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Strategies 2401 to 2410 Thu, 22 May 2003 11:07 Go to next message
FurFuznel is currently offline FurFuznel

 
Lt. Junior Grade
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Messages: 437
Registered: November 2002
Location: New Brunswick, Canada
Good day everyone;

I have sent the .p7 file out to everyone. If you have not received it let me know and I will resend it to you.

Figured that I would create a thread for us to do some planning in for the first ten years of the game.

As we seem to have a large hole in our border to the South West of Arafat (my homeworld) and NorthEast of Lincoln (the homeworld of the Andromedans) I am going to be sending the majority of the scouts that I build in that direction so that we can quickly locate planets for each of us to colonize in the area to fill the hole!

Right now the planet Corner to the East of Arafat is a 61% (75%) planet for me so I am going to colonize it right away.

If anyone has ideas for strategy, please post them here as this will prodvide us with a continuous record of our strategy instead of having to go back through a large list of e-mails.

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategies 2401 to 2410 Thu, 22 May 2003 12:56 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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You should wait for 33% pop, or at least 25% before colonizing. This will maximise your early resources and thus your factory ramping, and make it easier to get privateers quickly. Personally I like to time things so I get privateer tech the same year I reach 33% cap.

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Re: Strategies 2401 to 2410 Thu, 22 May 2003 13:11 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

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You are correct. We have a serious problem with that gaping hole. We need to put a prioity on colonizing East from Wavell, NE from Lincoln and south from Arafat to plug the hole as soon as possible. That's why the first scout I transfered to you is heading toward the cluster beginning at Lambda. If I can locate a couple of high hab worlds in that cluster (Lambda to Ziggurat to K-9) and establish myself, I should be able to hold the whole cluster if they don't have a quick start race with a HW already in that cluster. If they do have a HW in that cluster, we may be in trouble.

Also there is no higher priorty than getting gate tech to the rest of us. As soon as possible (without hurting our IT player) we need a w/l set up to tranfer prop 5 to us. Then we need to figure out how to get our IT player const 6 so he can tranfer const-5 to us using the frigate because it is cheap. Once we build gates, he can quickly colonize high value worlds near our planets and we can use his better gates. Plus we need him to gate around the OAs I will be building for the team.

For future games, as an IT player going into a large team game, you should select cheap const so that you can get gate tech yourself and not need to have const transfered to you. It really slows down getting good agtes if you have to wait to be transfered the tech.

Paladin




"There is no substitute for Integrity"

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Re: Strategies 2401 to 2410 Thu, 22 May 2003 14:59 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

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I think we should all download all the turns, and then dump reports for all 6 players. If we all use the same password, then you get them all and you get them right away. If you then use Xtreme Borders for Stars! (http://www.pirates.retreat.btinternet.co.uk/ to download), you can see the habs for all players for all planets, all in one place. It's really cool if you haven't seen it before. It really is a must have when you let another race do you scouting.

Click on Empire and put in your race hab ranges and then click on planet grid. It will calculate the hab value of every planet from all 6 .pla files. As long as dump them every turn, it will do the rest.

Hey Edog, you plan on joining this team this turn? You spent a bunch of resources to build for your own scouts and you are still using a different password. I guess it's not a big deal since you are stuck in the corner, you don't have much to scout, but this could have been done much faster by our JOAT team member.

Paladin




"There is no substitute for Integrity"

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Upload safety Thu, 22 May 2003 15:55 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

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I generally reguarded as anal retentive but as I suggested, I think we all download all the turns from the autohost and then we can get our own .p files (.p7 being the one we all really need).

Anyway, there is one danger. Since we all use reds for our upload password, if you accidentally select the wrong .x file from the list, you can accidentally overwrite one of your teamates files. There are two ways to ahndle this. We all be extra careful. Look at the confirmation page when the upload is accepted and make sure if confirms our .x number and it is correct.

