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Midway III
A small game for teams I
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| Game Summary |
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| GameName |
Speeding Death (ID = 1250) |
| GameHost |
LeeSMaz Lee Mazengarb |
LeeSMaz1@hotmail.com |
| Game Type |
Traditional Game with configurable Master settings, player Chosen races |
| Schedule |
| Sun | Mon | Tue | Wed | Thu | Fri | Sat | @ 11:00 | |
| Auto Bypass |
2 |
|
|
| Players |
20 |
| Single Player Spots |
1 |
| Race Max |
3 |
| Allowable Races |
Custom List |
| |
|
| Hide player handles at game start? |
No |
| Hide player races at game start? |
No |
|
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| Map Name |
Blitzkrieg |
| Hide Map |
No |
| Randomize Star Type |
No |
| Allow Stellar Drift |
No |
| Randomize IDs |
No |
|
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| Starting Positions |
Circle |
|
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| Minerals on Base |
Average |
| Population |
1000000 |
| Natives |
None |
| Cargo and Metals |
Above Average |
| Starting Cash |
10000 |
| Start with 3 extra Freighters |
No |
| Start with Standard Ships |
Yes |
|
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| Minerals in Ground |
Above Average |
| Natives |
Average |
| Cargo and Metals |
Average |
| Contraband |
Some |
|
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| Additional Information |
This game is meant for players who search an early conflict and don’t want to spend “ages” to meet a neighbour.
No restrictions to enter, beginners and intermediate players are especially welcome. To balance the game a bit, I kindly ask everybody to sort himself into one of the 3 categories below. I use the number of games won as a measurement, as this is the only criteria telling at least something. Please, increase your category by 1 in case you want to choose a race you have played 3 or more times before and are not already in category 3:
Category 1, not much experience: I haven’t played more than 5 games and join to learn about the game
Category 2, having a general picture of VGAP4: feel comfortable with the game or have won already 1 game so far
Category 3, expert or on the brink to becoming one: know VGAP4 very well or have won more than 3 games
Depending on the category you have chosen for yourself, the following races can be selected:
Category 1: All races selectable - have fun!
Category 2: Aczanny, Centauers, Borg, Peoples, EE, Privateers, Solorians, Lizard, Dracs, Fed, RCS, Scavs, IMT, Stormer and UA - still most races left
Category 3: Aczanny, Centauers, Dracs, RCS and UA - looks like a challenge, doesn’t it? ;-)))
Please, allow me or others who know you better to suggest another category for you, in case we have the feeling you have picked a race too strong for your level of knowledge.;-)))
Important gentlemens agreements:
No Alien Hull (a hull outside the native race ship list) trading allowed: no boarding, hacking or anything which brings another player into the possession of one of your ships or hull plans with your permission. All .rsts where you get an alien hull must be safed, so they can be presented to proof the action didn't violate this rule. Furthermore all alien hulls need to be handed back or recycled as soon as you enter an alliance with a race, which has this ship as native hull. Be aware, that is doesn't necessarily have to be the same player, just the same race is enough!
No trading or handing over any of your colonists to another race. As with the hull trading any intentional action which results in another race holding colonists of you as prisoners is forbidden. It is also a good idea to keep .rsts of at least those turns you got them. That is true for both sides: the one loosing them and the one taking them.
I also expect a gentlemen agreement regarding alliances. That means no preset alliances (forming an alliance before the game has started) and no contacting of other players before you have a scan of at least 1 of his objects - and buoys don't count!
Alliances can only consist of 2 players! Any alliance consisting of more than 2 races is strictly forbidden, as it would blow up the whole game concept!
Any alien hull trading, handing over of your own colonists as prisoners or alliances with more than 2 players can result in the drop of one or more players violating these gentlemen agreements. This is necessary as those can result in having such a huge and unfair advantage over others, which is simply not possible to correct anymore, once detected. In case you have doubts if your action may violate any of the rules, please ask upfront! If you don’t get an answer in time, rather delay your action than create facts which could seriously spoil the fun for you and others.
All voting will be decided by a simple majority, with exception of the game ending vote (see below).
Host schedule can be downgraded to 2 T / week after Turn 20 and with a normal vote.
Game will end if there is only 1 race / alliance left or if most of the other players / alliances surrender. A vote will need a 2/3 majority and can only be asked for if the winner is really and without doubt in a superior position! Statistics should help deciding this. Don’t forget, there can not be more than 2 players in an alliance and therefore not more than 2 players can win!
Host will not play.
If you have any questions or think I have forgotten something important, please post at the game BB or send me a mail. I will likely publish the mails I get, as it may be of help for other players as well.
