Echelon game setup & explanation(s)

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  • Beteiligte Poster: Emperor Falcon - Locutus
  • Forum: VGA Planets Headquarter
  • Forenbeschreibung: Discuss with all planeteers about your games and VGAP3 or VGAP4 in generell !
  • aus dem Unterforum: Stellar Wars I
  • Antworten: 3
  • Forum gestartet am: Mittwoch 08.06.2005
  • Sprache: englisch
  • Link zum Originaltopic: Echelon game setup & explanation(s)
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    Re: Echelon game setup & explanation(s)

    Emperor Falcon - 01.12.2005, 17:53

    Echelon game setup & explanation(s)
    *Well, many stuff to read... I know. Do it once when interested. Then ask or start a discussion.* :wink:

    I'm offering a new v4 game at my site. I wrote a script for this game and it is readynow. I've tested it in a local game... it ran fine. After some requests via mail I've changed the starting tech levels. With the exception of SuperWeapons and Engines they are all beginning with level '1'. This include Hyperengines (WAS '0' before). SuperWeapons begin with level '0'. The normal engines begin with level '6' now.

    To join the game visit http://www.spacecraft-portal.de!


    Description:
    ========

    *** ECHELON is a scenario of the Spacecraft Portal Academy ***

    This is the famous Spacecraft Portal Academy from Earth - educating space travellers, heros, loosers and Planeteers in the Milkyway galaxy. While learning VGAP at the Spacecraft Portal Academy you will get more knowledge about space travelling, colonizing worlds far away, interacting with other races in deep space using diplomacy, friendship or even a war campaign. Also you will learn to interact in a team or in an alliance. The Spacecraft Portal Academy brings you learning stuff or even a complex scenario for deeper tactical thinking etc. Everybody is invited to visit the Spacecraft Portal Academy - it doesn't matter if you are a newbie or a veteran...

    At the beginning of the scenario each race have one good planet with one strong base on it except the Colonies of Man. These bases will be located near to the inner core of the star map. Also each race will get one outpost far away from the core worlds. The bases near to the core worlds will add much "interacting" (you may name it as you like...) with other players. So there will be much more action - you will like it... Otherwise you can learn to travel through deep space to your outpost far away and building up a second home system as you like. Every race will have 10 starships to help the player's race in exploring and colonizing unknown space around. All starships fitted with the best equipment possible but the race can refit their ships with other technology later.

    It is not allowed to preset an alliance/team before you have established contact with other races in the game (i.e. scanning other ships, pods, bases, minefields). Make contact first and then you can use your diplomacy to create a non-aggressive-pact, a brotherhood of ["of what you name it"] or an alliance. Just remember: maybe the number of allowed allies is shortened to a specified number (if it is then you can find more details below).

    To learn more about the Spacecraft Portal Academy please read the monthly Newsletter of my site or just read the info at my site. The Academy can help you in playing VGAP and even to add fun to special scenarios like this one. - Just for your info: the Hostmaster (and maybe one of his staff) will play in this scenario.


