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| New Game Edit - BattleStar: The Legacy Continues https://mail.black-squirrel.com/viewtopic.php?f=14&t=21437 |
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| Author: | Promethius [ Sat Jan 17, 2009 2:40 pm ] |
| Post subject: | New Game Edit - BattleStar: The Legacy Continues |
I have developed a new game edit (not a ripoff or clone of another edit) that will be available for sysOps of reputable servers. I may bang the edit on RiverCity on January 24th depending on my schedule. The game is not the typical edit as there are two concepts that I have never seen in an edit. This is not to say that somewhere/sometime these concepts have not been used, but I haven't seen them. There are too many edits out that I have not seen, and TW has been running a long time so a truly unique edit concept may no longer exist. The edit is designed as a high (15k to 20k) turn game and could be used in a higher turns/unlim most likely but that would defeat one of the main concepts. I have included planet information within the game, and plan on doing the same for the ships as soon as I code the script I use (similar to Rev's t-edit revealer, but mine is a kludge for edit creation only). So, if you run a reputable server and have players that might want a unique edit that requires the use of a different strategy, let me know. I would request that the .twa not be given out until I can tweak any issues/suggestions that your players may have. I know that by providing the planet / ship information that comes only in T-edit will allow it to be ripped off easily, but this is something I am not worrying about. The edit is created for the TW players to enjoy and providing the information allows players to come into an edit they have never seen with decent information. |
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| Author: | Muss [ Sat Jan 17, 2009 4:11 pm ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
do we get a hint of the new strategies we might use or new concepts? |
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| Author: | Promethius [ Sat Jan 17, 2009 4:53 pm ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
Muss wrote: do we get a hint of the new strategies we might use or new concepts? Hit me up on ICQ. I should be around for a while today. |
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| Author: | Promethius [ Sat Jan 17, 2009 8:57 pm ] | ||
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues | ||
Finished the script for a game's internal documentation and the example below shows how the planet and ship information is displayed for the player. Planet info is from the cj commands and ship from the cc commands - regardless of their ANSI game setting. The script I use is a variation of the proGameInfo script, but it does not work as seamlessly as Rev's and for that reason it will probably be released more for use by someone who wants to create game edits and not add information to the games already on their server. I don't think I grab some information that Rev does also. ... and no, I didn't name the pod after Zip.
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| Author: | Promethius [ Tue Jan 20, 2009 1:17 am ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
The edit has been provided to two servers and has been being tested by one for a few days. If the game is deemed to be something that their players might like, the game may be available soon. I find it rather amusing that one sysOp has accused me on his website of ripping of his edit without ever seeing this one. I do plan on posting the game information either Thursday or Friday and then it will be up to the players to determine if I did rip off an edit to call as my own "original". |
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| Author: | mob [ Tue Jan 20, 2009 8:19 am ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
Can't wait to see the edit Prom! The community knows whats real and whats not. Hope to see much more from yah in the future. |
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| Author: | Singularity [ Tue Jan 20, 2009 8:54 am ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
Quote: I find it rather amusing that one sysOp has accused me on his website of ripping of his edit without ever seeing this one. I do plan on posting the game information either Thursday or Friday and then it will be up to the players to determine if I did rip off an edit to call as my own "original". Did he publicly post that? Because that's an accusation, not just smack. |
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| Author: | mob [ Tue Jan 20, 2009 9:02 am ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
Singularity wrote: Quote: I find it rather amusing that one sysOp has accused me on his website of ripping of his edit without ever seeing this one. I do plan on posting the game information either Thursday or Friday and then it will be up to the players to determine if I did rip off an edit to call as my own "original". Did he publicly post that? Because that's an accusation, not just smack. http://www.classictw.com/viewtopic.php?f=19&t=21446 Classic thread leading to his forums... |
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| Author: | Singularity [ Tue Jan 20, 2009 10:46 am ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
What a load of crock... |
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| Author: | Promethius [ Wed Jan 21, 2009 1:26 am ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
Although the edit information is posted already, and hopefully the information below will be easier to read. Also below is what I thought while creating the edit (neither a right way or wrong way to do it, but my notes). Concept: Create a balanced high turn game that has the following: 1) Two CEO ships that are the best ships. Blue CEO ship slightly better 2) Two secondary ships that can still take out a CEO ship, but not as effective either on attack/defensive or TPW/holds 3) Third tier of ships, cheaper, but still somewhat dangerous in the first stage of the game. 4) Freighter/colts blue has more holds and lower tpw than reds and also costs less. Red colt more figs and better defensive odds. 5) Create a blue fleet that has better return on TPW/holds than the red fleet and a lower cost. 6) Limit turns to 15k to make the game last a bit, and give ptorps a fear factor. 7) Main planets should be able to handle two moths before ore depleted 9) Planet production of product: Different ratios to restrict 10) Port regen at max 11) MBBS combat penalty to reduce flipping of player alignment 12) ISP on 13) Rob/Steal percent 50% / 80% 14) Include CEO/Fed/IG/Guardian info in ship headers in game 15) Include Planet information (cit build time, max colos and product in planet header in game). Use ANSI color and lines. 16) Terra cols set to max regen, 1.25M to start - colo denial is in effect. 17) Guardian ship and explore ships common for reds and blues. 18) Gtorps and dets expensive relative to normal costs. 19) Ptorps, limpets, and armids expensive. End Results: CEO's should be the better hunter/killers due to ships, but not absolutely necessary. Blue ships provide better return on TPW, cost, and should encourage mixed corp. Planet defenses sufficient for defensive, but ore can be mothed down - stacking/unstacking of planets should be necessary. alien race: Drakonians Name file created for the aliens. ------------------------------------- The alien race could be disabled and I think the turns could be lower after reviewing the edit. ========================================================================================================= |
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| Author: | Father Cajone [ Wed Jan 28, 2009 8:41 pm ] |
| Post subject: | Re: New Game Edit - BattleStar: The Legacy Continues |
Intersting concept for sure...one recommendation to start is change photon duration to 2 seconds in order to balance things a bit more for players with slower pings due to type of connection (DSL, cable, dialup etc) and also the distance from game site to the player (those playing close to server site will def have an advantage in pings whereas someone from either coast connecting to the other coast will definitely almost almost always miss with a 1 second foton...esp if used in combination with many timed scripts aready available). |
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