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Holy Vengance Standard Echo Rampage VI Rookie Round XIV O Pillas O Pillas La Caida del Imperio The Swirling Q New Ranked Game 9 (Get a Rank) NewStart Others (78)
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| Additional Game Infomation/Design |
Hi!
The main idea is to put "multiverses" in form of 9 small maps in a huge region which are surrounded by a halo of 9 little clusters to both have a "fast local" story and an epic theme.
Within the small maps only 4-5 players will occur. Theses maps occurs mutiple times in the universe. 6 of this maps are populated by players but 3 are empty.
The separation of the maps will be so that it will be even for hyper jumper a long journey to travel between them by normal means. But with a small chance it can happen that two maps are close together to travel with transwarp or hyper drives between them.
The maps will contain gates (WHs and JGs) which change the map topology as well as the game topology, i.e. they connect regions of within a map as well as different maps.
The in-map gates are visible as normal. The others are difficulter to find, some of them are unvisible. But they are hidden secrets to find which my contain coordinates of gates (and their codes).
There are also moving gates and such which may end in deep space and maybe even without a chance of a return (one way gates).
There is also planned to add goodies of finite (if possible) and infinite life time.
We have the strict rule of not having to be a gentleman here. You can be a liar and spoil spot. You can break given words and re-solve given promises/alliances if you think it helps you to reach your (self given goals). You can even taunting your opponents in the BB. But after the game ends anybody is our friend again. :)
Mutu will be our co-host if not the HOST!
Grandadmiral THRAWN may come back here!
Join and have fun!
This game here was only opened to discuss the game details and to check if there is enough interest as the scripting needs a lot work. So Mutu will open a new game "The Real Multiverse" and there we can join after the contruction phase is over.
MAX PLAYERS PER RACE: 3
GFM GToeroe
>> Homeworld Settings <<
Starting cash: 20,000 mc; gb:15,000 gc; base:5,000 mc
Supplies: 1000
Food: 300
Soil: 50
Climate and star heat: 50 (XTals: 90-100; Solorian: 80-100)
HD: 100
Delta: 0
Farms: 50
Minerals in base: 250 N; 250 D; 250 T; 250 M
Minerals in planet core: 250 each.
Mineral densities: 50%
Except the farm the only other starting buildings are:
Base shield, some aa guns, ion cannons and laser cannons
There are no other buildings other than here mentioned!
There no parts nor mechs nor fighters in a base!
Bots start with 25,875 bugs. This is 300k x 8.625% which is the average growth rate of other races (Sol excluded).
You know we have very interesting planets in the core. So we can expect a race to the center at the beginning. If you follow the current game setup hyper jumper races can build in turn
6: Ships
7: jump (no scanning of the center)
8: scan planets
9: move to planets and transfer
So normal ships have have three turns time to move scan and transfer. With their starting ships non hyper races can travel ~ 110/trn. If one wants to balance it then they should end up at a distance of 50 in turn 8 to have a chance to get a scan of a rich planet so that they can move to it an transfer in turn 9, too.
Therefore the distance of the HW to the center should be 250ly. As the need of building one or two tech 11 engines for it (which the hyper race will not have to do) is a bit unfair I will give each player four tech 18 engines (110)
Scavengers and Xtals will start at a distance of 200 to the center as the the tech 1 and 2 ships of them have speed 90 or below and the first faster ships are coming along with wulltech 3/4.
So if we have four player in a map and neither of them is XTal/Scav then the distace between the HWs is 353. With 5 players we have 294. If their are Scavs or XTals then the distances may shrink by 20%.
If you solve 100 +5t=235 and 100 +5t=353 you get t=27 or t=51. This means the base shield protected insectoid nest of the Bots will effect the neighbors HW between turn 27 and 51.
>> Other Planets Settings <<
Most of the planets are very poor:
Soil: 0-20
HD: 0-200
Delta: -1,0 or 1
Climate and Starheat:
9% range in [90,100]
12% range in [47,53]
79% range in [0,100]
Unmined minerals: 0-250
Densities 10%-100%
Surface minerals: 0-100
Surface med & food: 0-10
Surface supplies: 0-10
CB: Like "Some" of the standard master setting:
0.5 contraband deposits per planet
85% Small deposits, ranging from 1 to 10 kt
15% Large deposits, ranging from 500 to 1000 kt
Approx. 40% chance of a planet having at least one contraband deposit
Approx. 7.5% chance of a planet having at least one large contraband deposit
Natives: Like "Some" of the standard master setting. The chance that a native slot in a planet is pouplated is 2,5% for the maps and 5% for the cluster. The chance that it will be a small population is then 2/3. Small is 0-10,000. The chance for a large one is 1/3. Large means 10,000-100,000. This way we have a total amount of 5.3M natives versus 9M colonists. A map will contain 7.425 large populations and 14.85 small populations. As maps contain 4-5 players a cluster will then contain the aforementioned numbers divided by 4.5 -> 1.65 large and 3.3 small.
