• Last Seen: MIA
  • Joined: 10 yrs ago
  • Posts: 87 (0.02 / day)
  • VMs: 0
  • Username history
    1. Zamiel 10 yrs ago

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

You are still RPing out what happens either way, so there really is no such distinction. Just that if both parties do not agree to a certain result that they want story-wise (ie. neither wants to agree to lose), there is a very straightforward way of resolving a conflict.
duck55223 said
Am I accepted?


Yes! It is good. The second post will very soon have the list of everyone accepted who does not have WIP in their apps.
darkwolf687 said
I am (slowly, because phones are irritating to work on) producing an application. It might help if I wasn't half asleep too roflI assume faith gains similarly to tech points, ie: Every 3 days you get your statHow much would the faith awards cost?


For an amateur I can code rather decently with a solid understanding of OOP, but most of my experience is in console C++/java. Never messed around too much with graphics packages on them. js always filled all my needs in that regard very well. Speaking of phones, I remember when I messed around with Xcode for iphones 3-4 years back and had hell to pay for memory leaks in that mess - though I hear it is a very good IDE now...

Yes, faith and science will be in step with fleet strength updates. Every three days I will put up a post with everything. A section I will add this evening will be the specifics of how these three day "turns" if you wish to call the that will work.

EDIT: I will be brainstorming and assigning them faith costs depending on how powerful they are. A lot of work will be put into filling out things such as that over the next 24 hours.
What darkwolf said, and if both/all players agree to a certain result of ANY battle regardless of size then you can skip comparing Fleet Strength. If you want to play out a story with your Ace bomber pilots wreaking havoc on somebody else and you two agree then it is full steam ahead! The purpose is to keep it away from: "lol i hop in with super ships and autohit rek u kid" so that those who play for the story have an easier time against those who... don't.
mpjama2 said
Heh. Get rekt. Figured I wanted to play some bad guys for once. But these guys never research anything, so on the plus side, they will get outpaced in tech eventually. But ya gotta love nuke-slinging -robots.


I like your race a lot, though I did not expect someone to choose 0 science haha. I will likely add a tiny base science gain, or a mechanic to uncover a tech from vanquished foes before we start because otherwise you would be left behind rather quickly as soon as people create bigger guns like MAC cannons. I love Civ5 by the way, which one do you prefer?

Currently I am planning on an IC within two days time, which will be plenty for me to fill in a couple blanks!
** Fixed tech that stems from Particle Manipulation to what if was supposed to be, Particle Fields

This is how combat will work, and will also be put into post one:

At the end of each three-day tick (in addition to science and faith updates) each player will receive a "Fleet Strength (FS)" that I calculate on my end. This number will be a result of raw military power modified by bonuses that I derive from science and religion. Fleet Strength represents the aggregate total fighting power of a majority of a race's ships.

Combat calculation occurs when two or more players engage in fleet vs. fleet combat (ie. it applies only to large scale fights). This is up to interpretation, but it is implied that it is between two race's core fleets that represent a majority of their military statistic and thus can only be in one place at once. Other engagements fall fully under roleplay and should be worked out by players involved.

Simply put, the player who has a higher current Fleet Strength wins the engagement. Both players will have lost ships during the fight - thus both receive a negative change to their Fleet Strength. The player who has won the engagement loses 20% of their Fleet Strength, while the loser loses 50%. The result of this system is that although it is difficult to be completely obliterated over each three-day tick, you become very unlikely to conduct successful fleet actions henceforth until the start of the following three-day tick at which time your Fleet Strength is refreshed. Aggressors receive a smaller loss that makes engagements a more strategic venture. Allied race may choose to conduct a joint fleet operation that results in their Fleet Strength being added together for combat calculation.

Currently it is very simple - winner loses 20%, loser loses 50%. In the near future I may make a small html calculator that does more complicated calculations that determines Fleet Strength loss via the difference in between the two before combat, (albeit a fleet 10x the size of another will lose a lot less that 20%).

After each three-day tick when science/faith is updated in my post, I will include an updated Fleet Strength for each race that represents them constructing more ships to replace those you lost during the previous tick.
Here is the OOC!

I'll take a look at SmartArt for sure
Repost your race apps here! I know some of them are still WIP so no rush. All apps completed up to this point look good, no issues here.

Make sure to pick out the techs you want to start out with or suggest ones you want off the bat so we can work out cost. You have 100 points to work with, and here is the tech tree again.

Nation List (WIP):



Starting Techs Unselected







Small tech issue (see PM)



Interest Check

"And here, all alone in the million billion miles of midnight, is one solitary moving speck.
A fragile parcel filled with sleeping people and their dreams."

― Philip Reeve

Humanity from the dawn of time was fascinated these unfathomable lights in the sky.
The insatiable curiosity to reach the unknown just beyond our grasp drove us on journies of trillions of miles.
Humans, among myriad other dreamers of uncounted origins touched the face of their universe, and took it for their own.

Now blink - the lights are all gone. The night sky is an empty void of darker than black.




Half of all stars are rogues between galaxies, and are so thinly spread that only an incredibly faint glow to the most powerful telescopes gives away their presence. How many sentient species have come to flourish unnoticed in the vest emptiness of hundreds of millions of light years between galaxies? Far beyond the fringes of these cradles of sentient life, your race has evolved and flourished - yet utterly ignorant that anything exists past a few hunks of rock orbiting a ball of hydrogen outside their front door. Alas, not for much longer.

Where are the galaxies? Light from billions of stars packed tightly together must assuredly bridge even such gaps of millions of light years.

