Power games rock

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wasp
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Power games rock

Post#1 » Tue Nov 23, 2010 9:40 am

Hi all

The specs of the power game seem impressive.... Guess i'm going to be playing 4 games at the same time....

Just hope i'm fast enough to get the birds :D
"Amateurs study tactics, Professionals study Logistics" in Red Storm Rising from Tom Clancy

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Rimstalker
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Post#2 » Tue Nov 23, 2010 9:50 am

just keep in mind that you will have to set up some test universes (shareware version of Jupiter exists, i think the rest is freeware), as the interactions of the various addons and already Jupiter alone can be quite tricky.
Wirklich reich ist, wer mehr | Truly rich is, who holds
Träume in seiner Seele hat, | more dreams in his soul
als die Realität zerstören kann.| than reality can destroy.

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Donovan
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Post#3 » Tue Nov 23, 2010 12:16 pm

Hmm it's been a while since Armin hosted the powergames, but I must have either not played them, not have played the Feds, or blocked the shiplist from my memory.

The Feds have a watered down Nebula, a Missouri with 5 tubes and 6 beams with a hullcost in minerals that is higher than a Virgo or a Rush ( :roll: ), a Kittyhawk that is now useless, and a crippled Nova. I get that torps are more powerful in these games and that the addons give the Feds many economical advantages, but there are a lot of economical advantages available to all races.

And what the hell happened to the Eros? Feds used to have both terraformers, now the Lizards have one that works both ways and the Feds can only heat up planets.

And WTF is up with 400 moly for an MBR hull?

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Rimstalker
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Post#4 » Tue Nov 23, 2010 12:25 pm

i guess a properly played fed (move natives everywhere, genesis device wherever possible, lots of abhost structures to increase native government and more mining) should explode economically and easily create 100 hulls before the limit hits.

Or, alternatively build only diplomacies and about 5 antimatter launchers before anyone else starts their first :).
Wirklich reich ist, wer mehr | Truly rich is, who holds
Träume in seiner Seele hat, | more dreams in his soul
als die Realität zerstören kann.| than reality can destroy.

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Havok
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Post#5 » Tue Nov 23, 2010 12:51 pm

Donovan - Yes it's different but it should equal out. I'm getting ready to hit the road for 5 hours for the holiday. Once I get settled in I'll post the settings for the addon's as well.
Regards,
][avok

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wasp
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Post#6 » Tue Nov 23, 2010 1:47 pm

I too remember playing one or two power games, but i really can't remember all that well. I don't know if they were called power games.

I remember using remote minefields and missiles at some point.
"Amateurs study tactics, Professionals study Logistics" in Red Storm Rising from Tom Clancy

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Tei
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Post#7 » Wed Nov 24, 2010 1:12 am

The Power Games were awesome. I was so disappointed when Spaceport Hamburg and shortly after starting, Andromeda died.

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Donovan
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Post#8 » Wed Nov 24, 2010 3:52 am

Rimstalker wrote:i guess a properly played fed (move natives everywhere, genesis device wherever possible, lots of abhost structures to increase native government and more mining) should explode economically and easily create 100 hulls before the limit hits.

Or, alternatively build only diplomacies and about 5 antimatter launchers before anyone else starts their first :).
Money will not be a problem to the Feds, especially with all those buildings to increase happiness. Supplies won't be a problem either, with the Genesis device (Bovinoids where possible), and base tech levels won't be a problem with natives to move and money to spare.

Minerals will be the problem for them. Even with the Genesis device (limited usage, only on hot & cold planets with no natives present) and all the supplies from Bovinoids and buildings, a whopping 900 minerals to build a lousy five-tube Missouri is just insane.

Refit gives Feds the ability to build loads of hulls to upgrade later, but if the hullcost is the main limiting factor, that plan kind of goes out the window.

The cheap powerful torpers available are the Vendetta (shitty mass, low crew, carries only 30 torps) and the good old Thor (lowish mass). After that it's either the Diplomacy (with only three tubes) or the Missouri (900 minerals to build). The mop-up Kittyhawk is now far less useful with it's three launchbays.

So the Feds will probably do quite nicely agains medium ships and planets, but for any serious combat they are going to have to pray for a 50% ES bonus and build Thors almost exclusively, maybe a few of those crippled Kittyhawks, and then some Missouris and Novas simply because they *have* to build some heavier ships as well. Other than that, they'll have to rely on sweettalking and stealing enemy ships via the sweettalk.

