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-   -   One Planet Challenge (http://forum.shrapnelgames.com/showthread.php?t=7284)

Lemmy September 5th, 2002 10:49 AM

One Planet Challenge
 
Those of you who know civ may have heard of the One City Challenge (OCC) where you try to win the game, without ever building a city, or conquering one.
Now what if we tried it in SE4, but with one planet?
Anyone interested in taking the challenge?
The rules would be:
No conquering other planet
No colonizing
well, that's it, you can set everything else up yourself.
I think this would be easiest with the Religious trait, but it will take a long time to research alliegance subverter with only one world, so maybe first you should research ship capture, larger ships would also be usefull to, to use with remote mining.

dogscoff September 5th, 2002 12:57 PM

Re: One Planet Challenge
 
Nice idea. Remote mining, like you say, would be essential, but medium satellites are a better way of doing that.

Supply would be one of your biggest problems, so getting solar collectors and military alliances early would be a priority. Also you'd need to research larger ships to be able to build bases away from your homeworld.

Personally I'd be tempted to take crystalline for the maintenence reduction facility and strong defence. Oh, and advanced storage would be crucial in order to get the most out of your homeworld. You'd get loads of extra racial points by minimising troop strength, environmental resistance and reproduction. I'd probably spend them all on research, construction and supply bonuses.

Do resource production bonuses apply to remote mining?

Trajan September 5th, 2002 03:39 PM

Re: One Planet Challenge
 
This sounds as though it would be great fun. There would be mining fleets moving through the galaxy, with battleships in tow.

Very interesting. The Storage delimma is a nice problem to have to solve as well. You would almost have to kill all your resource production on the homeworld, so that you could build ample storage facilities for all your remote mining activities.

If this goes PBW...sign me up!

Cheers!
Trajan

geoschmo September 5th, 2002 04:10 PM

Re: One Planet Challenge
 
I don't think resource production bonuses apply to remote mining, but I'd have to test it to be sure.

You'd want to do this on an ancient map. More asteroid fields. That'd be where you get most of your resources since they can be over 200% now.

Also I think racial points to maintenance reduction would be a must have for succes.

Maybe use a mod to turn off the resource depletion through remote mining? Otherwise you are putting a time limit on the game. Of course maybe you want to do that.

Geoschmo

Lemmy September 5th, 2002 04:32 PM

Re: One Planet Challenge
 
Haven't thought about PBW yet, but i have made a small mod with a racial trait that gives better robo-components, 3 resourcer ship sizes (cheap to research, big, but very slow, and def/off penalties), can't build mining facilities, and also can't capture planets. And asteroids don't lose their value.
Just to get used to having few planets, and still be able to win http://forum.shrapnelgames.com/images/icons/icon7.gif
You can still colonize, and build research centers, but they got racial research centers which only give 300 research points intstead of 500.

I think the one planet race should get some more advantages if it has to compete with a normal race, maybe better weapons of mass destruction.

[ September 05, 2002, 15:33: Message edited by: Lemmy ]

Nodachi September 5th, 2002 04:32 PM

Re: One Planet Challenge
 
This does sound like fun. For it to be a PBW game it would have to be No-AI Mod otherwise if someone dropped out or missed a turn, colony ships would be the first thing the AI would try to build. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Set it up, I'll join! Hell, I'd join a game that only allowed bowls of oatmeal and spoons as weapons. http://forum.shrapnelgames.com/images/icons/tongue.gif

Lemmy September 5th, 2002 04:34 PM

Re: One Planet Challenge
 
ok, but i don't do PBW, have no idea how it works either, so if someone else is willing to set it up, go right ahead...

capnq September 5th, 2002 11:29 PM

Re: One Planet Challenge
 
Can you turn off the colonization techs in Set Up/Technology?

I've never turned anything off so I haven't scrolled down the list to see if the colony techs are even on it.

Phoenix-D September 6th, 2002 12:08 AM

Re: One Planet Challenge
 
No, the colony techs are by default set to always-available. But in a mod you could probably take them out (or just make the colony components so huge no ship can use them)

Phoenix-D

Karras Barrens September 6th, 2002 02:54 AM

Re: One Planet Challenge
 
you could try this with fyrons quadrant mod, tons of asteroid belts and each one has different characteristics

Lemmy September 8th, 2002 09:49 AM

Re: One Planet Challenge
 
Ok. I just signed up for PBW, and want to start that game.
But what will the setting be?
And will we mod the robo compononts to make remote resourcing more competetive?
And maybe we should also make it so that we get the ship capture thingies for free, to capture ships from the AI and analyze them.

