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Re: Unofficial patch... Sat, 18 February 2006 21:22 Go to previous messageGo to next message
Madman is currently offline Madman

 
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multilis wrote on Sun, 19 February 2006 11:15

We seem to have 2 main factions, those who want only points out of race wizard, and those who want both instaforming and OA ships adjusted, an option is a compromise where each faction gets something.

I'd say if you can't get fairly broad agreement on any changes (this doesn't need to be an agreement that they are the _best_ changes, just that they are better than the current version), then it's not a good idea to try and change it. When the Jeffs changed something, they were doing it from a position of authority, and everyone followed. A patch from someone else that doesn't have wide backing will either fail to be used, or split the player base.

Someone also needs to check that the versioning stuff can be done cleanly (i.e that if someone tries to open a race or game with the wrong version of Stars!, sensible error messages are returned), or there's no point trying to do an unoffical patch in the first place.


[Updated on: Sat, 18 February 2006 21:24]

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Re: Unofficial patch... Sun, 19 February 2006 12:35 Go to previous messageGo to next message
Kotk

 
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multilis wrote on Sun, 19 February 2006 00:15

Quote:

Retro Bomb, Jammer 10, Strobnium, Lady Finger Bomb, Black Cat Bomb, half of Smart Bombs, Sub Galactic Fuel Scoop and Robo Miner all together?
Which item in that list is made obsolete by a LOWER tech rather than higher tech alternative? I have been in games that used some of the others.
If you put it that way ... then ... Mine Dispenser 130 and Heavy dispenser 200 are never cost efficent ... only layed/weight is better than on others but SD does not usually want to have very big heavy or normal fields laid by sole ship so its somewhat irrelevant. Confused

The items i named there are never obsolete. I meant they are "useless" from scratch. Maybe proper is to call them "cursed" because a "hit me, i am noob" T-Shirt effect. Rolling Eyes Players who use them in noteworthy amounts very unlikely win game. Wink

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Re: Unofficial patch... Sun, 19 February 2006 22:42 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Retro Bombs most certainly do have a purpose... They can be traded these to your opponents without giving them the yellow-to-green-terraform-o-matic ability. There are many times you might want to let them buy the ability to break each other's worlds, but keep the ability to get those worlds back up and running (quickly) to yourself! Twisted Evil

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Re: Unofficial patch... Mon, 20 February 2006 04:07 Go to previous messageGo to next message
gible

 
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not to mention alliance bombing...1st player retro's them to -1% then the next players regular(or smart) bombs are devastating.

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Re: Unofficial patch... Thu, 02 March 2006 13:51 Go to previous messageGo to next message
multilis is currently offline multilis

 
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As a compromise between those who want no instaforming and more expensive/heavier OA ships and those who want race more expensive in wizard...

perhaps CA keeps instaforming, OA ships become heavier and/or more expensive, and CA loses points in race design wizard.

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Re: Unofficial patch... Thu, 02 March 2006 15:28 Go to previous messageGo to next message
Kotk

 
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Seems somewhat similar to what i suggested. Very Happy

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Re: Unofficial patch... Thu, 02 March 2006 21:17 Go to previous messageGo to next message
c64k

 
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Just revert CA back to the original CA. The original CA, introduced many years ago in v2.5, was fairly balanced, IMHO (50% terraforming cost). The CA balance broken mostly when instaforming was added some time afterwards. Since this is the way things used to be, there is the advantage of precedent...

[Updated on: Thu, 02 March 2006 21:19]

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Re: Unofficial patch... Fri, 03 March 2006 01:31 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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My my 2 cents

CA
My personal opinion (and I've played the game since version 1.1) is that the instaforming should go. Leave the OA's alone and adjust the CA prt base cost a little - say selecting CA causes the race to start at -38 points instead of 0. This would balance the CA making it much more even with the other PRT's.

Sadly, the retro bomb really is a waste of a toy slot - I have NEVER seen a retro bomber built (and I've played hundreds of games). The problem is that the original intent of the retro bomb was to do what the OA does to enemy planets. So, the solution for being fair to the CA is to get rid of the retro bomb altogether and replace it with somethig else that already exists in the game. For instance, give the CA an anti matter generator with slightly inferior capabilities to the IT anti-matter generator (or any other part that might make sense). Adjusting the cost & weight of the OA module might be the only other thing worth considering. The OA should be gateable through a 300/500 gate IF there is only one on a ship. However, I certainly don't think that giving it a massive weight or a very high cost would be the right thing to do.

