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 Next Tourney Edit 
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Joined: Wed Nov 12, 2008 8:57 am
Posts: 3554
Location: Long Beach, CA
Unread post Next Tourney Edit
I would like to see it crafted so that a team cannot turtle after the first 2 weeks and win.

I think that would mean an invader ship with greater than 1.5 offensive odds that can land.

Any thoughts?

H

Custom Pirates - Settings
Global (server) settings
--------------------------------------------------------------------------------
Ship Delay: 0 s/TPW Probe Movement Delay: 0 s/sector
Command Limitation: 50 cmds / 1s Output Segment Size: Unlim bytes
Days Until Deletion: 30 days Ack Interval: 300 s
Daily Log Length: 800 bytes Inactivity Timeout: 300 s
Local Display On? false Local Beeper On? true
User Aliases? true Aliens Sleep? false

********************************************************************************

Game A - Custom Pirates - 20000 sectors - 1500 turns
--------------------------------------------------------------------------------
Tournament mode is ON.
Days to enter: 0 days Max deaths: 50
Age of Game: 0 days Game banged on: Fri Mar 11 2011
Closed game? false Extern last ran on: Thu Mar 10 2011
Sectors: 20,000 Max users: 200
Max ships: 800 Max ports: 16,000
Max planets: 4000 New player planets? false
Turns per day: 1500 Turn bank: 1 days
Time limit per day: Unlim min Time penalty: 0 min/logon
Starting credits: 10,000cr Starting holds: 50
Starting figs: 1000 Death delay? false
Radiation duration: 1 days NavHaz clear rate: 25% / day
Times Class0/9 Blown: 0 Cloak failure rate: 0%
Port regen: 50% / day Port regen max: 100% / visit
Max product: 32,760 units Built port density: 95%
One-way warp density: 3% Two-way warp density: 30%
Max course length: 45 Fighter lock decay: 1440s
Terra max colos:100,000,000 Terra regen rate: 50,000 colos/day
Squatters: 2 ships/sec Corp size: 6 users/corp
Planetary nego: 100% Planets per sector: 3
Photon duration: 3s Fedsafe Photons? true
Multi photons? true Photon cost: 100,000cr
Gold mode? true MBBS mode? true
Steal from buy? true Steal delay? false
Steal Factor: 70% Rob factor: 50%
Busts clear every: 1 days Last bust clear: Fri Mar 11 2011
Bubbles: 6
Min size: 100 Max size: 3316
Min links: 1 Max links: 4
Min tunnel depth: 0 Max tunnel depth: 0
Ship reregistry cost: 5000cr Cloak cost: 25,000cr
Armid mine cost: 500cr Limpet mine cost: 40,000cr
Beacon cost: 100cr Limpet removal cost: 5000cr
Genesis torp cost: 25,000cr Atomic det cost: 15,000cr
Density scanner cost: 2000cr Holo scanner cost: 50,000cr
Corbomite cost: 1000cr Planet scanner cost: 30,000cr
Ether probe cost: 3000cr Mine disruptor cost: 6000cr
Planet xport cost: 50,000cr Plnt xport upg cost: 25,000cr
TWarp I drive cost: 50,000cr TWarp II drive cost: 80,000cr
Twarp upgrade cost: 40,000cr Psychic probe cost: 10,000cr
Internal aliens? false Internal Ferrengi? false
--------------------------------------------------------------------------------


Custom Pirates - Ships
********************************************************************************************************
.................................................Ships..................................................
********************************************************************************************************
0 */====\/====\* (Pescador) Deployment: General
: Max Holds: 25 Start Holds: 25 Max Shields: 2500 Hold Value: 24000
Turns/Warp: 2 XPort Range: 5 Mines: 0 Mine Disrpt: 10 Drive Value: 9999
Max Figs: 1000 Figs / Wave: 1000 Off Odds: 1 Def Odds: 4 Comp Value: 4700
Photon Miss: 0 EtherProbes: 25 Beacons: 0 Cloaks: 5 Hull Value: 5000
XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 1500 Total Price: 43699

DensityScan HoloScan !Transwarp !PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate !HasPod IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
1 Merchant Galleon () Deployment: General
: Max Holds: 125 Start Holds: 20 Max Shields: 5000 Hold Value: 10000
Turns/Warp: 3 XPort Range: 5 Mines: 50 Mine Disrpt: 10 Drive Value: 1000
Max Figs: 20000 Figs / Wave: 750 Off Odds: 1 Def Odds: 1 Comp Value: 20300
Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 10000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 3000 Total Price: 41300

DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
2 Sloop of War (Le Richelieu) Deployment: General
: Max Holds: 50 Start Holds: 10 Max Shields: 500 Hold Value: 5000
Turns/Warp: 1 XPort Range: 1 Mines: 10 Mine Disrpt: 10 Drive Value: 3000
Max Figs: 1000 Figs / Wave: 1000 Off Odds: 2 Def Odds: 2 Comp Value: 5200
Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 22000
XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 3000 Total Price: 35200

DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate !HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
3 French Redoutable () Deployment: General
: Max Holds: 100 Start Holds: 12 Max Shields: 16000 Hold Value: 6000
Turns/Warp: 3 XPort Range: 5 Mines: 5 Mine Disrpt: 10 Drive Value: 1000
Max Figs: 10000 Figs / Wave: 5000 Off Odds: 1.3 Def Odds: 2.5 Comp Value: 82800
Photon Miss: 10 EtherProbes: 25 Beacons: 5 Cloaks: 5 Hull Value: 35000
XP Needed: 0 Gen Torps: 0 Atomic Dets: 5 Corbomite: 4000 Total Price: 124800

DensityScan !HoloScan !Transwarp !PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
4 Battle Brig (Axis Industries) Deployment: General
: Max Holds: 100 Start Holds: 16 Max Shields: 1500 Hold Value: 38000
Turns/Warp: 4 XPort Range: 10 Mines: 100 Mine Disrpt: 10 Drive Value: 9999
Max Figs: 25000 Figs / Wave: 5000 Off Odds: 2 Def Odds: 2 Comp Value: 61500
Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 18000
XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 3000 Total Price: 127499

DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
5 Flag BattleFrigate (4 Dragons Ltd) Deployment: General
: Max Holds: 200 Start Holds: 60 Max Shields: 16000 Hold Value: 1000000
Turns/Warp: 2 XPort Range: 25 Mines: 200 Mine Disrpt: 25 Drive Value: 75000
Max Figs: 75000 Figs / Wave: 25000 Off Odds: 3 Def Odds: 4 Comp Value: 120000
Photon Miss: 2 EtherProbes: 100 Beacons: 100 Cloaks: 5 Hull Value: 90000
XP Needed: 0 Gen Torps: 10 Atomic Dets: 10 Corbomite: 6000 Total Price: 1285000

DensityScan HoloScan Transwarp PlanetScan Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
Guardian !ReqCommish ReqCorp ReqCEO !Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
6 English Prison Barge (Mainstay Ltd) Deployment: General
: Max Holds: 250 Start Holds: 100 Max Shields: 1000 Hold Value: 27000
Turns/Warp: 6 XPort Range: 10 Mines: 5 Mine Disrpt: 10 Drive Value: 1000
Max Figs: 500 Figs / Wave: 500 Off Odds: 1 Def Odds: 1 Comp Value: 10400
Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 54000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 92400

DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
7 Slaver () Deployment: General
: Max Holds: 255 Start Holds: 50 Max Shields: 1000 Hold Value: 27000
Turns/Warp: 3 XPort Range: 5 Mines: 50 Mine Disrpt: 10 Drive Value: 1000
Max Figs: 10000 Figs / Wave: 125 Off Odds: 1.5 Def Odds: 2 Comp Value: 11050
Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 58000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 97050

DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
8 Merchant Marines () Deployment: General
: Max Holds: 65 Start Holds: 63 Max Shields: 500 Hold Value: 15000
Turns/Warp: 2 XPort Range: 5 Mines: 2 Mine Disrpt: 10 Drive Value: 2000
Max Figs: 300 Figs / Wave: 100 Off Odds: 0.8 Def Odds: 0.8 Comp Value: 9600
Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 6800
XP Needed: 0 Gen Torps: 2 Atomic Dets: 5 Corbomite: 1500 Total Price: 33400

DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan !FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
9 Admiralty (Dzerhinsky) Deployment: General
: Max Holds: 225 Start Holds: 75 Max Shields: 10000 Hold Value: 1000000
Turns/Warp: 2 XPort Range: 25 Mines: 250 Mine Disrpt: 40 Drive Value: 1000000
Max Figs: 100000 Figs / Wave: 50000 Off Odds: 4 Def Odds: 3 Comp Value: 231000
Photon Miss: 40 EtherProbes: 100 Beacons: 150 Cloaks: 20 Hull Value: 65000
XP Needed: 0 Gen Torps: 20 Atomic Dets: 20 Corbomite: 6000 Total Price: 2296000

DensityScan HoloScan Transwarp PlanetScan Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian ReqCommish !ReqCorp !ReqCEO !Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
10 Privateer (Provornyy) Deployment: General
: Max Holds: 200 Start Holds: 100 Max Shields: 5000 Hold Value: 6000
Turns/Warp: 1 XPort Range: 15 Mines: 5 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 40000 Figs / Wave: 40000 Off Odds: 5 Def Odds: 2 Comp Value: 48000
Photon Miss: 10 EtherProbes: 25 Beacons: 5 Cloaks: 5 Hull Value: 2000000
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 6000 Total Price: 2064000

DensityScan HoloScan Transwarp PlanetScan !Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
11 Schooner (Markham Space Tech) Deployment: General
: Max Holds: 73 Start Holds: 20 Max Shields: 2000 Hold Value: 10000
Turns/Warp: 3 XPort Range: 3 Mines: 50 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 5000 Figs / Wave: 1000 Off Odds: 1.4 Def Odds: 1.4 Comp Value: 29000
Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 12300
XP Needed: 0 Gen Torps: 5 Atomic Dets: 5 Corbomite: 1500 Total Price: 61300

DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
12 British Frigate () Deployment: General
: Max Holds: 80 Start Holds: 20 Max Shields: 750 Hold Value: 10000
Turns/Warp: 3 XPort Range: 6 Mines: 25 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 5000 Figs / Wave: 2000 Off Odds: 1.4 Def Odds: 1.4 Comp Value: 39500
Photon Miss: 0 EtherProbes: 25 Beacons: 50 Cloaks: 5 Hull Value: 13000
XP Needed: 0 Gen Torps: 2 Atomic Dets: 5 Corbomite: 1500 Total Price: 72500

DensityScan !HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
13 American Cutter (Dzerhinsky) Deployment: General
: Max Holds: 100 Start Holds: 30 Max Shields: 16000 Hold Value: 15000
Turns/Warp: 1 XPort Range: 3 Mines: 5 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 10000 Figs / Wave: 1000 Off Odds: 1 Def Odds: 8 Comp Value: 10500
Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 70000
XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 3000 Total Price: 105500

DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
14 Dread Flute (Le Richelieu) Deployment: General
: Max Holds: 50 Start Holds: 10 Max Shields: 16000 Hold Value: 5000
Turns/Warp: 10 XPort Range: 1 Mines: 250 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 250000 Figs / Wave: 800 Off Odds: 0.5 Def Odds: 3 Comp Value: 25000
Photon Miss: 0 EtherProbes: 25 Beacons: 10 Cloaks: 5 Hull Value: 7500
XP Needed: 0 Gen Torps: 20 Atomic Dets: 20 Corbomite: 6000 Total Price: 47500

DensityScan HoloScan Transwarp PlanetScan Interdictor CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
15 Spanish Main (Murene) Deployment: General
: Max Holds: 150 Start Holds: 50 Max Shields: 600 Hold Value: 28000
Turns/Warp: 4 XPort Range: 5 Mines: 0 Mine Disrpt: 10 Drive Value: 10000
Max Figs: 300 Figs / Wave: 150 Off Odds: 0.5 Def Odds: 0.5 Comp Value: 10300
Photon Miss: 0 EtherProbes: 25 Beacons: 20 Cloaks: 5 Hull Value: 15300
XP Needed: 0 Gen Torps: 1 Atomic Dets: 5 Corbomite: 1500 Total Price: 63600

DensityScan HoloScan !Transwarp PlanetScan !Interdictor CanLand !CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------
16 Port Siege (AldenShrike) Deployment: General
: Max Holds: 40 Start Holds: 10 Max Shields: 4000 Hold Value: 25000
Turns/Warp: 5 XPort Range: 40 Mines: 200 Mine Disrpt: 10 Drive Value: 1000000
Max Figs: 300000 Figs / Wave: 50000 Off Odds: 1 Def Odds: 2 Comp Value: 380000
Photon Miss: 0 EtherProbes: 25 Beacons: 100 Cloaks: 5 Hull Value: 104000
XP Needed: 0 Gen Torps: 20 Atomic Dets: 5 Corbomite: 1500 Total Price: 1509000

