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Fall Festival of Death 3?

Posted: Thu Oct 17, 2013 8:20 am
by Super Tech
The constant spinning, rampant ion storms, daily meteor strikes, and fear of what magic power that planet might have. Nobody to help you and every one wanting to kill you. Oh yeah, those were the days.

Re: Fall Festival of Death 3?

Posted: Thu Oct 17, 2013 3:42 pm
by Havok
I just launched 2 new NF games and was just thinking of making a Fall Festival of Death 2013...

Any suggestions?

Re: Fall Festival of Death 3?

Posted: Thu Oct 17, 2013 8:54 pm
by Super Tech
Havok,

Game being mostly same as last time; Xenophobia, Orbiter, Clans, Machines of Yore.
Maybe less ion storms as it hurt 'weaker' cloaking races more than carrier races.
Abundance of meteors affects all evenly so that's good.
Add-ons "Delete Messages" and "Blank Scoreā€ would add to paranoia.
6 loaded freighter start was a nice touch for this hard core game.

Re: Fall Festival of Death 3?

Posted: Fri Oct 18, 2013 12:42 am
by BitMask
What about using the UnNatural engines in the shiplist?
http://www.circus-maximus.com/forums/vi ... 153#p63154

Re: Fall Festival of Death 3?

Posted: Sat Oct 19, 2013 11:44 am
by Super Tech
BitMask,

Mobility is very important when the planets are moving targets.
Therefore UnNatural Engines look like that would work well in FFoD3

Re: Fall Festival of Death 3?

Posted: Sun Oct 20, 2013 11:38 am
by Havok
Bitmask,

If you want to assemble the game using the addons and such from last time along with the UnNatural files I'll throw the front page graphic together.

Re: Fall Festival of Death 3?

Posted: Sun Oct 20, 2013 4:49 pm
by Havok
I'm ready...

Image

Re: Fall Festival of Death 3?

Posted: Tue Oct 22, 2013 5:46 pm
by Super Tech
I think circular maps would work best with orbiter.

This is the FFoD2map on turn 1
Image

And this on the map on turn 83
Image

Re: Fall Festival of Death 3?

Posted: Tue Oct 22, 2013 5:52 pm
by Super Tech
As you can see by my star bases "+", my empire's strength was a long thin chain. This was not by design, but by the planet movements. I just wish VPA could remember planet markers instead of using the planets' XY location; that way the marker would move with the planet.