The other way is make the upload password red[?] where [?] = the player number. so my upload passowrd wouod be red5, Edogs would be red9 etc. That way if I accidentally grabbed .x6 and tried to upload it, I would get a password error. Howver if I need to cover for a teammate that is about to miss a turn, I would know they upload password without having to look it up.

Just to be clear, I'm not talking about the race password which should all be the same (4red). I'm talking about the autohost password.

Paladin



"There is no substitute for Integrity"

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Re: Upload safety Thu, 22 May 2003 16:40 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
Lt. Junior Grade
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Wow, I must say that I have never knowingly played in a Stars! game with anyone who puts as much thought and effort into their playing as you do Paladin! Bounce

I have to admit that your extreme excitement has actually intimidated me a bit, and as this is only my third team game it makes me a bit nervous. Nana nana bubu Do you tend to keep this level of intensity throughout the whole game? Confused2 If you do, then I must say that I do not see how our team could possibly lose. Yey

As for downloading everyone's turn files to get their .p# files, that seems like a fair amount of work to me. I am quite content to let EDog (volunteered at the start) or anyone else who wants to, to combine all of the .p# files together for dissemination to everyone else. Is it possible using Xtreme Borders to save some kind of output file that can be sent to someone else for them to see what is known about the universe? I like using Stars! Notebook because I can easily see what is known about the universe and I can save it in a file that can be sent to others; and I can add to it as I get new .p# files instead of always having to reload all six files. Xtreme Borders has many nice features as well, do not get me wrong, I just want a simple, single file, to transfer information with. Rolling Eyes

Sorry for rambling on...

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Upload safety Thu, 22 May 2003 17:19 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

Messages: 270
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Extreme Borders will automatically load all the .p files every turn (just hit the load button) and then based on the scouting, show you hab values for your race for all the planets scouted.

How do you plan on taking all the scouting information and using it to decide what planets to colonize? I will get my own files. It only takes about two minutes to download the extra 5 .m files since I'm at the autohost anyway.

Then since we all will have the same password, to get the .p file takes about 10 seconds. Open the turn, dump the planet file, then save.

Over all it will add less than 5 minutes to the turn. I will want to look at all the turns anyway to see whats going on and to offer suggestions.

Paladin



"There is no substitute for Integrity"

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Re: Upload safety Thu, 22 May 2003 17:40 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

Messages: 270
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Don't let me intimidate you. My bark is much worse than my bite Angel .

Paladin



"There is no substitute for Integrity"

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Re: Upload safety Thu, 22 May 2003 19:14 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
Lt. Commander

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FurFuznel wrote on Thu, 22 May 2003 13:40

Wow, I must say that I have never knowingly played in a Stars! game with anyone who puts as much thought and effort into their playing as you do Paladin! Bounce


He's learned from some very good players. I dunno how good he is himself but we'll see Smile I remember that teaming with LEit once really helped my skills (and I wasn't so bad before that). A cohesive, communicating team tends to rise to the level of the best player.


[Updated on: Thu, 22 May 2003 19:16]

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Re: Strategies 2401 to 2410 Fri, 23 May 2003 01:25 Go to previous messageGo to next message
EDog is currently offline EDog

 
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Paladin wrote on Thu, 22 May 2003 12:59

Hey Edog, you plan on joining this team this turn? You spent a bunch of resources to build for your own scouts and you are still using a different password. I guess it's not a big deal since you are stuck in the corner, you don't have much to scout, but this could have been done much faster by our JOAT team member.

Paladin



Be nice...some of us have a life beyond Stars. I uploaded a modified turnfile before I took the game off hold but for some reason it didn't take. I'm not ignoring the game nor the team, just having to handle some time management issues (when to sleep, when to eat, stuff like that). Now that I'm done sorting through sixty-odd emails a day (approximately half from Paladin), and can instead check the Forum, my time will be much better spent.

Re: strategy
After I build the Scouts to transfer to Shadallark, I'm going to spend some resources to build some Little Hens that can burble down the line sowing their merry oats. The Smaug Toms that got built without my meaning to I will send into Blue Territory to get a jump on that area.

