The forum is a place to speak about our games, make suggestions, report bugs, and so on. To post a message, you need to be logged in.

neko

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Welcome

Message 1, 4888d 2h ago.
Hello everyone.

Please feel free to use this forum, or the chatroom to ask questions, give suggestions, or signal any bugs!

Gugliandalf

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How to join a Zwz game?

Message 2, 4887d 5h ago.
I click "new & old games" -> then on gam #5 "Join as terran" (nothing changes if I join as alien) - > next page asks to "Confirm request to join game"

WHAT the heck have to do to confirm? I can't see no buttons or other! :(

bramley.bomber


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looking forward to seeing the new games...

Message 3, 4887d 5h ago.
well here i am - just having a look around at the moment.

hopefully i will get into some games soon, best read the rules first though!

neko

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First day bugs

Message 5, 4887d 3h ago.
Sorry for the first day bugs. We changed a lot of things to get to the "definitive" public version and some big bugs escaped the debugging.

In addition, I simply forgot to copy a few files that were needed to make the site work into the right foder

Gugliandalf

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Suggestions...

Message 6, 4886d 21h ago.
It would be nice to have an explanatory box like the one for weapons also for shields and other ship component.

Also, a (fantasy) explanation of the acronyms would make easier remembering who's who...

TIA, and... great work!

bramley.bomber


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zwz

Message 9, 4886d 11h ago.
would it be possible to stabilise the events, radio and ship detail popups while the cursor is on them? currently they dissappear after a few seconds....

imdog

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zwz: Suggestion

Message 12, 4885d 18h ago.
1. Is there a full name of ZwZ?? It sounds like it is a temp. one.

2. would there be a shorcut key quick sheet for easy browsing?

3. I found the history features in the Art of War very good. Would it be implement in Zwz too??

P.

imdog

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zwz naming suggestion:

Message 15, 4885d 3h ago.
1. Starwars: Episode takeAplay
2. Wing Commander: Zero
3. Glass spaceship and Iron Man

Gugliandalf

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Family trees...

Message 18, 4884d 10h ago.
From <i>Site history</i>:

<i>2004, November 10. Huge problems from the ISP. Connections to database and ftp don't work very often. This means you won't be able to log in. Hope <b>Aruba</b> fixes everything soon.</i>

Truly takeAplay is YouPlay's son!

neko

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Important thread: (rules) changes

Message 19, 4883d 2h ago.
doubled asteroid collision damage. now you'd rather be hit by a missile than try to pass through an asteroid, as you should.

imdog

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zwz suggestion (2)

Message 20, 4882d 21h ago.
1. I think the damage chat disappear so quick.
2. And there is no Weapon Choosing Option.
3. Weapon should have a charging phase. Can't use in every single round.
4. The missle is hard to notice
5. Line of sight is too wide, making the game ended so quick.

imdog

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Smiley

Message 27, 4882d 3h ago.
= : - )
= ; - )
= : - D
= : o )
> = > : - (
= : - (
= : - ?
= : - p
:-[ = : - [
= l o l
= r o t f l
= : c o o l :
= : e v i l :
8| = 8 |
8( = 8 (

imdog

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Suggestion by Gugliandalf

Message 29, 4881d 22h ago.
Just in case if Neko miss it

1. AoW question: combat odds are fixed or there's a random factor in combat resolution?
2. System mail: it would be nice to get only mail about games that start or end
3. Like three options: 1. no mail, 2. some mail, 3. all mail
a. Option 2 sends only game start/end and messages in games forums

4. Why in game #18 I lost? Score or luck?
5. it would be nice to differentiate weapons by fire arc: some 0, some (e.g.) 30, some 60

Reporter
imdog

ivanhawk

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Holiday

Message 34, 4881d 10h ago.
Guys, for the next two weeks I'll be off on hliday, so my presence here will be skippy at best.

Sorry if I'll be blocking games.
CIAO

ivanhawk

Gugliandalf

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HELP: dead buttons

Message 38, 4880d 12h ago.
HELP! Something wrong in zwz game #32: all buttons are dead, don't get either mouseover or mouseclick...

neko

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System mails feature

Message 40, 4880d 10h ago.
now you have more power over which system mails you receive: the system will send you mails when



(option) --- mail sent

-------------------------------------

(all,some) --- game start

(all,some) --- game end

(all,some) --- private AoW message

(all) --- new turn run in ZwZ or AoW game

(all) --- got reply to message in forum



to edit your system mails feature, click on "my profile" in the upper left corner.



more options will be made available on request

neko

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how NOT to play in the arena

Message 43, 4880d 1h ago.
http://www.takeaplay.net/zwz_browse_game_historical.php?game_id=73&map_at_turn=7

Hollander


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Missiles should self destruct after 5 turns.

Message 49, 4879d 21h ago.
have a feeling that missile should self destruct after a few turns, the map is becoming enormous and the radarmap can't cope. look at game #79.
It's hard to find the fighters or the missiles..

Hollander


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High speed no thrust?

Message 50, 4879d 21h ago.
What happens when a high speed ship loses thrust?
Will it drift forever in an ever expanding map? Or will it leave the game at some point?

bramley.bomber


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tfor the powers that be - another zwz option......

Message 55, 4879d 10h ago.
can i suggest an option where you can exclude missiles from the game in the set up menu. they do seem to be very powerful when there are no asteroids on the board.....

neko

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NEW FEATURE: spinners

Message 59, 4879d 7h ago.
I just introduces spinners into the game. They affect directly the fighter's turn cost:

power spinners (better): cost to turn is ONE (old default value)
light spinners (worse): cost to turn is TWO

This item is obviously as important as the power plant, and complementary to it. I forecast the prices of power spinners will be very high, and you will probably have to choose between:

BIG poweplant, LIGHT spinners (BIG thrust, turn BAD)

SMALL poweplant, POWER spinners (LOW thrust, turn GOOD)

Hope you enjoy it, and hope no new bugs have been introduced

neko

yrrah

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Bug Zwz:Asteroids show up on Radar when using empty field

Message 60, 4879d 7h ago.
They're not supposed to be there, but the Asteroids do show up on the radar-view.

Hollander


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unarmed fighters

Message 62, 4879d 7h ago.
Hi,
Another reason to retreat: No weapons left.
It's possible to build a missiles only fighter. When the missiles are gone (exploded)the now unarmed fighter becomes a fast moving practice target. Not an interesting game situation..

Hollander


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To hit modifiers

Message 65, 4879d 4h ago.
Could there be some to hit modifiers?
I suggest:
a bonus when the target is in the frontal 30 degrees arc of the firing fighter.
a bonus when the shooter is in the rear 30 deg. arc
a penalty for shooting targets changing course or speed (i.e using thrust)OR a bonus for firing at a steady target i.e not using thrust.

Just a thought..


Hollander


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Mine fields?

Message 66, 4879d 4h ago.
Could you do minelayers?
A mine field could function like an asteroid except that it is deployed by a fighter. Or think of it as missile with a speed and thrust of "0"
It should take up a weapon slot. Might be handy to block a route through the asteroids or as defence against missiles..


imdog

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Ship Design for the Idiot [just like imdog]

Message 69, 4879d 2h ago.
Neko is too busy to start this guide, I just do part of the work. Correct me if anything wrong

[Course Objective]
To build a cost-effective ship

[Things ahead]
30 mins spare time
Account in Takeaplay.net
Fluent in English (at least u need to know what I am writing)
Using two screen to follow what I am saying

[What u expected]
To build a ship that can fly a few turns.

1. Open three windows. One for this guide (A) , two for ship comparison (B&C)

2. In windows B, create any thing u want within 1000.

3. In windows C, follow the step below, don't worry. I will explain every thing I know so far.
a. Hull, propeller_tank, cock_pit, you don't need to worry, coz there is no choice at this moment

***b. Power plant, equvilanet, the Heart of a ship, if pilot is brain. Power Plant is the heart, it is damn critical for a ship. If budget allowed, maximize it, it worth for your every dollar spent.

**c. Power spinner, means how good the ship manuver is, the reaction time. Analogy, for a office lady, she turns and react quite slow(coz less exercise), but for an athelete, you expect he turns very quick. If budet allowed, use the highest standard. A ship with thrust of 6, but with spinner 2 means he need to use 2 mov to make a turn. It is the crucial factor to say whether this ship is a figher or gunner.

**d. Drive, the speed of your ship, need less to say, higher the better.

Well, weapon, shield, armor is just all plain fact.

Spoiler, Warning!! neko will shot me for telling you the secret of building the ship. But As it is so important. I must confess acutally I am the creator of this rules (just kidding, neko do all the maths privately )

Piority
Normal People priority
Defensive: PowerPlant >Drive >Shield,Armor > Weapon> Spinner
Agressive
PowerPlant >Drive > Weapon> Shield,Armor>Spinner
Speeder
PowerPlant >Drive > Spinner >Weapon> Shield,Armor

But Actually, there is only one Winning Piority for the current system (an average fighter) (1 vs 1) (team play is another story, you will have a range of combination. Zwz requires much much higher team work then Blue Max)

PowerPlant >>>Drive, Spinner >>>Weapon,Shield,Armor

PowerPlant is god damn important that you need the highest standard no matter what cost.

Drive and spinner is for your Personal preference.

Weapon, shield and armor actually is not quite important for the following reason.

1. You will have a min. at least. You will have armor, and shield of some class. You can't have a plane with no armor and shield (at least for the basic version, I don't gurantee if it will implement in the 1.023 RC2 version

2. At least you got a Main weapon (missle is exception, it is only a sub-weapon), you can fight. Though there is 3 slot, but you don't need to fill that up.

for a 1 thrust heavy metal(just like a bristol), you won't survived long if u don't get some guards (light fighter )

A light figher/submarine can fight alone, but never a battle ship or carrier. Hope u know wht I mean.

Basic understanding.
1. Avoid 4-hex-weapon, if budget allows, 1 6 hex weapon >> 2 or even 3 4-hex-weapon. Only if you have so much money to spend and slot is allowed, forget it.

2. In choosing weapon, Range >>>>>>>>>>>> Damage. Don't trust the extra damage deal with short distance killer. For a fast-light-6-hex-ranged-fighter. You never have chance to approach it. Imagine it is a snipe or SS III/IV in BlueMax turns, or Mosquito with long range attack in the Nature, An elephant thought to himself that his skin might thick enough to fight agianst an mosquito, but now the needle of mosquito is 10 m long..... You know what I mean.

Okay, stop bs, test it yourself. buddy.

Anyway,

Enjoy flying, no matter in 1917 or 2407

Parker aka imdog




The next question comes to you mind is ... wtf are u talking?

yrrah

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Zwz: How about energy distribution optionss?

Message 75, 4878d 23h ago.
How about options to transfer energy from weapon systems to shields etc. Options to switch off weapons to conserve energy and get a higher trust.
Lasers could for instance have a shorter range with less energy etc. etc.

yrrah

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Bug: missile explosions show up three times on the map.

Message 77, 4878d 22h ago.
Look at http://www.takeaplay.net/zwz_browse_game.php?game_id=87.

The missile explosion shows up three times.
I'd expected it to explode only once on my enemy!

yrrah

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Ended games disappear

Message 78, 4878d 22h ago.
If I am the last too move I would prefer to see the result of that move, also if the game ended by this last move or If I was eliminated. Currently the game just disappears.

Also a list of games that ended since my last login would be nice. Not just the list of ALL finished games I've played, but just the games that I didn't see the result of yet.
The list could be shown on the Running games page.

Hollander


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Could the map Auto centre on a selected ship?

Message 92, 4878d 2h ago.
The subject header says it all

Hollander


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Scoring system?

Message 95, 4878d 1h ago.
And another could there be a...
points score in the game. Based on damage caused perhaps?

neko

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new feature: scrollto

Message 96, 4878d 1h ago.
Added a ScrollTo function in ZwZ: clicking on a fighter the map is centred on it.

thanks to Hollander for inspiration

Gugliandalf

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ZwZ bug?

Message 99, 4877d 22h ago.
Something wrong in zwz game #20: sabelkatten fired at me at distance 7!

neko

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testing html

Message 104, 4877d 21h ago.

neko

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ZwZ new feature: fighters retire in arena

Message 108, 4877d 1h ago.
now fighters can retire in the arena: they do so as soon as they exit the second asteroid ring (if they make it alive)

unfortunately, retired fighters will be marked with an explosion until I have a different gif

the fighter sheet, however, will mark the fighter as retired "(ret)"

kindalas

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Zwz game 99

Message 111, 4876d 1h ago.
For some reason I can't submit my turn in game 99. I've never had this problem before, so I don't know how to fix it

ivanhawk

is mushroom cloud layin' motherfucker

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This time it's for real

Message 116, 4875d 23h ago.
OK, this time it's for real.
Don't expect many moves by me for the next week. I'll be enjoying my long-earned holidays!
See y'all when I'm back!
CIAO

ivanhawk

Elvesgod


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Firing Arc and weapons

Message 120, 4875d 9h ago.
Excuse me for my poor english, i'll try to explain me in the better way i can...

What about the option of weapon position = fire arc?

this is the 60 fire arc |/ . weapon 1 can fire , weapon 2 is | and weapon 3 is /
So you can only fire one weapon at once , but 3 weapons give you a full 60 arc..
And missiles are not count against the number of weapon but you can simply have max 3 of them..

neko

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--==## weapons and shields changes ##==--

Message 127, 4874d 2h ago.
changes have been made to weapons and shields:

1) introduced value 70 shields. very powerful item.
2) shields now regenerate only 1/20 of their value per turn
3) qgp now deal 100% extra damage to shields (was 50%), lb deal 50% extra damage (was 25%)

I know (3) sounds excessive, but I've done a few computations and it seems pretty reasonable.

let's playtest this a bit, more changes to come...

Sabelkatten


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AoW suggestion

Message 131, 4873d 18h ago.
Can the message adressing be changed so that the default is not to send to anyone? I've been close to send confidential info to all players by mistake several times!

Hollander


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To all my opponents.

Message 135, 4873d 6h ago.
As off tomorrow I'm offline for about one week.
So finish the game tonight, kick me or be patient.
Thanks

imdog

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Suggestion on Game system

Message 140, 4867d 18h ago.
To Neko,

Current the game system is under a lot of change. I suggest not to change the core too often as its makes player very confusing. Seperate it into two one is the original / other one is beta testing or something else.

Just my two cents

P.

ivanhawk

is mushroom cloud layin' motherfucker

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Problem with colors

Message 144, 4863d 12h ago.
In ZWZ during the ship creation phase, if you use Killer stylesheet (like I do), there is no way to see the link telling to buid an alien craft instead of a humen one...
And by the way: move the smileys here on the right side of the message creation vindiw!
CIAO

ivanhawk

neko

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ZwZ components fine tuning

Message 146, 4863d ago.
After some complaints & remarks about the fact that weapons were not balanced, and since I knew I had to do it sooner or later anyway, I did a lot of fine tuning of all ZwZ construction components.

Now there's should be a greater variety in fighter construction styles.

And remember: by building better and better fighters the prices will slowly adjust to their optimal values!

Elvesgod


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Missile Bug

Message 148, 4862d 7h ago.
In game 135
http://www.takeaplay.net/zwz_browse_game.php?game_id=135

Missile didn't collide with asteroid 12

neko

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Increased AI in target choice routine

Message 152, 4862d 1h ago.
So far, the system chose which fighter you shot at (if you had more than one in line of sight) by simply taking the nearest one. This is particularly bad if you are using QGP guns.

Now the system evaluates the target's "attack value" (AV) and chooses the best target among the possible ones. The current AV routine does NOT take into account the target's shields, armour or damage already sustained.

The target's characteristics will be taken into account at some time in the future, you will probably have also some control over who you would like to shoot at. Consider e.g. the case in which you could deal a lot of damage to an undamaged fighter, or not so much damage to a badly damaged fighter (with a higher probability of destroying it): you will have some control over whom you should shoot at.

Needless to say, this new feature allows for some drastic changes in the current "advanced mode".

Stay tuned

neko

Elvesgod


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Missile Bug (again)

Message 153, 4860d 9h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=144

Why my missile is going down?

Elvesgod


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Fire IA bug

Message 155, 4860d 4h ago.
why didn't i fire

http://www.takeaplay.net/zwz_browse_game.php?game_id=136

neko

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ZwZ transparency

Message 157, 4859d 21h ago.
I just replaced the size of fighters gifs with a transparency effect. Transparent: end of move.

Do you prefer it like this (and can you see it on your browser?)

neko

Gugliandalf

is Fire wizard

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For Noeltje: ZWZ game #88

Message 158, 4858d 11h ago.
Is there any hope that you wil turn and head for centre of map in the future?

For sure, I'm NOT going to run after you, so what? Are you aiming for an overflow or what? :)

I'm waiting for you in asteroids fields, hope to see you soon there. Please let me know if there is something (apart from chasing) that I can do to ease your comeback.

imdog

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Is automove disabled?

Message 159, 4858d 6h ago.
just as title, as I have games hold more than 23 days already. :)

Gugliandalf

is Fire wizard

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About "no new games" rule

Message 160, 4858d 5h ago.
I AoW game #19, I'm waiting for replies from other players before moving.

Halas, all other players must be on holiday, or waiting like me, so <b>nobody</b> moved in the last 24+ hours.

Is there a way to override that rule in such peculiar cases?

TIA, and compliments, go on, etc etc etc ;)

neko

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holiday mode and priority list proposal

Message 162, 4858d 4h ago.
I think this could work with much shorter automove times, something in the range of 7-15 days. There would have to be a priority list:

----

(i) complete BOOKED position

(ii) move in "high priority" games (>24h ones, automoving ones)

(iii) exit "holiday mode".

(iv) move in "average priority" games; join/create games

(v) move in "low priority" games (those in which you have chosen the "at deadline" tag). The "at deadline" tag would be an option for AoW to submit a move but give permission to the system to run the game only after the deadline has expired, without entering automove mode. This is for when you are waiting for replies but want to be able to join new games.

(vi) enter "holiday" mode (prevents automove)

----

You can only take one of the above actions if you have no higher-priority actions due (no smaller numbers due). A few examples

(a) if you have joined a ZwZ game but not built your fighter yet, you cannot do anything (BOOK position).

(b) You cannot join/create games if you have "high priority" games in your list. This is already operative.

(c) you can enter "holiday mode" only if you have moved in all of your games (that is, you cannot go on holiday if you have an "at deadline" tag). While on holiday mode, you can move only in "high priority" games: that is, no "normal" game activity; in addition, you will not be able to join/create games (this is to prevent abuse of holiday mode). To "exit holiday mode" you will have to move in all of the "high priority" games first (again, to prevent abuse).

Can anyone see room for abuse here? The worst case I can imagine is a systematical use of the "orders at deadline" tag. This could slow the games down to a crawl. But I guess that the other players would then gang up on the abuser and deal with him/her very fast...

opinions?

I am NOT AT ALL convinced of the "at deadline tag".

Gugliandalf

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[ZWZ] Question on missile lock

Message 166, 4856d 4h ago.
Take a look at ZWZ game #147 (http://www.takeaplay.net/zwz_browse_game.php?game_id=147)

#401 locks on 5
#571 locks on 6 (both correct, I guess)

Missile #541 (Elvesgod) locks on 1
Why didn't it lock on 3? It was closer too.

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Battle Log

Message 167, 4856d 3h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=147

i can't view full battle logs , because they are too long..

neko

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--==## custom ZWZ hex size ##==--

Message 182, 4854d 2h ago.
New feature: you can choose your preferred ZwZ hex size by clicking on "My profile", upper-right corner

:)

neko

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Immobile Ship

Message 184, 4850d 11h ago.
in game 181 i built a ship with speed -1
it's a bug , 'cause it couldn't be possible to build a negative speed ship

;)

oh..and don't delete the game.. i want to see if i can win :D (and if there are other bugs)

Elvesgod


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Missiles

Message 192, 4850d 4h ago.
What about different types of missiles?

i propose antimissiles (you fire them , they lock only on missiles , the move before them , but they move only 3 or 4 or maybe turning costs 2 for them..)

and "pushing" missiles.. they do less damage , but on impact they push their target 1 or 2 away..

neko

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New ZwZ feature: formation starting positions.

Message 194, 4850d ago.
That's just what it says: the teams start out separated and in formation.

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Battleship's type

Message 197, 4849d 11h ago.
Now that we have flying formations , what about different battleship's classes? So, more points or other weapons/armors options.. so we can do some beautiful campaigns against between space empires ecc ecc..

neko

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Missiles-only design?

Message 200, 4849d 1h ago.
The missiles-only design turns out to be better than expected sometimes:

http://www.takeaplay.net/zwz_browse_game.php?game_id=182

My fighter had three missiles. Elvesgod's one had 70 shields and 120 armour: I could yield a maximum of 90 damage, so it seemed like I had no way to win. But then I almost destroyed the fighter's thrusters, so Elves went against an asteroid and was destroyed.

It did take a bit of luck, but I think missiles are underestimated these days (looking at the prices, at least!)

I am testing another missiles-only design in the new 5vs5 game

http://www.takeaplay.net/zwz_browse_game.php?game_id=164

we'll see what happens

opinions?

ivanhawk

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BUG in zwz game 198

Message 206, 4846d 11h ago.
Where the hell is my ship?

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Fast Game & BUG

Message 210, 4846d 6h ago.
in game 194 (a 1 round game)

Turn 1 run on 2005-09-09 15:31:35,that is 13s ago.
fighter 1 (Elvesgod) aims at fighter 2 (sven3012) at distance 2, AV 106, h 11:
ofc 4/70 chance: 50%, dice: 92, damage: 0
ofc 4/70 chance: 50%, dice: 39, damage: 42
ofc 4/70 chance: 50%, dice: 50, damage: 0
fighter 2 (sven3012) aims at fighter 1 (Elvesgod) at distance 2, AV 106, h 1:
ofc 4/70 chance: 50%, dice: 41, damage: 42
ofc 4/70 chance: 50%, dice: 92, damage: 0
ofc 4/70 chance: 50%, dice: 11, damage: 42
fighter 1 (Elvesgod) IMPLODED!!!

Why didn't i hit.. 50% , dice 50....
ofc 4/70 chance: 50%, dice: 50, damage: 0

neko

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--==## AoW interface new feature ##==--

Message 212, 4845d 9h ago.
I've decided to improve a bit the AoW interface. Now if you click on a territory you own, the corresponding field in the form will be highlighted.

Remember that you can use your keyboard to navigate forms!

More features to come...

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Bug?

Message 213, 4843d 9h ago.
Why the missile exploded? if you move on the hex border , you don't move in the hex , am i wrong?

http://www.takeaplay.net/zwz_browse_game.php?game_id=217

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Game 225 didn't started

Message 216, 4841d 9h ago.
the game is full, but it didn't started..

neko

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New interface feature

Message 218, 4841d 4h ago.
Now the page which is inconsistently called "inside page", "running games page" or "active games page" has a variable title telling you how many games you have in which in you hve to move (if any).

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bug QGP

Message 219, 4840d 9h ago.
Why Qgp150 has max damage 142? :P

neko

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missile naming controversy

Message 227, 4840d 7h ago.
I just fixed a bug concerning missiles naming. All running games will be adversely affected, but only in their battle log: essentially, missile ownership is messed up. There's a slim chance of some games being adversely affected (stuck), but I don't think any will.

Please report any serious bug (that is, disregarding old missiles owner names).

sven3012

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AoW bug - Game is ended, but still in my running games list

Message 231, 4839d 2h ago.
http://www.takeaplay.net/sup_browse_game.php?game_id=222

mjolnir

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AOW messaging-

Message 233, 4835d 3h ago.
The default message recipient in AOW is "Yourself" and because I'm a moron I keep sending messages to myself. Would it be possible to change the default recipient to "Public"? Besides, that way people's double-dealings might become public on accident. That would be fun.

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Firing bug

Message 241, 4831d 7h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=98

Why didn't i shot ?
Ok , there is an asteroid , but it is out of my firing area..

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too much games?

Message 246, 4829d 21h ago.
I can't see the games page.. it's because i created too many games? __

neko

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fighter retirement deadline: September, 30th

Message 251, 4827d 4h ago.
The deadline for fighter retirement rules implementation is set to

-=# SEPTEMBER, 30th #=-

please make sure your fighters are inside the boundaries or at least have a speed pointing towards the centre of the map by Friday!

Elvesgod


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New Interface

Message 252, 4825d 11h ago.
I don't like it... i can't have all the stats on the screen (and i have 1024*768) so i must scroll down-up-down-up.. i'm going to suffer of sea-sicknees soon

oh.. and in this page (insert thread) i see the emoticons very down ... the page is splitted in two..
i have IE 6.0 , with win2000 professional..

neko

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ZwZ new features thread

Message 261, 4822d 22h ago.
I will list the new featured in this topic from now on

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Shields Bug

Message 263, 4822d 9h ago.
My Shields are not regenerating

http://www.takeaplay.net/zwz_browse_game.php?game_id=98

Elvesgod


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Fire

Message 269, 4820d 9h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=300

I didn't fired... so please , write in rules that ships block fire..

Elvesgod


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If It Don't Kill You, It Just Makes You Stronger

Message 275, 4815d 10h ago.
I have compleated 97 games , (more than double of neko) and i'm the worst player in stats page __

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Collision Bug

Message 280, 4814d 8h ago.
Game 331

Turn 19 run on 2005-10-11 12:05:50,that is 47m 38s ago.
Fighter 2 (Elvesgod) collided on asteroid 9, damage -1


My hit points went up by 1 point (40 to 41)...

Elvesgod


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Game 346

Message 288, 4812d 9h ago.
fighter 1 (teoavo75) IMPLODED!!! 1 killers: Elvesgod (+17 points),
fighter 2 (Elvesgod) IMPLODED!!! 1 killers: teoavo75 (+23 points),
teoavo75: 5.9711794630243 points
Elvesgod: -5.9711794630243 points


Why did i lose points?

sven3012

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Player Stats

Message 292, 4811d 7h ago.
Would it be possible to include some basic stats on players, such as total number of wins and percentage of wins?

For example player X has played 20 Zwz games and won 5, played 10 AoW and won 1 and played 5 RPS winning 3, so his stats may say something like:

Player X
P W %
ZwZ 20 5 (25%)
AoW 10 1 (10%)
RPS 5 3 (60%)

sven3012

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AoW Interface

Message 293, 4811d 7h ago.
A small improvement to AoW interface would be to allow players to scroll the list of countries/moves on the right of the screen, with the map staying where it is...

Sorry Neko! I know you like a challenge!

sven3012

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Thoughts on ZwZ tactics...

Message 294, 4811d 6h ago.
Every player will always have different views on tactics. This is what makes the game good. It is probably just luck, but as I've climbed to the top of the stats pile, I thought I would share my ideas...

1) I believe in using a full compliment of weapons. We have been blessed with 3 gun pods, so use them. It doesn't matter how strong the ship in front of you is, if it takes a hit from 2 or 3 barrels it will pop!

2) In an Arena game, range is the most important factor. If they've got range 4 and you have range 6, a few spins around the central rock should get you a win...
-ALWAYS have power spinners in an arena, I'll let you argue with that after you've lost some thrust and only have light spinners...

3) In an asteroid field, you can use light spinners and a little extra thrust. There is more space to avoid collisions so tight turns are not so important.
-NEVER fire off missiles amongst an asteroid cluster, or if the opponent is more than about 8 hex away. They'll never reach their target.

4)Heavy armour is more effective than big shields. Armour ranges from 50 to 140, shields have a small absorption range (40% to 70% I think). If you look at the rate the prices increase in the armour and shield lists - shields waste money.

5)A well placed early missile strike works wonders. If you get it right, your opponent loses thrust and armour making him an easier target. After a good missile strike, a light fighter becomes a sitting duck.

6)You don't always have to move/change course...

Feedback welcomed

Sven/Steve

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Thoughts on AoW tactics...

Message 300, 4811d 2h ago.
These are only my thoughts and the way I currently play. There are players here who are beating me regularly who may disagree with some of my strategy, so hopefully they will add their thoughts, but generally this seems to be a successful strategy. Please feel free to correct or add to this if you think I may be misleading or inaccurate

1) In any game that starts with 1 territory each - your first aim has to be to spread carefully and quickly. You need protected 3pop territories as soon as possible...

-If you start immediately next to an opponent you can take your pick:
a]Attack him with everything you've got right from the start
or
b]Move to a territory next to yours, but not next to his, with ONE army, then attack him full force next turn whilst starting to spread from the single new territory

Both seem to be equally successful, but choosing c]none of the above, you WILL lose.


2) Intrigue is the key.

a]It is very important to make good alliances as EARLY as possible. If you leave it too late, players will already have allies and objectives and may not respond favourably... There are 2 good reasons for this:

i}It is easier to wage war against 1 opponent, knowing your other borders are secure, than against multiple players on many fronts (hopefully you'd already figured this...)

ii}If you are the weekest nation you will die very quickly without friends, if you are the strongest, everyone will want to cut you back down to size unless you can persuade them to join you...

b]Do not be afraid of changing sides if your alliance is not working. Sometimes it is better to accept it has failed and try to arrange another treaty BEFORE breaking off the old one.

* A note on etiquette: Be careful when doing this - it is often better to provide a few turns notice to the player you are abandoning. An imediate betrayal without warning will have great tactical benefit, but although each war should be separate, you will play the same players again and they will remember any foul play...


3)Try to keep your troops moving even in protected (non frontier) territories, a good supply chain to the right areas will help when things get rough (which they will!).


4) Try to be aware of other players movements. Troop movement in the safe territories of your enemy can sometimes reveal their intentions before they act.


5)Attack!

a]When attacking other territories, there does not seem to be much benefit in attacking from multiple directions. If possible try to build troops before attacks and attack from ONE territory. (In desperate times you may have to just gamble and go with what you have, but it is not ideal).
Don't be afraid to break this rule in certain situations where you feel it will help you. e.g. attacking South Africa from East Africa, Madagascar and Central Africa at the same time, will gather all your troops for an assualt on Argentina the very next turn...

b]Your chances of winning a fight grow the more armies you use up to about 9 to 12 armies - at this point, piling on more troops doesn't seem to have as much benefit. So it would seem that you should use as many armies as you possibly can, but if you have doubts about winning the fight or can be attacked from elsewhere at the same time, aim for 9-12 armies in the assualt leaving a good defence force behind.

See you on the battlefield

Sven/Steve

neko

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On AoW goals: drawing, surviving, sparing

Message 302, 4811d 1h ago.
I would like to hear your opinions:

<b>drawing</b> I personally consider a two-way draw an excellent outcome in a seven-players game! What do you thinh?

<b>surviving</b> do you care about survival? do you consider it an acceptable secondary goal to survive?

<b>sparing</b> do you take it seriously when other players surrender? that is: do you try to spare them if you can?

neko

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new topic layout

Message 307, 4811d ago.

neko

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Missile's AI programme

Message 325, 4810d 9h ago.
I have made the missiles' AI programme public, hoping this will improve your enjoyment of the game (and removing one big advantage I had over all of you, infact >:(). You can find it in the standard rules section.

Elvesgod


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Big big bug

Message 328, 4809d 8h ago.
game 348

fighter 2 (teoavo75) chooses fighter 4 (Sabelkatten) at distance 5. (AV: 0.9)
HMS: +40(skill) -45(MP) +38(roll) = 33: shoots once.
lb 6/100 chance: 30%, dice: 13, miss.


chance 30%, dice 13.. miss?

i think it counted tthe +38(roll) and not the 13

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Don't understand

Message 330, 4808d 10h ago.
i'm sorry , but i'm really realy stupid and there are things i don't understand...

Turn 16 run on 2005-10-17 10:32:22,that is 21m 56s ago.
Fighter collisions on asteroids:
Missiles: seek and destroy!
Missile 501 (Sabelkatten) failed lock-on. Move: RR.
Fighters shoot
Fighters and missiles: retire, explode, self-destruct, lock-on
Missile 501 out of map bounds with speed directed away from the boundary. SELF-DESTRUCTS!
Missile 501 (Sabelkatten) locks on fighter 3 (Elvesgod) at distance 38.
Rating changes


The missile is locked or is destroyed?

neko

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Furball Mode Killed the Radio Stars

Message 337, 4804d 23h ago.
I say: during the first turn, do NOT move and listen to the darn radio.

I say: if the team has a lot of fighters (3-5), let the slower, most heavily armed one stay in the centre of the formation and cover its wings Its pilot will have to decide the formation's moves, the other fighters should try to match his speed and direction.

I say: if the team has some fighters who have a lot of missiles, let them stay in the forward positions and never outrun them, so they can freely let go their missiles

I say: *only* if the enemy team has lots of missiles...

FURBALL MODE ON

neko

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AOW bug!

Message 340, 4800d 23h ago.
Game 413.

One defender isn't listed (Denmark, neutral).

3 troops that should have bounced from an attack advanced into oblivion. That is, they disappeared. There should have been 3 troops left in Italy.

neko

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Holiday mode implemented

Message 343, 4799d 22h ago.
I have just implemented a holiday mode. You can enter holiday mode and be immune from automove for some time. Currently you can be on holiday for up to 45 days, but I might change this.

On November, 10 automove time will be shortened to 15days.

neko

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Bug: no shot for me?

