Home » Stars! Clones, Extensions, Modding » FreeStars » Don't Let the Stars Fade Away
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Re: Don't Let the Stars Fade Away |
Thu, 01 February 2007 16:00 |
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3D mapping is hard just to use, nevermind the coding. For Stars! it'd be more trouble to use than it'd be worth, and the fun factor wouldn't last long. From playing SotS, I know how hard it can be to navigate in full 3 dimensions, and that's with a lot fewer stars and better reference points. Two-dimensional maps are just fine. We could do with more shapes than just square, though.
Now, if you're talking about 3d battles, or 3d UI, that could be interesting.
[Updated on: Thu, 01 February 2007 16:01] Report message to a moderator
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 01:12 |
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Iconian | | Officer Cadet 2nd Year | Messages: 233
Registered: January 2006 Location: Nevada, USA | |
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Wow . . . quite a few posts for this thread for not being up too long. I guess a lot of people were thinking the same thing I was . . .
I’ve been busy the last few days getting stuff done around here (and Hardheads started up), but I have a bit of free time now.
Quote: | I don't mean to sound rude here but if you want option 3 instead you should probably GTFO and work on a different project
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Unity
While there are some things I disagree with Coyote about, I absolutely feel he’s right on this:
Quote: | We need to keep a focus on the project and what we want it to be. We've basically got three different paths available and we need to all be pulling in the same direction.
1. Stars! 3, with improvements and significant new material but still undeniably Stars!
2. Clone of 2.6jrc3, with non-gameplay improvements (UI, graphics)
3. A brand new game that borrows from Stars! but is fundamentally different.
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I think he’s touched one of the most important things I discussed in my first post:
Quote: | 3. What can we learn from the past to prevent the mistakes, disagreements, and other problems that contributed to disunity?
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m.a@stars said:
Quote: | I vote (2), with (1) a long-term goal.
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And then, Coyote followed up again with:
Quote: | If most of you agree to simply clone 2.6jrc3 exactly, well, then it'll be an identical tech list. But ultimately, that's boring to me. I want more!
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And my opinion? I think I’d fall pretty well into the third category? Do I want to see something fundamentally different? I guess that kind of depends. I think a lot of people have different views of what defines Stars! on a fundamental level. To me, Stars! is a game about strategic movement, placing your assets carefully, outthinking your opponent, building up colonies and warships, design and counterdesign, and developing a unique race that takes on specific qualities that get as close as possible to how the player wants to play. I think the exact way these things appear in the game, or the form they take, are more surface issues. If you change a rook in chess so it looks like a skyscraper and the knight into a tank, have you changed it fundamentally? Not in my opinion.
All that said, I’ve played a lot of different games over the years, and truth be told, I think Stars! lacks a lot. It’s good, but not perfect by any means.
So, already we’re hearing different voices, each pulling in different directions. I’m not saying this is a bad thing—I knew it would happen, and that we’d need to work around it. So, how do we do that?
I think my path is clear. In spite of what I’d like to see in Stars!, I will sacrifice it, because what we need now is unity. We need a set path, and so here is what I propose so we can move forward:
Where To?
First, I think we’ve all pretty much decided that Nova is what we want to use to make the new Stars! Still, we should keep our options open, so I’d like to send messages to some of the developers for the other Stars! clones, to see if they’d like to join. Perhaps Nova could also benefit from some additions in regard to code from those games.
Next, I propose a three-step development process. We try to get Nova advanced as far along as we can. At some point soon we get it to where it’s pretty much bug free, but not really a Stars! clone. Then, the majority of the team develops it along the lines of Stars! 3, with significant improvements but still undeniably Stars! If a few people want to they could work on turning it into an exact replica to the original. At some point in the future—3 to 12 months perhaps—we release a nice fleshed-out, user friendly Nova. At some point after that, maybe two years from now, we can work on making bigger changes to Stars! that some people might consider to be fundamental.
Graphics
Now, regarding graphics, I’m fairly opinionated.
