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RE: Space Opera - Test Games

 
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RE: Space Opera - Test Games - 9/25/2009 10:16:07 PM   
Casus_Belli

 

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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.

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RE: Space Opera - Test Games - 9/26/2009 9:48:52 AM   
sapper32


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Turn 10 sent on to Grumpmel

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RE: Space Opera - Test Games - 9/27/2009 5:48:27 AM   
GrumpyMel

 

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Turn 11 sent to House Romanov

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RE: Space Opera - Test Games - 9/27/2009 7:10:33 AM   
Tufkal2

 

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Turn 11 sent to Casus...

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RE: Space Opera - Test Games - 9/27/2009 10:29:44 PM   
Tufkal2

 

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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


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RE: Space Opera - Test Games - 9/28/2009 6:10:29 PM   
GrumpyMel

 

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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.






< Message edited by GrumpyMel -- 9/28/2009 6:23:44 PM >

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RE: Space Opera - Test Games - 9/28/2009 6:25:14 PM   
Tufkal2

 

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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.


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RE: Space Opera - Test Games - 9/29/2009 4:47:58 AM   
autarkis1967

 

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Grumpymel Put one objective on each planet and set a objective limit. That seems the simplest thing.  

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RE: Space Opera - Test Games - 9/29/2009 6:24:42 PM   
sapper32


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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

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Post #: 69
RE: Space Opera - Test Games - 9/30/2009 2:22:34 AM   
GrumpyMel

 

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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.

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RE: Space Opera - Test Games - 10/2/2009 9:41:29 PM   
sapper32


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Turn 12 sent on

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RE: Space Opera - Test Games - 10/3/2009 6:23:05 AM   
GrumpyMel

 

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Turn 13 sent on

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RE: Space Opera - Test Games - 10/3/2009 7:12:59 AM   
Tufkal2

 

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And on to House DeCastillo...

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RE: Space Opera - Test Games - 10/8/2009 2:27:33 AM   
GrumpyMel

 

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Where is the turn at now? Last I saw was Lunaticus posting that he sent it along on the 3rd?

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RE: Space Opera - Test Games - 10/8/2009 5:33:34 PM   
sapper32


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Ihave the turn hope to play it this evening

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RE: Space Opera - Test Games - 10/10/2009 6:29:48 PM   
GrumpyMel

 

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Turn 14 completed and sent on.

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RE: Space Opera - Test Games - 10/11/2009 6:51:58 PM   
sapper32


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Turn 14 sent on

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RE: Space Opera - Test Games - 10/12/2009 6:44:59 AM   
Tufkal2

 

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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?



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RE: Space Opera - Test Games - 10/12/2009 2:38:16 PM   
GrumpyMel

 

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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.

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RE: Space Opera - Test Games - 10/20/2009 4:21:50 AM   
GrumpyMel

 

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Who has the turn now? Last I saw Lunaticus sent his along to DeCastillo on the 12th?

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RE: Space Opera - Test Games - 10/21/2009 6:11:26 PM   
sapper32


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Turn complete and sent on

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RE: Space Opera - Test Games - 10/23/2009 2:18:04 AM   
GrumpyMel

 

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Turn 16 sent on.

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RE: Space Opera - Test Games - 10/23/2009 4:31:30 AM   
Tufkal2

 

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And on to Casus_Belli....

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RE: Space Opera - Test Games - 10/26/2009 7:51:51 PM   
sapper32


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Turn sent on

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RE: Space Opera - Test Games - 10/28/2009 3:04:40 AM   
Tufkal2

 

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Turn 17 sent on.
Two observations:
1. If I am not mistaken I got the church support as of this turn? Would be very nice to get a message so I can be sure of this? Also: Can this be taken away from my by a card?
2. So far it is quite interesting invading neutral planets and mopping up the rebels. If the game should be sped up a little in the beginning might be interesting to be able to gain something from occupying the orbit of a planet. I think the starbases are not too interesting since I am limited by Isotopes in any way. Now if there were also some raw materials in space I think there would  be a higher incentive to go to war with the human opponents. But in any case I think the time for this will come ....


