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Long time... Really Long time... Sat, 10 November 2007 20:56 Go to next message
Entropicurity is currently offline Entropicurity

 
Petty Officer 1st Class

Messages: 62
Registered: November 2007
Location: Northern Indiana, USA

Hey everybody,

Well, its been a LONG time since I touched this game or have input into the community. For those who have the memory for it, I was once Darkstal. Would have posted under that account but I have NOT the memory to remember the password for it.

As before, I'm still trying to make SS an economical force to recon with but I've lost all my old files, and have had to get all the posts I could find. Unfortunately most of the discussion that got me anywhere was on StarbaseDelta as I was anticipating the releasae of SN. The site is now down and all my posts are gone.

So, before I go into details about what I've missed over the years, I'd like to know what the standard Testbed scenario is for testing the 25-50k by 2450. Is it a Small or Tiny playing field and if so is it Dense or Packed?

Also, is Acc BBS Play a given still? And would it be safe to assume that if your trying for best case scenario that you set the Beginner max Min?

Also, there was something I was playing with before I lost touch with everybody and the game. There was Hyper Expansion, Hyper Production, and then a third one that used the worst settings for factories and best habitability range to colonize everything to get that 25k though I never was able to get enough planets or pure POPULATION to get the resources I needed in a Tiny Galaxy. Is this style of race Dubbed anything yet? is it viable?

Once I get an idea of what a solid testbed is like I'll try out something and see if I still have what it takes to push a race to its limits.

Hope time has treated you all well over these years!

Best wishes,
Christopher



--
"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

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Re: Long time... Really Long time... Sun, 11 November 2007 00:11 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
Oooo ... if you can get 50K by 2450 in a tiny dense with an SS on a consistent basis AND have real game tech and ships builts I will be your best friend in the world ... Very Happy
...
...
... right up until I've picked your brain for everything you know and then I'll use all that new-found knowledge to beat you up! Twisted Evil

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Re: Long time... Really Long time... Sun, 11 November 2007 05:01 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
Entropicurity wrote on Sun, 11 November 2007 02:56

There was Hyper Expansion, Hyper Production, and then a third one that used the worst settings for factories

That would be factoryless or -f race. It is still viable, but must be played agressively or very diplomatically (attack or ally with one neighbour early to get his space) to compensate for a low output from a single planet.

And BTW welcome back!

BR, Iztok

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Re: Long time... Really Long time... Sun, 11 November 2007 11:07 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Also the 25K limit for -f races isnt so important because a factory race is putting some of that 25K into building factories, a -f is putting all of its (lets say 15K) into tech and ships.

I must say I dont remember ever building a -f race that got 25K by 2450.

(yes ACCBBS is pretty much standard for testbeds and games).



Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Long time... Really Long time... Sun, 11 November 2007 21:08 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
Beginner Max Mins is a definate no for testing purposes, as it makes crazy mine settings like 5/5/5 actually seem viable for a testbed Laughing

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Re: Long time... Really Long time... Mon, 12 November 2007 15:57 Go to previous messageGo to next message
Entropicurity is currently offline Entropicurity

 
Petty Officer 1st Class

Messages: 62
Registered: November 2007
Location: Northern Indiana, USA

Thanks for the tip on the 25k by 2450 for -f, so now I'm probably going to testbed a certain tech and a number of ships of that tech by a certain year as that seems the more feasible thing for -f.

If that is indeed the case, what build of ship should a -f have at what point to be able to expand into another players territory and by what year would that be ideal? Last time I remember the Frigate Rush was rather popular with r2 beams by 2420, and I'd wager at that point in time a fleet of about 20-30 could take on a decently defended base?

Thanks again for all your help!

Best wishes,
Christopher



--
"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

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Re: Long time... Really Long time... Tue, 13 November 2007 04:09 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
Entropicurity wrote on Mon, 12 November 2007 15:57

If that is indeed the case, what build of ship should a -f have at what point to be able to expand into another players territory and by what year would that be ideal? Last time I remember the Frigate Rush was rather popular with r2 beams by 2420, and I'd wager at that point in time a fleet of about 20-30 could take on a decently defended base?


1. IMO, you should always, even as a -f, avoid conflict (unless your neighbour looks like a soft target) while good planets are available unopposed so the time to expand is when that is no longer true.

2. Your first viable warships depends on your PRT. The most popular -f race is a IS -f &, in that case, the choice is easy: Crobly FF hordes work moderately well even in the CC era & are available quite early. However, with other races you'll probably want to use DDs or wait for CCs (BCs if you're WM) since, though FFs work OK v beam weapons, they are very brittle v torps.

For testbed purposes I would probably look for 100 Croby CP frigates or 40 CP CCs by 2435 but that's just me (I testbedded Croby FFs & CCs v enemy CCs recently but I seem to have deleted it). In a real game what & how many ships you build will be partly determined by your enemy.

