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Re: New Game: Transformers (More Than Meets the Eye) Sat, 03 April 2004 17:54 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Sotek wrote on Sat, 03 April 2004 10:07

Hyena wrote on Fri, 02 April 2004 18:48

CA would definitely be powerful in this game. Every player has 5 transformers, right? Now, somewhere along the line these ships are probably going to be destroyed, and when they are, everyone will have a dependency on terraforming (if for no other reason than because the races are likely designed with narrower hab ranges and less immunities). That's when the CAs hold all the cards.


Except that CA is at a HUGE warfighting disadvantage compared to WM, SS, and HE.

Cruisers are weaker than Rogues, MUCH weaker than BattleCruisers, and MetaMorphs are completely nuts at this stage.


BBs don't enter, because they're banned.
The cost of warships is going to severely inhibit the CA's effective econ advantage.


I think most of the PRTs get something in this set-up actually:

HE, SS, and WM benefit from having a hull beyond cruisers that is normally superceded by BBs. So their warfighting ability is probably improved.

CA, IS, IT, JOAT. The economic races are cruiser limited. And the normal CA instaforming advantage is partially negated by the Transformer ships. Good for the economy raises other than CA, but the warfighting races get this benefit as well.

PP - Well, possibly out of luck.
AR - Might be in the same boat. The OA/mining option does afford an AR the means to get minerals a bit easier than their normal start. Combined with the terraforming an AR will have an easier start - but probably is still vulnerable.
SD - Their detonating fields are slightly more effective verses smaller hulls (DD, FF, CA). And a heavy mine hit is downright devastating.

I'm not expecting massive surprises here. (If one does occur it will probably be quite educational actually.) However, it seems to be enough of a variance from a vanilla game to draw sufficient interest to run at least this one.

Update: 8 races in. Game advert out on the rcgs newsgroup as well.

- Kurt

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Re: New Game: Transformers (More Than Meets the Eye) Sat, 03 April 2004 20:14 Go to previous messageGo to next message
Carn is currently offline Carn

 
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overworked wrote on Sun, 04 April 2004 00:54


I think most of the PRTs get something in this set-up actually:

HE, SS, and WM benefit from having a hull beyond cruisers that is normally superceded by BBs. So their warfighting ability is probably improved.

CA, IS, IT, JOAT. The economic races are cruiser limited. And the normal CA instaforming advantage is partially negated by the Transformer ships. Good for the economy raises other than CA, but the warfighting races get this benefit as well.

PP - Well, possibly out of luck.
AR - Might be in the same boat. The OA/mining option does afford an AR the means to get minerals a bit easier than their normal start. Combined with the terraforming an AR will have an easier start - but probably is still vulnerable.
SD - Their detonating fields are slightly more effective verses smaller hulls (DD, FF, CA). And a heavy mine hit is downright devastating.





Sorry, I think you missed several effects of setting:

