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Re: Dynamic Duos 4 Wed, 19 September 2012 17:28 Go to previous messageGo to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
You are correct that I should have explicitly stated the need to delete ship designs and gen the first turn. I am afraid that I took for granted that it has been SOP in the remapped games in which I have participated. Those players that might feel pinched, would likely sigh with relief if they knew fully the difference this made.

Some may be interested to know that one seed met all desired criteria, except HW mineral concentrations were 30% across the board with little more than 100kt surface minerals of each kind. In combination with the loss of starting ships, I thought this might be a little too painful and so set it aside. Luckily I found this better seed about six hours later, almost at the point of using the mineral poor universe rather than delay further. Bleh.

I ran this game through Stars Editor with the Observer mod and did a bit of scanning to be sure there was not an overwhelming difference in local mineral availability. No changes were made on this account. A few non-HW planets were moved slightly to balance local densities and otherwise to maintain a minimum distance. My aim was less an attempt to make everything "fair", so much as to ensure nobody would be crippled out of the gate.

Edit: Please don't think I am whinging about the amount of work. I loved it. I got to see at least a thousand universes! I am just sorry that when I volunteered, my forecast showed much more free time than would actually be available (in addition to underestimating the amount of time required). Thanks for letting me help.


[Updated on: Wed, 19 September 2012 17:35]

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