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Re: Long time... Really Long time... Tue, 13 November 2007 04:56 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
Registered: April 2003
Location: Slovenia, Europe
Hi!
AlexTheGreat wrote on Tue, 13 November 2007 10:09

1. IMO, you should always, even as a -f, avoid conflict (unless your neighbour looks like a soft target) while good planets are available unopposed so the time to expand is when that is no longer true.

Do that, and races with factories will quickly overtake you with resources --> better tech --> better&more ships --> you're toasted.

A -f simply needs to expand on account of others, and that's usually by an early (2415-2420) war, that cripples colony drive of a +f race, and makes it significantly easier target in period 2420-2435. By 2440 the -f should settle most planets in its victim's space, and before 2450 it should have the tech for a fast MarkIV CC horde, with which it should remove another neighbour or two. If you succed in that, you'll have about the same resources as +f races, but double their planets, and more affordable "support" techs (energy, elec, prop), so your late game ships will likely be better than those of +f races.

All that sounds good... on a paper. In the actuall game there's lots of disasters that can happen: a bad planet draw regarding breeders (that hits the -f really badly), no easy targets (SD on the left, a HG WM on top, edge of the uni on the right and bottom), gang on you as an early aggressor...

Anyway the -f is quite easy and fun to play if you like early conflicts. If you don't, you better play some other econ setting.

BR, Iztok

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Re: Long time... Really Long time... Wed, 14 November 2007 18:06 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
Officer Cadet 2nd Year

Messages: 238
Registered: April 2005
Location: Ohio
AlexTheGreat wrote on Tue, 13 November 2007 01:09


1. IMO, you should always, even as a -f, avoid conflict (unless your neighbour looks like a soft target) while good planets are available unopposed so the time to expand is when that is no longer true.


Iztok already said why this isn't the case for -f races. I want to make a more general statement that this isn't the case when you are a low resource race (for example, -f or SS) and your neighbour is a high resource race (for example, CA or JOAT). Every turn you let them grow their economy without engaging them, makes it harder for you to beat them.

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Re: Long time... Really Long time... Wed, 14 November 2007 18:18 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
Officer Cadet 2nd Year

Messages: 238
Registered: April 2005
Location: Ohio
Dogthinkers wrote on Sun, 11 November 2007 18:08

Beginner Max Mins is a definate no for testing purposes, as it makes crazy mine settings like 5/5/5 actually seem viable for a testbed Laughing

I disagree. If you want to compare two races, you need to decrease randomness as much as possible. Max Mins and No Random Events both work towards achieving this goal.

As for your argument about silly mine settings, this kind of problems exists all over the place - in a testbed you don't have to build warships until you are ready, you don't need to build escort ships or mine layers at all, you don't need to research weapons (other than for terraforming), etc. The only reasonable answer here is you need to understand what it takes to play a game against human opponents in normal settings.

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Re: Long time... Really Long time... Wed, 14 November 2007 19:03 Go to previous messageGo to next message
gwellman is currently offline gwellman

 
Petty Officer 1st Class

Messages: 66
Registered: January 2007
Location: Seattle, WA

I thought that was what universe creation seeds were for. Not only will you get the same habs and minerals, you'll get the same locations.

I've never bothered to use the command line seed option, but it is there. (Someone who's used this confirm?)

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Re: Long time... Really Long time... Wed, 14 November 2007 19:53 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
gwellman wrote on Wed, 14 November 2007 19:03

I thought that was what universe creation seeds were for. Not only will you get the same habs and minerals, you'll get the same locations.

I've never bothered to use the command line seed option, but it is there. (Someone who's used this confirm?)


I always create a .def file with a seed for testbedding.

BTW I also create the testbed with the same universe settings as will be used in the game. I then religiously deny myself planets that are > 300ly (even 301ly) from my HW (tho, strictly speaking, that distance should be varied to correlate with expected HW distances in that game).

Note, you must not vary the race names in the testbed else the same seed will produce different results (as will changing universe settings).

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Re: Long time... Really Long time... Wed, 14 November 2007 20:04 Go to previous messageGo to next message
Entropicurity is currently offline Entropicurity

 
Petty Officer 1st Class

Messages: 62
Registered: November 2007
Location: Northern Indiana, USA

Well thanks for all the advice so far. So far I've come up with the testbed for -f as follows:

Small, Dense, No Random Events, Distant, AI form Alliance

3 other AI, all expert

So far I've tried this twice with some success but I know I can do better. So heres something thats off topic but kinda on topic:
What are the AI PRT's and their Economies?

I haven't had a chance to testbed this yet (tiny packed with all the AI+Me with OWW aka One World Wonder, pretty sure theres a different name for it though...)

And now back on topic:
Since its NOT begin max, I have a chance of having a low iron start, which greatly affects the race I'm putting together (FM Privateers at around 275k to 330k pop) and puts me in worst condition for expansion early on, which makes for a good test if you ask me.

