Status:
A-OK
- Time: 07:14:26 PM 09-Aug-2008
| Ship | Shields | Head | Speed | Ores | Bases | Target | Dest | Nearby planets |
| 10 | 281 | 0 | 0 | 2 | 0 | 1 (6) 13 (6) 12 (6) 2 (4) | ||
| 10 | 5 | 0 | 0 | 2 | 0 | 0 (5) 2 (5) 12 (3) | ||
| 10 | 349 | 0 | 0 | 2 | 0 | 2 (5) 13 (3) 12 (6) 0 (6) 18 (4) | ||
| 10 | 94 | 0 | 0 | 2 | 0 | 0 (4) 25 (6) 12 (6) | ||
| 10 | 239 | 0 | 0 | 2 | 0 | 0 (6) 2 (2) 12 (4) 13 (2) 18 (7) | ||
| 10 | 138 | 0 | 0 | 2 | 0 | 3 (5) 14 (3) 9 (7) 6 (6) | ||
| 10 | 168 | 0 | 0 | 2 | 0 | 10 (4) 3 (5) 17 (7) 20 (5) | ||
| 10 | 12 | 0 | 0 | 2 | 0 | 25 (5) 21 (4) | ||
| 10 | 43 | 0 | 0 | 2 | 0 | 25 (7) 13 (7) 0 (2) 2 (4) 12 (2) | ||
| 10 | 81 | 0 | 0 | 2 | 0 | 6 (4) 9 (5) 14 (3) | ||
| 10 | 302 | 0 | 0 | 2 | 0 | 2 (5) 12 (5) |
Now running with a new universe. Combat and purchasing don't work yet but movement should.
I forced some dispersal because overlapping made things hard to read.
APPROACH 1 10
APPROACH 2 57
APPROACH 3 41
APPROACH 4 6
APPROACH 5 22
APPROACH 13 4
APPROACH 15 73
APPROACH 11 62
APPROACH 12 23
APPROACH 14 27
APPROACH 7 79
APPROACH 9 11
APPROACH 10 80
APPROACH 6 75
APPROACH 8 30
APPROACH 14 53
BASE 15 73
APPROACH 15 62
APPROACH 11 45
APPROACH 9 14
BASE 4 25
APPROACH 1 6
BASE 4 6
BASE 5 58
BASE 13 4
APPROACH 13 49
BASE 12 23
APPROACH 1 15
BASE 3 57
Proposal: Ships can gather Ore with [LOAD ship# planet#] from a distance of 2 or less. Ships can offload Ore with [UNLOAD ship# planet#] from the same distances. LOAD and UNLOAD commands are subject to any cargo restrictions.
Proposal: The official currency of Spork Galaxy is the Galaxo (plural Galaxos).
Proposal: The Core will purchase Ore at the rate of 1 Ore unit for 1 Galaxo. This is done by [UNLOAD ship# 0], which will cause the ship to first APPROACH the core.
Proposal: Trade Outposts allow ships to exchange Galaxos for other items. Create 4 Trade Outposts, 1 absolutely positioned in each quadrant of the galaxy. Trade Outputs will sell new Base units for 10 Galaxos.
Transports were moving at 5 instead of 1 for a while.
Setting SubWolf up with some planets so he's not behind:
APPROACH 16 63
APPROACH 17 64
APPROACH 18 42
APPROACH 19 20
APPROACH 20 28
APPROACH 3 57
APPROACH 2 53
APPROACH 1 15
APPROACH 4 0
BASE 12 23
APPROACH 12 33
I vote NO on all of Dave's in-thread proposals and refer everyone to my latest top-level proposal that covers most of it. I missed Dave's.
BASE 3 57
And trading outposts would prevent the blockades I'm hoping we can form.
APPROACH 3 68
SPEED 3 1
APPROACH 5 1
APPROACH 12 33
APPROACH 12 33
Per Dave's suggestion, APPROACHing now sets speed to max-speed, which is probably what everyone was expecting.
For SubWolf:
BASE 16 63
BASE 18 42
BASE 19 20
BASE 20 28
Hee apparently I can't do that from here.
BASE 11 45
APPROACH 11 29
BASE 7 75
BASE 1 15
APPROACH 1 22
Proposal #1: new command CIRCUIT [ship number] [planet number] [planet number] ... - accepts any number of planets to APPROACH in sequence, in loop.
This is one Dave doesn't like but I hope to convince him. Proposal #2: Automatically load Transports with Ore upon APPROACH to a planet they can. (With auto-actions this could take tedium out of empire maintenance.)
Proposal #3: AUTO-TARGET [ship number] - target any ship not owned by this player. With CIRCUIT, gives us sector patrols.
Proposal #4: Accept the code's rejiggered 1:400 per hour battle odds.
Proposal #5: Set the Base's Attack and Defense to 0 since I don't want to figure out turtle/patch combat tonight. Bombers blow up Bases and that's that.
