Welcome to UnNatural 5

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BitMask
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Welcome to UnNatural 5

Post#1 » Sat Jul 16, 2011 1:24 pm

UnNatural is a custom racebuilder game using PHost 4.1e.
Each Player first select their race slot in the game page here on C-M and then create their own race at http://goo.gl/AvtHn.
Highest Score at turn 100 wins.
Game runs 3 days a week until turn 30, then twice a week.

Mods: PWrap. (Experience is OFF)
No Allies allowed. Each race for themself. 1 NAP only allowed up to turn 30.
Map: Custom map.
Ship limit at 500.
11 player slots available.
Shiplist: T-List except with Power Game Engins.
Custom HW Locations.
Rich HW, Random Normal Planets, 30000 clans Pop, 15000 Credits.
Starbase @ HW Tech 7 engines w/ 2 ships.
PHost4.1e.[/url]

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BitMask
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Post#2 » Sat Jul 16, 2011 1:25 pm

pconfig.src settings

Code: Select all



  GameName                        = UnNatural 5
  DisablePasswords                = No
  AllowRegisteredFunctions        = Yes
  AllowShipNames                  = Yes
  ScoringMethod                   = Compatible
  TonsScoreCountsPlanets          = No
  MapTruehullByPlayerRace         = No
  NumShips                        = 500

  AllowWraparoundMap              = No
  WraparoundRectangle             = 1000,1000,3000,3000

  AllowPlayerMessages             = Yes
  AllowAnonymousMessages          = Yes

### Meta-options
  AllowIncompatibleConfiguration  = Yes
  ConfigLevel                     = 0

### Command Processor

  CPEnableGive                    = No
  CPEnableAllies                  = No
  CPEnableEnemies                 = No
  DelayAllianceCommands           = No
  CPEnableRaceName                = Yes
  CPEnableSend                    = Yes
  CPEnableRemote                  = No
  CPEnableShow                    = No
  CPEnableRefit                   = Yes

### Player Preferences

  Language                        = English,English,English,English,English,English,English,English,English,English,English,English
  CPEnableLanguage                = Yes

  AllowMoreThan50Targets          = No,No,No,No,No,No,No,No,No,No,No
  FilterPlayerMessages            = No,No,No,No,No,No,No,No,No,No,No
  AllowMoreThan500Minefields      = No,No,No,No,No,No,No,No,No,No,No

### Meteors

  MeteorShowerOdds                = 5
  LargeMeteorsImpacting           = 0
  RandomMeteorRate                = 4
  MeteorShowerOreRanges           = 10,10,10,10,200,200,200,200
  LargeMeteorOreRanges            = 100,100,100,100,10000,9000,9000,7000

### Ion Storms

  IonStormActivity                = 5
  IonStormsHideMines              = Yes


#
#   Planets
#

### Production
  MaxPlanetaryIncome              = 5000
# Setup Borg Rate
  BorgAssimilationRate            = 25

### Natural Processes
  NewNativesPerTurn               = 1
  NewNativesPopulationRange       = 2500,5000
  NewNativesGovernmentRate        = 1
  NewNativesRaceRate              = 1

  TransuraniumDecayRate           = 5
  StructureDecayPerTurn           = 1
  StructureDecayOnUnowned         = 1

### Growth
  ClimateLimitsPopulation         = Yes
  AllowEatingSupplies             = No
  NativeClimateDeathRate          = 0
  CrystalsPreferDeserts           = Yes
  CrystalSinTempBehavior          = No
  MaxColTempSlope                 = 1000

### Combat
  AllowPlanetAttacks              = Yes
  PlanetsAttackKlingons           = No
  PlanetsAttackRebels             = No
  ColonistCombatSurvivalRate      = 100
  NativeCombatSurvivalRate        = 75

### Starbases
# These options are commented out, because modifying them
# is not supported by client programs yet. You would have to
# enable AllowIncompatibleConfiguration to use them.
# StarbaseCost                    = T402 D120 M340 $900
# BaseFighterCost                 = T3 M2 $100
# MaximumFightersOnBase           = 60
# MaximumDefenseOnBase            = 200

#
#   Ships
#

### Building Ships
  AllowShipCloning                = Yes
  RecycleRate                     = 75

### Ship Build Queue
  BuildQueue                      = PBP
  BuildPointReport                = Allies
  BuildChangeRelativePenalty      = 100
  AllowPriorityBuild              = Yes

  SBQBuildPALBoost                = 1
  SBQNewBuildPALBoost             = 1
  SBQPointsForAging               = 1200
  SBQBuildChangePenalty           = 0
  SBQBoostExpX100                 = 0

