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SpaceMod: Random Games

 
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SpaceMod: Random Games - 9/20/2009 7:58:51 PM   
Lunaticus


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As suggested I am in the process of adapting my SpaceMod (Space Colonization) to be usable also in a Random Game.
This will then look as follows:

Am looking towards a first testgame soon...




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Post #: 1
RE: SpaceMod: Random Games - 9/22/2009 11:13:59 PM   
Lunaticus


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Alpha version is finished. Seille and I will try a one-on-one testgame.
If anybody is interested in the file please let me know.

(in reply to Lunaticus)
Post #: 2
RE: SpaceMod: Random Games - 9/23/2009 9:04:22 AM   
Vic


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wooow awesome! I would like to give this a spin too when finished.

(in reply to Lunaticus)
Post #: 3
RE: SpaceMod: Random Games - 9/25/2009 1:51:14 PM   
Lunaticus


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Thanks for the positive feedback Vic.
Have uploaded the file including a small readme to the scenariobank.
Would be great if we could get another testgame going to see how this plays...

(in reply to Vic)
Post #: 4
RE: SpaceMod: Random Games - 9/26/2009 6:28:06 PM   
seille

 

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A nice and so far working setup.
This will be definitely fun to play.
Good job, Lunaticus !

Awesome that you transported the planets into a random game.

(in reply to Lunaticus)
Post #: 5
RE: SpaceMod: Random Games - 9/30/2009 9:08:19 PM   
Lunaticus


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Finished the first testgame.
Works nicely but needs some adjustments. Being a one-on-on mod the best strategy for the leading player is to directly try to kill the other player so this must become a bit more difficult.
Uploaded a new version 1.4 and looking forward to some more testgames...
Also added one more planet type.

(in reply to seille)
Post #: 6
RE: SpaceMod: Random Games - 10/10/2009 10:53:50 AM   
Lunaticus


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Playtesting with Seille has shown the mod runs smoothly so far, especially on a large galaxy...

Added a function in V 1.5 to address one of the most critical issues I found in random games which is unbalanced starting options.
The system will now try to balance the placements of planets equally for both players. Basically I am counting the distance of each planet to the starting locations of both players and make sure these are nearly equal.


(in reply to Lunaticus)
Post #: 7
RE: SpaceMod: Random Games - 10/31/2009 6:50:12 PM   
Lunaticus


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After finishing a huge (70x100) random game with Seille with the Spacemod I updated the file and updated v1.6 with a lot of balance adjustments.
Here is the changelog:
Balance now also counts number of planets.
Long-Range-Missiles and shield-killing missiles stronger, harder to kill and level-up stronger.
Surface Missiles do less structural damage
All crafts are now harder to kill
Shields count double for stacking purposes
All craft defenses outside own hex only support 30% instead of 50%
Movement of craft increased
Movement speed increases faster
Supply Ships have been included (can help fleets supply over long distances. Do not count against stacking).
Explorers do not need supply any more.
Increased supply carry for all ships except capitol ships.
Shields need more supply.
Military station can be produced much more cheaply.

Hope we find one or two more volunteers to give it a try so we can test this a bit more....

(in reply to Lunaticus)
Post #: 8
RE: SpaceMod: Random Games - 10/31/2009 8:48:19 PM   
seille

 

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A lot of good changes (i hope....).
I hope the supply ships won´t be a problem not counting for stacklimit.
Why ? They could with enough hitpoints act like shields and absorb too much damage.
But ok, this is a question of how many hitpoints these ships have and what their price is.

I´ll join a new game, no question

(in reply to Lunaticus)
Post #: 9
RE: SpaceMod: Random Games - 11/1/2009 9:38:14 AM   
Vic


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I'd like to volunteer to play this.

I'd looks like great fun :)

Vic

(in reply to seille)
Post #: 10
RE: SpaceMod: Random Games - 11/1/2009 11:45:18 AM   
seille

 

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It´s a very good setup, Vic. The original one we played together was already fun, but the random version is imho much better.
Lunaticus did a great job here and improved with each new version.

Imho a masterpiece of a scenario, a game within the game.
All we have to do is to sort the few combat imbalances out. The new release should be a step in that direction.

Looking forward to a new game.

@Lunaticus
If we play with 4 players do i have to pay 200 PP for each declaration of war ?
Could be a expensive thing if i have less planets then and have to declare war to more than one opponent.

An option to send PP´s to allied players would be nice btw.


(in reply to Vic)
Post #: 11
RE: SpaceMod: Random Games - 11/1/2009 5:09:41 PM   
Jeffrey H.


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I'd like to play if there's an open slot.

_____________________________

"Games lubricate the body and the mind" Ben Franklin.

(in reply to seille)
Post #: 12
RE: SpaceMod: Random Games - 11/1/2009 5:39:49 PM   
Lunaticus


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Thanks for the kind words. Glad you are enjoying the game (or anticipating to enjoy it) 
As it is the current version is a two player one-on-one only. Now it would not be a major problem to do some more files and make a three and four player random game version, too. For me it would be great to build on the very good balance suggestions from Seille and maybe do two more one-on-one testgames, then finalize the balance things and then I will make a three and four player version, too. Otherwise I will need to do balance adjustments to 3 or 4 versions of the game and that might become a bit tedious.
So if you are interested to do some one-on-one games I would be up for a game or two and with four players we should be able to setup 2 games...
Small addition: Current setup is very much optimized for two players. Really tried to balance the map between the sides and hope this works. There are some vars in the diplomacy screen which tell you how the system did and how many planets were put in...

