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-   -   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.

narf poit chez BOOM March 16th, 2004 05:25 AM

Re: Risk™ Mod
 
want to play. but with everything else, two games is my max.

Fyron March 16th, 2004 08:20 AM

Re: Risk™ Mod
 
Quote:

Originally posted by geoschmo:
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.
<font size="2" face="sans-serif, arial, verdana">It is 100% possible to do that. http://forum.shrapnelgames.com/images/icons/icon12.gif All systems would be the same, right? Just a single planet of a single size. You only need one entry in SystemTypes.txt. It can have movement towards center. An ability of 6 means it will be pulled to the center from anywhere in the system.

Slick March 17th, 2004 05:41 AM

Re: Risk™ Mod
 
Geo, how the heck did you make the superscript "TM"???

Slick.

Puke March 17th, 2004 07:09 AM

Re: Risk™ Mod
 
too cool.

geoschmo March 17th, 2004 01:25 PM

Re: Risk™ Mod
 
Quote:

Originally posted by Slick:
Geo, how the heck did you make the superscript "TM"???

Slick.

<font size="2" face="sans-serif, arial, verdana">You like that? I thought it was a nice touch. http://forum.shrapnelgames.com/images/icons/icon10.gif Hold down the alt key while typing 0153. I wanted to use it in the name and description in the PBW file library as well, but unfortunatly the PBW code doesn't seem to like it. Came out as a question mark, at least on my machine.

I have the map ready. It's a 42 system map with 8 common starting positions, based as exactly as I could make it on the board that comes with the original game. I am going to hold off releasing a new Version until I get the AI not colonizing issue worked out and add in supply usage, but if anyone wants a sneak peek at the map... YOU CAN GET IT HERE.

[ March 17, 2004, 11:26: Message edited by: geoschmo ]

Slick March 17th, 2004 04:31 PM

Re: Risk™ Mod
 
Is there a list of all the neat "alt" keystrokes?

Slick.

Renegade 13 March 17th, 2004 05:37 PM

Re: Risk™ Mod
 
Quote:

Originally posted by Slick:
Is there a list of all the neat "alt" keystrokes?

Slick.

<font size="2" face="sans-serif, arial, verdana">You should have a "Character Map" on your computer (at least if you're using Windows XP like me) I think its default location is Start>>Programs>>Accessories>>System Tools>>Character Map

I couldn't find the ™ sign on the character map, but there's a whole bunch of others there like:

© ® £ º etc.

BTW, when using the character map, be sure to hold down Alt and type the numbers on the keypad, not the numbers along the top of your keyboard.

Parasite March 17th, 2004 06:29 PM

Re: Risk™ Mod
 
Quote:

Originally posted by geoschmo:
This will help keep the AI obeying the rule about only attacking adjacent systems.
Also I'm going to put together a map modeled off the 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

<font size="2" face="sans-serif, arial, verdana">An idea...
If you are making a map, could you put the planet at the center of the system, with a WP on it, then have "Super Damaging Asteroids" or something in three lines out from this planet, and right next to it.
|
|
P
/ \
/\
Put the other (if any) WPs one in each sector, right next to the planet. This gives up to four connection points and requires movement through the planet to continue. I think the AI would even obey without extra programming. Most, but sadly not all, Risk™ lands will fit in this.

[ March 17, 2004, 16:33: Message edited by: Parasite ]

spoon March 17th, 2004 06:52 PM

Re: Risk™ Mod
 
Quote:

Originally posted by geoschmo:
I have the map ready. It's a 42 system map with 8 common starting positions, based as exactly as I could make it on the board that comes with the original game.
<font size="2" face="sans-serif, arial, verdana">Map is awesome, count me in for sure.

Only thing I wonder about is if Great Britain would make a better start point than Western Europe, in that it puts more pressure on the North American player, who looks like he has the best start (then again, in these sorts of games, getting an early lead often leads directly to your demise, when everyone gangs up on you... so who knows!)

I can't wait!

geoschmo March 18th, 2004 01:36 AM

Re: Risk™ Mod
 
Quote:

Originally posted by spoon:
Only thing I wonder about is if Great Britain would make a better start point than Western Europe, in that it puts more pressure on the North American player,
<font size="2" face="sans-serif, arial, verdana">Yes, I almost put a starting point in Great Britain. To be totally honest the placements weren't 100% based on game balance issues. I picked Western Europe over Great Britain cause I didn't want anyone to think I was being to Anglo-centric. http://forum.shrapnelgames.com/images/icons/icon10.gif

I think the Japanese player would be able to threaten the North American player fairly quickly. He's actually closer to Alaska. But I think maybe the Japanese and Chinese players are too close together. Maybe I should move the Japanese starting position to Kamchatka? It's not any farther apart, but the Kamchatkan player would have more options from the start and less chance of getting bottled up.