- SS: cloaking to 98% and overcloaking are nearly as easy as in normal game, no other race can do that with this setting(except for HE with meta but they pay more). Combine that with no 500 LY scanner and no nubs, so maximum scanning with NAS is ~1000 LY, so SS can always sneak to planets close enough to reach them through mines without warning and its nearly impossible to know about SS ship movement. Exceptions are HE(metas) and of course IS. Without IS in game SS will be very dangerous in addition to rogue hull, SS and IS in game will make IS most wanted ally. Said short SS love midgame and here midgame never ends.
- SD profit more, since against nubs mine detonating is useless(at least 14 turn survival), against cruisers helpful(8 turn survival with 2 armor, 13 turns with 4 armor), so being SD forces enemy to put armor on hulls(without armor cruisers survives 3 dets). This also means RS, that you called strong, might make attacks against SD impossible(one would have to put heavy, expensive and relative useless armor on hulls and still would survive less than 9 turns at best). Of course against non-SD RS is useful and BC survive longer than Cruiser, so WM could fight SD even with RS. Furthermore the Energy Damper might be even more useful since speed above 2 will not occur often.
- HE can turn meta in good cloak or good scan
- AR: The AR-experts in AR-Forum tend to make races that need little or no terraforming to find high hab value planets and for good reason: value not only influences growth but also productivity and investing a lot in early terraforming would cripple early research, which is crucial to AR success. Three things weaken AR in the early game:
1. Need to both terraform new planets and conduct a lot of research.
2. No need for bombers to kill them, so undefended colonies are lost quickly(sometimes to scouts!).
3. Little mining, even 333000 colonist operate only ~ 60 mines new colonies(~50000) only have ~25 mines and remote miners are expensive(con7 ~ 7 per mine), so cannot be build in numbers, since resource are needed for research. ARs have barely enough minerals to ship colonist around and AR starting with iron concentration of 30 loses 20-40% resources in the long run, since
growth will suffer heavily. And so ARs have problems to build even minimal defensive fleets or to ship minerals to new colonies so the station can be armed effectively.
Now in this setting following changes occur:
3. 500 Mines! From turn 1! Thats easily twice what ARs normally have in turn 20! And those mines start operating immediatly, so when HW starts sending of colonist there will be something like 1000kT+ Minerals with concentration 30. ARs could have 10 times more minerals and therefor can wait building new remote miners longer and so research better miners before starting and that way reduce resources invested in remote miners greatly(con12 ~ 5 per mine, con15 ~ 3 per mine). Though more important HW can start producing defensive fleets any time they are needed and send minerals to new colonies. But most important every new colony, thats terraformed, will get lots of minarls as side effect. So with this setting ARs will have enough minerals in early game. That will make a huge difference, you can ask any AR player.
2. Bad luck, early AR stations will be armed heavily or have stargates(prop5 and con5 could be reached in turn 8 - 12). Remember in early game killing armed stations is difficult and the AR stations will adjust in two turns to your ship design, so one can take out 2 stations, but the third will be a counterdesign. It might be possible that in this setting killing AR early is only little or no easier than killing any other PRT, since in every orbit there will be a heavy fight.
1. Less resource for terraforming means more research and that will shorten the time till AR gets dangerous(tech 26 AR is -f race with HG production - nothing to top that).

WRONG(As a last point, since there are no Battle Nexus and allowed hulls cannot equip many comps, station killers with missles will be less effective and speed problems make beam station killers less effective. Taking out death stars with nubs or battleships is easy, but how will cruisers perform. So even the late game disadvantage of AR is lesser in this setting.)WRONG
about Nexus, see LEits posts.

I conclude that, if AR can make it somewhere, it`ll be in this setting. If anyone ever thought about playing AR, do it here, its far easier than in standard game!

Just something about an LRT, thats useless in standard game:
BET could be a total game winner. In normal game BET hurts heavily in early game, in mid game and a little less in late game. WRONG(In this game BET hurts heavily in early game, in mid game and will give a great, incredible, crazy, fantastic boost to endgame by reducing cost of anything build by at least 20%. Shocked Shocked Shocked Shocked Shocked)WRONG, late game war ship reduction is 8-10%, see next post.
Only problem is surviving till that time, but we know who is good at surviving: SD. So SD players should consider taking BET seriously(cost of mine layers is reduced additionally up to 40% by BET, but think carefully which mine layers you use, since with BET some second best mine layers might be cheaper).

So those of you who read all this and don`t think I`m nuts, play AR or SD + BET for a challenge.


[Updated on: Sun, 04 April 2004 19:36]

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Re: New Game: Transformers (More Than Meets the Eye) Sat, 03 April 2004 22:08 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Good analysis.
I don't get the part about BET being 20% cheaper however.

If you're talking about tech 20 items, the cost at tech 26 will be 70% or 76%. That's roughly an 8% reduction. If you have tech 20, it's 100% more expensive however...

Take a Cruiser with a TGFS, 4 doomsday missiles, 2 Elephant shields, and 4 battle Nexi (should be a fairly standard top of the line ship).