    Comments from the Host Master:
    =====================

    Standard values at the beginning of the game for each home base:
    .................................................................................................
    native(one of the 10 known native races)=400000
    nativehappy(happyness level)=70
    colonists=5000000
    colonisthappy=70
    Crew=100000
    Troop=50000
    HighGuard=100
    Cash=50000
    crime=0
    rougeColonists=0
    rougeNatives=0
    oreN=5000
    oreD=5000
    oreT=5000
    oreM=5000
    eleN=5000
    eleD=5000
    eleT=5000
    eleM=5000
    eleFood=5000
    eleMed=5000
    eleFIX=5000
    eleS=5000
    eleOrd=5000
    fighter(1)=50
    fighter(2)=40
    fighter(3)=80
    mech(1)=0
    mech(2)=0
    mech(3)=0
    huge(1)=0
    huge(2)=0
    huge(3)=0
    huge(4)=0
    huge(5)=0
    PDWeapon(1)=20
    PDWeapon(2)=0
    PDWeapon(3)=0
    PDWeapon(4)=0
    PDWeapon(5)=0
    PDWeapon(6)=0
    PDWeapon(7)=0
    PDWeapon(8 )=0
    PDWeapon(9)=0
    PDWeapon(10)=2
    LWeapon(1)=25
    LWeapon(2)=0
    LWeapon(3)=0
    LWeapon(4)=0
    LWeapon(5)=0
    LWeapon(6)=0
    LWeapon(7)=0
    LWeapon(8 )=0
    LWeapon(9)=0
    LWeapon(10)=0
    LWeapon(11)=0
    LWeapon(12)=0
    LWeapon(13)=0
    LWeapon(14)=0
    LWeapon(15)=2
    LWeapon(16)=0
    LWeapon(17)=0
    LWeapon(18 )=0
    LWeapon(19)=0
    LWeapon(20)=0
    SWeapon(1)=40
    SWeapon(2)=0
    SWeapon(3)=0
    SWeapon(4)=0
    SWeapon(5)=0
    SWeapon(6)=0
    SWeapon(7)=0
    SWeapon(8 )=4
    SWeapon(9)=0
    SWeapon(10)=0
    Eng(1)=40
    Eng(2)=20
    Eng(3)=10
    Eng(4)=0
    Eng(5)=0
    Eng(6)=0
    Eng(7)=0
    Eng(8 )=0
    Eng(9)=0
    Eng(10)=0
    Eng(11)=0
    Eng(12)=0
    Eng(13)=0
    Eng(14)=0
    Eng(15)=0
    Eng(16)=0
    Eng(17)=0
    Eng(18 )=0
    Eng(19)=6
    Eng(20)=0
    hyp(1)=5
    hyp(2)=2
    hyp(3)=0
    hyp(4)=0
    hyp(5)=1
    hyp(6)=0
    hyp(7)=0
    hyp(8 )=0
    hyp(9)=0
    hyp(10)=0
    Shield(1)=5
    Shield(2)=0
    Shield(3)=0
    Shield(4)=0
    Shield(5)=0
    Shield(6)=0
    Shield(7)=0
    Shield(8 )=0
    Shield(9)=0
    Shield(10)=1
    gen(1)=4
    gen(2)=0
    gen(3)=0
    gen(4)=0
    gen(5)=2
    gen(6)=0
    gen(7)=0
    gen(8 )=0
    gen(9)=0
    gen(10)=0
    Armor=1600

    TechLevels at the beginning:
    TechPlanet=1
    TechHuge=0
    TechLarge=1
    TechSmall=1
    TechPD=1
    TechGen=1
    TechEngine=6
    TechHull=1
    TechHyp=1
    TechShield=1

    There is one exception of these values - the Privateers (when allowed to the game) doesn't get high guards even happy and experienced values for their base and ships because this made them to strong at the beginning (when this race is allowed for this game). Since I've made bad experience with Privateers in some games in the past I configure this values for their objects in new games. Just a little bit better for other races (players)... :wink:

    One comment about the buildings at established bases: I allow a given list of buildings for each race. Only very important buildings for producing goods and defence that a race may miss (their disadvantage) aren't allowed to all races. But I set the homeworld of each race at a good level for growing up. Here is now the list of common (allowed) buildings for each (!) race:
    - Factory = 100
    - Military Space Port = 1
    - Engine Plant = 1
    - Fighter Plant = 1
    - Weapons Factory = 1
    - Terra Former = 50 (for best climate)
    - Air Attack Base = 1
    - Assault Plant = 1

    The starship hulls are from different tech levels. The equipment is the best as possible. Since the ships have different weapons and other curious things I have fitted them with best technology in engines and shields. Hyperspaceable ships have no Hyperspace engine. You must try to get the next possible economic hyperdrive technology level and then you must upgrade the HYP ships. The same thing for the super weapons, too. As a bonus I've added onto every ship 2 high guard for security (when possible). Okay? I think so!!!