Quote: | I do think that apart from simplicity and complexity (need both) the clone should have graphics, and LOTS of it. Look at any and all new indi games. They are all full of eye candy, and that's the only thing that will get people interested. Take my idea for a hull designer/tech browser, it's a start. We should move away from the stars! GUI and make something new and and not so windowsey (don't think that's a word but meh)
Things that would help is being able to install "skins" like on winamp and media player. Or even Themes like on desktops and cell phones. Make it so that people can customize thier stars! experience. But that's all for later
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I like graphics, but time and again I have seen games focus on graphics heavily at the expense of gameplay and other such important aspects. As long as we don’t carried away we should be fine.
Finally, what did everyone think about the idea I had for the Stars! Revival? I think some sort of a plot would definitely make the game more interesting.
Yeah, bread too.
Don't Let the Stars! Fade AwayReport message to a moderator
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 02:11 |
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So Iconian, it sounds heavily to me like you're in Category 1!
You want to build Stars! 3, and have it be Stars! in essence.
As you say, it doesn't matter what something is called or looks like that defines it, what's important is how it behaves and what its nature is.
It's difficult for me to explain exactly what I mean by keeping the essence the same, but I think we're on the same page here... you wouldn't want to turn it into some mutant RTS or first-person adventure game, and you wouldn't want to throw in something that would break the game or make it completely different while preserving the appearance. Now if I have to define something specific as far as "essence", well, - Stars! has player-designed races that give a multitude of options and various distinct advantages and disadvantages, and demand different approaches to play effectively. It has a turn-based engine with a predictable and specific order of events. It has planets, ships, fleets, research fields, et cetera. It has a battle engine that resolves battles between turns, using predictable and specific rules. And so on and so forth... there's a lot more you could add to this. What's important is to have it keep the things that make Stars! fun to play -- the scheming and plotting, waiting for your research to finish so you can start building your frigate swarm, hunting for a habitable planet and trying to grab it first, spending all day desperately hoping that your meager forces can somehow hold off the juggernaut fleet headed at your core worlds, so on and so forth.
Regarding graphics:
Personally, I feel that graphics are mostly irrelevant. I like the FreeStars! tech item graphics allright, except for the shields. I'm fine with them looking completely different, or very close to the old Stars! graphics, or cartoonish, or Victorian English baroque, or having no graphic at all, or having a photo-quality rotating 3d animation, or whatever people feel is worth the effort. I'm not okay with having graphics development get in the way of actual progress, or spending money on graphics, or any such thing.
However, some things I'd like to see in the graphics area are a unique visual style of ship for each player, choosable at race design and able to use cutom content. I think somebody was working on this. Also, player badges should be able to use custom content.
[Updated on: Sat, 03 February 2007 02:18] Report message to a moderator
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 05:47 |
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ken-reed | | Senior Chief Petty Officer | Messages: 92
Registered: December 2006 Location: Oxfordshire, UK | |
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sStatus report:
Still waiting for SourceForge to activate the stars-nova project (with it being the week-end I can't see it happening before Monday ... and I'm on a business trip until Tuesday).
Well, what started out as an exercise for me to learn C# seems to have turned into a "project".
There are a number of conflicting views on how Nova should move forward. To be frank (and, at the risk of offending people) it doesn't really matter - just have "fun" and do what you like with it. Start splinter projects, take it "as is", slag it off (british term), etc.
Basically, the code base is there, it's a start. I want to get Nova as close to Stars! as I can so that my friends and I can play it (and eliminate some of the major Stars! bugs - I hate how impossible it is to intercept hit-and-run tactics).
In anticipation of SourceForge taking it on as a project, I'll add a list of "things to do" to the Nova homepage (that will be done in about 10 minutes). Please feel free to e-mail me about things that should be added.
Hopefully, once SourceForge give the OK, we can pull the team together and produce Stars! 3. Then it's Stars! 4 - that should be real fun!
Regards
Ken
PS Install Visual studio Express (it's free) and play with the programs. Any problems, just e-mail me. I'm here to help.
[Updated on: Sat, 03 February 2007 06:06]
Don't let the Stars! fade away.
http://stars-nova.sourceforge.net
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 08:44 |
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It's not a bug. Splitting-fleet interception is prickly to tackle no matter how you do it.