I'd take prettymuch any race over the Feds in a powergame, with the possible exception of the Privateers. Three gravitonic ships, two of which have only one engine and the other one costs 400 moly. Ouch... :shock:

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Havok
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Post#9 » Wed Nov 24, 2010 9:44 am

Tei wrote:The Power Games were awesome. I was so disappointed when Spaceport Hamburg and shortly after starting, Andromeda died.
DarthHavoc2 the host from SpacePort Andromeda has created an account here for AT and the forums so I expect to see a message or two from him soon.
Regards,
][avok

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Rimstalker
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Post#10 » Wed Nov 24, 2010 10:18 am

@Donovan - about the limiting factors of Genesis device: Stupid/useless natives get rioted until numbers are low enough to be transported away with the native transports. Shouldnt take too long.

Or even better, ally with the borg, assimilate (with superdeeps or something), strip mine -> hot planet, no natives, genesis, here we come.
Wirklich reich ist, wer mehr | Truly rich is, who holds
Träume in seiner Seele hat, | more dreams in his soul
als die Realität zerstören kann.| than reality can destroy.

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Donovan
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Post#11 » Wed Nov 24, 2010 10:32 am

Rimstalker wrote:@Donovan - about the limiting factors of Genesis device: Stupid/useless natives get rioted until numbers are low enough to be transported away with the native transports. Shouldnt take too long.

Or even better, ally with the borg, assimilate (with superdeeps or something), strip mine -> hot planet, no natives, genesis, here we come.
Been there, done that 8)
I allied as Feds with the Borg played by Dennis Weise back in the day and we did just that. In fact, I think the limitation to the Genesis device (won't work on temp 100 worlds) came from that. Ah, and that also explains why the Feds don't have an Eros in the shiplist anymore.

Ah now I also remember why I don't remember the Fed shiplist, because we just built support ships and Novas from the Feds, but mainly tons and tons of Biocides. One of those puppies chewed through three Rushes or something. The memory brings a tear to my eye...

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Havok
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Power Game Setttings

Post#12 » Wed Nov 24, 2010 11:00 am

Here's the list of game settings for HConfig and the addon's used. Thanks to DarthHavoc2 for this.

ABHost
Stadiums cost 1000
stadium effect 5
theme park cost 2000
theme park effect 10
mining research cost 1000
mining research effect 1
max mining research 4
native school cost 1000
native school effect 4
university cost 2000
university effect 6
family planning cost 800
family planning effect 25
max family planning 4
robotic factory cost 1500
robotic factory effect 100
romulan cloak freighters Y
Random jump device in hull #59

============================
Anomaly

;maximum x coordinate for a sub space anomaly (and for wormhole destination)
3100
;minimum x coordinate
900
;maximum y coordinate
3100
;minimum y coordinate
900
;number of sub space anomalies in the universe (1-50)
15
;maximum radius
150
;minimum radius
30
;Ship Scan Range
150
;Strength of the Anomalies gravity wells (1-10)
5
;Analyse success rate (0-100)
75
;supplies needed for Analyse
50
;Neutronium needed for Analyse
50
;cloak failure Advanced Cloak (0-100)
10

==============================

Asteroid

# 9
chance to appear 50%
visible range 300
damage multiplier 10
enable quadbendium Y
chance ship to be lost .5

===============================

GENERAL SETUP
Recycle rate of colonizing ships 75 %
Odds of a large meteor impact 2 %
Mine fields YES
Web Mine Fields YES
Alchemy Ships YES
Delete old messages NO
Disable all passwords NO

Ground Combat Attack Ratios
The Solar Federation 1 : 1
The Lizard Alliance 30 : 1
The Romulan Empire 1 : 1
The Klingon Empire 15 : 1
The Orion Pirates 1 : 1
The Cyborg 1 : 1
The Crystal Confederation 1 : 1
The Evil Empire 1 : 1
The Robotic Imperium 1 : 1
The Rebel Confederation 1 : 1
The Missing Colonies of Man 1 : 1

Ground Combat Defense Ratios
The Solar Federation 1 : 1
The Lizard Alliance 10 : 1
The Romulan Empire 1 : 1
The Klingon Empire 5 : 1
The Orion Pirates 1 : 1
The Cyborg 1 : 1
The Crystal Confederation 1 : 1
The Evil Empire 1 : 1
The Robotic Imperium 1 : 1
The Rebel Confederation 1 : 1
The Missing Colonies of Man 1 : 1

Free Starbase Fighters
The Feds 0
The Lizards 0
The Romulans 0
The Klingons 0
The Orions 0
The Cyborg 0
The Crystal People 0
The Evil Empire 10
The Robots 0
The Rebels 0
The Colonies 0

