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Forum: Game stories
 Topic: The SECRET winner
The SECRET winner Mon, 30 June 2008 08:00
Kelzar is currently offline Kelzar

 
Master Chief Petty Officer

Messages: 112
Registered: January 2006
Location: Ohio, US
Congratulations to the SECRETS winner! Foundation

7 players - all playing with the exact same SS

The SECRETs race design:

SS
IFE, NRSE, OBRM, RS (no ISB - very fast expansion is more difficult)
18% PGR, habit 1/4 (0,15g - 7,52g, -104°C - 200°C, 70mR - 100mR)
1.000/1.000, fab. 11/9/14, g NOT checked, mines 10/3/12
all tech but bio = normal, bio expensive, start tech3 NOT checked

Universe size: Small, Dense, Distant Starting Positions

Host is playing: No
Starting conditions: NO ACC BBS (More slowly development at the beginning, but bigger influence and more options for the players during the first years), NO special events (wormholes, MT, etc.)
Victory conditions: Last Man standing or consensus

Special Rules:
NO cheats (except chaff and split-fleet dodge)
All players have to be set to "enemy"
NO alliances, NO tech trading, NO NAPs, NO coordinated attacks
NO communication at all - INgame or OUTgame

Players were put on autopilot after they missed a few consecutive turns (typically 3 or 4)

Last year played: 2547
The player of the Foundation said that he will put together a package of his view of the developments.

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 Topic: Dawn of Man II
Dawn of Man II Sun, 18 November 2007 00:00
Shadow Whist is currently offline Shadow Whist

 
Chief Warrant Officer 2

Messages: 167
Registered: August 2003
Location: Vancouver, WA
The Dawn of Man II game has ended.
Please share your experience.

shadow whist

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 Topic: TWW game review from Trash (long)
TWW game review from Trash (long) Mon, 08 January 2007 03:48
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
The full parameters/announcement of the first TWW game can be found here.

(Sources of the quotes can be found in the announcement thread of the second TWW game.)


Diplomacy and alliances :

multilis wrote on Tue, 16 August 2005 02:35

Quote:

my race was the only one that completely died, could have survived but refused to make any diplomatic compromises

Diplomatic comprimise? Trash (Micha) was allied with Germ all game and also traded or worked with DR and Void for parts of game. Given impression Trash asked at least DR and Germ to attack friendless -F race that previously tried to take him out. (Germ was also allied with Void, ~>< -F race seemed to have some unknown friendly relationship with Void for part of game)


Smile That's not what I meant with diplomatic compromises. Wink
Knowing everybody else was going to be tech trading I looked for one true ally/partner (usually enough because you can only get one tech per year), I didn't want to end up in a big alliance (hate those things).

I became friends with DR in the start, there was mentioning of making plans to take out Vloz but then the original player went missing and as host (and player) I didn't find it ethically to quickly take out an inactive player and take advantage. So a replacement was found (multilis). By that time DR didn't seem interested anymore and focussed on the Elerians, I in the mean while I got attacked by the ~><}{\|`* (the -f race) but my losses were relatively small. (vonKreedon, the ~><}{\|`* emperor explained later in a mail that he somehow got his designs for his croby FF horde wrong (twice) and when he got it right his window of opportunity had passed).
There was one more trade with the DR for penscans (him being JoaT I was sure he had some because in the rules JoaT could not take NAS), we dit not work together in any other way, like manipulating battle board positions or whatever, he didn't help me in any wars and I didn't help him, we both minded our own business.

So I started looking for another partner and found that in the Germs. They were the only other one race close to me, except for the Vloz of which my race already decided it would never join forces with and except for the ~><}{\|`* that already attacked me (somewhere 2425-2430) which made him an enemy for the entire game, that's the way Trash feels and role plays. I reluctantly allied with Germs ... reluctant because I know Eric of the Germs too well, we've played several team games together and we wanted to be enemies for a change, though I didn't had much of a choice. Note it was already past 2455 before the Germ/Trash alliance really got into effect and decided to go for the ~><}{\|`* HWs. During that time nobody except ~><}{\|`* and DR had made a move to another HW, so we figured it was about time to get into some action instead of all the talking that had been going on.