Now, if you're not talking about splitting fleets, I don't see where the problem is.
[Updated on: Sat, 03 February 2007 08:46] Report message to a moderator
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 09:51 |
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sirgwain | | Senior Chief Petty Officer | Messages: 86
Registered: March 2004 Location: Tucson | |
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Coyote wrote on Sat, 03 February 2007 02:11 | So Iconian, it sounds heavily to me like you're in Category 1!
You want to build Stars! 3, and have it be Stars! in essence.
As you say, it doesn't matter what something is called or looks like that defines it, what's important is how it behaves and what its nature is.
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Just out of curiosity, why stick with Stars! if you want something that's in essence the same, but with an overhaul. There are all sorts of 4x games out there that are much improved in graphics and game play options. Galactic Civilizations, Master of Orion, etc. Why stick with Stars!?
I know I've always set out to create a clone, not an upgrade. This is in part because there are better upgrades out there already and in part because I'm only a one man show, there's only so much you can do.
What makes Stars! better than all those newer games out there you could play instead? (Even if you did have a Stars! 3)
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 21:57 |
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Iconian | | Officer Cadet 2nd Year | Messages: 233
Registered: January 2006 Location: Nevada, USA | |
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Quote: | So Iconian, it sounds heavily to me like you're in Category 1!
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Yep, I would say so.
Quote: | you wouldn't want to turn it into some mutant RTS or first-person adventure game
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I don't see how an FPS (or adventure game like Myst for that matter) would add much to Stars! And while I generally prefer real time over turn-based, I don't think it would suit Stars! either. RTS's are usually more action than strategy games anyway and are good for quick matches (blitz-like game play), while turn-based games are good for real strategizing, ponderous moves, etc.
I just had an idea though . . . we already have blitz style games, so perhaps at some point we could program in an option for blitz game play, which would be real time. I don't know how that could be implemented though. Best to not worry about now anyway.
Graphics AgainQuote: | I like the FreeStars! tech item graphics allright, except for the shields.
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Are the Nova graphics taken from Freestars? If so, I agree. The shields looked like mysterious fog banks.
Quote: | However, some things I'd like to see in the graphics area are a unique visual style of ship for each player, choosable at race design and able to use cutom content. I think somebody was working on this. Also, player badges should be able to use custom content.
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Again . . . as long as we don't devote too much effort to the graphics, I'd like to see it go a step farther. Hulls could have specific connection points on them where you drag a component and it actually sticks on the hull . . . I've seen a couple games do what I'm talking about, but it's kind of hard to explain. It would allow for a nearly infinite number of ships with different appearances.
Visual Studio Express
Ok, I assume this is what you're talking about, ken? If so, I'm a little worried . . . I'd rather not spend x hours downloading a 500 megabyte program, only to find that it won't run on my Windows 2000 Professional 448 mhz 128 ram Pentium. It says it requires "Windows 2003 Server," and I don't think I have that either . . .
Why Stick with Stars!?
Quote: | Just out of curiosity, why stick with Stars! if you want something that's in essence the same, but with an overhaul. There are all sorts of 4x games out there that are much improved in graphics and game play options. Galactic Civilizations, Master of Orion, etc. Why stick with Stars!?
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I suppose you could ask the Jeffs that question as well. When they made Stars! there were other 4x's, so why make another? Or why make Supernova once they'd finished Stars!? $ was one reason I'm sure, but I think other things were more important. For one, simply creating something new and unique. For another, making making a game that improved on all the old 4x concepts.
I think it would definitely be interesting to see what improvements we coule make to Stars!
Yeah, bread too.
Don't Let the Stars! Fade AwayReport message to a moderator
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 22:27 |
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sirgwain wrote on Sat, 03 February 2007 06:51 |
Just out of curiosity, why stick with Stars! if you want something that's in essence the same, but with an overhaul. There are all sorts of 4x games out there that are much improved in graphics and game play options. Galactic Civilizations, Master of Orion, etc. Why stick with Stars!?
