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

geoschmo January 10th, 2005 02:17 PM

Re: SEIV Risk Mod game on PBW
 
I sent an email out to the players about maybe starting with 6. With the Risk map this could be problematic. I might be able to move the staritng positions around some to not give anyone a big advantage. But with the choke points built into the map it might be difficult to balance.

Too bad I can't get a couple more people to join. http://forum.shrapnelgames.com/images/smilies/wink.gif

It should be an easy game to keep up with. No research, not much for designing new ships all teh time. Almost no micro-managment at all. http://forum.shrapnelgames.com/images/smilies/happy.gif

atari_eric January 27th, 2005 10:43 PM

Re: SEIV Risk Mod game on PBW
 
There might be a problem with this mod - there is no way to move colonists, there is no way to add cargo space to the ships...

geoschmo January 27th, 2005 11:16 PM

Re: SEIV Risk Mod game on PBW
 
You don't need to move population. Risk mod uses Automatic Colonization Population. You give your ship the colonize order and the new colony will have 1B people as soon as it's planted.

Geoschmo

Gandalph January 28th, 2005 03:40 PM

Re: SEIV Risk Mod game on PBW
 
I could not find this game on PBW. Is it too late to join in the fun?

EDIT: Nevrmind, I found the link in your first post and followed it to see the game has already started. Have Fun! http://forum.shrapnelgames.com/images/smilies/happy.gif

geoschmo January 28th, 2005 04:07 PM

Re: SEIV Risk Mod game on PBW
 
Gandalph, if you are interested I might be needing a replacment player. One of the players has missed turn 2 and 3 with no notice. I was getting ready to send him an email and see what's up.

Kana February 2nd, 2005 02:01 AM

Re: SEIV Risk Mod game on PBW
 
So far I like the mod/game...I haven't had any combat...but I expect to see that in the next few turns. One thought/suggestion. Currently we move 7...which gets us into the system/territory...In Risk, we would own that territory the moment we enter/take it. So to simulate that we should be able to move completely to the middle of the system, and take the planet...This is just a thought. Move 13 unstead of 7 someting to consider. Unless this is an attempt to allow defenders to see an attack comming, or to allow WP defense, which would give the defender and advantage. Defender always won ties in Risk right? Thoughts....?

Kana

bearclaw February 2nd, 2005 03:32 AM

Re: SEIV Risk Mod game on PBW
 
You suggested that a single system would help with the mechanics. What about a single system for each Continent?

Suicide Junkie February 2nd, 2005 02:33 PM

Re: SEIV Risk Mod game on PBW
 
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.

geoschmo February 2nd, 2005 02:38 PM

Re: SEIV Risk Mod game on PBW
 
Quote:

Suicide Junkie said:
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.

Not really. System wide abilities work whether you have every planet in the system or not. Plus I'd have to rework the entire mod. Curently you get to build one ship per planet. There is no sysetm wide ability that will make this work faster. I'd have to make it some sort of resource bonus thing, but the current version of the mod totally ignores economics.

Suicide Junkie February 2nd, 2005 03:25 PM

Re: SEIV Risk Mod game on PBW
 
Under that system-continent, you'd naturally have multiple planets per system, so build rate wouldn't be a problem.
Keeping players from bypassing countries would be...
And you'd have to give some leeway in the continent bonus. Perhaps a ringworld "capital" with a zillion planetary shields, that has to be captured by troops, which only a solidly-held system-continent could pull off easily.

----

On a totally different track, that should be more in line with what you have now;

Why don't you move the warppoints in the current mod, so that they go directly from planet to planet?
That way, combat will start the instant you warp, and ships can be given speed 1. No skipping through countries and bypassing the combat.
Defender gets the warppoint defense advantage too.

If you haven't already, you could have the planet facilities build at three times the rate at which they produce. Ships would take the full turn worth of resources.
You're supposed to get one army guy for each 3 territories, right?
The continent bonus could be spread among the planets via resource value %

EG: The austrailian places would be 1/3(base) + 2/4(continent bonus of 2 divvied up over 4 places) = 5/6 of a ship per territory. 2500 income with 3000 build rate/ship cost.


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