Germ had another ally with which they were tech trading, the SS Void, I had never talked to them and did not consider them to be my direct allies. I believe that Germs primary ally always was Void, me being secondary, again because of being to used to eachother and not wanting to lay such strong relations as we had in teamgames, always keeping in mind that if we both survived long enough we would be fighting eachother. Owning 8 HWs was the VC and we both were determined of sticking to that, breaking up the alliance when the time was there.


The attack on ~><}{\|`* :

Quote:

At the time, Trash and Germ attacked the -F, who was basically nearly defenceless (few warships ever built, believe had given up)... either Vux or I singlehandedly may have been able to save the -F, and if we had both it would have been slaughter (we were only 2 WMs and our ships were counterdesigns. Mostly beamers at that point, and my beamers would come into range of 1 enemy at a time and first strike destroy most in 1 shot).

Diplomacy with the -F was difficult, and was concern that ~>< and Void would later gang up on Vux leaving Germ and Trash to gang up on me.

Saving the -F would have cost 10% of my fleet from overgating losses (compared to 0% losses to just cruise in at warp 9 and take them out after). Vux was right beside so he could have chosen to save -F if useful.


multilis had in the mean while been "balancing the game", constantly giving techs to ~><}{\|`* (weap16 and con16 IIRC) and I feared military assistance as well, possibly even from Vux since ~><}{\|`* was giving elec scrappers to them. Vloz also had started sweeping my minefields, along with ~><}{\|`*.

Like multilis notes he or Vux might have singlehandedly saved the ~><}{\|`* and that was the reason that I wanted the Germ to help me since I expected Vloz/Vux ships to protect the ~><}{\|`* HWs . So I don't consider to be the Trash/Germ alliance to be a "gang up" because we could be facing 3 races ... 2 of them being WM! We also didn't know ~><}{\|`* was -f until our troops invaded their first HW. We expected at least some resistance of him ...

The first ~><}{\|`* HW was captured succesfully, my OAs dropped defenses to only 10 operated and my smart bombs killed most of his cols. Germ stromtroopers finished the job.
The first planet was mine to take, the second Germs. The attack on the second HW was succesfull as well but when the IS troopers arrived the Germ battle fleet got killed by both Void and Vux large and high tech fleets. The Germ fleet didn't have a chance against such superior power, the Trash battle fleet had retreated to the first ~><}{\|`* so it didn't got killed, but it wouldn't have changed the outcome ...
Void sent me a message we were now officially enemies. He cancelled his alliance with the Germs in a 5 year period, him attacking Germ that turn already was not intended but happened due some of the relation/battle plan settings, that never got solved. Though Vux attacking Germs _was_ intended ... so Void in fact already was acting against Germs. However it turned out that due to some miscommunications Void believed Germ was turned against him by me, while in fact he was still ally number 1 for the Germs. They solved their differences and got friends again.


The end of Trash :

Vux, Void, Vloz, ~><}{\|`* now were all against me however Void was still against Vloz. My only ally Germs was now toothless. My fleet couldn't match any of the enemy fleets alone so I considered it to be dead. It was just a matter of who would kill it, so I sent it to my HW so at least _I_ would be the one with all the salvage. Very Happy I also uploaded all iron from the first ~><}{\|`* HW and sent it to my first HW.

Quote:

Trash only faced my warships 1 on 1 over his HW and he lost. Mine were natural counterdesign and WM outdoes CA in dreadnaught era. I got bit of help in bombing from others, but was pain in butt, would have been easier to just built the right bombers and done by self from start.


It turned out that Vloz reached orbit of my first HW as first, he had the "honour" of reducing my ships to the salvage that I could handle on my junkyard. Smile Void arrived in orbit of the first ~><}{\|`* HW and at a warp9 from my HW in the same turn as Vloz in orbit of mine, so he was one turn late.

Knowing Vloz was paranoid about the Void SS and after Void and Germs became friends again I suggested to the Void that he would send his fleet in orbit of my HW to have a chance to kill the Vloz fleet (at that moment inferior to the Void battle fleet), else the paranoid Vloz would get all the minerals from my HW and use it against Void since he seemed to dislike SS the most.
Void did but Vloz retreated into DR minefields where Void couldn't follow him.

The turn the Void/Vux killed the Germ fleet I knew that not just my fleet but my entire race would die, no way I could face all those more or less combined enemies, and no way I would try to talk to keep my race alive, that was not how I wanted to play, diplomacy already had been a too large part of the game. Being in their place I would totally finish off any race that got his battle fleet defeated, just as I had planned to completely destroy all ~><}{\|`* ships and colonists, no talking, no mercy, no chit chat over a cup of coffee. Smile

Quote:

I had offered to let Trash keep one of his HWs, ...

