Space Opera - Test Games
Moderator: Vic
Space Opera - Test Games
Hi,
I uploaded a new scenerio to the scenerio bank (sandbox area) called SpaceOpera. I'm looking for some players for a test game. There are 5 positions...I can take one of the slots....which means I need 4 more.
I think it should be a fun game. You play as one of 5 warring Noble Houses vieing for the throne of a Space Empire. There are distinct theatres for Space and ground operations. On the ground you fight for control of the surface of 21 planets. In space you fight for control of the systems which these planets are located in. The systems are connected to one another by Jump Gates.
On the surface of planets are Production Cities, as well as 3 different resources (Isotopes, Minerals, Organics) needed to make various units. In space there are Starbases used for construction of ships....you also need to be able to control space to get your troops moved between planets.
The OOB and research trees have been completely redone to give things a Sci-Fi feel. I've also added some new terrain types to better represent Alien Worlds. Finally there is a diplomatic model played with Action cards where the players are contesting with each other for the allegiance of the Minor Noble Houses, Church and Merchant Guilds... each of which can provide the player they are allied with a different special bonus.
If your interested....download the scenerio from the scenerio bank...post here and let me know what House you'd like to play.
I uploaded a new scenerio to the scenerio bank (sandbox area) called SpaceOpera. I'm looking for some players for a test game. There are 5 positions...I can take one of the slots....which means I need 4 more.
I think it should be a fun game. You play as one of 5 warring Noble Houses vieing for the throne of a Space Empire. There are distinct theatres for Space and ground operations. On the ground you fight for control of the surface of 21 planets. In space you fight for control of the systems which these planets are located in. The systems are connected to one another by Jump Gates.
On the surface of planets are Production Cities, as well as 3 different resources (Isotopes, Minerals, Organics) needed to make various units. In space there are Starbases used for construction of ships....you also need to be able to control space to get your troops moved between planets.
The OOB and research trees have been completely redone to give things a Sci-Fi feel. I've also added some new terrain types to better represent Alien Worlds. Finally there is a diplomatic model played with Action cards where the players are contesting with each other for the allegiance of the Minor Noble Houses, Church and Merchant Guilds... each of which can provide the player they are allied with a different special bonus.
If your interested....download the scenerio from the scenerio bank...post here and let me know what House you'd like to play.
RE: Space Opera - Test Games
Here is picture from the Strategic Overview screen, giving you an idea what the map looks like.


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- SpaceOpera.jpg (171.74 KiB) Viewed 348 times
RE: Space Opera - Test Games
Sounds interesting.
Would be happy to join as a testplayer. Am open as to which house to play....
Would be happy to join as a testplayer. Am open as to which house to play....
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Casus_Belli
- Posts: 455
- Joined: Sun Nov 20, 2005 12:31 pm
RE: Space Opera - Test Games
I'd like to join, if you need any more.
Furthermore, Carthage must be destroyed.
RE: Space Opera - Test Games
Yup, we still need 2 more to start.
RE: Space Opera - Test Games
Do you still need a player???
RE: Space Opera - Test Games
Bombur, yes. The scenerio is designed for 5 players. Ideally I'd like to have a full game to start as a test game. We currently have 3...you would make 4 if you were interested...if we got one more person beside you we could start the game up.
RE: Space Opera - Test Games
Ok, so I´m the fourth player, maybe you could invite Grymme?
RE: Space Opera - Test Games
Any extra volunteers????
RE: Space Opera - Test Games
Well I hope we do find someone as I think this looks like a really interesting setting.
@GrumpyMel: Do you see a chance of playing this with one regime set to AI?
@GrumpyMel: Do you see a chance of playing this with one regime set to AI?
RE: Space Opera - Test Games
Hi guys i havent downloaded the scenario yet but would be interested taking part when are you looking at getting started,im away from the 27th to the 1st as its holiday weekend here in the UK
The battle of Medjerda is almost forgotten,but was fought against highly disciplined German troops and blasted a route straight to Tunis it was a perfect infiltration battle and should be remembered as the best fought British battle of the war.