DensityScan HoloScan !Transwarp PlanetScan Interdictor !CanLand CombatScan FusionDrive !Pirate HasPod !IsPod
!Guardian !ReqCommish !ReqCorp !ReqCEO Exchangable Functional !Unique Available Active
--------------------------------------------------------------------------------------------------------



Custom Pirates - Planets
********************************************************************************************************
................................................Planets.................................................
********************************************************************************************************
0 Coastal

Thick Oxygen/Nitrogen atmosphere. Specific gravity within 0.7 to 1.3 Earth
normal. Random, but mostly manageable weather patterns, with temperatures
ranging from 0 to 40 degrees Celsius. Fertile soil, excellent for Organic
production. Mineral deposits, very good for Equipment production. Chemical
elements good for Fuel Ore. Class M planets are excellent for human
colonization and promote an excellent population growth curve as well as a
very good population harmony quotient. They have an above average
"habitability band". Drawbacks include overpopulation problems, political
unrest and human-induced destruction of the BioSphere.


ClassLtr: M Subclass: ANSIFile: PLANETM TextFile: PLANETM
Deleted: No General: Yes Habitablity: 100 Hazard: 1
OreProd: 1 OrgProd: 3 EquProd: 3 FigProd: 10
MaxOreColos: 100000 MaxOrgColos: 100000 MaxEquColos: 100000
MaxOreInv: 1000000 MaxOrgInv: 100000 MaxEquInv: 100000 MaxFigs: 1000000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 1000 CitLvl1Days: 0 CitLvl1Equ: 250 CitLvl1Ore: 300 CitLvl1Org: 200
CitLvl2Cols: 2000 CitLvl2Days: 0 CitLvl2Equ: 250 CitLvl2Ore: 200 CitLvl2Org: 50
CitLvl3Cols: 4000 CitLvl3Days: 5 CitLvl3Equ: 500 CitLvl3Ore: 500 CitLvl3Org: 250
CitLvl4Cols: 6000 CitLvl4Days: 10 CitLvl4Equ: 1000 CitLvl4Ore: 1000 CitLvl4Org: 1200
CitLvl5Cols: 6000 CitLvl5Days: 5 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 6000 CitLvl6Days: 5 CitLvl6Equ: 2000 CitLvl6Ore: 1000 CitLvl6Org: 1200
--------------------------------------------------------------------------------------------------------
1 Legion

Thin Oxygen/Nitrogen atmosphere. Specific gravity within 0.5 to 1.5 Earth
normal. Weather patterns are mostly dry and hot with temperatures ranging
fron 40 to 140 degrees Celsius. Little area of fertile soil, very bad for
Organics. Very little precious metal making it bad for Equipment production.
Common Chemical traces making it great for Fuel Ore. Class K worlds are
average for humanoid colonization but an arrid and hot climate requires
specialized colonists. Narrow habitability band but a generally stable
political environment as the population must depend on each other to survive.
Higher fatality rate than Class M worlds.

ClassLtr: K Subclass: BE ANSIFile: PLANETK TextFile: PLANETK
Deleted: No General: Yes Habitablity: 100 Hazard: 0
OreProd: 1 OrgProd: 5 EquProd: 5 FigProd: 3
MaxOreColos: 400000 MaxOrgColos: 100000 MaxEquColos: 100000
MaxOreInv: 5000000 MaxOrgInv: 250000 MaxEquInv: 250000 MaxFigs: 4000000 MaxShields: 65500
StartEquip: 0 StartOre: 20000 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 1000 CitLvl1Days: 1 CitLvl1Equ: 100 CitLvl1Ore: 100 CitLvl1Org: 100
CitLvl2Cols: 2000 CitLvl2Days: 0 CitLvl2Equ: 100 CitLvl2Ore: 100 CitLvl2Org: 100
CitLvl3Cols: 3000 CitLvl3Days: 0 CitLvl3Equ: 100 CitLvl3Ore: 100 CitLvl3Org: 100
CitLvl4Cols: 4000 CitLvl4Days: 3 CitLvl4Equ: 100 CitLvl4Ore: 100 CitLvl4Org: 100
CitLvl5Cols: 5000 CitLvl5Days: 3 CitLvl5Equ: 100 CitLvl5Ore: 100 CitLvl5Org: 100
CitLvl6Cols: 6000 CitLvl6Days: 2 CitLvl6Equ: 100 CitLvl6Ore: 100 CitLvl6Org: 100
--------------------------------------------------------------------------------------------------------
2 Brothel