Indeed you did, my race took that as an insult (that would be one of the comprosises I was talking about), Trash never responded, hoping you got the message. Smile And seems like you did, you finally got some of what I had hoped was the spirit of the game and started killing me off. Smile

Quote:

... he was up to 3 after gang up on -F race, but he was toast after I successfully took out his fleet, then dodged the SS suprise gangup help for him, then in turn organised a gangup on the SS. (Couldn't stop Trash iron horde from going to Germ).


I was toast the minute the Germ fleet died.
Like you said bombing didn't went well, it went very very sloooooow. I was able to destroy (bases don't leave salvage) all of the iron (from the first ~><}{\|`* HW and from my dead fleet, that was a lot!) on the HW you were bombing with several races. You'd indeed better bombed me more quickly. Nod I also didn't even bother to fix the battle board postions so my bases would have a shot at your bombers, Trash was beyond diplomacy and awaiting death as a reward. Wink
The iron from my second HW went to Germs, figured they might be able to use it since they would live a bit longer.

Quote:

Germ offers Vux (then strongest player) to get support of him, Trash and Void against me and DR... 4 on 2, to supposedly crown Vux as supreme leader.

Don't remember that part, or it was outside my knowing ... by that time Real Life had taken it's toll ... Sad
Quote:

Then 24 hours later after Vux refuses he is complaining about "big alliances". (At that time Germ could nearly match Vux in firepower from minerals he was given or took)

Heh, big alliances were always a terror lurking beyond the horizon ... Sad

Quote:

Game was into 80+ years, Vux wanted to move on, everyone else was neutral to xcontinuing. We followed DR suggestion to send all our fleets into one spot, I got lucky and won despite missing sending my biggest stack in.

"Moving on" came up ealier as well, when it first showed that relations were getting to intermingled (or what's the word?) ... Hence the relation restrictions in the new game ...

Heh, started this reply at 8.30 am, it's now 3.45pm ... wrote a few sentences every 15 minutes, so if things seem out off order ... Silly hair

mch

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 Topic: Rings2 game ended
trophy.gif  Rings2 game ended Wed, 15 December 2004 17:47
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
Greetings,

The Rings2 game has ended. It was a team game with 4 teams of 3 in a universe remapped into 3 rings. (There is also an identical Rings1 which is still in progress. The full parameters/announcement can be found here.)

Victory conditions:


The game will be over in 2500.
Each planet will have a point value: planets in the outer ring=1, middle=2 and center=3. Due to the different sizes of the rings in practice all the "whole" rings have about the same value. The team with the most points wins.
To collect the points for a planet there has to be at least 100.000 pop on the surface and a starbase in orbit (the starbase hull or above are valid, fort and dock are not).

A team owning the complete center ring ( =pop+base as above for each planet) at any time in the game will win immediately.


However in 2479 all teams surrendered to the Children of Loki. At that time they owned half the universe.
Congratulations, well played!




A bit of team info:
Children of Loki = 3IT
Ourobos = IT, JoaT, WM
Team South Africa = IT, JoaT, SD
OIDs = 3IT

(Side note: I never intended to allow a 3IT team, but somehow this disappeared unnoticed from the game announcement and I didn't realize this until after the neutral party already received all race files and started genning for a suitable universe. Too late to start over again.)



I used a serie of screenshots of the universe (taken with Xtreme Borders) to make an animated map, showing the progress of the races during the game. The shots are taken every two years (more or less). There is a gif and a shockwave flash version. (The two files are showing the same. File size is almost 1MB each. You can also find the gif at the end of this post.)

Colour coding:
blue = Children of Loki
red = Ourobos
yellow = Team South Africa
green = OIDs
(Never mind the grey blobs, that's the observer race. Hm, just thought of it that I might have been able to remove it by deleting the data from the .p file ... oh well, next time.)