Message 344, 4798d 5h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=422

Why didn't i shot?

sven3012

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Announcement: Brutal Sevens League Tournament

Message 353, 4798d 2h ago.
SIGN UP! As soon as I have seven replies we start.

OK. I've decided to treat games 1 to 4 as a trial run and now that I am happy with the format, I will start the league with a new game 1.

Each game will be 7 players, 7 territories, NO intrigue - feel free to chat, but intrigue suggestions and diplomacy will result in NO POINTS for that player.

The first league will run over a total of 7 games with points awarded as follows:

Outright winner = 7 points.

In the unlikely event of a draw, the 7 points will be split between the drawing players (rounding down any difference so as to never exceed the 7 points, i.e. 2 way draw is 3 points each)

Any remaining survivors will be allocated 1 point for their valiant efforts.

If you die, you get nothing.

I will then update the table after each game finishes and publish the league table before starting a new game straight after.

At the end of the tournament the top 3 players will be ranked by me as:

3rd = Count
2nd = Duke
1st = King

If there is a tie for any of these titles, there will be a play off game on a Tiny Europe map, no intrigue, helpless neutrals.

If the tournament is popular and continues, then 3 tournament wins = EMPEROR.

Disclaimer:
I will never remove your rank, once you have it, it's yours for life.
I am Judge. As such I am already Emperor, any player reaching Emperor status can question my decisions, otherwise, my decision is final and no debate will be entered into.


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zwz game 429 - no shot for me (wispy)

Message 358, 4797d 15h ago.
I am lined up but hte battle log doesn't show a shot for me...
In chat it said that you were looking into it..

I only saw elvesgod's no shot for me...

I am waiting for your decision to processed in game 429

Thanks

Wispy

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BUG: AoW game 293

Message 365, 4797d 2h ago.
Neko: Some of the emoticons in AoW are not working properly - "make peace not war"...

sven3012

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Brutal Sevens

Message 381, 4794d ago.
[BOLD]Complete rules[/BOLD]

-Each game will be 7 players, 7 territories, NO intrigue.
The league will run over a total of 7 games with points awarded as follows:

-Outright winner = 7 points.

-In the event of a draw, the 7 points will be split between the drawing players (rounding down any difference so as to never exceed the 7 points, i.e. 2 way draw is 3 points each)
Any remaining survivors will be allocated 1 point for their valiant efforts.

-If you die, you get nothing.

-No Intrigue

-Feel free to chat, but intrigue suggestions and diplomacy will result in NO POINTS for that player. Any tactical discussion at all on the game chat board = NIL POINTS for that person even if that person wins...

-If it is repeated or blatant, then I may even award their points to the victim of their plotting

If there are 7 consecutive turns with no breakthrough (no new territories won), a draw will be declared for all surviving players...

I will then update the table after each game finishes and publish the league table before starting a new game straight after.

At the end of the tournament the top 3 players will be ranked by me as:

3rd = Count
2nd = Duke
1st = King

If there is a tie for any of these titles, there will be a play off game on a Tiny Europe map, no intrigue, helpless neutrals.

If the tournament is popular and continues, then 3 tournament wins = EMPEROR.

Disclaimer:
I will never remove your rank, once you have it, it's yours for life.
I am Judge. As such I am already Emperor, any player reaching Emperor status can question my decisions, otherwise, my decision is final and no debate will be entered into.

sven3012

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AoW bug...

Message 383, 4793d 1h ago.
http://www.takeaplay.net/sup_browse_game.php?game_id=443

Only 2 players remain, both have proposed a draw, yet the game continues...

neko

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Improving the games' interfaces: new and better arrows!

Message 385, 4793d ago.
<b>New Art of War Interface!</b>

Now arrows display each of your territories' orders. The arrows are still not as nice as they could possibly be, and they are too small at times: this will be improved soon.

The next step is: arrows displaying the last turn's orders!

<b>Void patrol interface cleanup</b>

Some performance improvements in the Void Patrol game page these days. In addition, now the actual trajectory (the grey arrow) is displayed a bit more exactly (previously it was very slightly off-course). More to come in the next days, but mostly performance (page weight) improvements.

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Thanks Webmaster for AOW improvement

Message 389, 4791d 11h ago.
The AOW interface, now is teriffic. When I use FireFox I can play more on this now!!

P.

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ZwZ All around!

Message 392, 4791d 9h ago.
Hi neko! I noticed that there are many places were it appeares the name ZwZ instead of VP So i decided to start my first topic to bother you!
Teo

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webmaster exile

Message 402, 4789d 7h ago.
hi all, for a few days I shall have little internet access. I might have the time to make a few moves though, and see how the site works on a 56k.

I hope everything runs smoothly, as it should.

bye,

neko

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VP budget

Message 404, 4785d 2h ago.
Two questions:

-Will we get the option to set a different ship cost in VP soon? And maybe a team budget?

-The cost of missiles in advanced games seems to be rather extreme... Is the same system used to determine the price for all weapon systems? That will skew the price of missiles as there is only one system of that type, compared to 12 different beam weapons.

neko

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Planning new VP features

Message 406, 4785d ago.
In reply to a question from Sabelkatten

More options in VP scenario creation is probably the next step. Currently my work is a hell though, so you won't see anything new on this before a couple of weeks, maybe more.

I'm using the little extra time I have right now to *think* of the possible future developments in VP because the scenario creation interface will settle possibilities and IMpossibilities for some time, so I better think well before doing anything. <i> This means it's an excellent moment right now to make proposals, if you have any. </i>

In particular, I would like to hear your opinions on:
1) Do you like the current advanced rules modifiers on shooting? I'm planning to make them hold in simple and standard rules too.
2) Should I make the straight-line 0/8/150 weapons available in standard rules?

One possibility I'm considering is allegiance (team/alien/anything) rating, analogously to player rating, but with the difference that each culture sees its budget increased/decreased depending on its performance in actual gameplay to balance the different cultures "perfectly". This would also allow for different fighter <b>classes</b> to be always kept balanced; I'm skipping the details right now, but scenario creation would work like this: if a heavy fighter is worth 4 light fighters,

1) You can create a "for stats" game with 1 heavy and 4 light fighters (or 1light+1heavy vs and 5 light...).

2) You can create "unblanced" scenarios, but they will not be considered for stats.

3) When you are flying a heavy fighter, you will gain less rating points for killing a light fighter and yield more points for being shot down, to compensate for the odds.

Thank you all for playing on this site!

neko

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VP: New option idea

Message 415, 4784d 6h ago.
Any chance the Asteroids will get thier own movement from turn to turn? (Could use the Auto-move 12h feature from the ships) Asteroids could gain or lose momentum from bouncing off other Asteroids and raking up damage from the impacts:
velocity x 10 damage for head-on (reduction to 50% velocity), velocity x 6 damage for 60 degree bounce (reduction to 60% velocity) , velocity x 3 damage for 120 degree bounce (reduction to 70% velocity) and velocity x 1 damage for 180 degree bounce (addition of 10% velocity)

If this was only called after the collision event was detected, there wouldn't be much more memory used computing them. (Except for thier current placement, vector and damage) If you used the "Dust Threshold" in your damage scores, further "collision calls would just result in thier dispersal and removal from the playing field.

Just some ideas...

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Sevens progress

Message 416, 4783d 5h ago.
Game 1 is well under way and we have a couple of deaths already...

http://www.takeaplay.net/sup_browse_game.php?game_id=501

Champace and Ivanhawk have fallen and things are not looking good for Neko or sven.

neko

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VP: helmet mounted sights rules become official

Message 418, 4780d 5h ago.
Helmet-mounted-sights rules (modifiers on to-hit probability related to movement) are now active in all games: simple, standard and advanced.

Have a look at the simple rules for more info.

teoavo75

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AoW suggestions

Message 420, 4779d ago.
Is it possible to vary the populations of the various countries in the big AoW map? As it is the medium one...
For example making it proportional(one pop every two nations for example) to the number of bordering nations...
In my opinion this could make the game a little more balanced and less dependant on the starting position...

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Missile Firing

Message 427, 4773d 1h ago.
Neko, is there any way the missile code can be adjusted slightly?

I ask because of the following situation that arrises quite often:

Travelling forward, I fire a missile. I do not change course or use thrusters at all in the following turn. The target is directly ahead of me.

When my missile is fired it appears 1 hex in front of me, travelling 1 hex faster than me... yet it hits me, when I am behind it, travelling in the same direction as it and slower than it... Physically impossible and very very frustrating.

neko

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test

Message 434, 4772d 19h ago.
let's

if
this "works"
doesn't it?

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VP retirement

Message 445, 4771d 5h ago.
There is no point loss when a fighter retires from the arena or from the wrong side of an open map. Shouldn't there be?

neko

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AoW stats

Message 460, 4767d ago.
We got stats!

Hope you like how they work

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AoW Game 653

Message 463, 4762d 2h ago.
Neko, please, can you please throw me out of that game and put Champace in my place.
I forgot (or whatever) to change an order and I killed him,even if we ha an agreement...
CIAO

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Idea for VP

Message 468, 4758d 21h ago.
Is it possible to have the player setting up a game choose maximum limits on fighter design?

So you could set up a game with a maximum price, or a maximum number of guns, or a limit to how much armour?

This is not saying the current system is wrong (No, I love it), but just an idea to add variety, fun and an extra challenge.

Keep up the good work Neko!

neko

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AoW victory criterion changed

Message 471, 4755d 5h ago.
Now a player having 67% of the territories is declared the winner immediately.

I think it makes much more sense this way.

neko

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Brutal Sevens Game 3

Message 472, 4754d 18h ago.
Game 2 was a slow moving cautious game, but game 3 came to life with agression from all sides.

First to fall was ChandlerB at the end of only the 2nd turn and by turn 5 sven3012 was looking strong. This soon changed as Teoavo75 fell at the end of turn 5, followed by Neko in turn 8, leaving Mjolnir in a very strong position.

Only Mjolnir knows where it went wrong, but at the end of turn 13 he was gone and Champace looked like walking away with the win. throbmaster had been quietly building his strength and when sven3012 fell in turn 16, throbmaster took another win with Champace grabbing a point for survival.

Placement) Name Played(Won/Drawn/Survived/Died)Points

game 3:

1)throbmaster 1(1/0/0/0) 7
2)Champace 1(0/0/1/0) 1
3)sven3012 1(0/0/0/1) 0
4)Mjolnir 1(0/0/0/1) 0
5)Neko 1(0/0/0/1) 0
6)Teoavo75 1(0/0/0/1) 0
7)ChandlerB 1(0/0/0/1) 0

Current standing, after game 3:


1)throbmaster 3(2/1/0/0) 15
2)Champace 3(0/0/2/1) 2
3)sven3012 3(0/1/0/2) 1
4)Neko 3(0/1/0/2) 1
5)Teoavo75 3(0/1/0/2) 1
6)Emerych 1(0/1/0/0) 1
7)Ivanhawk 2(0/0/0/2) 0
8)Mjolnir 2(0/0/0/2) 0
9)ChandlerB 1 (0/0/0/1) 0

Let the battle continue... (game 4 = 741)




*[If you see any errors in my reporting, or the league tables, please let me know so that I can correct my records]

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BUG Fuel

Message 474, 4749d 10h ago.
Ok, i'm here again for a bug...

In game 737 i have thrust 4 , but 3/66 rounds of fuel.. when i try to do 2 turns , i can do the first but i can't do the second turn..
maybe it's because i have 3 fuel , but they are round , not points.. so there's a bug :P

neko

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AoW interface improvements

Message 478, 4748d 8h ago.
An orange preview arrow lets you see your current (unsubmitted) order.

The system now also checks that you don't try to deliver meaningless orders such as attack with no units, or do not attack with 7 units, which players had to check by themselves so far.

Hope you like this,

neko

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Ship Creation Page

Message 480, 4748d 2h ago.
In the Ship's Creation Page there is "(not implemented yet)" at the right of fuel... but fuel is already implemented ;)

neko

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New choosable item: propeller tank

Message 482, 4747d 19h ago.
Now you get to choose from 3 sizes of propeller tanks. These determine your fighter's autonomy.

sven3012

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Brutal Sevens Progress

Message 488, 4742d ago.
We're past the halfway mark in the first Brutal league as Game 4 has now finished. I think you'll agree that thanks to Neko and Ivanhawk behaving like old ladies and hitting each other with their handbags this was an entertaining game!

We were only 1 turn away from a 7 way draw as the first territory wasn't taken until the end of turn 7, when Neko died thanks to his fight with Ivanhawk. Sven3012 followed quietly the very next turn and Ivanhawk somehow made it to the end of turn 10.

By now the game was already decided, Teoavo75 held half of the map and when Champace died after turn 11, it was a easy finish for Teoavo75. Mjolnir and Emerych picked up a point each for survival, but with only 1 territory and 1 army at the end, Mjolnir has to count himself lucky to even get that!

Placement) Name Played(Won/Drawn/Survived/Died) Points

Scoring for game 4:

1)Teoavo75 1(1/0/0/0) 7
2)Emerych 1(0/0/1/0) 1
3)Mjolnir 1(0/0/1/0) 1
4)Champace 1(0/0/0/1) 0
5)Ivanhawk 1(0/0/0/1) 0
6)Sven3012 1(0/0/0/1) 0
7)Neko 1(0/0/0/1) 0

Current standing, after game 4:


1)Throbmaster 3(2/1/0/0) 15
2)Teoavo75 4(1/1/0/2) 8
3)Champace 4(0/0/2/2) 2
4)Emerych 2(0/1/1/0) 2
5)Neko 4(0/1/0/3) 1
6)Sven3012 4(0/1/0/3) 1
7)Mjolnir 3(0/0/1/2) 1
8)Ivanhawk 3(0/0/0/3) 0
9)ChandlerB 1 (0/0/0/1) 0

With 3 games to go, you'd have to put your money on Throbmaster or Teoavo to win, Anyone else would need to win ALL 3 remaining games!

Keep fighting! (Game 5 = Game 787)

*[If you see any errors in my reporting, or the league tables, please let me know so that I can correct my records]

ivanhawk

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Sorry guys!

Message 489, 4741d 10h ago.
Starting from tomorrow, I'll be out of town and probably won't be able to log on regularly till January 11th.
I'll be in holiday mode.
Sorry in advance for the games I'll be blocking and happy hlidays to everyone.
CIAO

ivanhawk

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Merry X'mas and Happy New Year

Message 490, 4738d 14h ago.
I like Aow Very much!!

neko

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Void Patrol changes: allegiance and stats

Message 492, 4736d 19h ago.
(1) Now you have more freedom choosing your allegiance:
- You can use "advanced" fighters in advanced games only (no change).
- You can use "terran" and "alien" fighters in all standard and advanced games.
- You can use "first" fighters in all games: advanced, standard and simple. Do you dare?

(2) The rating system has been simplified a bit. See the stats page for more info.

(3) In addition, the rating system has been changed. Now also the different fighter types are rated, and you will get more or less points, depending on your fighter.

I hope everything is working fine. Let me know any problems

neko

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Position BUG

Message 494, 4734d 20h ago.
My fighter and Unclesalty's are in the middle of 2 hex.. where am i? _

neko

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Void Patrol rule clarification

Message 498, 4730d 21h ago.
Hi, there's a rule I think ought to be clarified:

question:
what happens when I fire a missile in a hex that contains an asteroid and/or an enemy fighter?


answer:
it explodes, dealing 100 damage to any fighter in that hex.


This may be a useful tactic sometimes. If you think you know where a fighter will end up, you can be 100% certain that your missile will strike.

As far as I know, this has never happened so far

neko

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Missile bug

Message 518, 4728d 8h ago.
the "1" doesn't shot the missile in slot 1...

neko

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new VP idea from unclesalty

Message 526, 4727d 3h ago.
(16:49:41) unclesalty : hey neko. How about a cloaking device that lasts for one move?
(16:50:23) neko : how would it work?
(16:50:37) neko : enemies can't see you or enemies can't target you?
(16:55:34) unclesalty : they cant see you until your next turn
(16:56:06) unclesalty : and it could only be used once
(17:30:49) sven3012 : cool. I like the sound of that...
(17:45:47) neko : yeah it could be nice.
(17:46:04) neko : I'll add it in the proposals list, thanks

neko

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VP: inertial grenades

Message 534, 4725d 20h ago.
Inertial grenades are now available in advanced games. Have a look at the rules page.

neko

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VP tinysheet

Message 535, 4725d 8h ago.
in the VP game page a tinysheet now appears for each fighter, the entries are:

turn_cost/gmax/thrust (gunnery)
weapon1
weapon2
weapon3
points


weapons are followed by numbers: arc/range/damage or thrust/damage for BM (berserk missiles) or radius/damage for IG (inertial grenades). The arc is 0 for straight-line, 1 for 60-degrees.

e.g.

1/4/5 (4G)
lb1/6/100
BM 9/100
IG 2/200
-6pt


I think this can help

neko

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VP new features: pre-built fighters

Message 539, 4724d ago.
I have enabled pre-built fighters. You do not need to make any choices with a pre-built fighter: just click & play!

The first pre-built fighter is the arrowhead. It is available in all types of games, from simple up.

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New Game type: Bomb the base!

Message 540, 4723d 23h ago.
With the new Inertia bombs I got an idea for another game type: Bomb the base
At start each side gets one additional spacecraft,that craft has no no thust. just one (or more) lb's with an arc of 360 and a range of 6(?) Armor 80, shields 70.

Destroy the other teams base to win the game.

Is that a good idea?

neko

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Game 871: BOMB THE BASE!

Message 550, 4723d 20h ago.
From Hollander's proposal.

Not for stats.

Two teams.

Shoot the enemy base: stationary fighters with 360 degrees weapons. (Held by neko2 and neko3, default team colours).

If at the end of the game only one base survives, the team owning the base wins.

neko

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VP new feature: bursts

Message 551, 4723d 6h ago.
In advanced mode, now you can use bursts to change your fighter's speed but not its position.

Have a look at the rules, page, near the bottom.

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875 Locked BUG?

Message 570, 4721d 22h ago.
Neko,
I joined game 875 then selected a DIII, I changed my mind and DID not build the fighter.
Went back to running games and logged off. after all after 10min the slot would open again.
On return I found te game still locked I tried to join again and selected the DIII and "build" so as not to block the game. The game remains locked and I can't join.?

Is it a bug?

neko

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Webmaster holiday

Message 582, 4719d 10h ago.
not a real holiday though. Will have little to no internet access until Friday, 20.

Hope everything works fine.

neko

imdog

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TakeAplay will be my new homepage!

Message 586, 4717d 9h ago.
I will start it as my home page !

May I know who else of u does?

P.

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Are closed games permitted?

Message 587, 4713d 17h ago.
I'm wondering if closed games are permitted - as in I want to start a new game but invite specific friends of mine...Is there any way to do this?
Or is this frowned upon?

Elvesgod


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0 Range bug

Message 592, 4711d 17h ago.
in game game 875 , the fighters both shot at range 0

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Possible bug

Message 595, 4710d 4h ago.
VP game 899.

"Fighter 1 (Sabelkatten) aims at fighter 2 (Elvesgod). Dist: 3. HMS: +4-12 cols. (AV: 64)"

Elvesgod didn't thrust anywhere, and I only turned twice...?

neko

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VP: piloting skill, and HMS affects damage too

Message 602, 4706d 20h ago.
New feature in Void Patrol: piloting skill.

1) Now HMS modifier also applies to damage inflicted. For example, a bonus of 2 colums increases the damage you inflict from 40 to 48.

2) Every pilot has a piloting skill of 1,2,3

3) HMS to-hit modifier is given by:

- your gunnery (currently +3 to +5)
- minus two colums for every hex-side you turn
- minus one column for each hex the target trusts forward but only if the target's piloting skill is 2 or 3.

4) HMS damage modifier is given by:

- your gunnery (currently +3 to +5)
- minus two colums for every hex-side you turn
- minus one column for each hex the target trusts forward but only if the target's piloting skill is 3 (only).

neko

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On the "surrender option": opinions?

Message 603, 4704d 9h ago.
From the chatroom:

(10:21:53) Sabelkatten : One thing: Could you look at a way to surrender AND LEAVE an AoW game? The current surrender option leaves a lot to be desired...
(10:23:42) neko : ok
(10:24:03) neko : I used "surrender" merely as a diplomatic option
(10:24:47) neko : I might add a "give up" option: all your territories become neutral
(10:25:06) neko : I just hope players don't make a bad use of this option
(10:33:24) sven3012 : Maybe if you have chosen surrender, you could be automoved in that game?
(10:49:16) neko : I don't know
(10:50:04) neko : the original purpose of "surrender/propose draw/offer mercy" was to provide a general "diplomatic" dimension to the game
(10:50:47) neko : saying you are proposing a draw, for example, means you are willing to end the fight at a certain condition, otherwise you will fight
(10:51:49) neko : if the global equilibrium changes, I think you are free to change attitude.
(10:52:23) neko : For example, you might say you surrender, but if an enemy who says "offer mercy" is attacking you, you might want to retaliate
(10:53:07) neko : So it's ok with me if you want to add a separate, "give up" button, but I would make it distinct from the "diplomacy" options.
(10:53:38) neko : One last note: the current rating system awards you points for surviving against being eliminated
(10:55:02) neko: this is to give underdogs something to fight for
(10:55:20) neko: so this is one additional reason to leave the "I surrender" option as it is!

neko

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brand new zwz stats page!

Message 605, 4703d 8h ago.
Records for single games, and last month's variations!

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Void Patrol flash tutorial

Message 606, 4702d 9h ago.
I have just created a Void Patrol flash tutorial.

You can find it by clicking on "how to play" on the left.

The tutorial was inspired by YouPlay's VampiRing tutorial.

neko

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AoW new feature: odds evaluator

Message 607, 4702d 3h ago.
A small script evaluates the probabilities of delivering a certain damage with a given number of units in AoW.

The script just simulates 1000 attacks, and returns the frequencies associated with each outcome.

Disclaimer: the script operates client-side. That is, it is your computer that's carrying out the computations, not takeAplay's computer. So if you get weird results (and you definitely shouldn't...) it's your browser's fault

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GAme 921 Turn 2 Movement or fire bug?

Message 608, 4702d 1h ago.
Neko: Game 921. My ship imploded in turn 2. But how can it be? I move outside the 60 deg fire zone , yet my ship implodes on the starting positon is that a BUG ?

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Missiles and Arrow bug

Message 616, 4700d 2h ago.
(18:01:05) Sabelkatten: I'm blind! I can't see the difference between the colored and grey dotted arrow in VP!
(18:01:34) Elvesgod: bug in game 934
(18:02:09) Elvesgod: Sabel's missile did 100 damage
(18:02:16) Elvesgod: but it is a 150
(18:04:56) Elvesgod: oh, and mine did 100 damage too
(18:05:17) Elvesgod: oh..and sabel's thrusters are

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Programming: How to make another TakeAplay.net

Message 620, 4698d 21h ago.
Hi Neko,

I have read your post, actually I want to start my own site too. From your script, I have several question.

1. Site Hosting configuration.
Are u using dedicated machine or a shared server, is it windows based or Linux based? What is the server configuration? (in brief) and installed software? I am curious of your site functionality :)

2. Programming language.
Which version of PHP r u using and do u have special customization for 'gaming' functionality?
Could u told me more about AJAX? I am very interested of its function (as a demo of the discussion room on the front page)

3. Database.
May I know the DB design for VP and AOW? as I am quite familiar with DB (I had used MySQL, Access 2.0, 97, 2k, 2003, Sybase and SQL before :p) May be I can give u some comment on it.

regards

parker.

p.s. enclosed is the script u with elvesgod. I found it very technical ! I like it


(2:04:00) Elvesgod: i tryed to bring a friend in this site
(2:04:11) Elvesgod: but he has too much online games
(2:06:07) Elvesgod: and we are trying to develop an online game too =_=
(2:09:35) neko: really what game?
(2:10:54) Elvesgod: oh.. i don't know :P
(2:11:07) Elvesgod: we are thinking about it
(2:11:39) Elvesgod: maybe a textual turn based multiplayer game
(2:12:48) neko: a MUD?
(2:13:20) Elvesgod: uhm.. ops, sorry
(2:13:21) neko: I think there are plenty open-source MUD editors available
(2:13:31) neko: or are you starting from scratch?
(2:13:31) Elvesgod: not only textual ;)
(2:13:48) neko: browser-based?
(2:13:49) Elvesgod: a mud is pure text
(2:14:04) Elvesgod: yeah
(2:14:22) neko: Do you guys know some AJAX?
(2:14:44) neko: I'm starting to study something... it would be very useful for a site like these ones
(2:14:55) Elvesgod: AJAX? O_o
(2:15:45) Elvesgod: oh, no
(2:17:25) neko: I also learned of its existence only a couple of days ago
(2:17:43) neko: giacomino first talked to me about it
(2:18:00) neko: there's a fine article on the english wikipedia about it
(2:18:07) Elvesgod: me, 5 minutes ago
(2:18:14) neko: have you ever used gmail on the net?
(2:18:24) neko: that's AJAX
(2:19:11) neko: roughly, it removes the distinction between server-side and client side dynamical web pages
(2:19:48) neko: it's not a programming language in itself, just a set of functions to let javascript interact with the server
(2:20:27) Elvesgod: understand
(2:20:32) neko: this chatroom should have been made in AJAX-style
(2:20:42) neko: but instead it's done with hidden frames
(2:20:59) neko: which makes the code *disgusting*
(2:21:09) neko: are you planning to use PHP or ASP?
(2:24:12) Elvesgod: ASP
(2:24:22) Elvesgod: i don't know if ASP.NET
(2:24:58) Elvesgod: maybe simple ASP and some javascript
(2:25:05) Elvesgod: database MySQL
(2:25:52) neko: I don't know anything about ASP
(2:26:02) neko: of about the difference between ASP and ASP.NET
(2:26:19) neko: (I didn't even know there was a difference)
(2:26:42) neko: why not PHP?
(2:26:45) neko: ^_^
(2:26:49) Elvesgod: there are a lot of differences
(2:27:34) Elvesgod: it's like say 1 is like 100 , only 'cause the both have "1"
(2:28:06) Elvesgod: or like to say i know english :P
(2:28:16) neko: so is it like the difference between javascript and java?
(2:28:31) neko: why? your English sounds fine to me
(2:28:37) Elvesgod: yeah :)
(2:28:47) neko: maybe I don't know enough English to tell the difference
(2:28:55) neko:
(2:28:56) Elvesgod: ehehe
(2:29:05) Elvesgod: i make a lot of errors
(2:29:24) Elvesgod: i go home now
(2:29:31) Elvesgod: bye bye ;)
(2:29:40) neko: bye
(2:29:44) neko: one last thing
(2:30:05) neko: if you're planning to use mySql, be sure you are allowed to use transactions
(2:30:28) neko: takeAplay isn't allowed to (ArubaSucks) and it's a pain in the arse
(2:30:33) Elvesgod: yeah, i know
(2:30:55) Elvesgod: i hate Aruba
(2:31:23) neko: are there any alternatives that you know of
(2:31:33) Elvesgod: but i thought it was an italian server O_o
(2:32:02) Elvesgod: *provider
(2:33:07) neko: nope I think it's Spanish
(2:33:14) neko: or something
(2:34:02) neko:
(2:34:52) Elvesgod: i know aruba.it
(2:35:13) Elvesgod: i had a lot of work problems
(2:36:03) Elvesgod: =_= ma sei romano? =_=
(2:36:11) neko: yes, ".it"... am I stupid?
(2:37:40) Elvesgod: Administrative Contact:
(2:37:52) Elvesgod: Roma, RM 00185
(2:37:58) Elvesgod: =_=
(2:39:05) neko: the webmaster is a transcendent, stateless being
(2:39:30) neko: the webmaster employs some feuerkugel underdogs to interact with the material world
(2:40:10) Elvesgod: i'm going to crash myself on an asteroid =_=
(2:40:15) Elvesgod: bye bye =_=
(2:40:23) neko: why?
(2:40:56) Elvesgod: :P i don't know how to say it in english..
(2:41:24) Elvesgod: but in italian is like.. "sto facendo una fatica boia per parlare con uno , e dopo 2 ore scopro che ϟ italiano"
(2:41:28) Elvesgod: ^^'
(2:42:42) neko: we should speak English in the chatroom
(2:42:45) neko: anyway
(2:43:01) neko: but ok, you can speak Italian if you wish...
(2:43:20) Elvesgod: yeah, i know.. but nexttime i can't find the proper word, i use the italian word ;)
(2:43:31) Elvesgod: and now i really have to go
(2:44:20) neko: bye, have a good dinner
(2:44:26) neko: pasta and so on

neko

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Void Patrol: characters

Message 624, 4696d 3h ago.
Now you can create characters in Void Patrol.

When you join a game, you can either join with an ordinary pilot or with a character (you will be prompted to choose fter the game starts).

Characters are created by clicking on "my characters", top-right corner.

Characters start with -1 on gunnery and -1 piloting.

Every kill grants the character an experience point. Every time you are involved in the death of a wingman, you lose one experience point.

Experience points can be used to boost your gunnery and piloting. Current prices:

1 point to go from -1 to +0
2 points to go from +0 to +1
3 points to go from +1 to +2 (gunnery only)

Skill and experience system is temporary. Suggestions are welcome, of course

neko

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test

Message 636, 4685d 1h ago.

neko

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test

Message 638, 4685d 1h ago.
neko wrote:
just a test

test open tag

neko

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VP tactics: the importance of HMS

Message 640, 4684d 11h ago.
VP Game 976. Neko on a "first" fighter, ivanhawk on an "arrowhead". Both unhurt. Head-on at 2 hexed distance. Neko moves forward 3 times, Ivanhawk turns once.


Fighter 1 (neko) aims at fighter 4 (ivanhawk). Dist: 2. HMS: 4/4 cols. (AV: 231.3)
laser 4/70 chance: 126% dice: 43, damage: 35+1T
laser 4/70 chance: 126% dice: 11, special hit! damage: 70+1T
lb 4/70 chance: 98% dice: 53, damage: 28+14S

Fighter 4 (ivanhawk) aims at fighter 1 (neko). Dist: 2. HMS: -2/1 cols. (AV: 52.8)
qgp 6/100 chance: 64% dice: 10, damage: 26+26S
lb 4/70 chance: 56% dice: 61, no relevant damages.


neko's HMS modifier: +4 columns to hit, +4 columns on damage.

ivanhawk's: -2 to hit, +1 on damage.

HMS, right choice of distance (I had short-range weapons), and a bit luck did a big difference here. But HMS was crucial.

imdog

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AoW Demo game: 877

Message 641, 4682d 20h ago.
http://www.takeaplay.net/sup_browse_game.php?game_id=877

This is a demo game for Art of War, where diplomay plays an important role here. Since I can't read others player's message. I can just explain from my point of view.

Turn 1 White, Green, Red and Pale Blue is attached to each others. It is a very dangerous start . The winner takes all.

What is the most appropriate move here?

to be cont'


P.

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Idea for AoW Diplomacy...

Message 643, 4682d 19h ago.
(0:07:33) sven3012: Hey Neko
(0:07:55) sven3012: Is it possible that after a game has finished, ALL diplomacy can be seen?

sven3012

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Brutal 7s game 787

Message 646, 4675d 9h ago.
I need some help here guys, a situation has come up that was not anticipated when I put together the rules...

Teoavo has not visited the site for months, so he is still alive, but on automove.

Neko has set his diplomacy to "I surrender" and Emerych has clearly won, but is set to "No Mercy".

If Teoavo wasn't there, then the game would now automatically declare Emerych winner and Neko survived due to number of territories over 66%.

Do we declare the game finished with Teo classed as "dead", Neko "survived" and Emerych "won", or should Neko and Emerych play the game out as usual?

neko

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webmaster holiday

Message 650, 4670d 14h ago.
Starting from now, I will be unavailable for about 48 hours.

Bye

neko

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Small improvements in the AoW interface

Message 653, 4665d 7h ago.
(1) when you click on the territory to be attacked, the default number of attacking units is now the maximum (no longer zero).

(2) if you click on the territory you are issuing orders for, you get a "no attack" order.

(3) also fixed a minor bug on the red arrow that would at times display "no attack" when an attack had been ordered.

neko

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New prebuilt fighter, the badger

Message 655, 4665d 6h ago.
main characteristics:
_____________________
Terran fighter
weapons: twin OFC 6/100
move: 1/3/4
sturdiness: 233

neko

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AoW: automovers surrender

Message 656, 4660d 22h ago.
new AoW rule: players in automove mode now automatically surrender.

neko

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Void Patrol new item: dual thrusters

Message 657, 4660d 20h ago.
now you can use dual thrusters in advanced games.

This essentially means that your fighter has two sets of thrusters, which allow it to move 60 degrees on the right or left.

You need advanced fighters to use these.

Caution: their mechanics is a bit counter-intuitive at first

neko

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Void Patrol feature proposal: wing leader

Message 658, 4657d 8h ago.
I am thinking about a new option... each team would have a "wing leader" (call it what you like).

The wing leader's radio message is heard immediately.

What do you think?

neko

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VP new feature: budget

Message 666, 4654d 23h ago.
Now you can create games with an arbitrary budget.

Such games will be automatically not for stats and not campaign games.