JOAT
Yes, I agree that taking NAS should cost the JOAT. However, given the complexities of the race wizard I would suggest that it may not be wise to try to fiddle too much with it. The solution is simple - adjust the starting points for the JOAT - since it is too strong as is, selecting JOAT starts with -94 points instead of +25. I think you'd find that would probably reduce the potential of JOATS sufficiently. By doing this you negate the point advantage of NAS altogether and make the PRT cost instead of being so advantageous.

IT and SD
These PRT's are already pretty well balanced and I don't really see the point in taking away infinity gates - that's what makes IT an IT as well as it's ability to gate cargo. In order to balance the PRT's - again, change the base cost. IT's already starts with -57 points, make it start with -68 or so. You'd be surprised how a small change will make a big difference. The SD also should not be starting in positive territory. Reduce it's starting cost to something like -20.

As for the rest, IS perhaps should start with +25, WM with +15 or so and AR with around 0.

These types of changes are easy to test also. Create test races with the appropriate left over points, use the same universe for each test - say a tiny packed - and just change the race then play it for 50 years to see the best you can get out of it. If you end up with all the races very close in resource counts using the same hab and economy values, then you have balanced races. Only the HE and the AR would really need some different attention to verify that that are equally good but not better or weaker.

Ptolemy



[Updated on: Fri, 03 March 2006 01:33]





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Re: Unofficial patch... Fri, 03 March 2006 08:32 Go to previous messageGo to next message
mazda is currently offline mazda

 
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Ptolemy wrote on Fri, 03 March 2006 06:31

My my 2 cents

CA
My personal opinion (and I've played the game since version 1.1) is that the instaforming should go. Leave the OA's alone and adjust the CA prt base cost a little - say selecting CA causes the race to start at -38 points instead of 0. This would balance the CA making it much more even with the other PRT's.



Most interesting solution I have seen published is to limit instaforming to 1 click per turn. Did someone try to test this ?
Certainly would make the initial growth on yellows a lot slower, which means CA can't reduce it's hab *quite* so much, which in effect reduces the available RW points anyway.

Or can CA really do without instaforming and just rely on OAs and the slow permaforming ?

Also, as someone suggested. Could make OAs only do *good* terraforming. Then would have a use for Retro bombs.

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Re: Unofficial patch... Fri, 03 March 2006 22:40 Go to previous messageGo to next message
Madman is currently offline Madman

 
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c64k wrote on Fri, 03 March 2006 15:17

Just revert CA back to the original CA. The original CA, introduced many years ago in v2.5, was fairly balanced, IMHO (50% terraforming cost). The CA balance broken mostly when instaforming was added some time afterwards. Since this is the way things used to be, there is the advantage of precedent...

Thanks for that - that's useful information.

I have one follow-up question for anyone that was around at the time - if CA was balanced, why was it made so much stronger, and was that the only improvement made? They obviously over-did it, so I'd guess making the CA pay 50% terraforming cost with no other RW or OA changes would be more balanced than the current situation.

I'd support either of:
(1) CA pays 50% terraforming cost and OA and RW points stay the same, or
(2) Leave the instaforming, but a big RW cost increase, and somehow make TT more expensive for CA.

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Re: Unofficial patch... Fri, 03 March 2006 22:46 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Ptolemy wrote on Fri, 03 March 2006 19:31

JOAT
Yes, I agree that taking NAS should cost the JOAT. However, given the complexities of the race wizard I would suggest that it may not be wise to try to fiddle too much with it. The solution is simple - adjust the starting points for the JOAT - since it is too strong as is, selecting JOAT starts with -94 points instead of +25. I think you'd find that would probably reduce the potential of JOATS sufficiently. By doing this you negate the point advantage of NAS altogether and make the PRT cost instead of being so advantageous.

Good idea. I'd support this if the cost of NAS couldn't be easily changed, as with NAS giving so many points, a JOAT player would be silly not to take it.

Perhaps -75 or -85 points rather than -94 though - remember that taking NAS is not quite free points, as it does use up one of the 4 or so LRTs you can take without paying penalties, reducing other LRT options.

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Re: Unofficial patch... Fri, 03 March 2006 23:31 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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The solutions I have proposed are based on the simple facts that the the original code is not available to us in the player community. However, Prickly Pear has dissected some of the actual program and was able to turn the instaforming off.