RE: Space Opera - Test Games
Sounds good!
From my perspective why dont we get the game setup and started and then maybe play along as everybody is available. I will also be on holiday in September for 10 days and dont know if I can get in turns....
Looking forward to test this.
I recommend that GrumpyMel as the Scenario Designer allocates Houses to the players and gives us a final go as to version to use and if there are any special things to consider.
From my perspective why dont we get the game setup and started and then maybe play along as everybody is available. I will also be on holiday in September for 10 days and dont know if I can get in turns....
Looking forward to test this.
I recommend that GrumpyMel as the Scenario Designer allocates Houses to the players and gives us a final go as to version to use and if there are any special things to consider.
RE: Space Opera - Test Games
Ok will await instructions as to which version to use.
The battle of Medjerda is almost forgotten,but was fought against highly disciplined German troops and blasted a route straight to Tunis it was a perfect infiltration battle and should be remembered as the best fought British battle of the war.
RE: Space Opera - Test Games
I´m ready to start...waiting for instructions
RE: Space Opera - Test Games
Hey guys, sorry wasn't reading the forum over the weekend. Looks like we are good to start...that's awesome news.
You should use the version of the scenerio now uploaded into the scenerio bank.
Since no one expressed any preferences...I'll start off the game as the first player House and then send it along pretty much in the order folks signed up....please make sure to PM or post your e-mail address so that folks can send the game turn to you.
So here is how it looks
House Cadwall... GrumpyMel e-mail:sd.grumpymel@gmail.com
House Romanov.... Lunaticus e-mail: pm'd to me so we're good there.
House DeCastillo... Casus_Belli e-mail: make sure Lunaticus has your e-mail so he can send to you.
House Sian-Chi..... Bombur e-mail: make sure Casus Belli has your e-mail.
House Drako..... Sapper32 e-mail: make sure Bombur has your e-mail.
I'll try to get the game started tonight or tomorrow and will post here when I send the turn out to Lunaticus.
You should use the version of the scenerio now uploaded into the scenerio bank.
Since no one expressed any preferences...I'll start off the game as the first player House and then send it along pretty much in the order folks signed up....please make sure to PM or post your e-mail address so that folks can send the game turn to you.
So here is how it looks
House Cadwall... GrumpyMel e-mail:sd.grumpymel@gmail.com
House Romanov.... Lunaticus e-mail: pm'd to me so we're good there.
House DeCastillo... Casus_Belli e-mail: make sure Lunaticus has your e-mail so he can send to you.
House Sian-Chi..... Bombur e-mail: make sure Casus Belli has your e-mail.
House Drako..... Sapper32 e-mail: make sure Bombur has your e-mail.
I'll try to get the game started tonight or tomorrow and will post here when I send the turn out to Lunaticus.
RE: Space Opera - Test Games
Look forward to reading about this, definetly the most outrageous scenario created for AT yet 
My Advanced Tactics Mod page
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
http://atgscenarios.wordpress.com
30+ scenarios, maps and mods for AT and AT:G
RE: Space Opera - Test Games
Some important notes about game-play.
- Planets are seperated from Space by a layer of "Atmosphere" hexes. Only atmospheric capable units (i.e. Landers, Space Fighters, Space Bombers, etc) are capable of traversing these hexes...this helps keep the Theatres seperated.
- To transition ground units from a Planets surface to space... bring them to any hex which has an airfield (this includes Production cities) and use Landers located there to air transport (e.g. "paradrop button") them to an orbital point or starbase in the system. From there a Jump Transport can pick them up (just like naval transports in a regular WWII game) and move them to other systems.
- To transition ground units from Space to a planets surface. Unload them from your Jump Transports onto an Orbital Point or Starbase in the system and then use Landers based there to paradrop or air transport them to the planets surface.
Most ground SFT's are "para-dropable", meaning that landers can drop them anywhere on a planets surface...except in certain dense/difficult terrain types.