  PBPCostPer100KT                 = 200
  PBPMinimumCost                  = 400
  PBPCloneCostRate                = 200

  PALAggressorKillPointsPer10KT   = 10
  PALAggressorPointsPer10KT       = 2
  PALBoardingPartyPer10Crew       = 3
  PALCombatAggressor              = 0
  PALCombatBaseScaling            = 80
  PALCombatPlanetScaling          = 50
  PALGloryDamagePer10KT           = 2
  PALGloryKillPer10KT             = 0
  PALGloryDevice                  = 100
  PALGloryDevicePer10KT           = 0
  PALGroundAttackPer100Clans      = 100
  PALImperialAssault              = 100
  PALIncludesESB                  = Yes
  PALOpponentKillPointsPer10KT    = 10
  PALOpponentPointsPer10KT        = 2
  PALPillage                      = 10
  PALRGA                          = 10
  PALRecyclingPer10KT             = 4
  PALShipCapturePer10Crew         = 5
  PALShipMinekillPer10KT          = 0
  PALDecayPerTurn                 = 20
  PALPlayerRate                   = 100

### Ship Movement
  AllowNoFuelMovement             = No
  AllowGravityWells               = Yes
# AllowHyperjumpGravWells         = same as AllowGravityWells
  GravityWellRange                = 3
  RoundGravityWells               = No
  UseAccurateFuelModel            = No

  FuelUsagePerTurnFor100KT        = 0
  FuelUsagePerFightFor100KT       = 0

### Missions
  ShipFighterCost                 = T3 M2 S5
  CumulativePillaging             = No
  AllowDeluxeSuperSpy             = Yes
  SpyDetectionChance              = 20
  AllowRebelGroundAttack          = Yes
  RGANeedsBeams                   = No
  AllowRGAOnUnowned               = No
  AllowSuperRefit                 = Yes
  AllowExtendedMissions           = Yes
  ExtMissionsStartAt              = 20
  AllowBeamUpClans                = Yes
  AllowBeamUpMultiple             = Yes

### Cloaking
  DamageLevelForCloakFail         = 1
  AllowCloakFailMessages          = Yes
  AllowCloakedShipsAttack         = Yes
  AllowAntiCloakShips             = Yes
  DamageLevelForAntiCloakFail     = 20
  AlternativeAntiCloak            = No

### Robbing
  RobFailureOdds                  = 100
  RobCloakedShips                 = No
  RobCloakedChance                = 0

### Towing
  AllowOneEngineTowing            = No
  TowedShipsBreakFree             = No
  AllowTowCloakedShips            = No
  AllowAlternativeTowing          = No
# TowStrengthEngineScale          = 1
# TowStrengthDistanceScale        = 19
  AllowBoardingParties            = No
# AllowPrivateerTowCapture        = same as AllowBoardingParties
# AllowCrystalTowCapture          = same as AllowBoardingParties
  TowedShipsCooperate             = Yes

### Scanners
# DarkSenseRange                  = same as SensorRange
  ExtendedSensorSweep             = Yes
  MinesForDetectable              = 20
  FactoriesForDetectable          = 15
  DefenseForUndetectable          = 15

### Hiss
  AllowHiss                       = Yes
  HissEffectRate                  = 5
  MaxShipsHissing                 = 500

### Ship Special Functions
  AllowAlchemy                    = Yes
  AllowAdvancedRefinery           = Yes
  AllowScienceMissions            = Yes
  DamageLevelForTerraformFail     = 100
  AllowHyperWarps                 = Yes
  DamageLevelForHyperjumpFail     = 100
  AllowGloryDevice                = Yes
  AllowGamblingShips              = Yes
  AllowImperialAssault            = Yes
  AllowBioscanners                = Yes
  RamScoopFuelPerLY               = 2
  AllowChunneling                 = Yes
  DamageLevelForChunnelFail       = 100
  AllowAlliedChunneling           = Yes
  MinimumChunnelDistance          = 100

### Ships in Combat
#  AllowEngineShieldBonus         = No
#  AllowESBonusAgainstPlanets     = Yes
#  EngineShieldBonusRate          = 0
  AllowFedCombatBonus             = Yes
  AllowInterceptAttack            = Yes

#
#   Experience
#
  NumExperienceLevels             = 0
  ExperienceLevels                = 201, 601, 2001, 6001
  ExperienceLevelNames            = Recruit,Soldier,Experienced,Elite,Ultra Elite
  ExperienceLimit                 = 1000000
  ExactExperienceReports          = Yes