Dense Oxygen/Nitrogen atmosphere. Specific gravity within 1.1 to 1.8 Earth
normal. Random and occasional violent weather current patterns, with temps
ranging from 20 to 50 degrees Celsius. No land mass to speak of, making
mining for Ore more difficult. Organics production quite good, (one of the
best) but a poor environment for building Equipment. Class O planets are
more challenging to habitate, but are almost as safe as class M. Good
population growth curve and decent population harmony. Their entire surface
is habitable with proper gear with the only drawbacks being the costs to
settle and build citadels.

ClassLtr: O Subclass: J ANSIFile: PLANETO TextFile: PLANETO
Deleted: No General: Yes Habitablity: 98 Hazard: 2
OreProd: 1 OrgProd: 1 EquProd: 1 FigProd: 1
MaxOreColos: 50000 MaxOrgColos: 250000 MaxEquColos: 50000
MaxOreInv: 2000000 MaxOrgInv: 2700000 MaxEquInv: 374000 MaxFigs: 6660000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 1400 CitLvl1Days: 1 CitLvl1Equ: 400 CitLvl1Ore: 500 CitLvl1Org: 200
CitLvl2Cols: 2400 CitLvl2Days: 2 CitLvl2Equ: 300 CitLvl2Ore: 200 CitLvl2Org: 50
CitLvl3Cols: 4400 CitLvl3Days: 2 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400
CitLvl4Cols: 7000 CitLvl4Days: 2 CitLvl4Equ: 800 CitLvl4Ore: 700 CitLvl4Org: 900
CitLvl5Cols: 8000 CitLvl5Days: 1 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 7000 CitLvl6Days: 8 CitLvl6Equ: 1600 CitLvl6Ore: 700 CitLvl6Org: 900
--------------------------------------------------------------------------------------------------------
3 Ship Yard

Thin Oxygen/Nitrogen atmosphere. Specific gravity within 1.0 to 2.2 Earth
normal. Weather patterns are wet with temperatures ranging anywhere from
-30 to 50 Celsius depending on the width of the habitability band. Excellent
Mineral and Ore deposits but harsh conditions only permit avg to below avg
Equipment production. Soil is excellent, providing higher than normal
organics production. Colonist specialization is necessary to maintain
population. Good - very good population harmony quotient. Above average
"habitability band" but only medium population growth. Drawbacks include
hazards to equipment and occasional severe weather conditions.

ClassLtr: L Subclass: E ANSIFile: PLANETL TextFile: PLANETL
Deleted: No General: Yes Habitablity: 98 Hazard: 3
OreProd: 2 OrgProd: 2 EquProd: 1 FigProd: 10
MaxOreColos: 100000 MaxOrgColos: 50000 MaxEquColos: 50000
MaxOreInv: 1500000 MaxOrgInv: 200000 MaxEquInv: 100000 MaxFigs: 2000000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 400 CitLvl1Days: 2 CitLvl1Equ: 150 CitLvl1Ore: 150 CitLvl1Org: 100
CitLvl2Cols: 1400 CitLvl2Days: 2 CitLvl2Equ: 250 CitLvl2Ore: 200 CitLvl2Org: 50
CitLvl3Cols: 3600 CitLvl3Days: 2 CitLvl3Equ: 700 CitLvl3Ore: 600 CitLvl3Org: 250
CitLvl4Cols: 5600 CitLvl4Days: 5 CitLvl4Equ: 1000 CitLvl4Ore: 1000 CitLvl4Org: 1200
CitLvl5Cols: 7000 CitLvl5Days: 5 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 5600 CitLvl6Days: 5 CitLvl6Equ: 2000 CitLvl6Ore: 1000 CitLvl6Org: 1200
--------------------------------------------------------------------------------------------------------
4 Glacial

Extremely thin Oxygen-Nitrogen atmospheres. Specific gravity from 0.5 to
1.7 Earth normal. Meteorologically unstable causing violent conditions.
Temps range from -10 to -190 degrees Celsius. Full life support necessary
for colonies and death rates are high. No workable soil base so hydroponic
Organics are limited. Modest mineral and chemicals exist so production of
Ore and Equipment will be below average to none. Class C planets NOT
recommended for colonization, their violent condition makes it extremely
hazardous. Some Class C planets have been adopted by the Federation and used
as prison colonies with very effective results.

