Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 5 6 [7] 8 9 ... 57

Author Topic: EOTFS: Emperor Wars - Game Over.  (Read 65359 times)

Vertab Nukks

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #90 on: July 06, 2015, 06:11:08 pm »

if they could defeat humans at the height of their technology we would be no match for them during a Dark Age.
I'm pretty sure the tech of the Phoenix Empire (so basically the final tiers of research in the game, though possibly bits of whatever comes next) eclipsed the Second Republic in the lore. Although it hasn't happened, I wouldn't bet on the Vau, if the Empire decided to invade one day. ;)

All Hail the Empire!!! Death to the Vau!!! Wait! What!!! (Suddenly vaporized by a Vau Energy Weapon.) Haha  :o
Logged

mainiac

  • Bay Watcher
  • Na vazeal kwah-kai
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #91 on: July 06, 2015, 07:41:48 pm »

(Well, war tech anyway. By the time the Emperor Wars ended, the peasants still plowed by hand, but their brothers under arms flew around in giant, terrifying space hulks dropping fusion bombs on planets and follwoing up with infanty dropped directly from orbit. Stiil, things are getting better on the home front too now.)

((That's insane.))
Logged
Ancient Babylonian god of RAEG
--------------
[CAN_INTERNET]
[PREFSTRING:google]
"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

Karlito

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #92 on: July 07, 2015, 12:50:47 am »

Okay, the Decados turn should be sent on to the right person now, I assume. Life has been and will continue distracting me for another couple days, but I'm still good to play long-term.
Logged
This sentence contains exactly threee erors.

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #93 on: July 07, 2015, 01:26:22 am »

Thanks everybody.  Sorry to bow out so quickly.  I forgot that you can not save the game mid-turn, which is when I sighed and resigned.  I'll probably look for a less ambitious project to join.

Good luck successors to the Decados House!

Margrave

  • Bay Watcher
  • ...You up for a little unsanctioned mining?
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #94 on: July 07, 2015, 07:08:49 pm »

Turn Sent.

((Alright! It's really happening!))
------------------------------------------------------------

To the prestigious Nobility of the Empire, Greetings.

I am Lord Alvarex Hawkwood, Duke of Ravenna, Protector of Gwynneth, Delphi and Leminkainen. Soon I shall be Slayer of the Vuldrok and Friend of the Obun. I bid you welcome, but it is with great regret that I must announce that my brother, Alexius, has perished and that I will lead House Hawkwood into this new era of prosperity and galactic peace. Let the enemies of Humanity tremble at our might!
Logged

Vertab Nukks

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #95 on: July 08, 2015, 09:53:46 am »

Awesome!!! Maybe we can get through the first turn this week.
Logged

Il Palazzo

  • Bay Watcher
  • And lo, the Dude did abide. And it was good.
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #96 on: July 09, 2015, 07:40:39 am »

I am finally freed from the yokes of mind-rending labour, but I need a few extra hours to regenerate before I can attempt anything requiring a degree of effort on my side.
I'll send the turn out tomorrow at the latest.

I need Vertab Nuuk's email in any case.


By the way, is there some sort of cheat sheet for this mod of yours, similar to Nova's spreadsheets for unit stats and tech requirements? I'm a bit wary of planning the inexorable advance of al-Malik way of life not knowing what is there to research, and I'm not terribly inclined to go though the tedium of crunching singleplayer turns just to see all of the tech tree (though I might end up doing that anyway, sigh).
Logged

Gollor

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #97 on: July 09, 2015, 09:14:07 am »

« Last Edit: July 09, 2015, 09:18:08 am by Gollor »
Logged

Vertab Nukks

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #98 on: July 09, 2015, 11:38:06 am »

Gollor, explained pretty much all of the changes, 95% of the tech tree is the same as the Reality Mod, the only major change is Economics and Macroeconomics unlocks the Engineer Type Units, Economic Units (Advisors, Courtesans, etc), and the land and space Mercenary Units.
Logged

Vertab Nukks

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #99 on: July 09, 2015, 11:39:03 am »

I am finally freed from the yokes of mind-rending labour, but I need a few extra hours to regenerate before I can attempt anything requiring a degree of effort on my side.
I'll send the turn out tomorrow at the latest.

I need Vertab Nuuk's email in any case.


By the way, is there some sort of cheat sheet for this mod of yours, similar to Nova's spreadsheets for unit stats and tech requirements? I'm a bit wary of planning the inexorable advance of al-Malik way of life not knowing what is there to research, and I'm not terribly inclined to go though the tedium of crunching singleplayer turns just to see all of the tech tree (though I might end up doing that anyway, sigh).

The email is bryanjosephmills@gmail.com
Logged

EuchreJack

  • Bay Watcher
  • Lord of Norderland - Lv 20 SKOOKUM ROC
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #100 on: July 09, 2015, 01:21:13 pm »

I am finally freed from the yokes of mind-rending labour, but I need a few extra hours to regenerate before I can attempt anything requiring a degree of effort on my side.
I'll send the turn out tomorrow at the latest.

I need Vertab Nuuk's email in any case.