Special thanks to the creators of the universes: Ken Mitchell (Rings2, and co-host for both games) and donjon (Rings1)!
And thanks to Stuart for making Xtreme Borders.

mch,
Rings1 host (and Macinti A.I.)
ex-Rings2 host

[edit: fixed links to maps]
  • Attachment: rings2map.gif
    (Size: 971.78KB, Downloaded 272 times)


[Updated on: Mon, 08 January 2007 09:34]

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 Topic: Penta game ended
trophy.gif  Penta game ended Tue, 17 February 2004 16:32
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
The Penta game ended last week. The full parameters/announcement can be found here. In short: a team game with 5 teams of 3 in a universe remapped into a pentagon shape.

http://starsautohost.org/sahforum/index.php?t=getfile&id=1247

Victory conditions:

There will be five Target planets, one at each outer corner of the pentagon, and one Target planet in the center (six in total). The winner of the game is the team that owns the most target planets at the year 2500. If there is a tie, then the game will be extended in 10 year sections until the tie is broken. If at any time one team owns 4 or more of the target planets, then that team is declared the winner immediately.
To own a Target planet, it must be colonized and have population there.


The team of the Things captured 4 Target planets in the year 2494.

mch,
Penta host

[Edit: added picture]
  • Attachment: penta3.gif
    (Size: 17.31KB, Downloaded 375 times)


[Updated on: Mon, 08 January 2007 09:40]

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 Topic: Game over: "A Matter of Honour"
Game over: "A Matter of Honour" Sun, 15 June 2003 04:05
Alter Ego

 
Officer Cadet 4th Year

Messages: 283
Registered: November 2002
Location: Germany
A Matter of Honour


... is over!

It is a great pleasure for me to announce that "A Matter of Honour" has been won by the Shepherds, played by Lupi. The Weegies, played by Vambola Kotkas, hold rank 2, and the Silvolvians, played by Peter van de Werken, came in third.

Those are the dry facts. The story behind the words is a long one - too long to be told in complete detail here. But it does deserve a review, it has been one of the most enjoyable games I've played in. And I have the feeling that this is an opinion shared by the other players. So my first thanks goes to Barrie Millar, who set up the game and hosted it until 'real life' forced him hand over the Shepherds, the race he was playing, to Lupi, and then later, the hosting to me. Barrie, you're one of the best! And my thanks also goes to all the players who have made this game what it was.

And what a game it was! It ended in the year 2561, and there wasn't a boring year in all that time. The serious fighting started in the 2450's, with two alliances forming: the Skavdars, Silvolvians and Forlorn Tribe in the eastern part of the universe, later joined by the Durian and the Mimics in the west; and the Shepherds, Weegies and Ja'Kar in the centre, soon joined by the Humanoids, Ghosts, Magi and Astronomers.

The Silvolvians took the lead for a long, long time, nearly up to the end of the game. But Lupi made a marvellous job of organising the defence after taking over the Shepherds. The MM that must have gone into playing this SD race in a huge, normal universe is something that gives me nightmares just thinking about it. And coordinating the members of an alliance in addition must have taken a deep cut out of his time... In the end, the decisive factors were the lack of minerals in the eastern alliance and the counteroffensive the central races started after repulsing the attacks of the easterners.

The game ended by vote. We unanimously decided that the Shepherds deserve the title of victors.

If you should meet Lupi, Vambola or Peter in a game: Take care! They are not to be trifled with...

Alter Ego




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

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Forum: The Academy
 Topic: Disposable income
Disposable income Mon, 02 March 2020 04:44
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
There are more than a few guides and posts around the place that make reference to the concept of "disposable income". Some people don't entirely understand what that is, and I must confess I didn't really get it - at least in the case of AR - until relatively recently. So, I'm writing a bit about it.

What is disposable income? It's the portion of your resources (both in the strict Stars! sense and to a lesser degree minerals) that you can throw down the drain (in any of various ways) without adversely affecting your economic growth. You can do anything you like with these resources and your curve won't know the difference (unless you get invaded Razz).

So, in the strict sense, disposable income is resources you can't spend on your economy. In a slightly looser sense, it's resources you can't spend on your economy with an appreciable rate of return.

What counts as spending resources on your economy? In rough order of directness, and assuming a relatively-standard race:

*Factories (directly gives resources)
*Mines (to improve your mineral output, which improves how many factories you can build)
*Terraforming (to improve your pop growth, which improves your future resources)
*Freighters (up to the amount you need to manage your pop and - for factoried races - Germanium; this is to improve your pop growth and to improve how many factories you can build)
*Colony ships (to give valid targets for your freighters)
*Scouts (to find targets for the colony ships)
*Economic technology research (i.e. that necessary to unlock better terraforming and better freighters, up to the point at which each is sufficient for current purposes)

(Note that some of these also need minerals; those minerals aren't disposable.)

