Limited ship slots game:

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B A N E
Posts: 3777

Limited ship slots game:

Post#1 » Thu Aug 06, 2009 1:42 pm

Havok:

I've been muddling this idea for some time and in the near future,
I'd like to play in a game with this addon (other addons optional).
Do you think this might work with the latest Phost?

ftp://ftp.circus-maximus.com/pub/VGAPla ... SHPLMT.ZIP

I am also pondering a modified default shiplist to go with it.


Everyone:
Here's the documentation:
VGAPlanets Ship Limits Addon
By Morris Donovan 1999

1> Introduction.

One of the biggest problems when playing VGAPlanets is the ship limit of 500.
This tends to cause players to restrict their combat and movements in an
attempt to keep the maximum number of ships in their fleet. This has a
tendency to slow down and halt the game. Cloning of captured ships is
impossible as there are no slots left.

To place the emphasis back on capturing planets and therefore leading to a
definite winner, I have programmed an addon which restricts the number of
ships a player can build. Although in real terms there should be no
restrictions, this could be justified by saying empires only have enough
logistics to handle that many ships or air available is limited to planets
it can be gleamed from. None are real but who cares it is only a game and
playability is important.

The program determines the number of ships and planets a player or team owns
and then determines how many ships a player or team can build depending on the
configuration. If the player tries to build more than this number + 2 it
deletes the build instruction on the least populated planets.

2> Installation

Copy all file into your directory which holds host.exe program.
Run vpslcfg <path> to set up a game to use vpshplmt program.
This can be done at anytime in a game.

3> Configurating a game.

To setup a game to use vpshplmt program, run vpslcfg <path>.
eg vpslcfg game1
You then be prompted to answer a set of questions namely:
What Base Ship Number for each team?
What Number of Ship for each group of planets?
How many planets constitutes a group of planets?
How many teams in the game(2-11)?
What team does Fed belong to?
What team does Lizard belong to?
What team does Bird belong to?
What team does Fascist belong to?
What team does Privateer belong to?
What team does Cyborg belong to?
What team does Crystalline belong to?
What team does Empire belong to?
What team does Robots belong to?
What team does Rebel belong to?
What team does Colonies belong to?

If you select 11 teams you will not be prompted about which team each
player belongs to.

The formula for the ship limits(SL) of each team(player) is calculated by
Base Ship Number(BSN) plus Number of owned planets(O) by ships per group
(S) divided by Planets per group(P).

SL=BSN + O * S/P;

EG.
What Base Ship Number for each team? 20
What Number of Ship for each group of planets? 2
How many planets constitutes a group of planets? 3
How many teams in the game(2-11)? 11

Ship Limit= 20 + O * 2/3;
If number of planets was 36 then SL = 20+ 36 *2/3 = 20 + 72/3 = 44;
If number of planets was 96 then SL = 20+ 96 *2/3 = 20 + 192/3 = 84;

If the base number is set very high it won't affect the game play
as this number is used most while reaching the limit of 500. Once near
500 it gets reduced to keep the total ship limits of all players to 500.

The configuration is saved and a line added to auxhost1.ini and
auxhost2.ini files in the directory entered when running the configuration
file. The files should have the lines:-
"vpshplmt 1 <path>" added to auxhost1.ini and
"vpshplmt 2 <path>" added to auxhost2.ini.

If configuration is run a second time it will not add or modify these
lines. So do not copy between directories.

4> What happens during host.

When host is run orders are loaded and then vpshplmt determines each
player's number of owned planets and ships and allowable builds.
If the allowable builds +2 is less than the number of ships being built
it deletes the build order of ships at the starbases with the least
number of colonists by changing the hull number to 0 and sending a host
message to say which starbase lost its ship build.

During these calculations if the total number of all players ship limits
is over 500 then each player(team) ship limit is reduced by 1 until they
are equal or less than 500.

At the end of host the program determines the ship limit of each player
and advises each player of their and all other players number of owned
planets, ships, ship limit and allowable builds.

5. Comments.

These programs are freeware and no responsibilty for any problems caused
by their use can be attributed to the programmer.

I am however willing to modifiy the program to fix any bugs or add any
additional functionality.

Any comments/suggestions/bugs can be sent to me by email at
mdonovan@dyson.brisnet.org.au

Morris Donovan. 30/1/1999.
Thoughts appreciated!
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

User avatar
Klauser
Posts: 991

Post#2 » Thu Aug 06, 2009 6:36 pm

Interesting ...

As a general rule, I'm not in favor of anything that limits the shipbuilds - I mean we have the 500 ship limit to deal with already!!!!

However, the way this app stops excess builds is intriguing - by cancelling the production at your lowest population starbase first, then on to the next lowest population, etc.

Off the top of my head, I can see it limiting the "hull stuffing" tactic used by many players. I can get behind that ...

Also, this could be problematic for races that depend on low tech ships - like the Privateers. Hmmm ... I can see pluses and minuses.

Interesting ...
:-k
Klauser

"Any ship can be a minesweeper ... once!"

User avatar
Akalabeth
Posts: 639

Post#3 » Thu Aug 06, 2009 7:41 pm

Hmmn, the potential problem I see is that from what I can tell it seems to restrict fleets based on the size of one's empire. However, I get the impression that some empires require a larger number of ships than others to be competitive in the later stages of the game (ie the Lizards and Fascists?). However, these same races don't have any added capability to expand their empire.

The Cyborg and Empire for example can colonise a lot of planets with their small hyperspace probes, but each can also field some of the largest warships available.

But who knows. Might work out better in practice

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B A N E
Posts: 3777

Post#4 » Fri Sep 04, 2009 2:19 pm

bump... more later this weekend.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

User avatar
Hawkeye
Posts: 1029

Post#5 » Fri Sep 04, 2009 7:10 pm

Potentially interested, but I'm at my 2 game limit at present, so maybe in 3 months time..?

PsychoHawk
Posts: 78

Post#6 » Sat Sep 05, 2009 11:27 pm

Was a mod ever successfully completed that EXPANDED the ship slots to 999? (along the lines of Tim's fabled 3.0 update that died a violent death after he got virused for no reason)


That would make the game a lot more interesting, opens the game up quite a bit for many turns I'd say.

User avatar
B A N E
Posts: 3777

Post#7 » Sun Sep 06, 2009 7:29 am

Host999 by Tim works and Phost also supports greater than 500 ships.
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

User avatar
B A N E
Posts: 3777

Post#8 » Wed Sep 23, 2009 2:14 pm

And a bump for me!
Understanding is a three-edged sword.
Your side,
their side,
and the truth.

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