Everything: VGAP, RL, or otherwise

[Posting] Tequila War 1
Thread opener
Posted Sat, 2023-04-15 17:19 GMT

I want to invite players to the game with a new scenario Tequila War 1

There is a very significant difference between this scenario and those that are used now. the main difference is that the winner is determined not by ecomics, but by military merit! on the team host, the one with more bases, planets and armed ships will win - and a cheap scout will earn as much as the flagship. in phost, there is a more subtle assessment - but again, it is the economic (potential) power that is evaluated.

in this scenario, you can only win by fighting - and it doesn't matter how many bases, planets and ships you have - it matters how many planets you were able to make and hold them, or capture other people's test planets. that is, you can have 50 planets, 20 bases and 100 ships - but few cacti or lizard/evil took your cacti by landing - and you lost. and vice versa - it can also be.....

[Posting] Re: Tequila War 1
Posted Mon, 2024-05-27 19:47 GMT

I want to invite players to the game with a new scenario Tequila War 1

There is a very significant difference between this scenario and those that are used now. the main difference is that the winner is determined not by ecomics, but by military merit! on the team host, the one with more bases, planets and armed ships will win - and a cheap scout will earn as much as the flagship. in phost, there is a more subtle assessment - but again, it is the economic (potential) power that is evaluated.

in this scenario, you can only win by fighting - and it doesn't matter how many bases, planets and ships you have - it matters how many planets you were able to make and hold them, or capture other people's test planets. that is, you can have 50 planets, 20 bases and 100 ships - but few cacti or lizard/evil took your cacti by landing - and you lost. and vice versa - it can also be.....

I'm sorry to put it that plainly but it seems to me that there are not enough players interested in this kind of game. Maybe we should abandon this idea and give a chance to a different setup, i.e. FLAK... Just my two cents... :wink:

Cheers,
Mike

[Posting] Re: Tequila War 1
vlk
Posted Fri, 2024-05-31 16:26 GMT, edited Fri, 2024-05-31 16:28 GMT

I personally like this setup. I just don't have time to play it right now.

[Posting] Re: Tequila War 1
Posted Mon, 2024-08-12 19:50 GMT

The Tequilia game set-up has failed to attract/convince players for years now. If there would be a new FLAK game instead I would sign up immediately.

Cheers Terraner

I want to invite players to the game with a new scenario Tequila War 1

There is a very significant difference between this scenario and those that are used now. the main difference is that the winner is determined not by ecomics, but by military merit! on the team host, the one with more bases, planets and armed ships will win - and a cheap scout will earn as much as the flagship. in phost, there is a more subtle assessment - but again, it is the economic (potential) power that is evaluated.

in this scenario, you can only win by fighting - and it doesn't matter how many bases, planets and ships you have - it matters how many planets you were able to make and hold them, or capture other people's test planets. that is, you can have 50 planets, 20 bases and 100 ships - but few cacti or lizard/evil took your cacti by landing - and you lost. and vice versa - it can also be.....

I'm sorry to put it that plainly but it seems to me that there are not enough players interested in this kind of game. Maybe we should abandon this idea and give a chance to a different setup, i.e. FLAK... Just my two cents... :wink:

Cheers,
Mike

[Posting] Re: Tequila War 1
Thread opener
Posted Tue, 2024-08-13 05:30 GMT

I suggest starting the game in the current line-up without creating empty races.

The Tequilia game set-up has failed to attract/convince players for years now. If there would be a new FLAK game instead I would sign up immediately.

[Posting] Re: Tequila War 1
Posted Tue, 2024-08-13 10:16 GMT

:lol: Assuming that the Borg will never show up again it will be a five-against-snouka... :lol:

[Posting] Re: Tequila War 1
Thread opener
Posted Tue, 2024-08-13 11:19 GMT

so we will announce a wolf game without alliances - it will be even more interesting this way

:lol: Assuming that the Borg will never show up again it will be a five-against-snouka... :lol:

[Posting] Re: Tequila War 1
Posted Tue, 2024-08-13 15:11 GMT

maybe I will just switch sides - then we can all be friends, build ships with no weapons and whoever has the strongest economy wins the game :lol:

[Posting] Re: Tequila War 1
Thread opener
Posted Tue, 2024-08-13 15:27 GMT

in this scenario, this is impossible - only war, but this scenario works best without alliances - every man for himself

maybe I will just switch sides - then we can all be friends, build ships with no weapons and whoever has the strongest economy wins the game :lol:

[Posting] Re: Tequila War 1
Posted Tue, 2024-08-13 18:54 GMT, edited Tue, 2024-08-13 18:56 GMT

Any more votes in favor of "no alliances, start now"? Then I would set it up.

(still unsure whether I should join as well. Have three games running already, and wanted to be the outside observer in case something goes wrong.)

--Stefan

[Posting] Re: Tequila War 1
Posted Tue, 2024-08-13 19:13 GMT

I am fine with any kind of decision. This Tequila thingy is an experiment for me anyway, I just wanna see how it works, never played it before. I will be no match for anyone there :smile:

[Posting] Re: Tequila War 1
Thread opener
Posted Thu, 2024-08-15 06:19 GMT

The Solar Federation Kobrov +

Any more votes in favor of "no alliances, start now"? Then I would set it up.

(still unsure whether I should join as well. Have three games running already, and wanted to be the outside observer in case something goes wrong.)