EDog



http://ianthealy.com
Born, grew up, became an adventurer

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icon8.gif  Re: Strategies 2401 to 2410 Fri, 23 May 2003 07:50 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2003
Location: Kentucky

Now I can tell you to be nice too. Wink Considering that you declared yourself to be on the Red team on Monday, it was not unreasonable for me to try and engage you and the other team members in our strategy discussion before the game started. Including Sunday, I have sent precisely 27 messages to our team. That is less than 5 /day, not 30. That is pretty normal as we try an exchange information and get started.

From my point of view, knowing you did in fact upload a revised turn that did not take makes me feel much better. I thought you had ignored what the rest of us had agreed to do but now I am feeling much better Yey

I apologize for my harshness and ask that we just move forward Teleport

I will warn everybody. I hate to lose. I hope everybody else hates to lose as much as I do. I lost one team game (it didn't start out as a team game, but ended up the races in the middle against the races on the edge). I could not get the outer races to agree to put their self interest aside. They kept vying for advantage between themselves and bickering instead of pulling together and agreeing to a cohesive plan. The result was the middle races being devoured piecemeal. Losing did not sit well with me and I hope to avoid it as much as possible in the future. Sherlock


Paladin



"There is no substitute for Integrity"

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Re: Strategies 2401 to 2410 Fri, 23 May 2003 09:27 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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Paladin wrote on Thu, 22 May 2003 13:11



Also there is no higher priorty than getting gate tech to the rest of us. As soon as possible (without hurting our IT player) we need a w/l set up to tranfer prop 5 to us. Then we need to figure out how to get our IT player const 6 so he can tranfer const-5 to us using the frigate because it is cheap. Once we build gates, he can quickly colonize high value worlds near our planets and we can use his better gates. Plus we need him to gate around the OAs I will be building for the team.

Paladin





I am planning on building facs for 1 more year then I will work on setting up a L/W at a planet nearby my HW. I have not done a L/W before but did some reading up on it. I was figuring on building scouts with a laser and transforming one to each of you at a planet near by my HW then send one lamb over a turn. Each of you should have the orders for that scout to attack me only.

By the time you have gotten the prop tech I should have a big enough econ to get con 6 in one-two years.

Shadallark - since we are so close it might be worth while for us to set up a pop drop so I could start to pick up some of your techs.

Comments anyone?

Thanks,
Ozone

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Re: Strategies 2401 to 2410 Fri, 23 May 2003 10:57 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
Lt. Junior Grade
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Ozone wrote on Fri, 23 May 2003 09:27

Shadallark - since we are so close it might be worth while for us to set up a pop drop so I could start to pick up some of your techs.


Sounds good to me, how about at Sam which is kind of between Arafat and Epsilon. I suppose that you would like me to colonize it first? My homeworld is only at 13% of capacity right now so I will wait a couple more years before sending out my first colony ship.

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: Strategies 2401 to 2410 Fri, 23 May 2003 13:59 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

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This will be the cheapest and most simple way to run a w/l for prop and const-6. Note this is not the cheapest for higher const but we really don't have to worry about that here. So here goes:

Designate one player the wolf player and all the other are just observers.
Build the wolf player a scout with a fuel mizer and blue laser for each w/l site (usually 5). Cost: 20 resources * 5 = 100

The next turn build all the other players a scout with only a jump 5 for each site and no laser (in our case this will be 20). Send out the 5 wolfs to 5 different locations close to your planet (within scanner range so you can target them next turn with the observers). Don't forget to give it transfer orders. Cost: 12 resources * 20 = 240

The next turn build your prop 5 lamb. Scout with DDLL7 and arm it with a blue laser. Take the 20 observers, divide them into 4 fleets of 5. Give transfer orders to the fleet (each player will have one fleet). Then take each fleet, target the first wolf, split off one fleet and then target then next wolf. Continue doing this until you have split off all the observers. You will end up with 20 fleets, 4 per destination.

