.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Risk™ Mod (http://forum.shrapnelgames.com/showthread.php?t=11618)

geoschmo March 14th, 2004 05:41 AM

Risk™ Mod
 
GET IT HERE

Risk™ Mod for Space Empires IV

Inspired by the popular board game of world domination, Risk™ Mod is set in the Space Empires IV universe, but removes much of the detail from the game. This is to give the mod the feel and play style of the original Risk™.

There is no research, or resource collection in Risk™ Mod. There are no units to build. Only ships, and only one type of ship is available to build. There is also only one facilitiy available, a space yard.

Every system in Risk™ Mod has one planet, and each planet can hold one space yard. Each space yard can produce one ship per turn. This models the original Risk™ board game where you gained a new army each turn for each country teritory you control.

The ship is a specially designed ship that has a single component that has vehicle control, engines and weapons.

The ship also can colonize planets. This models the Risk™ rule where the player must keep at least one army in each territory.

There is no repair in Risk™ Mod. Since the ships have only one component, damage is treated similer to units in stock SEIV. They will operate at 100% effectivness during combat, until their total damage points are reached, and at theat point they will be destroyed. Any partial damage receved in combat will be discarded and the ships will be back to 100% at the end of combat.

Suggested rules for play using Risk™ Mod:

To add to the board game effect of the Risk™ Mod, it is suggested to play games with all systems seen, and omnipresent view turns on. It is also suggested that score be set to view all. Also it's suggested that a house rule be adopted where players can only attack systems adjacent to a system which they control. This Last rule is especially important since ships in Risk™ Mod do not use supply for movement or combat.

The system names in Risk™ Mod have been replaced with a list of country names.

Check it out. I will start a game on PBW in a couple days if anyone is interested.

[ March 14, 2004, 03:42: Message edited by: geoschmo ]

spoon March 14th, 2004 05:47 AM

Re: Risk™ Mod
 
Heh! Too cool.

Dibs on Austraila.

JayBdey March 14th, 2004 05:51 AM

Re: Risk™ Mod
 
I get this with the link...

Not Found (404)
Original request: /Download/filelib/954/RiskMod.zip

Not found request: /Download/filelib/954/RiskMod.zip

I think you mis-typed the URL or the file has been (re)moved

geoschmo March 14th, 2004 05:54 AM

Re: Risk™ Mod
 
The link won't work unless you are logged into PBW. If you don't have a PBW login, I think Fyron will probalby post the mod for me on his site at some point.

Gandalph March 14th, 2004 06:47 PM

Re: Risk™ Mod
 
I'll take South America!!

spoon March 14th, 2004 07:26 PM

Re: Risk™ Mod
 
A couple ideas:

What if you gave every system the Movement Towards Center ability, such that all ships will always be in the center at the beginning of a turn?

Alternately, is there a way to make it so all warp-points are in the system-center as well? (then give the ships movement of 1 (plus extra combat-only movement, if that mattters)

Renegade 13 March 14th, 2004 08:10 PM

Re: Risk™ Mod
 
Are you going to use a custom map for this game? Because it wouldn't be too hard to place systems where each country/territory is on the board game.

geoschmo March 14th, 2004 09:04 PM

Re: Risk™ Mod
 
We could do some creative maps like that. Not too much of that can be done randomly. It *might* be possible to do the movement to center thing for every system. I'll have to look into that.

geoschmo March 15th, 2004 09:21 PM

Re: Risk™ Mod
 
Not a bump. Just putting it up here for the non-weekend crowd. http://forum.shrapnelgames.com/images/icons/icon12.gif

By the way, SJ gave me a good idea about putting supply back in. It will be used only for movement, not for weapons fire. This will help keep the AI obeying the rule about only attacking adjacent systems. Humans could play an alternate rules game without that house rule alltogether. THe lack of supply will be a limiting factor in how far your ships can range though.

Also I'm going to put together a map modeleded off teh game board.

Expect these changes in the next Version in a day or two. If anyone has any other suggestions, let's hear them.

Geoschmo

[ March 15, 2004, 19:44: Message edited by: geoschmo ]

Atrocities March 16th, 2004 12:33 AM

Re: Risk™ Mod
 
This does sound like a really cool mod idea. I am very eager to see play it.


All times are GMT -4. The time now is 03:39 PM.

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