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RE: Space Opera - Test Games
Posted: Fri Sep 25, 2009 7:16 pm
by Casus_Belli
So I'll just leave them there and after a while they'll move up, I guess. I wondered what that production line message was.
I too had some trouble figuring out the landing process.
RE: Space Opera - Test Games
Posted: Sat Sep 26, 2009 6:48 am
by sapper32
Turn 10 sent on to Grumpmel
RE: Space Opera - Test Games
Posted: Sun Sep 27, 2009 2:48 am
by GrumpyMel
Turn 11 sent to House Romanov
RE: Space Opera - Test Games
Posted: Sun Sep 27, 2009 4:10 am
by Lunaticus_matrixforum
Turn 11 sent to Casus...
RE: Space Opera - Test Games
Posted: Sun Sep 27, 2009 7:29 pm
by Lunaticus_matrixforum
Have a general question on the victory condition: What is the victory condition? Is a team victory possible and if yes with how many players? Or can there only be one?
Makes a huge difference if team victories are allowed or not so would be interested to see what we are aiming at....
Many thanks
RE: Space Opera - Test Games
Posted: Mon Sep 28, 2009 3:10 pm
by GrumpyMel
You know, I didn't actualy hard code any victory conditions into the scenerio yet. Figured the players of each game could determine what they considered victory. Though I probably should set some sort of default one in there...and just give the players the option to continue playing beyond that if they want... give folks an idea as to what to shoot for.
Any ideas as to what they should be though?
Edit: One idea could simply could be simply to set a game turn limit....and at that specific turn limit simply rate the players by VP's (possibly for cities held) from first to last. So rather then have 1 winner and 4 loosers... you'd have a gradation of placement from 1st to 5th with each player vying for as high a spot as they can get.
That way it could be upto to the individual player to determine whether they were willing to settle for 2nd place as part of a winning allience... or to go for broke and stab thier ally in the back at a critical juncture late in the game to claim the top spot (and possibly risk failure and being knocked down all the way to 5th).
I kinda like the idea...since it allows for alliances... but also allows (and possibly encourages) treachery by an ambitious partner wanting that top spot.
RE: Space Opera - Test Games
Posted: Mon Sep 28, 2009 3:25 pm
by Lunaticus_matrixforum
Good question. I think normally once a player or side has like 60% of production the game is over and the rest is not that interesting any more.
But you know I think games are very different if you allow for alliance victories or if this is not allowed. If it is possible than players might form alliances lasting till end of the game which can be completely trusted. If there can only be one regime which wins then everybody in an alliance knows that he will be backstabbed at some point in time.
I like the second version and think it fits the atmosphere of the setting. But think we all should be agreeing and would be open also for alliance wins if we all agree this is possible.
RE: Space Opera - Test Games
Posted: Tue Sep 29, 2009 1:47 am
by autarkis1967
Grumpymel Put one objective on each planet and set a objective limit. That seems the simplest thing.
RE: Space Opera - Test Games
Posted: Tue Sep 29, 2009 3:24 pm
by sapper32
Turn sent to Grumpymel.
The AI seems to take a long time to complete his turn now,i put the kettle on made a cup of tea got my washing out ran a bath and it was still on turn 4,thankfully it seems to speed up after turn 4 i will time it next time.
Regards Ian
RE: Space Opera - Test Games
Posted: Tue Sep 29, 2009 11:22 pm
by GrumpyMel
Turn 12 complete and onto House Romanov.
Sapper, I noticed that when I did test games solo as well. Even though I'm not letting the AI build, it does divide it's forces into a ton of different units somtimes (sometimes very small ones). As we knock out more and more AI forces and fewer rebels are around, I expect the processing time should start to go back down again.
RE: Space Opera - Test Games
Posted: Fri Oct 02, 2009 6:41 pm
by sapper32
Turn 12 sent on
RE: Space Opera - Test Games
Posted: Sat Oct 03, 2009 3:23 am
by GrumpyMel
Turn 13 sent on
RE: Space Opera - Test Games
Posted: Sat Oct 03, 2009 4:12 am
by Lunaticus_matrixforum
And on to House DeCastillo...
RE: Space Opera - Test Games
Posted: Wed Oct 07, 2009 11:27 pm
by GrumpyMel
Where is the turn at now? Last I saw was Lunaticus posting that he sent it along on the 3rd?
RE: Space Opera - Test Games
Posted: Thu Oct 08, 2009 2:33 pm
by sapper32
Ihave the turn hope to play it this evening [:D]
RE: Space Opera - Test Games
Posted: Sat Oct 10, 2009 3:29 pm
by GrumpyMel
Turn 14 completed and sent on.
RE: Space Opera - Test Games
Posted: Sun Oct 11, 2009 3:51 pm
by sapper32
Turn 14 sent on
RE: Space Opera - Test Games
Posted: Mon Oct 12, 2009 3:44 am
by Lunaticus_matrixforum
Turn 15 sent on.
One thing I noticed: I seem to get by on Minerals and Organics for the time being but seem to be dangerous low on Isotopes. Probably because I am not using full planetary production for combat units but am also producing some political points? If this is a general view than maybe it might be of interest to make units need more minerals and organics to be built so they become more scarce, too?
RE: Space Opera - Test Games
Posted: Mon Oct 12, 2009 11:38 am
by GrumpyMel
Yeah, it's a little bit of a trial and error to find the right balance on how many resources it takes to build units. Right now, I think units aren't costing enough resources...either that or the resource hexes are producing too many. I'll probably have to tweak it a bit.
Isotopes it seems like I might have about right, since there is always more production available for them (starbases) then you can build, if you want to max stuff out.
RE: Space Opera - Test Games
Posted: Tue Oct 20, 2009 1:21 am
by GrumpyMel
Who has the turn now? Last I saw Lunaticus sent his along to DeCastillo on the 12th?