- VERY IMPORTANT.... HQ's are NOT "para-dropable" or air transportable. This appears to be a limitation hard-coded into the AT engine....so nothing I can do about this. Best way I've found to deal with this is to put your staff in a regular formation...transport it to a planet...create a new HQ on that planet and then transfer you staff into it from the formation. The scenerio does not use supply at all ......so HQ's are only important for recieving production and providing combat bonuses.
- Starbases and Orbital Points both function as ports/airbases in space. This means they act as transition points for units between space and a planets surface. Starbases are basicaly fortified space-stations with ship-yards. This is where you build new ships. Orbital Points are simply spots in low orbit around a planet. I put them in so there would be plenty of hexes in a system to transition ground troops between space and a planets surface. They have NO Defenses and most ground troop types fight at a severe penalty in them..... All space-ships have pretty decent bombardment capabilities...meaning if an enemy fleet catches your invasion force in an orbital point....it can really savage it. Starbases are much better protection against this (but most systems only have 1 or 2).
- Starships do NOT currently have any ability to bombard planets surfaces (not sure if I'll try to put this in later or not.... Couldn't figure out how to make it workable with ranges....think of this as some sort of Limited War/Treaty thing.... "No Atomics".... basicaly the Houses don't want to ruin the territory they hope some day to rule). You CAN use Star-Fighters and Star-Bombers to do ground attack missions on a planets surface.
- Both Jump Transports and Star-Carriers (which require a Tech) can be used to transport atmospheric craft (i.e. Star-Fighters, Star-Bombers, Landers, etc)... this works pretty much the way carriers and air-craft do in the regular game. A Lander CAN do a para-drop mission directly from a Jump Teansport/Carrier if it is in an Orbital Point/Starbase Hex. The ground unit being transported has to be unloaded and have some AP's left (meaning you can't unload and drop in the same turn)....however that will use up ALL of the AP's for the Lander (not the Transport) ....as opposed to having the Lander based out of the Orbital Point/Starbase itself...where it only uses AP's equal to the movement points it uses (meaning it can do multiple drops a turn, usualy).
- Atmospheric Craft have enough range to easly reach pretty much any point in space or ground in the system they are based in.... they can NOT reach any point outside of that system however.
- JumpGate hexes are used as transition points between one star-system and the next... they are not considered as being "in" either system they connect.... only Jump-Capable units (i.e. Starships) can enter them. They act as natural choke-points.
- Deep Space hexes are considered "impassable" by all units...they are used to seperate the systems. You can NOT volutarly move into one. You CAN be forced to retreat into one by loosing a space combat (quirk of the engine). If you are forced into one you CAN move out to any normal space hex. There are multiple rows of Deep Space hexes between all systems...so it is not possible to move from one system to another by being forced to retreat in Space Combat.
- All units in the game require resources to build. There are 3 basic types of resources in the scenerio.... Minerals (used to build ground vehicles/equipment), Isotopes (used to build spacecraft) and Organics (used to build foot troops).
Each SFT should list the resource it requires to build it on it's description field.
You produce these resources in resource hexes on your planets and they go into a global stockpile for your House (basicaly similar to the way PP's work in the regular game). You can see how much resources you have in your stockpile (and how many your rivals have) by looking in strategic summary window.
- Ground units (and atmospheric craft) are produced in your Production centers on your planets. Space Units are produced in Starbases...as long as you have sufficient resources and any required tech, you should be able to build the appropriate SFT's there.
- Household Knights and Nobles represents special very powerfull and limited SFT's.....basicaly the elite members of your Household. They each require thier own special resource (knights and nobles respectively) and can ONLY be produced in your House Seat (your starting capital). There are not any resource hexes for them on the map....you get them at a fixed rate.... 1 Knight resource every turn and 1 Noble resource every 6 months .
- All Houses start out at peace with each other....but can declare war on each other at any time. There is an AI faction called the "rebels"....at the start of the game it controls most of the territory on ALL planets in the game (including your starting planet)....most of it's units are fairly weak however (although it has a handfull of stronger ones) and it CANNOT produce any units. It also has no space or atmospheric craft in it's arsenal.
