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  #1  
Old July 13th, 2001, 04:01 AM

Lupusman Lupusman is offline
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Default Re: game idea: junkyard wars

I don't get it.

If the turns are processed with a False setting, no AR levels can be found, right?

Also, if a player does build a research center, won't it just cause an error with the turn.

Or else, we all go on our word not to build them, and someone will need to check all the player files periodically and make sure no reseach points are being generated.
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  #2  
Old July 13th, 2001, 06:25 AM
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Quikngruvn Quikngruvn is offline
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Default Re: game idea: junkyard wars

Puke, how have you changed the chances for a planets to have ruins? I've changed StellarAbilityTypes.txt so that every planet has a ruin, but most will just give one tech.

Quikngruvn, trying to prepare....
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Old July 13th, 2001, 08:02 AM
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Default Re: game idea: junkyard wars

quote:
Originally posted by Lupusman:
I don't get it.

If the turns are processed with a False setting, no AR levels can be found, right?



right, but the pbw server is currently using the standard files, and cant just be set to false. It looks like I will have to run the turns by hand in order to make the game go.
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Old July 13th, 2001, 08:15 AM
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Default Re: game idea: junkyard wars

quote:
Originally posted by Quikngruvn:
Puke, how have you changed the chances for a planets to have ruins? I've changed StellarAbilityTypes.txt so that every planet has a ruin, but most will just give one tech.

Quikngruvn, trying to prepare....



that is indeed the way to go. the file seems to be read top-bottom, so if you want there to be any chance of things like unique ruins at a lower probablity, they need to go to the top of the list. then, you can have a couple ancient ruins at the bottom of the list each at 50% or so. ability value 1 for a ruin determines how many techs you will get for that ruin, so if you added 100% odds on the first one on the list and left the value at 1, thats why you are only getting that many techs. I will have them set between 3 and 7.

unique ruins will stay at 1/2% chance for each type, but they will move to the top of the list so there is actually a chance of them showing up. the value on them represents the specific tech you will get, not how many techs.

hope this helps.

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Old July 13th, 2001, 10:56 AM
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Default Re: game idea: junkyard wars

man, this is going to be one crowded game! I am going to have to use an extra large map to make sure there is enough opportunity for someone to win!

When i set the start date for a week from friday and said we would start earlier if the game filled up, i was sort of joking. but hell, now we have 14 players and 7 days to go. i figured 5 or 10 people would show up, this is astounding.

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Old July 13th, 2001, 12:00 PM

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Default Re: game idea: junkyard wars

quote:
Originally posted by Puke:
maybe its because I like improvisational engineering, or mad-max style makeshift-destruction. maybe its because there is something inside all guys that desires to root around a pile of industrial scrap and find some great treasure. or maybe its just some irrational attraction to girls with english accents, . . .


heh. guess you aren't the only one...
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Old July 13th, 2001, 03:15 PM
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Default Re: game idea: junkyard wars

quote:
Originally posted by Puke:
right, but the pbw server is currently using the standard files, and cant just be set to false. It looks like I will have to run the turns by hand in order to make the game go.

Puke, if you modify your data files, we can make it a mod and put it on PBW so it can run the turns. If you want too that is.

Geo
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