By the way, is there some sort of cheat sheet for this mod of yours, similar to Nova's spreadsheets for unit stats and tech requirements? I'm a bit wary of planning the inexorable advance of al-Malik way of life not knowing what is there to research, and I'm not terribly inclined to go though the tedium of crunching singleplayer turns just to see all of the tech tree (though I might end up doing that anyway, sigh).

The email is gimme_lotsa_spam at freespam dot com

Fixed that for you.  :P
But seriously, spambots are always lurking, so beware.

Kruniac

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #101 on: July 09, 2015, 01:33:04 pm »

Thanks for posting this LP. I've never actually played EOTFS, but I've heard of it many times. Thanks to this mod/LP, I'll actually play through it.

Someone needs to remake this game ASAP. I require it. :)
Logged

Gollor

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #102 on: July 09, 2015, 05:07:07 pm »

Someone needs to remake this game ASAP. I require it. :)

Actually i have thought about it for several times. Excluding AI the whole development will require... nearly 300-400 hours of coding. Maybe close to 250 if combined with very nice project architecture. This not very much time and can be done in 3-4 seasons by single man. The problem that it is not fully clear how it should look afterwards. For example i don't like space combats and multiplayer.
Comparing to Dominions series, in EotFS the turn cannot be done simultaneously so each full turn requires much more time (in Dominions its common to have the turn done in 1 day in the early game and in 3 days in the late). However dominions style of giving orders to units and then watching results in the next turn cannot work in EotFS because you often rely on the temporary results, it is common for aircraft to engage previously unseen enemy and armies often fight with many different stacks in the same turn. So it's unclear what to do with this thing because at the moment turns are really very prolonged.
And the most major problem is the setting by itself. EotFS has very interesting world similar to Duna, but with a bit greater scale of warfare and interesting throne wars. I think that just copying the world is not a good idea. Creating a new setting probably a possible thing, but anyway very hard. Classical 4x is probably a bad idea. This will mean that players will craft the world politics by themselves, but this will greatly reduce the role of intrigues and remove many interesting things which are possible only inside the already formed country (like church, fighting for the throne, ministries).
Maybe the best thing is to take the Duna setting and shape it a bit. Iirc the books don't cover most of the world outside the Arrakis and there were no throne wars, but it can be easily changed, he he he.

However this whole thing is fully possible and doesn't require anything supernatural to be completed.
Logged

mainiac

  • Bay Watcher
  • Na vazeal kwah-kai
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #103 on: July 09, 2015, 06:49:39 pm »

Comparing to Dominions series, in EotFS the turn cannot be done simultaneously so each full turn requires much more time

I was working on a python remake for a while before my brother reformatted my hard drive.  My solution was the greatly simplify the economy because economic micromanagement was consuming most of the game.  Keep the resource chains but make it so all unspent resources are sold at the end of each turn and all needed inputs are bought at the start of each turn for twice the sale price.  Make advanced materials only profitable if you are using them yourself.  Make cities be constructed from the planet map interface instead of a unit action.  Players can still make strategic resource investments but the vast bulk of economic decisions aren't wasting player time.
Logged
Ancient Babylonian god of RAEG
--------------
[CAN_INTERNET]
[PREFSTRING:google]
"Don't tell me what you value. Show me your budget and I will tell you what you value"
« Last Edit: February 10, 1988, 03:27:23 pm by UR MOM »
mainiac is always a little sarcastic, at least.

Gollor

  • Bay Watcher
    • View Profile
Re: EOTFS: Emperor Wars - The Beginning
« Reply #104 on: July 09, 2015, 07:17:37 pm »

Comparing to Dominions series, in EotFS the turn cannot be done simultaneously so each full turn requires much more time

I was working on a python remake for a while before my brother reformatted my hard drive.  My solution was the greatly simplify the economy because economic micromanagement was consuming most of the game. Keep the resource chains but make it so all unspent resources are sold at the end of each turn and all needed inputs are bought at the start of each turn for twice the sale price.  Make advanced materials only profitable if you are using them yourself.  Make cities be constructed from the planet map interface instead of a unit action.  Players can still make strategic resource investments but the vast bulk of economic decisions aren't wasting player time.

That reminds me of the resource system in Civilization 5. Or it was introduced even before? Cannot say for sure.

I have one interesting idea with supplies... All your territories are divided into "economical zones". Each zone is a such chunk of space where freighters, both land and space, can move without problems. Zones are extended by buildings and you can place outposts in the unpopulated terrain or orbital tiles to extend zones to far lands and other planets. Initially all your domain should belong to one zone. But any revealed enemy units (non hiding ones) block their enemies economical zones around itself, for example with a radius of 2 tiles. It makes possible to besiege planets or even cut down some cities supplies. All resources inside the territory are transported automatically and there is no micromanagement to move pods with materials. In fact all pods even become obsolete.
This thing is even better if units will require some supplies to fight. At the city siege defenders will have to use wisely their remaining supplies, they couldn't use their artillery with ease and counterattacks will become greatly valid.
« Last Edit: July 09, 2015, 10:44:38 pm by Gollor »
Logged
Pages: 1 ... 5 6 [7] 8 9 ... 57