Welcome to Brass Tacks 12

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BitMask
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Welcome to Brass Tacks 12

Post#1 » Fri Sep 07, 2012 4:07 am

Image
Brass Tacks 12 is your basic default VGAP game, using PHost with the TList1.1 shiplist and the VESAC(C) config. Game runs 3 times a week until turn 25, then twice a week or when all turns are in. Highest score at turn 80 wins. No Allies (Xenophobia).

Mods: Wormholes, SB Free fighters for Klingon (1) and Empire (6), No Allies
Map Custom, Wrap
Homeworld: Random location. Extra rich HW, Random normal planets, very high pop. Very high money.
Starbase @ HW with 2 ships
PHost 4.1e
Rank to join: Space Cadet

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BitMask
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Re: Welcome to Brass Tacks 12

Post#2 » Fri Sep 07, 2012 4:07 am

pconfig.src

Code: Select all

% PHOST

#
#  Overall game characteristics
#

  GameName                        = Brass Tacks 12
  AllowRegisteredFunctions        = Yes
  ScoringMethod                   = Compatible
  NumShips                        = 500

  AllowPlayerMessages             = Yes
  AllowAnonymousMessages          = Yes

  CPEnableGive                    = Yes
  CPEnableAllies                  = Yes
  CPEnableRaceName                = Yes
  CPEnableRemote                  = No

# WraparoundRectangle is only used when AllowWraparoundMap is Yes.
# On a "flat" map, the map is as big as it is.
  AllowWraparoundMap              = Yes
  WraparoundRectangle             = 1000,1000,3000,3000

#
#  Player Preferences
#
#  Players can change these using CP commands. You can turn off the
#  "Language" command if you only have the plangeng.hst language file.
#  In "Language", the first element is the Host's choice of language.
#  All other settings are "No" (conservative defaults that work with
#  all clients).
#
  Language                        = English,English,English,English,English,English,English,English,English,English,English,English
  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

  CPEnableLanguage                = Yes

#
#  Minefields
#

## General

  AllowMinefields                 = Yes
  AllowWebMines                   = Yes
  MineDecayRate                   = 5
  MaximumMinefieldRadius          = 150
  CPNumMinefields                 = 500

## Movement through Mines

  MineHitOdds                     = 1
  WebMineHitOdds                  = 5
  MineHitOddsWhenCloakedX10       = 5
  HullTechNotSlowedByMines        = 7

## Mine Sweeping

  MineScanRange                   = 200
  AllowMinesDestroyMines          = Yes

# Note that because Mine Sweeping happens after decay in PHost, the sweep
# ranges must be larger than in THost to yield roughly the same results.
  MineSweepRate                   = 4
  MineSweepRange                  = 10
  WebMineSweepRate                = 3
  WebMineSweepRange               = 5
  FighterSweepRate                = 0,0,0,0,0,0,0,0,0,0,20
  FighterSweepRange               = 0,0,0,0,0,0,0,0,0,0,100
  AllowColoniesSweepWebs          = No

### Ion Storms

  IonStormActivity                = 5
  IonStormsHideMines              = Yes

#
#  Planets (Production)
#

  RaceMiningRate                  = 70,200,100,100,100,100,100,100,100,100,100
  ProductionRate                  = 100,100,100,100,100,100,100,100,100,100,100

  StructureDecayPerTurn           = 1
  StructureDecayOnUnowned         = 1

  ColonistTaxRate                 = 200,100,100,100,100,100,100,100,100,100,100
  MaxPlanetaryIncome              = 5000

  ClimateLimitsPopulation         = Yes
  AllowEatingSupplies             = No
  ClimateDeathRate                = 10

  BorgAssimilationRate            = 100

#
#  Planets (Combat)
#

  GroundKillFactor                = 1,30,1,15,1,1,1,1,1,1,1
  GroundDefenseFactor             = 1,10,1,5,1,1,1,1,1,1,1

  FreeFighters                    = 0,0,0,1,0,0,0,6,0,0,0
  AllowPlanetAttacks              = Yes

#
#  Ships (Building)
#

  AllowPriorityBuild              = Yes
  BuildQueue                      = PBP
  BuildPointReport                = Yes
  BuildChangeRelativePenalty      = 0

  RecycleRate                     = 75
  AllowShipCloning                = Yes
  ShipCloneCostRate               = 200,200,200,200,32767,200,32767,200,200,200,200

## PBP Building
  PBPCostPer100KT                 = 200
  PBPMinimumCost                  = 400
  PBPCloneCostRate                = 200

## Ship Build Queue
# (The SBQ parameters are ignored when you use a PBP queue. We just
# show the defaults for a PAL queue.)
  SBQBuildPALBoost                = 1
  SBQNewBuildPALBoost             = 1
  SBQPointsForAging               = 1200
  SBQBuildChangePenalty           = 0
  SBQBoostExpX100                 = 0

