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Re: Furbal VI on PBW
Hmmm...Ok, I'm in.
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Re: Furbal VI on PBW
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Re: Furbal VI on PBW
oh, bloody #&%(ing hell! I can use settings.txt to set the ship limit to 331, or 505, or 201, or any number that is 200 or greater. But I can't set the default limit below 200 (though I can lower it by hand down to 100).
ARGH! I tried to find the setting with a hex editor, but C8 is just too darned common. WHY did that >200 check have to be coded in there? |
Re: Furbal VI on PBW
Well, we could always play with the special circumstance: If you ever have more than 5 ships, you lose. Not the same, I know, but still could work.
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Re: Furbal VI on PBW
P would have to check each empire manually, or people could be cloaking them.
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Re: Furbal VI on PBW
We could play with View All Scores on, and/or we could say if you are caught with more than 5 ships, then you lose.
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Re: Furbal VI on PBW
Simple solution. Trust. After all, who'd want to win a game by cheating?
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Re: Furbal VI on PBW
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Re: Furbal VI on PBW
no, i have come to accept the fact that i will never win a furball.
its not a problem of trust, its a problem of accidents. people will probably want to have their build queue's full and with 0.1 years of build time remaining for large ships, just waiting for one of their five to be destroyed. if someone misses a turn, or forgets to check one of their queues, extra ships could slip out. in the begining, you might want to set all of your planets building ships, assuming that one of the planets might get glassed and not produce. but i guess thats a moot point now. the only way to do it is to make all scores visible, and penalize players that have more than 5 ships. It might be possible to just have the computer control players that build more than 5 ships, until they are back under the limit. of course, that could cause more problems if the AI keeps building ships... |
Re: Furbal VI on PBW
Afaik, you can setup pbw player statistics page to display only desirable parameters such as player's score only or amount of ships only.
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