Feel free to experiment. Budgets over 1000 are permissible.

neko

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Webmaster holiday

Message 669, 4646d 12h ago.
I will be offline for a few days. Hope everything runs smoothly on the site

bye

neko

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leadership skill

Message 670, 4621d 14h ago.
Characters can now buy a leadership skill, that allows them to send messages that are heard immediately by their wingmen (and enemies, if broadcast).

This is a very powerful skill, and it currently requires 2 experience points.

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Bug

Message 672, 4619d 6h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=1209

sabel did only 2 turns, not 4..

oh, and so i'm dead

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Proposal for AoW

Message 676, 4617d ago.
Hi all

I was thinking... is holiday mode untouchable? Shouldn'it have a limit? For example, after, like, 60 days you enter automove no matter what... see game 998 for example: maybe Throbmaster will never come again to takeaplay and the game is forever stuck because he is in holiday mode... I think this is just wrong.

Let me know what you think about it!

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Bug

Message 683, 4615d 5h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=1221


the missile hitted sabel.. i don't think it's correct.

Sorry, but i can't say it in english, so i use italian for neko.

Sabel chiaramente fuori traiettoria.. lo vedo calcolando la traiettoria che passa dall'impatto 0, ovvero lungo la linea tra l'esagono in cui sabel e quello sopra..

neko

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VP new feature: radio alert

Message 685, 4614d 4h ago.
You will now receive an alert on each turn, with the last radio message received, as soon as the VP page loads.

Hope this helps!

neko

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Missile Bug

Message 690, 4611d 9h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=1222


Missile hits me , but it doesn't say the damage (but my hit point went down)

neko

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New AoW interface feature: fast attacks!

Message 693, 4610d 4h ago.
Now, by clicking TWICE on the attacked territory, the order is submitted automatically.

So let me remind you the shortcuts so far:

1) click twice on attacker => no attack
2) click on attacked => attack with all units available at the moment (if you build later, this won't be changed)
3) click a second time on attacked => order submitted
4) click on a territory that does not border on the "focused" one => change focus

More shortcuts to come! Hope this helps!

Neko

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Missile Bug

Message 696, 4609d 23h ago.
http://www.takeaplay.net/zwz_browse_game.php?game_id=1223


no damage for collision

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AoW bug?

Message 699, 4609d 11h ago.
I cannot focus on any territroy in any game!!! Am I the only one?

Yilan

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Since I promised...

Message 703, 4586d ago.
For starters, I love Voic Patrol just as it is- no additions needed, especially since every addition would only serve to have me blown up more often yet

But since I am a compulsive brainstormer, I had to come up with SOME stuff that might, in theory, be nice to have. YOu'll probably have though of most of it yourself, but, here goes:

Fixed Platforms: I notice that this has been tried- the platforms were stationary objects with 360 cannons, which made them kinda extremely powerful.
But: the idea is too great to just ditch. SO, how's about giving these platforms three powerful 0 degree cannons? It is placed on a hex grid, which means that if the cannons are evenly spread over the hex, you will be able to avoid the station cannons if you fly carefully.

Chaff: Chaff would take up the place of a missile. The only thing it does is attract every active missile within, say, three hexes of it. If a missile hits, the chaff is dispersed as well as the missile, but it only lasts for three (maybe even two?) rounds anyway.

Singularities: black holes? Jump-in points? Anyway, this is a bit of a complicated proposal: If you give one hex gravity (extending to one or two hexes from that point), it would mean that you would have to recalculate the vector of any ship moving through the gravity field. Every hex you move through a gravity field will "pull" you towards the singularity. But you only add these "pull" vectors in the final hex. This way you run a risk of crashing into the singularity, but you can ALSO use it to pick up speed without using thrust (slingshot manoever)

Tracking enhancers: Take the place of a cannon, but do nothing except increase the effectivity of the other cannons.

Remote shield boosters: This "weapon" is triggered when an ally is targeted. It effectively repairs the allies' shield.

Disruption Ripples: Fire off a charge of a disruption ripple, and everything within two hexes- ally, enemy, missile... receives an amount of damage. The device is expended after one use.

Reverse Thrusters: Take the place of a cannon, used up after one charge. Gives 3 thrust in reverse direction. Great if you have to break and break fast :)

Tractor beams: Should the singularity thing be possible, the code for it should be easily modified for tractor beams: Give them, say, 120 degrees, and a range of four. Pull enemy ships towards your ship with it.

Cloaking device: Does not work very well, alas: one charge item, fits in a "cannon slot". Use it, and you are invisible for one round. You can still fire yourself.

Mines: Basically "stationary missiles"

ECM: Works permanently, but takes up LOTS of energy. Only thing it does is make your ship harder to hit (since you interfere with scanners and targeting computers)

Propulsion Jammer: Ships within range x of your ship will automatically lose 1 (maybe even 2?) thrust.

ECCM: Takes up less energy then ECM, but the only thing it does is counter the ECM or Propulsion Jammer of other ships.

But, as I said: this is all "Nice to have", not "necessary to make the game fun", because it already is

imdog

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Aow : Suggestion - Game setting- No adjacent Start

Message 708, 4576d 5h ago.
Actually in the game setting, there should be an option to restrict starting in adjacent position between players in Big Map. What do u think? Otherwise it is so unfair for some games.

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VP Bug?

Message 714, 4564d 9h ago.
Game 1291, last turn. I was listed as making 4 turns, but I only turned twice. IIRC it's the number of hexsides that count, not thrust points spent. Correct?

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[AoW Stats] Lucky 7 for me!

Message 717, 4563d 9h ago.

imdog

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Suggestion on Game system 06 Jul

Message 720, 4546d 16h ago.
Currently I understand that for AOW, VP, you keep every game data in the DB.

For current system, there is 2 major bottle neck.

1. No. of users, that's require promotion
2. Resources, Bandwidth, Space, Money

For 1st point, in the Gaming industry and my understnading. Currently Online game have mainly 3 models.

Using Email based, dated back to 10 or more years ago. Using email as mainly communication method. As this tech is fading out, no much player in the market

feature, no graphics (or very poor one), usually free,
Pros, If you have email, you can play, no cost.
Cons, Slow, small group of people. no support

Real time, hard core players. WOW, many major players, M$, EA, Sony. Industry market ranged from several billions dollars.

Feature, real time, story line, First Person View,
Pros: fast, Large group of player, client support
Cons, cost you money(and a lot of them), need to download Client, addictive.

Web based games, there is a limited no. of players here, some is for leisure, some is for money. Games ranged from Mahjong, bridge to BM to Settler.

Feature, turn based to real time, limit client support
Pros: slow to fast, small to large group of people, flexible.
Cons: hard to find Business model, turn over rate very quick.

That's really depends on what do u want to do neko :) If you wish a small business for yourself, this site need to jump off, but if you just want a wishy-washy type leisure-time killing activity. Then keep this running.

2. It is the same bottleneck as that in BM, but the good thing is it has at least 2 person (Nick and Roberto) for programming. Gugliandalf and Monkey Hanger for Scenario, and Fineturno for VampRing. Even for a leisure site to grow, you need to recruit people in your team. It is common we like hero, but many people works behind him/her to make it happens :)

Regards

Parker aka imdog

neko

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New VP factions

Message 724, 4545d 17h ago.
I have decided at last to implement the changes to VP I have been working on in the last weeks. These bring several changes:

1) the rule "levels" have been rearranged. Standard games now include dual thrusters and straight 0/8/150 weapons, but no missiles. Missiles and inertial grenades are reserved for advanced rules.

Soon, a new "experimental" rules level will be added, to test some new game items and mechanics

2) Two new factions have been added: comcon (Commonwealth of Constellations) and imperian. These are available only in advanced games.

Currently, comcon fighters are characterised by power spinners and dual thrusters (!), lasers and lb's, but rather poor defense. Comcon pilots have excellent piloting skills.

Imperian fighters are fast and heavy but not much manoeuvrable. Their preferred weapons are QGP's, OFC's, and lots of missiles. Their pilots have excellent gunnery skills but are usually poor at piloting, relying on their above-average armour and shields.

Because of the changes in standard games, terrans and aliens cannot currently use missiles. In addition, alien fighters are now blessed with cheap dual thrusters.

3) the available weapon slots have been increased to 5. At the same time, the frequency of missiles available in advanced games has been greatly increased (almost doubled). So, if you will leave some times for the prices to settle, you will see much more missiles in the new games.

4) more in general, I have made many subtle changes in the item frequencies, masses and power costs. You should notice a bit greater freedom in choosing different designs. I hope you like this.

LordRandall


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Why can't my fighter thrust anymore???

Message 725, 4545d 11h ago.
VP game 1318... i cannot thrust anymore!!! I can only turn! Did I do something wrong?

neko

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AoW: no adjacent territories!

Message 731, 4544d 19h ago.
A long-requested feature has now been implemented!

Now, when you create a "one starting territory, World map game", the computer tries to assign non-adjacent territories to all players, to have more balanced game.

neko

neko

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VP new item: rocket clusters

Message 734, 4543d 14h ago.
A new item has been added: rocket clusters. They are one-use weapons.

They hit to range 3 in a 60° arc. They deal 70 damage to everything in their area. They can stop missiles.

They are available for comcon, imperian and advanced fighters.

Different ranges/arcs are on the todo list.

Enjoy,

neko

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E S C A P E P O D S

Message 737, 4542d 23h ago.
Hi Neko,

Would escape pods for characters be possible? Is suggest they take up a weapons slot and are " fired " by the pilot who the escapes as if crossing his own sides border.

Timing the escape will be tricky and pilots will die because they hang on "one more" turn.

Alternate: pods give an "x" percentage chance to survive an imploding fighter.
This makes it a random affair.

or could be set to activate on a (player chosen?) percentage of damage. this gives the player some influence on his survival strategy. Cautious players will set this low while rash types go for high percentages.

Any thoughts on this?


imdog

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Discussion of Armor and Shield

Message 739, 4541d 9h ago.
4:29:55) neko: you should expect to lose about 1 thrust for every 50 points of armour you have
(4:30:51) neko: so there is no point in buying 160 units of armour if you do not have 2 or 3 extra points of thrust to back it up
(4:31:08) neko:
(4:35:44) Sabelkatten: Well, it worked - sort off. He _did_ kill me this time!
(4:41:13) Hollander: : :
(4:43:28) Hollander: So you're saying with 150 armor you'll need (150/50) + 2 = 5 thrust
(4:48:43) Sabelkatten: I'd say that's about right.
(4:49:34) Sabelkatten: Of course it all depends on how much you plan on turning - I prefer to have (3*spinner)+1 thrust minimum
(4:49:57) Sabelkatten: That is, 4 with power spinner, 7 with light spinners.
(4:52:25) Sabelkatten: I might drop a point of thrust if I have dual thrusters, but that makes very heavy armor - as Neko points out - sort of pointless...
(6:00:43) neko: in fact, there are two reasons why you should spend more on shields than on armour
(6:01:25) neko: (1) shields regenerate,
(6:01:27) neko: and
(6:01:56) neko: (2) the chance of getting a critical is proportional to the damage that passes the shields, so they also protect against criticals

Sabelkatten


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VP Bug!

Message 741, 4539d 9h ago.
Game 1358: I launched my missile on turn 2, but it's still available to be fired on later turns!

neko

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Webmaster holiday

Message 747, 4535d 20h ago.
I will be away until Friday. I hope no major bugs pop up!

Mishima

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The INTRO key

Message 748, 4535d 12h ago.
Hi all. In a game, I pushed accidentaly the INTRO key and the game has processed my turn with no orders (I was stil in dubt on my next moves to do). I propose the software modification to reach that if a player pushes the INTRO key a "Confirm move?" windw popup must appear, in avoid this mistake.
Greetings
Mishima

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AOW - Number of Starting Armies

Message 754, 4534d 20h ago.
I think it might be nice to have a "# of starting armies" option for neutral countries in AOW games. Currently the only options are 0 or 5, it could be interesting to vary that (for example, 2 armies would allow a fast-expansion game without allowing the usual 1-army detachments walking across the map with no resistance; while 9 would create a very long game that forces players to seriously consider whether it's worthwhile to attack).

What do you think?

neko

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New diplomacy feature

Message 764, 4483d 17h ago.
Now you can specify how many players you wish to draw with, in all AoW games.

This should help solve several situations in which one waits to move to be sure nobody enters in a draw s/he was not invited to join.

The game ends in a draw only if

(1) no players says "no mercy", and

(2) no player says "offer mercy", and

(3) no player is requiring a multiple draw for a number of players which is less than the number of drawing candidates.


------------

Example 1:

imdog proposes a 6-way draw
sven proposes a 5-way draw
Mark proposes a 4-way draw
silverman proposes a 2-way draw

the game does NOT end in a draw, because the number of candidates (4) is greater than the number of drawers required by silverman (2)

------------

Example 2:

imdog surrenders
sven proposes a 2-way draw
Mark proposes a 2-way draw
silverman proposes a 2-way draw

the game does NOT end in a draw, because the number of candidates (3) is greater than the number of drawers required by silverman, sven and Mark. imdog does not count (2)

------------

Example 3:

imdog offers mercy
sven proposes a 5-way draw
Mark proposes a 4-way draw
silverman proposes a 3-way draw

the game does NOT end in a draw, because imdog is offering mercy


------------

Example 4:

imdog surrenders
sven proposes a 5-way draw
Mark proposes a 4-way draw
silverman proposes a 3-way draw

the game does ends in a 3-way draw.

neko

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New VP feature: preloaded fighters!

Message 767, 4480d ago.
Now, when you join a new VP game, the system looks for the last fighter you built and loads its sheet.

Of course, if you are building a terran fighter, your last terran fighter will be loaded, and so on.

This should speed up the fighter creation process a bit.

Hope this helps,

neko

sven3012

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Highlander Tournament (AoW)

Message 773, 4476d 9h ago.
[u]"There can be only one!"[/u]

This is intended to be a 1v1 knockout tournament:
1st Round: 4x 1v1
Semi-final: 2x 1v1
Final: 1x 1v1

It's easy to accomodate other numbers, but may mean some rounds may not be 1v1...
Hopefully this won't be needed.

Simple rules:
the map:
World map, auto armies, helpless neutrals.
Diplomacy:
Must always read NO MERCY, this guarantees a fight to the death and only one winner:
"There can be only one"
Intrigue:
These games are to test your 1v1 skills in a knockout event, so intrigue doesn't apply - peace treaty in a 1v1 game? You're having a laugh!
If a 3 player game is needed in any round, it will be strictly on a NO INTRIGUE basis.

Rules are not negotiable, any breach results in disqualification, my decision is final...
Remember:
"There can be only one"
Can you be The Highlander?



Currently signed up:
Frax
Neko
mjolnir
Lord Randall
Champace
Emerych

Silverman & Wetrock: Are you in?


Remember:
Sean Connery rules!

sven3012

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Highlander Tournament

Message 777, 4476d 1h ago.
"There can be only one!"

Simple rules:
1v1 knockout tournament:
the map:
World map, auto armies, helpless neutrals.
Diplomacy:
Must always read NO MERCY, this guarantees a fight to the death and only one winner:
"There can be only one"
Intrigue:
These games are to test your 1v1 skills in a knockout event, so intrigue doesn't apply - peace treaty in a 1v1 game? You're having a laugh!
If a 3 player game is needed in any round, it will be strictly on a NO INTRIGUE basis.

Rules are not negotiable, any breach results in disqualification, my decision is final...

Players in tournament in rank order:
Sven
Silverman
Lord Randall
Emerych
Frax
Mjolnir
Unrated:
Neko
Champace

The 2 wildcard (unrated) players will play each other, the rest of the draw will be made highest v lowest and so on:

Round 1:
G1)Neko v Champace
G2)Sven v Mjolnir
G3)Silverman v Frax
G4)Lord Randall v Emerych (should be a good one!)

Semis:
A) Winner G1 v Winner G4
B) Winner G2 v Winner G3

Final:
Winner A v Winner B

Let the Games begin!

Please post game numbers and any progress updates here


Remember:
"There can be only one"
Can you be The Highlander?

Sabelkatten


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Wingman tournament

Message 787, 4474d 10h ago.
Just checking the interest for a WP tournament.

The rules will be simple. Two-player teams, arena duels, advanced rules. Every team fights all others. loss: 0 points, draw (everyone dies): 1 point, win: 2 points.

Anyone interested?

mjolnir

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Designing Wargames

Message 796, 4471d 5h ago.
I ran across a system for designing java based wargames called "VASSAL". I'm wondering if you guys have used it, and I'm wondering if you have any tips for designing new wargames. If you'd be willing to answer some questions I'd appreciate it, particularly neko, al;though I know he's not the only coder here.

Thanks, Dave/Mjolnir

Hollander


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BUG ? VP game 1510, harmless cluster rocket?

Message 810, 4467d 5h ago.
Neko,
Please look at VP game 1510 turn 3. I'm in the middle hex of a clusterrocket explosion and suffer no damage at all?
Is that a Bug or do I forget something?

Hollander

Hollander


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BUG VP game 1479, turn 1.

Message 825, 4466d 10h ago.

Neko.

I can't select my plane to give it orders.

Frawol encounters the same problem.

Out.


neko

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VP minor items changes

Message 839, 4464d 7h ago.
Elite cockpits

A full 20% of all fighters will now be equipped with elite cockpits. These usually give a further increase in the gunnery skill, with the exception of Imperian fighters, which gain a decent piloting value of 2.

With the exception of the movement items (powerplant, spinners, thrusters, and drives), your cockpit is cuurently the only place to spend some money without making your fighter heavier.

The new cockpits are available at a discount price! Hurry up before they are sold out!



Alien powerplants

Alien powerplants have been slightly reduced in power. This is because alien fighters were performing a little too well with respect to the other fighters.



ComCon cockpits

Now comcon cockpits are gifted with a gmax value of 4. This was granted because of a lower-than-expected performance of comcon fighters, and to comply with the originally-planned comcon characteristics: poor defense compensated for by excellent manoeuvrability.

Coupled with dual thrusters and power spinners, now a very-well-piloted comcon fighter has a nice edge over its enemies.

This is to be contrasted with imperian fighters, which require skill with one-use weapons, and have the most accurate weapons in most circumstances. Good piloting is useless to unnecessary.

The change is retroactive: in all current games, comcon cockpits will have this characteristic improved.

Zarby

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Rockets

Message 842, 4464d 2h ago.
Can rockets have an additional switch for distance? Like position 1, off; position 2, 2 hexes; position 3, 4 hexes.

Zarby

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New Fighter Designs

Message 846, 4463d 22h ago.
Here are my 4 fighter designs.

Elvesgod


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Bug Not For Stats

Message 853, 4461d 12h ago.
I think that the Not for Stats games still count for the stats..

after game 1533 i losed a lot of points even if it's NfS

Zarby

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Neko Can you delete something

Message 857, 4460d 23h ago.
I made a character belonging to the wrong race by accident. Could you delete character 99.

Zarby

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counter measures

Message 860, 4460d 21h ago.
Can there been counter measures to use against missles. I was thinking of chaff that prevents all missiles from locking on you for that turn. The second counter measure would be a 360 degree ofc with a range of 2 and 10 damage.

neko

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Comments on the Highlander final

Message 868, 4458d 4h ago.
Silverman wrote:
And we have a winner...

Emerych gave a very well-played game, though - definitely my hardest fight in the tournament. He (she?) is a very good player.


http://www.takeaplay.net/sup_browse_game.php?game_id=1507&map_at_turn=10

Congratulations to Silverman!

It was a very interesting game, in which all the three basic strategies: Blitzkrieg, expand and control were employed.

The game starts out as a double Blitzkrieg, with Emerych in South Africa and Silverman in Australia. Both choose a very aggressive stance, and head right for Chile. Turn 3 sees Emerych conquering Chile thanks to the 50% rule: both players were attacking with the same number of units. Is Emerych heading for a quick win in South America thanks to good luck?

Not really! Silverman outguesses Emerych's attack on Argentina, destroying quite a few armies and conquering Brazil with a single army! On turn 4, Silverman has 6 territories and a populatiuon of 10, Emerych has 4 territories and a population of 6. In addition, both are ignoring Eurasia, where games are usually won or lost.

On turn 5, Emerych keeps on attacking Argentina against all odds, and gets Silverman off-balance! Silverman is heading instead for a quick expansion in Europe and Asia, but sees his own starting territories threatened by a small but fierce force. He tries to get Argentina back on turn 6, but this time Emerych changes tactics and aims at defending Argentina with as little armies as possible, while moving his new units from Australia to Asia.

So the following turns see another swift change in strategy: Silverman is very aggressive in South America, but he is again caught off-guard and loses China to an unpredictable Emerych.

Turn 8 is the classical example in the AoW handbook of the expand vs control strategies: Silverman's armies are scattered all over Europe and Asia, but he hasn't enclosed as many territories as he could possibly have. Emerych's armies are concentrated in a smaller space, and split Silverman's possessions in three, controlling China and central america. If Silverman can resist a few more turns, he will be able to get a huge production of units. But if Emerych's concentrated forces can strike a few decisive blows, Silverman will be crippled and unable to defend a very a long border.

Emerych's forces, however, prove insufficient. He is not able to expand deeper in Europe, and Silverman eventually gets his 31st territory on turn 10.

All in all, silverman was able to turn the loss of Chile into an advantage, by changing strategy at the right moment. I would say that the final lesson is: you should give up Blitzkrieg if it doesn't succeed immediately. I am still uncertain as to which strategy is better, expand or control, in one-starting-territory/helpless scenarios.

bizio

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aow reinforces

Message 874, 4454d 23h ago.
hi! I've got a proposal for reinforcing in aow: the problem is that states with different strategic values have the same number of new troops each turn.
let's see china and madagascar, for example, in the case that you control the state and all his neighbor.
madagascar: you totally have 5 troops per turn, enaught for reinforcing sud africa and est africa;
china: you have 11 armies per turn, not so good in reinforcing 8 border states.

so in my opinion reinforces would be better if striclty proportioned to the number of borders of each state.
good night!

Zarby

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Triple 8 Challenge

Message 879, 4453d 14h ago.
I have started running The Triple 8 Challenge in Void Patrol. It is a 3 player VP game with a budget of 888. This is not a lot of money to work with. After each game I will post the winning fighter here.
Anybody can join.

neko

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Creating a prebuilt fighter

Message 881, 4453d 6h ago.
I have just completed a bit of code that will allow you to submit new prebuilt fighters (and me to enter them into the db) with much less work.

I will only need:
(1) the game id in which it was used
(2) the fighter's id in the game (it is on the fighter's sheet in the game page)
(3) a name for the fighter
(4) the fighter's allegiance (terran, alien, comocon or imperian)

All the other info, I will be able to reconstruct it automatically.

Please let me remind you of what designing a prebuilt fighter is not:

(1) It is not a "build the best fighter" competition. Try to make a fighter that could be interesting or funny flying for everyone.

(2) You do not need to build a fighter whose project has a price that is lower, or even near, to 1000&Euro. Game balance is guaranteed by the fact that each prebuilt fighter has its own ELO rating, though see (1).

(3) You do not have to strictly obey the specific allegiance limitations. For example, you can propose a terran fighter with missiles. To do this, just use an "advanced" fighter to make your project, since advanced fighters have access to all equipment. See (1), though.

(4) You must not forget the little "setting" characteriscs that we already have. Try to make prebuilt fighters that are not too different from the typical ones from each allegiance, as explained under "fighter design" on the left. See (3), though.

I guess this is all. Please be bold in submitting new fighters!

neko

Zarby

is going to kill you all.

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New Defences

Message 893, 4449d 16h ago.
Here are 3 new ideas for possible defencive items.

1. Double Hull: Would increase damage needed to kill and reduce the chance of recieving critical damage.

2. Reflective Armor: Would reduce damage from lasers and qgp's.

3. Padders: On time damage absorbers. 5 point generic damage or 10 point specialized damage.

Zarby

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New Movement Options

Message 894, 4447d 2h ago.
I have a couple of ideas for some new thruster options. If I'm repeating somebody...oh well.

1) Heavy spinners: 1.5 thrust to turn round up.

2) Flip spinners: 2 points to turn 1 hex side and 3 points to turn around.

Hollander


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Design screen bug?

Message 904, 4445d 1h ago.
Neko one of the 8/150 weapons shows a 0.2% 0.9% etc to hit prob in the design screen.

Sabelkatten


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Move bug, game 1614

Message 910, 4444d 6h ago.
Using WinXP/IE6.0

When I open the game I see both old an next turn moves, but I can't enter any new moves.

frawol

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Training area in VP

Message 913, 4444d 2h ago.
Maybe it sounds a bit strange, but I would
welcome something like a single player training area in VP (some asteroids, some free space, a target (AI driven or passive). A place just for training when no partner/player is around.

Sabelkatten


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Wingman tournament end!

Message 917, 4442d 9h ago.
FINAL STANDINGS: (Win/Draw/Loss/Points):

TEAM A: Sabelkatten + Zarby.. 2/0/1/4

TEAM B: Elvesgod + Frawol...... 2/0/1/4

TEAM C: neko + sven3012........ 2/0/1/4

TEAM D: Champace + Hollander 0/0/3/0

...3 teams tied fot first place.

Who's up for a play-off round?

mjolnir

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Going on holiday

Message 926, 4435d 15h ago.
Sometime in the near future (2-3 days) I will be taking my computer down. I am moving to a new city and starting a new job. My time online will be limited and will be through dial-up.

The result- sometime on Friday morning (GMT -7) I will quit playing games. I will not begin playing again until the middle of next week at the earliest, and when I do play it will be sporadic and slow. It is probable that some, if not many, of my games will go into automove. I'm going to go into holiday mode Thursday night, so hopefully that smoothes the transition.

If this upsets people, I apologize and I hope to be reunited with high-speed and free time in the near future. High speed will probably return before mass amounts of free time since my new career will entail an extremely sharp learning curve.

Ciao, Cheers, Cya, Good Luck, Guten Tag, Bienvenuto

Hope to be back and functional soon.
Dave/Mjolnir

imdog

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Error on Game Creating Page using IE

Message 931, 4432d 5h ago.
(5:21:04) Zarby: neko: did you change something on the make a new game page?
(5:21:47) Zarby: It doesn't show the full box for making new VP games.
(5:22:40) Zarby: Afternoon frax
(5:25:58) neko: doesn't it?
(5:26:08) neko: what Browser/OS are you using?
(6:13:53) Zarby: now its working again
(6:15:08) Zarby: I don't know what was happening but it was only displaying as far as the AoW box earlier both on my home computer and my work computer I am sitting at now.
(6:15:39) Zarby: But I just checked and it is displaying fine again.
(6:16:32) Zarby: And now its displaying short again.
(6:17:56) Zarby: Both machines are Windows XP
(6:18:27) Zarby: At home I am using AOL at work IE
(6:19:28) Zarby: and just now it displayed correctly again
(6:45:55) WetRock: Is Emerych not even working this week?
(6:45:58) WetRock: :(
(6:56:49) neko: ok, I will have a look when I restart my computer
(6:57:01) neko: I am running now
(7:21:16) frax224:
(7:55:59) neko: back in losedos
(7:56:54) neko: it seems to be working fine on my computer
(7:57:19) neko: was it like the page did not load completely?
(7:57:21) neko: I mean
(7:57:43) neko: did the footer saying "TakeAplay, the Art of War and Space Wing: Void Patrol copyright 2004-2006, all rights reserved" load?
(9:44:26) Zarby: Sorry neko I had to teach
(9:44:57) Zarby: All of the content of the create a new void patrol game loads
(9:45:49) Zarby: but the box cuts off at the same place as the AoW create a new game box.
(9:46:35) Zarby: I can use the tab key reach the credit amount and create game button
(9:46:52) Zarby: they just don't display
(9:48:29) Zarby: I can see half of the comments box.
(9:48:55) Zarby: I hit the New Game link on the left menu to load the page.
(9:49:15) Zarby: I hit the button once and it loaded cut off
(9:49:38) Zarby: I hit the button a second time it displayed properly.
(9:50:49) Zarby: I loaded the page 10 times in a row and it displayed properly 4 times out of 10
(9:51:19) Zarby: spicifically on tries 1, 3, 4, 6
(9:57:07) Zarby: another 10 tries. loaded properly on tries 4, 5 only
(11:05:23) Mark2006: dont know if youve noticed this or not, but game 1524 (AOW) hasnt run a turn for 22 days and its showing everyone ran their turn
(12:53:13) Zarby: Back at home. New game page displaying fine.
(13:05:33) neko: @Zarby: even if it cuts short, you should be able to use an "elevator" to access the extra options
(13:05:46) neko: just like on this Chatbox, for example
(13:07:15) neko: @Mark: turn run. We apologise for the incovenience
(14:13:26) Zarby: @neko: When it cuts off there is no scroll bar.
(14:14:55) Zarby: Sorry about correcting your term elevator with the proper term scroll bar, but I teach a class in which I cover such terms.
(14:16:27) Zarby: I wonder if it was laying the rock, paper, scisors new game bar over it?
(21:52:46) neko: Don't worry for correcting my term, it was somewhere in my brain but alcohol was messing it all up
(21:53:24) neko: I have tried reloading several times on my Explorer/win2k computer and everything seemed ok though
(21:53:34) neko: I will have to try on different computers.
(21:57:31) neko: actually, I am using the CSS "overflow:auto;" property
(21:57:44) neko: I wonder if Explorer has problems with it
(21:59:24) neko: I got it!
(21:59:32) neko: I managed to reproduce it
(21:59:47) neko: thanks, now I have seen what happens
(21:59:56) neko: I will have to figure out why
(22:00:04) neko: thanks a lot !!!
(22:06:10) neko: yes, it is an Internet Explorer bug (as usual > )
(22:06:52) neko:
(22:07:04) neko: I will try to fix it soon
(22:37:09) imdog: what was that bug?

Hollander


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BUG game 1654 turn 2

Message 932, 4427d 1h ago.
Neko.
Please take a look at game 1654, turn 2 .The system says Sabelkatten aims at hollander.
Should't that be the other way around?

imdog

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AOW: Multiple Land attack, claim and DIsband Clarification

Message 934, 4424d 21h ago.
(21:16:00) imdog: hey neko, would u explain once again about claim land and disbandment?
(21:17:35) imdog: After battle, it there is more then one color win a land, who will claim that land? The Troop with the highest no.?
(21:18:19) imdog: After claim land face, if the troop is going to bounced back home, and its land is occupied, he will be disbanded, isn't it?
(23:57:05) neko: If all the defenders in a given territory have been destroyed, the territory gives in and the attacker that used the greatest number of units advances and conquers the territory.
(23:57:26) neko: If the starting territory has been conquered in the meanwhile, the attacking units are disbanded: all the units are lost
(0:01:17) neko: so "correct" to both questions
(0:01:24) neko: in English
(0:01:38) neko: both guesses are correct
(0:01:39) neko:
(4:56:12) imdog: You used to stay that the defender will split the troops, in the past I think it will split evenly (and round down to nearest digit) but the fact is I see something like this
(4:56:58) imdog: Battle: South Africa (4) --> Madagascar (3/10), deals 3 damage, receives 2 damage (claims)
(4:57:13) imdog: Battle: East Africa (8) --> Madagascar (6/10), deals 5 damage, receives 5 damage (claims)
(4:58:18) imdog: NOw it is in ratio, rather then even?

If that is the case, I would consider more seriously in attack next time

deathzyy


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change email

Message 937, 4421d 11h ago.
Hi neko, can you help to change the email for me? I've sent an email to the webmaster..but no response

Zarby

is going to kill you all.

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Double Damage

Message 939, 4421d ago.
Currently if you have better then a 100% chance to hit you get a roll to do double damage. I would rather have the chance to hit minus the roll be an increase to the damage dealt.

example: A qgp 60/100 fired at range 2 with a +3 column. Chance to hit is %104 Damage is 52.

With the current system 52 damage is done unless a 4 or less is rolled in which case the damage is 104.

My suggestion is that is the roll was say 67 then 104-67=37. So the damage would be increased %37 to 71.

Zarby

is going to kill you all.

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Skirmish Tournament

Message 940, 4421d ago.
I am planning to run a Skirmish Tournament.

The format will be 4 teams of 2 on the sparce map with standard rules. A point system will be used based on damage dealt and condition of fighter after battle.

Since this is a skirmish all battles are over at the 20 turn mark. Any fighter that leaves the battle before turn 11 will be penalized. Any fighter that leaves after turn 10 but before turn 20 will have reduced points.

I am going to hammer out the point system and post it later.

If you are interested sign up with a reply.

Zarby

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Tri Engines

Message 942, 4420d 21h ago.
Allow movement of a single or duel engine & increase power output by %20.

mjolnir

is Guy.

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What's the new game?

Message 950, 4415d 17h ago.
Neko?
Anybody have any guesses?
I'm excited, and I'm serious.

Zarby

is going to kill you all.

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New Weapon idea

Message 969, 4411d 17h ago.
SBG (Static Bolt Gun): Lower chance to hit then lb, but damage doesn't drop off as quickly. Does full damage to shields, %50 damage to armor and has a chance to reduce shield regeneration by 1 point per turn instead of reducing thrust by 1.

Sabelkatten


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Movement modifiers in VP

Message 973, 4392d 20h ago.
I'm not certain I got this correctly...