## Acquiring PALs
# The idea behind a PAL queue is that you have to destroy 2N kt mass
# to be granted a N kt priority build.
  PALDecayPerTurn                 = 0
  PALPlayerRate                   = 100
  PALCombatAggressor              = 0
  PALAggressorPointsPer10KT       = 2
  PALOpponentPointsPer10KT        = 2
  PALAggressorKillPointsPer10KT   = 8
  PALOpponentKillPointsPer10KT    = 8
  PALCombatPlanetScaling          = 100
  PALCombatBaseScaling            = 150
  PALShipCapturePer10Crew         = 0
  PALRecyclingPer10KT             = 10
  PALBoardingPartyPer10Crew       = 0
  PALGroundAttackPer100Clans      = 0
  PALGloryDevice                  = 0
  PALGloryDevicePer10KT           = 10
  PALGloryDamagePer10KT           = 2
  PALGloryKillPer10KT             = 8
  PALImperialAssault              = 1
  PALRGA                          = 0
  PALPillage                      = 2
  PALIncludesESB                  = No
  PALShipMinekillPer10KT          = 0

## Ships (Movement)

  AllowNoFuelMovement             = No

## Ships (Missions)
  AllowBuildFighters              = No,No,No,No,No,No,No,No,Yes,Yes,Yes

  AllowDeluxeSuperSpy             = Yes
  AllowRebelGroundAttack          = Yes
  AllowSuperRefit                 = Yes
  AllowHiss                       = Yes

  AllowExtendedMissions           = Yes
  AllowBeamUpClans                = Yes
  AllowBeamUpMultiple             = Yes

## Cloak
  CloakFailureRate                = 1
  CloakFuelBurn                   = 5
  DamageLevelForCloakFail         = 1
  AllowCloakedShipsAttack         = Yes
  AlternativeAntiCloak            = Yes
  AntiCloakImmunity               = Yes,Yes,Yes,No,No,No,No,No,No,No,No

## Rob
  RobCloakedShips                 = No
  RobFailureOdds                  = 1

## Tow
  AllowOneEngineTowing            = No
  AllowBoardingParties            = Yes
  TowedShipsBreakFree             = No
  AllowTowCloakedShips            = No
  AllowAlternativeTowing          = No

## Scanners
  ScanRange                       = 300
  SensorRange                     = 200
  DarkSenseRange                  = 200
  ExtendedSensorSweep             = Yes

# Ships (Combat)

  AllowFedCombatBonus             = Yes

#
#   Wormholes
#

  AllowWormholes                  = Yes
  WrmVoluntaryTravel              = Yes
  WrmTravelCloaked                = No
  WormholeUFOsStartAt             = 51

### Meteors

  MeteorShowerOdds                = 7
  LargeMeteorsImpacting           = 0
  RandomMeteorRate                = 2
  MeteorShowerOreRanges           = 10,10,10,10,200,200,200,200
  LargeMeteorOreRanges            = 100,100,100,100,10000,9000,9000,7000

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BitMask
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Re: Welcome to Brass Tacks 12

Post#3 » Fri Sep 07, 2012 4:09 am

shiplist.txt

Code: Select all

##
##  Ship list configuration for the Standard Ship List ("Tim list")
##
##  This file contains the parameters which are fixed for this ship
##  list, and are usually never changed. The game configuration is in a
##  separate file, pconfig.src.

#
#  PHost configuration items
#

% PHOST

## Battle configuration. This yields "tim-compatible" combat.

  AllowEngineShieldBonus          = Yes
  AllowESBonusAgainstPlanets      = Yes
  EngineShieldBonusRate           = 0

  AllowAlternativeCombat          = Yes

  BeamFiringRange                 = 25000
  BeamHitShipCharge               = 600
  BeamHitFighterRange             = 100000
  BeamHitFighterCharge            = 300
  BeamHitOdds                     = 70
  BeamHitBonus                    = 12
  BeamRechargeRate                = 5
  BeamRechargeBonus               = 5
  FireOnAttackFighters            = Yes 
  
  ExtraFighterBays                = 3,0,0,0,0,0,0,0,0,0,0
  BayLaunchInterval               = 2
  BayRechargeRate                 = 42
  BayRechargeBonus                = 1
  FighterBeamExplosive            = 6
  FighterBeamKill                 = 6
  FighterFiringRange              = 3000
  FighterKillOdds                 = 10
  FighterMovementSpeed            = 300
  MaxFightersLaunched             = 20
  StrikesPerFighter               = 6

  TorpFiringRange                 = 35000
  TorpHitOdds                     = 66
  TorpHitBonus                    = 7
  TubeRechargeRate                = 28
  TubeRechargeBonus               = 7
  PlanetsHaveTubes                = No
  PlanetaryTorpsPerTube           = 3

