.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   game idea: junkyard wars (http://forum.shrapnelgames.com/showthread.php?t=3610)

Puke July 11th, 2001 04:35 AM

Re: game idea: junkyard wars
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Gimboid:
PS - if its ok with u Puke id like to be in on this game once u set it up.<HR></BLOCKQUOTE>

yes, come one and all. If this thread attracts enough people we will run it on a large map instead of a medium one.

I am also thinking of changing the 85% of techs discovered requirement. there are 327 'normal' tech levels, not counting racial techs and ruins. there are 4 unique ruins techs, and 68 levels of ruins techs. so 85% is 12 techs over what a normal race would get, so I will probably drop it down to 60%. open to opinions though.

Spoo July 11th, 2001 04:44 AM

Re: game idea: junkyard wars
 
How many turns before the victory conditions apply? I don't think you listed it, so should we assume the victory conditions are available immediately?

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.

Gimboid July 11th, 2001 05:01 AM

Re: game idea: junkyard wars
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Puke:
I am also thinking of changing the 85% of techs discovered requirement<HR></BLOCKQUOTE>

I think we should play a few turns and see how long it is really going to take to reach a significant % level (60, 85, whatever)

If its going to take &gt;200 turns to even hit 60% then i think u should consider lowering it

Puke July 11th, 2001 06:24 AM

Re: game idea: junkyard wars
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Spoo:
How many turns before the victory conditions apply? I don't think you listed it, so should we assume the victory conditions are available immediately?

<HR></BLOCKQUOTE>

i will probably put a 1 year timer on there just incase someone gets off to a lucky start with the score. i usually only put timers on games where 'peace' is an option for victory, so I initially left it off of this one.

I have a game that is about 65 turns in, and the player leading the tech race has 120 levels, and thats all through research. at 4-5 tech levels per colony, it will take you arround 60 colonies to hit 60%. anyone know how long it takes to get 60 colonies on a medium cluster map with 'only colonize own type' enabled?

I will try running a one player test game on the quadrant type to be used, and see how long it takes to do. I intend to generate the map by editing the ruins probability on the cluster quadrant and generating it randomly from that, so if inquiring minds want to know, that is how I plan on getting a fair (unknown to me) random map for the game.

Lupusman July 11th, 2001 08:30 PM

Re: game idea: junkyard wars
 
OK, so I'm in the game.
Do we have to modify our files somehow in order to play? Spefically askking about the no research thing, as I couldn't find out how to do that without removing Research Center fom the facility list (so I could practice).

Quikngruvn July 12th, 2001 05:46 AM

Re: game idea: junkyard wars
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Lupusman:
OK, so I'm in the game.
Do we have to modify our files somehow in order to play? Spefically askking about the no research thing, as I couldn't find out how to do that without removing Research Center fom the facility list (so I could practice).
<HR></BLOCKQUOTE>

I was about to say to deselect Applied Research in the Technology window of a new game, but it is conspicuously absent from the list.

Quikngruvn



------------------
"That which does not kill you will make you stronger." -- Nietzsche

Phoenix-D July 12th, 2001 06:02 AM

Re: game idea: junkyard wars
 
That's because of this:

"Name := Applied Research
Group := Applied Science
Description := The capability of an empire to research new technologies.
Maximum Level := 3
Level Cost := 100000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0"

Phoenix-D

Quikngruvn July 12th, 2001 03:31 PM

Re: game idea: junkyard wars
 
Ah. That would explain that.... Thanks for the enlightenment, Phoenix-D!

Quikngruvn

------------------
"That which does not kill you will make you stronger." -- Nietzsche

Lupusman July 12th, 2001 08:00 PM

Re: game idea: junkyard wars
 
I missed that one too. Thanks.

I've noticed that most tech levels stay fairly low, as you can't jump levels. I've found this is most pronounced in the weapon techs. Rarely do I get higher than level 3's in DUP or Missiles for example. Anyone else getting this?

Maybe this is just my bad luck, but for some reason I keep getting things like Organic level 3 before I even get Destroyer class ships. Unless there's some good weed being grown in those organic farms, it's not going to help me! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Puke July 12th, 2001 11:02 PM

Re: game idea: junkyard wars
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Phoenix-D:
That's because of this:

"Name := Applied Research
Group := Applied Science
Description := The capability of an empire to research new technologies.
Maximum Level := 3
Level Cost := 100000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0"

Phoenix-D
<HR></BLOCKQUOTE>

BAAAAH! foiled! I will edit the thing on my own, crank out a test game, and see if the server can handle the GAM file normally after it has been removed by the host.



All times are GMT -4. The time now is 07:24 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.