Adjusting it to provide one click per turn would certainly be a major original code change but, changing the starting point values of races apparently is fairly easy. Replacing the retro bomb can be done in StarsEd. If Prickly Pear helps, I would certainly be willing to help get some of the grunt work done to make a 'unofficial' patch and then I would go the extra step of asking the Jeff's and Empire Interactive (if I can get an answer from them) to provide the player community of Stars! with a legal indemnitie on paper disclaiming any copywright infringement problems. In this same context, if it is possible, serial number checking could be disabled which would effectively turn the game into freeware and new players would be able to play - and AH could legally use the new version.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Unofficial patch... Sat, 04 March 2006 01:00 Go to previous messageGo to next message
Madman is currently offline Madman

 
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Ptolemy wrote on Sat, 04 March 2006 17:31

... and then I would go the extra step of asking the Jeff's and Empire Interactive (if I can get an answer from them) to provide the player community of Stars! with a legal indemnitie on paper disclaiming any copywright infringement problems.

The problem is of course 'What if they say no?' - having asked and being denied permission would make legal problems more likely. Still, perhaps that step is required before AH could use a new version anyway. I'd suggest checking with Ron to see what his conditions would be to run an unoffical patch _before_ trying to contact the Jeff's or Empire Interactive. (He may have already said something and I missed it).

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Re: Unofficial patch... Sat, 04 March 2006 01:16 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Well, I won't know until I ask.

Basically, the game is so old now that it is possible that we can get freeware status assigned to it. Then, we can make the unofficial patch and the game will live on until such time as the FreeStars project is playable. Granted, I don't know what the responses will be, but I will ask.

Ptolemy


[Updated on: Sat, 04 March 2006 01:19]





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Re: Unofficial patch... Sat, 04 March 2006 02:09 Go to previous messageGo to next message
multilis is currently offline multilis

 
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I don't see much difference between an unoffical patch and pirate lord tools and the vml section on autohost. I personally didn't plan to get to stage of asking Ron, etc. till we had something solid... hard to talk about vaporware.

IMO we need to find a set of improvements that large majority prefer over current version to make it fly... which will mean compromises.





[Updated on: Sat, 04 March 2006 02:11]

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Re: Unofficial patch... Sat, 04 March 2006 02:40 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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And the changes to be made must be doable. There is no point in suggesting changes that require fundamental original re-coding since the source code will not be available - i.e. making gates available to HE for instance.

First we get an agreement on what should be done within the limits of the possibilities (and the willingness of probably PricklyPea). Then, we ask Ron to agree to use it if - and only if - we get the necessary permissions from Empire and the Jeffs.

Ptolemy




Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Unofficial patch... Sat, 04 March 2006 05:00 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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A while back, I spoke to Ron re: hosting an alternative version on AH. He said that he might consider a patched version that could be run as an option to the standard version.

We had simple fixes in mind, e.g. for bugs and to tone down CA etc. I suggested keeping race points the same to avoid race file incompatibility.

However, I got busy and nothing more came of it. Now I'm interested in more extensive changes that Ron might not be interested in hosting.

I have thought of approaching Empire to buy rights to stars from them for a nominal fee to keep the stars community going. If they have no more ability to sell stars, then maybe they would agree to this.

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Re: Unofficial patch... Sat, 04 March 2006 09:55 Go to previous messageGo to next message
Madman is currently offline Madman

 
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multilis wrote on Sat, 04 March 2006 20:09

I don't see much difference between an unoffical patch and pirate lord tools and the vml section on autohost. I personally didn't plan to get to stage of asking Ron, etc. till we had something solid... hard to talk about vaporware.

The point is that AH didn't host VML games as far as I'm aware (although that was at least partly because there was no VML 'standard').

My idea wasn't to tell Ron we were going to do this, and this etc., but to get some idea under what conditions he'd consider running a patch, so we make sure we do our best to meet those conditions. Of course, Ron might not have thought about that yet.

I imagine minimal conditions would be:
(1) Changes are doable and tested (both for non-bugginess and balance),
(2) There is relatively wide agreement on the changes (here is where the compromises come in),
(3) That we get the versioning sorted out, so he can run 'jrc4' patch games and 'k' patch games with Stars reporting an error if the wrong files are run with the wrong version,
(4) That there is no likelihood of legal problems. It's up to Ron whether he'd settle for it being under the radar (which is where trying to get permission from Empire might be a problem if they say no), an informal assurance that it was not a problem, or something formally in writing. I think as long as we left the serial# stuff intact (we'd definitely need permission to disable that), things should be OK.

Once Freestars is going, we'll have to consider the same issues (except the legal ones, unless Empire are real ratbags and try to shut down Freestars), because we'll certainly want something that can be run on AH.

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Re: Unofficial patch... Sat, 04 March 2006 21:17 Go to previous messageGo to next message
c64k

 
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Madman wrote on Fri, 03 March 2006 22:40

I have one follow-up question for anyone that was around at the time - if CA was balanced, why was it made so much stronger, and was that the only improvement made? They obviously over-did it, so I'd guess making the CA pay 50% terraforming cost with no other RW or OA changes would be more balanced than the current situation.

