Welcome to Invasion 2

Moderators: BitMask, Havok

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Havok
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Welcome to Invasion 2

Post#1 » Mon Jan 28, 2013 10:34 pm

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Invasion 2 - The goal is simple, capture and control enemy homeworlds. One point is scored for every enemy homeworld under control. Points are cumulative from turn to turn. First player with 100 pts wins. Game runs 3 days a week until turn 25 and then twice per week & when all turns are in.

Mods: Starbase+, RacePlus.
Engine Shield Bonus is ON.
Custom Map.
Randcom HW Location.
Extra Rich HW. Random Normal Planets.
Very High Pop. Very High Money.
Starbase @ HW with 2 ships.
TimHost 3.22.47.
Rank To Join: Space Cadet.
Regards,
][avok

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Havok
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Posts: 7557
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Invasion 2 HConfig Settings

Post#2 » Mon Jan 28, 2013 10:34 pm

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 YES
Disable all passwords NO



Ground Combat Attack Ratios

The Solar Federation 1 : 1
The Lizard Alliance 30 : 1
The Empire of the Birds 1 : 1
The Fascist Empire 15 : 1
The Privateer Bands 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 Empire of the Birds 1 : 1
The Fascist Empire 5 : 1
The Privateer Bands 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 Bird Men 0
The Fascists 0
The Privateers 0
The Cyborg 0
The Crystal People 0
The Evil Empire 5
The Robots 0
The Rebels 0
The Colonies 0



Mineral Mining Rates

The Feds 70 %
The Lizards 200 %
The Bird Men 100 %
The Fascists 100 %
The Privateers 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 Bird Men 100 %
The Fascists 100 %
The Privateers 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 YES
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 8 %

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 5 Storms
Firecloud Warp Chunnel YES
Advanced Birdmen Super Spi YES
Ion storms hide minefields YES
Glory device (D19, Saber) YES
Loki Class Anti-cloaker function YES
Lady Royale Gambling Ship YES
Cloaked ships can attack YES
Ship Cloning YES
Crystal/Privateer Boarding Party YES
Star Destroyer Imperial Assult YES
Cobol class free fuel per LY 2 KT
Aries can convert minerals to fuel YES
Bioscanners YES
Hull Tech not slowed by mine hits 7
Loki Decloaks BirdMen Ships NO
VPA Extra Features YES
Regards,
][avok

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Kassengestell
Posts: 228

Re: Welcome to Invasion 2

Post#3 » Sun Nov 10, 2013 2:40 pm

what are the problems with this game ?
join the mobile infantry

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Hawkeye
Posts: 1029

Re: Welcome to Invasion 2

Post#4 » Mon Nov 11, 2013 5:12 pm

Probably waiting on a player on holiday to get their turn in or something like that

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Havok
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Re: Welcome to Invasion 2

Post#5 » Mon Nov 11, 2013 11:59 pm

I'm sorry about the delay. I'm looking into a possible cheating issue and haven't had time to finish it so I paused the game. I hope to have this resolved later this week.
Regards,
][avok

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Kassengestell
Posts: 228

Re: Welcome to Invasion 2

Post#6 » Tue Nov 12, 2013 2:16 am

oha, thanks for the info.
join the mobile infantry

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Hawkeye
Posts: 1029

Re: Welcome to Invasion 2

Post#7 » Tue Nov 12, 2013 3:49 am

Havok wrote:I'm sorry about the delay. I'm looking into a possible cheating issue and haven't had time to finish it so I paused the game. I hope to have this resolved later this week.
:coffee:

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Hawkeye
Posts: 1029

Re: Welcome to Invasion 2

Post#8 » Sat Nov 16, 2013 6:14 pm

Havok wrote:I'm sorry about the delay. I'm looking into a possible cheating issue and haven't had time to finish it so I paused the game. I hope to have this resolved later this week.

Ok, so we're back up and running. What's the gossip...? :twisted:

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Havok
Site Admin
Posts: 7557
Contact:

Re: Welcome to Invasion 2

Post#9 » Sat Nov 16, 2013 6:51 pm

I'll explain after the game is over.
Regards,
][avok

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Hawkeye
Posts: 1029

Re: Welcome to Invasion 2

Post#10 » Mon Dec 09, 2013 4:10 am

Havok wrote:I'll explain after the game is over.

:hurryup:

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Kassengestell
Posts: 228

Re: Welcome to Invasion 2

Post#11 » Wed Dec 11, 2013 8:21 am

Hawkeye wrote:
Havok wrote:I'll explain after the game is over.

:hurryup:
i am interested, too!
join the mobile infantry

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Havok
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Contact:

Re: Welcome to Invasion 2

Post#12 » Wed Dec 11, 2013 9:49 am

I already mentioned it on this thread.
Regards,
][avok

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Kassengestell
Posts: 228

Re: Welcome to Invasion 2

Post#13 » Wed Dec 11, 2013 11:38 am

thx, didn't see that !
join the mobile infantry

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Hawkeye
Posts: 1029

Re: Welcome to Invasion 2

Post#14 » Wed Dec 11, 2013 8:03 pm

Ohhhh I thought there was actual cheating cheating going on, rather than just skipping turns. Can't see how getting the Q to do your turns can result in any real advantage. Strange, all he needed to do was hang in there and he would have been able to secure second place :?

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Havok
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Posts: 7557
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Re: Welcome to Invasion 2

Post#15 » Fri Dec 13, 2013 1:07 pm

Hawkeye wrote:Ohhhh I thought there was actual cheating cheating going on, rather than just skipping turns. Can't see how getting the Q to do your turns can result in any real advantage. Strange, all he needed to do was hang in there and he would have been able to secure second place :?
Agreed... but instead of playing, dropping or quitting he was using the Q as a tactic... He'd play a turn, sit out 3 turns, then play a turn to keep from being dropped. When he did bother to submit a turn he really wasn't doing anything, just submitting a hollow turn.
Regards,
][avok

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