Welcome to UnNatural 6

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BitMask
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Welcome to UnNatural 6

Post#1 » Mon Apr 09, 2012 2:45 pm

Image

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 the race builder site.
Highest Score at turn 100 wins.
Game runs 3 days a week until turn 30, then twice a week.

Mods: PWrap. PLS (Planet Limit Ships)
No Allies allowed. Each race for themself. 1 NAP only allowed up to turn 30.
Map: Custom map.
Ship limit at ~500.
Shiplist: T-List based with UnNatural Engins.
Custom HW Locations.
Rich HW, Random Normal Planets, 30000 clans Pop, 15000 Credits.
Starbase @ HW Warp 7 engines w/ 2 ships.
PHost4.1e.

You need to first join the game and get a race slot. Then you can create a custom race using that race slot.

NOTE !
The PLS ship build que settings this game is using might take the ship limit above the normal 500 from time to time.
It is advised that all players should play with a client that can handle more than 500 ships in the game.
Programs known to do so are:
  • Winplan 3.52.017 and later
  • VPA 3.58 and later
  • PCC 1.0.11 and later (Including PCC 2)
  • JVC
  • EchoView 1.2.14a and later
  • There exists a planets.exe, unpack.exe and maketurn.exe with Host999 support.

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BitMask
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pconfig.src

Post#2 » Mon Apr 09, 2012 2:47 pm

pconfig.src file

Code: Select all

# PHost 4 Configuration File

% PHOST

# ----------------------------------------------------------
# UnNatural Parameters
# ----------------------------------------------------------

# Setup Race from the following configs

# Record of which players play what slot
#Player1 = - Player
#Player2 = - Player
#Player3 = - Player
#Player4 = - Player
#Player5 = - Player
#Player6 = - Player
#Player7 = - Player
#Player8 = - Player
#Player9 = - Player
#Player10 = - Player
#Player11 = - Player

# Player Slot 1,2,3,4,5,6,7,8,9,A,B

# Race Features
# -------------------------------
PlayerRace = 6,6,6,6,6,6,6,6,6,6,6
# Special Mission (Rob [5], Web Mines not available [7])
PlayerSpecialMission = 1,1,1,1,1,1,1,1,1,1,1

# When Race Feature selected as 3 (Birdmen)
# Change to 0, Default 5
CloakFuelBurn = 5,5,5,5,5,5,5,5,5,5,5
# Change to 0, Default 1
CloakFailureRate = 1,1,1,1,1,1,1,1,1,1,1

# When Race Feature selected as 5 (Privateer)
# Change to 100, Default 0
CloakMineOddsWarpBonusX100 = 0,0,0,0,0,0,0,0,0,0,0
# Change to 3, Default 5
WebMineHitOdds = 5,5,5,5,5,5,5,5,5,5,5

# When Race Feature selected as 7 (Crystal)
# Change to 0, Default 10
ClimateDeathRate = 10,10,10,10,10,10,10,10,10,10,10
# Change to 100, Default 0
MineOddsWarpBonusX100 = 0,0,0,0,0,0,0,0,0,0,0
# Change to 100, Default 0
WebMineOddsWarpBonusX100 = 0,0,0,0,0,0,0,0,0,0,0


# When Race Feature selected as 8 (Empire)
# Change to 300 Default 200
SensorRange = 200,200,200,200,200,200,200,200,200,200,200
# Change to T1 M1 Default T3 M2
FreeFighterCost = T3 M2,T3 M2,T3 M2,T3 M2,T3 M2,T3 M2,T3 M2,T3 M2,T3 M2,T3 M2,T3 M2
# Change to 80 Default 0
ColonistCombatCaptureRate = 0,0,0,0,0,0,0,0,0,0,0

# When Race Feature selected as 9 (Robots)
# Change to 0 Default 5
MineDecayRate = 5,5,5,5,5,5,5,5,5,5,5



# When Race Feature selected as 11 (Colonies)
# Change to 100 Default 0
FighterSweepRange = 0,0,0,0,0,0,0,0,0,0,0
# Change to 20 Default 0
FighterSweepRate = 0,0,0,0,0,0,0,0,0,0,0