The next turn is the critical part. Create a special battle order called 'armed lamb' or something like that and it should have the following characteristics:
Primary target- fuel xports
Secondary target - fuel xports
tactic - maximize damage
attack who - everyone

give this battle order to all of your armed lambs and send all of them to the w/l site and remember to build 5 more.

The cool thing about this w/l is that the lamb is armed so it will not disengage (unarmed lambs will do this every time) but it's battle orders will prevent it from firing. And since it initiates combat, all of the observers and wolves will be part of the battle, and the other players do not have use special battle orders. Default work just fine.

So it will cost you about 400 resources to transfer prop 5 to the rest of the team. That is less than it would cost any one of our team to get there on their own.

When the Prop w/l is over, you can do the same thing for const-6 w/l by building a frigate with a jump 5 and blue laser and giving them the armed lamb battle orders. You will have to add one extra wolf since the frigate has more armour and the single wolf will not be able to kill it in one turn.

Paladin

Note: It is possible to build all the wolfs and observers in one turn, it just becomes a little complicated to group them in fleets and send them out as 5 fleets (1 wolf and 4 observers per fleet) and do the transfer orders. You will have to issue movement orders, then you will have to split the fleets and give them transfer orders for each player. with 25 ships, it kind of messy.

Caution. Be sure to move all of your lambs that have the special battle orders to the w/l site. If they were to remain at base, they would cause a battle to happen with all friendly ships present, and unlike the lambs, your warships and starbase will kill other ships present since they will use default battle orders.


[Updated on: Fri, 23 May 2003 14:31]




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wolf/lamb Sat, 24 May 2003 21:48 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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OK - I am building three sets of wolfs/observers this turn and will build two more sets and lambs next turn.

Ozone

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Re: Strategies 2401 to 2410 Mon, 26 May 2003 01:50 Go to previous messageGo to next message
Coyote is currently offline Coyote

 
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Shadallark, could you send me your .h file? For me and proably some others it's a lot easier finding habitable planets that way than looking through a list.

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Re: Strategies 2401 to 2410 Mon, 26 May 2003 01:59 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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Yes please! Confused

Somehow I screwed up my notebook and can't see all of the planets that have been explored.

Thanks,
Ozone

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Re: wolf/lamb Wed, 28 May 2003 12:22 Go to previous messageGo to next message
FurFuznel is currently offline FurFuznel

 
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What am I supposed to do with the three observer scouts that I have received? Please let me know so I can deal with them accordingly before I submit my turn.

Shadallark



Shadallark <==> FurFuznel
Mental anguish is for those who choose to think - FurFuznel
running Mac OS X 10.6.7

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Re: wolf/lamb Wed, 28 May 2003 12:27 Go to previous messageGo to next message
Paladin is currently offline Paladin

 
Officer Cadet 3rd Year

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They are to watch the w/l and gain tech. You do nothing with them but leave them there.


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What to do with a possible WM neighbor Wed, 28 May 2003 17:22 Go to previous messageGo to next message
Ozone is currently offline Ozone

 
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Paladin -

Based on the info that you have gathered so far it sounds like he is probably a WM. Even if he is not I am sure his DDs are up to no good.

Here is an idea - build some cheap mine layers and give them to EDog. He can use them to lay on arrival and then detonate them. It might be enough to slow him down until we can get you more support.

Ozone

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Re: What to do with a possible WM neighbor Wed, 28 May 2003 17:58 Go to previous message
Paladin is currently offline Paladin

 
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Luckily I already built a cheap scout minelayer last turn just in case he tries to get sneaky near Lambda and I will transfer it to Edog in two turns (one turn from the planet. I also built a DD this turn that can be around to cause him trouble. If he send both DDs toward Lambda this turn, it will delay my re-enformcments a two turns. If he send one this turn, it will delay me a turn. If he waits till next turn, then I'll be able to land my colonists and should be able to hold the planet.


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