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July 10th, 2001, 12:59 AM
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Corporal
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Join Date: Nov 2000
Location: Ann Arbor, MI, USA
Posts: 191
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Re: game idea: junkyard wars
If you do set this up, I'd recommend you click the "can only colonize home planet type". Otherwise, the first person to get a second colony type wins, basically.
I think we need a catalog of "Concept Games"--see my Menagerie game on PBW for another concept game.
LL http://seiv.pbw.cc/
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July 10th, 2001, 07:11 AM
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Sergeant
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Join Date: Jul 2001
Location: South Carolina, USA
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Re: game idea: junkyard wars
I love this idea! It's already making my head spin....
Are the contents of ruins set when the map is generated, or does the game determine the ruins' contents when the planet is colonized? Also, are there redundant ruins (e.g. two different ruins have Gas Colonization), or are all ruins unique?
I agree with no intel, but I like the idea of being able to command high prices from your fellow aliens for plum techs....
As for 'only home planet type': I'm trying to decide if playing a Gas or Ice race like that would set you at a disadvantage (fewer planets) or advantage (less competition).
Just my ramblings. When it's up, I'm in! (Wait, that doesn't sound quite right....)
Quikngruvn
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"That which does not kill you will make you stronger." -- Nietzsche
[This message has been edited by Quikngruvn (edited 10 July 2001).]
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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July 10th, 2001, 12:22 PM
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Sergeant
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Join Date: Dec 2000
Location: Miami, FL U.S.A.
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Re: game idea: junkyard wars
Another thought... to slow down the colonization rush, I suggest altering colony modules so they are very expensive AND add the "Modified Maintainence" tag and set it to 300! That means they'll cost 4x normal mainainence (w/o racial modifiers, they'll cost what it cost to build them every turn)... this way empires can only use/build a few colonizer at any one time.
And no you can't set what tech is in ruins (except unique tech), but you can set HOW MANY techs are found at any one ruins.
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July 10th, 2001, 03:52 PM
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Corporal
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Join Date: May 2001
Location: Sydney, Australia
Posts: 157
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Re: game idea: junkyard wars
quote: Originally posted by Trachmyr:
I suggest altering colony modules so they are very expensive AND add the "Modified Maintainence" tag and set it to 300!
An interesting suggestion, but one problem with that is that if the game is on PBW then u cant slightly modify files and use them like u could in a single player game or even a normal PBEM game.
Some mods are supported on PBW, but i dont think there are any plans to support small modifications such as the one u have suggested.
So to achieve the same effect u could always set the starting resources very low combined with a single homeworld. So that players cannot immediately build large masses of colony ships. It would slow them down, at least for the first few turns.
PS - if its ok with u Puke id like to be in on this game once u set it up.
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July 11th, 2001, 12:35 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: game idea: junkyard wars
This game is now accepting players. please go to seiv.pbw.cc to join. I added trading, but put a victory condition on that the first one to discover 85% of the techs wins. should make trading very interesting. settings follow:
Status: Game open to new players
Game description
Your race has been ripped from its home and deposited into the Junkyard Quadrant by the great god known as PBW. At the same time, all the great thinkers of your species were left behind. Your race will henceforth be completely incapable of research. Completely! That means none at all! Ever! Not even a little! None!
As fortune would have it, this quadrant is ripe with ruined civilizations. all you have to do, is colonize a planet with ruins, and take the tech you find. Your prophets have forewarned you that you will be competing against other races for these ruins, and they might not be friendly.
**SPECIAL RULES (PAY ATTENTION)**
NO RESEARCH
NO INTEL PROJECTS
you get 0 (ZERO) racial points. why? 'cause you will get plenty of points back once you take your research and cunning down to -50, since you wont be using them. (thought id point that out since a few people in the Furball game didnt quite piece it together)
Check out the special rules at the bottom. Game to start on 2001.07.20 (Friday) or when full. Special Thanks to all the guys on the Shrapnel Games message board who chimed in with lots of good ideas.
Starting resources: 5000
Starting planets: 1
Home planet value: Bad
Score display: Own
Technology level: Medium
Racial points: 0
Quadrant type: Cluster
Quadrant size: Medium
Event frequency: MEDIUM
Event severity: HIGH
Technology cost: n/a
Victory conditions: 85% of Techs discovered, 1st place lead by 300%
Maximum units: MAX
Maximum ships: MAX
Computer players: None
Computer difficulty: n/a
Computer player bonus: n/a
Neutral empires: No
Other game settings: Trading will be allowed! Colonize only home planet type! Colonize any atmosphere! No map saving!
Game information
Owner: puke
Turn number: Not Started
Players/max: 1/20
Last turn:
Next turn:
Turn duration: 72 hours
Turn automation: Fully automatic turns (key)
SE4 Version: Stock v1.41
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"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 11th, 2001, 04:35 AM
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Lieutenant General
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Join Date: Dec 2000
Location: california
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Re: game idea: junkyard wars
quote: Originally posted by Gimboid:
PS - if its ok with u Puke id like to be in on this game once u set it up.
yes, come one and all. If this thread attracts enough people we will run it on a large map instead of a medium one.
I am also thinking of changing the 85% of techs discovered requirement. there are 327 'normal' tech levels, not counting racial techs and ruins. there are 4 unique ruins techs, and 68 levels of ruins techs. so 85% is 12 techs over what a normal race would get, so I will probably drop it down to 60%. open to opinions though.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 11th, 2001, 04:44 AM
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First Lieutenant
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Join Date: Jan 2001
Location: Toledo, OH
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Re: game idea: junkyard wars
How many turns before the victory conditions apply? I don't think you listed it, so should we assume the victory conditions are available immediately?
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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