But would this be a good test for a -f assuming I don't have LOADS of people to test the race with over and over again? lol And what combination of AI's would work well in that situation? Or is using AI a bad way to go?

Thanks again for any advice, I'll get testing those AI here soon...



--
"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

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Re: Long time... Really Long time... Thu, 15 November 2007 07:09 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Entropicurity wrote on Thu, 15 November 2007 02:04


So far I've tried this twice with some success but I know I can do better. So heres something thats off topic but kinda on topic:
What are the AI PRT's and their Economies?

Can't find the list right now, though you can open the AI turn files and have a look what you are fighthing, AI PW = viewai

Quote:

I haven't had a chance to testbed this yet (tiny packed with all the AI+Me with OWW aka One World Wonder, pretty sure theres a different name for it though...)

OWW or 1WW (some time ago I hosted TWW games, Twin World Wonders).

Quote:

And now back on topic:
Since its NOT begin max, I have a chance of having a low iron start, which greatly affects the race I'm putting together (FM Privateers at around 275k to 330k pop) and puts me in worst condition for expansion early on, which makes for a good test if you ask me.

As -f I would rather use med freighters instead of privs. One of the reasons to use privs is that they use very few germ compared to the med freigthers, so privs are better for factory based races.

Quote:

But would this be a good test for a -f assuming I don't have LOADS of people to test the race with over and over again? lol And what combination of AI's would work well in that situation? Or is using AI a bad way to go?

I think in general AIs are not a good idea. They don't act like real people, they offer you free tech when you go popdropping them. Wink Better to simulate you are at war and build defensive/offensive ships at certain years ...

mch

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Re: Long time... Really Long time... Thu, 15 November 2007 07:49 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Micha wrote on Thu, 15 November 2007 13:09

I think in general AIs are not a good idea. They don't act like real people, they offer you free tech when you go popdropping them. Wink Better to simulate you are at war and build defensive/offensive ships at certain years ...


The AR AI can be used as a sort of early challenge, forcing the player to build at least some minelayers and skirmishers. Whip

The HE AI is good for getting some "opposition" too, as long as you pledge yourself to NOT popdrop it, or play it in a "no random events" setup. Wink

Once you can easily master both of them then it's better to testbed as Micha suggests, and then you'll perhaps have a chance against real ppl. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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icon5.gif  Re: Long time... Really Long time... Sat, 17 November 2007 15:39 Go to previous messageGo to next message
Entropicurity is currently offline Entropicurity

 
Petty Officer 1st Class

Messages: 62
Registered: November 2007
Location: Northern Indiana, USA

Well see heres the problem:

I'm testbedding a Cheap Tech -f SS. Testbedding without another player present ads anywheres from 4-5 years to research because I'm not getting all those free resources to my research and testbedding by myself is harder to reach my benchmarks cause I'm not getting the tech I need the time I want it.

No matter what hab I have and no matter what tech cheap I have I can't get the small boosts for early expansion either, though if I have at least one other player on the map I can get what I need much earlier.

As for the AR and HE, I have been able to testbed with each in turn and can easily take their HW and the majority of their planets by 2435-8.

Though, If I stick without the help of the other races around I'm usually not able to get the tech for what I need until 2435-40 depending on the hab draw and if I literally colonize anything and not limit myself.

I guess the only other option from here is to testbed against myself in a hotseat game or something similar, though I'm unsure how that would pan out since I'm still relearning everything and I wouldn't know which race would be ideal to go up against: HG or -f or both? which Races would be worst case scenario and so forth?

Any help or direction to threads that have covered this topic would be greatly appreciated and thanks in advance!

Best wishes,
Christopher



--
"A gem is not polished without rubbing, nor a man perfected without trials." - Chinese Proverb

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Re: Long time... Really Long time... Sun, 18 November 2007 04:01 Go to previous messageGo to next message
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
I think SS is pretty to tricky to test with only one other race present, unless you are building a duel race? Spy bonus seems to become a bit bloated. More races present tends to drag it down to where it should be for a typical game, albeit the AIs have some strange ideas about what to research and when ...

Right or wrong, on the odd time I have tested SS with the AI present, I've had at least 6 present and mainly left them alone unless they happen to hold a planet I want. If an AI holds a planet I want, I tend to treat the pop as around the 100K~300K mark as far as fleet requirements go. I don't see much point taking out the AI, as they're so broken.

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Re: Long time... Really Long time... Sun, 18 November 2007 17:16 Go to previous message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
Registered: August 2003
Location: Hiding from Meklar
m.a@stars wrote on Thu, 15 November 2007 23:49

as long as you pledge yourself to NOT popdrop it, or play it in a "no random events" setup. Wink
No Random Events doesn't remove the tech gain chance from pop drop / battle / scrap.

Voluntarily not pop dropping the AI works though Smile

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