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Home » Stars! 2.6/7 » New Game Announcements » Sophisticated (and all jacked up)
Sophisticated Mon, 27 October 2014 22:56 Go to previous message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
This is a no-comms game. Do not reply to this thread if you want to play; this is a filter. Do not reply to this thread if you do not want to play; your opinion is not welcome if you got no skin in the game. Send inquiries or arguments to my email or PM.

We have 8 players interested at the time of this posting, ten or twelve would be super sweet. How about a racefile deadline of 1200 GMT 4th November.

Universe and game parameters
Galaxy remapped to a circle. Players roughly equidistant with as close to 32.5 stars per player as I can get. With 8 players we will take ~240 stars = 30/player; 9 players get ~288 stars = 32 per player; 10 players get 360 stars or 36 each. Density will be nearest to dense after remap (2.5-2.55 stars/10kly^2). Players will be 246-324ly from nearest neighbors; some may be closer to the otherwise sparsely inhabited center. Slow tech advance. No ACC BBS. Arbitrary game parameters will kick on a public score sometime randomly selected around 2485.
I will select a universe with HW mineral concentrations of at least 40% for each mineral. I will aim higher, but no promises. I will also scout space nearby HWs and fix any extreme variance in distribution of planets and minerals within 1 and 2 hops.
Distribution of HWs will depend on the types and frequency of races fielded. Having HWs roughly set out in a circle is my fallback position, though there would be some fluctuation in the distance from center. If there is a clear distinction of fast and slow races, I am more inclined to put the speedies closer to the center and the builders closer to the rim. I will take experience as well as race design into consideration when placing players. I am not planning to put any players "in the middle", but some might be closer than others (eg give or take ~100ly at the extreme).

Race Design
Players start with a cache of 42 scrappers (DNA Scanner, Beam Deflector, RadRam FFs for chance of up to level 6 in all techs). I will use Jrc3 modded with Stars Editor and the zerohack module to set the tech level, resource cost, and mineral cost of ship hulls and components to zero. Because SAH does not use modded EXEs, all modded ships will need transfer tags before genning on SAH. The ships are queued in 2400, given orders to transfer in 2401, given orders to transfer back in 2402, and game files are distributed/loaded on SAH at year 2403. No CA, PP, or IT. Joat: no NAS, 60 points set to defense, 27 scrappers at start. IS: 25 points set to defense, 31 scrappers at start. Weapons expensive. Construction not cheap. If a race takes NRSE, their scrappers get DDL7s instead of RadRams.
There are no special restrictions on how you choose to use your scrapper frigates.
# Higher
Tech Fields
Available
6 | 49 74 87 93 97 98 99 99 99 99
5 | 49 74 86 93 96 98 99 99 99 99
4 | 47 72 85 92 96 98 99 99 99 99
3 | 44 69 82 90 94 97 98 99 99 99
2 | 38 61 75 84 91 94 96 98 99 99
1 | 25 44 58 68 76 82 87 90 92 94
------------------------------------------------------------ ---
1 2 3 4 5 6 7 8 9 10
Tech Trading Events

Schedule
First 3 weeks @ 25hour max non strict (meaning everybody in causes a gen). After three weeks and ~21 turns, a schedule of M, T, W, Th, F at 10pm PST (6am GMT T, W, Th, F, Sa). After 2470 a vote can be called for reducing gen to 50 hours max. Vote is called by player messaging host, then host messaging other players. Everyone gets two hold requests, including host. Hold requests may be used to delay no longer than two regularly scheduled gens. With no need for diplomacy or coordination between players, this should be a speedy game.

Bugs/Exploits/Features
Repair after gating, chaff, split fleet dodge are allowed.
Mine damage dodge and mine damage allocation are allowed.
Do not cause battleboard overflow: do not send more than 75 of your tokens into a battle. Merge happens after battle. Do not cause target list overload: do not cause more than 100 of your fleets to be at any one location. Be careful when chaff sweeping; chaff sweeping has caused me to inadvertently trigger battleboard and target list overflow in past games. Do not put alpha or beta torps on ships with more than two engines. The torp restriction in combination with best practices for avoiding battleboard and target list overload will be adequate to nerf minimum damage imo. Exploding Minefield Dodge will not be penalized if not deemed to be egregious or intentional. Colonize without Colonizer and Cheap starbase allowed for AR up until 2412.
Anything else on the Known Bugs (JRC3) - Player Exploitable Bugs / "Features" list is disallowed. See the list in the Must Know section of the forum. If in doubt, ask the host. If you suspect a violation, ask the host.

Game Specific Rules
Host not playing. Single Race Victory. All players set to enemy. No pregame alliances. No communication between players. No game-talk until it is all over (with the exception being a call to vote for schedule change or victory by acclaim initiated by private email to host). Player identities will be obscured; player names will show on game page as Player 1, etc. I would recommend players use generic naming conventions for their race and ship design names. Race names or ship names should not be used to circumvent the spirit of non-communication. I might get pissed if you start naming you ships the same as you have in previous games; telling people who is playing a race is too much communication in itself. If you are looking for a naming convention to obscure your identity, let me know.
If there is an infraction, the host will not regen but might enact a penalty of a skipped turn, or alter the offending players next turn (eg target list overload is triggered inadvertently: all fleets at location over 100 get set to scrap).
If an infraction is grievous, the host might do something nasty like deleting ship designs or resetting planetary production queues.
If an infraction is wilful and grievous, like initiating communication with another player, the offending player might be banned from the game. Players must keep host advised of current passwords, or risk a skipped turn.


[Updated on: Tue, 28 October 2014 09:45]

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