Nodachi September 8th, 2002 02:14 PM

Re: One Planet Challenge
 
Ok, I've started modding the data files. Let's figure out exactly what we want for this game. Lemmy this is your baby, tell me what you want. http://forum.shrapnelgames.com/images/icons/icon7.gif

As an aside, I found out that you can not remove the colony techs from the files, the game chokes when loading. I was, however, able to set them to removable during game set-up. Weird. http://forum.shrapnelgames.com/images/icons/shock.gif

[ September 08, 2002, 13:16: Message edited by: Nodachi ]

Lemmy September 8th, 2002 02:48 PM

Re: One Planet Challenge
 
Ok, since this would be the first OPC (One Planet Challenge) game, i would suggest making it easy for the human player.
I was thinking along the lines of a racial trait that doesn't have colonizing techs or troops.
To compensate for the research loss, they would get Boarding Parties for free, or maybe a stronger Version of them, or a combination of both.
I don't think we should remove the col. tech completely, the AI players would still be "normal" players.

Nodachi September 8th, 2002 03:36 PM

Re: One Planet Challenge
 
If you allow the AI to colonize they're going to have a huge advantage over the humans.

There are a million things we could do to counter the research loss. I like the idea of having to capture ships for tech (kind of like P&N). Boarding parties at game start would probably be easiest to do. Then at higher levels change it over to a ranged attack based on the AS, commando torpedoes!

Lemmy September 8th, 2002 05:32 PM

Re: One Planet Challenge
 
Quote:

Originally posted by Nodachi:
If you allow the AI to colonize they're going to have a huge advantage over the humans.
<font size="2" face="Verdana, Helvetica, sans-serif">True, but that is the challenge off course http://forum.shrapnelgames.com/images/icons/icon7.gif
And besides, someone has to do the researching, if everyone only has 1 planet, research would take forever.
And the advantage isn't that big, especially if we give the OPC-players better robo-miners.
I'm currently in a game, where robo-miners give 900 minerals instead of 600, and i also added 3 extra shipsizes called small, medium, and large resourcer, sizes 300kt, 600kt, 900kt.
I can colonize planets, but i don't have mining facilities, and my research centers only give 300 points. Currently i'm ranked first with the most ships, and i still have a 10k mineral surplus. I'm currently using the 600kt ships for resourcing.

Quote:


There are a million things we could do to counter the research loss. I like the idea of having to capture ships for tech (kind of like P&N). Boarding parties at game start would probably be easiest to do. Then at higher levels change it over to a ranged attack based on the AS, commando torpedoes!

<font size="2" face="Verdana, Helvetica, sans-serif">Yep, like that idea too of capturing tech.
We could also create a small analyzing component, to analyze tech on location, instead of having it bring to a spaceyard.
The component would technically be a spaceyard, but with zero production rate, and a lot smaller, maybe 50kt.

Nodachi September 8th, 2002 06:05 PM

Re: One Planet Challenge
 
Lemmy, you're absolutely right. http://forum.shrapnelgames.com/images/icons/icon7.gif I've been testing it out against the AI and it's working out quite well.

What I did was make a zero point racial trait called Non-Expansion and then copied and linked a new set of Boarding Parties to it. They are twice as powerful and half the tonnage of normal and you get level 1 for free.

Now for the problem, the only way I can think of to restrict colonization techs would be to make them a racial tech. That means modding any AI that would be in the game. So it might be easier to just have humans on the honor system.

[Edit- Forgot to ask question.]

Do you want the analyzer to be availible from start or work for it?

[ September 08, 2002, 17:21: Message edited by: Nodachi ]

geoschmo September 8th, 2002 06:20 PM

Re: One Planet Challenge
 
I am not even sure modding colony techs to be a racial trait would work. The game treats them differently. It might give you the colony tech even if you don't have the racial trait.

Geoschmo

Nodachi September 8th, 2002 06:26 PM

Re: One Planet Challenge
 
Well, in testing I found out that you couldn't remove them from the files but you can set them to removable in the game set-up and that works- but that would be an all or nothing solution.

Too bad restricted techs wasn't in the Last patch. http://forum.shrapnelgames.com/images/icons/icon9.gif

Lemmy September 8th, 2002 06:42 PM

Re: One Planet Challenge
 
Quote:

That means modding any AI that would be in the game. So it might be easier to just have humans on the honor system.
<font size="2" face="Verdana, Helvetica, sans-serif">that's easy, i can do that..

Quote:

Do you want the analyzer to be availible from start or work for it?
<font size="2" face="Verdana, Helvetica, sans-serif">dunno yet, if it has to be researched it must be cheap, since the AI will never research it.

Quote:

I am not even sure modding colony techs to be a racial trait would work. The game treats them differently. It might give you the colony tech even if you don't have the racial trait.
<font size="2" face="Verdana, Helvetica, sans-serif">it works, i tried it a few days ago with 1.79.

Quote:

Well, in testing I found out that you couldn't remove them from the files but you can set them to removable in the game set-up and that works- but that would be an all or nothing solution.
<font size="2" face="Verdana, Helvetica, sans-serif">I think the best way would be to use Racial Traits, since there will be OPC specific techs anyway, and i can change the AI files to use the "Normal" trait, it's not that much work.


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