  EPShipAging                     = 15
  EPPlanetAging                   = 25
  EPPlanetGovernment              = 0
  EPShipMovement100LY             = 40
  EPShipHyperjump                 = 30
  EPShipChunnel                   = 30
  EPShipAlchemy100KT              = 5
  EPShipBuild1000TorpUnits        = 0
  EPShipBuild10Fighters           = 0
  EPShipIonStorm100MEV            = 80
  EPCombatKillScaling             = 800
  EPCombatDamageScaling           = 200
  EPCombatBoostLevel              = 0
  EPCombatBoostRate               = 100          # means: no boost
# EModBayRechargeRate             = 1,2,3,4
# EModBayRechargeBonus            = 0,0,0,0
# EModBeamRechargeRate            = 0,0,0,0
# EModBeamRechargeBonus           = 0,0,0,0
# EModTubeRechargeRate            = 1,2,3,8
# EModBeamHitFighterCharge        = 0,0,0,0
# EModTorpHitOdds                 = 9,18,27,35
# EModBeamHitOdds                 = 0,0,0,0
# EModBeamHitBonus                = 0,0,0,0
# EModStrikesPerFighter           = 1,2,3,4
# EModFighterBeamExplosive        = 0,0,0,0
# EModFighterBeamKill             = 0,0,0,0
# EModFighterMovementSpeed        = 0,0,0,0
# EModMaxFightersLaunched         = 0,0,0,0
# EModTorpHitBonus                = 0,0,0,0
# EModTubeRechargeBonus           = 0,0,0,0
# EModExtraFighterBays            = 0,0,0,0
# EModEngineShieldBonusRate       = 0,0,0,0
# EModShieldDamageScaling         = 0,0,0,0
# EModShieldKillScaling           = 0,0,0,0
# EModHullDamageScaling           = 0,0,0,0
# EModCrewKillScaling             = -5,-10,-15,-20
# EModPlanetaryTorpsPerTube       = 0,0,0,0
  EModMineHitOddsBonus            = 5,10,15,20

#
#   Minefields
#

### General
  AllowMinefields                 = Yes
# AllowWebMines                   = same as AllowMinefields
# WebMineDecayRate                = same as MineDecayRate
  MaximumWebMinefieldRadius       = 150
  NumMinefields                   = 500
  MaximumMinefieldsPerPlayer      = 10000
  MineIdNeedsPermission           = No
  UnitsPerWebRate                 = 100

### Movement Through Mines
  MineHitOdds                     = 1
  MineHitOddsWhenCloakedX10       = 5
  HullTechNotSlowedByMines        = 7
  MineHitDamageFor100KT           = 100
  WebHitDamageFor100KT            = 25

# Setup Sticky Mines (Webmines with no fuel drain
  WebHitFuelLoss                  = 0
  WebDrainFuelLoss                = 0


### Mine Sweeping
# MineScanRange                   = same as SensorRange
  AllowMinesDestroyMines          = Yes
  AllowMinesDestroyWebs           = No
  AlternativeMinesDestroyMines    = No
  WebMineSweepRate                = 3
  AllowColoniesSweepWebs          = No
  MineSweepRange                  = 10,10,10,10,10,10,10,10,10,10,10
  WebMineSweepRange               = 5,5,5,5,5,5,5,5,5,5,5

#
#   Combat
#
# AllowAlternativeCombat          = No

### Beams
# BeamFiringRange                 = 20000
# BeamHitShipCharge               = 600
# BeamHitFighterRange             = 100000
# BeamHitFighterCharge            = 500
# BeamHitOdds                     = 100
# BeamHitBonus                    = 0
# BeamRechargeRate                = 8
# BeamRechargeBonus               = 0
# FireOnAttackFighters            = No

### Fighters
# BayLaunchInterval               = 3
# BayRechargeRate                 = 52
# BayRechargeBonus                = 2
# FighterBeamExplosive            = 2
# FighterBeamKill                 = 2
# FighterFiringRange              = 3000
# FighterKillOdds                 = 20
# FighterMovementSpeed            = 235
# MaxFightersLaunched             = 19
# StrikesPerFighter               = 7

### Torpedoes
# TorpFiringRange                 = 30000
# TorpHitOdds                     = 65
# TorpHitBonus                    = 0
# TubeRechargeRate                = 45
# TubeRechargeBonus               = 0
# PlanetsHaveTubes                = No
# PlanetaryTorpsPerTube           = 3

### Miscellaneous
# CrewKillScaling                 = 80
# HullDamageScaling               = 80
# ShieldDamageScaling             = 80
# ShieldKillScaling               = 0
# ShipMovementSpeed               = 75
# StandoffDistance                = 3000

