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Re: A couple of game ideas Thu, 21 April 2011 06:21 Go to previous messageGo to next message
Centaurian is currently offline Centaurian

 
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XyliGUN wrote on Thu, 03 March 2011 17:59


2. Perfect World - this one have one special tuning - all the planets updated to have exactly the same original habs, let's say it's values are 20% percent from the right for each hab. All players know this value before they start designing a race. So, any planet in that game will be 100% for all palyers. This is one of small number of games where CA will be allowed and CA with TT is also welcome for this game. Wink
This could be a solo or team game with some sort of remapping.



I believe this one has already been mooted under the name "Heavenly Hell".

It should be a bloodbath. Everyone minimises their hab settings and maximises their growth and production and try to beat everyone else to the same planets.

If the habs are maximally right-shifted the RW points are maximised too.

Since evryone wants the same planets, looks like all set to enemy makes sense too.

If you set it to max mins too, then I guess it it becomes all about race design, neighbours and location and how (aggressively) you play. If the planets are evenly distributed and HW's are placed so that everyone, as much as is possible in a rectangular universe, gets the same access to planets then location becomes less important.


-XX-
X--X
X--X
-XX-

With the X's marking clumps of stars, does this make for a fair set up in terms of location?

Centaurian.

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Re: A couple of game ideas Thu, 21 April 2011 06:54 Go to previous messageGo to next message
gible

 
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would it be overly evil to suggest remapping all the planets into a grid so that they're all 82 ly from their neighbours?

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Re: A couple of game ideas Thu, 21 April 2011 11:35 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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XyliGUN wrote

if you change their ID in m file (this is what Pauls' tool does), but left their location in file (this is what it doesn't), then Stars! cannot correctly load such m file. This could be fixed, by additional editing of m file after swapping.

ma.stars wrote

Just the m? Not the h or the hst? Sherlock

To fix this specific issue with secondary world you only need to edit m file, but surely to move/swap hw or secondary worlds you have to modify both m and hst files.

ma.stars wrote

Do you think you could build an easy-to-use fool-proof HW-remapper tool? Teleport

Well, I think I can try, but the problem is that I cannot publish that tool due to security concerns.



"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For Love

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Re: A couple of game ideas Thu, 21 April 2011 11:49 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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OK, so after combining all ideas together, we have Perfect Squad World team game (planets mapped to grid with minimum distance = 82ly), which should be played by 4 teams consists of predefined SS + PP (+ may be AR in case of teams of 3 players) races. Wink

Questions:
1. Who wants to play this game?
2. Who can host this game (I could be co-host/observer and will help with the game setup)?
3. Any ideas of race designs?



"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For Love

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Re: A couple of game ideas Thu, 21 April 2011 11:59 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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XyliGUN wrote on Thu, 21 April 2011 17:35

the problem is that I cannot publish that tool due to security concerns.

Well, it shouldn't be any worse than already existing planet-editing tools. Deal



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: A couple of game ideas Thu, 21 April 2011 13:21 Go to previous messageGo to next message
nmid

 
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XyliGUN wrote on Thu, 21 April 2011 21:19

OK, so after combining all ideas together, we have Perfect Squad World team game (planets mapped to grid with minimum distance = 82ly), which should be played by 4 teams consists of predefined SS + PP (+ may be AR in case of teams of 3 players) races. Wink

Questions:
1. Who wants to play this game?
2. Who can host this game (I could be co-host/observer and will help with the game setup)?
3. Any ideas of race designs?



Why make it a team game?
It should be all enemies, no diplomacy Smile



I know my minefields.. but I'm a chaff sweeper.
I used to curse when I got stuck in traffic... till I realised I AM traffic.

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Re: A couple of game ideas Thu, 21 April 2011 14:38 Go to previous messageGo to next message
BlueTurbit

 
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XyliGUN wrote on Mon, 18 April 2011 10:14

Yep, PaulCrs' planet swapper can do that, with several limitations, which looks more like a bugs, but not a real limitations:
1. You cannot use it with remapped universes (but you can remap them after swapping), otherwise fleets will be located somewhere in space.
2. If players' secondary planet (IT, PP) has lower id than HW then after swapping it should keep id that will be lower than HW. And if it was higher it should be keept higher. Otherwise that player will see his HW or secondary planet uninhabited until first gen.