- There is a diplomacy model in the scenerio. There are 3 factions that you can attempt to align .... Minor Nobility (doubles the rate of Nobles/Knights you get), Guild (50 free resources of each type every turn) and Church (5 free PP's each turn). You can play action cards to attempt to gain influence with these factions. Your Houses influence (and that of your rivals) is listed on the strategic summary screen. The FIRST House to reach 100 influence with any faction will align that faction (and gain it's benefits).... once a House has aligned that faction, it cannot loose that allegiance and no other House can align that faction. There is an action card for each Faction that you can play each turn... Playing the action card for a Faction will increase your influence with it by 10 points, but will reduce your influence with the other 2 factions by 5 each (the factions don't like each other much). You can also play an action card to sabotage a rival Houses influence....this costs PP's but reduces that Houses influence with EACH faction by 5 pts. The House will recieve a message stating that it's influence has been sabotaged but it will NOT know who was responsible.
- Once you research some Tech's you can start to build "hover" capable units...and low altitude Gunship (basicaly helicopter) units. VERY IMPORTANT.... such units CAN traverse Sea hexes. However, you should NOT launch an attack from a Sea hex with such a unit....if you do, even if you win the combat, your unit will disappear after the combat.....this appears a quirk of the engine. This should usualy be easly avoidable by moving the unit onto an open coastal hex and launching the attack from there.
I believe that covers the basics....let me know if there is anything you are uncertain of as we play. Note that the scenerio is a work in progress...and some things might not work perfectly yet.
- Planets are seperated from Space by a layer of "Atmosphere" hexes. Only atmospheric capable units (i.e. Landers, Space Fighters, Space Bombers, etc) are capable of traversing these hexes...this helps keep the Theatres seperated.
- To transition ground units from a Planets surface to space... bring them to any hex which has an airfield (this includes Production cities) and use Landers located there to air transport (e.g. "paradrop button") them to an orbital point or starbase in the system. From there a Jump Transport can pick them up (just like naval transports in a regular WWII game) and move them to other systems.
- To transition ground units from Space to a planets surface. Unload them from your Jump Transports onto an Orbital Point or Starbase in the system and then use Landers based there to paradrop or air transport them to the planets surface.
Most ground SFT's are "para-dropable", meaning that landers can drop them anywhere on a planets surface...except in certain dense/difficult terrain types.
- VERY IMPORTANT.... HQ's are NOT "para-dropable" or air transportable. This appears to be a limitation hard-coded into the AT engine....so nothing I can do about this. Best way I've found to deal with this is to put your staff in a regular formation...transport it to a planet...create a new HQ on that planet and then transfer you staff into it from the formation. The scenerio does not use supply at all ......so HQ's are only important for recieving production and providing combat bonuses.
- Starbases and Orbital Points both function as ports/airbases in space. This means they act as transition points for units between space and a planets surface. Starbases are basicaly fortified space-stations with ship-yards. This is where you build new ships. Orbital Points are simply spots in low orbit around a planet. I put them in so there would be plenty of hexes in a system to transition ground troops between space and a planets surface. They have NO Defenses and most ground troop types fight at a severe penalty in them..... All space-ships have pretty decent bombardment capabilities...meaning if an enemy fleet catches your invasion force in an orbital point....it can really savage it. Starbases are much better protection against this (but most systems only have 1 or 2).
- Starships do NOT currently have any ability to bombard planets surfaces (not sure if I'll try to put this in later or not.... Couldn't figure out how to make it workable with ranges....think of this as some sort of Limited War/Treaty thing.... "No Atomics".... basicaly the Houses don't want to ruin the territory they hope some day to rule). You CAN use Star-Fighters and Star-Bombers to do ground attack missions on a planets surface.
- Both Jump Transports and Star-Carriers (which require a Tech) can be used to transport atmospheric craft (i.e. Star-Fighters, Star-Bombers, Landers, etc)... this works pretty much the way carriers and air-craft do in the regular game. A Lander CAN do a para-drop mission directly from a Jump Teansport/Carrier if it is in an Orbital Point/Starbase Hex. The ground unit being transported has to be unloaded and have some AP's left (meaning you can't unload and drop in the same turn)....however that will use up ALL of the AP's for the Lander (not the Transport) ....as opposed to having the Lander based out of the Orbital Point/Starbase itself...where it only uses AP's equal to the movement points it uses (meaning it can do multiple drops a turn, usualy).