ClassLtr: C Subclass: EJ ANSIFile: PLANETC TextFile: PLANETC
Deleted: No General: Yes Habitablity: 92 Hazard: 5
OreProd: 50 OrgProd: 100 EquProd: 500 FigProd: 25
MaxOreColos: 100000 MaxOrgColos: 100000 MaxEquColos: 100000
MaxOreInv: 20000 MaxOrgInv: 50000 MaxEquInv: 10000 MaxFigs: 1000000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 1000 CitLvl1Days: 5 CitLvl1Equ: 600 CitLvl1Ore: 400 CitLvl1Org: 300
CitLvl2Cols: 2400 CitLvl2Days: 5 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 80
CitLvl3Cols: 4400 CitLvl3Days: 7 CitLvl3Equ: 650 CitLvl3Ore: 600 CitLvl3Org: 400
CitLvl4Cols: 6600 CitLvl4Days: 5 CitLvl4Equ: 700 CitLvl4Ore: 700 CitLvl4Org: 900
CitLvl5Cols: 9000 CitLvl5Days: 4 CitLvl5Equ: 1000 CitLvl5Ore: 300 CitLvl5Org: 400
CitLvl6Cols: 6600 CitLvl6Days: 8 CitLvl6Equ: 1400 CitLvl6Ore: 700 CitLvl6Org: 900
--------------------------------------------------------------------------------------------------------
5 Pirate Penthouse

Extremely thin Oxygen / Nitrogen atmospheres. Specific gravities are within
0.8 to 2.6 Earth normal. Climate patterns are violent with temperatures
from 45 to 400 degrees Celcius. Full life support required for colonization.
Zero workable soil and harsh conditions make Organics production impossible.
Good trace elements for equip but conditions make production a gamble at
best. Excellent Ore production possibilities as material is often ejected by
volcanic activity and found on the surface. Very dangerous for colony growth
as unstable planetary crusts often lead to the complete loss of a colony.
The Federation has been known to use Class H planets for defense of key
sectors due to their large Ore base.

ClassLtr: H Subclass: KEJ ANSIFile: PLANETH TextFile: PLANETH
Deleted: No General: Yes Habitablity: 90 Hazard: 7
OreProd: 1 OrgProd: 2 EquProd: 3 FigProd: 5
MaxOreColos: 400000 MaxOrgColos: 50000 MaxEquColos: 50000
MaxOreInv: 3000000 MaxOrgInv: 200000 MaxEquInv: 200000 MaxFigs: 3000000 MaxShields: 65500
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 800 CitLvl1Days: 0 CitLvl1Equ: 600 CitLvl1Ore: 500 CitLvl1Org: 300
CitLvl2Cols: 1600 CitLvl2Days: 0 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 100
CitLvl3Cols: 4400 CitLvl3Days: 2 CitLvl3Equ: 1500 CitLvl3Ore: 1200 CitLvl3Org: 400
CitLvl4Cols: 7000 CitLvl4Days: 2 CitLvl4Equ: 2500 CitLvl4Ore: 2000 CitLvl4Org: 2000
CitLvl5Cols: 10000 CitLvl5Days: 5 CitLvl5Equ: 2000 CitLvl5Ore: 3000 CitLvl5Org: 1200
CitLvl6Cols: 7000 CitLvl6Days: 6 CitLvl6Equ: 5000 CitLvl6Ore: 2000 CitLvl6Org: 2000
--------------------------------------------------------------------------------------------------------
6 Dead Star

Heavy ranging to very thin atmospheres consisting of various elements, mostly
comprised of helium or of hydrogen. Specific gravities can range from 0.2 to
8.0 of Earth normal. Climate patterns usually extremely violent with temps
ranging from -200 to 400 Celsius. Full life support required at all times. No
production can sustain itself on a Class U planet. Some miners have hinted
at very valuable products that they have extracted from Class U worlds but
the Federation does not have them in its "Official Guide to Mining". Class U
planets are not recommended for colonizations as the environment is harsher
than being in space itself.

