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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
Posts: 2,961
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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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July 11th, 2001, 05:01 AM
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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 Puke:
I am also thinking of changing the 85% of techs discovered requirement
I think we should play a few turns and see how long it is really going to take to reach a significant % level (60, 85, whatever)
If its going to take >200 turns to even hit 60% then i think u should consider lowering it
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July 11th, 2001, 06:24 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 Spoo:
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?
i will probably put a 1 year timer on there just incase someone gets off to a lucky start with the score. i usually only put timers on games where 'peace' is an option for victory, so I initially left it off of this one.
I have a game that is about 65 turns in, and the player leading the tech race has 120 levels, and thats all through research. at 4-5 tech levels per colony, it will take you arround 60 colonies to hit 60%. anyone know how long it takes to get 60 colonies on a medium cluster map with 'only colonize own type' enabled?
I will try running a one player test game on the quadrant type to be used, and see how long it takes to do. I intend to generate the map by editing the ruins probability on the cluster quadrant and generating it randomly from that, so if inquiring minds want to know, that is how I plan on getting a fair (unknown to me) random map for the game.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
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July 11th, 2001, 08:30 PM
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Corporal
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Join Date: Oct 2000
Location: USA
Posts: 111
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Re: game idea: junkyard wars
OK, so I'm in the game.
Do we have to modify our files somehow in order to play? Spefically askking about the no research thing, as I couldn't find out how to do that without removing Research Center fom the facility list (so I could practice).
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July 12th, 2001, 05:46 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
quote: Originally posted by Lupusman:
OK, so I'm in the game.
Do we have to modify our files somehow in order to play? Spefically askking about the no research thing, as I couldn't find out how to do that without removing Research Center fom the facility list (so I could practice).
I was about to say to deselect Applied Research in the Technology window of a new game, but it is conspicuously absent from the list.
Quikngruvn
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"That which does not kill you will make you stronger." -- Nietzsche
__________________
The opposite of war isn't peace... it's creation. --from [i]Rent</i]
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