So if I move the Japanese player to Kamchatka and the Western European player to Great Britain, would that about do it? Or does anyone have any other map suggestions.

I intentionally kept it to 8 starting positions. I think that's probably about the limit for a map this size, and that's the limit of players for the board game. If people want a bigger game they should use a bigger map I think.

Geoschmo

spoon March 18th, 2004 02:21 AM

Re: Risk™ Mod
 
Quote:

Originally posted by geoschmo:
So if I move the Japanese player to Kamchatka and the Western European player to Great Britain, would that about do it?
<font size="2" face="sans-serif, arial, verdana">I think so...

Atrocities March 18th, 2004 02:29 AM

Re: Risk™ Mod
 
Do any of you have RISK? I do, it was a great game to play against friends. I always lost. http://forum.shrapnelgames.com/images/icons/icon7.gif

(PC cdrom)

Kamog March 18th, 2004 03:58 AM

Re: Risk™ Mod
 
Quote:

Originally posted by Slick:
Is there a list of all the neat "alt" keystrokes?

Slick.

<font size="2" face="sans-serif, arial, verdana">Jack Simth made an excellent list of all the special characters you can make with special keystrokes. http://forum.shrapnelgames.com/images/icons/icon7.gif
It's in this thread: [OT] pythageoron and 3d

narf poit chez BOOM March 18th, 2004 05:05 AM

Re: Risk™ Mod
 
where did Jack go, anyway?

Jack Simth March 18th, 2004 07:09 AM

Re: Risk™ Mod
 
Quote:

Originally posted by narf poit chez BOOM:
where did Jack go, anyway?
<font size="2" face="sans-serif, arial, verdana">Whatever do you mean?

narf poit chez BOOM March 18th, 2004 07:19 AM

Re: Risk™ Mod
 
well, i havn't seen you for a while. so i was wondering.

Jack Simth March 18th, 2004 07:26 AM

Re: Risk™ Mod
 
*shrug* I haven't really had anything to say for a while; it's not like anyone's posted the next segment of the roleplay we were working on a while back or anything.

narf poit chez BOOM March 18th, 2004 07:32 AM

Re: Risk™ Mod
 
that seemed to go dead once it became apparent that we *may* have had 3 readers, tops. and i havn't seen mlmbd for a while.

Jack Simth March 18th, 2004 07:39 AM

Re: Risk™ Mod
 
Wait - you mean it was for the reader's benifit? Now you tell me.

And don't you mean Krsqk? He Last posted on march 14 in the Othaglot and Cane - Story Thread

[ March 18, 2004, 05:40: Message edited by: Jack Simth ]

narf poit chez BOOM March 18th, 2004 08:35 AM

Re: Risk™ Mod
 
right, Krsqk. it's not my fault they both have nonsense names. http://forum.shrapnelgames.com/image...s/rolleyes.gif http://forum.shrapnelgames.com/images/icons/icon7.gif

well, i was enjoying writing it, but so many months with so little reading and my enthusasim did a slump. and when Krsqk didn't post and you didn't say anything, i assumed it was unanimous(sp?).

must remind self not to assume.

Atrocities March 18th, 2004 11:06 AM

Re: Risk™ Mod
 
So has any one here played Risk on line before?

geoschmo March 18th, 2004 03:09 PM

Re: Risk™ Mod
 
I had a computer Risk game a few years that had support for Online play, but I could never get it to work. Tried for weeks and couldn't get a single game to start before I finally gave up.

Fyron March 19th, 2004 09:25 AM

Re: Risk™ Mod
 
Quote:

I picked Western Europe over Great Britain cause I didn't want anyone to think I was being to Anglo-centric.
<font size="2" face="sans-serif, arial, verdana">That is just sad. http://forum.shrapnelgames.com/images/icons/icon9.gif

Quote:

Originally posted by Atrocities:
So has any one here played Risk on line before?
<font size="2" face="sans-serif, arial, verdana">I played Risk II at a LAN party before, in simultaneous movement mode. That is a rather hectic way to play! http://forum.shrapnelgames.com/images/icons/icon12.gif

[ March 19, 2004, 07:27: Message edited by: Imperator Fyron ]

spoon April 30th, 2004 12:36 AM

Re: Risk™ Mod
 
ahh-ahh-choo. Oh. Excuse me. I sneezed. http://forum.shrapnelgames.com/images/icons/icon12.gif


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