If I thrust x hexes in one direction, turn around and thrust y hexes in the opposite direction, will I then have thrusted (x+y) hexes for the HMS mods, or (x-y) hexes?

imdog

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Discussion of WarGames

Message 977, 4390d 22h ago.
(21:43:36) Sabelkatten: I prefer VP over AoW. When it comes to strategic wargames EiA or WiF are the kind I like.
(21:47:11) WetRock: EiA? WiF? What are those?
(21:47:43) WetRock: I don't really think of AOW as strategic. Just kind of simple battle game
(23:02:32) neko: what about ASL?
(23:52:40) Elvesgod: i'm loving Battle Lore
(3:18:50) imdog: ASL? EiA WiF??? Are you talking about Axis and Allies by AvonHill or the Famous "Diplomacy" or the more common "risk" like stuff?
(4:10:51) Hollander: I've played a lot of Squad leader( own the complete set) . I started with ASL but lack of time and opponents made me switsch to the "Combat Mission" computer moderated wargames. In PBEM or IP mode it's the perfect alternative to ASL AND it's double bind
(4:11:16) Hollander: Neko kows what this means
(4:13:21) Hollander: Elvesgod is there depth in battle lore? from what I;ve read it seems to be dice driven combat with little player influence on combat.
(4:13:50) Sabelkatten: Empires in Arms, World in Flames and Advanced Squad Leader (played in the swedish championships - got crushed... ).
(4:14:40) Hollander: at least you tried and competed in the national championship I never got that far.
(5:49:52) neko: double blind... wow
(5:50:32) neko: PBEM ASL always looked like painful to me
(6:50:52) frax224: I used to PBEM with Empire Deluxe, wasnt too bad
(7:32:01) sven3012: Anyone know any good, cheap strategy/battle/historic games to compete 1v1?
(7:35:52) sven3012: Does anyone play any of the Paradox strategy games ?
(7:36:14) sven3012: EUII, Victoria, Crusader Kings?
(10:57:26) ShermanTxGuy: sounds interesting, is there a placew online for them?
(14:14:51) Zarby: @Sven: Try Battle Cry
(20:16:19) Elvesgod: Yeah, you roll dices... but it has a lot of strategy to plan where to move and attack

neko

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New AoW option: binding diplomacy

Message 982, 4378d 7h ago.
A new AoW option, in which you are allowed to loosen your diplomacy requirements, but you cannot tighten them. See the AoW rules page for more info.

sven3012

is best viewed with Firefox

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On AoW Diplomacy

Message 983, 4378d 1h ago.
Maybe I am over reacting, but an incident cropped up in a recent game that I felt crossed the line in gaming integrity and I wanted to hear other players thoughts in the forum rather than clog up the chat box of the game itself...

I believe that the choice of intrigue or no-intrigue in a game of AoW creates 2 very different games that are approached with 2 very different tactics and skill types. Intrigue games put more emphasis on diplomacy agreements and pacts, whereas a no-intrigue game requires more careful troop management and target selection and maybe a few carefully placed public comments...


In the recent game I referred to, 2 players took a pre-existing peace agreement into a no-intrigue game and effectively worked together to engineer a strong position for each other.
As the point of no-intrigue games is that private pacts are not possible, I was irritated to watch their mutual frontiers remain on minimum troop footing with no attacks and nothing discussed in the game's chat box, despite the fact there was obvious benefit to each player to at least attempt a conquest. In the meantime, all the other players played to the spirit of the game and posted in the chat box things which would have remained private in a full intrigue game.

Without that agreement, tactics employed would have been very different...

Maybe the 2 players involved should really have joined a full-intrigue game?


Thoughts?

neko

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The definitive takeAplay addict's tool

Message 995, 4370d 5h ago.
I have completed the definitive takeaplayer's tool: an RSS feed containing info about your last 30:
1) moves due
2) forum messages
3) game messages
4) chatroom message

sorted in descending time order.

(expanded upon an original concept by ivanhawk)

enjoy!

neko

Hollander


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I surrender ..an AOW ruling

Message 1007, 4362d 22h ago.
(11:57:46) Hollander:
There seems to be some confusion about the meaning of the surrendered status. Is it supposed to mean I surrendered and IMMEDIATELY stop all hostilities OR I WANT to surrender and stop fighting AFTER you've accepted
((20:45:18) WetRock: Hollander is correct though in that there is some confusion over the issue clearly.
(21:50:16) Hollander: Glad I could help..even it's a little. Now we should settle this matter and come to definition of " I surrender"
(21:51:46) Hollander: Neko, I think you're the final referee: What's your ruling?

Shabaka

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Why the quick surrender

Message 1015, 4353d 13h ago.
Hello all,

I am a "newbie" here at Takeaplay and am enjoying my time here very much.

I recently ended a game #1802 and a player fought the good fight to the bitter end (13 rounds). Another player offered a quick surrender very early on in the game. The player who fought to the end, played (imho) a very nice game and ended up getting fewer points than the player who pulled up stakes when the going got tough early on and surrendered. Now that I know a little better how the game point system works, the person doing the quick surrender actually made the correct call in doing what he did.

My point here is that it seems that the player who fought the good fight to the bitter end should be rewarded somehow for the greater effort and "stick-to-itiveness" (I know thats not a word, I just like it hehe).
Maybe bonus points given to that person and taken from the person who got a bloody nose in the first few rounds and took a quick TKO exit from the fight. The bonus points could also be taken from the winners as well based on the number of rounds it took to win the game. A 25 round game should be closer scoring between winner and loser than a 5 round game.

Again, I am new here so maybe I just dont understand the nuances of the game system enough as yet. As I said earlier, this is a very nice and fun game you have made here which I definitely plan on playing for a while.

Shabaka

neko

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VP bug report

Message 1024, 4349d ago.
(20:25:21) BlckKnght: Hey neko, I think there is something off with the character histories for zwz
(20:26:18) BlckKnght: my character should have been credited with a kill on Yilan in 1784 and maybe not with killing you
(20:27:17) BlckKnght: but currently it's the opposite
(20:45:09) neko: mmmh
(20:45:14) neko: let me have a look
(20:48:23) neko: yes, you should've been credited for killing both of ys
(20:48:24) neko: us
(20:48:31) neko: I'll check when I have the time
(20:48:34) neko: thanks a lot!!!
(20:48:36) neko:

imdog

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Discussion about [cheating]

Message 1032, 4293d 1h ago.
(1:03:09) sven3012: It's not the knuckle that's half way up my hand, it's actually the swelling and bruising that makes it look like it's my knuckle
(1:12:15) sven3012: Damn it Emerych, that beating you gave me has dragged me off the top of the AoW charts
(2:18:38) imdog: @sven, the europe game is fun, do u think so?
(2:18:57) imdog: what is your email? drop me line at parker.lau at gmail.com
(2:19:16) imdog: I wish to discuss with u about 2017 and 2024.
(7:53:48) sven3012: I'm not going to do that, Parker, they're No Intrigue games so I don't talk about it until it's done
(8:21:12) WetRock: Good to see there are some with honor. I believe there are those in one of my games that have none and have made a deal outside of the game. Very sad.
(9:07:57) imdog: @wet, take it easy, if I intentionally cheat, I would use YPI and email, do u think I am *smart* enough and post info in here [the Chat box] and let's everybody read it?
(20:27:27) Emerych: Hi all, sorry Sven if i replay only now but yesterday night was a long paly session and this morning a long Meeting session...
(21:42:03) Emerych: Me too Wetrock....[on cheat issue]
(0:47:39) imdog: me too Emerych [on cheat issue]

browntrout


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Where are you folks??

Message 1033, 4286d 6h ago.
This may been covered before but where is everyone from/based?

I'm in Australia and am kinda sure that there are few takeaplayers in my timezone as it's always kinda quite around when i'm here.

Or is it just that no one likes me

Shabaka

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Declaration of War/Blood Feud

Message 1038, 4284d 6h ago.
Something to consider.

Does it make sense to have the option to "Declare a War" or "Declare a Blood Feud" on another player for 1 game, 3 games or whatever?

Rather than being able to "declare", this could instead be made in the form of an offer to another player which would have to be accepted by the other player before it was enacted.

Either way is fine with me.

When a blood feud or DOW is in effect, these 2 players could not agree to a draw. One of these players must surrender or be destroyed in order for the other to win or be part of a winning coalition.

I know you all are thinking I have way too much time on my hands - hehe.

Anyway just an idea for discussion. Also it is very easy for me to talk about since I am not the one who would have to program this

Shabaka

The God of War hates those who hesitate
- Euripedes

The outcome corresponds less to expectations in war than any other case whatsoever
- Livy

We make war that we may live in peace
- Aristotle





Silverman


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Void Patrol: Revers Thrusters

Message 1052, 4281d 21h ago.
I don't know if this has been suggested before. I've been away for a while, but I didn't find anything in the forum.

Basically this suggestion is exactly what it says. You get the option to buy reverse thrusters, which when used will work like normal single-thrusters, except backward.

I would suggest making them "triple thrusters", with the other two being normal dual-thrusters (as I would expect only the more nimble ships to carry them). If it's not too much effort, I also suggest making each hex of backward thrust to count as 2 G's instead of just 1 - it would be a balance against over-use, and you could rationalize it as the pilot's seats being designed to cushion forward thrust.

I think this would be a valuable "ace in the hole" that is not used often, but would be very useful when it is used. I wouldn't want it to become standard practice, like in SFB where flying backward seems to be more common than flying forward If it becomes used too often, you could change each backward hex of thrust as 2 thrust points - this would really make it a surprise or desperation move that could be rationalized as the retros being less efficient than the main engines.

So, what do you think?

imdog

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[AoW] Politics for Beginner

Message 1055, 4280d 20h ago.
http://www.takeaplay.net/sup_browse_game.php?game_id=2041

For those don't know how to negotiate with other player. Here is an open table example for your reference.

P.

imdog

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[AoW] New Game setting

Message 1056, 4280d 15h ago.
Got in a thread but find it interesting and should start a new thread.

neko wrote:

Sabelkatten wrote:

But if Neko is interested I've got some ideas for an advanced version of AoW using some elements from Empires in Arms.

Specifically the idea is to each player play a small "empire" of x territories - new territories would be hard to gain. Victory would be based upon how well you do when declaring war with other "empires".


Sounds interesting... can you tell me more?


I'll try to put it coherently:

Victory is determined by points gained by winning battles & wars. Something like this:

Starting a war: -2
Losing a war: -2
Winning a war: 6 base, minimum 3
>Each time opponent has surrendered in a row: -1
>Each other player attacking same target: -1
>Each other player attacking you at the same time: +1
Winning a battle (winner may not be >2 times defender): 1
Losing a battle (loser may not be <? times defender): -1

Attacking a neutral: -1
Conquering a neutral: +1
Losing a Conquered neutral: -1

Each player gets a few territories (3-5?) as their home nation.

Normal income doesn't apply, instead homeland territories produce 3 factors/turn, conquered 1 factor/turn.

Turns would have to be split in two:
>First phase: Declare wars & peace (both against players & neutrals)
All players can set a choice that they will defend any neutrals that borders their territores. If someone declares war on such a neutral it immediately becomes a conquered territory of the defending power.
A player can end a war two ways:
-Either he offers a ceasefire which cost nothing. In this case any neutral territories that has changed hands remain that way but nothing else happens - all foreign troops immediately leave home nation territories for nearest friendly territory.
-Or he surrenders. In this case the attackers gets up to 3 neutrals from the loser (each victor makes a list, first player to enter war gets his #1 choice, second player gets his and so on). Afterwards the players can not make war against the same opponents for 10? turns.
>Second phase: Move&fight
Combat should be even (say 70% kills for both sides), but the attacker has to pay to attack at all (say 10% losses).

Play for a set time and/or to a number of VPs.

Was that clear? I'm just home from a 12-hour workday, I've probably forgotten a lot of things

P: This game setup actually encourage people to negotiate rather then simply silly war. I like the idea but don't know how to program it

Silverman


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New AoW Surrender

Message 1067, 4278d 15h ago.
How about if you surrender in AoW, you automatically drop out of the game?

You would get the same points as if the winner (whoever it turns out to be) accepted your surrender. They don't lose any points, and you get to guarantee survival.

Your armies would become neutral, meaning everyone is free to attack and conquer them. This helps those of us who would have left you one territory just to be nice.

In addition, it would speed up the game for everyone. The remaining players don't have to wait for you to submit turns (where you aren't going to be doing anything anyway), and you don't have to keep submitting turns where you aren't going to be doing anything anyway.

This seems like it would benefit everyone. Surrendering players get to live, "no mercy" players get to take the territory and still get full points, and noone has to wait for or submit useless turns.

Any thoughts? I can't think of anyone who would be disadvantaged by this.

Shabaka

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Player drops from game

Message 1083, 4271d 5h ago.
Does anyone have any ideas on another method of handling a country that drops from the game? Currently, this country is auto surrendered after 15 days of non-play. This country then gets its new armies auto dropped in-game I believe this is case-pls advise if I am incorrect). For example this will be happening soon in #2047 in a few days.

Can the dropped country be turned into a neutral with no growth and reset to 5 max per territory?

-or-

Could the growth be placed in a queue so if the person does come back he can drop back in game? Should the person even be allowed to come back in?

-or-

Other thoughts? Leave it alone?

Shabaka

Silverman


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Restart VP Design

Message 1085, 4261d 22h ago.
How about adding a button to the design screen to exit the design screen and start over? Currently if you select the wrong race you have to wait until you lose your place in the player list before you can start over.

Zarby

is going to kill you all.

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The Triple 8 Challenge is back

Message 1089, 4258d 2h ago.
I have decided to dust off this dinosaur. I never did post the winners from Triple 8 Challenge X or XI, but I do so now with all of the winners. You can look for Triple 8 Challenge XII to be coming soon.

imdog

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Going on Long Long holiday

Message 1093, 4253d 10h ago.
As I will have to relocated back to HK and to find a new job. I will come back once I settled.

P.

Dutch


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Bug on game 2100

Message 1099, 4248d 11h ago.
There is a bug in Void Patrol game 2100. I cannot insert my move. I am also unable to change direction: the only command accepted is thrust forward.

Zarby

is going to kill you all.

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New idea

Message 1103, 4189d 14h ago.
The radio can be used right now for encrypted or broadcast messages. How about a third choice of Ship Command.

This would allow the pilot to change a variable on a weapon system like "track 200" would have torpedo systems lock on to fighter 200. On a later turn torpedos launched would have a lock on fighter 200 even if it wasn't closest. "range 4" could set the range for rocket clusters at 4 hexes instead of 2.

neko

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Void Patrol: rules changes and help on making races even

Message 1105, 4189d 7h ago.
I would like to make a small change to the rules: I would

1) allow rockets, missiles and grenades in standard games
2) allow terrans and aliens to use all weapons
3) make custom fighter creation an advanced-games feature.

This will mess up the game balance a bit though, because Terrans and Aliens will have access to more/new weapons.

Although I tried my best to make all four races equally powerful in the game, it seems that Aliens and Imperians are noticeably stronger than Terrans and Comcons. Here are the current ratings:

12.9 alien
11.6 imperian
9.3 comcon
8.8 terran

What did I get wrong? Why is an alien fighter much better than a terran one? Please have a look here, bottom of the page: you can see the statistics for each race

http://www.takeaplay.net/zwz_help_fighter_design.php

what is it that makes the races so different? I have no clue. (Please ignore the first four columns).

Hollander


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VP Character stats

Message 1113, 4187d 9h ago.
Is it possible to compare character stats? I have a Gunner +1 Pilot +0 Kills: 4 character still alive and I wonder how many other characters there are that do as good or even better.

Are there VP character aces? ( 5 kills or more)

How many characters are there? including KIA. How many are still alive?

Would it be possible to have some stats for characters?
To avoid clutter and a overloaded database I suggest to ignore all characters that got killed in their 1st game (0 pointers)

Our group of players is probably too small otherwise we might start squadrons filled with characters.

Just a thought.


Jus a thought.

Zarby

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Another idea about -1 Thrust

Message 1117, 4183d 6h ago.
I was thinking about how the special damage could be better. Instead this idea came to me.

Instead of having the -1 thrust simply (note programming headache ) be a thrust reduction it could be a left or right spin that the pilot would have to compensate for?

For each thrust lost check for left or right spin. If a ship has one thrust lost in each direction then they have -1 thrust and lose 1 additional fuel round or 4 fuel points each turn on top of normal usage. If a ship has -1 thrust say left then they lose 2 fuel points per turn or 1 fuel round every other turn and a involuntary spin to the left every other turn and still lose 1 thrust. Combat modifiers for turning apply. If the ship gets a second thrust lost to the left then they lose 4 fuel points per turn or 1 round of fuel per turn and have a spin each turn. However they only have 1 less thrust to use.

If the ship has a self sealing hull then fuel loss and spin are stopped after first spin. If 2 thrust are lost in the same turn then 1 thrust would be stopped at the end of the next turn and the second 1 would take an extra turn.

Zarby

is going to kill you all.

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New Fighter Designs

Message 1133, 4039d 7h ago.
I have been hard at work coming up with 7 new fighter designs. I have listed here the game numbers to find them if you want to give any of them a try. Please give comments on any of the designs and vote on whether or not you believe it should be added to the list of available fighters.

Avatar Mk. II 2380 1
Solarbeam 2381 1
Wasp 2411 1
Hailstorm 2410 1
Catapult 2407 1
Thunderbolt 2406 1
Lone Wolf 2408 1

imdog

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The best about Takeaplay.net

Message 1142, 4022d ago.
1. it is small, and totally owned by flying neko = efficiency!

2. no flame

3. user friendly

:)

P.

Hollander


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Are we bored playing Void patrol?

Message 1145, 4008d 8h ago.
Void patrol seems to be played by 5 or 6 regular players only. Am I right?

If so why is that? is the learning curve to steep? or do players get bored with playing the same scenario over and over again?

Zarby adds a little spice by starting "restricted ship design" games.

I think we're waiting for the bomb run and base defense games. How about a "Capture the flag" variant.

Or a protect the convoy scenario. Automoving freighters cross the sector.Defend or try to destroy them.

neko

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VP Rules being re-arranged

Message 1148, 4005d 17h ago.
Void Patrol rule levels are being re-arranged to allow for some new features to be implemented.

Simple games: only prebuilt fighters without one-use weapons (no rockets, missiles and grenades). No dual thrusters. Arc 0 weapons allowed.

Standard games: only prebuilt fighters, any type of weapon.

Advanced games: custom fighters are possible at this level.

Zarby

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NEW YEAR TOURNAMENT

Message 1165, 4002d 19h ago.
Let's start the new year with a VP tournament.

This will be a new design only tournament.
To insure this ship budgets will be 1001.
The tournament will be 5 rounds.
In each round all ships will be of the same race.
All matches will be in a sparce map.
All ships still on the map at the end will score 1 point.
All kills score 1 point each.
At the end of 5 rounds total score for the 5 games will be used for tie breakers.
The top 3 players will then face off in an Arena battle for the bronze, silver, and gold.

BlckKnght


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Ideas for new one-shot weapons for VP

Message 1174, 4001d 16h ago.
I've had some ideas for neat things that could be added to Void Patrol as one-shot weapons. These might help to balance out the strengths and weaknesses of the existing weapons.

First, make inertial grenades suck less by allowing them to persist for more than one round. If there is nothing in their blast radius (excluding asteroids) they could keep flying until they either do have something near them, or they collide with an obstacle. To radically change the current useage, make them never detonate on the first turn. This would make them more like naval mines or unguided bombs than grenades.

Next, introduce decoys (aka chaff and flares). These would move with the fighter's current velocity like inertial grenades, but wouldn't ever explode. Rather, a missile would lock onto it if it was closer than any fighter. They would also trigger mines/grenades that they drifted near. They would be relatively cheap and light so you wouldn't need to sacrifice a huge amount to take one or two.

If we get a "base attack" game type in the future, a torpedo or guided bomb could be introduced. This would be a high-damage, low thrust missle that would only lock on to the opponent's base (or optionally also to special decoys). The seeking algorthim might need help to prevent these from flailing about pathetically, missing the unmoving base.

To defend the base against bomb/torpedo attacks, I would suggest a "point defense" main weapon to be added. It only targets missiles/bombs/grenades and has some moderate chance of destroying them if the fighter doesn't have any other target to shoot at. I imagine something like a LB4's accuracy, weight and power usage, but it only works against single-shot weapons that are in its arc of fire.


Other ideas for one-shot items might not specifically be weapons at all:

A retro-rocket one-shot item might add a 3 hex reverse thrust onto the end of your move. An afterburner might add that much forward thrust.

An emergency power supply might fully recharge your shields after QGP/LB hits.

A repair pod might recover some portion of your lost armor.

A missle jammer might prevent missles from locking onto you for the turn (or at lease have a chance of doing so).

Another ECM item might encourage enemy fighters to target somebody other than you with their regular weapons.

ivanhawk

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good!

Message 1178, 4001d 4h ago.
just to point out that takeaplay works perfectly on iphone-ipod touch. My ability on thier keyboard, on the other hand, sucks.

Ivanhawk

neko

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Fighter charts!

Message 1186, 3999d 19h ago.
Finally, you can read fighter charts even when not joining a game, and play a bit with the fighter creation engine. Just follow the link to "fighter charts" in the navigation bar on the left.

The feature is available to logged in players only.

Calsir

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VP Game Mechanics

Message 1190, 3998d 6h ago.
Hello lads,

First, I would like to put a premise. I am new here, I do not intend to criticize the work of the game designer, developers and play testers. It is your game, and I thoroughly enjoy playing it. I tried to skim a little on the forum but I could not find a search function or anything related.

Next, the issue: I was drifting alone in "space" without applying thrust when I noticed that after changing my facing in a turn, the spacecraft would not go on rotating. I will explain what I mean: in the board game, a fighter can be considered a solid body with 3 degrees of freedom. Two of them are linear (coordinates x and y) and the third is angular (facing). Looking at the rules and with the very little experience I have here, it seems to me that the spacecrafts move in vacuum respecting the good old newtonian mechanics as long as they regard point dynamics. That is, thrust controls directly acceleration. Moreover, the velocity rules look very similar to the kinematics of a body undergoing constant acceleration.

Rotations, however, don't respect rigid body mechanics for a solid in vacuum, but their rules seem a little more to represent a vehicle moving on a land. While linear controls are of second order, by controlling the linear acceleration rotational controls are of first order, since they control angular velocity, rather than angular acceleration. The action of the spinners seems to be counterbalanced by some sort of friction that brings the rotation to a stop as soon as the control is neutralised, much like the effect of a rudder on an aircraft or boat.

I would have expected that rotation was ruled more or less like linear velocity, since they should both obey newtonian mechanics and since in space there is nothing to slow any of the two. Incidentally, I find it interesting that it took me a while to realise this oddity, but maybe I am too used to Blue Max (where, correctly, rotation is first order).

What I would like to know is whether this issue was decided for the sake of playability (I agree that fun and simplicity are more desirable than realism in a game like this).

My second thought is about the boost manoeuvre in the advanced rules. I have not tried it yet, but I have read the boost movement rules carefully. I assume here that the fighters (and their pilots) are already at their structural limit when the 3 or 4 'gs' of acceleration are applied and that the thrust is applied continuously during the 3 seconds rounds (as stated in the geek popup ), justifying the constant acceleration velocity change rule. What I don't get is why such a manoeuvre is allowed: in a 3 second round, impulsive mechanics cannot be called upon because it requires a much higher instant acceleration and because a round is too short.

So basically my question is: why was this manoeuvre introduced? Of course: "to make the game more interesting" is a legit answer .

Sorry for the long post.

--
Calsir

Zarby

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NEW YEAR tournament pairings

Message 1218, 3994d 13h ago.
First round is Terran.

Red Team
Hollander & Calsir (H&C)

Blue Team
Sabelkatten & frawol (S&f)

Yellow Team
BlckKnght & DBurkeG (B&D)

Let's try to get signed up right the first time.

neko

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Webmaster "holiday"

Message 1220, 3994d ago.
Tomorrow, I will start a process of moving from one city to another one, about 1520km away. It will be a rather long and complicated thing this time, so site updates will be discontinuous in the next three weeks or so, and I might not login for a few days.

Zarby

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Minor Problems

Message 1228, 3992d 2h ago.
If you have any bugs to report or minor problems post them here and neko will look at them when he gets a chance.

Calsir

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out of town

Message 1235, 3986d ago.
will be back on Sunday night (central Europe).

Sorry for the delays in the games.

--
Calsir

Shabaka

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New game idea

Message 1239, 3984d 3h ago.
Would takeaplay be interested in developing a new game a bit more complex than AoW?

The map would be based around the Mediterranian with approximately 100 provinces. Each province would have resource generation amounts per turn which would be used to purchase troops.

The troop types would be Leader, Infantry, Cavalry, Skirmisher and siege.

The terrain types of each province would be a pct. of mountain, desert, grass, swamp and river.

Each troop type would have a 1 to 10 offensive, defensive and morale rating.

The number of troops X the offensive/defensive ratings would generate numbers. This number would be modified by terrain and leadership factors and would then be compared to a combat results table to yield troop and morale losses on each side.

More information to follow if there is an interest.

Zarby

is going to kill you all.

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NEW YEAR tournament Results

Message 1241, 3980d 17h ago.
After Round 1 The leader board stands as follows.

1. BlckKnght (2)
2. Calsir (1)
3. Hollander (1)
4. Sabelkatten (1)
5. frawol (0)
6. DBurkeG (0)

Zarby

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Coin Flip

Message 1254, 3970d 21h ago.
How many outcomes are possible from a truly honest coin flip?

imdog

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[code] To Neko: How the scoring work?

Message 1269, 3969d 19h ago.
(18:08:23) Calsir: zarby: do you know how the AOW odds computator works? Is it euristic?
(18:08:40) Calsir: (as in, runs the simulations n times and then gives the results?)
(18:09:30) Zarby: The first Pre-built fighters were made just 2 years ago.
(18:11:44) Zarby: The 4th & 5th weapon slots were added 19 months ago as well as the Imperial and Comcon races.
(18:15:25) Zarby: There is a wikapidia link on the page. It uses ELO scoring. I looked up how that works over a year ago, but I couldn't tell you off hand how it works.
(18:22:54) Calsir: I am not referring to the elo scoring system, but to the "simulator" that appears in the box on the right of AoW interface where you can compute the odds of attacking, defending or skirmishing with a given number of units
(18:31:05) Zarby: I thought that that was just a binomial calculation.
(18:32:25) Calsir: nope, the results change each time you try, especially with a large enough number
(18:39:44) Zarby: It makes 100 simulated attacks and presents the data
(18:41:07) Calsir: ??? I looked for the source code, but could not find any... how did you get that info?


Hi Neko, seems Zarby and Calsir is curious about your engine. Could u explain?

p.s. I am a bit nosy, but it is also my curiosity too

P.

neko

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New fighter from Hollander

Message 1279, 3968d 2h ago.
New fighter from Hollander:

Here is my proposal for a fighter. I wanted to do something other then a fighter. When the bomb run scenarios become available the triple IG variant can be interesting. For now I have only the Search and Destroy mission payload variant.



Warthog S&D

This fighter was designed as a bomber / heavy attack fighter to destroy defended static and slow moving targets like an asteroid fortress or capital ships. The core of this design is a QGP8 to take down shields and 3 ordnance slots for any combination of missiles, inertial grenades or rockets to do serious damage. An ofc 4 was added for additional fire power and to give the pilot a fighting chance in a dogfight. Shown here is the typical armament for Search and Destroy missions. On bombing missions against a known target all three slots would be armed with inertial grenades to do maximum damage. Some pilots choose to carry a rocket pack on bombing runs as a defence against incoming berserkers during the final approach.



Maneuver type: 4S1(3)

Fuel: 33 rounds

Cockpit: 3/2/5

Shields: 60

Armor: 200

Weapons: qgp 8/150

ofc 4/70

bm 7/100

bm 7/100

IG 2/200

Hollander


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VP Game 2600 s this a bug?

Message 1298, 3957d 23h ago.
---Fighters shoot grenades and rockets---
Fighter 2 (Hollander) drops an intertial grenade! (r:2,d:200)
Fighter 3 (Zarby) is at distance 1 from the grenade, damage: 71+1T
Missile 410 (frawol) is at distance 1 from the grenade: EXPLODES!
Fighter 3 (Zarby) launches a rocket cluster! (r:2,d:70)
Fighter 4 (frawol) hit by rocket cluster, damage: 42+1T
---Newly shot missiles take effect---
---Damage takes effect, out-of map effect, lock-on---
---Rating changes---

It says frawol is at distance 1 from the grenade but there is no damage frm the grenade. A bug?

Zarby

is going to kill you all.

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1-on-1 Duel

Message 1309, 3935d 14h ago.
I offer an open challenge. There are currently 17 pre-built fighters. We would fight a series of 1-on-1 duels in the arena at rules level 2 using the same fighter. Each round a different fighter would be selected.

So who will take up the gauntlet.

Zarby

is going to kill you all.

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Fighter size

Message 1319, 3931d 6h ago.
I am going to start a series of battles based on the mass of the fighters.

Light fighters are <=184.
Medium fighters are >184, but <=212.
Heavy fighters are >212.

Of the pre-built fighters the Badger, Lone Wolf, Avatar, Avatar Mk.II, Warthog S, & Catapult are Heavy.

The Wasp, Arrowhead D.III, Javelin, Fireball, & Hailstorm are medium fighters.

The Nibble 20000, first, Rabbit, arrowhead, Solarbeam, & Thunderbolt.

Zarby

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Triple 8 Challenge Final Results

Message 1321, 3930d 7h ago.
I have crunched the data and have come up with 3 composites.

Fighter 1
Pilot: Sabelkatten
Race: Imperian
Shields: 60
Armor: 80
Thrust: 5D2
Weapons: 4/70 ofc, 9/100 BM, 7/100 BM

Fighter 2
Pilot: BlckKnght
Race: Advanced
Shields: 50
Armor: 100
Thrust: 4D2
Weapons: 6/100 qgp, 4/70 laser, 7/150 BM, Rocket

Fighter 3
Pilot: frawol
Race: Terran
Shields: 40
Armor: 90
Thrust: 6S1
Weapons: 8/150 qgp, 6/100 ofc, 4/70 lb, 7/100 BM, Rocket

BlckKnght


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BlckKnght's Void Patrol fighter design philosophy

Message 1327, 3929d 20h ago.
I've been avoiding games that use less than advanced rules lately, mostly because I have developed a strong aversion towards most of the pre-made fighters (exceptions being the new Lone Wolf and the classic Badger). Rather than just propose a new fighter or two, I thought I'd discuss the thought process I go through when creating a new design and see what others think of it.

First off is the main armament. There are a lot of possibilities, but I don't think I will ever design a fighter without at least one Laser 6, QGP6, or at least two OFC6s, QGP4s or Laser 4s (and probably three Laser 4s if there are no other guns).

More than one range 6 gun (except high power, high weight designs with 2 OFCs) is usually a bad idea due to their high power consumption. Because of their limited useful ranges, Lightning Beams of any sort are generally a waste of power and money. For the same reason, OFC 4s are pretty weak, but if you're lucky they can do some decent damage (they're not bad secondary weapons behind a QGP 6, though a laser 4 is usually better). The 0 degree arc on range 8 weapons is a huge limitation, unless you are much more maneuverable than your opponents or think you can outguess them a couple of times.

As for maneuverability, I almost always aim for 5D2, which offers a lot of flexibility (though it's a bit fragile). 4D1 or 6S2 are pretty good options too and 4S1 is sometimes a better value than 6S2, especially for Terrans who can't accelerate 4 times. Adding one more point of thrust to any of those can be good insurance against critical hits, but adding more than one is a waste.

Once I've picked the main weapons and maneuverability type, I tweak the defenses, secondary guns and one-shot weapons to maximize the capability of the fighter within the power and price budget available. I very rarely have more than .1 extra thrust (which will be rounded down and lost) when I'm done with this balancing act. IMT is the best engine type for any fighter with less than 153 power left over, IVT is better for any fighter with more.

A high gunnery score is most valuable for high accuracy or high damage weapons (e.g. Laser 6 and OFC 6), but if I have money left over and can't add more armor without losing thrust, improving the HUD is a good investment.

One important thing that I try to remember for my designs is that there are clear differences in the relative component prices between the races. For example, Alien designs almost always will have Dual thrusters and light spinners (unless you're one of the two "Arrowhead" designs) and Terrans designs will seldom have high end shields since armor is so much cheaper for them. It isn't impossible to build an unconventional fighter for a given race, but it will probably perform significantly worse than others at the same price.

The difference in cockpit types between races (other than their relative prices) is usually immaterial (since a 1 point difference in gunnery or piloting isn't often a deciding factor), though the fact that Terrans can't do 4 Gs is very important to keep in mind.

Since I think a fair amount of the skill at Void Patrol lies in designing fighters, I'd like to hear what others think of the points above. Have you build a design that conflicts with one of my theories but you think is still strong?

Sabelkatten


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New fighter design

Message 1328, 3925d 22h ago.
I've been testing a new ComCon fighter. It turned out to be rather hit-or-miss, but it's certainly interesting to fly!

Spitfire: A high-speed interceptor used by the ComCon navy to engage heavy fighter/bombers, the Spitfire has high acceleration and a massive short-range firepower from its battery of 5 short-range LB guns. However when engaging more conventional space superiority fighters the Spitfire's lack of range is a serious handicap.