What makes Stars! better than all those newer games out there you could play instead? (Even if you did have a Stars! 3)
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I think a large part of it is that Stars! is a game many of us have literally grown up playing. It's an archetype.
[Updated on: Sat, 03 February 2007 22:28] Report message to a moderator
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Re: Don't Let the Stars Fade Away |
Sat, 03 February 2007 23:37 |
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ken-reed | | Senior Chief Petty Officer | Messages: 92
Registered: December 2006 Location: Oxfordshire, UK | |
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Quote: | I grabbed the Feb 2nd build the other day and got it up and running to see what you've done. It took me a bit of remembering to get it all working. You might want to post a quick how-to get started list on here or on your website. As far as I know, this is what you do:
1. Run the race wizard, save it to a game dir.
2. Run the console, point it at a game dir.
3. Select New game on the console
4. Run the client
5. Execute client commands.
6. Close the client.
7. Generate a turn on the console.
8. Run the client again.
and repeat steps 5 through 8....
And don't forget to build a starbase on your homeworld so you can build ships!
Other than figuring out how to get started, the latest build is a lot more functional from a starter perspective. Very nice. Oh yeah, and it also runs on Vista, in case you were worried.
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Yes, exactly right. If you look in the project documentation folder you should find (perhaps not very good) instructions to the same effect (see BasicInstructions.aspx). With your permission, I'll tag your post on to the end of that page. You seem to be able to describe things in a "nutshell" better than I can
I'll also add your post to the Nova homepage (again, with your permision).
Many thanks for your help. It is most appreciated.
Ken
Don't let the Stars! fade away.
http://stars-nova.sourceforge.net
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Re: Don't Let the Stars Fade Away |
Sun, 04 February 2007 07:36 |
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ken-reed | | Senior Chief Petty Officer | Messages: 92
Registered: December 2006 Location: Oxfordshire, UK | |
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Quote: | Visual Studio Express
Ok, I assume this is what you're talking about, ken? If so, I'm a little worried . . . I'd rather not spend x hours downloading a 500 megabyte program, only to find that it won't run on my Windows 2000 Professional 448 mhz 128 ram Pentium. It says it requires "Windows 2003 Server," and I don't think I have that either
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It runs fine under XP which is what I have. Your machine sounds a bit slow to run it, though. I didn't download it. I got my copy off one of the free CD's that are stuck to various computer magazines
I didn't want anyone to have to fork out money to work with Nova and the choice seemed to be between the GNU compiler and VS Express. VS Express is better so that's the one I picked.
You might be able to use it on a 448MHz machine but I don't think so ... my 1GHz beast struggles a bit at times.
As a friend said to me just recently ... life is short .. treat yourself now and then (i.e. buy a new base unit, the cost is about $300 (rough conversion, they are about £200 in the UK) if you don't upgrade your monitor, etc.).
Regards
Ken
Don't let the Stars! fade away.
http://stars-nova.sourceforge.net
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Re: Don't Let the Stars Fade Away |
Sun, 04 February 2007 12:22 |
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sirgwain wrote on Sat, 03 February 2007 15:51 | What makes Stars! better than all those newer games out there you could play instead? (Even if you did have a Stars! 3)
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Very good question!
Especially when planning to make a clone/freestar version.
I think I've discovered Stars in 1998/99. The mix of a playable demo-version, tutorial, playing single-player vs AIs, hotseat vs friends, pbem via the net I thought and still think of as a great variety and approach to gaming. Additionally this very small game comes with the full ability to host games. That Stars can be played with the slowest, smallest, oldest computers I liked a lot, too.
When I entered the pbem-area I discovered the unbelievable wealth the player community had contributed to the game: websites, news-group, articles on a level you usually find papers at university, autohost. The player community in general was fantastic.
The absence of fancy graphics was/is IMHO an advantage: Stars is a hardcore strat&tact game. If you don't like this branch of games and thinking, Stars isn't your game. (Yes, I do draw an anti-correlation between liking graphics and strat.)