Each populated map will contain in the center 2 rich planets. Empty maps will contain 3 rich planets somewhere in the map. Each empty cluster will contain one rich planet.
So, what does "rich" mean?
2k CB & 500k natives distributed randomly over all types. This means there is at least one CB and native type present and the sums are under all circumstances 2k respectively 500k.
Minerals in ground:
Neutronium 0-6000
Duranium 0-4500
Tritanium 0-3500
Molybdenum 0-2000
Densities range from 50% - 100%
Surface N. Ore 0 to 3500
Surface D. Ore 0 to 2500
Surface T. Ore 0 to 1500
Surface M. Ore 0 to 1000
Surface N. Metal 0 to 500
Surface D. Metal 0 to 2500
Surface T. Metal 0 to 1500
Surface M. Metal 0 to 100
Food 500 to 1000
Med 250-500
Repair 5000-10000
Ord 5000-10000
Supplies 250-500
mc 500-1500
Soil: 250
Climate and Starheat: 50
HD: 500
Delta: 10
>> Other Universe Settings <<
No starting ships!
There were discussions to ban the Privs, EE, Bots
to the halo and/or give them or others (like Peeps) penalties. I will let the Privs and Bots start within a map. The Privs suffer much from the lack of the MCBR and the lack of cities. THe Bot's bug nests will flower out their evil first after a longer time.
EE & Borg will start in a cluster. EE because of the arrival of the Emperor with a well equipped Mig and 10,000mc. 10,000mc more base cash while having almost the same income than others in the start is too much.
Borg will start in a cluster as they have to weak hulls in the lower techs. They need time to develop.
Average planet count per player: ~30
So with 30 players the multiverse has 900 planets. Each map has 90 planets and each cluster 10. We have 9 maps and 9 cluster.
If we have 3 EE and 3 Borg then 6 of 9 Cluster are pouplated. In a map then there are 4 players. If no EE nor Borg is playing then all cluster are unpopulated and the maps contain 5 player each.
Winning condition: 400 VP, domination or general agreement. I rejected the alter ego condition. Only on player can be declared as winner.
Buoy code will soon be changed a bit to add more fun to a game. Then they fit our needs, i.e. the bug that player s can see them although not intended will be fixed and they get an "edge". Other players have to be within this range to see them. No general visibility thru the whole multiverse anymore.
This is the planned topology of the stable WHs:
[Link]home.arcor.de/vita/Multiverse.jpg [/Link]
There can also be unstable WHs which lead to anywhere in the multiverse (but alsways in the neighborhood of some planet), Magik added the code.
And there are other gates and buoys which may disclose their secret. Scripted bouys will have additional features (also added by Magik)
Currently under consruction:
- exact size of maps and clusters
GFM GToeroe |
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Host Configuration (Hconfig)
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| Scoring |
| Default |
Set |
Description |
| Y |
Y
| Victory Points Scoring System Active |
| 1000 |
400
| Victory Points Needed To Win (MAX=32000) |
| Y |
Y
| Public Information On Score Allowed |
| 1 |
1
| Points For Each Planet With 1 Million Happy Colonists |
| 1 |
1
| Points For Each Planet With 5 Million Happy Colonists |
| 1 |
1
| Points For Each Planet With 10 Million Happy Colonists |
| 1 |
1
| Natives Vote Victory Points |
| 1 |
0
| Victory Points For Not Being At War With Active Races (After Turn 25) |
| 1 |
0
| Negative Victory Points if One Or More Races At War With You (After Turn 25) |
| Y |
Y
| Special Race Based Bonus Victory Points (Privateers Hoarding, etc) |
| Y |
Y
| Spies Can Report Locations Of Victory Point Planets |
| Y |
N
| King Of The Hill Planet Active |
| 5 |
5
| Points Per Turn For Having The Only Ships Over The King Of The Hill Planet |
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| Name Of The King Of The Hill Planet |