ComCon fighter, 4/3/4 pilot, 225 power plant, 0.5 fuel tank, Power spinners, Single thruster, IMT drive, 80 armor, 70 shields, 5x Lb 4/70.

Neko, would you like to enter it?

neko

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Keeping the Void Patrol feel

Message 1335, 3925d 6h ago.
Lately, a big effort was made (in particular by Zarby) to create Void Patrol games with restrictions on the design. This is a great load of fun, many fighter designs were born this way, and I wish to thank Zarby for this, but it has its drawbacks.

A subtle part of the VP game engine is the price-determination routine. Prices are determined in such a way as to keep a "feel" to each species (Terran, Alien, Imperian, ComCon). Every time you create a fighter that does not conform to that species' "stereotypes", the prices of the non-standard items you buy go up a bit. For this reason, when you specify a "budget" option, the game is made automatically not-for-stats. This way, the prices are not messed up by the non-standard settings.

This, however, has let the prices drift away from their natural values, and the last weeks has seen a proliferation of fighters with non-standard designs. Many of them have also made it as prebuilt fighters. This is ok, but in the future I would like to stick to the original field.

For this reason, I just inserted a new field, "design restrictions", which should be filled if you want to impose a restriction on how the fighters should be built (for example: a specific type of weapon, and so on). If you do so, the game will be not-for-stats, and the prices will be unaffected.

In the future, before submitting a new prebuilt model, have a look at the fighter design guide, and see how much your fighter conforms to the species' typical values. It doesn't have to be a stereotype fighter, but differences should be explained in the design's history field.

Zarby

is going to kill you all.

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I hate to ask but.

Message 1340, 3925d 2h ago.
I was wondering if a new asteroid field could be made?

It would be called Testing Ground.

1. It would automatically be not for stats.
2. It would be like the arena but 2 hexes larger in each direction.
3. It would have 3-6 randomly placed asteroids.
4. It would only allow 1 fighter per side.
5. All fighters except for fighter 1 must be pre-built.
6. Fighter 1 cannot be pre-built.

Let me know how big a head ache this would be.

Zarby

is going to kill you all.

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The Foolish Tournament

Message 1344, 3919d 2h ago.
It is time to start the foolish tournament, so sign up now. The tournament will begin on April first.

The first tier games will be AoW with 5-7 players per game, on a size 14 map, without neutrals, one territory per player, & automatic troop placement. In addition all players will have to choose 4 way win. The winning players will move on to the second round, while losers will have to play another first tier game.

After 4 tier one game have finished all remaining tier one players will move to tier 1.5. This will be the same as tier one, but only a 2 way win will be allowed. The winners will go on to third tier. (I may expand the number of games in this tier if there are a lot of players.)

The second tier will be VP. Only 4 second tier games will be run. Each game will be 4 player arena weapon medley games. Each player must use exactly 4 weapons. You may not have more then 1 weapons from each of the following categories.

1. Range 8.
2. Range 6.
3. Range 4.
4. BM.
5. Rocket.
6. Laser.
7. LB.
8. QGP.
9. OFC.


The winners will move on to tier 3 while the losers will go back to tier 1.

The third tier will be VP. It will be 2 teams in a sparse field with simple rules. Teams 1 & 2 will be the 4 players from tier 2, The third team will be the winners of tier 1.5.

The winning team will play each other in AoW on a size 7 map to determine the CHAMPION.

Zarby

is going to kill you all.

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Example of Foolish Tournament.

Message 1350, 3917d 22h ago.
Here is an example of how the Foolish Tournament is expected to work.

Assume 10 players sign up.

Round 1. 10 player are at Tier 1.
AoW game 1 is made with 7 random players.

Round 2. 4 players are tier 2, 6 players are tier 1.
VP game 1 is made with the winners of AoW game 1.
AoW game 2 is made with the remaining 6 players.

Round 3. 1 player is tier 1, 4 are tier 2, 5 are tier 1.
VP game 2 is made with winners of AoW game 2.
AoW game 3 is made with the remaining 5 players.

Round 4. 2 players are tier 3, 4 are tier 2, 4 are tier 1.
VP game 3 is made with winners of AoW game 3.

Round 5. 3 players are tier 3, 7 players are tier 1.
AoW game 4 is made with 7 tier 1 players.

Round 6. 3 players are tier 3, 4 are tier 2, 3 are tier 1.5.
VP game 4 is made with winners of AoW game 4.

Round 7. 4 players are tier 3, 6 are tier 1.5.
AoW game 5 is made with 6 tier 1 players.

Round 8. 6 players are tier 3.
VP game 5 is made. Team 1 are winners of VP games 1 & 4. Team 2 are winners of VP games 2 & 3. Team 3 are winners of AoW game 5.

Round 9. 2 players are tier 4.
AoW game 6 is made to determine the champion.

Zarby

is going to kill you all.

(jungle user)
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Foolish Tournament Rounds

Message 1353, 3912d 4h ago.
Since 6 people make it to tier 3 and 6 people have signed up everybody makes it.

The 6 players are:
Zarby
Ozzman
frax224
Champace
BlckKnght
Sabelkatten

The 2 teams for the tier 3 VP game will be as follows.

There will be 1 tier 1 AoW game with all 6 of us. The 2 losers will be team 3.

There will be 1 tier 2 VP game. The first person eliminated will be teamed up with the winner and form team 1. The reaming 2 players will be team 2.

The winning team from tier 3 will then face off in an AoW to determine the Foolish Champion.

Sabelkatten


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[HUMOR] Poor asteroid!

Message 1360, 3908d 11h ago.
Missile 130 (BlckKnght): seek-and-destroy fighter 2 (Sabelkatten)! Move: SRSSLSS
Missile 130 (BlckKnght) collides on asteroid 21: BANG!
Missile 150 (BlckKnght): seek-and-destroy fighter 2 (Sabelkatten)! Move: RSSRSSL
Missile 150 (BlckKnght) collides on asteroid 21: BANG!
Missile 430 (Zarby): seek-and-destroy fighter 2 (Sabelkatten)! Move: SRSSLSSRS
Missile 430 (Zarby) collides on asteroid 21: BANG!



Can you kill a rock...?

neko

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What I don't like about Void Patrol

Message 1361, 3908d 1h ago.
I have periods in which I like Void Patrol and periods in which I don't.

One of the things that I dislike, is the fact that all fighters look the same. In a game of blue max, I can tell the type of model just by looking at the image, and know what manoeuvres it can make. I get a pretty good idea of the situation just at a glance.

In VP, I have to have a look at all the fighter sheets --- looking at the models, characteristics, and damage received.

This annoys me. I would like to share your opinion on this. A solution would be to have "modular" fighter image, to at least be able to tell what the fighter is like just from the image. Like: changing the exhaust shape and size depending on the manoeuvre code.

What do you find annoying about VP? What would you like me to improve? We are not talking about new features here. We are talking about improving what we already have, from the point of view of the rules.

neko

sven3012

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Sorry Neko

Message 1362, 3908d 1h ago.
I know this is probably too hard in programming, but it would be nice if the team format could be fixed in AOW and the "highest ranked" player in each team made a 'general' that can issue general orders to his team...

neko

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New forum features

Message 1364, 3907d 23h ago.
Now you can switch between a history view and a thread view.

In addition, now you can use preformatted text for code, tables, or ascii art:


c o d e
c o d e
c o d e
c o d e

Hollander


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Showing pre build fighter designs

Message 1373, 3899d 10h ago.
Hello,

Why is it that the prebuild fighter designs are only visible after you sign up for a game? The designs and little textboxes make a good read and add atmosphere to the game. Can you make them readable all the time?

Hollander

Hollander


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VP squardons.

Message 1374, 3899d 10h ago.
Hello,

I'm curious if there is some interest in forming VP "squadrons". Maybe the number of active players is to small for that?

Squadrons could be grouped along the various factions (Alien, Imperian, ComCon and Terran with Mercenaries forming the 5th faction. Tournament or campaign games between these squadrons may lead to some more stories for this game universe backgound.. just a thought.

Hollander

Zarby

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Foolish Tournament Results

Message 1381, 3898d 16h ago.
The first AoW game is over. Zarby, SabelKatten, BlckKnght, and Champace should now join VP game 2750. Remember that it is a weapon medley without repeating and 4 weapons only. Check the original thread for more details.

The remaining 4 players in the tournament Ozzman, frax224, Emerych, and neko have somehow all won the 4 player 4 winner AoW game and have qualified for VP game 2790. So everyone design your fighters and get to your game.

blackstar0


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Self projected fighter

Message 1382, 3898d 14h ago.
Hi.
I designed a new type of fighter, but couldn't save it.
May I do such a thing ? How ?

Sabelkatten


(crystal user)
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VP interface

Message 1390, 3890d 22h ago.
Just thought we should have a thread to discuss possible improvements to the VP interface - if any are possible.

Personally I'm not sure what can be done to it. The main problem I have with it is that the interface box ends up outside the screen a lot.

Maybe it would be possible to use frames in the window? Have the interface box in a different frame on top (or side) of the screen?

neko

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AoW: removing two borders

Message 1400, 3884d 8h ago.
I am planning to remove two borders:

1) between England and Denmark, and
2) between Scandinavia and Germany

in the Europe(14) map. This should make it easier to enclose

A) England(3pop, 3 borders) and/or
B) Denmark(1pop, 2borders) and/or
C) Scandinavia(2pop, 3borders),

providing and additional "easily enclosable area" besides the (rather unblannced) SouthWest and SouthEast corners.

I would *not* make this an option (would seem quite redundant).

Opinions? Comments? Death threats?

Champace

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Blue Max

Message 1414, 3853d 6h ago.
Is there anyone who wants to play a Blue Max only for takeAplay playerz?

1, me

imdog

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question to webmaster

Message 1419, 3852d 20h ago.
Hi Neko,

Will u enhance some restriction to a single user. Like max no. of games =50 (AOW + VP)

regards

P.

Zarby

is going to kill you all.

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Paranoia

Message 1436, 3837d 5h ago.
I am announcing that I will be starting a play-by-email Paranoia RPG soon. If anyone would like to join email me at truegamer@winning.com

Hollander


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Pilot history bugged?

Message 1439, 3829d 5h ago.
Neko,

When I load the "my characters" page and then want to look at the pilot's history a message in the lower left/bottom edge of the sreen says "fout op de pagina" ( error on the page")
the pilot history won't show.

And again I want to ask you to make it possible for players to delete pilots (inactive and killed) form the roster.

Cheers

Hollander

Calsir

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Interface: Font colour issues

Message 1442, 3814d 10h ago.
Hello neko.

I am writing because, while the web pages here at takeaplay force a background colour different from my system defined one, they do not impose a font colour... Since I have just switched to a light foreground against a dark background for my system, you can imagine the results when I try to look at the pages... light background and even lighter foreground.

In the meantime, the form in which I am composing this message completely matches my system colours (white on coal).

Would it be possible to force a black font colour on the pages, please?

Thanks,

--
Calsir

Hollander


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What's the status of the NEW game?

Message 1445, 3810d 23h ago.
Just curious. Any news on the new game?

BlckKnght


(killer user)
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VP bug caused by a tricky maneuver

Message 1450, 3807d 10h ago.
I think that the VP logic that simplifies out maneuvers didn't do the right thing with the move I made on the last turn of game 3241.

My move was:

Start facing 8 o'clock.

Thrust right once, towards 10 o'clock.
Turn left twice to face 4 o'clock.
Thrust left once, towards 2 o'clock.

Because the thrusts to 10 and 2 o'clock are at a 120 degree angle from each other, adding them together results in a net of a one hex thrust in the 12 o'clock direction (the horizontal parts of the thrust vectors are canceled out).

When the turn ran, the simplification code didn't seem to have considered partially canceled out thrusts, and instead calculated the maneuver as "1F, 4T" which I understand to be one thrust and four turns.

The maneuvers that add up that way (such as turn-right thrust-right turn turn turn) would achieve the same final position and orientation, but they do so using more thrust that my fighter was capable of. Furthermore, the extra turning gives me HMS modifiers that are much worse than the move I actually was doing (-5/-5 instead of -1/-1). In principle, my opponent's HMS should also have been worse than what was calculated due to the extra thrust I made (0/2 rather than 1/2), but I think it actually could make sense the way it is, since you could say that only the one net thrust effects his targeting.

In any case, the game ended without this issue having made a difference in the outcome (no shots would have hit or missed differently, though my one hit did less damage that could have been expected). I hope that the issue can be fixed for future games though, since I really like that move.

imdog

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Some discussion about youplay down time on 24-Jul-08

Message 1454, 3797d 13h ago.
(8:02:12) imdog: youplay.it got serious issue. I am contacting webmaster now
2008-07-24
(0:34:05) dcr66: YouPlay.It is down for 12 hours for server reinstallation according to its webmaster.
(2:06:27) otto.6: server seemed to be from canada and not .it
(2:06:44) otto.6: the youplay.it server
(2:07:00) neko: this teaches you a lesson: when in doubt, use linux + apache + mysql + php
(2:07:14) neko: and never anything by microsoft: you have to pay for it, and it doesn't work
(2:07:30) neko: otto, yes: the new youplay server is in Canada.
(2:08:00) otto.6: thought so, no problem
(2:09:11) neko: Nick is changing OS
(2:09:26) neko: he is giving up with 2008 = vista
(2:09:51) neko: and switching back to 2003
(2:10:03) otto.6: i guess using linux is worth the learning curve
(2:11:06) neko: there is no learning curve really, if you decide not to learn ASP right from the start :D
(2:11:22) neko: besides, there is much better support for PHP, more free functions to use
(2:11:43) neko: there is really no reason to use ASP, unless for some reason you already know ASP and not PHP
(2:13:13) otto.6: its all over my head, i'm a lightweight MS user.
(2:14:01) otto.6: but ive heard enough horror stories abt vista to avoid it
(2:14:32) neko: i mostly use ubuntu
(2:14:45) neko: when i need ms, i used to use win2k
(2:14:56) neko: just switched to xp last week on this computer
(2:15:06) neko: i cannot see any reason to use vista
(2:16:28) otto.6: unless it came preloaded on your new computer
(2:16:48) neko:
(2:16:59) neko: actually you are right
(2:17:20) neko: i didn't install xp on this computer - my father did and then gave it to me
(2:17:34) neko: in fact, he prefers the xp/debian combination
(2:17:41) otto.6: onnly mom and pop places now sell comps with xp
(2:17:42) neko: so i am also learning debian now :P
(2:18:11) neko: no, this 'puter is quite old
(2:18:42) neko: Intel Celeron, 1.5GHz, 512MB RAM
(2:18:52) neko: still better then the one I was using until last week
(2:18:59) otto.6: oh
(2:19:13) neko: Pentium 3, 500MHz, 192MB RAM
(2:19:16) neko:
(2:19:29) neko: in case you were wondering, 192 = 128 + 64
(2:19:50) otto.6: intel celeron 1.8ghz 700some ram just up from 256
(2:20:02) neko: at least, this shows that this website runs on slower computers
(2:20:28) otto.6: which is good
(2:20:46) otto.6: ly wish there were more new faces
(2:20:53) otto.6: i only
(2:21:07) neko: on the website?
(2:21:27) otto.6: i keep getting beat by the same ppl
(2:21:43) neko: well i am pretty sure we will see some new faces on the website, sooner or later
(2:21:47) neko:
(2:21:58) neko: have to reboot
(2:22:02) neko: be right back
(2:22:25) otto.6: see ya
(2:22:43) otto.6: i have to go
(2:25:02) neko: bye
(9:51:53) Zarby: The reload on this chat board is too short.
(9:52:41) Zarby: I cannot follow the posts because it keeps reloading as soon as I find the next message in line.
(9:53:15) Zarby: How about adding a freeze button to the chat to stop the auto reload.
(11:17:29) shermanguy: Debian is good, My fav distro

Lesson, never trust M$, no matter how they tease you

i.

BlckKnght


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VP Feature request: Change alliegance from the Build screen

Message 1456, 3797d 1h ago.
I keep starting in on a fighter design and deciding that the current prices for the allegiance I'm playing make it impossible to get the design I want. It would be nice if there was an easier way to switch allegiances when you have already started a custom fighter. Currently I must wait for the "booked" spot to expire and then join the game again.

Another small request: When viewing the "Confirm your request to join game" page, can the pre-built fighter links be set to load a chart with the correct allegiance when you click on them? This would make it much easier to see how expensive some fighters would be if used as a custom design today. You can still do it if you know what allegiance to use, by starting on that allegiance's chart and using the "Load" feature.

One last thing, a small bug: The statistics page for AoW doesn't do player comparisons. The links do not change the win percentages nor are the default ones relative to the current user.

neko

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webmaster holiday

Message 1466, 3786d 20h ago.
I will be on holiday from August 6th until August 23rd, with little or no internet connection. Hope everything runs smoothly.

jarnie


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Structured fighter list

Message 1471, 3752d 8h ago.
I have quite hard to pick craft for fight, and this table is meant to help finding most suitable craft, or just to find out that there is no any available to that faction.

So this serves both players and builders.

Cost category 600
===================


General properties weights Attack (=) / Defence (=) / Maneuvres (=)
General Properties description: All way balanced
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (-) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (+) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (=) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (=) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (+) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (-) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran: first
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Min/Max:
General properties weights Attack (++) / Defence (-) / Maneuvres (-)
General Properties description: Equivalent to Ancient Siege Engines. Needs defensive support from other ships. Star Wars death star in high cost categroy. Meteor throw system. Mine field deployer.
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (++) / Maneuvres (-)
General Properties description: Asteroid mining facilities
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (-) / Maneuvres (++)
General Properties description: Scouts / light delivery/carco ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (--) / Defence (+) / Maneuvres (+)
General Properties description: Bulk cargo ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (--) / Maneuvres (+)
General Properties description: Kamikaze missile?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

Cost category 800
===================


General properties weights Attack (=) / Defence (=) / Maneuvres (=)
General Properties description: All way balanced
Optimum weapon range: Short
Terran: Hailstorm
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran: Badger
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (-) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (+) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (=) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (=) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (+) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (-) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran: "first (revamped)"
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Min/Max:
General properties weights Attack (++) / Defence (-) / Maneuvres (-)
General Properties description: Equivalent to Ancient Siege Engines. Needs defensive support from other ships. Star Wars death star in high cost categroy. Meteor throw system. Mine field deployer.
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (++) / Maneuvres (-)
General Properties description: Asteroid mining facilities
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (-) / Maneuvres (++)
General Properties description: Scouts / light delivery/carco ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (--) / Defence (+) / Maneuvres (+)
General Properties description: Bulk cargo ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (--) / Maneuvres (+)
General Properties description: Kamikaze missile?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

Cost category 1000
===================


General properties weights Attack (=) / Defence (=) / Maneuvres (=)
General Properties description: All way balanced
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (-) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran: Sparrowhawk
Alien: "Avatar Mk. II"
Comcon:
Imperian:

Optimum weapon range: Medium
Terran: Sparrowhawk
Alien: "Avatar Mk. II"
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien: "Avatar Mk. II"
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (+) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon: Thunderbolt
Imperian: Javelin

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon: Thunderbolt
Imperian: Javelin

General properties weights Attack (-) / Defence (=) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran: Wasp
Alien:
Comcon: Swallow
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon: Swallow
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon: Swallow
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon: Swallow
Imperian:

General properties weights Attack (+) / Defence (=) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien: Avatar
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien: Avatar
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien: Avatar
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (+) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien: Solarbeam
Comcon: Fireball, Spitfire
Imperian:
Advanced: Lone Wolf

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:
Advanced: Lone Wolf

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon: Fireball
Imperian:
Advanced: Lone Wolf

General properties weights Attack (=) / Defence (-) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran: Rabbit
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran: Arrowhead, Rabbit
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran: Rabbit
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Min/Max:
General properties weights Attack (++) / Defence (-) / Maneuvres (-)
General Properties description: Equivalent to Ancient Siege Engines. Needs defensive support from other ships. Star Wars death star in high cost categroy. Meteor throw system. Mine field deployer.
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (++) / Maneuvres (-)
General Properties description: Asteroid mining facilities
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (-) / Maneuvres (++)
General Properties description: Scouts / light delivery/carco ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian: Catapult

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian: Catapult


General properties weights Attack (--) / Defence (+) / Maneuvres (+)
General Properties description: Bulk cargo ships
Optimum weapon range: Short
Terran: "Nimble 20,000"
Alien: "Arrowhead D.III"
Comcon: Spitfire
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (--) / Maneuvres (+)
General Properties description: Kamikaze missile?
Optimum weapon range: Short
Terran:
Alien: "arrowhead (revamped)"
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien: "arrowhead (revamped)"
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (+) / Maneuvres (--)
General Properties description: Kamikaze missile?
Optimum weapon range: Short
Terran:
Alien:
Comcon: Spark
Imperian: Dragon

Optimum weapon range: Medium
Terran:
Alien:
Comcon: Spark
Imperian: Dragon

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian: Dragon

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Cost category 1200
===================


General properties weights Attack (=) / Defence (=) / Maneuvres (=)
General Properties description: All way balanced
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (-) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (+) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (=) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (=) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (+) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (-) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Min/Max:
General properties weights Attack (++) / Defence (-) / Maneuvres (-)
General Properties description: Equivalent to Ancient Siege Engines. Needs defensive support from other ships. Star Wars death star in high cost categroy. Meteor throw system. Mine field deployer.
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (++) / Maneuvres (-)
General Properties description: Asteroid mining facilities
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (-) / Maneuvres (++)
General Properties description: Scouts / light delivery/carco ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (--) / Defence (+) / Maneuvres (+)
General Properties description: Bulk cargo ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (--) / Maneuvres (+)
General Properties description: Kamikaze missile?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Cost category 1400
===================


General properties weights Attack (=) / Defence (=) / Maneuvres (=)
General Properties description: All way balanced
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (-) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (+) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (=) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (=) / Maneuvres (-)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (-) / Defence (+) / Maneuvres (=)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (=) / Defence (-) / Maneuvres (+)
General Properties description: ?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


Min/Max:
General properties weights Attack (++) / Defence (-) / Maneuvres (-)
General Properties description: Equivalent to Ancient Siege Engines. Needs defensive support from other ships. Star Wars death star in high cost categroy. Meteor throw system. Mine field deployer.
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (++) / Maneuvres (-)
General Properties description: Asteroid mining facilities
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (-) / Defence (-) / Maneuvres (++)
General Properties description: Scouts / light delivery/carco ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:


General properties weights Attack (--) / Defence (+) / Maneuvres (+)
General Properties description: Bulk cargo ships
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (--) / Maneuvres (+)
General Properties description: Kamikaze missile?
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:

General properties weights Attack (+) / Defence (+) / Maneuvres (--)
General Properties description: Very slowly moving outstation / guard post / satellite
Optimum weapon range: Short
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Medium
Terran:
Alien:
Comcon:
Imperian:

Optimum weapon range: Long
Terran:
Alien:
Comcon:
Imperian:

One-shot-weapon special
Terran:
Alien:
Comcon:
Imperian:






Obviously not all category slots are never filled, due being death-trap for it's pilot, or just plainly unsuitable for factions style of fighting.


Naming theme for each category should be announced per faction.
Something like:
ships with strong engines, preferally only one weapon - flying insects , or
ships with strong weapons light armour and quite weak engines - snakes.

For aliens, do we invent something almost pronounceable words, or do we copy names from existing other people's inventions (like WingCommander series, making aliens to cats, or in Stargate tv series those greys used viking mythology names - about persons)

Hollander


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Stat Scoring for none 1000cr games?

Message 1472, 3751d ago.
Neko,

Could you drop the rule that games that are not 1000Cr games cannot be played for stats?

If players want to play and accept larger or smaller budget fights that's fine with me. Or does that upset the ELO rating system? Isn't a 800cr vs 800cr game as balanced as a 1000Cr vs 1000Cr?

jarnie


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Scenario variation: team money

Message 1473, 3748d 23h ago.
How about not to limit number players per team, but make instead making shared budjet to team.

Makes possible to create 1 ship vs 2 ship (1200 vs 2x600)

BlckKnght


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VP view size

Message 1477, 3748d 15h ago.
This snippet from the chat was already copied into another thread, but I thought I'd repost it here with a related idea.
2008-09-06
(11:15:59) BlckKnght: Hey Neko, the view of the field in VP game 3315 is exceedingly small right now. My fighter is literally moving horizontally accross the top row of hexes and it is impossible to know what is one hex away.
(11:16:11) BlckKnght: I could easily move entirely off of the displayed map.
(11:16:34) BlckKnght: link: http://www.takeaplay.net/zwz_browse_game.php?game_id=3315&map_at_turn=35

Even in cases that are not as extreme as that one, I have some issues with how tight the view is in some cases. The most important issue is that you can't tell where the borders are. I've died twice due to flying off of the edge of a map either because I thought I would have more room or because I forgot which border was my own. There are more minor issues about long term planning (such as when trying to exit a dense field with very limited fuel), but I think those can be tolerated.

Perhaps there could be some simple way to indicate right on the map how far away the border is (and its color).

jarnie


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Price determination - supply and demand

Message 1485, 3746d 23h ago.
At background can be items-in-stock counter.

Every time ship is created, factions factories produce their standard items. what reflects planned typical usage of items per faction.

for example. If it's meant that Aliens uses mostly Light spinners, and only sometimes Power spinners, then factories would produce 0,9 Light spinners and 0,1 Power spinners. Sum is 1 because ships can only use just one of these.

With this it is possible to define, for example, that certain faction uses "naturally" low-end power plants.

When stock has typical amount, then base item prices are unaffected. Typical amount is same for all items, but if it is big amount, it means that prices are affected only in long term item demand. that amount can be 10 , 100 , 1000 or 10000 ... I suggest 100 or 1000 would be good.

price formula:
"current price" = "base price" / "current amount"
or
"current price" = "base price" / ("current amount" / "typical amount")

Ok, now, why bother with these?

With this, we can do more or less temporal changes during campaign to Base Price and Item Production.

If Faction has got to possession of area (map) with factory consentration of certain item, then it get's cheaper to buy because of better availability.
Actually, it might be the only way to get those items.

Another aspect would be salvage items - what winner can possibly get from destroyed ships.

jarnie


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[VP] special hexes for campaign games

Message 1489, 3732d 6h ago.
Special Hex what does special actions.
Examples:

Quick Repair Station, Actually jury-rig quick fixes - Repairs small amount of armour damage - amount should be small enough that for significant repairs, ship should stay very long time at that hex (without moving and firing).

Fuel Supply

Scenario objective point.
Ship must do quick visit to that point (raisin own faction's flag on there). And when all objective points are marked then it is considered as victory. - They are "owning the map".

Victory might make another scenario appearing for play.

Nnd not-at-all special hex:

Functions like Asteroid, but is just hex for large structure, and layed like in Arena map's borders so nothing passes through it.
Used for big mothership/station/outpost maps.
Most propably one faction is owning there Quick Repair Station and Fuel Supply points also.
There can be also Objective points for attacker - when those are all visited or occupied, then that large structure is boarded and taken.

jarnie


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[VP] Campaign universe map.

Message 1492, 3731d 7h ago.
Very simple 4 faction campaign universe map

When one map is in control, then next map opens for play.
Every faction has equal "distance" for each other.

Think it as d4 dice - familiar for roleplayers.
or, pyramid with triangle base, high point is now in ComCon Home at center.


preformmated{
Home world map --- Campaign map --- Campaign map --- Campaign map--- Home world map;
Aliens Terran;
I _____________ __________/ I ;
I / I ;
I Campaign map Campaign map I;
I I I I;
I I I I;
I Campaign map Campaign map I;
I I I I;
I I I I;
I Campaign map Campaign map I;
I I I I ;
I I / I ;
Campaign map I / Campaign map;
I / I ;
I / I ;
Campaign map / Campaign map;
I / I ;
I I / I ;
Campaign map I I Campaign map;
I I I I;
I Home world map I;
I ComCon I;
I I I;
I I I;
I Campaign map I;
I I I;
I I I;
I Campaign map I;
I I I;
I I /;
Campaign map /;
I /;
I /;
_______________________Home world map_____________________/;
Imperial;
}

Damn. it comes all wrong

jarnie


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[VP] Cargo hold

Message 1501, 3728d 1h ago.
Cargo hold for ships.

Especially for Supply Missions, or something similar.

When ship with Cargo hold reaches certain point in map, it gives resources to faction (equal to cargo hold space).
Also counted if factions ships are only ones in map (assumed that those ships will go to that point sooner or later).

So this is important in campaign games.

imdog

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Discussion: Space wing

Message 1502, 3727d 21h ago.
quite interesting. get it from the board

2008-10-01
(9:14:42) dethokay: hey...is anyone out there patient enough to put up with a rookie trying to learn how to play Space Wing? I may need a lot of advice.
(12:27:12) Mordrig: yes
(23:32:51) tlamb67: SW reminds me of Silent Death
(23:53:53) jarnie: hmm.... when thinking about principles, it has some similarities of Space Master ruleset.
(23:55:12) jarnie: I had Space Master 2. edition rulesets with Armoured Assault expansion.
2008-10-02
(0:27:42) Hollander: Space Wing???
(0:28:56) tlamb67: Never heard of space master
(0:29:12) tlamb67: yes space wing
(0:29:58) jarnie: http://www.ironcrown.com/IntroSPAM.htm
(0:30:13) jarnie: SciFi Roleplaying system
(0:31:13) jarnie: here is Silent Death
(0:31:17) jarnie: http://www.ironcrown.com/IntroSD.htm
(0:31:34) Hollander: I know space master, and Rolemaster, Claw master, Arms master, complicated rules with lost of charts in the end depending on an estimated difficulty of tasks. I think it''s over complicated
(0:32:07) Hollander: You can get the Silent Daeth rules for free from the internet.
(0:35:10) jarnie: I was fan of Role/Space Master, but not so after I found HrnMaster.
(0:37:53) jarnie: I must change physical location, will be back withing about an hour.
(0:41:34) dethokay: ICE games (Rolemaster, Spacemaster, etc) are VERY complicated, but it's worth it when you roll a 66 on the 'E' critical chart, and see the incredibly creative ways that guys die.
(1:23:59) jarnie: Radiation E critical 100 - Foe glows for a while, and then vanishes.
(1:24:37) jarnie: There is more messy ones, and very satisfactory ones.
(1:44:04) jarnie: What things you remember seeing in vechicular combat systems, what were present in vechile building and combat.
(1:44:48) jarnie: MechWarrior: Combat: heat generation.
(1:45:41) jarnie: SpaceMaster: Combat/Building: consept of auxiliary systems, what were activated when main system was too badly damaged.
(1:46:26) jarnie: Battlestations: Combat: Power generation.
(1:51:03) jarnie: I mean things what weren't shooting, damage, moving and such main things. but things what made extra tactical elements for combat.
(1:52:20) jarnie: And are those things so good, that we want also see those in this game.
(3:16:57) dethokay: I dunno...I am new here, and what's already here seems really compicated!! I've been playing blue MAx. This is like rocket surgery to me!
(3:54:48) jarnie: ah, Blue Max has those unique moves of planes.

imdog

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Small Talk: over WS&IM and YP

Message 1505, 3724d 7h ago.
(0:27:42) Hollander: Space Wing???
(0:28:56) tlamb67: Never heard of space master
(0:29:12) tlamb67: yes space wing
(0:29:58) jarnie: http://www.ironcrown.com/IntroSPAM.htm
(0:30:13) jarnie: SciFi Roleplaying system
(0:31:13) jarnie: here is Silent Death
(0:31:17) jarnie: http://www.ironcrown.com/IntroSD.htm
(0:31:34) Hollander: I know space master, and Rolemaster, Claw master, Arms master, complicated rules with lost of charts in the end depending on an estimated difficulty of tasks. I think it''s over complicated
(0:32:07) Hollander: You can get the Silent Daeth rules for free from the internet.
(0:35:10) jarnie: I was fan of Role/Space Master, but not so after I found HrnMaster.
(0:37:53) jarnie: I must change physical location, will be back withing about an hour.
(0:41:34) dethokay: ICE games (Rolemaster, Spacemaster, etc) are VERY complicated, but it's worth it when you roll a 66 on the 'E' critical chart, and see the incredibly creative ways that guys die.
(1:23:59) jarnie: Radiation E critical 100 - Foe glows for a while, and then vanishes.
(1:24:37) jarnie: There is more messy ones, and very satisfactory ones.
(1:44:04) jarnie: What things you remember seeing in vechicular combat systems, what were present in vechile building and combat.
(1:44:48) jarnie: MechWarrior: Combat: heat generation.
(1:45:41) jarnie: SpaceMaster: Combat/Building: consept of auxiliary systems, what were activated when main system was too badly damaged.
(1:46:26) jarnie: Battlestations: Combat: Power generation.
(1:51:03) jarnie: I mean things what weren't shooting, damage, moving and such main things. but things what made extra tactical elements for combat.
(1:52:20) jarnie: And are those things so good, that we want also see those in this game.
(3:16:57) dethokay: I dunno...I am new here, and what's already here seems really compicated!! I've been playing blue MAx. This is like rocket surgery to me!
(3:54:48) jarnie: ah, Blue Max has those unique moves of planes.
2008-10-03
(0:44:26) jarnie: At YouPlay's WS&IM I like slow destruction of ships, no ship is sunk in one shot, also relatively slow movement gives tactical element. Here is also quite well done ships durability - ships generally survive one full load from enemy.
(1:30:09) Calsir: of course: you are talking about wooden ships, weighing several hundreds or thousand tons, receiving heavy round balls at low velocity...
(12:04:25) otto.6: if you like Wooden Ships, you'll love Master and Commander: Far Side of the World movie with Russel Crowe as Lucky Jack :)
2008-10-04
(0:25:24) Hollander: WS&IM was one of my favorite boardgames.The You play.it implementation is rather good. Capturing the feel of the game.
(10:32:06) otto.6: I tried ws&im a year ago, its a fun game but the movers were terribly slow and the games took forever to be played.
(19:26:31) dcr66: The problem was the players on the beta site have a different "mentality" as compared to the Blue Max players on the main site.
(19:27:04) dcr66: No all WSIM beta site players but definitely a few of the top ones.
(19:28:16) dcr66: WSIM playing speed will be better if you play 1 vs 1 hence you control all ships from 1 side. If you want to control 1 ship only; it will be slow.
(22:58:47) Zarby: WS&IM on YouPlay.it will never be as good as the Velmad sight.
(22:59:16) Zarby: http://velmad.spacegame.es/index.php?cmd=lengeng
(23:32:01) Calsir: interesting, I am seeing a few people from yp and tp on their roster. I still have to take a look at the rules
2008-10-05
(4:58:00) Calsir: zarby: just registered... would you mind playing an introductory game with me?
(11:17:12) BlckKnght: I'm interested in that game too. Are there three way games?
(13:42:29) Zarby: You need to sign up for the forum
(13:42:46) Zarby: All games are setup through the forum
(13:43:09) Zarby: They run an introductory game every month for new players
(13:43:49) Zarby: It is turn based with a 23 hour time limit
(13:44:23) Zarby: after the 23 hours anyone on your side can move your ships for you
(13:48:21) Zarby: http://foro.spacegame.es/index.php?action=register
(14:02:24) BlckKnght: So the best bet is to wait for the next newbie game? I have just signed up.
(17:02:24) Zarby: Yes. The expert to talk to is wishgamer

imdog

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temporary outage of youplay.it

Message 1507, 3701d 10h ago.
Hi all,

Just want to let you know there is an temp. outage of youplay.it due to an server admin problem, be expected the server up again in 24 hours.