Everything you can't spend productively on any of those is disposable income. In theory, nobody has disposable income until they've maxed out their terraforming tech and have the best freighters possible at maximum miniaturisation, but the last levels of terraforming don't have an especially-high rate of return (unless you're CA) and neither does freighter research beyond "LF that can go Warp 9 with a decent load" or even "privateer that can go Warp 9 without a zillion boosters".

Of course, removing some of these from the equation will increase your fraction of disposable resources. Some examples:

*-f don't need to build factories (which also drastically reduces "economic" mineral demand and thus the need for mines)
*CA don't need to build terraforming
*IFE and HE don't need to research Prop 9 to get "good enough" freighters

And now of course we come to the trap: Alternate Reality.

It's easy to think that AR has a ton of disposable income since they have no planetary installations. It's also wrong. Here's what you can do as AR to better your economy, again in rough order of directness:

*Research Energy (directly gives resources)
*Terraforming (directly gives resources and improves pop growth)
*Colony ships (to spread your population, which directly gives resources, as well as getting more minerals)
*Bigger starbases (to improve your pop growth, which improves your future resources)
*Freighters (to manage your pop and thus improve your pop growth, as well as recycle colony-ship minerals; there's also a direct spreading effect but it's not super-huge)
*Economic tech besides Energy (unlocks terraforming and bigger starbases)
*Remote miners (to get more minerals, although AR's innate mining fulfils most of its economic needs if you're good at recycling)
*Scouts (to find targets for the colony ships)

That's a different list, but it's still quite a list, and two of them (Energy and colony ships) are extremely open-ended and can be built by any planet. In the strict sense, therefore, an AR has zero disposable income until they reach Energy 26 and have colonised every planet available. In the looser sense, they still need to colonise every planet available (Pinta-ing a red has a payback time in resources of ~3 turns + travel time with Ener
...



[Updated on: Mon, 02 March 2020 05:12]

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 Topic: PSA: Galaxy Scoop makes fuel at Warp 9
PSA: Galaxy Scoop makes fuel at Warp 9 Sat, 02 September 2017 21:40
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
There has been a statement going around (it was in the wiki, for instance) that the Galaxy Scoop doesn't actually generate fuel at Warp 9. This used to be true, but it was fixed in 2.6j/2.7j RC1; as the only versions still in use are 2.7j RC3 and 2.6j RC4, the Galaxy Scoop does indeed generate 1 mg/ly in current versions of Stars!.

I have edited the wiki article accordingly.

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 Topic: Posey excel sheet
Posey excel sheet Thu, 21 January 2010 14:38
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
I have an addition to the "minefield" tab on the Posey sheets. I added a little calculator for single ship minefield damage.

For all you math whizzes out there, please check to make sure I did every thing right.

Also,I might add a multiple design calculator later...

http://www.fileswap.com/share/4b09e6083f35de5fb02c99091a6b48 2e/replacement-minefields.zip.html

-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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 Topic: Funny Bug... when the scannerless is better than the scanner!
Funny Bug... when the scannerless is better than the scanner! Sun, 17 September 2006 11:37
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
I just looked at my turn in current game (Not Too Busy for Stars). I visited a certain AR world called Deacon, and got pop reading of 246400 from his orbital fort, thanks to a short visit by my flak!

Correction: Turn before my last reading from planet was his former IS buddy (who is dead/has dropped) with that exact pop level so likely artifact reading.


[Updated on: Sun, 17 September 2006 11:42]

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 Topic: Engine Safe Speed & Battle Speed
icon1.gif  Engine Safe Speed & Battle Speed Thu, 06 July 2006 07:20
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Greetings, fellow space travelers, Smile

I recently dug out a few tidbits from ancient rgcs posts. Sherlock I'm posting them here for their possible interest to modders, tinkerers, and/or clone coders. Very Happy

The Battle Speed for any given engine is determined by its fuel consumption at every warp. The "Best" Speed will be the last warp *before* fuel consumption rises above 120% (as the Stars! helpfile hints). Some rgcs posts mention 125% or even higher, so tests with modded fuelusage tables would be welcome. That "ideal" warp will be used to compute Movement points in the Battleboard.

