
December 11th, 2004, 11:53 AM
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National Security Advisor
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Join Date: Jan 2001
Location: Ohio
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Re: SEIV Risk Mod game on PBW
Quote:
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 which also serves as your resupply depot.
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 game where you gained a new army each turn for each country teritory you control.
The ship is a specially designed ship that has only two components that serve as all the vehicle control, engines, weapons.
The ship also can colonize planets. This models the Risk™ rule where the player must keep at least one army in each territory.
Combat for Risk™ Mod attempts to model the dice combat found in the board game. The ship weapons are powerful enough to destroy a ship with a single shot. However, the base chance to hit has been reduced to 40% with no drop off for distance. In effect it's a dice roll and if you roll high enough you remove one of the opponents ships. The key to combat success, as in the board game, is to outnumber the opponent.
Ships have enough supply to travel a couple systems. To expand beyond that you will need to colonize as you go. This simulates the board game rule where you cannot move armies through countries that belong to other players.
If a true board game effect is desired for Risk™ Mod, you can play games with all systems seen, and omnipresent view turns on. In this style of play 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. The lack of supply will make it difficult, but not impossible to do this.
The system names in Risk™ Mod have been replaced with a list of country names. Randomly generated quadrants will be composed entirely of systems with only one planet located in the center of each system. There will be no systems without planets.
Included with Risk™ Mod is a 42 system RiskMap modeled after the game board. It has 8 common starting positions. It can be used with more then 8 players, but it is not recomended.
Risk™ Mod will be best played against other humans, but the AI will function. To get the AI to colonize planets they had to be given multiple designs, however, as with the human players all ships will have only the two all purpose components. The AI will expand, attack, and defend as in stock SEIV.
Neutral AI will stay in one system, but they will build many over time, so getting them early will be important. There is also some kind of wierd bug that causes Neutral players to not always use the planet in the center of their home system, so many neutral will have two planets in their home system. This will make them a little tougher, but still not as hard to beat as a regular AI player.
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