-mail (or AH) while waiting for a new turn, and they have to check what the deadline is. If the players are receiving the turns by e-mail, then they can calculate the deadline by adding the correct number of hours to the timestamp of the e-mail, otherwise they will have to check the countdown or GMT time on AH. Second, this fluid generation schedule does not allow the game to pause during weekends.
Speaking of having trouble submitting during weekends, I know my boss would get if I was playing Stars! during working hours, and many companies would have security policies which disallow software that has not been approved by the IT department, so why would anyone have problems submitting during weekends ?
Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild
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Re: Vanilla Game (Almost): All Quiet II |
Fri, 23 January 2009 19:18 |
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craebild | | Lieutenant | Messages: 568
Registered: December 2003 Location: Copenhagen, Denmark | |
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vonKreedon wrote on Sat, 24 January 2009 00:58 | Here's my preferred AH gen schedule method: Set the game to gen at X:XX every day you want to gen and do not set to strict gen schedule. This is essentially a 24hr gen. However, if everyone submits before X:XX, the turn gens. If everyone then submits again before X:XX the turn gens again. There are some corner case quirks, the details of which I do not remember, but this method gives both predictability and flexibility to the gen schedule.
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I did not remember that was an option, as it has been a while since I last hosted a game, and since all games I have participated in or hosted have used the "max. X hours from last gen" type of schedule, I did not know the exact implications of not enforcing strict schedule. Perhaps I should read through the "How to host..." instructions sometime soon.
If that option works as you describe, then that may be the best option if there are players who prefer a deadline at a set time each day, though your mention of "corner case quirks" means I would like to know just what those quirks are before using that option.
Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild
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Re: Vanilla Game (Almost): All Quiet II |
Sat, 24 January 2009 08:23 |
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Snapper | | Civilian | Messages: 3
Registered: March 2004 | |
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I'd like to play, and don't mind whether the deadline is 24 or 28 hours
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Re: Vanilla Game (Almost): All Quiet II |
Mon, 26 January 2009 19:42 |
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craebild | | Lieutenant | Messages: 568
Registered: December 2003 Location: Copenhagen, Denmark | |
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Further on the question of repair be merging as WP1 order after gating, I would like to describe how it is used, and exactly what happens - Most importantly, I would like to point out that the ships are not necessarily fully repaired.
1. A fleet it gated to another system. It may have ships that are already damaged, and/or it may be overgating, receiving damage by gating.
2. When ordered to gate, the fleet is also ordered to merge with a stationary fleet in the destination system.
3. When the gating fleet arrives in the destination system, it merges with the stationary fleet.
4. In the repair phase, repairs takes place according to the normal repair rules:
4a. If combat occurred, no repair.
4b. Repair by type of orbital is 8% for Orbital Fort, 20% for any larger starbase type.
4c. Repair bonus if there is a Fuel Transport or Super Fuel Xport in the fleet: The higher of 5% for Fuel Transport and 10% for Super Fuel Export. This is not cumulative for multiple ships, the highest bonus is 10% and if there are no Super Fuel Xports but are one or more Fuel Transports then the bonus is 5%.
As can be seen, that gives a maximum repair of 30% of max. HP, so if the ships are more than 30% damaged when they arrive, then they will not be fully repaired.
It should be noted, that according to the help file / manual the repair percentages listen in 4b are for a planet you own, but the help file / manual does not list separate percentages for friendly planets, it only lists a 3% repair when orbiting an opponents planet (and not bombing or having engaged in combat). IIRC the percentages listed in 4b also applies when at a friendly planet (i.e. the owner of the planet has you set to friend), but I could be wrong about that.
[Updated on: Mon, 26 January 2009 19:44]
Med venlig hilsen / Best regards / Mit freundlichen Grüßen
Christian Ræbild / Christian Raebild
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Re: Vanilla Game (Almost): All Quiet II |
Thu, 29 January 2009 20:52 |
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It's normal to set it to XX:XX without strict gens, and yes, it will gen when all the players are in or at the time set, whichever is first.
Strict gens are extremely annoying when everyone is in and you have to wait.
Ashlyn
[Updated on: Thu, 29 January 2009 20:59] Report message to a moderator
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Re: Vanilla Game (Almost): All Quiet II |
Tue, 03 February 2009 15:40 |
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rolfverberg | | Master Chief Petty Officer | Messages: 103
Registered: March 2006 Location: Ithaca, NY, USA | |
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I'd like to join as well if there is room. I will send a race file as soon as I know how many players are in (and thus the planet density is known).
Cheers, Rolf.
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