#
#   Wormholes
#
  AllowWormholes                  = No
  WormholeUFOsStartAt             = 51
  WrmDisplacement                 = 1
  WrmRandDisplacement             = 0
  WrmStabilityAddX10              = 0
  WrmRandStability                = 0
  WrmMassAdd                      = 0
  WrmRandMass                     = 0
  WrmVoluntaryTravel              = Yes
  WrmTravelDistDivisor            = 100
  WrmTravelWarpSpeed              = 9
  WrmTravelCloaked                = No
  WrmEntryPowerX100               = 25

  WrmScanRange                    = 100

#
#  Host order control. Here are all the stage names, in correct order,
#  set to "Normal" (which happens to be the default configuration).
#

% PCONTROL

  TransferOwner        = Normal
  LargeMeteors         = Normal
  MeteorShowers        = Normal
  AntiCloak_1          = Normal
  DeluxeSuperSpy       = Normal
  NewNativesAppear     = Normal
  RobMission           = Normal
  GamblingShips        = Normal
  CargoDump            = Normal
  CargoTransfer        = Normal
  TrimShipCargo        = Normal
  CrewExchange         = Normal
  Training             = Normal
  BeamTransfers        = Normal
  GatherMission        = Normal
  BeamUpCredits        = Normal
  MinefieldDecay       = Normal
  MineLaying           = Normal
  MinesDestroyMines    = Normal
  MineSweeping         = Normal
  MinefieldScan        = Normal
  WormholeScan         = Normal
  WebDraining          = Normal
  MoveIonStorms        = Normal
  IonStormEffects      = Normal
  NewIonStorms         = Normal
  IonStormReports      = Normal
  SpecialMissions_1    = Normal
  BuildFighters        = Normal
  BuildTorpedoes       = Normal
  Alchemy              = Normal
  ShipBuildOrders      = Normal
  ShipBuilding_1       = Normal
  DumpOldBaseParts     = Normal
  BaseMissions_1       = Normal
  SupplyRepair_1       = Normal
  BoardingParties      = Normal
  FreeFighters         = Normal
  TowResolution        = Normal
  Movement             = Normal
  GloryDevices         = Normal
  Chunneling           = Normal
  AntiCloak_2          = Normal
  ColonizeMission      = Normal
  SupplyRepair_2       = Normal
  BaseMissions_2       = Normal
  Combat               = Normal
  SupplyRepair_3       = Normal
  Terraforming         = Normal
  SensorSweep          = Normal
  SpecialMissions_2    = Normal
  PlanetaryProduction  = Normal
  PlanetaryHappiness   = Normal
  PlanetaryTaxation    = Normal
  PlanetaryGrowth      = Normal
  PlanetaryLosses      = Normal
  ShipBuilding_2       = Normal
  Assimilation         = Normal
  SuperSpyMission      = Normal
  ShipExploration      = Normal
  Experience           = Normal

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BitMask
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Post#3 » Sat Jul 16, 2011 1:31 pm

Here is an explanation of how turn 1 & 2 will work for those of you that might be wondering.

Each player will receive a vanilla turn 1. You have to play this turn and send it in. While in turn 1 none of your race choices will be available. You will have no special mission, you can only build from the free hulls that all players get, but you will have your starting ships, planet and starbase. If you are selecting the Privateers as a Race option, then do not build the Swift Heart on your first turn as your shiplist will not have that ship (but the BR5 instead) and will not build anything.
For this turn you have to extract the Player*.zip file with the map and shiplist files as well as the default pconfig.src into your game folder.

Once all players have send in their first turns and submitted their race builder choices, I will rebuild the host config file and shiplist. Turn 2 will be hosted with these new settings and you will receive updated game files in your turn. You need to extract them over your previous files or you will not be able to build your extended ships.
Your pconfig.src file will be customized for your options, but all of the other players options will still be set to the defaults. You can adjust your pconfig.src as you find out what the other players choices was. This will help you do more accurate sims, but you do not need to do this.

From turn 2 onwards the shiplist and config does not need to be updated again and you can play as per any other game.

One last thing: Not all clients will show your new mission according to what you selected. Most like Winplan have hard coded the mission with the race slot you use. So if you are in slot 2, Winplan will show Hiss as the mission. If you choose Hiss, you will not Hiss, but instead do the mission that you selected in your config (e.g. Super Spy). The other option is to use the Extended Missions which will show the mission you had chosen.

Enjoy the game.

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Gilgamesh
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Post#4 » Sun Jul 17, 2011 11:59 am

A couple of questions on my first turn.

1 - My turn file only contained an RST and a Util4.dat file. Should I have received a starmap? My ships are out in space right now.