Game started:
Game ended:
Winner(s): |
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Host Configuration (HConfig) Settings 1
|
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| Gravitonic Mine Odds |
40
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| Laser Mine Odds |
80
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| Web Mine Odds |
120
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| Barbitic Mine Odds |
30
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| Minefield Lifetime (How many turns minefields last) |
10
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| Minefield Size Limit (No minefield may have a radius of more than this) |
40
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| Base Ion Cannon Range (Range of anti-fighter guns on ground bases, VCR units) |
200
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| Base Ion Cannon PD Odds (Odds that Ion shots can be shot down) |
40
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| Base Ion Cannon Charge (Energy used to fire weapon) |
100
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| Base AAA Odds (Odds of anti-fighter guns hitting enemy fighters) |
20
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| Base AAA Range (In VCR Units) |
100
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| Base AAA Charge (Energy used to fire the anti-fighter guns) |
80
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| Base Ion Cannon Odds (To hit target) |
30
|
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Host Configuration (HConfig) Settings 2
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| Fighter Beam Charge (Energy used per shot) |
10
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| Fighter Missle Charge (Energy used per shot) |
100
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| Base Pod Scan Range (Range that a base can scan pods) |
100
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| Base Ship Scan Range (Range that a base can scan ships) |
100
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| Tachyon Scanner Range (Range that the pulse lights up objects in the area) |
100
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| Tachyon Scanner Power (How much the pulse increases the sensor image) |
250
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| New Farms Per Turn (Number of new farms that a player can build in a turn) |
10
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| Pod Cost (Cost to make a cargo pod) |
25
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| Maximum Bouys Per Player |
5
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| Grav Gen Well Range (Radius of grav wells made by grav well devices) |
40
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| Grav Well Gen Fuel Burn (Fuel that the ship making the grav well burns) |
20
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Host Configuration (HConfig) Settings 3
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| High Rate of Food Consumption (Colonists eat food at a rate of 1 unit per 100,000) |
Y
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| Food Stockpile (Turns of food needed for maximum growth) |
100
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| Ally Limits Active |
Y
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| Ally Limit(Maximum number of allies any one race can have at once) |
1
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| Worm Holes (Stable) |
Y
|
| Worm Holes (Wondering) |
Y
|
| Virgo's Burn At Start Of Game |
Y
|
| Farms require 1000 colonists each to run them |
Y
|
| Alien Hull Trading Allowed |
N
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| Alien Hulls Have Problems With Combat, Scanning and Repair |
Y
|
| Hacker Droid Allowed |
Y
|
| Wing Charge Divisor |
50
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| PBC Power Boost Divisor |
100
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| BC Power Boost Divisor |
10
|
| Normal PB Multiplier |
5
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| Allow GBx Command Codes |
Y
|
| Eye of Magadon Base Shield Penetration Range |
80
|
| Fighter Missile VCR Ord Usage |
10
|
| Ship Speed Factor |
100
|
| Ship Acceleration Factor |
100
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| Wing Speed Factor |
100
|
| Wing Acceleration Factor |
100
|
| Fighter Beam Divisor |
2
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| Fighter Missile Divisor |
2
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| Firing Fighter Divisor |
50
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| Coalition Triad Radius |
60
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| Time between weapon recharge (1 = charge every tick) |
1
|
| Ship Capture Range during VCR |
500
|
| Bases can capture ships during VCR |
N
|
| Wandering Worm Holes Near Planets |
N
|
| Enable scripted buoys |
N
|
| Disable Host modification of Starting Planets |
N
|
| Disable Large Weapon Bump |
Y
|
| Perform Final Battle now |
N
|
| Minefield Fog of War |
Y
|
| Limit the speed of all moving units in the game |
32000
|
| Limit the distance that a hyperjump can perform |
32000
|
| Limit the distance that a warp or base chunnel can move |
32000
|
| Limit the effectiveness of scanning |
Y
|
| When can a planet can be targeted for super laser destruction within a VCR |
4000
|
| Sets a maximum number of hyperlathes that can be used in a ground base |
10000
|
| Player Object Limit |
20000
|
| If switched on an air attack base will be required for home guard wings and replenish fighters |
N
|
| Stellar Matter Launcher Range Limit |
10000
|
| Insectoid Nest Range Limit |
400
|
| Insectoid Nest Min Range |
105
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| Insectoid Nest Range Increment |
5
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Host Configuration (HConfig) Scoring
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| Victory Points Scoring System Active |
N
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| Victory Points Needed To Win (MAX=32000) |
1000
|
| Public Information On Score Allowed |
Y
|
| Points For Each Planet With 1 Million Happy Colonists |
1
|
| Points For Each Planet With 5 Million Happy Colonists |
1
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| Points For Each Planet With 10 Million Happy Colonists |
1
|
| Natives Vote Victory Points |
1
|
| Victory Points For Not Being At War With Active Races (After Turn 25) |
1
|
| Negative Victory Points if One Or More Races At War With You (After Turn 25) |
1
|
| Special Race Based Bonus Victory Points (Privateers Hoarding, etc) |
N
|
| Spies Can Report Locations Of Victory Point Planets |
Y
|
| King Of The Hill Planet Active |
N
|
| Points Per Turn For Having The Only Ships Over The King Of The Hill Planet |
5
|
| Name Of The King Of The Hill Planet |
|
| King of the Hill VP Start Turn |
25
|
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Display Score Numbers for:
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| | Score |
| | Ships |
| | Wings |
| | Bases |
| | Colonists |
| | High Guard |
| | Prisoners |
| | Natives |
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This page is a product of Drewhead.org written and maintained by Drew Dowling
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