Battle Movement (for the engine alone) = (ideal_warp - 2) / 4. So, Warp6 gives 1 square of movement, and every warp above it gives another 1/4 square. The full Movement Formula (for a ship design) is outside the scope of this post. Whip

For some engines, that Battle Speed should be 10, but is only 9. Why? Because they're unsafe at warp 10. And it seems "Warp10-safety" is determined thru fuel consumption, too. Sherlock Thus, any engine that burns fuel over a 105% "safe" rate will be unsafe for Warp10 travel. The cutoff isn't clearly stated, but 108% fuel consumption makes an engine unsafe, so the margins are small.

Enjoy, Disco



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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 Topic: Mineral depletion
Mineral depletion Wed, 25 May 2005 17:38
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Ages ago Jason Cawley wrote in RGCS newsgroup about minerals per concentration point (if mined with remote miners or 10 efficency mines):

> So my guess is it is supposed to be something like this ->
> con greater than 30 -> 12500 kT * ln (starting con/ending con)
> less than 30, greater than 3 -> 456 kT per point

Later there were made tests that from 4 to 3 and from 3 to 2 were about 1000 kT minerals and from 2 to 1 about 2000 kT of minerals.
On case the mine efficiency is not 10 then these amounts have to be multiplied with mine efficiency/10.
It seemed correct enough back then. Nod

My recent testing however shows that the logarithmic formula does not fit for concentrations above 100. There seems to be like 123 or 124 kT of minerals per point above 100. I am not sure if it was always so or only in latest patches. Confused

The maximum mineral conc possible seems to be 200 (even huge comet does not push it higher). Very Happy

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 Topic: Disengage in 8 moves
Disengage in 8 moves Wed, 24 November 2004 16:55
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
LEit mentioned to me that ships disengage after 8 moves rather than 7 as mentioned in the help file. To confirm this I fired up the game and gave it a try - the battle viewer showed my scout with tactic "Disengage in 7 moves", so I thought "phoey - what does LEit know anyway ?".

I've just looked a bit closer, and noticed that after the 1st move the scout still says "Disengage in 7 moves". After that it does count down though. So, LEit was right, and disengaging takes 8 moves. The help file and the battle viewer are wrong Smile

Jason Cawley mentioned this in rgcs on 26 Feb 1997, so it's not exactly news, but I thought it was worth mentioning anyway.

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 Topic: Favorite PRT
Favorite PRT Sat, 11 September 2004 05:36
dejan is currently offline dejan

 
Crewman 1st Class

Messages: 25
Registered: August 2004
Location: Belgrade, Serbia, Europe,...


What is your favorite PRT[ 39 votes ]
1. HE 1 / 3%
2. SS 4 / 10%
3. WM 3 / 8%
4. CA 2 / 5%
5. IS 2 / 5%
6. PP 1 / 3%
7. SD 4 / 10%
8. IT 10 / 26%
9. AR 7 / 18%
10. JOAT 5 / 13%

regardless of which prt is the strongest one. Which one you like to play all the time.

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 Topic: Universe size info
Universe size info Sat, 23 November 2002 02:50
BlueTurbit

 
Lt. Commander

RIP
BlueTurbit died Oct. 20, 2011

Messages: 835
Registered: October 2002
Location: Heart of Texas
Picked this up somewhere (newsgroup?) once:

Here is the number of planets / density information for all
universes, credited to Leonard Dickens.

Number of planets in a galaxy.

These numbers are not exact, actual number of planets may vary by
1 in a tiny/sparse, or 6+ in a huge/packed

Number of stars
_____Sparse_Normal_Dense_Packed
Tiny____24_____32____40____60
Small ___96____128___160___240
Medium 216____288___360___540
Large__384____512___640___910
Huge __600____800___940___945

Size
Edge(ly) Area(ly^2)
Tiny 400 160K
Small 800 640K
Medium 1200 1440K
Large 1600 2560K
Huge 2000 4000K

Density of stars (#stars/10000ly^2)
Sparse Normal Dense Packed
T/S/M 1.5 2.00 2.50 3.75
Large 1.5 2.00 2.50 3.55
Huge 1.5 2.00 2.35 2.36



BlueTurbit Country/Rock

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Forum: Questions about Stars! AutoHost
 Topic: Game pages on hold
icon4.gif  Game pages on hold Sat, 22 July 2006 06:13
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
To all game hosts:
The AH server experienced a power outage yesterday. The server is going again and pages are updating. However all games are on hold and I think the usual "Message to all game hosts" email has *not* been sent out yet.

