View unanswered posts | View active topics It is currently Mon Aug 19, 2019 9:46 am



Reply to topic  [ 4 posts ] 
 Setting up alien planets 
Author Message
Gameop
User avatar

Joined: Thu Aug 24, 2006 2:00 am
Posts: 1737
Location: USA
Unread post Setting up alien planets
I decided to post here a question I've battled with since I started hosting TW.
How should you determine how many figs/shields/credits to put on alien planets when you edit them for a new game.
With scripts out there today planets are much easier to take than they used to be. If I don't edit the planets the game is over in hours. If I make them to beefy to give veteran players a bit of a challege then I get grief from those trying to compete, and if I make them to easy, the vets take them anyway.
What can be done to put the challenge back into the game?

_________________
American soldiers don't fight because they hate what's in front of them...they fight because they love what's behind them.
http://www.runawayproton.com <-- Expired
telnet://runawayproton.dyndns.org:223 V2.20b Games <-- Expired
http://www.twsubspace.com <-- Expired
Teamspeak 3 50.23.212.53:4196 <-- Expired
Just a has been now.


Sun Feb 01, 2009 8:36 am
Profile WWW
Veteran Op

Joined: Tue Nov 28, 2006 4:04 pm
Posts: 5025
Unread post Re: Setting up alien planets
Depends on the amount of turns and the type of aliens. As a general rule, in a lower turn game with high fig regeneration aliens, I usually let the planet take care of itself and just make it an L6. No need to add fighters or ore to the planet.
In a high turn or unlimited turn game I usually just max out the planet however if alien fighter regeneration is set high, there may be up to a million figs in the sector at full strength. This will make the planet very hard to take unless it's a full corp mothiing the cannon.


Sun Feb 01, 2009 10:14 am
Profile
Gameop

Joined: Mon Dec 16, 2002 3:00 am
Posts: 241
Location: USA
Unread post Re: Setting up alien planets
What I do with my alien planets is put half the fuel capacity on, and half the figs on with full shields. I set the cannon to 30% atmosphere and 10% sector. This makes it a challenge to take.

_________________
Ahab

ahabstwgs.game-host.org
msn orkidz4u@hotmail.com
yahoo orkidz4u@yahoo.com
msn IM Ahab
yahoo IM Orkidz4u


Sun Feb 22, 2009 11:10 am
Profile YIM
Commander

Joined: Sun Feb 25, 2001 3:00 am
Posts: 1794
Location: Guam USA
Unread post Re: Setting up alien planets
I wrote a script in the SysOp script pack
called Set alien planets

it fills ore , figs and cols based on turns in game
the higher the turns the fuller planets will be.

cannons are set same every time as well as credits on planet.
I dont put shields , seems the aliens take care of that all too well.
And I've even noticed they steal the creds from the planet too sometimes.

Its too bad the aliens cant turn on their PIG .. then I wouldn't have to set
planet defences so high.

btw , I could use more testing and feed back on the alien planet setting script.
That way I might get it calibrated for all sysops feel of the game.

_________________
TWGS V2 Vids World on Guam Port 2002
Telnet://202.151.82.243:2002
Coconut Telegraph (ICQ)# 14340614
Founding Member -=[Team Kraaken]=- Winners of Gridwars 2010 - Ka Pla
Image

Image
Image

The Oldist , Longist Running , Orginal Registered Owner of a TWGS server :
Vids World On Guam


Sun Feb 22, 2009 11:49 am
Profile ICQ WWW
Display posts from previous:  Sort by  
Reply to topic   [ 4 posts ] 

Who is online

Users browsing this forum: No registered users and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group.
Designed by STSoftware.