I did a test using Paul's host editor to move a HW in a remapped universe. It worked. But... the ships were left at original HW location. I deleted them later.
Also, strangely, after I genned in 2404, the pop disappeared completely on the HW.
I restored the turn, And genned again. And this time it was there. The only thing I can recall I did the first time, was that I built some ships the first time, and not the second time. Hmmm...
moved HW image



BlueTurbit Country/Rock

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Re: A couple of game ideas Thu, 21 April 2011 14:44 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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nmid wrote

Why make it a team game?
It should be all enemies, no diplomacy Smile

Well, the idea was to have SS and PP in one game, but yes this could be a non-team game with all played by SS (personally I think that team games are more fun, but it's just imho).



"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For Love

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Re: A couple of game ideas Thu, 21 April 2011 14:57 Go to previous messageGo to next message
XyliGUN is currently offline XyliGUN

 
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Messages: 325
Registered: July 2004
Location: Russia, St.Petersburg

XyliGUN wrote

Yep, PaulCrs' planet swapper can do that, with several limitations, which looks more like a bugs, but not a real limitations:
1. You cannot use it with remapped universes (but you can remap them after swapping), otherwise fleets will be located somewhere in space.
2. If players' secondary planet (IT, PP) has lower id than HW then after swapping it should keep id that will be lower than HW. And if it was higher it should be keept higher. Otherwise that player will see his HW or secondary planet uninhabited until first gen.

BlueTurbit wrote

I did a test using Paul's host editor to move a HW in a remapped universe. It worked. But... the ships were left at original HW location. I deleted them later.
Also, strangely, after I genned in 2404, the pop disappeared completely on the HW.
I restored the turn, And genned again. And this time it was there. The only thing I can recall I did the first time, was that I built some ships the first time, and not the second time. Hmmm...
moved HW image


Paul tools were used to create Wheel of Life IV, but I did some manual fixes in files after swapper modified them. If I remember correctly there was a wrong planet id (for some reason one of the planets were assigned id that was higher than total number of stars in that game), wrong fleets location (this what BlueTurbit observed, btw fleets location will be correct if you use swapper before remapping, since it decides on what fleets needs to be relocated based on their current coordinates).

BlueTurbit, if you can give me those files where HW pop dissapeared I can probably said you what was wrong.



"Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something."
Robert A. Heinlein, Time Enough For Love

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Re: A couple of game ideas Thu, 21 April 2011 15:33 Go to previous messageGo to next message
BlueTurbit

 
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I think I overwrote the files that caused this to happen. I have tried several regens and can't get it to do it again. Evil or Very Mad
Perhaps it was one little thing I did different the first time that caused it to happen.


[Updated on: Thu, 21 April 2011 18:38]




BlueTurbit Country/Rock

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Re: A couple of game ideas Thu, 21 April 2011 18:42 Go to previous message
BlueTurbit

 
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BlueTurbit died Oct. 20, 2011

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PS: I didn't use Paul's "Planet Swapper." I used Paul's "Stars Host Editor." See Gible's post above.

I have made several regens and still not able to kill the pop on that moved HW again. Whatever it was, it's a tough one.
In the test I also gave all HW and second planets huge pop, mines, factories and mineral concentrations.

Used a couple humans (so I could access AI's with password to view them, and more) and the rest were AI's in a "mapper" remapped universe, for test. Actually I did the Host Edit first. Then I remapped and checked. Then I took those files and used Host Editor for HW move. But only one HW in this first test.

I played a few quick turns to study problems with ship movement at first turn, and later at 2404 the pop disappearance happened on the moved HW that I moved.

One problem I found. An array error comes up, whenever you try to run Host Editor with the Macinti, AR race?, as one of the AI races. Other races work fine. Haven't tested human controlled AR yet, but I suspect same thing might happen.


[Updated on: Thu, 21 April 2011 20:36]




BlueTurbit Country/Rock

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