AngleWyrm

AngleWyrm

Joined Member # 673850
58 Posts 401 Replies 9,020 Reputation

There's been a lot of study in Game Theory on two-player games. What this looks like is how comparatively little is known about three-player (and above) games. For three players, all I know is: The enemy of my enemy is my friend. The friend of my friend is my friend. The friend of my enemy is my enemy. And competition for a friendship becomes part of the game. Is there more to it, when a fourth player is added? Teams vs teams and perhaps specialization?

7 Replies 6,334 Views

And for the bump, I want to line up a series of player-owned planets on one side of the map, and then have trade partner planets at various distances and sizes across from each.

1 Replies 2,671 Views

Created a new map, called TradeRouteTest, and put some stars and planets on it. But my starting location isn't the world I want it to be, and my initial homeworld size is getting over-ridden. So... How do I assign a planet to a race? How do I set up player homeworld to be what I want?

1 Replies 2,671 Views

I like carriers too. What if there were a ship componant FighterBay? It could work like this: In a fleet with carrier bays available, the slowest numBays ships' speed doesn't count against the fleet's minimum speed. The engine space saved (and it would have to be a savings, not just a transfer to the carrying ship) could then be used to extend the useful life of fighters. They would gain in weapons and defense.

71 Replies 69,258 Views

"Hey guy. Where in the galaxy do you come from?" Drengi. It's just over there. You may want to beef up your ships a little before you visit, as we've had some trouble with pirates recently. I'll even help you with that; I'll give you a real good price on ECM modules...

10 Replies 14,051 Views

Colony Rush Interceptor, the Flying Johnson Tech RP Galactic warfare 25 Space militarization 50 Space weapons 150 Mass driver theory 100 . Hyperdrive 50 New propulsion techniques 25 Ion drive 50 Impulse drive 150 . Xeno engineering 50 Xeno research 20 Advanced computing

764 Replies 1,034,157 Views

Dunno, but I could recommend a change that might help the AI do a better job of figuring out when I become a threat: Score my military on the basis of 1 point for every hull-space currently deployed, plus Damage x 10 points for every weapon deployed. Count infantry carrying modules as weapons. A clever enemy could also modify the assessment of enemy weapons, based on whether they have effective defenses for it or not. For instance, instead of 10xDamage, they could do 10x(Damage-BestDefen

7 Replies 8,157 Views

What about increasing the span covered by the miniturization technologies? For instance, instead of a 10% gain for the first step, have it at 50% gain. And for the last one, instead of a 100% gain, have it 500% gain in hull space. Would this reduce the effect to negligible, and at the same time allow enough room to put additional equipment on a ship?

31 Replies 48,223 Views

there is an option to turn off comabt viewer for fleet battles and that will resovle without combat viewer There are at least five check boxes that state things related to the combat viewer. They read: Show battle sequence Always watch player ships in full battles Full fleet battles Auto-play full battles Show full-fleet battles only i

24 Replies 22,558 Views

Yes: Paying nothing extra for a standard 80-space huge hull gets you room for nine warp-II engines. Investing an incredible fortune in research (nearly 20,000 research points) nets you a ship with room for only two more warp-II engines. As to broken or not: I'm still curious about the assertion that there is a ship model that is unbuildable at a higher miniturization level. With a list of parts and hull, we can examine where it went wrong.

31 Replies 48,223 Views

The GC2Types.xml states a Warp Drive MkII is Size:5,SizeMod:6. In-game, on a normal medium hull, each one adds 7 units of hull space to the design; room for five. At supreme miniturization, (76 hullspace medium) each Warp Drive Mk-II adds 9 units of hull space; room for eight. On a normal 80-space huge hull, Warp-II takes 9 spaces each; room for eight such parts. At supreme miniturization (160-space huge), they take 14 spaces each; room for eleven such parts. @whitt13, could you post a lis

31 Replies 48,223 Views

Here ya go, han891, your Romulan Warbird conversion. Thanks for sharing, it works! How did you put hardpoints and convert the model? What programs? I'de like to make some modifications.The hardpoints all currently face forward, but I'de like to make the wing ones lean 90 degrees. Maybe even make a couple add-on pieces of jewelry,

14 Replies 13,974 Views

Yes yes yes yes yeeeeees! Hey han891, I'll host it for you and post a link here if you wanna send me a copy (anglewyrm at yahoo dot com )

14 Replies 13,974 Views

Componant sizes have changed, so things might not fit the way they used to. Most of it has actually gotten smaller though (takes up less % of hull space). Has the file format for *.shipcfg and their *.xml changed? Anyone got an old 1.1 type shipcfg and it's xml handy?

8 Replies 9,151 Views

yeah, it was a Precursor civilization that spread DNA all over the galaxy, so it all ended up developing into setient beings with variously crinkled prosthetic foreheads. ST:Enterprise added to the story with a nice little ditty about genetically engineered SuperHumans. Khan was one of them. Their take was that the Klingons used to look human (TOS),

60 Replies 36,018 Views

There is some legitimacy to that argument; I've called Electronic Boutique and asked if they have this-or-that title in before. They have a better selection than Fred Meyers. (Seattle) But then, how much does it cost to get the game on their shelf? Comission cover art, a print shop, burning cds, packaging, shipping to the various locations, and shelf space (is that a rental? per-box fee?). That's a lot of mouths to feed, and I've probably missed a few.

25 Replies 34,305 Views