ClassLtr: U Subclass: GJ ANSIFile: PLANETU TextFile: PLANETU
Deleted: No General: Yes Habitablity: 88 Hazard: 8
OreProd: 20 OrgProd: 20 EquProd: 1 FigProd: 1
MaxOreColos: 3000 MaxOrgColos: 3000 MaxEquColos: 100000
MaxOreInv: 100000 MaxOrgInv: 10000 MaxEquInv: 10000 MaxFigs: 1000000 MaxShields: 50000
StartEquip: 0 StartOre: 0 StartOrg: 0 MaxCitLvl: 6
CitLvl1Cols: 3000 CitLvl1Days: 0 CitLvl1Equ: 2500 CitLvl1Ore: 1200 CitLvl1Org: 400
CitLvl2Cols: 3000 CitLvl2Days: 0 CitLvl2Equ: 400 CitLvl2Ore: 300 CitLvl2Org: 100
CitLvl3Cols: 5000 CitLvl3Days: 0 CitLvl3Equ: 2000 CitLvl3Ore: 500 CitLvl3Org: 500
CitLvl4Cols: 6000 CitLvl4Days: 0 CitLvl4Equ: 600 CitLvl4Ore: 2000 CitLvl4Org: 200
CitLvl5Cols: 30000 CitLvl5Days: 0 CitLvl5Equ: 600 CitLvl5Ore: 200 CitLvl5Org: 200
CitLvl6Cols: 6000 CitLvl6Days: 100 CitLvl6Equ: 1200 CitLvl6Ore: 500 CitLvl6Org: 200
--------------------------------------------------------------------------------------------------------

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Last edited by Helix on Sat Mar 12, 2011 11:51 am, edited 1 time in total.



Fri Mar 11, 2011 12:48 pm
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Unread post Re: Next Tourney Edit
The reason people can turtle is that they can stack planets
w/ ore and figs in a door sector. There's no way to prevent
someone from stacking figs, but you can offset some of the
fig problem by making a huge invader w/ big odds. 300k
figs, land capability, 8:1 off odds, 2:1 def odds, 10tpw, no
twarp, etc.

You can always limit the ore on planets. The problem there
is that you don't have enough ore to do anything else then.
To combat that, you either need a way to make it easier to
moth multiple times, or a set win condition. The first part
can be done by turning off death delay and setting a death
lim. But you have to be careful doing that, make sure people
don't return w/ cash or figs so they can't cby cash.

The latter can be done too, but has to be done carefully.
Kills don't work, because they encourage kill swaps. If you
add deaths to the equation to factor that out, you give ppl
a reason to turtle. So you need something more aggressive
like grid count.

So yes, if you made a planet with a large invader, a game
with no death delay, and based the win on grid count, you
would end up with a fairly aggressive game that couldn't
be won by turtling.

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Fri Mar 11, 2011 2:51 pm
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Unread post Re: Next Tourney Edit
So as a 'for instance'

1. Classic Edit's planets with increased fuel capacity on M, L, V planets, cut cit times across the board to go l6 by day 7
2. Use the Interdictor, but up the figs to 300k with 8:1 Off and 2:1 Def Odds
3. Make one of the gridder (a havoc or whatever) ships 2 tpw, set the scout to 1 tpw
4. No death delay and 10-15 deaths available in tourney mode
5. 1 point for every 100 sectors gridded. (verified after game's end by the sysop)
6. 8 man teams 3 or 4 corps, 1200 turns, 30k sectors (20k if we dont play on a beta) Game lasts 14 days.

H

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Fri Mar 11, 2011 4:31 pm
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Unread post Re: Next Tourney Edit
Stock planets contribute to turtling. Why?
Because you can't make money with them. So
you have to keep cashing. More cashing turns
means less aggressive play as turns have to be
managed for cashing.

TPW all depends on the turns in the game.

50 deaths. 15 isn't enough to blast thru a wall
of 10 planets.

Why not just make it "he with the greatest grid
wins" and skip the points?

14 days is awfully short w/ only 1200 turns. That
simply isn't enough to justify putting together a
corp.

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Fri Mar 11, 2011 5:02 pm
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Unread post Re: Next Tourney Edit
Helix,

I sent this to Rev a week or so ago, it might be something worth considering.

