Re: Homeless |
Wed, 30 January 2013 16:55 |
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The chances of having your HW being unoccupied or outside the borders of another race's empire are quite negligible.
The only thing to really ensure is that everyone starts on the opposite side of their HW and we won't need the GD anymore.
People occupying the HW and terraforming it will remove the 100% hab anyway within 20-30 years.
If not, try occupying a world far distant from your starting arena, when you are already emroiled in war against your neighbours... AND remember we have no allies in this universe.
I say we should start, with or without the GD, this weekend..
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.Report message to a moderator
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Re: Homeless |
Fri, 01 February 2013 03:51 |
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skoormit wrote on Fri, 01 February 2013 00:26nmid wrote on Wed, 30 January 2013 15:55
AND remember we have no allies in this universe.
Did I miss something? All I have seen posted is "no pre-game alliances."
Hi ,
no you are right skoormit. No pre game alliance are allowed. And no kommunication exept ingame messages.
So at all alliances are allowed. Only a little bit hader to do so as it is only ingame komunication allowed.
ccmaster
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Re: Homeless |
Fri, 01 February 2013 04:04 |
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Hmmm... I misread and assumed a corollary.
If alliances are allowed, then I am not comfortable with the limitation of communications to ingame messages alone.
There is no way of enforcing it and I would not want that uncertainty/doubt to exist while the game is on.
Coming back to the rules then, Bob can you confirm, as the host of the game :
Is there any limit to the size of an alliance?
One player or a team win?
Tech trades are allowed now, I assume...?
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.Report message to a moderator
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Re: Homeless |
Fri, 01 February 2013 13:47 |
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LittleEddie wrote on Fri, 01 February 2013 13:26I would like to go with No Alliances and no Comms
me too
ccmaster
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Re: Homeless |
Sat, 02 February 2013 00:46 |
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nmid wrote on Fri, 01 February 2013 17:58I don't mind no alliances, but I do want propoganda and comms
Limiting comms to ingame (all) is fine, if there are no alliances... It's fun to role play, especially if it doesn't take too much time.
Agreed - communication is part of the fun of the game. Why do people want to make it less fun?
[Updated on: Sat, 02 February 2013 00:47] Report message to a moderator
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Re: Homeless |
Sun, 10 February 2013 13:21 |
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nmid wrote on Sun, 10 February 2013 19:03
I thought of a way that could possibly make things faster..
In the host mode, put all human players on Human(currently inactive) except your race.
Set it to auto gen.
ok.. setting it to inactive mode isn't a good idea... makes the research setting go back to 15%.
Wasted 100 years and an hour before I checked on those races
[Updated on: Sun, 10 February 2013 13:21]
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.Report message to a moderator
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Re: Homeless |
Sun, 10 February 2013 17:19 |
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you can search for all the .hst files using the windows search.
Then you can sort/filter them date wise.
Go into that folder, add the .xy and open the .hst file to check what year it is.
Gen 1 year to get all the .m files.
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.Report message to a moderator
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MT frequency |
Sun, 10 February 2013 18:44 |
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Ok.. played a total of 330 years in 2 gos ... and on my 3rd redo got the GD in 2457!
Lol.
Kept genning till I got all the MT tech though.
1st go
2470ish - 1st MT - Tech MT
2487 - 2nd MT - Tech MT
2497 - 3rd - Tech MT
2505 - 4th - Multi cargo pod
Redo because of mix up with research% going back to 15% when put on Human inactive.
2nd go
2447 - Alien Miner
2465 - Tech MT
2473 - Tech MT
2475 - MF Pod
2505 - Tech MT
2507 - Tech MT
2512 - Tech MT
2514 - Tech MT
2541 - Hush
2544 - Tech
2550 - Aux 2
2552 - Tech
2576 - Aux 4
2609 - Tech
2616 - Anti Matter Torp
2621 - Mini Morph
Redo because I forgot to set MA in 2575. (The original 2 sets of 1020 MA got over in 2550-2600s .. gah)
3rd Go
2447 - Hush a bomb
2457 - GD !
Going to keep genning till I get all the MT tech though.
MT
2447 - Hush
2457 - GD
2474 - Tech
2477 - Multi function pod
2490 - Multi cargo pod
2493 - Tech
2501 - tech
2521 - Mini morph
2523 - Aux
2540 - Aux
2544 - Tech
2561 - Tech
2573 - Tech
2594 - Aux
2605 - Tech
2613 - Langston
2617 - tech
2662 - Mega poly
2673 - Tech
2685 - Tech
2693 - Tech
2710 - Tech
2822 - Enigma
2839 - Tech
2843 - Tech
2849 - Tech
2850 - Tech
2870 - Jump Gate
2876 - Tech
2880 - Tech
2886 - Tech
2947 - Alien Miner
2950 - Tech
2954 - tech
2972 - Tech
2977 - tech
3035 - Tech
3035 - Tech
All 26*6 reached. Hmmm.
305 - Aux
3062 - Anti Matter Torpedo
3085 - Aux
3094 - Aux
3096 - Aux
3105 - Aux
3157 - Aux
3168 - Aux
3175 - nothing.
3176 - Multi Contained Munition
All techs recd.
[Updated on: Sun, 10 February 2013 20:52] by Moderator
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.Report message to a moderator
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Re: Homeless |
Sun, 10 February 2013 18:53 |
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Message was getting too long, so had to split it.
Three questions that are summarized, at the start here.
Will you be setting off the GD on comet hit worlds?
What is the fleet composition going to be?
Where would you place the Homeless fleets?
Some issues that caused problems for me during the dummy universe gen.