Regards

imdog aka parker

jarnie


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[SW:VP] Scenario map: Asteroid outpost

Message 1508, 3697d 11h ago.

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jarnie


(steel user)
Lives Euro timezone
Last login: 281d 8h
Last forum reset: 281d 8h
Membership: 3755d 2h

[SW:VP] Scenario map: Base ship (just landing takeoff ramp)

Message 1509, 3697d 11h ago.

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jarnie


(steel user)
Lives Euro timezone
Last login: 281d 8h
Last forum reset: 281d 8h
Membership: 3755d 2h

Empty square map what works like hexes.

Message 1512, 3697d 10h ago.

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jarnie


(steel user)
Lives Euro timezone
Last login: 281d 8h
Last forum reset: 281d 8h
Membership: 3755d 2h

Empty square map what works like hexes - better for SW:VP

Message 1513, 3697d 10h ago.

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Straight line goes vertically, like in Space Wing: Void Patrol.

imdog

is 30s Human Being

(crystal user)
Lives in China, Asia, Earth, Sol
Last login: 110d 16h
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[ Record ] YPI Outage

Message 1514, 3688d 20h ago.
2008-10-26 Beijing Time.
(5:50:33) dcr66: Damn it. YouPlay.It is down.
(15:42:41) Calsir: yep, it's been a while... (and it is still down)
(18:32:27) Sabelkatten: I'm suffering from withdrawal here... :'(
(19:07:43) dcr66: It has been more than 15 hours. What is wrong? Maybe Nick is doing a major upgrade!
(19:11:36) dcr66: And yet we do not see a sharp increase of game count here.
(19:12:38) dcr66: I remember the biggest shut down they have was more than a day. That was back a couple of months ago when they were upgrading the server.
(21:33:46) Hollander: Elvesgod, in space the ancients can't hear your scream...
(21:33:47) Zarby: I have 9 VP games going
(21:33:59) Zarby: I may join a few more
(21:36:12) Hollander: Good luck then
(23:31:58) sfatula: Hello dcr66, trying this site out also. Looks fun.
(23:34:35) dcr66: Yes sfatula. We will have to hang out here until YouPlayIt returns. Hopefully soon. FYI neko is flying_neko over in YPI.
2008-10-27
(1:10:34) WetRock: I thought there would be more action here with YouPlay.it down.
(1:10:44) WetRock: Why is it down BTW?
(1:15:07) dcr66: No clue. I have emailed Nick couple of hours ago and he has not replied yet.
(1:27:53) WetRock: OK. Been down for over 24 hours right? Has to be some server issues.
(1:35:08) dcr66: I have to play more Brothers In Arms on xbox live for the mean time.
(1:39:20) dcr66: Almost 22 hours since YPI was down.
(1:58:14) jarnie: Hollander: in waiting game 3526 has Terra vs Aliens, and in reality it has 3 teams.
2008-10-28
(1:57:49) frawol: Team 3 are "others"
(2:26:22) WetRock: YPI is still down. Any word from anyone?
(2:58:27) dcr66: Nick and Alex are still around. They claim it has to do with ISP and it should be reolved soon...
(4:51:43) neko: that's what nick has told me
(4:51:48) neko: if they are lying, at least they are smart enough to tell the same story to everyone
(4:52:13) neko:
(6:40:53) dcr66: Hopefully YPI will be back tomorrow sometime.
(9:25:06) WetRock: Thanks for the update guys.
(10:53:41) sfatula: I wonder how many games will automove!
(13:55:36) neko: unless/until Nick stops the automove procedure, a few certainly will
(16:17:33) rainbow: i discovered this site because youplay was down :)
(16:55:16) neko: welcome rainbow
(16:55:21) neko: you won't need it for long
(16:55:27) neko: yp is coming back online soon
(17:02:03) rainbow: glad to hear it neko
(17:03:06) rainbow: now i'm learnig to play aow
(17:40:03) neko: hope you like it
(17:56:25) dcr66: I think there will be some many automoves in YP that the server may crash momentarily.
(21:34:32) rainbow: yp up 'n running. no automoves for me
(21:55:09) dcr66: woohoohoo
(21:55:45) dcr66: It was down for 2 days and 18 hours to be exact.
(22:52:12) rainbow: really hard to bear!
(22:52:25) rainbow:
(23:03:21) dcr66: Thanks neko for this alternate site to hang out.
(23:23:08) Elvesgod: sabel, stop dodging my rockets ç_ç
(23:44:37) dcr66: Elvesgod: maybe you want to try your luck in YouPlay.It as well.
2008-10-29
(0:40:46) frawol: Hello neko - in 3414 my fighter's OFCs hit Transludiste's fighter behind asteroids !?
(0:53:06) Elvesgod: i had an account... but after many games i got bored
(0:56:45) Transludiste: Yes... what's that ?
(1:04:40) BlckKnght: frawol: That precise angle doesn't hit either asteroid. Welcome to the strangeness of VP's collision detection.
(1:21:48) dcr66: Elvesgod: I have many more finished games than you and I am not bored yet. It depends on the type of games and opponents.
(4:28:38) sfatula: Elvesgod - I have more than 1,000 games there and I am still not bored.
(8:32:27) dcr66: Elvesgod: I play smaller scenarios with top players to keep things interesting. 9+ players BlueMax scenarios are too long even for me.
2008-10-30
(1:54:07) sfatula: I like the large BlueMax, now that I am starting to figure out all the rules having never played before.
(3:30:24) dcr66: sfatual: the large Blue Max has more to do with luck than skill. The top Blue Max players usually stay well away from large scenarios.
(4:36:13) tlamb67: I won't touch a BlueMax campaign that has more then 4 players in it.
(4:39:47) sfatula: Well, I would not agree with that (if you are saying the large ones are all or mostly luck that is). It can play a role no doubt, but, the same applied to actual combat. There was definitely luck involved. Ask a pilot!
(4:40:33) sfatula: Besides, they are still fun even if that were the case. Uncontrolled melee is fun for me at least.
(5:16:16) dcr66: Trying the beat ksnake, pokerguy, scotireb, Killer1, brewk001, etc. on a regular basis is more fun as well.
(5:22:45) dcr66: Unless you are dealing with squadron people; most big melees are free for all with no teamwork whatsoever.
(6:30:58) sfatula: But I like free for alls! Makes it way harder to survive. Fun for me at least. YMMV
(13:20:29) WetRock: I mostly like Blue Max with 4-8 players.
(13:20:58) WetRock: But I do like starting large free for alls on small boards for some fun once in a while
2008-10-31
(4:07:37) dcr66: The latest "Late War Tourney" in YouPlay's Blue Max will likely be the true test of skills. See this forum post: http://www.youplay.it/play/forum_showmessage.asp?msgid=37374
(4:09:10) sfatula: I am not good enough, yet!
(4:56:29) dcr66: Don't worry sfatula, there are always greenhorns (like scivias) who shows up for these. Luck is what you need when it comes to PK and FTE. The grouping may hurt you though.
(5:23:14) sfatula: I am not worried, I just don't know all the rules yet. Still learning. The rules on the site are far from complete, and, assuming it was a board game, I never played it. I will compete some day, just too green.
(5:47:59) dcr66: sfatula: you should seek out "professor" ksnake to help you learn. He taught many people on the site the skills necessary. Just set up a challenge game with him.
(12:46:13) sfatula: Nah, I like my own learning, more fun. I will have to make sure and play the Professa though.
(16:13:36) Calsir: and whenever you need someone to give you a good teaching about planes with an observer, ask for scotireb
(19:30:33) dcr66: I am sure you can learn on your own but ksnake will get you that extra edge for extra wins if you following his theories.
2008-11-01
(2:06:49) sfatula: Calsir - I already did that, lesson learned!
2008-11-04
(2:11:49) sfatula: sfatula
2008-11-05
(7:39:15) frax224: Fresh Games Up!
(10:25:52) sfatula: You're not kidding, lots!
2008-11-06
(1:36:26) Blackjoke: sfatule: re:3539 Done
(10:28:32) Zarby: Hello
(10:28:52) Zarby: hello
(10:31:06) Zarby: I have created a learning Void Patrol Game
2008-11-07
(5:11:08) Ozzman: was mozbe allowed to join the foolish tourny game
(12:13:17) otto.6: sorry for the slow turns...having computer problems lately.
(12:29:05) sfatula: That's no fun!
(14:55:49) Zarby: VP game 3495: 4 on 4 advance design battle. Blue team wins. with 2 ships surviving
2008-11-09
(8:26:35) Mozbe: sorry about that, i missed that it was for certain people
(15:06:29) jarnie: Feature of Invite/Challenge Game would solve this kind of problem. Just like in WS&IM

neko

is mostly harmless

(schizo superuser)
"we apologise for the inconvenience"
Lives on deep thought
Last login: 83d 22h
Last forum reset: 358d
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New chat

Message 1515, 3687d 4h ago.
I have entirely rewritten the chat code. The appearance should be more or less the same. The only bug that has been fixed is that it will scroll down only when there are new messages to be read. This should make it easier to read the older messages.

BlckKnght


(killer user)
Last login: 13d 1h
Last forum reset: 101d 1h
Membership: 4368d 11h

Non-agressive play in AoW

Message 1516, 3680d 10h ago.
I want to share an issue that came up in Art of War game 3562 today (http://www.takeaplay.net/sup_browse_game.php?game_id=3562).

The heart of the matter is that some players in no-intrigue games engage in what I would like to call "implicit non-aggression pacts." That is, they do not attack each, even though there is no change to their diplomacy options, nor indeed any in-game communication at all. I do not mean to suggest that there is out-of-game talk going on (though that might look similar). Rather, I just feel that playing in that fashion will lead to boring games, since it strongly punishes aggression.

Anyway, here's the discussion from the game. For context, I had recently surrendered under the combined attacks of sfatula and WetRock while frax224 had been turtling. Suddenly frax224 and sfatula abandoned their common front to attack WetRock simultaneously . I've swapped the messages around to be in chronological order.

From WetRock to (public) on turn 27 (2008-11-18 3:14:07, that is 6h 35m 36s ago).
Subject: Hmmmm .
Thought this was a no treaty game?


From WetRock to (public) on turn 28 (2008-11-18 8:02:11, that is 1h 47m 32s ago).
Subject: Whatever .
If you are not going to play by the agreement don't sign up!


From sfatula to (public) on turn 28 (2008-11-18 8:07:40, that is 1h 42m 3s ago).
Subject: I'll bite... .
What treaty would that be? I find the no intrigue games more fun now. You see if the other guy will attack you or not, and move accordingly.


From sfatula to (public) on turn 28 (2008-11-18 8:14:10, that is 1h 35m 33s ago). Subject: I try and not get everyone mad .
I try and not attack everyone, feeling that if I do not attack you, you may not attack me. At least that's the way I play. And hope for the best of course!


From BlckKnght to (public) on turn 28 (2008-11-18 9:25:34, that is 24m 9s ago). Subject: sfatula, .
I find the strategy you describe very frustrating and not much fun to play against. It encourages players to turtle up and only emerge to fight when their opponents have bloodied themselves.

In this game, everyone is at war with everyone else (at least in no-intrigue games, and until treaties come out). If nobody attacks, there is no game.

When you say that you try not to attack everyone, what you are implying there is that you pass up opportunities that some of your opponents give you, and count on them to do the same for opportunities you offer them.

This game went the way many of my games go, where I won several tactical victories early on but lost strategically when my opponents chose not to attack each other's weaknesses.

When I attack you, or any other player, I go for where I perceived a weak point. I am assuming that all of the other players will attack any similar weak points you have on other fronts. When they don't attack, you gain the chance to regroup and counter attack (which you did quite well, I must say).

When I saw how long the three-way front in South America lasted without any attacks, I knew I was doomed. Frax could have attacked at any time and claimed more territory there, costing you and WetRock armies used in defense and reducing your populations. That would have allowed me a fighting chance.

Hmm, this should really be a forum post....

Anyway, I'm curious what other players think. Do you try to avoid attacking some of your opponents in non-intrigue games, in the hopes that they will avoid attacking you?

Is there any in-game remedy to this sort of issue?

neko

is mostly harmless

(schizo superuser)
"we apologise for the inconvenience"
Lives on deep thought
Last login: 83d 22h
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AdBlock filter

Message 1532, 3661d 12h ago.
Hello,

I have changed some folder names because some adblockers would filter out some images on our website, based on their path. Everyone who had an adblocker on, and had to set a rule to enable takeaplay's images, please remove the special rule and see if the fix worked for you.

We apologise for the inconvenience

neko

Calsir

is human

(ice user)
Lives in Milano, Italia, Europa, Terra, Sol, Via Lactea.
Last login: 2446d 2h
Last forum reset: 3167d 2h
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The Bug

Message 1541, 3618d 3h ago.
Neko, is the bug you were talking about on youplay.it forum related to this url?

http://www.takeaplay.net/welcome.php?error=hello_world_wrap_your_php_code_here?

Of course, I know nothing of php programming.

Hollander


(steel user)
"Fortune favors the bold."
Last login: 913d
Last forum reset: 2458d 4h
Membership: 4880d 2h

Borders

Message 1543, 3613d 10h ago.
Hi there I'm an old man and keep forgetting where my sides frienldy border in VP multi team games is. The radar does not give a clue. Is there a way to mark it on any map or a little legend/pop up screen thing?

Cheers Hollander.

neko

is mostly harmless

(schizo superuser)
"we apologise for the inconvenience"
Lives on deep thought
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VP Experimental rule: chit colour

Message 1547, 3571d 23h ago.
Now, in experimental (level 4 rules) games, there is a new rule in force: chit colour.

Your movement chits are coloured green, yellow, red.

- If in a turn you play a yellow chit, in the following turn you cannot play a red chit.

- If in a turn you play a red chit, in the following turn you can only play green choits.


Or, to put it differently,

- You can only play red chits after a preparation round in which you only played green chits. In the following round, you are again able to play only green chits.

The current ruling is very strict: the second thrust/boost or the second turn chit you play is yellow, the following one is red.

With the current rules in force, CRITICAL HITS AGAINST THE ENGINES ARE NOW REMOVED FROM THE GAME!!!

Please let me know your opinions.

neko

neko

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How to unlock locked games

Message 1558, 3571d 6h ago.
It so happens that some games get stuck, that is, nobody must play, but the turn isn't solved. There are two things you can do in these cases:

1) Wait for the automove algorithm to notice it (it takes two weeks at the moment).

2) Send me a PM.

3) Be bold and unlock it manually. To do this, just load the following page:

For a VP game:
http://www.takeaplay.net/zwz_solve_turn.php?game_id=XXX¤t_turn=YYY


For an AoW game:
http://www.takeaplay.net/sup_solve_turn.php?game_id=XXX¤t_turn=YYY

Substituting the correct game_id and current_turn numbers applicable in this case. If the game doesn't get unstuck, you either entered the wrong game id, or the wrong turn, or someone must move yet.

pier.

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random map generator

Message 1561, 3568d 5h ago.
donno if technically possible but would be nice to have the option to choose to randomize the positions of the asteroids to avoid the repetition of the same starting turn positions ( keeping whatever the same short distance between fighters fomations )
not a big problem really yet told u i love vp like it is, but would be nice :)

BlckKnght


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Idea for

Message 1572, 3567d 15h ago.
I've been thinking for a while about a new seeking algorithm that would make missiles a bit more intelligent than the current "berserk" variety. The idea is pretty simple, though there are a few complications that I'll address at the end of the post.

The basic idea is that if an intercept can't be made immediately, the missile should not try for one anyway, since that will often cause it to overshoot on the next turn. Instead it should move to set itself up for an intercept at some later time.

Here's the algorithm:

Step 0. In these steps, t represents the number of turns forward we are looking for our intercept. It starts at 1 (meaning we hope to intercept at the end of this turn) but if that doesn't work, it will be increased by 1 and we'll try again.

Step 1. Find the missile's "no-thrust" position on step t by adding t times its velocity to its current position.

Step 2. Find the target's position on step t by using its position plus (t-1) times it's velocity. (The -1 is because ships move before missiles. The target ship has already been made its first move when this algorithm runs.)

Step 3. Calculate the vector difference between the the positions found in steps 2 and 1. The vector should be made of one or two components that are aligned to the hex grid. If the vector points exactly along one of the six main directions, there will be just one component. Otherwise there will be two, pointed in directions that are 60 degrees apart from each other. (For example, the vector could be four hexes towards 12 o'clock and two towards 10 o'clock.)

Step 4. Divide the components of the vector from step 3 by t squared and round them to integers, if necessary. I think that rounding up is probably best, but I'm not certain.

Step 5. Count the number of 60 degree turns needed to change the missile's orientation to be towards the components in the vector from step 4. If there are two components in the vector, take the larger count. This number will be between 0 and 3.

Step 6. Add to the count from step 5 the magnitudes of the components of the vector from step 4.

Step 7. An intercept course has been found if the missile's thrust is greater than or equal to the sum from step 6. If that's the case, use these steps to enter missiles movement:

Movement step 1. Turn towards the closer of the vector's components.
Movement step 2. Thrust as many times as the magnitude of that component.
Movement step 3. If there is another component, turn to it (one turn).
Movement step 4. Thrust as many times as the magnitude of the second component (if there is one).
Movement step 5. If t is 1, we've hit the target so explode! Otherwise, quit until next turn when we'll start over.

Step 8. If no intercept course was found, increase t by one and go back to at step 1.


That's it!

The big advantage this missile has over the berserkers is that it does a good job tracking a target that it can't get to in one turn. These missiles would be very deadly on an open map (unless there were other mechanics added to counter them, such as flares or point defense guns).


As I mentioned at the top, there are a few complications with this idea. The first is that rounding up of the component magnitudes in step 4 might not be ideal. I suggest overestimating the distance because the algorithm doesn't otherwise account for the points of thrust that will be used for turning in later rounds, but this is a crude way to improve things. I don't think it will matter too much, but there might be a few situations where the algorithm does something foolish. Some tweaking might be required.

The next issue is that unlike the "berserk" algorithm, this one does not always end the turn with the missile facing towards its target. If the current "lock on" code were to be used with it, the missile could lose the lock when trying to lead a fast moving target.

I'm not sure what the ideal solution to this would be. We could assume that the missile has a gimbaled seeker (like modern air to air missiles) and let it try to renew its lock in the direction it's previous target is in, regardless of the direction its body is facing. It might still switch targets if another fighter moves between it and its previous target, or if the old target is hidden behind an asteroid.

A possibly easier solution would be to say that these smarter missiles have advanced sensors and can always see their target, regardless of orientation or obstacles. After all, we players can always see other ships, so why can't our missiles?

Anyway, I think additional types of seeking missiles could make VP a lot more interesting. A relatively slow (5 thrust?) "torpedo" using this algorithm could be very fun to try and evade.

Sabelkatten


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AoW starting positions

Message 1585, 3563d 9h ago.
In game 3868 (whole world, 6 player team game) one side has for practical purposes won after 7 turns due to two players starting alone in Europe and Australia respectively.

Neko, can we get a variant with fixed starting positions? Positions tested to be resonably balanced?

neko

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NEW! VP Scenarios

Message 1588, 3558d 21h ago.
I have finally found the time to develop VP scenarios.

In each scenario, each side only has fighters from the same species: all Terrans, or all Aliens, and so on.

Each scenario is always played on the same map, with the same starting positions.

Now we can have unbalanced scenarios, putting together a different number of fighters from each side. ELO rating odds is computed seperately for each fighter in each scenario.

We have five scenarios at the moment:

Duel: Spark vs. Dragon
A duel between a Comcon Spark and an Imperian Dragon in the Arena!

Early war: Aliens vs Terrans
Two Alien Arrowheads take on three Terran First on a small empty field.

Outnumbered! Dragon vs. Terrans
One Imperian Dragon takes on a wing of Terran fighters: two Wasps led by a First. Played on a sparse field.

Late war: Aliens vs Terrans
Two Terran Sparrowhawks face against an Alien Avatar and Avatar Mk. II on a thick field.

Imperian vs. ComCon mix-up
An Imperian Dragon, Catapult and Javelin face off against a ComCon Spark, Thunderbolt, and Fireball.

Sabelkatten


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VP map error!

Message 1591, 3558d 11h ago.
Game 3863: The map changed between two moves! WTF?!?

neko

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VP Scenario proposals

Message 1593, 3558d ago.
To propose a new scenario, please fill in the following data:

1) Scenario name.

2) Scenario description / history.

3) Asteorids field.

4) Number of teams.

5) Fighters in each team. All the fighters in each team must be from the same species. No mercenaries in scenarios for the moment. For each fighter, specify:

5a) The model.

5b) The starting position. Coordinate x and y, which you can find by hovering on (most) asteroids or by looking at the mini-fighter sheets in the board (immediately next to the points), and adding +2 to y for each time you move down one row, and (+1,+1) to x and y each time you go "southwest" one hex.

5c) The facing. This is 2, 4, 6, 8, 10 or 12, with 12 pointing up and then as on a watch.

Hollander


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Did the ratings reset?

Message 1599, 3544d 22h ago.
Neko,

I see most of the ratings are now 5000 except for the top and bottom line players. Did the ELO sysytem reset?

Hollander


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What are INF rating points?

Message 1605, 3542d 2h ago.

Game 4012 turn 4

---Rating changes---
Fighter 1 (nolook) destroyed by 2 enemy fighters.
Fighter 3 (dcr66) destroyed fighter 1 (nolook): 7.94*0.92 game points.
Fighter 4 (Hollander) destroyed fighter 1 (nolook): 5.12*INF game points.
Totals:
nolook: -INF rating points (comcon: -INF)
dcr66: 7.31 rating points (Thunderbolt: 0.07)
Hollander: INF rating points (Warthog S+D: INF)

What is INF?

Hollander


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Hollander: And I scored 3.40282E 38 rating points!

Message 1606, 3542d 2h ago.
And I'm number one in all rating lists now!! must be mistake
(19:31:58) Hollander: And I scored 3.40282E 38 rating points!

Something is wromg!

pier.

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Wargame ; scenario + campaign mixed

Message 1613, 3540d 3h ago.
the idea is to mix scenario and campaign
this could be done in different ways
let's see an example i have in mind

-Wargame description :
"Battle for Nibiru" ( rule level 3 )
*In the late wars a storm of alien pirate fighters give the assault to the terran mining colony on planet Nibiru, facing colonial forces into a deadly fight into the void

*only alien or terran fighters( prebuilt or custom )and characters

*N of games : 10 games played
(*) we must see if to fix the number of teams/players/fighters or leave it to the one who create materially the game

*we need to have a Wargame statistic
( total point scored by terrans / total points scored by aliens / and anything else u find cool : for example n of pilots killed in action on each side, pilot who killed more enemies, players who scored more points ecc )

-At the end of the 10 games the faction who scored more points win the battle
-The Wargame Statistic is simply added normally to the general statistc

*donno if we should form team lists, in this example alien players and terran players,or it's better to leave each one free to join a Wargame Scenario in both sides

ok guys this is just an idea let's work on it if u like

dcr66


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Submitting orders in Art of War

Message 1627, 3538d 6h ago.
In a multiplayer AOW game; if you are not the last player to move, you can change your moves after you submit them. However if you are the last player to move, your moves are carried out after you click submit. If you have a lot of territories it is very difficult to visualize where your troops are moving. There is no way to preview the move on the map right now so you hope you are not the last player to move, that way you can submit your moves, view the movements and change them if necessary.

I think some improvements are possible:
- Add a Preview button where you can preview your moves before submitting it. Once you submit, you cannot change them regardless of whether you are the last one to move. If you are waiting for the reply of an Ally, you just have to wait before you submit your moves.

- Change the way the Submit button work when you are the last player to move. Instead of moving right the way, you will have 2 buttons: Change and Commit. You can use Change a few times but once you commit, that's it.

- Have both a Change button and a Commit button after you click Submit.


Any other suggestion from other AOW players??

Hollander


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INF score again Game 4035

Message 1630, 3538d 2h ago.
Game: 4035


---Rating changes---
Fighter 2 (zal42) destroyed by 1 enemy fighters.
Fighter 4 (Hollander) destroyed fighter 2 (zal42): 7.22*INF game points.
Fighter 3 (dcr66) destroyed by 1 enemy fighters.
Fighter 2 (zal42) destroyed fighter 3 (dcr66): 11.02*INF game points.

zal42

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Asteroid ships

Message 1639, 3533d ago.
(Moving this here from the chat box...)

(11:38:25) dcr66: Idea out of zal42's game 4085 "The wealthy do battle": Can we have asteroid as fighter? Not much move or turn but a lot of big weapons.
(11:55:19) Hollander: Build another "turret"like that and I'll build a warthog to bomb it...
(12:25:19) zal42: It would allow "bomb the base" scenarios, with the asteroid as the base. But then, as dcr pointed out, maxing out on weaponry
(12:26:01) zal42: (damn that ampersand) and armor with a normal ship has a similar effect anyway.
(12:26:25) zal42: Ugh.
(12:32:27) dcr66: Once you throw in everything, you cannot move a whole lot and turning is a real problem.
(12:33:01) dcr66: Damn I miss those battlestation and starbase assault in good old Star Fleet Battles!


An "asteroid" ship would (in my mind) have some qualities that make it differ from the existing ship types.

- Weapons installed on the ship would have a 360 degree field of fire.

- Armor would be extremely cheap, with a generous amoutn "for free".

- It would be immovable, or move slowly. Perhaps an optional engine could be installed in place of some weaponry to allow a bit of mobility/firepower tradeoff.

- The power plants should be able to generate a much greater amount of power (can be built larger & more massive than in a spaceship).

pier.

is pier

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WARGAME - Battle for Polaxtris IV

Message 1645, 3532d 22h ago.
Wargame Description
"Young Prince, let me to tell you about the born of the Feudal Era of the Void's Warlords
After the fallen and disgregation of the old powers, a new generation of Planetary Dictators rise up to curse and raze the space for the resources and the glory,
Adventureers, soldiers of fortune, criminals, pirates, taking profit of the void of power, those become kings of worlds, hiring legions of mercenarians of all races coming from the disbanded old armies.
Many hystorical sages agree that the first battle of this new era took place at Polaxtris IV, a moon rich of metal resources claimed by two rising rival human Warlords, Ming-kia, the Obscure King of Yergi, and his enemy Arusalya The Pirate, Lord of the Scorpion Sector...there, in the asteroid flields sourrounding the contended Astro, hired fighter squadrons of merciless adventureers fought for the credits and the immortal glory..."
exctrat from "Void Cronichles-Vol 7549"

let's write the end...
------------------------------------------------------------
RULES
------------------------------------------------------------
FACTIONS :

Warlord Ming-kia / Team 1- color RED
VS.
Warlord Arusalya /Team 2- color BLUE

*YOU MUST ENLIST for a Faction POSTING HERE :
ur name+name of the team u choose to play for

*take a look to others yet enlisted players: if a team as yet several players and the other one less join the little one to balance

*if u join a game without to enlist so i will do it

*once enlisted for a faction u cannot change side : remember what's ur team before to join a wargame episode

*if u join an episode and u are not enlisted i will enlist u : remember what's ur team befor to join another match of the wargame ecc..

Wargame Games : 10 ( the name of the wargame will be showed in "description")

I episode 1>5 : 2 vs 2
II episode 6>9 : 3 vs 3
III episode 10 : 4 vs 4

* to make to me more easiliy to keep track of all stats we will play as follows : i will launch the games step by step
Firs I ( ep 1>5 )launched at the same time
then II ( ep 6>9 ) launched at the same time
then III ( ep 10 )

Target of the Wargame
*The faction whit more scored points at the end of all the 10 games will won the Battle for Polaxtris IV

*will keep other stats as
-Top Guns ( scored points by players in the wargame )
-War Bullettin ( enemy killed in action on each side, retires, top killers between characters involved and anything else i will able to keep

Victory Rate ( experiment, i don't have idea of what results we can have and of the proportion of the victory rate description more appropiated )
within +20 Points of difference- Pirro's Victory
within +40- Suffered Victory
within +60- Minor Victory
within +80- Victory
within +100- Clear Victory
within +120- Overwhelming Victory
within +140- Tactical Masterpiece
within +160- Triumph
within +180- Humiliating Defeat
within +200- Embarassing Defeat
over + 201 points- Disaster

Win the faction who scores more points so the retreat is a good option to save points in bad situations
The points are counted as displayed at the end of each game by the regular score
a character retired in an episode is free to be used for others episodes, he is just come back into the battlefield kicked in the bottom by his buyers

ENLIST NOW; WARLORDS NEED U

zal42

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Sturdiness?

Message 1659, 3530d 3h ago.
I think this might be a really stupid question, but I've been wondering about "sturdiness". I know that it increases as you increase armor and shields, but what does it signify, exactly? How is it computed, and what is the significance of the three numbers? It seems that they are low/medium/high or somesuch based on the relationship between the tricolor meter and the numbers.

Thanks for any enlightenment anyone can provide.

pier.

is pier

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WARGAME BATTLE FOR POLAXTRIS IV- STATS

Message 1672, 3516d 22h ago.
STATS ( ended apisodes )

PHASE I ( ep 1,2,3,4,5 )
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*** Episode 1( 4092 )

*KILLS*
#Jeltz (Blcknght [Team 2]) - killed ; Jack (noolok [Team 1])
#Default Pilot (Zal42 [Team 2]) - killed ; bronzaman (pier [Team 1])

*POINTS*
Team 1: Warlord Ming-kia : -17
pier : -13
nolook : -4
------------------------
Team 2: Warlord Arusalya : +17
zal42 : +4
Blcknght : +13

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*** Episode 2 ( 4093 )

*KILLS*
#Chanel ( nolook [Team 1]) - killed ; Creminide ( Zal42 [Team 2]) + Fred ( shermanguy [Team 2])

*POINTS*
Team 1: Warlord Ming-kia : +17
nolook : +12
Hollander : +5
-----------------------------
Team 2: Warlord Arusalya : -17
Zal42 : -8
shermanguy : -9

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*** Episode 3 ( 4094 )

*KILLS*
#Marks ( Hollander [Team 1]) - killed ; Imp3 ( shermanguy [Team 2])
#Attenborough ( Blcknght [Team 2]) - killed ; Marks ( Hollander [Team 1])
#nando ( pier [Team 1 ]) - killed ; Attenborough ( Blcknght [Team 2])
*Retreats
nando ( pier [Team 1]) retired

*POINTS*
Team 1: Warlord Ming-kia : +20
pier : +15
Hollander : +5
------------------------------
Team 2: Warlord Arusalya : -20
shermanguy : -10
Blcknght : -10

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
*** Episode 4 ( 4095 )

*KILLS*
#elvis ( pier [Team 1]) - killed ; Deafault Pilot ( Shermanguy [Team 2])
#Dr. Zachary ( Blcknght [Team 2]) - killed : Loop ( nolook [Team 1])
*Retreats
#elvis ( pier [Team 1]) retired

*POINTS*
Team 1: Warlord Ming-kia : +3
nolook : +0
pier : +3
------------------------------
Team 2: Warlord Arusalya : -2
Blcknght : +7
shermanguy : -9

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

*** Episode 5 ( 4096 )

*KILLS*
#Jeltz ( Blcknght [Team 2]) - killed : Hulk ( nolook [Team 1])
#tyerpjd ( Transludiste [Team 1]) - killed ALF ( shermanguy [Team 2])
#Jeltz ( Blcknght [Team 2]) - killed : tyerpjd ( Transludiste [Team 1])

*POINTS*
Team 1: Warlord Ming-kia : +6
Transludiste : +11
nolook : -5
-----------------------------
Team 2: Warlord Arusalya : -6
Blcknght : +8
shermanguy : -14

^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^

PHASE I ENDED ( episodes 1,2,3,4,5)

***WARGAME TOTALE SCORE***

Team 1: Warlord Ming-kia : +29
------------------------------
Team 2: Warlord Arusalya : -28

Blackronin


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The Art of War - two ideas

Message 1674, 3509d 23h ago.
N1

Up to 12 players and more provinces with different values. Example: Instead of Iberia, Portugal and Spain, Spain giving 4 troops if not touching enemy provinces and Portugal giving 2 troops. A different strategy would immediately pop out. I guess...