    The Lost Colonies Of Man (CoM) are a high tech fighter race. So they have a disadvantage at the starting position because the Virgo will still burn from the beginning until turn #18. They have no base and a handful of ships for searching of a new homeworld. That's fair enough.

    It is still a fact that a race must win with its own resources. Alien ship plan trading is not a good way - it's too easy to win a game! Also taken alien ship plans from foreign races aren't predictable - you will suffer from some unknown system and device malfunction etc. So it is still possible to trade buildt ship hulls but it wouldn't be wise. The HConfig setting stops trading alien ship plans and will make malfunctions with alien ship hulls possible. Try to win the game with your own resources instead! It's better...

    There is a max. ally limit in this game it depends on the number of players in this game when starting the game. In a game with 5 player or lesser I want deny an ally (limit set to 0). But there is a min. number of players I want for this game. So forget this setting very fast... <ggg> If there are at least 6 players the ally limit is set to 1 (two races can be allied together). If we have 10 players or more the ally limit is set to 2 (three races can be allied together). If there are 16 players or more then I would allow an alliance set of 3 (four races can be allied together). If we have 20 or more players I would set the ally limit to 4 (five races can be allied together). You will find the CURRENT setting in this README.TXT which shows you always the correct settings. Look for the HConfig and the value 'AllyLimit = (x)' where x is standing for the correct ally limit number!!!

    The number of the ally limit gives you the idea how many allies you can have. *For example* the limit is set as '2'. This means YOU can have 2 allied players but not more (via the allied limit). So an alliance holds up to max. 3 partners (YOU + 2 allies because 3 players is the calculated maximum). - The ally limit doesn't stop you from being allied with other races via "Friendly Codes" (ships/bases) and/or via peaceful ship-/base-missions! So you can stop from attacking each other if you set a FC (used together) and a peaceful mission, too. But this will never help in difficult actions! So please be aware when acting in such friendly FC alliances (better a NAP = non aggression pact).

    I don't like much automatically preset wormholes in this game because I (as the host) can't protect you at the starting position from beeing deadly near to a wormhole which leads directly to another race's homeworld. Also there is no real need of having JumpGates at the beginning of the game - you don't will find a JumpGate until races with the ability to build JumpGates have created some of them.

    I've set the homeworlds to be stable. Also well-known worlds and young clusters in the outer rim will have stable planets. All other planets have a good chance to be stable enough or they will crack in xx(x) turns...

    Sometimes you'll find some unknown things in space. You should explore them to find out what it is - and if you can use it anyway...

    HOW CAN YOU WIN A GAME??? - The only way to win in this game is to get more honour via the "King of the hill" points (well, you can get 5 points for controlling the planet without enemy appearance in orbit). You may try to get points for every 10 million colonist planet you own (1 point for every 10 million planet). Remember - you must gain 1000 points to win the game. Also there is a second and a third winner possible (in order of appearence). The "King of the hill" position is active after turn #25. To get the "Koth"-points you must the only race holding the "Koth"-planet for at least ONE turn. For every turn holding the "Koth"-planet a player will get 5 point.

    From time to time you will get a message or a hint. I don't tell you when you can await a message or a hint. And I (as the host) don't answer to your questions. Try to understand the following situation: you and your race is still alone at the beginning of the game. You know something but not all about this universe. You'll feel alone because you don't know what is laying between the "darkness". What can it be? How affect it your destiny? I'll give you a little help in role-playing for this game. Read the list beneath for active races in this game. How you should handle with them? - Important: you MUSTN'T follow every instruction I've given. You should play a role-playing character to interact with other race leaders. But believe it or not - other race leaders will read this text, too... ... ...