Proposal #6: Since I'm storing Bases on planets as an integer anyway, allow multiple bases to be explicitely (but not automatically) placed.
Proposal #7: Let me rephrase some of these mini-proposals and fix the galaxies rules in minor ways while I'm in there. Trust me?
Proposal #8: Give ships Shields that get whacked by combat, regen otherwise, and collapse for destruction/piracy. Allow me to set a reasonable set of shield levels for the different ships and a cost for instantly repairing them at Core.
Given Dave's in-thread mini-game rule, these will take effect after 24 hours, sooner with support.
Proposal #9: FOLLOW [ship number] [another ship number] - every minute: set heading to leader/victim, speed 0 if within 1/2 range, otherwise full speed.
Proposal #10: Give the two new ship types 2 cargo bays, so they can hold add-on equipment.
BASE 2 53
APPROACH 2 65
Interesting.
BASE 1 22
BASE 2 65
BASE 3 68
APPOACH 4 6
BASE 5 1
Agree with all of jay's proposals except Proposal 6 (multiple bases on the same planet will make the color ID break if 2 players can place bases on the same planet) and Proposal 7 (care to explain some details? :) ).
BASE 11 29
BASE 12 33
BASE 13 49
BASE 15 62
APPROACH 14 27
Dave - on #6, all bases on a planet would be owned by the same player, so no extra clutter.
No on #7's fine.
gerryblog?
APPROACH 13 4
APPROACH 12 23
I don't like the idea of multiple bases on the same planet. Mostly for the sake of keeping the game simple, plus, a player who had a planet producing 5 would have no incentive (currently) to put bases anywhere else, allowing said player to consolidate defense and shipping lanes.
I'm not sure how closely I'm following this game, so I'll agree insofar as I'm not really playing.
I'm not sure how closely I'm following this game, so I'll agree insofar as I'm not really playing.
BASE 16 63
BASE 18 42
BASE 19 20
BASE 20 28
BASE 17 64
APPROACH 16 12
APPROACH 18 5
APPROACH 19 60
APPROACH 20 35
APPROACH 13 0
BASE 16 12
APPROACH 17 43
BASE 18 5
BASE 19 60
BASE 20 35
Galaxies still offline pending latest round of features.
Testing:
UPGRADE 4 1
BUY 1
BUY 2
BUY 3
Galaxy is running, under updated rules.
New command alias that doesn't affect gameplay - GO = APPROACH:
GO 1 0
GO 2 0
GO 3 0
GO 4 0
GO 5 0
GO 4 57
FOLLOW 1 5
CIRCUIT 5 1 0
CIRCUIT 2 0 65 53
CIRCUIT 1 25 0
CIRCUIT 3 68 57 0
CIRCUIT 4 58 0
In theory, what I've just done is automate 5 trade routes so I will collect Credits (to buy more ships) without checking in often.
To stop one of these loops, issue the ship a FOLLOW or GO (APPROACH), or post CIRCUIT [ship number] with no planet numbers.
I'm reasonably proud of this thing, I hope gerryblog and SubWolf play.
It's cool as hell, jay, I'm just too behind on projects to figure it out right now (mostly because I spent the last few weeks staring at Spork Chess).
Running those circuits turning collected ore into Credits is most of the game right now, so you aren't too far behind. If you like I'll stage some trade circuit commands for you to run so you don't lose much ground before you have time to pay attention yourself.
GO 16 0
GO 17 0
GO 18 0
GO 19 0
GO 20 0
CIRCUIT 16 63 0
CIRCUIT 18 20 0
GO 20 19
CIRCUIT 13 49 4 0
GO 12 23
CIRCUIT 15 62 73 0
APPROACH 14 27
CIRCUIT 11 29 45
CIRCUIT 12 23 0 33
CIRCUIT 14 81 51 0
CIRCUIT 11 29 45 0
I time-warped the board to test circuits and auto-stuff. Whenever Subwolf, gerryblog, or anybody else wants, I'll give them one time the average resources Dave and I hold to make things fair (barring objection?)
BUY 2
FOLLOW 25 1
TARGET 25 1
BASE 20 19
CIRCUIT 20 19 0
The base command is obsolete. Loading, basing and selling are automatic.
BUY 1
UPGRADE 26 1
UPGRADE 26 1
CIRCUIT 26 39 19 0
I wish I'd had time to learn this one. It looks great.
It's on hold because the underlying universe needs to be made less granular - takes too much resource currently, especially during reporting.
The map is scaled down now. There are more distance adjustments to make. This first round will be super-speed for testing and could be completely wiped out without notice.
I think the second round should have rewards, and should go a lot slower, e.g. you'll survive if you check in every few days.
Did I mention I'm thinking of rewriting this in Smalltalk/Squeak.
Do it.
APPROACH 10 2
APPROACH 11 13
APPROACH 12 21