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Two Game ideas Thu, 08 March 2007 17:15 Go to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Jumpgate Mania

Simple premise, everyone gets jumpgate technology to use later on, with one or two cargo ships fitted with a jumpgate. (If a player wants to be HE he'll get 3 or 4 ships to use with his allies, [if any])

Medium or large universe
dense or packed
Distant
ACCBBS
Public player scores

Allied victory

Usual cheat restrictions.


No CA or CA with a 50-100 point handicap.

Mineless Warriors

Simple again, every planet is seeded with between 107,712,000 and 130,560,000 minerals of every type (Or more if requested). Homeworlds get seeded with three times that. Or more. Basically it's Stars! with functionally limitless minerals.
Once the seeding is done, no new minerals will be added to the game.

Same game parameters as above.



Rule 1: "Pillage, THEN burn!"

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Re: Two Game ideas Thu, 08 March 2007 17:43 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Interesting ideas.

PP would be entertaining in the mineless game Smile

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Re: Two Game ideas Thu, 08 March 2007 19:01 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

I know, that's why I want to PLAY a mineless game, be even cooler to mix them, but that's an entirely different trick.

The idea I had for Mineless Warriors was to build tens thousands of "seeder" ships (at least 1020 per planet) and give everyone a chance to put in year 0 orders, then I'd seed and some 20 years later I'd resume the game after all the seeding's done. My Homeworld will just stagnate on year 0 orders like everyone else while I build and deploy seeder ships.

For Jumpgate Mania I i'll need everyone to pitch in a little. I'll use a hacked exec that I'll have to make which will give everyone nubians loaded with jumpgates. We'll scrap them one year at a time to allow everyone the best chances of getting the jumpgate tech. After that I think... I think I'll build the jumpgate freighters and send them to player requested worlds, (which means they don't have to be homeworlds.) After that the game will progress as normal.

One other thing, for Jumpgate Mania I'll need all races submitted with the "I" patch.



Rule 1: "Pillage, THEN burn!"

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Re: Two Game ideas Thu, 08 March 2007 20:04 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Hmm... But do you really want to combine these ideas with jumpstart?

For mineless, I'd be looking at forcing the players to have only mineral alchemy in the year 0 queue and no research. Since we're removing the mineral constraints of the games, seems wise to leave the other constraints in place. I'd look at spacing the pop growth too, so the start is a 'normal' as possible Smile

For jumpgate mania, you could do something similar, but also using Wumpus's tool to knock the tech levels back down to starting values after doing the scrapping to get the part, that way everyone doesn't get teched up by the scrappers.


[Updated on: Thu, 08 March 2007 20:08]

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Re: Two Game ideas Thu, 08 March 2007 20:42 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Your probably right, restrict to mineral alchemy... Trick is, I can do this just fine, but I want to play in it as well. My method for getting jumpgates was to use a hacked exec which puts nubians with 36 jumpgates on it, the nubian will be scrapped using another exec that will prevent it from giving any tech or scrap. The first exec would convert a peeping tom into the nubian rather than hunting down MT's and scrapping manually. Though I would like that tool of Wumpus's. I wonder if anyone's got the tool used to make that map with dozens of wormholes. I think it was PricklyPea that did that. I'd love to try that one out too.


Anyway, doing them seporate is probably better.

If I could get direct access to the players then I could just load up their starting pop minus 100 and do all my stuff with the players like that. Then it's not a jumpstart. But if I did that I'd probably not be allowed to play in it. Course I could do that and just sit back and watch the action.

When you say spacing pop growth, you mean dump them into space right? Ouch, that's heartless, but rather effective as well. I was just going to delete the frighter design, or just use a large colony freighter. Heck I could have one spawn in for everyone to upload.. But I'd need a 3rd party to verify, and if then I could just let them do it.



Rule 1: "Pillage, THEN burn!"

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Re: Two Game ideas Thu, 08 March 2007 21:58 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Ahh, you want to play in it. Yes that the nasty part of coming up with good ideas Laughing

Well, I like the idea, but won't have the time to join, so if you like I'll do the set up for you. I'm pretty technical so you wouldn't need to explain much.

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Re: Two Game ideas Thu, 08 March 2007 22:31 Go to previous messageGo to next message
regiss

 
Petty Officer 1st Class

Messages: 65
Registered: November 2002

Just some food for thought regarding Jumpgate Mania.

I got an idea you won't be able to start with Jumpgate, as
it'd still need a meeting with MT. At least I haven't noticed
an obvious check to make it a non-MT part. Sad

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Re: Two Game ideas Fri, 09 March 2007 01:21 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
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regiss wrote on Fri, 09 March 2007 14:31


Just some food for thought regarding Jumpgate Mania.

I got an idea you won't be able to start with Jumpgate, as
it'd still need a meeting with MT. At least I haven't noticed
an obvious check to make it a non-MT part. Sad



Heh, you might want to reread the thread. There are a number of ways to accomplish it, at least one of them has been described in this thread.

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Re: Two Game ideas Fri, 09 March 2007 03:00 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Getting the part is no problem, I can start doing it from year 0. I just START every player with at least one fully equipt Nubian. By fully equipt, I mean I hacked the exec so it'll put 36 jumpgates plus some QJ5's on that hull. I can even start players with more than one, but the quantity depends on the race. *NO MT REQUIRED*.

The program that I made to do this hacking for me was only calibrated to the "I" patch, and it only works if I start the game WITH the hacked exec. After that it's of little worth to the rest of the process.

Thanks Dogthinkers, I think I just might take you up on that offer. If you could take care of the other races I could process the turns through my altered execs, I'll even let you keep an eye on me just so you know what I'm doing. (I don't want someone to call foul.)

Cause there's some things as a playing host, I shouldn't be doing. I'll need to talk with you online, on AIM, MSN, ICQ, or Yahoo. PM me with the that info so we can do this.

Should I post this in the new game forum? I wasn't sure since I was proposing two ideas that might be fun for one game.



Rule 1: "Pillage, THEN burn!"

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Re: Two Game ideas Fri, 09 March 2007 11:25 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

Messages: 279
Registered: January 2004
Location: Aachen, Germany
Regarding Mineless:

LEit has hosted a game named "Wonka's Mineral Factory" in 2004 (see http://starsautohost.org/sahforum/index.php?t=msg&th=123 9&start=0&rid=423&S=34b80faf8adebef14d5934a536db da14 and http://starsautohost.org/sahforum/index.php?t=msg&th=203 2&start=0&rid=423&S=34b80faf8adebef14d5934a536db da14 for the game review). The setup was a bit more complicated, but allowed using mineless races too, there was basically as much minerals as you want.
I played in that game. The game was won by an IS HP, send IT HG (me) and third a SD. There wasn't a single PP in the game, although it would have been ideal for PP.

A very interesting game, but it didn't differ too much from a normal game - just it was a lot faster, because there were more race points to spare (no mines!) and build up was faster (no mines!). The game itself was decided with Beam Nubians, even with unlimited Ironium for Missiles. Due to chaff, only a limited number of missile ships could be effectively used.

Anyways, have fun with your game - the concept is good Smile

Andreas / wizard

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Re: Two Game ideas Sat, 10 March 2007 00:03 Go to previous message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

I know that game, I was in it, as a WM. You crushed my race, and I attacked your homeworld in a surprise attack.

I talked to LEit about it but after a while I got bored waiting for him so here I am.

I wanted to be PP in that game, because it sounded like fun, but I went with a WM and paid for it.


[Updated on: Sat, 10 March 2007 00:12]




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