Mineral Mining Rates
The Feds 70 %
The Lizards 200 %
The Romulans 100 %
The Klingons 100 %
The Orions 100 %
The Cyborg 100 %
The Crystal People 100 %
The Evil Empire 100 %
The Robots 100 %
The Rebels 100 %
The Colonies 100 %

Tax Collection Rates
The Feds 200 %
The Lizards 100 %
The Romulans 100 %
The Klingons 100 %
The Orions 100 %
The Cyborg 100 %
The Crystal People 100 %
The Evil Empire 100 %
The Robots 100 %
The Rebels 100 %
The Colonies 100 %

Race Advantages
Rebels build fighters in space YES
Colonies build fighters in space YES
Robots build fighters in space YES
Cloaked ships may be Robbed NO
Empire's Dark Sense range 200 LY
Lizards can use hiss mission YES
Rebels can use ground attack YES
The Feds can super refit YES
Cyborg assimulation rate 100 %
Colonial fighter mine sweep rate 20
Colonial fighter can sweep webs NO
Effect of HISSS mission 5
Rob mission failure rate 1 %
Planets can attack Rebel ships NO
Planets can attack Fascist ships NO
Science ship bonus YES
Fed crew bonus YES

Ranges and Rates I
Odds that a cloak will fail 0 %
Fuel used to cloak 5
Ships without fuel can move YES
Ship visible range (StarCharts) 300 LY
Sensor mission range 200 LY
New natives will appear YES
Planetary 'NUK' friendly codes YES
Overpopulations eat supplies NO
Isotope Trans-uranium Mutation rate 5
Planetary structures decay rate 1
Web mine decay rate 5 %
Mine field decay rate 5 %
Odds of hitting a mine per L/Y 1 %
Odds of hitting a web per L/Y 5 %
Maximum mine field radius 150 LY
Mine detect range 200 LY
Mines destroy enemy mines YES

Ranges and Rate II
Engine tech boosts shield power NO
Engine tech boosts shield power % 50
Mine field sweep rate 4
Web mine field sweep rate 3
Mine field sweep range (LY's) 5
Web mine field sweep range (LY's) 0
Cloaked ship will hit mine odds 0.5 %
Amount of damage that prevents cloak 1
Ships with one engine can tow NO
Hyperdrive ships YES
Climate death rate 10 %
Planets have gravity wells YES
Crystal people like desert worlds YES
Normal mines destroy web mines NO
Climate limits population YES

Meteor Impacts
Odds of small meteor impact on all 0 %
Minimum Neutronium 10 KT
Minimum Duranium 10
Minimum Tritanium 10
Minimum Molybdenum 10
Maximum Neutronium 200
Maximum Duranium 200
Maximum Tritanium 200
Maximum Molybdenum 200
Number of LARGE meteors impacting 0
Minimum Neutronium 100
Minimum Duranium 100
Minimum Tritanium 100
Minimum Molybdenum 100
Maximum Neutronium 10000
Maximum Duranium 9000
Maximum Tritanium 9000
Maximum Molybdenum 7000
Send Meteor Messages YES

Cloning and Other
Maximum income per planet 5000MC
Ion Storm activity


===========================================

Jupiter

Universal

Team game No
Defense sats Y
give planet y
native money gifts Y
Anchoring Y
mine factor 2
Defense factor 5
base factor 50
ship inter fuel 20
planet inter fuel 40
ship inter range 53
planet inter range 101
inter warp limit 4
OB max defense 20
cowardice factor 60
missile visibility 5000
AM build time 10
AM build cost 5
AM launch time 3
AM launch cost 1000

Federation

Sweet talk prevented by tow N
sweet talk success 25
goodwill factor 50
cryo hold multiplier 20
sweet talk aggressiveness 2
genesis temp variation 25
in flight refit money factor 1
tank attack rating 20
tank defense rating 10
combot defense rating 0

Lizard

Cryo hold decay 5
cryo hold multiplier 10
anti fighter mines multiplier 4
chem strike kill factor 15
multi purpos eros Y
super growth factor 10
tank attack rating 20
tank defense rating 10
combot defense rating 0

Birdman

Range of RID mission 162
Honor device damage factor 100
HD damage to own ships 20
birdman CShield failure 10
nonbird CShield failure 20
Beam up codes Y
Redwind Steal 20
RSA shields 0
RSA fed bonus 25
CShield fuel use 20
Fuel efficient ships Y
RSA target tow Y
Tank attack rating 20
Tank defense rating 10
Combot defense rating 0