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RE: Space Opera - Test Games - 11/2/2009 7:03:26 PM   
sapper32


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Turn 17 sent on

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RE: Space Opera - Test Games - 11/5/2009 10:37:59 AM   
Casus_Belli

 

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I must say I find the transport system a bit too fiddly. There are too many restriction and I seem to overlook a different rule every turn. It might be just me , but it does make it a little frustrating.

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Furthermore, Carthage must be destroyed.

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RE: Space Opera - Test Games - 11/5/2009 6:01:06 PM   
sapper32


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Turn 18 sent on,agree with you casus i struggle getting units around

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RE: Space Opera - Test Games - 11/6/2009 6:13:42 PM   
GrumpyMel

 

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Lunaticus - 

1) Yes you did. The message should be functional in the new version I uploaded. In the one we're playing...I had it send messages to every player except the one who did it...oops!   The support can't be taken away from you, nor can any other player get it for themselves now. Once one player gets it, that's it.


2) Yeah, I noticed the game starts out a bit slow. Actualy by this time in the test games I played against myself the Houses were already fighting each other... but I think that's because I went in knowing how the mechanics worked. Probably our game is running a bit slower as folks are still getting used to the rules. Anyways, I do want to see the start sped up some. In the last version I uploaded I added some more starting forces to each House. Hopefully, that will speed up the start some.

I didn't want to add too much to the start, as I didn't want to predetermine the way players built over-much.... but there may be some other things I can do to get the pot boiling quicker.


Casus Belli - If you mean transport of units between planets and space... yeah it is a bit complex. Unfortunately I'm a little limited in the approaches I can use by some of the things built into the AT Engine.  AT is a very versitile engine and I'm amazed it allowed me to do this sort of scenerio at all. Unfortunately modeling a space/ground conflict isn't really what it was designed for and I'm afraid I'm stretching it's capabilities a bit.

The initial approach I tried to take was alot simpler. I tried to simply have space-ships (i.e. the Jump Transports) pick up troops directly from the planets themselves. However that approach ran into quite a few problems. Firstly, I discovered that Naval Theatre Units (i.e. space-ships) can't actualy move on "Land", even if you assign terrain costs for land hexes that would otherwise allow it. So you would only end up being able to pickup/dropoff ground units on the "edge" of a planet....which didn't seem right.

I then thought about going the other way and to make space a "Land" type terrain
and making Space-Ships Land Theatre Units. But you run into a whole different set of weird problems with that approach...like space having zones of control, and stacking limits and concentric attack bonuses. Stuff that didn't really fit. It also meant that ships wouldn't be able to pickup/drop off units in cities near the "center" of a planet unless they fought thier way there from the "edge" of the planet, capturing all the ground hexes in between. That didn't really work either.

Ultimately the approach that I currently use was the only thing that I could come up with that really seemed to fit. Using Air Theatre Units (landers) to transition units from anywhere on a planets surface to space without having to worry about what was occupying the hexes between the drop-off/pickup points.

It actualy ended up working very well. Unfortunately it did make the process of getting a unit from the ground loaded up unto a space-ship (and vice versa) a little more complex for the player. However, I think once a player gets used to the rules....it works pretty well. The only thing that really still bothers me at this point is the inability to air-transport/para-drop HQ units. But there is nothing I can do about that...it looks to be hard-coded into the engine.



< Message edited by GrumpyMel -- 11/6/2009 6:16:11 PM >

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RE: Space Opera - Test Games - 11/6/2009 10:52:08 PM   
Tufkal2

 

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Actually I think the current system works quite well once you get the hang of it. Will be interesting to see warfare between the houses will come along as with being able to paradrop everywhere things will get exciting soon. Only small suggestion I have if you want to make things a little bit simpler (but totally optional of course) is to allow landers to transfer between exactly one wormhole so you can transfer from one planet to a neighbouring planet without ships. Ships can then still be very important for naval superiority.
And I agree with the current engine spaceships and land units must be strictly separated. From an engine perspective the two things I think would be nice to have for a spacemod would be paradrops from a carrier and naval units fighting each other over several hex distance....


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