Home » Stars! 2.6/7 » The Bar » A couple of game ideas
Re: A couple of game ideas |
Thu, 21 April 2011 06:21 |
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Centaurian | | Petty Officer 3rd Class | Messages: 41
Registered: November 2010 | |
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XyliGUN wrote on Thu, 03 March 2011 17:59 |
2. Perfect World - this one have one special tuning - all the planets updated to have exactly the same original habs, let's say it's values are 20% percent from the right for each hab. All players know this value before they start designing a race. So, any planet in that game will be 100% for all palyers. This is one of small number of games where CA will be allowed and CA with TT is also welcome for this game.
This could be a solo or team game with some sort of remapping.
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I believe this one has already been mooted under the name "Heavenly Hell".
It should be a bloodbath. Everyone minimises their hab settings and maximises their growth and production and try to beat everyone else to the same planets.
If the habs are maximally right-shifted the RW points are maximised too.
Since evryone wants the same planets, looks like all set to enemy makes sense too.
If you set it to max mins too, then I guess it it becomes all about race design, neighbours and location and how (aggressively) you play. If the planets are evenly distributed and HW's are placed so that everyone, as much as is possible in a rectangular universe, gets the same access to planets then location becomes less important.
-XX-
X--X
X--X
-XX-
With the X's marking clumps of stars, does this make for a fair set up in terms of location?
Centaurian.
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Re: A couple of game ideas |
Thu, 21 April 2011 06:54 |
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would it be overly evil to suggest remapping all the planets into a grid so that they're all 82 ly from their neighbours?
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Re: A couple of game ideas |
Thu, 21 April 2011 14:38 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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XyliGUN wrote on Mon, 18 April 2011 10:14 | Yep, PaulCrs' planet swapper can do that, with several limitations, which looks more like a bugs, but not a real limitations:
1. You cannot use it with remapped universes (but you can remap them after swapping), otherwise fleets will be located somewhere in space.
2. If players' secondary planet (IT, PP) has lower id than HW then after swapping it should keep id that will be lower than HW. And if it was higher it should be keept higher. Otherwise that player will see his HW or secondary planet uninhabited until first gen.
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I did a test using Paul's host editor to move a HW in a remapped universe. It worked. But... the ships were left at original HW location. I deleted them later.
Also, strangely, after I genned in 2404, the pop disappeared completely on the HW.
I restored the turn, And genned again. And this time it was there. The only thing I can recall I did the first time, was that I built some ships the first time, and not the second time. Hmmm...
moved HW image
BlueTurbit Country/RockReport message to a moderator
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Re: A couple of game ideas |
Thu, 21 April 2011 14:57 |
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XyliGUN | | | Messages: 325
Registered: July 2004 Location: Russia, St.Petersburg |
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XyliGUN wrote | Yep, PaulCrs' planet swapper can do that, with several limitations, which looks more like a bugs, but not a real limitations:
1. You cannot use it with remapped universes (but you can remap them after swapping), otherwise fleets will be located somewhere in space.
2. If players' secondary planet (IT, PP) has lower id than HW then after swapping it should keep id that will be lower than HW. And if it was higher it should be keept higher. Otherwise that player will see his HW or secondary planet uninhabited until first gen.
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BlueTurbit wrote | I did a test using Paul's host editor to move a HW in a remapped universe. It worked. But... the ships were left at original HW location. I deleted them later.
Also, strangely, after I genned in 2404, the pop disappeared completely on the HW.
I restored the turn, And genned again. And this time it was there. The only thing I can recall I did the first time, was that I built some ships the first time, and not the second time. Hmmm...
moved HW image
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Paul tools were used to create Wheel of Life IV, but I did some manual fixes in files after swapper modified them. If I remember correctly there was a wrong planet id (for some reason one of the planets were assigned id that was higher than total number of stars in that game), wrong fleets location (this what BlueTurbit observed, btw fleets location will be correct if you use swapper before remapping, since it decides on what fleets needs to be relocated based on their current coordinates).
BlueTurbit, if you can give me those files where HW pop dissapeared I can probably said you what was wrong.
"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For LoveReport message to a moderator
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Re: A couple of game ideas |
Thu, 21 April 2011 15:33 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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I think I overwrote the files that caused this to happen. I have tried several regens and can't get it to do it again.
Perhaps it was one little thing I did different the first time that caused it to happen.
[Updated on: Thu, 21 April 2011 18:38]
BlueTurbit Country/RockReport message to a moderator
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Re: A couple of game ideas |
Thu, 21 April 2011 18:42 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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PS: I didn't use Paul's "Planet Swapper." I used Paul's "Stars Host Editor." See Gible's post above.
I have made several regens and still not able to kill the pop on that moved HW again. Whatever it was, it's a tough one.
In the test I also gave all HW and second planets huge pop, mines, factories and mineral concentrations.
Used a couple humans (so I could access AI's with password to view them, and more) and the rest were AI's in a "mapper" remapped universe, for test. Actually I did the Host Edit first. Then I remapped and checked. Then I took those files and used Host Editor for HW move. But only one HW in this first test.
I played a few quick turns to study problems with ship movement at first turn, and later at 2404 the pop disappearance happened on the moved HW that I moved.
One problem I found. An array error comes up, whenever you try to run Host Editor with the Macinti, AR race?, as one of the AI races. Other races work fine. Haven't tested human controlled AR yet, but I suspect same thing might happen.
[Updated on: Thu, 21 April 2011 20:36]
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