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HST Utilities and Services Fri, 14 October 2005 19:33 Go to previous message
Captain Maim is currently offline Captain Maim

 
Lt. Junior Grade

Messages: 492
Registered: March 2003
Location: USA, Mesa, Arizona

Alright, I've written (or am writing) a small little utility that can edit the HST files... Since I've been asked not to release it I'm offering my services to hosts who want to add some spice or just convience to their games.

Here's what my utility does so far: (Note edits ONLY HST files, required for using HST + XY, M is nice if you don't mind but not nessessary. And a complete 100% Px map of the galaxy if you want to edit all the uninhabited planets.)

1) Automatically Edits any number of uninhabited/never inhabited planets MC and Hab settings to a predefined value. (Full map or ID# to ID# segments.)

2) Manually edit HW's and other inhabited planets. Changing unterraformed HW's and colonies habs to match new settings. As well as MC settings.

3) Manually editing planet's and giving them a random mine/fact/defense/population/surface ore bonus. This feature's chaotic as the values I edit are not understood by me. So it's trial and error.. (Not my best feature but still a feature)

4) Race Mutation: The ability to transform any legal race into any other legal race, with the present exception of name and logo changes.

5) I can change the starting ship designs of race too but I'd have to create the game if I were to do that, as it's a hacked exec that I'd be using.
------------------------------------------------------------ -

Uses for race mutation: (Impartial examples of what's possible, not what's practicable or ethical, etc...)

1) Exchange player HW's by mutating one race into the other. (Does not effect starting tech, ships or planetary settings.) Note: this would work in conjunction with the manual HW editing feature, so I can alter the habs of HW A to match HW B, while I swap Race A with Race B. Result, a near perfect transposision of races at the cost of having to trade player #'s.

2) Mutate replacement player races to suit the new player's tastes. Could result in more player replacements... (They can even shift their PRT's too if they'd like. Full racial change, minus names and logos.)

3) Get slightly more RW points by enabling low starting pop after game start. And disabling the +75% tech check box in the tech settings. (Maybe players would want that? Host/Game dependant.)

4) Incase you REALLY wanted to.. I can use this to trade player #'s. Though Passwords would remain the same. So players would have to deal with that if they really wanted to deal with this as a game feature. Could be interesting. Trade races at year X or whatever, players keep their original race but now find themsleves governing a new empire!

5) Mediated by a 3rd party and some predefined host rules, players could have the option to adapt their races either once at a preset year, or every X years. Possible rules could be no more than +/- 5% growth change. Or no more than +/- 2 in factory efficentcy, etc... The game auto checks if the races are legal so mutating into a new, but legal race is manditory and beyond my control. Attempting to make an illegal race even by 1 point will cause the game to hit you with some handicap that's usually around 500 freed up RW points. Not my fault that's just how it is.

6) Building PRT spesific ships and then changing PRT's to build other PRT spesific ships is also possible. Works for hosts who need a lot of PRT spesific ships. I'm sure that some hosts will find this handy as it elimiates the need for 5 host races or whatever...

7) Fertility to Infertility. A game (would work great on a huge map) Where races expand and grow as much as they can until a predefined point where all races are stripped of their growth rates (down to 2-5% growth) and allowing players to max out on their economic settings and LRT's and MAYBE if hosts want to, even change their PRTS... Go Tri-Immune, and what not. After the infertility stage population becomes the gold of the universe as it'll hardly grow back. That or some variation there of.

<Yes, this article's very nearly done.>

8 ) Mid game joining. Yeah I know but if you have a few extra races lyi
...



[Updated on: Fri, 14 October 2005 19:37]




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