| 25 |
25
| King of the Hill VP Start Turn |
| Settings 1 |
| 40 |
40
| Gravitonic Mine Odds |
| 80 |
80
| Laser Mine Odds |
| 160 |
160
| Web Mine Odds |
| 15 |
15
| Barbitic Mine Odds |
| 20 |
20
| Minefield Lifetime (How many turns minefields last) |
| 55 |
55
| Minefield Size Limit (No minefield may have a radius of more than this) |
| 500 |
400
| Base Ion Cannon Range (Range of anti-fighter guns on ground bases, VCR units) |
| 30 |
30
| Base Ion Cannon PD Odds (Odds that Ion shots can be shot down) |
| 100 |
100
| Base Ion Cannon Charge (Energy used to fire weapon) |
| 35 |
35
| Base AAA Odds (Odds of anti-fighter guns hitting enemy fighters) |
| 350 |
100
| Base AAA Range (In VCR Units) |
| 10 |
10
| Base AAA Charge (Energy used to fire the anti-fighter guns) |
| 40 |
40
| Base Ion Cannon Odds (To hit target) |
| Settings 2 |
| 10 |
10
| Fighter Beam Charge (Energy used per shot) |
| 100 |
100
| Fighter Missle Charge (Energy used per shot) |
| 100 |
100
| Base Pod Scan Range (Range that a base can scan pods) |
| 100 |
100
| Base Ship Scan Range (Range that a base can scan ships) |
| 100 |
100
| Tachyon Scanner Range (Range that the pulse lights up objects in the area) |
| 250 |
250
| Tachyon Scanner Power (How much the pulse increases the sensor image) |
| 10 |
10
| New Farms Per Turn (Number of new farms that a player can build in a turn) |
| 25 |
25
| Pod Cost (Cost to make a cargo pod) |
| 20 |
100
| Maximum Bouys Per Player |
| 50 |
50
| Grav Gen Well Range (Radius of grav wells made by grav well devices) |
| 10 |
10
| Grav Well Gen Fuel Burn (Fuel that the ship making the grav well burns) |
| Settings 3 |
| Y |
Y
| High Rate of Food Consumption (Colonists eat food at a rate of 1 unit per 100,000) |
| 100 |
100
| Food Stockpile (Turns of food needed for maximum growth) |
| N |
N
| Ally Limits Active |
| 30 |
0
| Ally Limit(Maximum number of allies any one race can have at once) |
| N |
Y
| Worm Holes (Stable) |
| N |
Y
| Worm Holes (Wondering) |
| Y |
Y
| Virgo's Burn At Start Of Game |
| Y |
Y
| Farms require 1000 colonists each to run them |
| Y |
N
| Alien Hull Trading Allowed |
| Y |
Y
| Alien Hulls Have Problems With Combat, Scanning and Repair |
| Y |
Y
| Hacker Droid Allowed |
| 50 |
50
| Wing Charge Divisor |
| 100 |
100
| PBC Power Boost Divisor |
| 10 |
10
| BC Power Boost Divisor |
| 5 |
5
| Normal PB Multiplier |
| Y |
Y
| Allow GBx Command Codes |
| 80 |
80
| Eye of Magadon Base Shield Penetration Range |
| 10 |
10
| Fighter Missile VCR Ord Usage |
| 100 |
100
| ShipSpeedFactor |
| 100 |
100
| ShipAccFactor |
| 100 |
100
| WingSpeedFactor |
| 100 |
100
| WingAccFactor |
| 2 |
2
| FighterBeamDivisor |
| 2 |
2
| FighterMissileDivisor |
| 50 |
50
| FiringFighterDivisor |
| 50 |
50
| CoalitionTriadRadius |
| 1 |
1
| ChargeWeaponsEveryNthTick |
| 500 |
500
| VCRCaptureRange |
| 0 |
0
| VCRBasesCanCapture |
| 0 |
0
| Wandering Worm Holes Near Planets |
| 0 |
0
| NewScriptedBuoyBehavior |
| 0 |
0
| Enabling this will make it so that the host will not adjust planets at the start of the game for Crystals, Solorians, wo |
| 0 |
0
| Enabling this will disable the large weapon bump in VCR combat |
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| Scoring Display Options |
| Show Score |
Yes |
| Show Objects |
Yes |
| Show Ships |
No |
| Show Wings |
No |
| Show Bases |
No |
| Show Coloninsts |
Yes |
| Show Crew |
No |
| Show Troops |
No |
| Show High_Guard |
No |
| Show Cash |
No |
| Show Pods |
No |
| Show Minefields |
No |
| Show Mechs |
No |
| Show Prisoners |
No |
| Show Natives |
No |
| Show Metals |
No |
| Show Contraband |
No |
| Show Food |
No |
| Show Parts |
No |
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This page is a product of Drewhead.org written and maintained by Drew Dowling
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