I just ran the numbers in excel, at all tech 26 it costs

213 iron, 64 bora, 161 germ, 175 res for a non-BET race and
192 iron, 59 bora, 144 germ, 151 res for a BET race

That's roughly a 10% reduction in iron, an 11% reduction in germanium, but you won't have nubians to burn germanium.

The BET race has to get to weapons 21 before building it however. And the numbers are with ALL techs at 26.

At a more normal 23 26 17 16 20 x BET only gives an 8% reduction in iron, and 2.5% in germ. Note that the 17 prop and 20 elec is just for the BET race to avoid the 2x costs.

This is probably one of the few games where BET isn't a terrible idea, however, it doesn't seem clear to me that it will be a good idea. Also if you already have 4 LRTs adding BET only gives you 6 or 7 points. If you have 5, adding BET as a 6th is 0 points.

[edit fixed to use Nexi instead of SBCs]


[Updated on: Sat, 03 April 2004 23:04]




- LEit

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Re: New Game: Transformers (More Than Meets the Eye) Sat, 03 April 2004 22:36 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Nit-pick: Battle Nexus is Elec 19 - therefore a legal part.

My comment on ARs is partially based on how quickly they will be able to accumulate resources. Minerals will be less of an issue, but they also need the resources to build. It will be interesting to see if this variance makes the AR PRT much more viable and/or powerful.

- Kurt

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Re: New Game: Transformers (More Than Meets the Eye) Sat, 03 April 2004 22:49 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Also, about base killing, vs just a base, all you really need is 100 chaff and enough missiles to shoot it down in one shot (which really isn't that much, a bit harder on cruisers then battle ships, but not that big of a deal).

For suicide base killing you need to either fire before the other defenders or have enough chaff to deal with them (and avoid the chaff killers). With Nubians allowed, the AR can build some high init missile ships to make that more expensive. In this game, the highest init armed ship an AR can have is 25 on a galleon (17 on a cruiser). A battle cruiser can have an init of 26. An armed rogue can have an init of 26. A Meta-Morph with 8 Nexi has an init of 26, leaving the 8 and the 1 slot for missiles and maybe a shield. So there are three PRTs that can out init the best ship an AR can build.

Chaff killers have to give up some init for jets to get speed 2.25 or 2.5, But gain it back with the beam weapon init, so they have an effective init of 19 on a cruiser (21 on a galleon), which is after the max init missile ships fire, meaning they won't help against suicide base killers.

It takes 313 doomsday missiles on a BC to kill a maximized AR death star (Valanium and Elephants). It only takes 175 Upsilon missiles however, and they have higher init.
In an unlimited game it takes 308 Arms on a BB to kill a maximized death star (superlat and CPS), or 341 Omegas.

You will be paying more in overhead with fewer missiles per hull, but most of the expense will still be in the missiles, so it's probably cheaper to kill a DS in this game then in most games. Rogues are quite a bit harder then BCs (only 2 missiles per ship makes them pretty expensive), Meta-Morps are a bit easier then BCs (8 or 9 missiles on a Meta-Morph).

[fixed init due to Nexi being allowed]


[Updated on: Sat, 03 April 2004 22:57]




- LEit

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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 11:52 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Of course SS has the Rogue... but everyone has a Galleon.

In a warship comparison, Galleon isn't too bad. Extra engines are needed, but you also get extra armour and cargo capacity (nice for dual use ships).

The most obvious warship use would be a missile boat platform.

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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 17:46 Go to previous messageGo to next message
Carn is currently offline Carn

 
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LEit is correct, sorry for my mistakes, I wrote my post around 3 am in morning and confused my self about battle nexus being tech21 and was to tired to figure out exact cost of DS killing and BET reduction.