(in reply to Jeffrey H.)
Post #: 13
RE: SpaceMod: Random Games - 11/1/2009 6:24:48 PM   
seille

 

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Mhh, Lunaticus. I want revenge
Since we both have probably the most experience with this setup maybe we should do a game and Vic and
Jeffrey do another ? What do you think ?
If it´s easier for you to handle let it be a 2-player scenario, but off course a additional 4 player scenario would be cool
especially with some limited diplomatic options like sending PP or giving recon share.

I work in nightshift this week, so i could start (better you start this time) tomorrow afternoon CET.

(in reply to Lunaticus)
Post #: 14
RE: SpaceMod: Random Games - 11/2/2009 3:57:03 AM   
Lunaticus


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I am open either way. Maybe we set up a large and a medium game and then fit players to map sizes? Something like 70 x 100 and 50 x 50 ?
Would then take any slot....

(in reply to seille)
Post #: 15
RE: SpaceMod: Random Games - 11/2/2009 5:13:41 AM   
seille

 

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I want to play you on a map as large as possible, Nicolas
70 x 100 sounds good to me.

Still need my revenge....

(in reply to Lunaticus)
Post #: 16
RE: SpaceMod: Random Games - 11/2/2009 8:36:55 AM   
Vic


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I prefer a 4 player game since its more interesting, but will accept any setup lunaticus chooses.

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Post #: 17
RE: SpaceMod: Random Games - 11/2/2009 11:34:05 AM   
seille

 

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For me it doesn´t matter. Just wanted to avoid too much extra work for Lunaticus to make
it a 4 player game.

(in reply to Vic)
Post #: 18
RE: SpaceMod: Random Games - 11/5/2009 5:30:26 AM   
Jeffrey H.


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I got the mod tonight, I'll get a game set up and sent over to Lunaticus tomorrow night.

_____________________________

"Games lubricate the body and the mind" Ben Franklin.

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Post #: 19
RE: SpaceMod: Random Games - 11/5/2009 1:54:01 PM   
seille

 

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@Lunaticus

Please tell us the actual status. Are you working on a 4 player version or just busy ?
Or what are you waiting for ?

Is the scenario ready to play yet. Want me to start a new game ?
Please tell us.

(in reply to Jeffrey H.)
Post #: 20
RE: SpaceMod: Random Games - 11/5/2009 3:46:52 PM   
Lunaticus


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I would think it is great if we play some more one-on-one games first with the current version and then I will provide a four player version. This is more planned for the end of the year.
Jeffrey was about to start one game. Would be interested to play a second one-on-one so whoever is interested please send me a turn.
Since we seem to have more interested players would be great to set up another game, maybe just challenge somebody?

(in reply to seille)
Post #: 21
RE: SpaceMod: Random Games - 11/5/2009 7:05:36 PM   
seille

 

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You just got a new first turn, Nicolas.

I think i´ll start another one tomorrow or coming weekend against Vic or Jeffrey.
Choosed
70x70
blocked center
no maploop
no full first level tech
shroud and FOW on


< Message edited by seille -- 11/6/2009 5:34:47 AM >

(in reply to Lunaticus)
Post #: 22
RE: SpaceMod: Random Games - 11/6/2009 5:37:51 AM   
seille

 

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Did you get my email, Nicolas ?
I just wonder since you did not answer my last mail(s).



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Post #: 23
RE: SpaceMod: Random Games - 11/6/2009 6:13:51 AM   
Lunaticus


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Well I thought I sent a turn back some hours ago?
If you did not receive this we need to check email connections....

(in reply to seille)
Post #: 24
RE: SpaceMod: Random Games - 11/6/2009 1:00:36 PM   
seille

 

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Problem solved.
My mailprovider filtered Nicolas out as spam

(in reply to Lunaticus)
Post #: 25
RE: SpaceMod: Random Games - 11/6/2009 2:41:47 PM   
seille

 

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@Vic or Jeffrey

Are you interested in another game or busy ?

(in reply to seille)
Post #: 26
RE: SpaceMod: Random Games - 11/24/2009 4:53:53 PM   
Lunaticus


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From: Germany
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Uploaded v1.7 of this random game mod with some balance adjustments.
And immediately starting a rematch with Seille....

(in reply to seille)
Post #: 27
RE: SpaceMod: Random Games - 12/3/2009 4:04:18 AM   
Lunaticus


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Uploaded v1.8 with some minor fixes. Biggest concern I currently have that it is a bit too easy to block the other player during times of peace. Increased the unit cost to make this more difficult....

(in reply to Lunaticus)
Post #: 28
RE: SpaceMod: Random Games - 12/5/2009 10:09:27 AM   
Vic


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have been playing 9 turns with seille and the combination of randomness with the space set works really well. execellent!

(in reply to Lunaticus)
Post #: 29
RE: SpaceMod: Random Games - 12/6/2009 11:17:11 PM   
Lunaticus


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From: Germany
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Thanks for the positive feedback, Vic. It is still a bit work in progress but getting more stable and playable with each iteration.

In the game I am playing with Seille a question has come up: As it is the bombers are also intercepting enemy bombers if they are in range. Probably since they have some limited air combat value, too, so the game sets some InterceptRng in the unit stats.
For the default unit set the dive bombers also have some small anti-air value but the interceptrng is set to 0 and they do not intercept other air units.
So ... is there a way to model this in a mod. I.e. give the bombers a small anti-air value but have them not sortie against other bombers? I am not aware that interceptrng can be set anywhere....?

(in reply to Vic)
Post #: 30
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