Fascist

missile speed 8
sweep factor 100
strength of LMM 900
Strength of LBM 15
Strength of LAM 100
Missile range 5000
Base boarding adjust factor 25
base damage on boardings 25
strength of LPM 25
strength of LOM 50
Strength of LXM 33
tank attack rating 20
tank defense rating 10
combot defense rating 0

Privateer

Range of RID mission 162
Martial Law Effect 20
Redwind steal percentage 20
CLT engine degredation 33
AGD native population 50
Tank attack rating 20
tank defense rating 10
Combot defense rating 0

Borg

Mine speed 5
Quietus strip max defense 100
Cube intercept allowed Y
A2S effectiveness 50
tank attack rating 20
tank defense rating 10
combot defense rating 0

Crystal

web mine speed 5
HD damage to crystal ships 20
ATF additional heat up 50
Self destruct Y
Onyx effectiveness 1
Oscillator effectiveness 30
super alchemy Y
tank attack rating 20
tank defense rating 10
combot defense rating 50

Empire

Share YperMoscow Y
Range of HyperMoscow 350
Fighters required for IPC 100
Imperial Probe droids Y
beacon detect range 20
GCB radius 52
Warp Interdictor on SS Carrier N
tank attack rating 20
tank defense rating 10
combot defense rating 50

Robot

cloak detection percentage 50
CD reports correct race 50
CD distance 49
viral field radius 50
Inform detected ship Y
Mass driver fuel use 20
mass driver batch size 200
mass driver range 200
BMR mineral 2
tank attack rating 20
tank defense rating 10
combot defense rating 0

Rebel

Allow sabotage missions Y
range of hypersage 350
Cost factor of DSBs 5
DSB detection range 25
Share Hypersage Y
rebel Defense Regeneration Y
RSM money factor 2
HD Damage to own ships 20
tank attack rating 20
tank defense rating 10
combot defense rating 0

Colonial

range of base attack mission 162
skill of base attack pilots 120
ion control failure rate 10
ion control feedback probability 0
range of KDP mission 100
skill of KDP pilots 3
ion control range 50
subspace bubble Y
tank attack rating 20
tank defense rating 10
combot defense rating 0

==================================

Unity

change player names Y
change planet names Y
neutral planets update Y
extra native happiness Y
new natives bring tech Y
additional beam down money codes Y
new merlin friendly codes Y
# of defense posts amorphous build 10
advanced hyperjump with hyperdrive ships Y
min engine tech level for fed deluxe terraform 9
# supplies required for fed scramble 200
min engine tech required for reptilian scoop 7
lizard remote mine laying Y
birdman white falcon sabotage Y
birdman cloak valiant wind class build fighters Y
privateer scan loki range 20
privateer scan d19b range 20
privateer scan loki/d19b failure rate 5
cyborg disassemble colonists for supplies Y
crystal scoop torpedos Y
crystal extra colonist happiness at 90+ degrees Y
empire gorbie planet assault Y
robot transfer fighter range 250
robotic minefields can explode Y
rebel extra growth on arctic planets 9
rebel super alchemy Y
lost colonies incite human revolts Y
lost colonies transfer fighter range 320
Regards,
][avok

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Six_Of_One
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Post#13 » Thu Nov 25, 2010 2:30 am

Spaceport Hamburg, its demise brought a tear to my eyes :cry:

I'm not in a position to consider returning to VGA this year, but the lure of a game like Armin use to run is very strong indeed..... must look at whats on the calendar for next year 8)

You have always run an excellent site Havok, but one or two of these games would be the icing in the cake. :wink:



ps:
Almost forgot, one of my favorite ships playing the empire at Spaceport Hamburg, was the Moscow. Armin was kind enough to make it a hyper jumping torp ship with reasonable cargo and fuel capacity.
Hyp into the warp well, drop the mines and Hyp out :shock:

The other favorite was the addon that gave a ship experience from battles. Nothing like a DeathStar (Gorbie) that can take out 8-10 vikkies and still be alive.

Ah the memories.............
"Just because you can do a thing,
Doesn't mean you should."

Paarthurnax the Dragon
Elder Scrolls-Skyrim

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Havok
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Post#14 » Sat Nov 27, 2010 4:56 pm

My brother (Snake Vargas) and I have been running a test game for the last couple of hours. I'm playing the Robots, he's the CoM. The Q is covering the rest of the races. So far ABHost and Unity are working good. Jupiter also has no problems.

The shiplist is going to be a bit of a learning curve for some players. You'll really want to pay attention to it when you first start playing.

If you're interested in learning more about a p]Power Game you will want to take a look at the addon's docs for Unity, Jupiter and AB Host. Also take a look at the Power Game pages at the following link.

http://www.circus-maximus.com/pg.htm
Regards,
][avok

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