NB

Different values to each faction.

Examples:
Saving Throw (after been damaged, the unit would have 50% chances of not dying and could retreat if the attack or defence was a failure);
Blitzkrieg (after conquering the first province, the unit could attack another province adjacent to the first;
Shock Troop(The unit would have 70% chances hitting attacking and defending)
Enlightened (When winning a combat, the enemy troops destroyed would have 25% chances of joining in the cause);
Etc...

BlckKnght


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A Guide to Avoiding Missiles

Message 1689, 3475d 21h ago.
In one of my recent games VP games (number 4126) there were three missile hits within a stretch of five turns (15, 17 and 19). In my judgment, the movement of all three missiles could have been predicted and then avoided (though to be fair, two of the missiles hit somebody other than their locked target).

I'm writing this post in the hope that it can help other players avoid missiles more successfully. The game rules explain how missiles move, but it can be difficult to use the explanation to predict the missile's path. Collision detection is an important sub-topic, since getting a missile to hit an asteroid (without hitting one yourself) is a good way to keep it from hitting you.

Missiles that are seeking towards a ship will zig-zag their thrusts towards their target. A nine thrust missile might seek with these moves: Thrust, Turn Right, Thrust, Thrust, Turn Left, Thrust, Thrust, Turn Right, Thrust (Bang!). Since a picture is worth a thousand words, here's what that looks like. (You'll need to copy and paste the URL to another browser window, since I can't embed the images.)

http://i476.photobucket.com/albums/rr128/BlckKnght/Diagonal.png

That seeking pattern isn't very efficient, since the 9 total thrust points the missile had took it only six hexes from it's starting point (three in the the direction of the original heading and three more 60 degrees to the right of that). The overall movement is along a "diagonal" composed of equal components in two of the main hex directions. The diagonal is shown as a red line in the image. There are three different diagonal directions, once of which happens to actually be horizontal (which is why I put the word diagonal in quotes initially).

Since not every missile starts out directly on a diagonal to its target, most of them will travel straight in one direction until they get to one and can start to zig-zag along it. If you break the distance from the missile to the target into two components aligned to the hex directions, the initial straight part of the thrust will be in the direction of the larger component. It's length will be the difference between the lengths of the components. To find out it's final position, count the moves and turns and stop when the missile's thrust is used up. Here's an image that shows both how a missile takes a straight course to reach a diagonal and also how to count the thrust.

http://i476.photobucket.com/albums/rr128/BlckKnght/Count.png

If a targeted ship has several choices of maneuvers that put its diagonal close to the missile's expected position, small differences in its movement can make a critical difference in where the missile ends up. This is because the missile will always turn so that it gets to the diagonal, even if is going to turn back soon after. Here's another image showing the different ways a missile might seek on a pair of targets that are five hexes from it (and just one hex from each other). If this was a standard 7 thrust missile, one target could be hit while the other could not.

http://i476.photobucket.com/albums/rr128/BlckKnght/TwoTargets.png

Once you can predict where a missile is going to thrust at, you need to know if it is going to hit anything before it gets there, such as an asteroid or another ship. This is where collision detection comes in. For collision detection, the pattern of thrusts described above isn't really important, just positions the missile will be in at the start and the end of the turn. All of the rules for missile collision detection also apply to fighter maneuvers, though some zero damage collisions can be ignored for them.

The official rules say that if the straight line path of a ship or missile crosses an asteroid hex it will collide, without saying exactly what it means to "cross" a hex. It should be obvious to everyone that flying through the middle of an asteroid hex will cause a collision, but what if you only pass through a smaller part? The only clearly defined "near-miss" case in the rules is that sliding directly along a hex-side causes a collision, but one that does not result in any damage to ships. The tricky cases are when a ship or missile cuts across the corner of an occupied hex, so that's what I'll try to explain.

My understanding of it works like this: A ship or missile could, in theory, cut from the midpoint of one hex-side to the midpoint of a neighboring hex-side without triggering a collision . If it were to cut off any more it would collide, any less and it won't. In actual gameplay, nothing can move through adjacent hex-sides since ships and missiles must start and end their moves in the center of a hex, but that is the limit on the amount you can cut from a corner. Here's an image showing what I mean by cutting more and less.

http://i476.photobucket.com/albums/rr128/BlckKnght/CuttingMoreorLess-1.png

A few last things about dodging missiles:

Some missiles can't be dodged, or can only be dodged by maneuvers that take you out of bounds or through an asteroid yourself. Those dodges are usually not worth it, since it's often better to let the missile hit you while you attack the enemy with your guns.

It is some times important to ignore a distant missile and let it come towards you. It's a lot more likely to hit something else when it's moving really fast.

If you're moving behind an asteroid, don't worry if the seeking algorithm will bring the missile to your exact location, since your cover will will make it blow up on its way in.

The best dodges are ones that make the missile hit or lock on to one of your opponents, or fail to lock onto anyone at all. The next best ones make the missile hit an asteroid or go out of bounds.

The worst missile "dodges" are when you jump in front of a friendly missile, or even a missile you shot yourself, when it is seeking towards an enemy. Just say no to friendly fire!

Anyway, I hope this guide helps. If anything is unclear, please let me know and I'll try to add more clarification. I hope this helps VP players to plan better maneuvers in the future!

sfatula

is Male

(jungle user)
Lives McKinney, Texas
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AOW, Australia

Message 1703, 3463d 23h ago.
Ok, so, having played a few one on one games, it seems my opponent always gets Australia. If you look at the map, this is not good for the other guy (me). With 4 countries, Australia already has 2 surrounded terr, with 5, 3. This is almost impossible to overcome, and, if one player gets Australia in a 1 on 1 game of AOW, he should almost always win.

I'd like to see this addressed somehow, perhaps not giving anyone Australia to start, perhaps adjusting the map, not sure, what, but, it's a major problem with balance.

Calsir

is human

(ice user)
Lives in Milano, Italia, Europa, Terra, Sol, Via Lactea.
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[AOW] Risk like diplomacy settings

Message 1707, 3454d 5h ago.
I have played a few games at the Art of War (Sup... does it stand for supremacy?) and it seems to me that, many times, the two most powerful players coalesce to kill the others. It has the obvious advantage of greatly reducing the risk of losing the game with an all in all quite modest reduction in the score.

I have done it and I have seen it done against me. My proposal is the following: add an extra game creation settings for diplomacy that contains only the following stances

a) kill'em all (no mercy)
b) please surrender to your new overlord (I accept surrenders)
c) I welcome my new evil overlord (Surrender)

This would make all the alliances temporary, of course, and will probably lengthen the game.

Thoughts?

BlckKnght


(killer user)
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New Campaign Game: Irregulars: Aliens vs Terrans

Message 1708, 3452d 1h ago.
Backstory:
Early in the Alien vs Terran war, a series of skirmishes were fought in an obscure, backwater system on the very edge of the two empires. There were no military bases or highly populated planets there, just some scattered asteroid mining operations established by both races before hostilities broke out. Neither race's military could afford to send regular fleets to a region so far from the war's main fronts.

They did know that the rare isotopes from the system's asteroids were important to military production efforts and to maintaining the civilian economies that paid for the war. The race that could claim the most asteroid belts would gain a real advantage if the war continued for years. They planned to build powerful defensive space stations in each belt to protect the miners. But space station construction isn't something that can happen overnight. Just like in that ancient Terran movie, a partially constructed station is vulnerable to fire from ships that can get in close. Each belt would have to be secured by space fighters before a station could be assembled in it.

The task of securing the belts was given to independent pilots who, before the war, had worked for the mining companies flying personnel and supplies where they were needed. The Terran and Alien governments each provided their pilots with small budgets to arm and upgrade civilian ships, turning them into irregular fighters. At the outset, the budgets of the two sides were more or less equal, but losses would take their toll. The mission of these irregular pilots was to secure as many asteroid belts as they could, without costing too much in replacement ships and gear.

The Campaign Plan:
The campaign will be played in rounds, each consisting of two battles taking place at the same time. The initial plan is to have five rounds for a total of ten battles. I expect most of the battles to be three or four to a side, but if there's enough interest we can make them larger. Similarly, we can add additional rounds if desired. Players can join battles on either side, so if you want, you can join both games in a round on opposite sides. I'll start a sign-up thread where players can post which side they are going to be on for each battle.

The Terran Irregulars will be team one. They're likely to have nimble, low powered fighters with lots of missiles, short range lasers and OFCs. The Alien Independents will be team two. Their ships will almost always have dual thrusters and light spinners, and they tend to mount lots of longer range QGP guns and inertial grenades.

All fighters must be custom designs and each should have a character piloting them. If you want to play but don't have a free Terran or Alien pilot, start a new one on the "My Characters" page.

Scoring:
The winning team will be the one that wins the most battles. A battle is won by having at least one ship left on the battlefield at the end. If neither side has any ships left, the battle has no winner.

A secondary consideration is the loss of ships. This does not play any part in determining the overall winner of the campaign, but it will effect the budgets of the two teams in later rounds. Budgets will start at 900 and automatically increase in the next round by 10 points for each fighter used by the team. However, each fighter that is destroyed reduces the team's budget by 20 points (for a net change of -10). This means at team taking exactly 50% casualties will maintain an even budget while taking heavier losses will see its budget go down from round to round. Winning battles has no effect on the budget (so beware of early Pyrrhic victories). There is no budgetary penalty for retreating.

Because the budgets are likely to remain less than 1000 points, the battles cannot be played for stats. Each battle will be set up to allow a budget corresponding to the higher of the two team's budgets. Players on the other team are on their honor not to overspend!

Planning for Battle:
The available communication system (radio) in Void Patrol is difficult to use effectively. Messages must be very short and are delayed a turn before they are seen by teammates. This doesn't allow much strategic play, which a campaign like this really requires.

To encourage the best play we can get, I will create a pair of forum threads for each battle of the campaign. Players who sign up can read and post in the appropriate thread until the battle's first turn has been processed. Discussions can involve fighter design, initial moves and reactions to the enemy designs after all players have built their fighters. Once the game is underway, discussion should use the radio for orders and guidance or the in game chat area for OOC taunting and complaining about the RNG. Once again, players are on their honor to not read posts in the other team's thread.

Use this thread to discuss this campaign idea. Nothing is set in stone yet, so if you think there can be improvements, please suggest them. Once I feel we have the best setup we can get, I'll kick off round one.

BlckKnght


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Irregulars: Battle #1: Terran disucssion thread

Message 1713, 3448d 22h ago.
You can discuss strategy and fighter designs here before the game starts. After the first turn is run, use only the radio.

BlckKnght


(killer user)
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Irregulars: Battle #1: Alien disucssion thread

Message 1714, 3448d 22h ago.
Discuss strategy and fighter design here.

BlckKnght


(killer user)
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Irregulars: Battle #2: Terran disucssion thread

Message 1715, 3448d 22h ago.
Blah blah, discuss stuff.

BlckKnght


(killer user)
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Irregulars: Battle #2: Alien disucssion thread

Message 1716, 3448d 22h ago.
Discuss alien abduction plans here.

neko

is mostly harmless

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The beautiful lady from NZ

Message 1747, 3428d 10h ago.
I have received a report from a user: at times, the image of a beautiful green-eyed lady appears... on the AoW map, where New Zealand ought to be.

Has anyone else seen this ghost??

BlckKnght


(killer user)
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AoW 1v1 tournament!

Message 1753, 3419d 18h ago.
Who will be the head-to-head AoW champion?

Sign up here if you want to play in a AoW tournament. The games will be played with the default AoW setup:

Map: World (large) (45)
Players: 2
Initial Territories: one per player
Independent Territories: are helpless
Intrigue setting: no
Diplomacy setting: free treaties

Please, don't agree to a draw in a tournament game!

There will be two phases of tournament play:

The first phase will be a "double round robin", where each player plays two games against each other player. These games can be played in any order, and the two games of each pairing can be played simultaneously if the players involved agree. Each win in phase one counts as one point. The points will be used to rank the players.

The second phase will be a single elimination tournament, with the bracket seeding using the rankings from the first phase. I will break any ties by flipping a coin (or using some other random method). Depending on number of players who sign up, some may get a "Bye" in the first round of this phase and advance automatically. The early rounds of the elimination phase will be best two out of three to advance, with the quarter-finals being best three out of five and the final being best four out of seven. It will be up to the players involved in each match if they want to play more than one game at a time.

Because order isn't important for the games in phase one, we can start playing them immediately, without waiting to know the full list of players. Feel free to create tournament games yourself (a few at a time), being sure to mention the tournament and the pair of players in the game's Comment field. When a game is finished, post the results to this thread so I can be sure I count them.

Sign ups for the tournament will close on Monday, August 17 just before midnight GMT (around 4 PM PDT). Two player AoW games go very quickly without defending neutrals, so I hope that most of the games will be completed by the end of the month (but I will not be surprised if vacations, etc. delay things a bit). After Monday September 14, I reserve the right to drop players from the tournament so as to get on to the next phase, but I hope that won't be necessary. As soon as phase one is completed I'll make up the bracket for phase two!

Good luck to everyone!

sfatula

is Male

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AoW 1v1 Results

Message 1765, 3419d 2h ago.
Game 4594, sfatula defeats dcr.

neko

is mostly harmless

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Lives on deep thought
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New AoW kill odds calculator (thanks Calsir and BlckKnght)

Message 1832, 3409d 9h ago.
I am proud to announce a new, accurate kill odds calculator. I have copied and pasted (with minor changes) some excellent code provided by Calsir, much faster and more accurate than what we had before. Calsir's code was based on some pseudo-code written down by BlckKnght somewhere in this forum.

Big smiles, , warm hugs, no money.

sven3012

is best viewed with Firefox

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AoW 1v1 and the old 7s

Message 1892, 3396d 19h ago.
I know that games are still in progress, but I would like to thank Blcknght for his commitment and hard work on this tournament, it has been a great challenge and I've had some good matches against people I probably wouldn't otherwise have fought and am looking forward to the final matches!

I organised the 7s tournaments about 3 years ago in the early days and because of that appreciate the work involved.

If there is any interest I'd like Blcknght/Neko to talk to me about an organised campaign on AoW,or a revamped version of the 7s.

If I brought the 7s back to life, would people like it still on the tiny board, the small board or adapted to full world? Are people interested in a long term campaign and how could it work?

Suggestions welcome.

BlckKnght


(killer user)
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AoW neutrals

Message 1898, 3394d 1h ago.
Sven and I had a discussion during one of our recent games that he suggested we share with everyone else. I've copied the discussion from the in-game chat of game 4756 (http://www.takeaplay.net/sup_browse_game.php?game_id=4756), and rearranged the posts into a top down order, but otherwise they're just as we wrote them. If you follow the URL above you'll see that I'm currently getting clobbered, something that was pretty much inevitable from turn 2 and which I though fairly likely as soon as I saw his starting position in Central Africa and mine in Afghanistan.

What does the rest of the community think about defending neutrals?


From BlckKnght to (public) on turn 1 (2009-08-29 6:04:45, that is 2days 14h 30m 3s ago). Subject: Good luck! .
I've not been doing as well in games with defending neutrals lately, but this one should be fun.

From sven3012 to (public) on turn 2 (2009-08-29 8:36:55, that is 2days 11h 57m 53s ago). Subject: and you! .
It seems that on helpless games the key to winning is spreading out thinly very quickly then filling the gaps, but the defending games it's all about getting the 1st 3 population territory as quickly as possible.

From BlckKnght to (public) on turn 2 (2009-08-30 3:25:12, that is 1days 17h 9m 36s ago). Subject: I think you're right .
about the strategies needed for the two kinds of games. I don't like the defending neutrals version as much because I think there's a much greater value to some starting territories (Madigascar, Australia, etc).

And one crummy attack (like mine this past turn) and you may not have a chance to recover before your opponents roll over you. [ed note: My 9 attackers did 3 damage, taking 5 in return.]

From sven3012 to (public) on turn 3 (2009-08-30 10:27:28, that is 1days 10h 7m 20s ago). Subject: Very true .
You can avoid the crummy attack by waiting one turn for the 10 troop attack, but I only do that for multiple player games. For 1v1 I'll usually gamble.
I prefer defending neutrals for lots of players and helpless for 1v1

From BlckKnght to (public) on turn 7 (2009-08-31 9:40:43, that is 10h 54m 5s ago). Subject: Hmm. .
Even for multiplayer games, I think I prefer there to be no defenders. Otherwise it's often easier to fight through another player's territory than to go into neutral areas. Often there's a big fight between players in some small area while another player who had more space around him builds up a monster army and smashes everyone. With no neutrals to get in the way, everyone can at least attempt to spread out early, and if they're bold they can make a few attacks count, turning an enemy's flank rather than smashing through the center.

From sven3012 to (public) on turn 10 (2009-08-31 18:54:48, that is 1h 40m ago). Subject: Maybe. .
I think this could be an insteresting discussion to take to the forum for everyone, but I wonder if people would not discuss for fear of giving away too much of their tctics to the oposition?

Hollander


(steel user)
"Fortune favors the bold."
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Unexplode berserker and fighter in the same hex Game 4834 turn 3

Message 1920, 3374d 11h ago.
Neko: Please look at game 4834 turn 3> Why is there an unexploding missile (340) in the same hex as fighter (zarby)

BlckKnght


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Broken forum formatting

Message 1927, 3373d 21h ago.
Hey Neko!

The "p" tag the forum accepts for preformatted text adds an extra blank line between each of lines inside of it. That is because it adds both pre and br tags to the HTML output.

Also, in all forum posts, backslashes are stripped out of the final version (but not in the previews!). Both of those issues are rather frustrating when I'd like to display an ASCII tournament bracket.

BlckKnght


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AoW 1v1 Tournament - Phase 2 results

Message 1936, 3370d 19h ago.
Post the results of the Phase two tournament games here!

sfatula

is Male

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Lives McKinney, Texas
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AoW 1v1 Tournament - Phase 3 results

Message 1948, 3363d 16h ago.
sfatula defeats dcr66 in games 4880-4882.

Zarby

is going to kill you all.

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Kill Credit

Message 1962, 3354d 8h ago.
An interesting VP game has me thinking about how kill credit is handed out.

In VP game 4810 on turn 12 AshayRey is destroyed but 2 enemy missiles. One of the missiles was launched long ago by Zarby who is KIA already. The second missile is from Hollander who retires from battle on that same turn.

Credit for killing AshayRey was awarded solely to Hollander.
Credit for Hollander retiring was awarded to cannis & AshayRey.

I don't think either credit award is correct. AshayRey is KIA and should not benefit from Hollander retiring. Also Zarby should get credit for his missile hitting AshayRey. There is a long president for KIA pilots getting kills with lingering missiles and getting the credit for it.

BlckKnght


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VP experimental rules strangeness

Message 1969, 3344d 13h ago.
I'm in a duel with Sabelkatten as the last two players alive in VP game 4861, and several turns ago there was something odd that I'd like to discuss. That game has the experimental level 4 rules active, so we have to be aware of the chit colors of the moves we make. As I understand those rules, after you use any red chit you may only use green chits on the next turn. The moves the game allowed Sabelkatten to make on turns 13 and 14 seem to be incompatible with that rule, since they appeared to use a red chit on turn 13 and a yellow one on turn 14. I don't think there was any sort of cheating involved, but rather that there is a bug in either the engine or the game UI.

Sabelkatten's fighter is a custom Comcon design that has dual thrusters and power spinners, giving him a maneuver code of 4D1(4). He can thrust twice with green chits and twice more with red chits. He has one green turn chit, one yellow one and two red ones.

On turn 13 of our game he maneuvered a net of two hexes, one forwards and one forwards-left. I assumed that he entered the maneuver Thrust-Left, Thrust-Left, Thrust-Right, using both green thrust chits and one of the red ones. The top part of the Battle Log for that turn listed his maneuver as 3F, 0T (meaning three thrusts and zero turns). That can't be seen any more, unfortunately, since the game only keeps the Battle Log for three turns in the past. On turn 14 the mouse-over information for his ship's had all of the non-green chits blacked out as unusable (this you can still see, by hovering over Sabelkatten's ship while viewing turn 14).

On Turn 14 his maneuver is one I didn't think was possible. His momentum was carrying him through an asteroid, which I though he could only avoid by going to the right. Instead, he was able to dodge leftwards. He turned twice, using a green and a yellow turn chit and then thrusted twice using both green thrust chits. The whole maneuver was Turn-Right, Turn-Right, Thrust-Right, Thrust-Right. If the move from turn 13 had indeed used a red chit, this shouldn't be allowed, since you can only use green chits on a turn following the use of a red chit.

There is a way to look at the events I described in a way that is consistent with the rules, but not with the historic details of VP's implementation. If Sabelkatten entered his turn 13 move as Thrust-Left, Turn-Left, Thrust-Right, Turn-Right it would only have needed green and yellow chits, not any red ones. This would make it perfectly legal to use another yellow chit on turn 14.

The trouble with that explanation is that the VP game engine has always ignored the exact sequence of moves entered by the player. Instead it calculates for itself a move that goes from the starting position and orientation to the requested ending ones, finding one that uses as few chits as possible, and preferring one that makes the fewest turns (it doesn't make the selection correctly for a few unusual maneuvers, but this was not one of them). In this situation, the desired movement on turn 13 was possible without any turns, using three thrusts rather than two thrusts and two turns.

The game's UI, both on the main screen and on the Battle Log screen, clearly implied that a red chit had been played, since it blacked out the yellow turn chit on turn 14 and showed the maneuver as having been 3F 0T. The three thrust interpretation effected the HMS bonuses of both ships when they fired on turn 13, so it would have made an additional game difference if that was not what Sabelkatten had intended. It doesn't seem likely that the game uses a different rule for calculating what color chit was used, but that's the only way I can understand it allowing Sabelkatten's turn 14 maneuver.

Anyway, I wanted to post here to raise the issue to Neko's awareness and also to see if anyone else has seen weird game behavior on Experimental mode. I don't really like experimental mode much, as I think the chit colors are very punishing. If the colors were shifted so that every fighter had at least two green chits of each type and usually only one red of each, then I think it would be less annoying.

pier.

is pier

(schizo user)
"never give up"
Lives italy, near bologna
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scenario mission : attack to the convoy

Message 1984, 3308d 17h ago.
Hi Neko
would be possible to do a scenario as follows ?

Team 1: Escorts + Tank
-Escorts start in formation around the Tank

-Tank starts from the north border line with a constant speed ( the speed will determinate who much round the
attackers have to shot down the Tank )

The Tank is a bot ; it goes straight
Eventually it could be equiped with some light weapon/s firing to the nearest enemy in automatic, as will result more proportioned

-the map must have a free corridor between roids, that's the escape way for the Tank

Team 2: Escorts
-Raiders start in formation in the east or west border, or maybe southern, it depends for how much "high" would be the map

Targets
Team 1 : Defend the Tank , it must e escape exiting the south border alive
Escorts must cover it then flee themselves ( unless they want kill all the raiders )

Team 2 : Destroy the Tank before it reachs the southern border and goes out
( be eventually alive at the end of the combat)

*PS
If it would be to long and complicated we can do it simply with a normal campaign level 3 match with customs, setting well how must be the tank
but someone will have to do the tank , heavy structure but low manouvers
And the tank would die whatever exiting the opposite
border

Gugliandalf

is Fire wizard

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[BUG?] AoW game 5078

Message 1996, 3294d 8h ago.
http://www.takeaplay.net/sup_browse_game.php?game_id=5078

Apparently everybody moved, but the game doesn't proceed to next move.

BlckKnght


(killer user)
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AoW 1v1 Tournament is Finished

Message 1999, 3289d ago.
The final has completed, and sven3012 is the champion! He defeated me in the final, four games to two. Congratulations Sven!

Results for all the 140 games played in the tournament are available on my Google spreadsheet:

http://spreadsheets.google.com/ccc?key=0AhKA2D8hkS2adHJLVzVqSUdqMVFzWFRET0ItU2xiR2c&hl=en

Here's the final bracket:

_BlckKnght__                                                               

\_BlckKnght__
_bye________/ \
\_BlckKnght__
_frax224____ / \
\_frax224____/ \
_calgary____/ \
\_BlckKnght__
_rubberduck_ / \
\_rubberduck_ / \
_bye________/ \ / \
\_Shabaka____/ \
_bye________ / \
\_Shabaka____/ \
_Shabaka____/ \
\_sven3012___
_sven3012___ /
\_sven3012___ /
_bye________/ \ /
\_sven3012___ /
_Hollander__ / \ /
\_Blackjoke__/ \ /
_Blackjoke__/ \ /
\_sven3012___/
_dcr66______ /
\_dcr66______ /
_pnzrkity___/ \ /
\_sfatula____/
_bye________ /
\_sfatula____/
_sfatula____/

I'm taking a break from tourney organizing for a bit, but after the holidays I'll probably start up something new. I'm thinking of a 1v1 VP challenge of some sort.

Slightlycrazy

is Slightly Crazy

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"Get them before they get you!"
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Moving Rocks?

Message 2001, 3233d 23h ago.

Love the inertia aspect of the VP game - but why are all the rocks static? Surely moving rocks would produce a much more challenging environment? and stop all that hogging the edges business. (No idea how practical this would be - but if you don't ask you'll never find out!

Bigger rocks would also be fun - in fact just add more rocks!!

SlightlyCrazy :)

Gugliandalf

is Fire wizard

(steel user)
"Boom boom boom boom! Gonna shoot you right down"
Lives Civus Romanus sum
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[AoW][Bug] Game #5267

Message 2004, 3231d 15h ago.
Game #5267: http://www.takeaplay.net/sup_browse_game.php?game_id=5267

I smell bug. Take a look at turn 8: Chile (2) attacks New Zeland (2) and it's bounced. Ok, fine. On turn 9 Chile has 2 (right), but NZ has FIVE, Where the *** do these units come from?

Keeping game stalled for checking, tell me when I can go ahead, TIA.

BlckKnght


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VP 1v1 Tournement - Rules discussion and Signups

Message 2011, 3198d 2h ago.
Hi everyone! Its time for another tournament, this time for Void Patrol.

I intend for this tourney to go faster than the AoW one I ran in the late summer and fall. As such, I don't think we should do any crazy round robin stuff this time. My plan is for a single elimination tournament, with seedings based on the players current rank on the VP Statistics page.

Each match will be of three games, with each of the three games using a different asteroid field. One will be the empty map, one will be the dense asteroid field and one will be in the arena. Questions: Does anyone think the starting positions on any of these maps give an advantage to one side or the other? Should retreating be allowed from the non-arena maps, perhaps giving the winner fewer points in some way?

Because VP is a game of fighter design as much as it is fighter maneuvering, each VP game will be set with a budget of 1001 credits so that only custom fighters will be allowed. This will also have the convenient side effect of preventing items from changing prices if they are popular among the tourney contestants (they may still change during play as other VP games are played, but not by as much). There will not be any requirement for each design to be unique or original, so you can feel free to copy designs that other players have used if you want.

Use this thread to discuss these rules, and to announce if you want to participate. So far these players have announced their interest (in an unambiguous way):

BlckKnght
pier
Sabelkatten
Slightlycrazy

Since it seems we have a maximum of about 16 VP players these days, that is my goal for the tournament bracket. I don't want to give a bye to Sabelkatten (or myself), so bring your friends!

BlckKnght


(killer user)
Last login: 13d 1h
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VP 1v1 Tournament is started!

Message 2022, 3190d 2h ago.
Let the tournament begin!

Here is the tournament bracket (with lots of ugly extra spaces):

_1_Sabelkatten___
\_________________
_8_dcr66_________/ \
\_________________
_5_AshayRey______ / \
\_________________/ \
_4_Zarby_________/ \
\_________________
_3_pier._________ /
\_________________ /
_6_Slightlycrazy_/ \ /
\_________________/
_7_Hollander_____ /
\_________________/
_2_BlckKnght_____/

I have created the first games of each match, set in the "thick" asteroid field. They are games 5371 through 5374. It doesn't matter which team each player joins in their games, but I'd like to encourage everyone to pick the same one in the later games of your match to keep the colors consistent.

As a reminder, retreating from battle during this first game is much better than getting killed, giving the other player one advancement point rather than three. In the second game (in the empty field), retreating will give two points.

The full rules are in the other thread: http://www.takeaplay.net/forum.php?message_id=2021&show_topic_in_detail=2011

derekticus

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VP - Build a Fighter

Message 2026, 3171d ago.
I just joined, and am wondering when I get to build my own fighter? Is it determined by the scenario?

sfatula

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VP Bug?

Message 2032, 3168d 21h ago.
Sometimes, when I enter a game from the running games window, the movement form is nowhere to be found.

Sometimes, changing the display from turn 0=>1 to current turn makes it show up. Other times, like turn 1 (first move), it's simply not there and I have to go back to running games and enter again.

Using Mac OSX/Safari

Zarby

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New Triple 8 challenge

Message 2035, 3160d 10h ago.
If there is interest in this type of create your own fighter battles I would be willing to organize something again. If you want in reply to this thread.

derekticus

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VP - Critical Hit Enhancement suggestion

Message 2039, 3159d 23h ago.
Dear Webmasters,

I have been playing VP for a couple of weeks now and I am enjoying it.
However, the critical hits could use improvement. At this time it seems the only result of a critical hit is for the fighter to lose 1 thrust/pulse. This can often be very debilitating.
A critical hit should not always cause the same result. Other randomn results should occur, such as: weapon damaged (destroyed or halved in value), pilot/cockpit values reduced, spinners reduced from power to regular, fuel leak, etc etc.
I, personally, would love to see more randomness in the criticals, or ask for their removal altogether. The weapons already do randomn damaged based on dice rolls, why add another extra element of chance in what is a good game of skill?
Thanks, Derek

pier.

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A New Wargame

Message 2041, 3159d 19h ago.
i'm thinking to this :

-2 squads of players, representing two factions in war.
once a player is assigned to a squad he can play only for that squad.
Maybe we can assign the players looking to their experience and statistics to have two teams more balanced as possible

-only custom fighters, free race, characters.

-a certain number of episodes representing the whole battle, 2 vs 2 and 3 vs 3.

-"Space Control" Bonus : additonal bonus of points for each fighter who stand in the battlefield at the end of each episode.
This is added to the normal score points assigned by the score system.

-Final Score : the squad who takes more points wins the whole battle.

so substantially like the "battle for polaxtris IV" ( u can found the relative thread in this forum to have an idea ) with a couple of changes ( no pre-built fighters, space control bonus )

let me know, suggestions and avliability.




derekticus

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Asteroids Blocking Field of Fire

Message 2053, 3154d ago.
I have a problem with asteroids, which are outside of my field of fire blocking my field of fire. It is ridiculous!
If the asteroid is IN my field of fire, then yes, it can block my fire; but not when it is OUT of the f-o-f!!
Is this not illogical? >
I would recommend it be fixed, or at least throughly debated.
Thanks,
Derek

BlckKnght


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Void Patrol Clone - a program for playing with the VP rules

Message 2065, 3152d 19h ago.
Hi everyone,

I believe mentioned a few days ago that I'd written some code that duplicates some of the game logic from Void Patrol. Seeing how my smart missile thread is getting more attention, I thought I'd share it with you, so you can try those missiles out.

My project is named (for the moment) "Void-Patrol-Clone" and it's hosted at the website GitHub.com. You can visit the project page at: http://blckknght.github.com/Void-Patrol-Clone/

Here's the contents of the README file for the project (sorry about the double spacing forced by the forum):

Void Patrol Clone


This is a project to replicate some of the elements of the game
Space Wing: Void Patrol from takeAplay.net (http://www.takaplay.net)
in a stand alone program. The program can be used to learn better
piloting skills and to test out game ideas, but at this time is is not
a game that it is much fun to play.

This Project is Copyright 2008-2010 Steven Barker (BlckKnght@gmail.com).
It may be used, modified and/or redistributed under the terms of the MIT
License, see the COPYRIGHT file or the following web site for details:
http://www.opensource.org/licenses/mit-license.php

The project was inspired by Space Wing: Void Patrol which is Copyright
takAplay.net (webmaster@takeaplay.net), but no code or art from that
game has been used.


