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RE: Space Opera - Test Games

 
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RE: Space Opera - Test Games - 9/15/2010 11:48:48 AM   
Casus_Belli

 

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Played it and sent it on the seventh.

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Furthermore, Carthage must be destroyed.

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RE: Space Opera - Test Games - 9/15/2010 9:08:16 PM   
Tufkal2

 

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Sent it to Grumpy yesterday on the 14th...

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Post #: 212
RE: Space Opera - Test Games - 9/23/2010 11:15:54 PM   
Tufkal2

 

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Sent turn 32 to Grumpy

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Post #: 213
RE: Space Opera - Test Games - 9/27/2010 8:51:31 PM   
Tufkal2

 

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Next turn sent to GrumpyMel...

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Post #: 214
RE: Space Opera - Test Games - 10/9/2010 9:03:02 AM   
Casus_Belli

 

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I'm getting some kind of bug with hover tanks, or at least it looks like a bug to me. They'r not supposed to expend themselves in attacks, are they? Even when they win, and there should be some left, the tank/s and the unit disappear.

Also, I'm beginning to feel more and more belligerent, and may have to move against someone soon, just to work out my feelings of generalised frustration with modern life. You have been warned !

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Furthermore, Carthage must be destroyed.

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Post #: 215
RE: Space Opera - Test Games - 10/10/2010 8:19:51 PM   
Tufkal2

 

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Turn 35 sent to GrumpyMel.
Game seems to be heating up...


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Post #: 216
RE: Space Opera - Test Games - 10/12/2010 5:24:56 PM   
GrumpyMel

 

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quote:

ORIGINAL: Casus_Belli

I'm getting some kind of bug with hover tanks, or at least it looks like a bug to me. They'r not supposed to expend themselves in attacks, are they? Even when they win, and there should be some left, the tank/s and the unit disappear.

Also, I'm beginning to feel more and more belligerent, and may have to move against someone soon, just to work out my feelings of generalised frustration with modern life. You have been warned !


A bug but not one I can actualy fix. You are probably attacking from a sea hex. For some reason, the game engine will allow land units to cross sea hex's if you setup thier movement to allow it (what I did with hover units and gunships) but if you try to attack from a sea hex the unit will be destroyed after the attack, regardless of the results. That's probably what's happening with you.

Just avoid attacking with hover units from a sea hex and you should be fine. My only alternative to fix this would be to prevent hover units from moving into sea hexes at all.... but that would really reduce thier utility as units... so I think it's better to let them move across water, but just let the players know not to attack from water hexes

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RE: Space Opera - Test Games - 10/15/2010 9:17:38 AM   
Tufkal2

 

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quote:

ORIGINAL: GrumpyMel

A bug but not one I can actualy fix. You are probably attacking from a sea hex. For some reason, the game engine will allow land units to cross sea hex's if you setup thier movement to allow it (what I did with hover units and gunships) but if you try to attack from a sea hex the unit will be destroyed after the attack, regardless of the results. That's probably what's happening with you.

Just avoid attacking with hover units from a sea hex and you should be fine. My only alternative to fix this would be to prevent hover units from moving into sea hexes at all.... but that would really reduce thier utility as units... so I think it's better to let them move across water, but just let the players know not to attack from water hexes



Thanks for the update. As I like the idea of hovercraft units: Have you checked with Vic if this is something he is considering to add in this or the next version?
Best regards

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Post #: 218
RE: Space Opera - Test Games - 10/15/2010 12:51:38 PM   
Casus_Belli

 

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That seems to cover it, alright. There's a city on an island in a lake on Elyasium. I don't seem to be able to paradrop on it, you've addressed the hovercraft issue. I'll have to see how an amphibious attack goes.

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Furthermore, Carthage must be destroyed.

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Post #: 219
RE: Space Opera - Test Games - 10/22/2010 10:02:18 AM   
Casus_Belli

 

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I've done th turn, but I don't have Ian's email address on this computer. Can someone send it to me at kfraser@une.edu.au?

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Furthermore, Carthage must be destroyed.

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Post #: 220
RE: Space Opera - Test Games - 10/31/2010 10:57:41 PM   
Casus_Belli

 

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This is a communique from the DeCastillo Empire's Public Communications branch, warning that the fighting among the various combatants on Nineveh Primus has become too dangerous to interplanetary order and must cease. All combatants are to leave the planet forthwith, in preparation for the arrival of Galaxian Peacekeepers led by the House of DeCastillo. You have been warned.

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Post #: 221
RE: Space Opera - Test Games - 11/14/2010 8:33:50 PM   
Tufkal2

 

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Turn 38 sent.

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Post #: 222
RE: Space Opera - Test Games - 11/22/2010 8:49:44 AM   
Casus_Belli

 

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I don't seem to be able to build cargo ships. Usually if you can't build something because of a lack of resources, it doesn't show up in the build menu, but everything goes fine with cargo ships, except they don't show up in the HQ when they should. Other ships work fine, only cargo ships are a problem. Is there something I don't know, or have been told about and forgotten (a very common scenario, this one ), or is it a bug?