So: "You may start your games running when you're sure that your players have had a chance to upload their turns."

mch

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 Topic: Windows XP and Stars!
icon4.gif  Windows XP and Stars! Thu, 21 October 2004 23:44
Ron is currently offline Ron

 
Commander
Forum Administrator
Stars! AutoHost Administrator

Messages: 1231
Registered: October 2002
Location: Collegedale, TN
I've found 2 games in the last month (since the move to the new server) that cause stars.exe (Jrc4 only) to crash under both WinXP and the newer version of Wine running on the new SAH server.

donjon helped me verify that the game I sent him to test generates just fine on Windows 98 using Jrc4 exe file, so XP is the problem.

I'm going to have to put an older version of wine on the starsautohost.org server to prevent the problem.



Ron Miller
Stars! AutoHost

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 Topic: Autohost is down. Yikes!
icon10.gif  Autohost is down. Yikes! Wed, 15 January 2003 04:19
BlueTurbit

 
Lt. Commander

RIP
BlueTurbit died Oct. 20, 2011

Messages: 835
Registered: October 2002
Location: Heart of Texas

Autohost is down - I feel[ 16 votes ]
1. With my fingers 1 / 6%
2. I need my daily post on AutoHost 0 / 0%
3. Without AutoHost I am toast 1 / 6%
4. Big deal, I have a life you know 3 / 19%
5. Panic, nail biting, withdrawal symptoms 3 / 19%
6. Easy come, easy go 0 / 0%
7. Someone's gonna pay for this 1 / 6%
8. Shh, it happens 2 / 13%
9. (Several of the above) 5 / 31%

Laughing


BlueTurbit Country/Rock

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Forum: Stars! Nova - Development
 Topic: Migration of SF hosted apps
Migration of SF hosted apps Tue, 03 July 2012 17:00
Daniel is currently offline Daniel

 
Chief Warrant Officer 3
Stars! Nova developer
Stars! Nova developer

Messages: 179
Registered: April 2006
Location: Nowra, Australia
Source Forge have announced they are retiring the hosted apps platform which supports the Stars! Nova wiki:

Quote:


In case you missed it ...

We wanted to be sure you were aware of some upcoming changes to the
SourceForge project hosting service.

One or more of your projects use the Hosted Apps service. On September 1,
2012, the Hosted Apps service will reach the end of its life and be shut
down. The reasons for this are discussed in the blog post, at
http://sourceforge.net/blog/hosted-apps-retirement/ and in the wiki, at
https://sourceforge.net/p/forge/community-docs/Hosted%20Apps %20Retirement/


Over the coming days, we'll be publishing more documents about how to
migrate your apps to your own project web space, so that none of your data
is lost in this transition. We want to be sure that your project can
continue to operate without interruption, so if you have any concerns,
difficulty with migration, or just want to chat, please send us a note
(communityteam@sourceforge.net).

Please watch the wiki page
(https://sourceforge.net/p/forge/community-docs/Hosted%20Apps %20Retirement/)
for further updates about this process. We'll be back in touch as it gets
closer to the deadline, or if anything about the plan changes.

Thanks again for being part of the SourceForge community.




Have fun.

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 Topic: GUI refactoring/changes
GUI refactoring/changes Thu, 21 June 2012 01:54
Aeglos is currently offline Aeglos

 
Chief Warrant Officer 1
Stars! Nova developer
Stars! Nova developer

Messages: 142
Registered: May 2011
Location: Chile
I saw mash doing some commits recently, yay!

Anyways, I was revising the event messaging between forms prior to updating the Fleet Detail panel to accomodate for the incoming waypoints holding several tasks change, when I realized the GUI is really really spaghetti-ed. Too much business logic mixed in there and the Designer complains in almost every form/panel making it very hard to edit.

I'm going to attempt a whole refactoring of the GUI into some kind of MVP pattern or similar... just something to clear the UI logic away from the non UI routines. I realize this is *yet* another big change, but on the other hand everything is already there and works, I have no intention of recoding things, just reorganizing/splitting them into a few new clases so it shouldn't take as long or be as destructive as the other big design changes.