But final statements still seem correct, if play AR anywhere, this is a good game and SD might take BET, since survival might be possible and 10% reduction to late war ships is nice and mine layers are reduced far more, since they need tech11-15(e.g. speed trap 50 tech26 without BET 16 I, 0 B, 6 G, 32 res, with BET 10 I, 0 B, 4 G, 20 res), though I don`t know how useful cheaper mines are in late game. Of course taking BET if one already has 4 LRTs is no good idea, but the IFE/NRSE combo is less interesting(less firepower per engine + expensive engine might mean increased war ship cost somewhere between 5-15%), so there could be race designs with only 3 LRTs and then BET gives points. Damn, might be wrong again, since TT is more interesting and smaller hab ranges allowed by taking TT and having ORs might produce need for fuel mizers.

Carn

[BET speed 50 cost corrected]


[Updated on: Sun, 04 April 2004 19:32]

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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 19:51 Go to previous messageGo to next message
Micha

 

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Carn wrote on Sun, 04 April 2004 03:14

- SD profit more, since against nubs mine detonating is useless(at least 14 turn survival), against cruisers helpful(8 turn survival with 2 armor, 13 turns with 4 armor), so being SD forces enemy to put armor on hulls(without armor cruisers survives 3 dets). This also means RS, that you called strong, might make attacks against SD impossible(one would have to put heavy, expensive and relative useless armor on hulls and still would survive less than 9 turns at best). Of course against non-SD RS is useful and BC survive longer than Cruiser, so WM could fight SD even with RS. Furthermore the Energy Damper might be even more useful since speed above 2 will not occur often.

Just make sure you don't send your main line ships into (detonating) minefields, just as in any other game you would use specialized sweepers for that, problem solved. Wink

I'm surely not designing my CC's, BB's, nubs, ... in such a way that they can take as many minehits as possible. The only design where I check the number of minehits are my dedicated sweepers, they need to take at least 2 times mine damage per turn (first for the hit, second for the detonation). Possibly taking into account using fleets of 5 ships, and putting shields on them to absorb half the damage!
After those two (or more) hits they head back to a base to repair.

mch

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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 20:15 Go to previous messageGo to next message
Sinla is currently offline Sinla

 
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I agree with Micha, use dedicated sweepers (I'm playing SD in 4 games atm, me likey Wink ). Only problem is, is they are a bit weak in fighting other vessels (the anti-sweepbrigade). Solution: make them as cheap as possible or be an SS and cloak those things. Anyhoot, I wanted to make a point about stuffing your ships with armor. That makes them nongateable (except IT ofc), but also you're forgetting one important thing about minefields... Shields take half the damage of the minefield hit (or hits when playing against SD Grin )! And try not to use ramscoops ofcourse (also a thing people tend to forget).

I would like to play in this one and try the BET SD, but that would really be too much (what, playing in 4 games with an SD being too much? Angel in my defense: those 4 games are all in different phases: start, mid, end-mid and end...)

my 2 cents

Edit: hmm, I should have read Micha's post a bit more carefully...


[Updated on: Sun, 04 April 2004 20:17]




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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 20:22 Go to previous messageGo to next message
Carn is currently offline Carn

 
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I just added these numbers to show, that while in normal mid-late game your heavy warships can ignore mine dets and fly onwards, if the need arises, in this game no ship can ignore mine dets. A clever and skilled(not me) SD player might be sometimes able to seriously damage or even destroy a big fleet with the help of min dets. Attacks on SD races need more careful sweeper planning, because in normal game doing mistakes with sweeping forces you to retreat, kills off light ships,bombers, etc, but to kill your heavy warships the SD has to send at least his own fleet after your ships. In this game however mistakes with sweeping against SD might cause the destruction of entire fleets without SD having to fight at all. And RS will increase the risks of mine dets.

I don`t say SD cannot be beaten in this game, but it`ll be more difficult than normal.

And again sorry I forgot about halving through shields, the numbers of course have to be doubled. Still, losing 100 of 700 armor(CA) is far more serious than losing 150 of 5000(Nub). Nobody would add armor to Nubs to survive mine dets, but in this game, if skilled SD players are about, one might be in situations where adding armor to CAs could be an option.