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Post #: 223
RE: Space Opera - Test Games - 11/22/2010 3:47:50 PM   
GrumpyMel

 

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I'll check the scenerio just to be sure...but there shouldn't be anything special about Cargo Ships.


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Post #: 224
RE: Space Opera - Test Games - 11/23/2010 2:37:28 AM   
GrumpyMel

 

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Ok, confirmed that everything is working ok with Cargoships. Remember in the AT Engine, ships will only appear in an HQ if the HQ is located in the same hex which is producing the ship, otherwise it appears in a unit that is already in it's production hex, or creates a new unit if no unit exists in that hex. Check the stacks in the hex which you are producing the cargo ships to make sure they aren't being put in one of the units located there....my guess is they are.

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Post #: 225
RE: Space Opera - Test Games - 11/23/2010 9:43:27 AM   
Casus_Belli

 

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You may well be right. I'll check next time the turn comes around.

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Post #: 226
RE: Space Opera - Test Games - 11/28/2010 1:56:46 AM   
Tufkal2

 

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Turn 39 sent.
For technical reasons it took me longer then usual to play the turn and I needed two attempts. My apologies.
Can somebody please give me an exact breakdown on how victory points are calculated? I understand this is by population controlled?
Thanks and regards,
Nicolas


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Post #: 227
RE: Space Opera - Test Games - 12/1/2010 2:33:32 AM   
GrumpyMel

 

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quote:

ORIGINAL: Lunaticus

Turn 39 sent.
For technical reasons it took me longer then usual to play the turn and I needed two attempts. My apologies.
Can somebody please give me an exact breakdown on how victory points are calculated? I understand this is by population controlled?
Thanks and regards,
Nicolas



For cities it mirrors production capacity, resource hexes and starbases don't count toward VP's. So Ducal Capitals are worth 15 VP, Cities 4 VP, Towns 2 VP and villages 1 VP.

At least I think that's it if I remember right...just check a couple of the hexes you own to be sure...everything within the same size class is worth the same VP's.

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Post #: 228
RE: Space Opera - Test Games - 12/5/2010 1:38:23 PM   
Tufkal2

 

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Thanks for the answers.
Turn 40 played and sent.


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Post #: 229
RE: Space Opera - Test Games - 12/19/2010 9:50:29 PM   
Tufkal2

 

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Turn 42 played and sent.
@GrumpyMel: How many turns till the election?

Also: I needed to reopen the round once as I did not manage to finish the turn on the first try. My suggestion is that AT2 will get a save-game feature also for PBM play...


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Post #: 230
RE: Space Opera - Test Games - 12/22/2010 4:06:13 AM   
GrumpyMel

 

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Election is January 2147. Current turn is June 2145. So about 18 turns by my reckoning.

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Post #: 231
RE: Space Opera - Test Games - 1/3/2011 1:54:51 PM   
Tufkal2

 

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@GrumpyMel: Thanks for the update. I think the game will likely be close till the end.

Sent out turn 43 yesterday evening.


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Post #: 232
RE: Space Opera - Test Games - 1/8/2011 12:43:07 PM   
Casus_Belli

 

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Was that turn supposed to come to me? If so (or even if not), I haven't received it.

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Furthermore, Carthage must be destroyed.

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Post #: 233
RE: Space Opera - Test Games - 1/12/2011 9:59:28 PM   
Tufkal2

 

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Sent out turn 44...

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Post #: 234
RE: Space Opera - Test Games - 1/26/2011 8:48:04 PM   
Tufkal2

 

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Turn 45 sent to House Cadwall

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Post #: 235
RE: Space Opera - Test Games - 1/29/2011 6:08:59 AM   
GrumpyMel

 

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Turn 46 sent on to Romanov

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Post #: 236
RE: Space Opera - Test Games - 2/21/2011 10:28:19 AM   
Casus_Belli

 

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I played and sent turn 47 on the 8th. That was the last I heard.

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Furthermore, Carthage must be destroyed.

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Post #: 237
RE: Space Opera - Test Games - 2/22/2011 12:21:46 PM   
Casus_Belli

 

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What's happening?

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Furthermore, Carthage must be destroyed.

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Post #: 238
RE: Space Opera - Test Games - 2/25/2011 10:17:03 PM   
Tufkal2

 

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I sent turn 47 on to GrumpyMel on the 10th of February...
Additional comment: There seems to be an issue with the forum. I did not get any new message update and maybe the same holds true for the other players. Will send out some mails.
Best regards


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Post #: 239
RE: Space Opera - Test Games - 2/27/2011 6:24:21 PM   
Tufkal2

 

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Good to see the game is still going after 1 year. Very nice scenario.
Turn 48 sent...


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Post #: 240
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