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SEIV Risk Mod game on PBW
Using Risk Mod 2.0, which you can Download here.
Game is open to 8 players and will use the Risk Map included in the mod. Join the game here. If you remember the Risk Mod discussion from a few months ago, there have been a few changes to Risk Mod. Make sure you have Version 2.0 if you want to play the game. Geoschmo |
Re: SEIV Risk Mod game on PBW
Not Found (404)
Original request: /Download/filelib/1111/RiskMod.zip Not found request: /Download/filelib/1111/RiskMod.zip |
Re: SEIV Risk Mod game on PBW
Yep, any links to stuff from the PBW file library you have to be logged over there for them to work. You don't actually have to be on the site, but you have to have visited recently and not logged out.
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Re: SEIV Risk Mod game on PBW
Ah. Thanks. (Ah, not interested in the game - to much going on already. Just curious about the mod.)
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Geoschmo |
Re: SEIV Risk Mod game on PBW
How about posting something about this risk mod ?
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Re: SEIV Risk Mod game on PBW
Hrm. Why can you build at 2400 minerals per turn, and why do you get minerals per turn on your space yard. Wouldn't a more accurate modelling be getting 1 mineral per turn per planet, and ships costing one mineral or something (or a multiple of 20000 since you start out with 20000 resources).
Brian |
Re: SEIV Risk Mod game on PBW
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Brian |
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. |
Re: SEIV Risk Mod game on PBW
Yes, that's correct. This was as close as I could easily get with the SE4 mechanics.
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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 |
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. |
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. |
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. |
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Brian |
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. |
Re: SEIV Risk Mod game on PBW
Sure looks like a bump to me. http://forum.shrapnelgames.com/images/smilies/evil.gif
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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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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 |
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...
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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 |
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 |
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.
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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 |
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?
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Re: SEIV Risk Mod game on PBW
That would allow you to use the system-wide abilities to simulate the entire-continent bonus.
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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. |
Re: SEIV Risk Mod game on PBW
Currently economics are irrelevant. Ships cost one to build and base empire resource production is 50K. The only facility in the game is a space yard which also acts as a resupply depot. It also takes one turn to build on a new colony, so there is a two one turn lag before you can start prodicing more ships.
According to my memory you got one army per country, and that was the easiest thing to setup with an SE4 mod anyway, so that's what I went with. http://forum.shrapnelgames.com/images/smilies/happy.gif I considered the warp points over the planets. The main reason I went with what I did was that I wanted the mod to be useable with randomly generated maps as well as the pre-made risk map, and I knew of no way to make the warp points do that in a randomly generated map. |
Re: SEIV Risk Mod game on PBW
This game has been a blast, thanks for making this mod, Geo.
A couple comments (in the spirit of making the mod "more risk like") -- 1) Omnipresent View. I think you were considering this for the next game anyway. 2) Eliminate Supplies. One thing I remember about Risk is building up a giant army and traipsing half-way across the map in one turn. Currently, you have to stop every few systems to colonize and resupply. |
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It would take some work but, if the planet and all warp points were in the same sector, you could still go on a rampage but not bypass defenses?
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Re: SEIV Risk Mod game on PBW
Yes, I considered that as well. It would work for the Risk map, but I wanted the mod to work with randomly generated maps as well.
Besides, I always found that part of Risk to be my least favorite. I prefer playing the game where you could only move one country at a time. It's a fairly popular house rule. |
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Another popular house rule that you can kind of duplicate is the one that puts a limit on the number of armies you can have in one country. For SE4 risk, you could just play with a low ship limit, like 100 or something. (I was actually afraid our game was going to be a stalemate for a while there. Fortunately, that seems to have worked itself out. http://forum.shrapnelgames.com/image...ies/tongue.gif ). Quote:
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