# Economy options
# -------------------------------
# Tax Colonist [70, 100(default), 120, 140, 160 ]
ColonistTaxRate = 100,100,100,100,100,100,100,100,100,100,100
# Tax Natives [70, 100(default), 120, 140, 160 ]
NativeTaxRate = 100,100,100,100,100,100,100,100,100,100,100
# Mining Rate [70, 100(default), 120, 140, 160 ]
RaceMiningRate = 100,100,100,100,100,100,100,100,100,100,100
# Supply Production Rate [70, 100(default), 120, 140, 160 ]
ProductionRate = 100,100,100,100,100,100,100,100,100,100,100
# Ground Attack [1, 5, 10, 15]
GroundKillFactor = 1,1,1,1,1,1,1,1,1,1,1
# Ground Defence [1, 2, 5, 10]
GroundDefenseFactor = 1,1,1,1,1,1,1,1,1,1,1
# Race Growth Rate [70, 100(default), 120, 140, 160, 200 ]
RaceGrowthRate = 100,100,100,100,100,100,100,100,100,100,100

# Exploits options
# -------------------------------
# Free Fighter at Base [0(default), 1, 2, 3, 4, 5]
FreeFighters = 0,0,0,0,0,0,0,0,0,0,0

# Can Clone Captured Ships (cost x) [200(default), 150, 100, 50, 20]
ShipCloneCostRate = 200,200,200,200,200,200,200,200,200,200,200

# Mine Sweep rate [4 default, 5=125%, 6=150%, 7=175%, 8=200%]
MineSweepRate = 4,4,4,4,4,4,4,4,4,4,4

# Extra Fighter Bays on cariers [0(default), 1, 2, 3]
ExtraFighterBays = 0,0,0,0,0,0,0,0,0,0,0

# Safe Travel through minefields (un-cloaked) till warp 5 or warp 8 [0(default), 5, 8]
MineTravelSafeWarp = 0,0,0,0,0,0,0,0,0,0,0

# Safe Travel through minefields (cloaked) till warp 6 [0(default), 6]
CloakedMineTravelSafeWarp = 0,0,0,0,0,0,0,0,0,0,0

# Safe travel through Sticky minefields (un-cloaked) till warp 7 [0(default), 7]
WebMineTravelSafeWarp = 0,0,0,0,0,0,0,0,0,0,0

# 4 X UnitsPerTorpRate [100(default), 150, 200, 400]
UnitsPerTorpRate = 100,100,100,100,100,100,100,100,100,100,100

# ScanRange increase to 350LY (default 250LY)
ScanRange = 250,250,250,250,250,250,250,250,250,250,250

# Terraform Rate [2(default), 4, 6, 8, 10]
TerraformRate = 2,2,2,2,2,2,2,2,2,2,2

# AntiCloakImmunity (all cloaked ships are Loki & D19b immune)
AntiCloakImmunity = No,No,No,No,No,No,No,No,No,No,No

# AllowBuildFighters (without mission) using only 'lfm' Friendly Code
AllowBuildFighters = No,No,No,No,No,No,No,No,No,No,No


# ----------------------------------------------------------
# ----------------------------------------------------------
# End of special selection option. All Fixed settings from here.
# ----------------------------------------------------------
# ----------------------------------------------------------


GameName = UnNatural 6
DisablePasswords = No
AllowRegisteredFunctions = Yes
AllowShipNames = Yes
ScoringMethod = Compatible
TonsScoreCountsPlanets = No
MapTruehullByPlayerRace = No
NumShips = 500

AllowWraparoundMap = Yes
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 = 6
IonStormsHideMines = Yes


#
# Planets
#

### Production
MaxPlanetaryIncome = 5000
# Setup Borg Rate
BorgAssimilationRate = 20

### 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
EPRecrewScaling = 30
EPAcademyScale = 400
EPTrainingScale = 70
# 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
MaximumMinefieldRadius = 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

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BitMask
Site Admin
Posts: 2318
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Re: Welcome to UnNatural 6

Post#3 » Mon Apr 09, 2012 2:54 pm

Here is an explanation of how turn 1 & 2 will work.

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 PlayerFiles.zip file included in your rst. It contains 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 (This is optional).

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). This might be confusing for Winplan players. The other option is to use the Extended Missions which will show the mission you had chosen. This is the preferred method for Winplan players.

Enjoy the game.