    This game has the following settings
    ------------------------------------
    game class: REAL
    host setup: HW in a long range circle, minerals/metals/natives low,
    very high population, very high money, 10 ships for each
    race, CoM without a starting base (wandering tribe),
    other planets with minerals/metals low, contraband
    existence on 50% planets low, natives existence on
    50% planets small tribes, *** VPS-scripted ***
    hconfig: standard
    rconfig: n/a
    ship list: standard races + new races
    star map: non-standard "The Milkyway Galaxy"
    host version: Host v4.000.195
    PHCc version: v4.23
    cplayer version: n/a
    add-ons: n/a
    goals: gain more than 1000 points
    start date: 2006/??/??
    hosting deadlines: Mo/Th at 4:00 pm GMT
    rank needed for signing: Ensign or above



    Definition of HConfig:
    ----------------------
    ChunnelFuel= 100
    GravMineOdds= 40
    LaserMineOdds= 80
    WebMineOdds= 160
    BarbMineOdds= 15
    IonCannonDrain= 100
    LaserAADrain= 80
    IonCannonRange= 200
    LaserAARange= 100
    FighterBeamDrain= 10
    FighterMissileDrain= 100
    IonCannonOdds= 30
    LaserAAOdds= 20
    IonCannonPDOdds= 40
    PodScanRange= 100
    BaseToShipScanRange= 100
    MinefieldSizeLimit= 50
    MaxBuoy= 10
    PodCost= 25
    MinefieldLifetime= 20
    TachRange= 100
    TachPower= 250
    NewFarm= 100
    GravWellGenR= 50
    GravWellFuelDrain= 10
    VictoryPointsActive= 1
    VictoryPointsToWin= 1000
    VictoryPublicScore= 0
    VictoryPop1Million= 0
    VictoryPop5Million= 0
    VictoryPop10Million= 1
    VictoryNativeVote= 0
    VictoryNotAtWarVotes= 0
    VictoryAtWarMinusOne= 0
    VictoryRaceBasedBonus= 0
    VictorySpies= 0
    VictoryKingOfHillActive= 1
    VictoryKingOfHillPoints= 5
    VictoryKingOfHillPlanetName= ??????????
    YigCompress= 1
    BigEaters= 1
    FoodStockpileGrowth= 30
    AllyLimitActive= 1
    AllyLimit= 4 (when having 20 players or more at game start)
    WormHolesStable= 0
    WormHolesWondering= 0
    VirgoBurn= 1
    FarmsNeed1thousandColonists= 1
    AlienHull= 0
    BadAlienHullCombat= 1
    Hacker= 0



    Re: Echelon game setup & explanation(s)

    Locutus - 03.12.2005, 12:08


    How big will this map be? In normal size, the HW are maybe very near together. That´s really bad for weak races at the beginning of the game.

    Also i would like to see, more natives for playing the borg. Otherwise it is impossible to play them in this setup. Maybe this will also match to some other races.
    Fewer percent of Native planets in the tribes, therefore more Natives per Planet.



    Re: Echelon game setup & explanation(s)

    Emperor Falcon - 03.12.2005, 20:04


    Locutus wrote: How big will this map be? In normal size, the HW are maybe very near together. That´s really bad for weak races at the beginning of the game.

    Also i would like to see, more natives for playing the borg. Otherwise it is impossible to play them in this setup. Maybe this will also match to some other races.
    Fewer percent of Native planets in the tribes, therefore more Natives per Planet.

    Map size is 1,000 to 8,000.
    Stars (one planet each star): max. of around 1,795 planned (when having over 20 players). Subtract star clusters and asteroids (more than 200). So there are nearly 1,600 planets at least.
    Distance from the core between 2,000 to 3,000 (depends on player number and choosen races). Slower races start nearer to the core. Faster races are more far away for game balancing. If people like a handicap they can start just far more away. When the host master plays in this game he will start with handicap (when he has to meet the winning rule) OR a will be a part of role-player (he can't win - I prefer more this part when I'm playing in this game... a funny thing).

    Small tribes = planned was: to have a max. 100.000 (and only some world over 500.000).
    At the second test phase I use more the rule of having between min. 10.000 and max. 1.000.000 natives on up to 50% of existing planets. High natives aren't very often to find. Seems mostly fair when it is possible to find natives on maybe up to 50% of the planets.

    If you have more questions: go on - ASK!



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