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Home » Stars! 2.6/7 » The Bar » Game Concept: Solar Systems (Would Be Long Game)
Re: Game Concept: Solar Systems (Would Be Long Game) Thu, 17 July 2008 03:25 Go to previous messageGo to next message
Alter Ego

 
Officer Cadet 4th Year

Messages: 283
Registered: November 2002
Location: Germany
Hi!

Getting someone to generate the universe (create the star map) seems advisable so that you're not suspected of having picked one that is favourable to your own race. After that, hosting the game yourself is perfectly OK. You might ask the person who generated the universe to continue as a co-host. This can be helpful if disputes arise in which your own race in concerned. Additionally, the co-host (also known as NTP - Neutral Third Party - or Superhost) can hold the PWs for all races and help finding a replacement if a player should drop out. You will normally find a volunteer quite quickly.

Placement of CAs and ITs in the map is one possible way of balancing their strengths. But growth rates of 8% or 9% are so low that they would effectively ban the races...

The number of planets per player does have an influence on the game - small numbers tend to lead to earlier wars because the races run out of planets to colonise faster. Large numbers favour peaceful expansion and empire-building - up to a point. The decision is basically a question of personal preferences - you can always leave it to a discussion of players actually signed up.

Regards,

Alter Ego



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: Game Concept: Solar Systems (Would Be Long Game) Thu, 17 July 2008 09:50 Go to previous messageGo to next message
donjon is currently offline donjon

 
Lt. Commander

Messages: 808
Registered: November 2002
Location: Benque Viejo del Carmen, ...

I would be happy to set up this game, but I will not be available until after the 25th of August...

dj

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Re: Game Concept: Solar Systems (Would Be Long Game) Sat, 19 July 2008 20:04 Go to previous messageGo to next message
Combat is currently offline Combat

 
Warrant Officer

Messages: 118
Registered: May 2008
Could someone tell me where to get the programs for building a Stars! map and a quick rundown of the functions that would be cool.


He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 22 July 2008 14:29 Go to previous messageGo to next message
Alter Ego

 
Officer Cadet 4th Year

Messages: 283
Registered: November 2002
Location: Germany
Hi!

Currently, the best page for utilities of any kind for Stars is Gible's Stars Wiki.
http://wiki.gible.net/index.php?title=Utilities

Most of the mapping utilities are self-explaining or have a good help file. If questions do crop up, there are a lot of knowledgeable people here in the forum always willing to help.

The other pages of the Wiki are well worth as vistit too.

Regards,

AE



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: Game Concept: Solar Systems (Would Be Long Game) Tue, 22 July 2008 19:29 Go to previous messageGo to next message
Combat is currently offline Combat

 
Warrant Officer

Messages: 118
Registered: May 2008
I would be glad to take donjon up on his offer if no one else steps forward before august 25th. So should I put something up in new games to start recruting players? Im looking to have 16 if at all possible.


He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Wed, 23 July 2008 04:51 Go to previous messageGo to next message
Alter Ego

 
Officer Cadet 4th Year

Messages: 283
Registered: November 2002
Location: Germany
Hi Combat!

You can't go wrong if you let Donjon set up the game. He did the same for me when I hosted "Schizophrenia" and he made a really good job of it...
Very Happy

And: Yes, by all means post the game under "New Games". I'd suggest that you have a look at the other postings so that you don't forget anything (universe setup, game parameters, number of players, restrictions and special rules, generation schedule etc.) If you like, I can have a look at all that before you post and see that you have it all... (michael AT auwers DOT de)

Have fun hosting your first game!

AE



War does not determine who is right. Just who is left.
Bertrand Russell

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Re: Game Concept: Solar Systems Thu, 24 July 2008 20:22 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
I am definitely interested in playing in your universe. I am fine with no restrictions. I will probably not be a contender, but I will stick with it. As a new/old player I am more interested in learning than winning, and the proposed setup will certainly stretch my stellar muscles.

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Re: Game Concept: Solar Systems (Would Be Long Game) Sun, 27 July 2008 02:37 Go to previous messageGo to next message
Factor is currently offline Factor

 
Chief Petty Officer

Messages: 80
Registered: April 2004
Location: Vancouver
just wondering, how do you think AI's would adapt to this kind of map? (if there's not enough players). or would it be better to size down instead of including AI palyers

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Re: Game Concept: Solar Systems (Would Be Long Game) Sun, 27 July 2008 16:55 Go to previous messageGo to next message
Combat is currently offline Combat

 
Warrant Officer

Messages: 118
Registered: May 2008
I think that we would just size down.


He who fights with monsters should look to it that he himself does not become a monster...when you gaze long into the abyss the abyss also gazes into you.

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Re: Game Concept: Solar Systems (Would Be Long Game) Mon, 28 July 2008 14:39 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
Factor wrote on Sun, 27 July 2008 08:37

just wondering, how do you think AI's would adapt to this kind of map? (if there's not enough players). or would it be better to size down instead of including AI palyers

AI players are just too easy to take down, meaning free cheap space for their neighbors, should these neighbors be skilled enough. Twisted Evil

Poor race design and play by the AI algorithms is what makes them weak, not just the map. Confused



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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donjon? (Re: Game Concept: Solar Systems (Would Be Long Game)) Sun, 21 September 2008 13:23 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
donjon wrote on Thu, 17 July 2008 15:50

I would be happy to set up this game, but I will not be available until after the 25th of August...

dj


Almost Sept 25th ... anyone heard from donjon?

mch

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Re: Game Concept: Solar Systems (Would Be Long Game) Sun, 26 October 2008 05:55 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
As mentioned, IT are at a huge advantage in this setup. However, if the universe was big enough and ITs were banned from taking IFE then they could have trouble getting to other systems to establish themselves. Also, I can't help feeling that ARs would be the death of everyone in this setup, especially if it was pregenned, because of their innate ability to grow colonies without HW assistance and insane use of reds; they could take 5 systems and be on the way to fortifying them well before anyone else could. So I doubt you'd see ITs and CAs being the only ones. Also, as mentioned, PP and SD would be masters of stellar defense, while SS would be able to attack other systems without ample warning. It'd be good to see these underused PRTs used.

A note: Don't ban JoaT from taking NAS. Why? NAS is likely to be taken by EVERYONE in this setup, due to the utter impossibility of planet-hopping. So JoaT shouldn't be banned from taking NAS.

EDIT: also, hack the map to make it bigger than huge. Huge isn't big enough.


[Updated on: Sun, 26 October 2008 05:57]

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