--Stefan

[Posting] Re: Tequila War 1
Posted Thu, 2024-08-15 15:36 GMT

+

Any more votes in favor of "no alliances, start now"? Then I would set it up.

(still unsure whether I should join as well. Have three games running already, and wanted to be the outside observer in case something goes wrong.)

--Stefan

[Posting] Re: Tequila War 1
Thread opener
Posted Sun, 2024-08-18 08:03 GMT

DarkAngel +

Any more votes in favor of "no alliances, start now"? Then I would set it up.

(still unsure whether I should join as well. Have three games running already, and wanted to be the outside observer in case something goes wrong.)

--Stefan

[Posting] Re: Tequila War 1
Posted Sun, 2024-08-18 09:01 GMT

DarkAngel +

Call me old-fashioned, but for a vote by a certain person, I would expect that person to be the sender of the message...

--Stefan

[Posting] Re: Tequila War 1
Posted Sun, 2024-08-18 11:07 GMT

Greetins All!

My vote - Yes ( "no alliances, start now").

DarkAngel +

Call me old-fashioned, but for a vote by a certain person, I would expect that person to be the sender of the message...

--Stefan

[Posting] Re: Tequila War 1
Posted Sun, 2024-08-18 14:18 GMT

Vote YES

[Posting] Re: Tequila War 1
Posted Mon, 2024-08-26 19:48 GMT

I configured the game with "no alliance" settings. I will start it on Wednesday, removing all slots still open by then.

--Stefan

[Posting] Re: Tequila War 1
Posted Wed, 2024-08-28 17:20 GMT

Game has started. Have fun. Don't drink too much of the Tequila. And maybe make up your minds for an end condition already.

(...oh, the game automatically respawned...)

--Stefan

[Posting] Re: Tequila War 1
Posted Tue, 2024-09-24 10:44 GMT

Hello

Do you know if there is a script that draws cacti on the map?

Giuseppe

[Posting] Re: Tequila War 1
Posted Tue, 2024-09-24 19:54 GMT

Do you know if there is a script that draws cacti on the map?

None that I know, but this is always an excellent way to invent feature requests.

Just a quick survey:

PCC2's "msgparse.ini" is not good enough to parse this kind of information. It can create markers (and I added the "Cactus" marker shape just for this, long long ago), but it cannot create a marker at a planet, and parsing a list of planet-Ids and cactus types is cumbersome.

For PCC2's "utildata.ini", you can add something like this:

16544,Cactus Score
        h = (-x0000)
        t = Version:
        t = --------
        t = %S32
        t =
        t = Your status:
        t = ------------
        t = Cactuses: %w [built %w]
        t = Score: %w
        t = Vote: %w

16545,Cactus Status
        h = (-p%w)
        t = There is a %2(cactus,foreign stump,exile stump,stump) on planet
        t = %0p (#%0d)

to decode the util.dat messages. But that doesn't give you anything that is not in the normal messages already.

For VPA's "vpa.msg", the original Cactus add-on has this to offer

; *** set cactus
Message Common
Check   1,[MESSAGE FROM CACTUS]
Check   [You set new CACTUS id]
Keep    Square 2
End

; *** capture cactus
Message Common
Check   1,[MESSAGE FROM CACTUS]
Check   [You have captured CACTUS id]
Keep    Square 14
End

; *** lost cactus
Message Common
Check   1,[MESSAGE FROM CACTUS]
Check   [You have lost CACTUS id]
Keep    Square 4
End

; *** destroyed cactus
Message Common
Check   1,[MESSAGE FROM CACTUS]
Check   [You have destroed CACTUS id]
Keep    Square 4
End

; *** CACTUS REF
Message Common
Check   1,[MESSAGE FROM CACTUS REFEREE]
Keep
End

which should be trivial to adapt (but I must admit I never tested that so I cannot tell you what exactly it gives you).

Finally, PCC2 has everything you'd need to implement this as an actual script. But that would have to be a real script with real logic, not just a matter of configuration.

Here's a quick and dirty script that I just came up with, and only rudimentarily tested:

% Quick and dirty cactus support

Sub DrawCactuses
  Local i, p, x, y, me
  ForEach InMsg Do
    If InStr(Text(1), "Cactus Referee") And InStr(Text(3), "Your cactuses") Then
      For i:=4 To Lines Do
        me := Text(i)
        p := Val(Mid(me, 1, 4))
        x := Planet(p).Loc.X
        y := Planet(p).Loc.Y
        If Right(me, 6) = "cactus" Then
          % 7=cactus, 22=bright green, -1=do not save
          NewMarker x, y, 7, 22, "cactus", 0, -1
        Else If Right(me, 5) = "stump" Then
          % 6=blue
          NewMarker x, y, 7, 6, "stump", 0, -1
        Else If Right(me, 7) = "foreign" Then
          % 12=dark green
          NewMarker x, y, 7, 12, "foreign", 0, -1
        Else If Right(me, 5) = "exile" Then
          % 4=red
          NewMarker x, y, 7, 4, "exile", 0, -1
        EndIf
      Next
    EndIf
  Next
EndSub

On Load Do DrawCactuses

To install, save as "cactus.q", and then install as a PCC2 plugin. From the command line: "c2plugin install cactus.q". From the graphical interface: F5 on the startup (game selection) screen, then INS, then choose the file. If you modify the file, just re-install to update.

--Stefan