I'll see if I can dislodge the panels and make them all floating/collapsable in the process with a custom control. The UI lacks flexibility and is not very space efficient as it is now.

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 Topic: Style Guide
Style Guide Sat, 27 August 2011 05:16
Daniel is currently offline Daniel

 
Chief Warrant Officer 3
Stars! Nova developer
Stars! Nova developer

Messages: 179
Registered: April 2006
Location: Nowra, Australia
I had a little time this afternoon so I consolidated our disscussion on coding style into a Style Guide in the wiki here.

I am currently cleaning up some Style Cop warnings...



Have fun.

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 Topic: TestHarness
TestHarness Thu, 30 June 2011 19:00
Daniel is currently offline Daniel

 
Chief Warrant Officer 3
Stars! Nova developer
Stars! Nova developer

Messages: 179
Registered: April 2006
Location: Nowra, Australia
I have reinstated the TestHarness project for dubbugging because VS Express does no have the Attach to Process functionality for use with NUnit.


Have fun.

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 Topic: Quick Links
poll.gif  Quick Links Wed, 29 June 2011 21:55
Aeglos is currently offline Aeglos

 
Chief Warrant Officer 1
Stars! Nova developer
Stars! Nova developer

Messages: 142
Registered: May 2011
Location: Chile
A list of useful links to have here.

Stars! Nova related links

Stars! related links

Edit - Updated links - 10 Jan 13 - Daniel


[Updated on: Thu, 10 January 2013 01:48] by Moderator


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Forum: AR
 Topic: Starter colonies
Starter colonies Tue, 10 March 2020 23:49
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
Quote:
AR Starter Colonies:
Starter colonies for AR races will not contribute excess resources to research, unless the build queue is cleared first (using the clear button) or the hull design changed / upgraded. This is due to the "build Starter Colony" order invisibly blocks the end of the queue despite the fact that it has already been completed.


This has been in Known Bugs for ages, but I'm not so sure it's correct in current versions. AR starter colonies do appear to contribute to research without that procedure, even on the same turn they're colonised (assuming it was done at WP0).

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Forum: HE
 Topic: HE HG-ish 2i
HE HG-ish 2i Sun, 27 January 2008 11:54
Soobie

 
Officer Cadet 3rd Year

Messages: 270
Registered: May 2007
Location: Australia
Had a play with this. Did OK. Quite OK tech. Bit slow at the start (about 2.5K at 2420), but did make sure I had crappy HW in the 2 tests I ran (30% min concs, nearest planets over 81ly - oh, the tiny/normal had 1 planet which was 65% hab @ 78ly and the HW germ conc was 35%). Quite low MM for an HE.

HE
ISB, NRSE, OBRM, NAS, RS
G: imm
T: -196°C - 196°C
R: imm
7% PGR
1/1000 pop eff
14/9/14 // 3g facs (tossed a coin b/w this and 14/8/14/4g)
10/3/15 mines

En, W, C cheap. All else expensive. (Would have liked the extra 0.5 cheap, but meh.)

Easily beat 25K in tiny normal. Just beat it in tiny sparse (25,059:P) No MM after 2430 except moving germ and hadn't particularly balanced pop early, so it was a mess. Did no terraforming at all. (Did fully backfill the HW and the 3 worst planets in the sparse test or wouldn't have made the 25K benchmark - didn't bother with any backfilling with the normal). Probably should have done some terraforming in the sparse, too.

Tech was OK (14/16/11/11/13/11/4) and came pretty much when expected. Exactly half the planets in both sparse and normal were better than 90%. Worst was 41% in normal and 43% in sparse. Took it up to En16 after 2450 and all the 90%+ went to 100% if terra was done and only the ones under 50% start never hit 80%. Was pretty surprised at getting 25K in tiny sparse with only 7%(14%) PGR and with quite messy pop control.

The race is no superstar QS job, but it was pretty easy to mess around with. Yay for HE Smile

edit: checked pop and facs for the sparse. Closing pop was 8,56mill, so CAGR was 9.42% - possibly about the same you'd expect for a 5% 3-imm if you could hold everything at 25% cap (which I don't think you could with only 24 planets)? Facs built were 11,786 of a possible 11,985 - not sure what happened there - must've run out of germ somewhere).
...



[Updated on: Sun, 27 January 2008 12:11]

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