2 - Did everyone else get Star Drive 3 engines on their first ships?

3 - I can see a regular Klingon shiplist. I thought I was just supposed to see the free ships?

Cheers

Gil
QI'DaS tuQ SoSlI'

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Cherek
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Post#5 » Sun Jul 17, 2011 12:06 pm

Gilgamesh wrote:A couple of questions on my first turn.

1 - My turn file only contained an RST and a Util4.dat file. Should I have received a starmap? My ships are out in space right now.

2 - Did everyone else get Star Drive 3 engines on their first ships?

3 - I can see a regular Klingon shiplist. I thought I was just supposed to see the free ships?

Cheers

Gil
You should read the first para above.
"Each player will receive a vanilla turn 1. You have to play this turn and send it in. While in turn 1 none of your race choices will be available. You will have no special mission, you can only build from the free hulls that all players get, but you will have your starting ships, planet and starbase. If you are selecting the Privateers as a Race option, then do not build the Swift Heart on your first turn as your shiplist will not have that ship (but the BR5 instead) and will not build anything.
For this turn you have to extract the Player*.zip file with the map and shiplist files as well as the default pconfig.src into your game folder."

But you are missing the PHost files, he'll email them to you.

:o
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Cherek

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Gilgamesh
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Post#6 » Sun Jul 17, 2011 12:10 pm

I did read it but for some reason I thought the the player files were coming on turn 2, but the map would come in turn 1. I've contacted BM.

Thanks Cherek!
QI'DaS tuQ SoSlI'

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Cherek
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Post#7 » Sun Jul 17, 2011 12:15 pm

Gilgamesh wrote:I did read it but for some reason I thought the the player files were coming on turn 2, but the map would come in turn 1. I've contacted BM.

Thanks Cherek!
He'll get you squared away. The Phost and I think the xyplan.dat files were missing in mine, but he sent them to me.
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Cherek

bastianwilly
Posts: 10

First signup and already failed...

Post#8 » Sun Jul 17, 2011 12:46 pm

Hello BitMask,

I read in the PList3.2 + FLAK thread about this game and thought this is with FLAK as well. After reading through pconfig.src I knew better. So can I unjoin this game before it starts? I can play this as well, but I strongly would prefer to wait for a flak game. Sorry.

-BastianWilly

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Cherek
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Post#9 » Sun Jul 17, 2011 12:50 pm

Maybe I'll see you in the FLAK game.
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Cherek

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Gilgamesh
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Post#10 » Sun Jul 17, 2011 12:54 pm

Who, me? US5 is already one more game than I should be playing. Maybe 2 more...
QI'DaS tuQ SoSlI'

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Cherek
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Post#11 » Sun Jul 17, 2011 12:56 pm

No, Bastianwilly.
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Cherek

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BitMask
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Re: First signup and already failed...

Post#12 » Sun Jul 17, 2011 6:06 pm

bastianwilly wrote:Hello BitMask,

I read in the PList3.2 + FLAK thread about this game and thought this is with FLAK as well. After reading through pconfig.src I knew better. So can I unjoin this game before it starts? I can play this as well, but I strongly would prefer to wait for a flak game. Sorry.

-BastianWilly
A FLAK game will be another month at least and most likely be a test game only. You can wait out for that one if you want. No problem.

You can drop now before the game start without any negative effects (Your score and all), but you will not be able to join this game (UN5) again then.

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BitMask
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Post#13 » Sun Jul 17, 2011 6:08 pm

For some reason me and AT are bumping heads again about these player files. I'll mail it to each player as they join up, so just sit tight with your rst until your get the game configs.

Then your star drive 3 engins will be something much better 8)

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Gilgamesh
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Post#14 » Sun Jul 17, 2011 7:13 pm

Got my files - turn in and confirmed.
Thanks BM! :D
QI'DaS tuQ SoSlI'

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Cherek
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Re: First signup and already failed...

Post#15 » Sun Jul 17, 2011 9:35 pm

BitMask wrote:
bastianwilly wrote:Hello BitMask,

I read in the PList3.2 + FLAK thread about this game and thought this is with FLAK as well. After reading through pconfig.src I knew better. So can I unjoin this game before it starts? I can play this as well, but I strongly would prefer to wait for a flak game. Sorry.

-BastianWilly
A FLAK game will be another month at least and most likely be a test game only. You can wait out for that one if you want. No problem.

You can drop now before the game start without any negative effects (Your score and all), but you will not be able to join this game (UN5) again then.
A month away. If the game started tomorrow, that would be enough time to put a couple of players on the defense.
The line below is true.
The line above is false.

Cherek

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