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-   -   SEIV Risk Mod game on PBW (http://forum.shrapnelgames.com/showthread.php?t=21979)

Fyron December 13th, 2004 07:07 PM

Re: SEIV Risk Mod game on PBW
 
You can only have one space yard per planet in SE4, and each SY can only build 1 ship per turn. There is no way around it. A comprimise had to be made.

In Risk, you get 1 army per turn per 3 countries, not per country. You also get bonus armies based on control of entire continents. North America gives you 5 extra armies per turn, for example. Neither of these are really representable in SE4 if each system is treated as a country. Geo's system of one planet per system and one SY per planet, building 1 ship per turn at every planet, is good enough and maintains the basic spirit of the game.

geoschmo December 13th, 2004 09:08 PM

Re: SEIV Risk Mod game on PBW
 
Yes, that's correct. This was as close as I could easily get with the SE4 mechanics.

brianeyci December 14th, 2004 04:32 PM

Re: SEIV Risk Mod game on PBW
 
Make all planets be size one. The shipyard/resupply depot also produces one mineral. Your ship costs three minerals. Set the amount the empire gets even with 0 plants to 0 mins.

I can't see bonus armies working in any way though.

Brian

Alneyan December 14th, 2004 04:38 PM

Re: SEIV Risk Mod game on PBW
 
Wouldn't drones work to simulate what Brianeyci described? (It has been a long, long while since I Last played Risk, so I do not recall the actual rules of the game) You could build several drones at a single planet, they can warp unlike all other units, and would work almost like ships (once you remove their supply usage).

The two problems are that drones have few movement orders (attack is the only one), and you would need one extra turn to deploy them. The first limitation might be in the spirit of the game though; you would only need to attack one single sector (where the planet is), and not to travel anywhere else in the system. Hmm...

If there is a game master, it may be possible to give extra resources when certain conditions are met, allowing a particular player to build more soldiers where and when she wishes. That requires a game master to be present however; otherwise, I believe you would need some sort of scenario editor to achieve a similar effect.

geoschmo December 14th, 2004 05:35 PM

Re: SEIV Risk Mod game on PBW
 
Drones would work, if drones worked. http://forum.shrapnelgames.com/images/smilies/happy.gif Unfortunatly they can't be fleeted, and won't warp together. So it would be next to impossible to make any attacks.

Unless I made the Risk map a single system with 42 planets, and placed damaging storms to keep you from moving except between planets that I wanted you to move between. http://forum.shrapnelgames.com/images/smilies/happy.gif THen you could use drones and I could tweak the resource numbers so you could build a certain number per turn but put them where you wanted. Except that you could only build them in multiples that the build queue allows. 1, 5, 10, etc.

Alneyan December 15th, 2004 05:26 PM

Re: SEIV Risk Mod game on PBW
 
Well, I think there is no such thing as fleets either in Risk. http://forum.shrapnelgames.com/images/smilies/wink.gif The problem is, of course, not being able to warp together, which I had completely forgotten (too much time spent using Drone Carriers I guess).

You could have other numbers than 1, 5 and the like by using Emergency Building and One Turn Worth, but that would probably be too much of a hassle.

brianeyci December 15th, 2004 07:02 PM

Re: SEIV Risk Mod game on PBW
 
Quote:

geoschmo said:
Drones would work, if drones worked. http://forum.shrapnelgames.com/images/smilies/happy.gif Unfortunatly they can't be fleeted, and won't warp together. So it would be next to impossible to make any attacks.

Unless I made the Risk map a single system with 42 planets, and placed damaging storms to keep you from moving except between planets that I wanted you to move between. http://forum.shrapnelgames.com/images/smilies/happy.gif THen you could use drones and I could tweak the resource numbers so you could build a certain number per turn but put them where you wanted. Except that you could only build them in multiples that the build queue allows. 1, 5, 10, etc.

Damn, ur right, your implementation was the correct one... doing the one system thingy and lots of storms would be such a hassle, along with only being able to build in multiples of five.

Brian

geoschmo January 6th, 2005 07:34 PM

Re: SEIV Risk Mod game on PBW
 
This is NOT a bump. I'm merely pointing out that there are two spots left if you want to join this game.

TWO SPOTS LEFT!!!

That is all.

Fyron January 6th, 2005 10:18 PM

Re: SEIV Risk Mod game on PBW
 
Sure looks like a bump to me. http://forum.shrapnelgames.com/images/smilies/evil.gif

NarfsCompIsBack January 6th, 2005 10:25 PM

Re: SEIV Risk Mod game on PBW
 
*Tries to remember some silly poem about a frog on a bump on a log in the middle of the sea, but can't*


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