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-   -   SPICE !! (http://forum.shrapnelgames.com/showthread.php?t=9664)

Grand Deceiver June 15th, 2003 04:33 AM

SPICE !!
 
Here is just a thought,

What if Someone who is good at modding (That wopuld not be me) were to go in mod the races so that they produced NO organics at all. and there was only one race that did. But this race would not produce any Minerals or Radioactives. This would force the other races to trade with the Organics producers (Spice). Of course this would have to be a PBM or PBW game as Im sure that no matter what you did AI would crash. Just a thought. This is just the basic idea....lots of problems, security of the spice etc....

well...if anybody is interested let me know if you use it....have a few of the other problems worked out..but it would have to be an INTEGRITY based game.

Will June 15th, 2003 06:55 AM

Re: SPICE !!
 
The only problem with this is the fact that players usually start spread throughout the map. In a game like this, you would have one player that would have tons of organics, and nothing else, meaning no ships (unless you mod some organic-only ships). Then the rest of the players would have tons of minerals and radioactives, but no organics, again, no ships (unless you mod organics out of many components, including Life Support (!)). So, even if there is a mod to create a dependance between races, there would need to be many loopholes created to deal with the problem of First Contact.

Not to mention problems that would develop because of the advantages of the few who meet up with the Organic player first. And Resource Converters...

Interesting idea, though.

narf poit chez BOOM June 15th, 2003 07:17 AM

Re: SPICE !!
 
make the host a player, give him 'host' tech, +30 bonus engines or something, he makes all contacts then gives the comm frequencies for org to min and rad, then if you make him invincible, he could police the game. it's an idea i've had for a while, the host policing the game if theirs conditions to be met. along with things like the host acting like a bank along with offering things like stocks and resource and ship buying and selling. the host would also enforce all this.

[ June 15, 2003, 06:20: Message edited by: narf poit chez BOOM ]

dogscoff June 15th, 2003 02:06 PM

Re: SPICE !!
 
Or... give the non-spice players a very limited amount of spice production on their homeworld- just enough to field a few small ships- and the same for the "spicemaker." You could use a proportions cultural centre-type system to give the homeworld capabilities that colonies can't have.

General Woundwort June 15th, 2003 04:03 PM

Re: SPICE !!
 
If anyone gets this off the ground, I've got a Harkonnen speech file available for it...

"Just goes to show, never get more popular than the boss... unless you intend to sack him. (gasp) Did I say that, how impolitic of me! I must be spending too much time with that idiot nephew of mine, Rabban. Still you won't say anything, will you old chap?" http://forum.shrapnelgames.com/images/icons/icon12.gif

Grand Deceiver June 15th, 2003 11:25 PM

Re: SPICE !!
 
I had a hot date with a grill and a steak Last night so I didnt take the time to expound upon my ideas.

What really got me thinking is Gen Woundwort's Highliner Mod.

1. Host would definately have to be the Spice Producer and Policeman of the game. Might work Hand in Hand with Gen Woundworts's Highliner Mod.
Not only would the Host Produce all the Organics he would have control of the Highliners.

2. Since we are talking about Highliners and Spice it is safe to say that we are playing in a Dune Based Universe. So naturally the players would be ont of the Major or Minor Houses. If the Players are a House then all would be in contact from the start. So a map would need to be made with with a central starting point or several close enough together so that comms and trade could take place.

3. Hmmm..never thought of the buying and selling of ships!! That opens all kinds of possibilities. Maybe only a few houses have the ability to have Space Yards but NO resource productions at all...so now not only would you have to trade for Spice for the population and maintenance of your ships etc...you would have to place an order with one of the Building houses for your ships.

4. Of course each house would start off with a small stockpile or spice and production capacity but it would be at such a rate that no matter what it would alwayd be a deficit. Same for the Spice Producers with the other rads.

5. Since I am talking about a PBM or PBW game the possabilities are really endless..cause this would be a RP type game.

6. Hmmm..Emporer with Devestating Sardukar for Hire......

7. A set of guidelines would have to be published and enforced byt the host with penalties, maybe a council of houses like in the books....

I know I'm rambling now....

Wonder if houses could be modified so that they could only produce certain techs? Highliners would have to carry an uncompleted Ship to a different Sy and gift it to the house for fitting out of those techs. Then on to the next....Woe be to the house that dismantles and steals anothers tech..

Ok, I'll quit rambling......

Grand Lord Vito June 15th, 2003 11:40 PM

Re: SPICE !!
 
Quote:

Originally posted by dogscoff:
Or... give the non-spice players a very limited amount of spice production on their homeworld- just enough to field a few small ships- and the same for the "spicemaker." You could use a proportions cultural centre-type system to give the homeworld capabilities that colonies can't have.
<font size="2" face="Verdana, Helvetica, sans-serif">Proportions only uses one Major Starting Facility for all Players, Dogscoff.

You would need JLS, AIC Starting Racial Construction Tech and Trait programming to get Multiples Population Centers to load http://forum.shrapnelgames.com/images/icons/icon12.gif

ACTUALLY, AI Campaign as you noticed, all ready have the Resources measured out, between the different Races Population Centers/Cultural Centers so basically you would just what, rename and lower the Values of them for your game http://forum.shrapnelgames.com/image...s/confused.gif

[ June 15, 2003, 22:50: Message edited by: Grand Lord Vito ]

Suicide Junkie June 16th, 2003 12:07 AM

Re: SPICE !!
 
Quote:

Wonder if houses could be modified so that they could only produce certain techs? Highliners would have to carry an uncompleted Ship to a different Sy and gift it to the house for fitting out of those techs. Then on to the next....Woe be to the house that dismantles and steals anothers tech..
<font size="2" face="Verdana, Helvetica, sans-serif">Not really... In order to add to the ship you'd have to have the tech to design the model you're retrofitting to... INCLUDING all the previously added components.

So the Last person to add to the ship could have just done it all on his own.

The only place you can distinguish between players in this sort of area is construction, vs retrofitting/repair.

EG: Only one empire has any significant build rate...
This empire builds empty hulls, and sells them to other players.

The other players have 1 point per turn of construction capacity, so they can't build the hulls, but they can still retrofit and repair them to whatever design they like.

JLS June 16th, 2003 09:43 PM

Re: SPICE !!
 
Dogscoff Absolutely, going with PvKs Cultural Centers from Proportions would be the Way to go.

GLV, the programming that Aaron Hall has made avail may do nicely for this unique and ingenuous idea.

You guys need anything, I would be glad to help.

Great, Concept GD.... Make it happen http://forum.shrapnelgames.com/images/icons/icon12.gif

[ June 16, 2003, 20:46: Message edited by: JLS ]

Andrés June 17th, 2003 02:29 AM

Re: SPICE !!
 
Even if you can not produce organics at all, wouldn't you have a "stockpile" when you start?
Maybe just make homeworlds include one extra organics storage facility.


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