Carn


[Updated on: Sun, 04 April 2004 22:59]

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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 21:50 Go to previous messageGo to next message
Orca

 
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Carn wrote on Sun, 04 April 2004 17:46

[...] but the IFE/NRSE combo is less interesting(less firepower per engine + expensive engine might mean increased war ship cost somewhere between 5-15%)[...]


Standard engines force a larger disparity than that actually. It's more like 10% on battleships - on the smaller hulls it's 30% or more! The IS10 and TG9 in particular are tremendous resource/mineral hogs, not to mention being very very heavy.

Edit: Clarified quote. And replaced TS with TG (doh! TS10 is a wonderful engine).


[Updated on: Sun, 04 April 2004 21:57]




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Re: New Game: Transformers (More Than Meets the Eye) Sun, 04 April 2004 21:51 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Carn wrote on Sun, 04 April 2004 20:22


I don`t say SD cannot be beaten in this game, but it`ll be more difficult than normal.

[snip comments/analysis on SD effectiveness.]

Carn


And the point is also that the SD doesn't necessarily have to generate kills with a det field on a CA (or similar sized hull) fleet. Inflicting 10-20% damage fleet-wide might be sufficient for missiles/torpedoes to start generating ship kills sooner. This could be sufficient unto itself to turn the tide of what would otherwise be a close battle.

On the subject of dedicated sweepers; this is one area where I think the DD hull is an excellent choice. Single engine, decent inherent armor, easy ability to add a shield, augment the armor, and carry two beams for the actual sweeping work. Operate well in small groups and a good design can even take a few hits operating solo. A slightly more expensive version with a jet and/or Range 3 beams might also have slight utility in killing scouts, minelayers, and unescorted freighters.

However, they will probably require some backstop forces in the skirmish wars since if they're being too successful an enemy will design something to kill them or send some line ships to do it.

- Kurt


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Re: New Game: Transformers (More Than Meets the Eye) Mon, 05 April 2004 03:30 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
overworked wrote on Mon, 05 April 2004 03:51

On the subject of dedicated sweepers; this is one area where I think the DD hull is an excellent choice. Single engine, decent inherent armor, easy ability to add a shield, augment the armor,
and carry two beams for the actual sweeping work.

IS can field a nice DD sweeper: one crobby, 2 miniguns, cheap engine. Dirt cheap, meant for mass production. Basically a throwaway design, so you can crash-sweep those heavy minefields. In group of 5 survives 5 mine hits and clears 2k mines, more then enough to sweep those small overlapping minefields SDs like to lay. When deployed in numbers adds an additional amount of MM to already MM intense PRT - could be more then he can bear. Wink
My my 2 cents.
BR, Iztok.

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Re: New Game: Transformers (More Than Meets the Eye) Mon, 05 April 2004 10:02 Go to previous messageGo to next message
multilis is currently offline multilis

 
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If you are IS, you may have some frigates with croby and miniguns left over from a previous era (when they served as early warships). Much depends on if you go for regular engines or ramscoops (like fuel mizer) for early warships. Not everyone takes IFE.

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icon5.gif  Re: New Game: Transformers (More Than Meets the Eye) Mon, 05 April 2004 16:35 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
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You know, some of the depth of conversation here leads me to believe that not all of the participants are Intermediate.

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Re: New Game: Transformers (More Than Meets the Eye) Mon, 05 April 2004 17:11 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
multilis wrote on Mon, 05 April 2004 16:02

If you are IS, you may have some frigates with croby and miniguns left over from a previous era...

None existent. Not everyone starts a war at 2430 Smile. 've been peacefully growing in my corner, building factories and orgy, researching weapons and trading them for every other tech.
So why not crobby FF? Uni was large normal, so I need a ship with more fuel and armor. A pack of 5 FFs should be sent back to repair at the third minehit, and would be chronically underfuelled. Besides, my HP race was in constant germ deficit, and DD costed 4 or 5kt less germ Cool. I newer regretted building that design. Even in late game it was useful to crash-sweep his large heavy minefields around his core worlds. IIRC I produced about 400 and lost 300 of them.
BR, Iztok

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Re: New Game: Transformers (More Than Meets the Eye) Tue, 06 April 2004 08:51 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Nine races in. Game being closed.