You ever notice something on paper looks good, but then once applied fails miserably. Disclosing the tie breaker using points and what the points were for has done nothing but promote turtling. Tie breaker rulings should have been sent to an arbitrator for safe keeping and only disclosed at day 60 IMO. If a corp capped a few planets early and they know what the tie breaking rules are, what’s the incentive to keep attacking….. none. Since we all know TW is a game of exploits and loopholes to win at all cost.

Just my 2 cents :D

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Fri Mar 11, 2011 5:26 pm
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Unread post Re: Next Tourney Edit
T0yman wrote:
Helix,

I sent this to Rev a week or so ago, it might be something worth considering.

You ever notice something on paper looks good, but then once applied fails miserably. Disclosing the tie breaker using points and what the points were for has done nothing but promote turtling. Tie breaker rulings should have been sent to an arbitrator for safe keeping and only disclosed at day 60 IMO. If a corp capped a few planets early and they know what the tie breaking rules are, what’s the incentive to keep attacking….. none. Since we all know TW is a game of exploits and loopholes to win at all cost.

Just my 2 cents :D


"Like"

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Fri Mar 11, 2011 5:31 pm
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Unread post Re: Next Tourney Edit
Yeh but that just results in a game won randomly, rather than
as a product of effort. Would be a tough sell.

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Fri Mar 11, 2011 7:05 pm
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Unread post Re: Next Tourney Edit
Singularity wrote:
Stock planets contribute to turtling. Why?
Because you can't make money with them. So
you have to keep cashing. More cashing turns
means less aggressive play as turns have to be
managed for cashing.

TPW all depends on the turns in the game.

50 deaths. 15 isn't enough to blast thru a wall
of 10 planets.

Why not just make it "he with the greatest grid
wins" and skip the points?

14 days is awfully short w/ only 1200 turns. That
simply isn't enough to justify putting together a
corp.


All I am seeing is what not to do, I was asking what to do. lol

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Fri Mar 11, 2011 7:21 pm
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Unread post Re: Next Tourney Edit
Helix wrote:
All I am seeing is what not to do, I was asking what to do. lol


LOL

So... grid-based metric, non-stock planets, 50 deaths,
no death delay, strong but slow invader, limited ore,
planets that make prod... not specific enough?

Ok. Try this...

Pirates edit, increased colos, 20k uni. 6 man corps,
1500 turns, as many corps as possible. No death
delay, 30 or 40 death lim. Eliminate the dread flute's
gbonus after week 2, bump up it's offensive odds to
8:1. Game goes for 60 days, winner is the survivor
with the highest grid.

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Fri Mar 11, 2011 9:25 pm
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Unread post Re: Next Tourney Edit
Singularity wrote:
Helix wrote:
All I am seeing is what not to do, I was asking what to do. lol


LOL

So... grid-based metric, non-stock planets, 50 deaths,
no death delay, strong but slow invader, limited ore,
planets that make prod... not specific enough?

Ok. Try this...

Pirates edit, increased colos, 20k uni. 6 man corps,
1500 turns, as many corps as possible. No death
delay, 30 or 40 death lim. Eliminate the dread flute's
gbonus after week 2, bump up it's offensive odds to
8:1. Game goes for 60 days, winner is the survivor
with the highest grid.


Lets play!

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Sat Mar 12, 2011 8:49 am
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Unread post Re: Next Tourney Edit
muhahahahaha

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Sat Mar 12, 2011 9:07 am
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Unread post Re: Next Tourney Edit
botting Miss is NOT allowed either

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Sat Mar 12, 2011 9:08 am
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Unread post Re: Next Tourney Edit
MisBehavin wrote:
botting Miss is NOT allowed either


mb bot off :)

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Sat Mar 12, 2011 10:09 am
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Unread post Re: Next Tourney Edit
Custom Pirates

telnet://twgs.podzone.org:23 Game A

Lets look it over, everyone welcome.

20k Sectors 1500 Turns, 50 death limit, ISP on

See first post in thread for "Custom Pirates" Settings


MisBehavin wrote:
botting Miss is NOT allowed either

With your keytime? We put them up against the wall and shoot them if they try it!

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Sat Mar 12, 2011 11:09 am
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Unread post Re: Next Tourney Edit
At helix and toy - Thumbs up =)

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