User avatar
Kassengestell
Posts: 228

Re: Welcome to UnNatural 6

Post#4 » Tue Apr 10, 2012 2:14 am

PLS (Planet Limit Ships)
what the hell is this ?? sounds very bad - didn't find anything in the docs here...
join the mobile infantry

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BitMask
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Posts: 2318
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Re: Welcome to UnNatural 6

Post#5 » Tue Apr 10, 2012 2:50 am

PLS Settings

Code: Select all

  PLS_ShipsBeforePLS      = 450
  PLS_RaceBalance         = 100,100,100,100,100,100,100,100,100,100,100
  PLS_MinShips            = 10,10,10,10,10,10,10,10,10,10,10
  PLS_TurnsToControl      = 9
  PLS_AllowPDx            = Yes
#  PLS_DestroyType         = BattleOrder
  PLS_DestroyType         = None
#  PLS_DestroyType         = Random
  PLS_FuellessDestroy     = 20
  PLS_DestroyCaptured     = No
  PLS_SendGuess           = Yes
PLS (Planet Limits Ships)
-------------------------

THE 500 SHIPS LIMIT

If you are new to VGAPLANETS, you neeed to know that, once there are 500
ships in game, no more ships can be built (phost may raise this limit to 999
ships, but the limit is still there). Once a ship is destroyed (usually in
combat, or using the mission Colonize), a "ship slot" is freed and a new
ship can be built.

But... who builds that new ship? All the 11 players want to do so.

Phost provides several mechanism to determine it: PBQ, PAL, FIFO,... neither
of them are a real solution. Read about those queue mechanism in the phost
documentation.


PLS

PLS is an addon which, instead of giving 500 ships for the 11 players, gives
each player a number of ships slots equal to the number of planets he
controls (in fact, the number of slots is equal to the number of planets the
player controlled _last_ turn). VERY IMPORTANT NOTICE: contrilling a planet
is not the same than owning it; see below.

This way, the game does not need to decide who builds next: you can only
build if you have a free slot. Beautiful.

This is supposed to provide:

-A fairer distribution of the ships in the game, since larger empires will
get more ships. As in many other strategy games. As in real life.

-A more aggresive game, since players will tend to fight to conquer more
planets, and own more slots.

-A more aggresive game, since players will not mind to lose a ship in combat
(if they have a slot and a strong economy, it will be built again).

-Added value for planets, even amorphous or 99 degrees planets.

-More ships to be usable, since players will not build yunk just to fill
slots.

-Stronger ships, since in the late game players will destroy weak ships to
build stronger carriers and battleships.

In summary, a funnier game.


RULESET

[CONFIGURABLE] means that the default value is shown here, but the hoster
may choose another value; ask for the pconfig.src configuration file to your
hoster.

-PLS will do nothing at all until 450 ships [CONFIGURABLE] exist in the
game. However, it will send information messages to the players from the
begining, containing the number owned planets, the number of controlled
planets and the ships limit.

-Owner of a planet vs. Controller of a planet: the controller of a
planet is the player that, in the last 9 turns [CONFIGURABLE], owned the
planet for most turns.

-Ship-limit: the number of ships you can own is the number of planets you
controlled at the end of the previous turn, modified by the RaceBalance
parameter (see below). A minimum of 1 ship [CONFIGURABLE] is allowed, even
if you control less planets.

-TransferOwner stage: if player is using "give ship" or "gsX" friendly code,
the receiving player MUST use "rsX" friendly code in the receiving planet or
ship. Otherway, the ship is returned back to the previous owner. NOTE: for
players 1-9 just use the number; for players 10 and 11, use A and B
(uppercase!).

-BaseMissions_1 (Force Surrender), Combat and BoardingParties stages: if a
captured ship takes a player above the limit, the ship may be _destroyed_
[CONFIGURABLE] (in ship ID order; lower IDs are destroyed first). Default
behaviour is not to destroy the ship, but the hoster can change it.