1) Player community
In comparison to all the morons you meet in MMPOGs, the Stars-community is a highly friendly, mature, intellectual group. And I loved to read all this lengthy strat-articles.
2) pbem (instead of MMPOG)
Playing vs AIs is, from a strat & tact view, very boring. Playing vs humans is thrill. MMPOGs I tried, fell prey to it for a while and abondended them again: too many morons, too bis alliances, too tyrannical on your daily time schedule.
3) roleplaying is possible
Completly optional. Sometimes not a single message will be exchanged in games, sometimes it has taken the major part of my time playing Stars to create characters and settings.
4) hardcore strat & tact game
This is actually not the least important point but the most complex.
a) easy to learn, difficult to master
A good strat game should be easy to learn (what Stars IMHO is via tuturial and AI-bashing), difficult to master (nobody will disagree, I guess) and one you can never outlearn because it hasn't a single reusable best way of winning.
b) Three major parts of the game
* race design
* development
* tactical warfare
Each of this parts can be split into several sub-areas and allow astonishing different approaches.
c) no unique 'best' way to play or to win
This is another fundamental concept of Stars on which pretty much everything of the game is based and what makes it so replayable. There is no best race design. Apart from the fact that every race design needs to be customized for the specidic game settings, even then there is at least 1 counter to every great race design and that counter can be countered again.
The same applies to ship designs.
d) tactical map
We don't even think about it but there are many games which have no 'real' map but operate on virtual space you can conquere/colonize/use, where you do know stats about your enemies but there is no location to them. In Stars everything has a fixed location and you can/must fit it into your tactical approach (cutting off space, securing strategical spots etc.).
e) variety contra limitations
16 ship designs, 10 base designs. This allows quite some variety. at the same time it's a limitation everybody has to take into account. And I believe this a great approach and compromise to variety and limitations. One of the side-benefits is that without this limitations micro-management could become unbearable. Another side-effect is that it adds another tact & strat feature on how to use those precious slots. That's what I call an innovative usage of memory-limitations.
Conclusion:
It's year 2007 now. But I don't know of another game which has implemented the above features as well as Stars. There surely are some problems, especially with micro-management in big games but the biggest problem is probably that the game lost its Jeffs.
And the idea to create an open-source Stars is important. I would like the first aim to be an identical version to the original Stars. From on there, options and changes could be implemented in a way that we always have one conservative main Stars-version being the consensus of the player community with several sub- and side-versions for specialized wishes and game-scenarios.
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Re: Don't Let the Stars Fade Away |
Sun, 04 February 2007 12:32 |
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There's no reason we can't make a scenario generator that can change the shape, size, density, and starting positions in the galaxy, allow a much richer selection of victory conditions (eg; have colonists on planet Foo on turn 2571 OR control at least one gift ship from the MT AND have the most Galleons...), have the ability to set different victory conditions for different players, and add universal starting conditions for each race such as number of initial planets, ships, and tech levels, starting minerals, etcetera.
[Updated on: Sun, 04 February 2007 12:35] Report message to a moderator
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Re: Don't Let the Stars Fade Away |
Sun, 04 February 2007 13:58 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Coyote wrote on Sun, 04 February 2007 18:32 | There's no reason we can't make a scenario generator that can change the shape, size, density, and starting positions in the galaxy, allow a much richer selection of victory conditions (eg; have colonists on planet Foo on turn 2571 OR control at least one gift ship from the MT AND have the most Galleons...), have the ability to set different victory conditions for different players, and add universal starting conditions for each race such as number of initial planets, ships, and tech levels, starting minerals, etcetera.
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Funny you should mention that, as I've been building something very much like this for the past few months, including "normal" as well as "globular" and "spiral" galaxies.
I'm outputting just the XY file and one "main" Planet Report (both plaintext for easy interfacing) and am working on adding the initial ships and a "clumping" generator.
Thing is, I've been thinking along the lines of allowing more than one HW, more than one secondary world, and generally reading initial values for as many things as possible instead of having them set in stone.
Victory Conditions, however, are quite a different thing, as they need to be checked at turn-generation time.
So many Stars, so few Missiles!
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