  CrewKillScaling                 = 60
  HullDamageScaling               = 40
  ShieldDamageScaling             = 70
  ShieldKillScaling               = 0
  ShipMovementSpeed               = 100
  StandoffDistance                = 10000

## Towing configuration. In case alternative towing is used with this
## ship list, parameters are as follows:

  TowStrengthEngineScale          = 1
  TowStrengthDistanceScale        = 19

#
#  Hull Functions. The built-in defaults match Tim's Host.
#

% HULLFUNC

  Init = Default

  Hull         = 52 (FIRECLOUD CLASS CRUISER)
  Function     = 12 (Chunneling)
  RacesAllowed = +

  Hull         = 52 (FIRECLOUD CLASS CRUISER)
  Function     = 26 (ChunnelSelf)
  RacesAllowed = +
  
  Hull         = 52 (FIRECLOUD CLASS CRUISER)
  Function     = 27 (ChunnelOthers)
  RacesAllowed = +
  
  Hull         = 52 (FIRECLOUD CLASS CRUISER)
  Function     = 28 (ChunnelTarget)
  RacesAllowed = +

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Cardno
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Re: Welcome to Brass Tacks 12

Post#4 » Sat Sep 15, 2012 8:42 pm

After almost two weeks, only 4 players have joined - this game struggling to get off the ground....

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Gilgamesh
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Re: Welcome to Brass Tacks 12

Post#5 » Sun Sep 16, 2012 10:20 am

Cardno wrote:After almost two weeks, only 4 players have joined - this game struggling to get off the ground....
I like the idea of the game only going to turn 80, but this is Phost. I'm kinda waiting on a Thost NF game. They tend to fill pretty quickly.
QI'DaS tuQ SoSlI'

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Cardno
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Re: Welcome to Brass Tacks 12

Post#6 » Sun Sep 16, 2012 10:39 am

Maybe that's it...........

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BitMask
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Re: Welcome to Brass Tacks 12

Post#7 » Mon Sep 17, 2012 2:39 am

Cardno wrote:After almost two weeks, only 4 players have joined - this game struggling to get off the ground....
It must be that the other players are scared of playing against you. I cannot see that anyone can be scared of PHost (Except Gil perhaps for some reason :roll: )

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Cardno
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Re: Welcome to Brass Tacks 12

Post#8 » Mon Sep 17, 2012 5:40 am

Slowest filling game I have ever seen here.......

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Gilgamesh
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Re: Welcome to Brass Tacks 12

Post#9 » Mon Sep 17, 2012 7:34 am

BitMask wrote:
Cardno wrote:After almost two weeks, only 4 players have joined - this game struggling to get off the ground....
It must be that the other players are scared of playing against you. I cannot see that anyone can be scared of PHost (Except Gil perhaps for some reason :roll: )
Not scared of Phost - I just think it sucks! :P
QI'DaS tuQ SoSlI'

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Cardno
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Re: Welcome to Brass Tacks 12

Post#10 » Mon Sep 17, 2012 7:55 am

Given the inability of Federation War to get off the ground and the slowness of Brass Tracks 12, I would be interested in seeing a TimHost game being added and seeing how quickly it fills. I think you mentioned to be Bitmask that one might be on the way soon?

the elder one
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Re: Welcome to Brass Tacks 12

Post#11 » Mon Sep 17, 2012 8:08 am

Cardno, I think that's it. I've joined a PHost game (329), but only because there was no THost game available.

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Havok
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Re: Welcome to Brass Tacks 12

Post#12 » Mon Sep 17, 2012 9:33 am

I suspect that the BT12 game shouldn't have been added until FedWar2 was full. There isn't as much demand for Phost games as Tim's original host.

I'll see what I can do when I get home from Philly.
Regards,
][avok

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Gilgamesh
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Re: Welcome to Brass Tacks 12

Post#13 » Mon Sep 17, 2012 12:38 pm

Havok wrote:I suspect that the BT12 game shouldn't have been added until FedWar2 was full. There isn't as much demand for Phost games as Tim's original host.

I'll see what I can do when I get home from Philly.
:nlmda:
QI'DaS tuQ SoSlI'

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Cardno
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Re: Welcome to Brass Tacks 12

Post#14 » Sun Sep 23, 2012 9:12 am

mmm 8 players. how many is more do we need to start this game.....

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Gilgamesh
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Re: Welcome to Brass Tacks 12

Post#15 » Tue Sep 25, 2012 12:10 pm

Cardno wrote:Given the inability of Federation War to get off the ground and the slowness of Brass Tracks 12, I would be interested in seeing a TimHost game being added and seeing how quickly it fills. I think you mentioned to be Bitmask that one might be on the way soon?
The two Thost NF games that were set up less than 2 days ago have already passed the Phost BT game that has been sitting for weeks. NF 108 only needs two to fill it.

Just saying....

CORRECTION! We now only need one to fill - the Empire.
QI'DaS tuQ SoSlI'

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