-Before ShipBuilding_1 and ShipBuilding_2 stages: two actions are taken.
1) If the number of owned ships is above the limit, some of them may be
destroyed [CONFIGURABLE]. Ships are choosen to be destroyed by:
1) PDx friendly codes [CONFIGURABLE] in order (PD1 to PD9 for
PriorityDestroy1 to PrioriryDestroy9).
2) By a given order. The order may be configured to be Random (default),
by BattleOrder (lower battle orders are destroyed first) or None (no
ships are destroyed by this cause).
EXCEPTION: if a fuelless would be choosen to be destroyed, it is actually
choosen only with 20% probability [CONFIGURABLE].
2) Build orders that would take the player above the limit are removed
from the build queue in "battle order" order (higher "battle orders" are
kept).
NOTE: clone orders are only accepted during ShipBuilding_1, ignored during
ShipBuilding_2.


RACE BALANCE

PLS can be configured so each different race has a different "adjustment
coefficient" for the relation slots/planets. It is used to favour some races
that may need more ships to be competitive.

The default value is 100,100,100,100,100,100,100,100,100,100,100 , which
meand that every race gets 100 ship slots for every 100 controlled planets.

Ask your hoster for the configuration file so watch this balance.


WHAT DO I HAVE TO DO?

Nothing. Just act knowing about this ruleset. It does not need client support.

User avatar
BitMask
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Posts: 2318
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Re: Welcome to UnNatural 6

Post#6 » Tue Apr 10, 2012 3:17 am

Kassengestell wrote:
PLS (Planet Limit Ships)
what the hell is this ?? sounds very bad - didn't find anything in the docs here...
It is actually good. You now do not have to worry about the ship que anymore. If you loose a ship in battle you can just replace it the next turn (If you keep the same number of planets). You can recycle a old small ship and replace it with a new one without another player taking your ship slot. You can replace your Glory Device ships after they have POPed.

User avatar
Kassengestell
Posts: 228

Re: Welcome to UnNatural 6

Post#7 » Tue Apr 10, 2012 4:05 am

thanks bitmask, i read your post, but i am not sure if i understood right...?!

in a short way: if i own 35 planets i can own 35 ships, if i own 12 planets i can have a max of 12 ships ??

sorry, sounds really bad to me... not my style of playing!

bye
thomas
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BitMask
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Re: Welcome to UnNatural 6

Post#8 » Tue Apr 10, 2012 8:45 am

In short, yes that is what it comes down too.
But this limit is only imposed after 450 ships are in the game and you can always have min. of 10 ships.
With the settings in use here, your ships that are over the limit will not be destroyed, but you cannot build new ships until you have a slot available again.

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Kassengestell
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Re: Welcome to UnNatural 6

Post#9 » Tue Apr 10, 2012 9:14 am

ok, thanks.

hmmm, sounds if it is worth a try...
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Kassengestell
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Re: Welcome to UnNatural 6

Post#10 » Fri Apr 13, 2012 4:24 am

ok guys, tomorrow i leave for a 2-week-vacation. so i will send in my race-choices on sunday 29.04. and then we can start!

bye
thomas
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BitMask
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Re: Welcome to UnNatural 6

Post#11 » Fri Apr 13, 2012 6:54 am

It would help if you send in your race choices before you go.
It takes a while to set the game up. Then we might be ready when you return.

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Kassengestell
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Re: Welcome to UnNatural 6

Post#12 » Fri Apr 13, 2012 7:53 am

no problem. but please do not start before i am back... :wink:
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Re: Welcome to UnNatural 6

Post#13 » Fri Apr 13, 2012 8:31 am

We cannot start before all player's first turns are in, but we will schedule the start for after 22th

Manuk
Posts: 11

Re: Welcome to UnNatural 6

Post#14 » Thu Apr 19, 2012 12:29 am

Hi, I only read about PLS after sending my Race Creation Form (my bad!) and if possible would like to change some settings (rethink it all over again in fact). Can I resend the Form just like a normal turn for the new Form to replace the old one?

Also, I cannot understand how the Patriot is put on a same level as the Resolute and Vicky nor how adding Hardened Engines to it makes hardly any difference since it is a ship with such a low mass and cargo bay. Am I missing something?

Finally, ship trading is allowed? By what I read about UN4 (one player had Gorbies towed by MBRs) I presume it is allowed but would like to have the confirmation.

Thanks and best regards,


Manuk

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Re: Welcome to UnNatural 6

Post#15 » Thu Apr 19, 2012 1:49 am

Just resend your submission. I'll use the latest one received.

Ship trading is not allowed. The settings was changed (tweaked) from US4 till now. In US4 you could choose the MBR and the Gorbie, but that is not the case anymore since US5.

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