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  #11  
Old July 11th, 2001, 04:35 AM
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Default 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.
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  #12  
Old July 11th, 2001, 04:44 AM
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Default 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?

------------------
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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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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  #13  
Old July 11th, 2001, 05:01 AM

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Default 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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  #14  
Old July 11th, 2001, 06:24 AM
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Default 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.
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  #15  
Old July 11th, 2001, 08:30 PM

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Default 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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  #16  
Old July 12th, 2001, 05:46 AM
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Default 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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  #17  
Old July 12th, 2001, 06:02 AM

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Default Re: game idea: junkyard wars

That's because of this:

"Name := Applied Research
Group := Applied Science
Description := The capability of an empire to research new technologies.
Maximum Level := 3
Level Cost := 100000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0"

Phoenix-D
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  #18  
Old July 12th, 2001, 03:31 PM
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Default Re: game idea: junkyard wars

Ah. That would explain that.... Thanks for the enlightenment, Phoenix-D!

Quikngruvn

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  #19  
Old July 12th, 2001, 08:00 PM

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Default Re: game idea: junkyard wars

I missed that one too. Thanks.

I've noticed that most tech levels stay fairly low, as you can't jump levels. I've found this is most pronounced in the weapon techs. Rarely do I get higher than level 3's in DUP or Missiles for example. Anyone else getting this?

Maybe this is just my bad luck, but for some reason I keep getting things like Organic level 3 before I even get Destroyer class ships. Unless there's some good weed being grown in those organic farms, it's not going to help me!
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  #20  
Old July 12th, 2001, 11:02 PM
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Default Re: game idea: junkyard wars

quote:
Originally posted by Phoenix-D:
That's because of this:

"Name := Applied Research
Group := Applied Science
Description := The capability of an empire to research new technologies.
Maximum Level := 3
Level Cost := 100000
Start Level := 1
Raise Level := 0
Racial Area := 0
Unique Area := 0
Can Be Removed := False
Number of Tech Req := 0"

Phoenix-D



BAAAAH! foiled! I will edit the thing on my own, crank out a test game, and see if the server can handle the GAM file normally after it has been removed by the host.

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