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RE: SpaceMod: Random Games

Posted: Thu Nov 05, 2009 1:46 pm
by Lunaticus_matrixforum
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?

RE: SpaceMod: Random Games

Posted: Thu Nov 05, 2009 5:05 pm
by seille
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

RE: SpaceMod: Random Games

Posted: Fri Nov 06, 2009 3:37 am
by seille
Did you get my email, Nicolas ?
I just wonder since you did not answer my last mail(s).
 
 
 

RE: SpaceMod: Random Games

Posted: Fri Nov 06, 2009 4:13 am
by Lunaticus_matrixforum
Well I thought I sent a turn back some hours ago?
If you did not receive this we need to check email connections....

RE: SpaceMod: Random Games

Posted: Fri Nov 06, 2009 11:00 am
by seille
Problem solved.
My mailprovider filtered Nicolas out as spam [:D]

RE: SpaceMod: Random Games

Posted: Fri Nov 06, 2009 12:41 pm
by seille
@Vic or Jeffrey
 
Are you interested in another game or busy ?

RE: SpaceMod: Random Games

Posted: Tue Nov 24, 2009 2:53 pm
by Lunaticus_matrixforum
Uploaded v1.7 of this random game mod with some balance adjustments.
And immediately starting a rematch with Seille....

RE: SpaceMod: Random Games

Posted: Thu Dec 03, 2009 2:04 am
by Lunaticus_matrixforum
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....

RE: SpaceMod: Random Games

Posted: Sat Dec 05, 2009 8:09 am
by Vic
have been playing 9 turns with seille and the combination of randomness with the space set works really well. execellent!

RE: SpaceMod: Random Games

Posted: Sun Dec 06, 2009 9:17 pm
by Lunaticus_matrixforum
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....? [&:]

RE: SpaceMod: Random Games

Posted: Mon Dec 07, 2009 8:34 am
by seille
Some details for this problem:
 
I attacked a ship unit two hexes away from a enemy carrier group of bombers and fighters mixed.
Target self had no fighters or bombers.
I think the whole unit had intercept enabled (maybe a problem for the bombers ??)
However, when i attacked fighters AND bombers intercepted. And this shouldn´t be the case if they are
not in the target hex themself.
 
The only difference between original bombers and space bombers is that the original ones are rear area units
while the space bombers are frontline. But i´m not sure if this is the problem or the shared intercept setting.
Please look at, this might be a bug.

RE: SpaceMod: Random Games

Posted: Mon Dec 07, 2009 8:40 am
by Vic
reararea is the problem.

if the bombers are set to reararea=false they will not intercept unless forced by attack on base hex

RE: SpaceMod: Random Games

Posted: Sat Jan 02, 2010 9:38 am
by Lunaticus_matrixforum
Based on the feedback of the last games I have uploaded a new version of the spacemod for random games.
Most important change is that missiles have become stronger and cheaper and hopefully are now competitive again.
Also I have included a setting which allows you to slightly reduce the number of planets so that games can play a bit faster.
As a side note: I also have some sound files available which gives some simple movement and combat sounds for the sci-fi units. Please pm me if you are interested in these.