VGA Planets Symbol

New Game
Multiverse

bs-Lm   bs-Rm

Services

  • Login
    or
  • New Player SignUp
  • Player Options
  • My Games
  • Find Player
  • Email Robot
  • Join A New Game

    Games

  • 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)

  • Hall of Fame

    Forums

  • Main Forum
  • Game S&Q
  • Site Bugs

    Help and Information

  • Game Info
  • Help
  • Site News
  • Suggestion Box
  • Credits
  • Stats
  • Privacy Policy

  • Banter Board

       
             
      Player Name Race
    1 Tenser Erwin   Hidden
    2 Mattrixx Jani   Hidden
    3 GToeroe Gabor Törö   Hidden
    4 jamessc James Sander-Cederlof   Hidden
    5 Midshipman Easy Tony Wilkinson   Hidden
    6 Serin Juan Gonzalez Gonzalez   Hidden
    7 Militiare Ian Johnson   Hidden
    8 Jinx Andreas Nussbeck   Hidden
    9 Drachengarde Thilo   Hidden
    10 KeBrAnTo Jesus Alcalde   Hidden
    11 Darth-XRay Joerg Dornblut   Hidden
    12 Survivor Chris   Hidden
    13 Stargod1 Michael   Hidden
    14 Kadesh   Hidden
    15 Khobrah PRC   Hidden
    16 CrimsonRed   Hidden
    17 Bureaucrat Rey Juco   Hidden
    18 Naranek   Hidden
    19 spankyman joe   Hidden
    20 Quickshot   Hidden
    21 Cheeblet John Mineo   Hidden
    22 Tomalak Kevin   Hidden
    23 Aegidius   Hidden
    24 Protomatter Protomatter   Hidden
    25 Pelonius Stacey Page   Hidden
    26 Weenyboy Helixdragon   Hidden
    27 Maktul Brad Prichard   Hidden
    28 Sir Dave of Smooth David Bandy   Hidden
    29 Grandadmiral THRAWN Grandadmiral THRAWN   Hidden
    30 Mathias   Hidden
       

       
             
    Game Setup
    Host
    GToeroeGabor Törö

    Site Specfic
    Game Style Traditional
    Player Race List Player Chosen
    Game Script Custom Script
    Auto Bypass After 2 turns
    Max Players 30
    Max Players Per Race 30
    How many places can a single player hold? 1
    Schedule SxTxxFx@0800
    Schedule runs of host on marked letters @ time. eg: xMxWxFx@1900 would be a Monday Wednesday Friday run at 1900 (7PM). All times are in Universal time.

       

       
             
    Map
    Name Hidden

    Available Races
    Solar Federation The Birdman Republic The Stormers
    The Privateer Bands The Cyborg The Crystal Assembly
    The Evil Empire The Robotic Imperium The Rebels
    The Colonies Of Man The People's Army The University Alliance
    The Scavenger Tribes The Holy Draconian Empire The United Enforcement Authority
    The Reunited Coalition of Systems The Aczanny Pyramids The Centaurs
    The Solorian Unity The Interstellar Master Traders
    Hide Handles at signup? N
    Hide Races at signup? Y
    Hide VPS (script) from players? Y

    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

       

      Host Configuration (Hconfig)  
             
    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
    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
       

       
             
    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
       

    bs-Lm   bs-Rm

    This page is a product of Drewhead.org ™
    written and maintained by Drew Dowling