Players should get an email from me some time today about some final settings, initial orders, and whether or not to make the game a "ranking" game.

Any final race tweaks are due by tomorrow by 9pm EST. I hope to get the game files ready for AH and submitted by Friday. Hopefully that means the game be set up by the middle of next week.

- Kurt

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Re: New Game: Transformers (More Than Meets the Eye) Tue, 06 April 2004 21:01 Go to previous messageGo to next message
Mark_WI is currently offline Mark_WI

 
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I would like to add that it is somewhat thematic for SD to take TT and really rock in this game. Bio is needed for mine research and to combine that with the terriformers is a good combo.

Another thing to consider is the power of the ITs to move those terriformer ships around. This cannot be ignored because it means the ships would always be working, always terriforming. No tranist waste. Dump 50,000 troops and minerals on a yellow, throw up a gate and you're in business.
Also consider the security of your ships, always in orbit and easy to gate away to safety. (put cloaks in the nose)

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Re: New Game: Transformers (More Than Meets the Eye) Wed, 07 April 2004 00:20 Go to previous messageGo to next message
multilis is currently offline multilis

 
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Distribution of transformers: Where and when do/can they appear?

Ideally I would want the tranformers to appear on the 5 nearest planets to my HW rather than at my HW on 2402.

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Re: New Game: Transformers (More Than Meets the Eye) Wed, 07 April 2004 08:07 Go to previous messageGo to next message
overworked is currently offline overworked

 
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multilis wrote on Wed, 07 April 2004 00:20

Distribution of transformers: Where and when do/can they appear?

Ideally I would want the tranformers to appear on the 5 nearest planets to my HW rather than at my HW on 2402.


Heh. Take me a bit longer to get them there (planets surrounding HW). Soonest they can be *at* the HWs the way I'm setting this up is by 2402. (Queue in 2400, gate them in 2401.)

All five on the HW for a single planet race. 4 at HW, 1 at secondary for a two-planet race (IT or PP PRT.)

- Kurt

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Re: New Game: Transformers (More Than Meets the Eye) Thu, 08 April 2004 10:44 Go to previous messageGo to next message
overworked is currently offline overworked

 
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overworked wrote on Tue, 06 April 2004 08:51

Nine races in. Game being closed.

Players should get an email from me some time today about some final settings, initial orders, and whether or not to make the game a "ranking" game.

Any final race tweaks are due by tomorrow by 9pm EST. I hope to get the game files ready for AH and submitted by Friday. Hopefully that means the game be set up by the middle of next week.

- Kurt


<Update>

Thanks to everyone for the prompt survey answers. I worked on the set-up last night and should get it finished up this evening. I'll mail the files in to Autohost and hopefully we'll be set up next week.

I will also see about getting everyone their preliminary .h files. Otherwise, any initial 2400 and 2401 scouting is not going to do anyone any good. Shocked

- Kurt

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Re: New Game: Transformers (More Than Meets the Eye) Thu, 08 April 2004 23:10 Go to previous messageGo to next message
overworked is currently offline overworked

 
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Game files submitted to Autohost via email. I'll be in touch with everyone once the game page is set-up. I can distribute the preliminary .h files as well at that time.

Schedule will not go active until everyone has their first turn submitted. (which will be for 2402.) I'll also deal with any reported irregularities then (if there are any.)

Also, topic locked after this message.

I'll see about getting a game forum set-up for discussion of specifics as we go.

- Kurt

P.S. - if you don't like the ship names, tough. Razz



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icon10.gif  Re: New Game: Transformers (More Than Meets the Eye) Mon, 19 April 2004 19:23 Go to previous message
overworked is currently offline overworked

 
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Game is up. Thanks to Ron for expediting things once he got back in action.

- Kurt

P.S. - Game forum password will be sent out once it is set up.

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