- Atmospheric Craft have enough range to easly reach pretty much any point in space or ground in the system they are based in.... they can NOT reach any point outside of that system however.
- JumpGate hexes are used as transition points between one star-system and the next... they are not considered as being "in" either system they connect.... only Jump-Capable units (i.e. Starships) can enter them. They act as natural choke-points.
- Deep Space hexes are considered "impassable" by all units...they are used to seperate the systems. You can NOT volutarly move into one. You CAN be forced to retreat into one by loosing a space combat (quirk of the engine). If you are forced into one you CAN move out to any normal space hex. There are multiple rows of Deep Space hexes between all systems...so it is not possible to move from one system to another by being forced to retreat in Space Combat.
- All units in the game require resources to build. There are 3 basic types of resources in the scenerio.... Minerals (used to build ground vehicles/equipment), Isotopes (used to build spacecraft) and Organics (used to build foot troops).
Each SFT should list the resource it requires to build it on it's description field.
You produce these resources in resource hexes on your planets and they go into a global stockpile for your House (basicaly similar to the way PP's work in the regular game). You can see how much resources you have in your stockpile (and how many your rivals have) by looking in strategic summary window.
- Ground units (and atmospheric craft) are produced in your Production centers on your planets. Space Units are produced in Starbases...as long as you have sufficient resources and any required tech, you should be able to build the appropriate SFT's there.
- Household Knights and Nobles represents special very powerfull and limited SFT's.....basicaly the elite members of your Household. They each require thier own special resource (knights and nobles respectively) and can ONLY be produced in your House Seat (your starting capital). There are not any resource hexes for them on the map....you get them at a fixed rate.... 1 Knight resource every turn and 1 Noble resource every 6 months .
- All Houses start out at peace with each other....but can declare war on each other at any time. There is an AI faction called the "rebels"....at the start of the game it controls most of the territory on ALL planets in the game (including your starting planet)....most of it's units are fairly weak however (although it has a handfull of stronger ones) and it CANNOT produce any units. It also has no space or atmospheric craft in it's arsenal.
- There is a diplomacy model in the scenerio. There are 3 factions that you can attempt to align .... Minor Nobility (doubles the rate of Nobles/Knights you get), Guild (50 free resources of each type every turn) and Church (5 free PP's each turn). You can play action cards to attempt to gain influence with these factions. Your Houses influence (and that of your rivals) is listed on the strategic summary screen. The FIRST House to reach 100 influence with any faction will align that faction (and gain it's benefits).... once a House has aligned that faction, it cannot loose that allegiance and no other House can align that faction. There is an action card for each Faction that you can play each turn... Playing the action card for a Faction will increase your influence with it by 10 points, but will reduce your influence with the other 2 factions by 5 each (the factions don't like each other much). You can also play an action card to sabotage a rival Houses influence....this costs PP's but reduces that Houses influence with EACH faction by 5 pts. The House will recieve a message stating that it's influence has been sabotaged but it will NOT know who was responsible.
- Once you research some Tech's you can start to build "hover" capable units...and low altitude Gunship (basicaly helicopter) units. VERY IMPORTANT.... such units CAN traverse Sea hexes. However, you should NOT launch an attack from a Sea hex with such a unit....if you do, even if you win the combat, your unit will disappear after the combat.....this appears a quirk of the engine. This should usualy be easly avoidable by moving the unit onto an open coastal hex and launching the attack from there.
I believe that covers the basics....let me know if there is anything you are uncertain of as we play. Note that the scenerio is a work in progress...and some things might not work perfectly yet.
RE: Space Opera - Test Games
Ok guys, I started up the game and sent the first turn to Lunaticus from there it should go to Casus Belli.
RE: Space Opera - Test Games
Sent turn 1 to what I hope is still the current adress of Casus Belli...