You might have already taken care of them, but I'll share nonetheless .
> Put backups=999 (100 or even 250 isn't enough. )
> Keep comet hit messages unfiltered and send a SFX to each comet hit planet.
This is to ensure that the high MC doesn't affect the regular game.
Another easier method can be to check the comet hit worlds from the .p dump OR
from the stacked messages from one of the players file by filtering out the remaining non-comet messages.
(This will work only from the last save point).
Will you be setting off the GD on comet hit worlds?
> If you are remote mining planets for MT minerals, do it only on green planets, so you can generate resources for setting of the GD easier.
(not very critical as we can edit the cost of the GD lower....)
> Keep researching techs yourself to get to a minimum of level16 on all techs.
(Applicable only if you are using the edited stars file).
This is for ensuring that ships you build don't default basic components, once you go back to the regular stars version. For eg, if you use trans-star engines and you don't have prop23, it will default to QJ5 engines
Also applicable if you are giving players any high tech ships.
> Take care of the player fleets early on (2450/2500 works quite well!), so there are lesser chances of something going wrong with them.
Send your fleet to each player's HW to pick up minerals and the million pop.
What is the fleet composition going to be?
I went with
10-15 FM,moleskin shield SFX,
5 Ferret fuelpod scouts,
3-5 colo ships and
11-13 FM, fuel pod LFs.
(all zero tech components, apart from the scanner).
In case I had to do it from scratch:
000 - Play all the 7 player turns.
Scrap all ships.
Place 1020 MA, 10 Def, 1020 MA.
Move the lower 1020 MA above the 10 def and add another 3 sets of 1020 MA this way.
Each would last 50-250 years depending on the race's pop settings, so you should have atleast 5*1020 MA.
IMP = Place 1020 scouts at the end of the queue. This will show up in your radar when your MA finishes and you forget while rush-genning.
Set research % to 0.
Place host race with Autobuild 500 F,500 M
Tip - We should create the player fleets by 2600 odd so there is a lower chance of something messing up.
001 - Check, then force gen 30 odd years
033 - Checkpost 1. Rename backup folder as an added contingency.
034 - Run the .m1 and .hst with edited stars file.
As we can have a max of around 500 basic miners in one fleet before we hit the ceiling on mined minerals.
Place
12 sets of 1020 miners,
2 sets of 1020 SFX,
(Spread 10 SFX through the universe with a good pen scanner)
10 colo LFs and
300 Trans-star+Cargomod with 1250kt
in the build queue.
All of this will cost 0 resources, so will be built next year.
Run .m2-.m7 and save the turns. Check if all ok.
IMP = Place 1020 scouts at the end of the queue. This will show up in our radar when/if the player MA finishes and we forget while rush-genning.
Add 100 scouts on top of the queue for .m2. This will be used in 2600s (when we next open the player files, to track all the comet hit worlds)
Each would last 50-250 years depending on the race's pop settings, so you should have atleast 5*1020 MA.
(I can send the modified .exe if you require).
Also create the 6 Homeless fleets for the players, at this stage.
035 - Create fleets of 500Miners+100SFX. Send half to one green planet and the remaining to another green planet.
You can make do with sending all to one planet, I guess.
Send the Homeless fleets to the player HWs and WP1 transfer them.
Set them all to friend. (iirc you can't xfer ships to enemies or neutrals).
Also add one Elephant Scanner SFX to each fleet.
This will help in fine tuning the final start point and ensure that no one is dis-advantaged from the very start of the game.
Delete the elephant scanner before sending out the final turns.
In your .m1 file, place excess pop (i.e. more than 45% cap pop.. should be around 3-4 full LF) in the Colo LFs.
This will be for the player HWs + Mining planets on which the GD has to be set off.
036 - Rename backup folder as an added contingency.
Keep genning, catching any MT that comes up.
050 - Calculate starting pop for each race as per selected PRT,LRT.
Open all .m2-.m7 files and upload all pop and the predecided amounts of mineral to the fleet.
If not enough for the calculated pop amounts for each race, wait for another 10 years of growth.
060 - .m2-.m7 files
Upload all pop and leave 0 on the ground.
Decide where to send the fleets.
One in each of the 6 sectors, if the map is divided into 2 rows and 3 columns... or
As per planet density at start point ... or
Equidistant from immediate neighbors?
Would be best if they start off in range of atleast 3-5 worlds and atleast 1-2 greens in a 150 LY range. Searching for them will take the players longer with their 50 LY Ferret pen scanners.
Also in this year, check all the comet hit worlds and send out scouts from .m2 to all the comet hit worlds.
061 - Contingency backup folder renamed.
Keep catching MTs till you get the GD.
xxx - When we finally get the GD,
open the .m2 file and send out scouts again to all the new planets hit by a comet.
From the .m1, colonise every planet that got hit by a comet and set off the GD.
The modified GD is currently costing 1250 resources. We can further change this to 100 res.
(if you haven't tracked comet hit worlds, there are still ways. Checking the .p dump for high mineral concentrations.. or from the stacked message of a player)
Empty your planet queue, leave only enough pop to set off the GD on your HW.
Next year you'll have 0 F,0 M.
Evac the planet.
Send your fleet to the bang centre of the universe just for lulz.
Keep or scrap your elephant scanner SFXs which you had placed around the universe (under .m1 ownership).
Delete all .m2-.m7 elephant scanners SFXs.
Open using regular stars.
Gen a year.
Check the universe .m1-m7.
Send out the turns to the players and the game to Ron for uploading.
Let out a big sigh of relief .
[Updated on: Sun, 10 February 2013 19:08]
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.Report message to a moderator
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