Dependencies

This project is written in Python. To run it you will need a copy
of the Python interpreter which can be downloaded for most operating
systems from the Python website (http://www.python.org/download).
Currently a 2.x version of Python is required, but support for 3.x
versions is planned for the near future.

The game also requires a version of the Pygame library that is
compatible with your version of Python. Pygame can be downloaded
from the Pygame website (http://pygame.org/download.shtml).


How to Play

Run the program by executing the file "vp.py". You'll see a hex grid
displayed on the screen, with your ship located in the center (shown by
a triangle). All of the locations you can move to will have one or more
angled lines drawn on them, showing the possible facings your ship can
reach. When you ship has gained some speed, you'll also see the potential
locations you'll be able to go to on the following turn (in a lighter color).

Your ship can be controlled by pressing keys on the keyboard using either
of two systems:

First, the keyboard shortcuts used on the regular Void Patrol site will work:

U I O
(thrust forwards+left) (boost forwards) (thrust forwards+right)

J K L
(turn left) (thrust forwards) (turn right)

X Enter
(cancel orders) (advance to next turn)


Alternatively, a similar scheme using the keyboard number pad can be used
(but notice that the keys for boosts and forwards thrusts are swapped).

NP7 NP8 NP9
(thrust forwards+left) (thrust forwards) (thrust forwards+right)

NP4 NP5 NP6
(turn left) (boost forwards) (turn right)

NP0 NPEnter
(cancel orders) (advance to next turn)


Several of the function keys on the keyboard can be used to trigger
special functions:

F1 - Switch to a Badger-like fighter with maneuvering code 4S1(3)
F2 - Switch to a Javelin-like fighter with maneuvering code 6S2(4)
F3 - Switch to a Sparrowhawk-like fighter with maneuvering code 4D1(3)
F4 - Switch to a Lone Wolf-like fighter with maneuvering code 5D2(4)

F5 - Launch a 5 thrust "smart" missile
F6 - Launch a 6 thrust "smart" missile

All of the fighter switching commands will move the ship back to the
starting position at the center of the screen. Missiles will also appear
there, and will seek on the player's ship until they hit it.

Missiles will be drawn with their starting and ending velocities shown by
extra lines on the hex map, as this makes it easier to see how they are
attempting an intercept.


To Do

This program is a work in progress. Feedback is appreciated!

Here are some of the things planned for improving the game:

Allow both berserk and "smart" missiles to be launched at the same time
(currently the choice of which type is hard coded).

Make it possible to move the viewport so that the fighter and missiles
are always on the screen.

Clean up the simulation code. It's really ugly.

Move most of the python files into a package so the main directory
is cleaner.

Port to Python 3.x. Pygame recently released a 3.x version, but it may
not be complete yet. See if we use anything that is missing (unlikely).

derekticus

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Bug when pressing "move" button

Message 2069, 3148d 2h ago.
Sometimes - 1 in 10 times, I get the following error message when I press the "move" button to finalize my turn:

"
Query failed: errorNo: "1064" error: "You have an error in your SQL syntax. Check the manual that corresponds to your MySQL server version for the right syntax to use near 'AND all_games_status.field_id=zwz_all_fields.field_id' at line " query: "SELECT * FROM all_games_status, zwz_all_fields WHERE all_games_status.game_id= AND all_games_status.field_id=zwz_all_fields.field_id". Please report to the Webmaster.
"

Thanks,
- Derek

BlckKnght


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Game 5572 is stuck

Message 2085, 3144d 15h ago.
A little while ago sfatula reported that game 5572 was stuck (no players names are bold). I tried to manually push the game to the next turn using the steps described in this forum thread:

http://www.takeaplay.net/forum.php?message_id=1558&show_topic_in_detail=1558

As described in those directions, I hit the URL:

http://www.takeaplay.net/zwz_solve_turn.php?game_id=5572¤t_turn=2

Rather than process the turn however, the game gave me an error:

Query failed: errorNo: "1062" error: "Duplicate entry '5572-3-1' for key 1" query: "INSERT INTO zwz_games_ships (game_id, turn, unit_id, owner_code, thrust,fuel_consumed, damage,damage_shields,damage_thrust, used_missiles,slot_status_1,slot_status_2,slot_status_3,slot_status_4,slot_status_5, fighter_status, pos_x, pos_y, vel_x, vel_y, facing,new_facing) VALUES ('5572','3', '1', '1', '6','25', '0', '0', '0', '0', '0', '0', '0', '0', '0', 'fight', '0', '12', '0', '-4', '12', '12' ) ". Please report to the Webmaster.

I'll PM Neko, because it looks like there may be a bogus entry in the database (perhaps because the turn processed part way before getting stuck).

derekticus

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Suggestion - New Option - Save a Ship

Message 2090, 3139d 23h ago.
I'd like to suggest a new game option, similar to the "personal characters."
This would be a "Save your Favourite Ship" option. Each player would be able to save their favourite 1000pt design, and then use that design from now until eternity as a 1000pt ship regardless of where the market prices go.
Each player may have only 1 such ship. And that ship would only be available to them (unless designed independently by someone else.
If they choose to replace it with a new one, they may, but then the old one is lost.

- Derek

derekticus

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Question - Submitting Pre-Built Ships

Message 2092, 3138d 23h ago.
I have a question about pre-built ships.
How does one submit a design?
And what is the point limit for a pre-built. Current prices within the correct race seems to range (as of now) between 678 and 1135.
Please advise, for the Comcons are looking to create a new "sector superiority fighter" to help raise up their current miserable ratings. We can even do a little "marketing" blurb for it to be used in the "history" section.

Thanks,

- Derek

Noeltje


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Fighters Moving

Message 2109, 3137d 23h ago.
I have in all my VP games i see thing like this:

http://www.plaatjesupload.nl/bekijken/2646108.html

The arrow doesn't move when I click 'turn' or something...

Nol

derekticus

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Experimental rules

Message 2112, 3137d 23h ago.
Do missiles refuse to strike "friendly" fighters in the experimental rules? I am seeing multiple cases of missiles ending their moves in their target's hex, but no BANG!
- Derek

derekticus

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BUG - Missiles colliding with fighters

Message 2115, 3137d 15h ago.
Neko,

If there is anything you can do to stamp out the bug whereby a ship can move to a missile's current location to avoid a collision, thereby sharing the hex space with the missile, it should be taken care of. Maybe a simple check, "Am I the missile sitting on a fighter?" at the end of all movement.
In my opinion, sharing a hex is the very definition of "collision" and a collision means "BANG" damage to the fighter(s) in the hex.
My argument is strengthen by the fact that, a) missiles are expensive, one chance items; and, b) that it is hard enough to get them to strike a ship as it is without either running off the board or slamming into an asteroid.
Thanks for all of your efforts, past, present and future. This is a fun game!
- Derek

Zarby

is going to kill you all.

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New Ship Design

Message 2135, 3133d 14h ago.
Game 5625 Fighter 1

Name: Assassin

Race: Advanced

Background: Some more successful mercenaries have managed to assemble a fighter that has 3 long range weapons and a profile that is difficult to detect. This "Stealth" fighter approaches at low speed and attacks from just outside the targets effective range taking them out before they can close.

neko

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Two new fighters

Message 2139, 3132d 2h ago.
Welcome Derek to the hall of fame(?) of fighter designers, and thanks again to Zarby, we have two new fighters: the ComCon Lightning and the Mercenary Assassin. I have introduced them with conservative fighter ELO ratings of 9.0 and 9.2 to encourage pilots to try them out.

derekticus

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Current Fighter ratings - where can they be found?

Message 2162, 3126d 1h ago.
I can only find ratings for the various Fighters in the "Fighter Design Guide" and on the screen as I choose a fighter to enter a game.
In both of these instances, it appears that the Fighter ratings are stagnant, as none of the ratings have changed since 4/16/2010.
Is there a place where a player can view the current ratings for fighters?

Thanks,

- Derek

derekticus

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Request for a new Stats Page entry

Message 2163, 3118d 14h ago.
I would like to request a new addition to VP. I would appreciate having a Stats Page section for all of the factions and fighters, so we could see their current ratings.
The ratings we see on the "choose your fighter" page and the "Fighter Design" page have not updated since 4/16/2010, despite all of the game action since then.
This makes me think that these are merely static numerical values that are unaffected by events after the creation of the document.
It appears that all of the stats are being adjusted within the game on an implosion by implosion basis. But where can a player view the results of all this?


Thanks,

- Derek

pier.

is pier

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Borderline Skirmish : workin on a VP team-wargame

Message 2169, 3109d 3h ago.
VP wargame idea


a) 2 Factions : Feudal Era of the Void's Warlords = free races
the old powers are gone, the old empires ruined and fragmented into thousands of little realms, ruled by tryrans.
pilots of all races are now serving the rising warlords as foreign legions of mercenarians,
so evryone has freedom of choice.
Two lists of players set up by experience and statistic levels to have balanced teams.

b)
-only characters
-only customs

c)
- Victory-Point ( VP ) based campaign : each match give points related to the following results
1 enemy fighter took down = 5 VP
1 enemy fighter forced to retire = 2 VP

the wargame represents a skirmish conflict on the border between the realms of two rival warlords.
This conflict is represented by a certain numeber of matches.
I'm quite oriented to do a long wargame, something like 10 matches 3 vs 3 should be good to start, this game is slow so we are not hurry.
The faction who scores more VP points at the end of all matches wins the conflict and the wargame


d)
-Resource based campaign.
The faction who gains control of the battlefield at the end of a match, gains automatically 100 Debris Points Bonus ( DPB ) for each enemy fighter destroyed ( not for retired fighters ).
DPB can be used by this faction as bonus for building the customs for the next matches.
DPB represents that the faction who stand in the field at the end can take and recycle the wreckages of the enemies.
Doesn't care what player will be designated to employ the DPB, the team must set up someone or to share the bonus among the players ( discussing it in the forum in apposite threads or in the chat box ).
If the DPB isn't used in the next match, it is considerated as stored and can be used in further matche.
If the DPB is only partially used, the rest ramins obviously stored and can be used then.

It's clear that even if the wagame final result depends for the VP, in the medium and long run the DPB factor can probably decide the conflict, that's why i spoke of a resource based campiagn.
from the other side, if the faction lower in DPB will be able to hold on dispite this disavantage it can whatever to win.



Example of a match
Faction 1 : players A, B and C
Faction 2 : Players D, E and F

Final results:

Faction 1 : took down D and F >> gains 10 Victory points
B and C retired
A killed

Faction 2 : took down A >> gains 5 points
D and F killed
E took control of battlefield.
Forced retires of B and C >> gains 4 ponts
E gains Dps for the team : 100 building points ( from the wreckages of A )

Team 1 scored 10 VP
Team 2 scored 9 VP but gains 100 building points bonus for a further match

so Team 1 got a slight tactical advantage respect to Team 2, but left to the enemy the wreckages of a mate giving to Team 2 a slight construction bonus.

----------------------------
this is just a starting idea
post suggestions thx




neko

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autologin

Message 2174, 3103d 23h ago.
Now, if you tick "remember me" in the login form, the website will remember you, and you will be logged in automatically the next time you come back (before, the stored username and password just appeared in the login form).

Hope this helps,

neko

BlckKnght


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Small suggestions

Message 2176, 3091d 18h ago.
sfatula just made a suggestion in the chat box that I thought should be preserved in the forum:

(14:18:39) BlckKnght: Yay! I joined the Fireball only game in an actual fireball this time!
(14:21:13) sfatula: Is that a first?
(14:37:03) BlckKnght: Heh, I think I've managed to get it right before. Just not last time (I clicked the wrong "join" button and ended up in a Lone Wolf)
(14:57:07) sfatula: I do that all the time. I really wish "SELECT ONE" was the default...

I figure this can be a thread for all sorts of other small UI or site related suggestions (not gameplay changes or big new features).

Here's my small request:

The new battle odds calculator is great, but I think there are two things that could be improved:

The first is a tiny user interface annoyance. If you type a number of troops in the box and press enter, it doesn't do what you expect (I think it tries to send a blank message, but I'm not sure). I'm pretty sure this can be fixed with a bit of javascript on the form but I'm not enough of a web coder to know exactly what the code should be.

The other thing was part of my earlier suggestions for the output of the calculator, but I'm not sure if I actually spelled it out well back then.

I'd like there to be a cumulative sum of the probabilities, so you'll know how likely an attacking force is to achieve at most or at least a certain amount of damage.

Here's one way it could look for 20 attackers (please ignore the double spacing caused by the forum):
Expected units killed: 12 +/- 2.2

_______________________________________________________
04 damage: | (0%, cumulative: 0%)
05 damage: | (0.1%, cumulative: 0.2%)
06 damage: | (0.5%, cumulative: 0.6%)
07 damage: |x (1.5%, cumulative: 2.1%)
08 damage: |xx (3.5%, cumulative: 5.7%)
09 damage: |xxxxx (7.1%, cumulative: 12.8%)
10 damage: |xxxxxxxxx (11.7%, cumulative: 24.5%)
11 damage: |xxxxxxxxxxxxx (16%, cumulative: 40.4%)
12 damage: |xxxxxxxxxxxxxx (18%, cumulative: 58.4%)
13 damage: |xxxxxxxxxxxxx (16.6%, cumulative: 75%)
14 damage: |xxxxxxxxxx (12.4%, cumulative: 87.4%)
15 damage: |xxxxxx (7.5%, cumulative: 94.9%)
16 damage: |xx (3.5%, cumulative: 98.4%)
17 damage: |x (1.2%, cumulative: 99.6%)
18 damage: | (0.3%, cumulative: 99.9%)

The cumulative probability is very useful for planning because it shows the odds of causing at most that much damage. If I'm planning my defense against 20 threating armies, I would be able to see that there's a 58% chance of the enemy doing at most 12 damage to my defenders (that is, 12 or less). If I have 13 defenders that will be my chance of surviving the attack. If I only have 12 defenders, they'll have only a 40% chance of living through the attack (the probability of at most 11 damage).

If I'm considering an attack, it can also be of use. If I have 20 possible attackers, I know that my odds of defeating 14 defenders is the odds of doing at least 14 damage. Such an "at least" probability is the inverse of the probability of doing at most 13, so 100-75 = 25%. Such an attack would be rather risky.

My original proposal was actually to provide an "at least" value instead of an "at most" one, but I've gone the other way here because "cumulative" is an obvious name for the "at most" value and I can't come up with an equivalent for the "at least" values.

I should be able to put together a quick patch showing how Neko could add this to the current code, if anyone else thinks it would be useful.

sfatula

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Enhancement - How 'bout multiple ships per player?

Message 2182, 3081d 14h ago.
In VP, the game SEEMS to be coded already with this in mind, since, it makes you click on your ship. This would be unnecessary if a player could only ever have one ship, so, it makes me think the game was programmed to allow multiple ships per player. Also, there is a box when making a new game to specify # of ships, which can only be 1 right now, but, more evidence that multi ships was to be allowed.

So, if this is one of those easy things to do, maybe it can be implemented. I'd LOVE to play those.

derekticus

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Infinite points!

Message 2187, 3073d 15h ago.
How did pier. score infinite points? I'd like to know the secret. If it was merely a bug, then that game should be removed from the top ten hall of fame records.

- Derek

Zarby

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2011 VP Tournament

Message 2196, 2899d 19h ago.
This will be a Round Robin tournament in the arena. All players will be flying the same fighter type. This fighter will be one with lb or ofc weapons only.

Sign up below.

BlckKnght


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VP Defense Optimizer Spreadsheet

Message 2207, 2799d 16h ago.
Hi TakeAPlayers,

For many months I've been using a spreadsheet to pick out the best armor and shield combinations for my custom VP fighter designs. I've recently converted the spreadsheet into a Google document, so now anyone can try it out. You can find the sheet at: https://spreadsheets.google.com/ccc?key=0AhKA2D8hkS2adFBQMjBvSE5UMEZLT3Rmc2NCWlgwdkE&hl=en

The document is set up to only allow me to edit it, but if you have a Google account you can create a copy for yourself with just a couple of clicks. If don't have an account, or if you'd prefer to work offline, you can also download the spreadsheet as a Excel or Open Office document. While I haven't tested that that it converts perfectly, everything (except perhaps the conditional formatting) should work in any modern spreadsheet program.

I hope that the way to use the spreadsheet is clear, given the directions at the bottom of the main page. Just fill out the yellow boxes and it will show the legal defense options in the grey boxes. When it use it, I often find myself tweaking various design parameters on the fighter design page and feeding the power, weight and budget values back into the spreadsheet to find what armor and shields are available. Eventually I figure out an optimal design that doesn't waste much left over performance or money.

I think there may be a few cases where you can spend exactly 1000 credits in the game, but where my spreadsheet thinks you'd have used 1001 (and so it doesn't allow it), but that's the only unfixed bug I know of at the moment (it's due to rounding issues, especially with armor). Let me know if you find other buts or things that don't work as expected and I'll try to fix them.

neko

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bug reports

Message 2214, 2775d ago.
dear players,

it seems i have some time on my hands to fix some things here and there.

let's start with bugs.

- games getting stuck. i think i know how to fix this
- comcon character join bug. i can't remember what it was but i think it's there
- VP prices not evolving. or are they evolving now?

any other know bugs?

thanks

neko

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AoW - random reutral units

Message 2218, 2774d 23h ago.
Hello, I thought it could be interesting to have an option to randomize somewhat the units of neutral territories. It could drive players out of standard strategies. For example we could use a function like this on a random number:

http://www.selezione.naturans.it.cloud.seeweb.it/randomize.png

This way the starting units of a neutral could be given in php by:

round(4e-6*(pow(rand(-100,100),3)))+5

Giulio

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Suggestion: User can choose color in AoW

Message 2227, 2774d ago.
This will be nice for setting up team game if you want to be teammates with particular player. Also needed with this feature is the ability of what colors other players have selected.

neko

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VP rules overhaul

Message 2242, 2768d 8h ago.
We are a small community, many of you have been around for years, so I feel I would be unfair if I imposed on you a VP rules overhaul without a little discussion first. I will definitely introduce some things like 1.5 spinners, but first I would like to redo the combat rules in a way that is slightly more mind-sized and varied.

Without entering in too much details as to why I am thinking of these changes, here are the rules I have been working on. Shots are solved in 4 steps.

1) Compute to-hit-threshold (THT). This is obtained by summing:
- The fighter's shields (current values will be translated in 4, 5, 6, 7, 8).
- Subtract the attacker's Gunnery/HMS.
- Add one for each hex-side the attacker has spun.
- Add something for each hex the defender has thrusted, depending on the Evasion (was: piloting) skill more or less as follows

Evasion 0 1 2 3 4
0 0 0 0 0 0
1 0 0 0 1 1
2 0 0 1 1 2
3 0 1 1 2 2
4 0 1 2 2 3
[...]


For example, the defender has 6-points shields (+6) and thrusts twice at piloting skill 3 (+1) and is shot at by an attaccker with 2 gunnery/HMS (-2) that has spinned twice (+1). THT: 8.

2) The attacker checks the dice s/he has to roll on the following table
http://www.takeaplay.net/zwz_guide_tables_2.0.php
for example, an OFC 6 at range 5 rolls 6d6*.

3) Die rolls are open-ended. When rolling a dX*, when you roll X, you can add another (dX-1), and repeat until you keep rolling X. That is, when rolling a d6, when you roll 6, you can add another d6-1, and keep adding as long as you roll 6.

In the above example, the attacker has to roll 8 with 6d6*. He rolls 6d6, and gets: 1, 3, 4, 2, 6, and 6. The first four rolls are misses. The last two are re-rolled, and a 1 and a 4 is rolled, giving a total of 6 and 9 (6+1-1 and 6+4-1). One miss, and one hit.

4) This is straightforward: the attacker hits once, and deals one point of damage for each roll >= THT. Rules on crits and shields damage will follow.

----------------------

Effects on interface, which will be a bit simpler:
- "Sturdiness" will go away.
- The thrust chits will contain a number with fighter's total THT effect of shields, Evasion skill and number of thrusts done. In the above example, the defender will have four thrust chits, with THT numbers +7, +7, +8, +8. (+6 if no chit is played)
- The spin chits will contain a number with the fighter's total THT effect of gunnery and spinning. In the above example, the defender will have spin chits with THT attack numbers of -1, 0, +1, +2 (-2 if no chit is played)

----------------------

Effects on fighters construction rules:
- Shields will be translated to values ranging from around 4 to around 8.
- Armour will be divided by ten, giving values between 1 and 20.
- Possibly, armour locations will be introduced for front/cockpit (60), left (90), right (90), thrusters (120).
- Weapons will be identified by just two values (size and angle) instead of three (damage, range, angle). 6-range weapons will deal a maximum damage of 6, for example. 3-points, 5-points and 7-points weapons will be made available.
- Additionally, cockpits, which currently contain 3 different values (gmax, hms/gunnery, piloting) will be separated in different items: HMS (gunnery) and cockpit (evasion) can be bought as items, and combined with gmax, gunnery and evasion, which will be racial and campaign skills.

----------------------

Effects on game balance.
- I am carefully making computations to keep the game somewhat balanced, although this isn't a major preoccupation since, as you know, variable prices and ELO keep things balanced anyway.
- A major impact will be that d4* and d6* (which replace old accuracies in the range of 10%-40%) will have a much increased chance of hitting, or a much decreased one, depending on THT.
- This means that shields, evasion and gunnery will have a major impact on OFC and QGP accuracies.
- This will provide some kind of rationale for why Imperian pilots have high gunnery (since they favour OFC and QGP) and Comcon pilots have low gunnery (since they prefer LB and lasers).
- My balancing spreadsheet is available for the mathematically inclined on request.

neko

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Spambot

Message 2254, 2733d 23h ago.
A spambot has signed in and is sending private messages through our website. I will update the sign-in procedure tomorrow with a smarter anti-bot filter. In the meantime,

We apologise for the inconvenience.

neko

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Possible server downtime

Message 2263, 2608d 3h ago.
When the good-old I pay my bills on the last possible day habit meets the even-better-but-more-recent lost connection during credit card payment Murphy's law instance, a web server shutdown may ensue. In the case at hand, this would be during the next week-end or early the next week. We may have downtime, but we shouldn't have data loss. Keeping your fingers crossed while not typing or defusing land mines won't help, but it may make you feel that you're doing your part, if you're the superstitious kind of geek.

We apologise for the inconvenince

AshayRey

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Experimental game no.1

Message 2271, 2460d 8h ago.
Hi,

I want to try out a few experimental setup(s) This is setup 1 of 4 i came up with. If this is succesful them i am willing to setup and try the other idea's i have. Please note that i will setup the game with 'not for stats' so you can participate without fear of loosing your current ranking.

Scenario
The imperian goverment have setup a testing fascility in out space. Because the project is so sectret that no one knows where it lays. It just happens to be that a small group of privateers stumble upon this refurbished astroid and sees it as easy prey. Despite it's friendly looks it's is a heavely defended fortress to crack.

Setup
One player, me in this case will take control of 3 ships. For this i will create 3 additional accounts called Fort 1, 2 and 3. These ships(forts) will be place in space in such way that they are touching each other and form a triangle. Thoughout the game these ships will stay stationairy. Please allow tho fortress player to line up the ships before attacking. The privateers may pick any ship they like or build one of there own with the provided funding.

The goal
The goal for the privateers is to raid the fortress and to destroy it.
Obviously for the fortress player the goal is it wipe out the attacking ships.

Scoring
The fortress player will keep track of the score since it will be a bit different then usual. Each single hit counts as a point. In case of the destruction of a ship or fortress turret the points are inflicted equaly.
Example:
One fort turret have 6 points left
3 ships are firing at the turret and dealing damage
Ship 1 : Laser 25 points
Ship 2 : Ofc 1 point
Ship 3 : Laser 15 points.
First round each ship deal 1 point damage (total 3 points) and score 1 point each
Second round only Ship 1 and 3 deal damage and score 1 point damage (total 2 points) and score 1 point each
Third round.
The fortress only has 1 point left but impact happens simultaniously and it can't be determined who's shot did the kill. Because of this both ships will earn 1 point each. One player is just lucky there.

AshayRey

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Experimental game no.2

Message 2284, 2453d 12h ago.
Background
Senator Ashay Rey likes to live in luxury and so are his travels. He's is invited to attent the execution of

Swqaryiq, the so called freedom fighter. He's looking forward to all of this since it will stop the pesky little

riots that spawn all over the Empire.

Our goal
Our goal is to make sure that the Senator makes it there.

The opposition's goal
They want to prevent that at all cost.

Setup
Each party will start at one end of the map. If the Senator exits the map on the other side then the escort is

successful. If not, well... then stronger measures are needed agains those who are agains the Empire.

Althought the upper limit of credits spend will be higher i would ask to spend 974 or less credits on your fighter.
Remark : This is done to let the Senator travel in luxury. The support vessels are 974 Imperian class escorts.

Intelligence
The Sentator seems to travel in a yacht that's well protected against all shorts of impacts. The measures taken are still unknown at this point. The engine signature gives us an impression that the Senator travels with one of his older class yachts which has a known lesser capable drive system. The escort will consist of 3 Imperian class escorts vessels.

AshayRey

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Experimental game no.2-I

Message 2288, 2447d 8h ago.
Convoy attack

Scenario
Senator Ashay Rey did bail out just in time when the last raiders pulverised his luxiourous yacht. With his escape pod he reach a nearby system that proved to be friendly to

the Empire. Deterime as he is he made plans to continue his trip to the party.

Setup
Each team of 4 vessels has 3720 (4x 930) points to spend on fighter design.
The team of the senator will the senator will spend a total of 3720 points on the whole team.
And being the Empire they may choose from all equipment.

The rebel fighter is limited to these figures.
Value : 930 points max.
No range 8 weapons allowed
No missiles (Rockets are allowed)

Intelligence info
The rumour has it that the Senator will travel this time in an unmarked trade vessel.

AshayRey

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Experimental game no.3

Message 2289, 2447d 8h ago.
Bomb run.

Scenario
When the High Counsil get's the word of the brutal attack on one of his Senators he orders his misterious Admiral know as Overlord to handle the retaliation.
A deathstar is ordered to the region to restore order and respect for the Empire ounce and for all.

Setup
2 team with 3 ships each.*
The deathstar will be constructed from 3 ships that are welded together in such way that the will stay all three at the same location. The three ships will manouvre as it

appears as a single ship. In plain words. The ships will end their movement in 1 and the same hex each turn, this to simulate the complexity of moving a large ship around. (i

know that this will be a challenge for me)

Limits opposed
Rebels
Fighter value : 900
Only range 4 weapons allowed
Only 1 range 6 weapon allowed
Only inertia mines allowed
No range 8 weapons allowed
No missiles or rockets.
* The Rebels will fight with 2 (two) ships only.
One will run off screen to get reinforments, if any.

Empire
All in.
- This is the empire so what will you expect.
Fighter value : 990 max

AshayRey

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Experimental game no.4

Message 2290, 2447d 7h ago.
Fleet command

Scenario
Two fleets clash in mid space in an epic battle full of fire, clouds and scrap metal.

Setup
A two/three/four player game
Each player controls 2/3/4 ships.
A side (rebels or Empire) will have 1 or more fleets that fight on that side.
This means that players can work together on the same side.

Rules
Standard rules.
Standard ships from list.
Large map.

Requirments
You have to setup additional account to control the extra ships.
You can name those acounts as Pier noted pier.1, pier.2 etc.
It's possible to use your primary account too. In such case to will need to setup 2 additional account for a fleet of 3 ships.

AshayRey

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Experimental game no.5

Message 2302, 2446d 11h ago.
Lost on patrol

Scenario
The High command orders a reconnaissance mission to rebel space. Word is out that the rebels will test a new propulsion system. Three reconnaissance vessels leave their base to start the misson to retrieve intel about this engine. Despite the warning of the SpaceWeather station that there are huge positron storms coming up the ships enter the jumpgate area. The ships entering the jumpgate and.... are never heard from anymore.

Goal
The Imperial ships have to salvage one of such engines and bring it back. Concrete this means that they have to shoot down 1 ship before fleeing from the scene. If one Imperial ships manage to flee then the mission is considered succesfull.

Setup
Only level 1 ships will be are used
Since this is a reconnaissance mission deep inside rebel territory the Impire will use a few captured ships to lessen the change of detection.

neko

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In joke

Message 2317, 2417d 6h ago.
https://fbcdn-photos-a.akamaihd.net/hphotos-ak-ash3/s720x720/525903_301941023219736_100002115221961_705109_277287170_n.jpg

AshayRey

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Experimental game 6 - The Great Beacon Race

Message 2320, 2374d 12h ago.
Experimental game 6 - The Great Beacon Race

The Great Beacon Race circus has settle in this part of the universe. All the top pilots are gathered here for this mega race of the century which is held only once every 20 Earth years.

Four beacon drones are spread throughout the universe and waiting to be shoot to space dust. The pilot that finish first isn't automaticaly the winner. Is that all? No Sir, there is more!

Setup
- Dense astroid map.
- Custom fighters.
- Any equipment is allowed up to 850 points total.
- 4 Drones, one of each race.
- Beacon drones aren't armed (they carry no weapons.)
- Beacon drones will fly each to a position on the map and try to stay there.

Objectives
Round the map by shooting down the drones in numerical order e.g. Unit1 first, then Unit2, Unit3 and as last Unit4. Shooting the wrong unit will disqualify the pilot automatically. At the end of the race the one with the most points wins. A Kill is one point. When 2 or more pilots make the kill then each get 0.5 point. The Great Beacon Race is over when beacon drone 4 is shoot down.

Remarks
The commitee reserves the right to change the rules while the race is taking place.

Good piloting!

xiaoming


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hi

Message 2335, 2277d 4h ago.
Cheap price, fast delivery about Guilds Wars gold, come to www.goldvk.com please :P

xiaoming


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hi

Message 2336, 2277d 4h ago.
I wanna to share a website www.goldvk.com ^^

AshayRey

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Great beacon race GAME 6824

Message 2338, 2275d 12h ago.
Standard rules apply.
Points are earned for hitting and killing a beacon.
Yes, that's right you earn point too when hitting the target.
All hits are tallied and in the end the one who made the most hits is the winner no matter dead or alive.

All hits on schields, armour or engine are egual and counts for 1 point
Hits done by missiles counts double.

You have 700cr to spend on your design so make best use of each credit

Allow the beacon operators one turn to set the beacons in motion to get them on their place. The beacon engines are rather under powered this time.
(Meaning that the races won't move the first turn.)

neko

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Scheduled maintenance

Message 2339, 2265d 10h ago.
Before the end of this month (October 2012) we will have up to 48 hours of downtime to perform some maintenance and migrate to a new server and DNS. Details to follow.

BlckKnght


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VP 1v1 Tourney 2012!!!

Message 2341, 2240d 3h ago.
Alright, now that the site is working again, lets kick off a VP tournament to celebrate (and get some more games going!).


Tournament Rules:

The tournament will have a simple 1 vs 1 round-robin format. Each player will play two games against each other player, starting once on each side of the map. The two games can be played simultaneously.

Games should be played on the "default" asteroid field with "advanced" rules. When creating the two games to play against an opponent, please be sure to join a different team in each one. (That is, join team 1 in one game and team 2 in the other.) It does not matter which player creates the games. Designing custom fighters is encouraged, but not required. The budget is the standard 1000 points. Games should be played "for stats", so be aware the prices for components may change and you may not be able to use the same custom fighter design throughout the tournament.

If your opponent's fighter is destroyed, you will get two points (this includes destruction due to asteroid collisions or going out of bounds). Forcing an opponent to retreat is worth one point, half of an outright win. Getting destroyed or retreating yourself are both worth zero points. If multiple end-game conditions apply simultaneously, the results will be averaged (so if both fighters are destroyed on the same turn, each player will get one point, the average of 2 and 0). This might, in rare cases, result in half-points being awarded.

Whoever gets the most points over the course of the tournament wins! If there is a tie for first place, the tied players' head-to-head records will be used as a tiebreaker. If that is also tied, they will play additional "sudden-death" games in the arena until the tie is broken.


Logistics:

One of the nice features of this tournament structure is that games can be started immediately as players sign up. If you want to join, just say so in this thread. You can then create games against each of the players who had signed up before you. Be sure to mention the player the game is supposed to be against in the game's "Comment" field!

Signups will close one week from today, at Midnight GMT on November 5. I've created a spreadsheet at https://docs.google.com/spreadsheet/ccc?key=0AhKA2D8hkS2adDJma2ZCNENTbExLcEU3X1UyLWdPc0E which I'll update with results as they come in.


And finally:

Have fun!

imdog

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flying neko where are you?

Message 2348, 1502d 11h ago.

ivlivs


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Lost mail

Message 2350, 1274d 1h ago.
How can I change my e-mail address if the old one has been closed?

imdog

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happy 2016

Message 2352, 885d 20h ago.
if you still active in this forum, pls respond.

neko

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takeaplay to be discontinued in October 2017

Message 2360, 475d 9h ago.
I will probably discontinue this website in October 2017.


If you'd like to stay in contact, do add me on boardgamegeek, username flying_neko

https://boardgamegeek.com/user/flying_neko

Copyright

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