Well, CA was added as a brand new PRT with the May 5, 1996 release (v2.5). CA was granted instaforming a mere four months later in the September 9 release that same year (v2.6). Considering that most games last than four months, considering that CA was a brand new PRT that many players were not as familiar with using efficiently, and considering how other many things were being changed in the game at the time (according to the changelog there were over 20 "new features" in 2.5a->2.6, and that's not including the "tweaks" and "bugfixes" and the changes from 2.5->2.5a), my best guess explanation would be "it looked like a good idea at the time, but hindsight is 20/20".


[Updated on: Sat, 04 March 2006 21:19]

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Re: Unofficial patch... Mon, 06 March 2006 11:59 Go to previous messageGo to next message
Madman is currently offline Madman

 
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c64k wrote on Sun, 05 March 2006 15:17

Well, CA was added as a brand new PRT with the May 5, 1996 release (v2.5). CA was granted instaforming a mere four months later in the September 9 release that same year (v2.6). Considering that most games last than four months, considering that CA was a brand new PRT that many players were not as familiar with using efficiently, and considering how other many things were being changed in the game at the time (according to the changelog there were over 20 "new features" in 2.5a->2.6, and that's not including the "tweaks" and "bugfixes" and the changes from 2.5->2.5a), my best guess explanation would be "it looked like a good idea at the time, but hindsight is 20/20".

OK, I'm sold on the idea of CA getting 50% terraforming cost and (initially) no other changes. One other thing that would have changed since 1996 is the number crunchers have been at the game long enough that the econ races (of which CA would still be one) now have an advantage anyway.

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Re: Unofficial patch... Mon, 06 March 2006 12:32 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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A previous incarnation of my mod had CA with 50% terraform cost. With TT that equates to 35 res and is more or less the same as insta-forming.

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Re: Unofficial patch... Mon, 06 March 2006 12:43 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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PricklyPea wrote on Mon, 06 March 2006 18:32

A previous incarnation of my mod had CA with 50% terraform cost. With TT that equates to 35 res and is more or less the same as insta-forming.


Was econ ramp-up indeed the same? Or perhaps a bit toned-down? Confused

Increasing TT cost for such a CA in the RW could yield the desired result.



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Re: Unofficial patch... Mon, 06 March 2006 13:52 Go to previous messageGo to next message
PricklyPea is currently offline PricklyPea

 
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I think the point is that even small innocuous changes can have huge ramifications or large changes may have little impact. The only way to know is with detailed playtesting/testbedding.

Ultimately, we can all sit here and pull different ideas out of the air but it doesn't really help.

There are currently quite a few mods out there already, which, if tested could give us answers/pointers as to what to do.

I would suggest that if anyone has particularly strong ideas as to what should be done, then they create a mod and test it. Alternatively they could test existing mods which can shed some light on a particular point/idea.

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Re: Unofficial patch... Mon, 06 March 2006 14:01 Go to previous messageGo to next message
icebird is currently offline icebird

 
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I'd be interested in testing some of the ideas, but I'm not really proficient with moding. I know how to use StarsEd, but (as far as I know) that can't fiddle with Instaforming.

If someone could tell me how to do this, or e-mail me a version with CA half-cost terraforming if it's too involved (and no other changes, so I can compare races in a normal setting), that would be great.



-Peter, Lord of the Big Furry Things

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Re: Unofficial patch... Mon, 06 March 2006 16:49 Go to previous messageGo to previous message
mlaub is currently offline mlaub

 
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PricklyPea wrote on Mon, 06 March 2006 11:32

A previous incarnation of my mod had CA with 50% terraform cost. With TT that equates to 35 res and is more or less the same as insta-forming.


Well, not quite instaforming, but close. So, why not make it a base of ~70 res for normal terra, and 50 res for TT, or some other cheaper costs? Well, for one thing, with the OA's, it won't matter much. So, OA's would have to be reworked too. Actually, I like the idea of limiting the OA's potential to 1 or 2 clicks a turn. Let the De-terraformers be unlimited, and hey...they are suddenly useful.

Something missing here, is that instaforming is temporary. "Whenever a Claim Adjuster abandons a planet (either voluntarily involuntarily) the environment will revert to the underlying "natural" stats." Meaning, if you take a CA world, it goes back to the original hab. If you lose instaforming, and make them pay for it, the terraformed hab would stay. This is actually bad for a CA. It was one of the things that made the race "weaker". They become a target via already terraformed planets, vs being a monster or threat.

As a alternate balance to limiting the instaforming, doubling the chance of a permanent hab change could help things on the balance sheet.

-Matt




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