Yet why is the sky a flawless black?





Across the universe, Type III civilizations had come to harvest the radiation emitted by every galaxy within Dyson Spheres.

Our story takes place in one such enclosed galaxy and its close vicinity of about 50 million light years - let us call it "Milky Way" for easy reference. The civilization that had harnessed their galaxy like a work horse (they happened to have been humanoid), had vanished. Many signs of struggle and violence lie scattered among the countless stars: charred planets, incredible fields of wreckage. Perhaps a few still functioning automated remnant crafts and battle stations careen silently for eternity waiting for commands that are never to come. Ostensibly no sentient life remains of any developmental stage. Are these marks of the final internal struggle of the resident species that had annihilated themselves, or are these merely remains of a long ago primitive past for even these inhabitants who were forged through war and agony and had ascended to wisdom.

Over many millions of years of disrepair, the shell of the megastructure encompassing the galaxy began to be fail, and then to be violently torn by cataclysmic strains which it had for so long endured faithfully. Suddenly, the night sky is no longer dark, and a baffling point of light emerges for races beyond the periphery that had been long hidden. That would be fascinating - and perhaps spark technological revolution and the eventual development of spacefolding technology that could bridge this gap.

Fortunately, that is not necessary.



Something a mere hundred miles across is very easy to miss among even a single solar system's loose debris - especially if no one is even looking for it. Perhaps hundreds of millions of years ago this star system was part of the Milky Way and this node was connected within a network of gates allowing instantaneous travel. The Dyson Sphere prevented any energy from escaping, which seems to have included the tracer signals between these gates - until now. In time, your race may figure out how to key destinations through these gates. For now though, each gate in player controlled solar systems open a default path to the nexus station deep within the galactic core consisting of hundreds of such gates.

Wrest the galaxy from its wild abandon and reshape it on your image,
uncover the secrets of the ancients and their forgotten relics,
and perhaps find the truth behind their disappearance.
But beware, knowledge itself can stir up long forgotten evils that are better left untouched in this vest universe.
Technology
Each player begins the game with a pool of 100 research progress that may be used to purchase from the tech tree linked/show below. Every three days, your race's scientist stat is added to your research pool which I manage on my end. Tell me at the top of any of your posts what to set your research towards and I will change it to that and carry over progress from a previous tech you had already invested points into and not completed. Now, the very most important part: this tech tree is a very basic set of suggestions. Ultimately, you will be coming up with most of the technologies yourself, and I add them to the tech tree at a certain tier depending on how ridiculous it is. All of the technologies are "general" topics that do not unlock a particular thing - rather, a sci-fi concept that you have a wide application limited by being reasonable and adding fair weaknesses so it does not spell instant annihilation for everybody and should totally be mixed with other technologies to make something mind blowing. Whenever you wish to add a technology, post here or shoot me a PM and we will work out the science cost and possible prerequisites. It will then be available for all players to research.

Full Size Tech Tree





Religion
Religion is made to compete and piss off the science/fleet focused infidels. Faith accumulates in much the same way that science does except obviously with faith points - and again, done entirely on my end. The most powerful use is purchasing "destiny" tokens that can shift even the most hopeless situation in your favor dramatically once, or using that faith instead to purchase "miracles" that are essentially a significant mystery present that could be anything from a random technology to an advanced semi-sentient remnant cruiser joining your forces to revealing locations of many relics across the galaxy. Particularly religion focused races can find themselves capable of purchasing unique passive and activate-able abilities for themselves with faith. Overall, it would be a quirky with a bunch of luck and divine intervention involved - yet powerful tool for a race to have in its arsenal and viable to go all-out into. Each player begins the game with faith equal to their Theologian stat x 10.



Combat

At the end of each three-day tick (in addition to science and faith updates) each player will receive a "Fleet Strength (FS)" that I calculate on my end. This number will be a result of raw military power modified by bonuses that I derive from science and religion. Fleet Strength represents the aggregate total fighting power of a majority of a race's ships.

Combat calculation occurs when two or more players engage in fleet vs. fleet combat (ie. it applies only to large scale fights). This is up to interpretation, but it is implied that it is between two race's core fleets that represent a majority of their military statistic and thus can only be in one place at once. Other engagements fall fully under roleplay and should be worked out by players involved.

Simply put, the player who has a higher current Fleet Strength wins the engagement. Both players will have lost ships during the fight - thus both receive a negative change to their Fleet Strength. The player who has won the engagement loses 20% of their Fleet Strength, while the loser loses 50%. The result of this system is that although it is difficult to be completely obliterated over each three-day tick, you become very unlikely to conduct successful fleet actions henceforth until the start of the following three-day tick at which time your Fleet Strength is refreshed. Aggressors receive a smaller loss that makes engagements a more strategic venture. Allied race may choose to conduct a joint fleet operation that results in their Fleet Strength being added together for combat calculation.

Currently it is very simple - winner loses 20%, loser loses 50%. In the near future I may make a small html calculator that does more complicated calculations that determines Fleet Strength loss via the difference in between the two before combat, (albeit a fleet 10x the size of another will lose a lot less that 20%).

After each three-day tick when science/faith is updated in my post, I will include an updated Fleet Strength for each race that represents them constructing more ships to replace those you lost during the previous tick.
Posting and Turns
Each turn will be about three days long, and the change occurs when I post an update containing information of each race. This information includes a recalculated and refilled Fleet Strength number, updated science progress towards a technology, alerts of technology discovery, and the new total of your available Faith point pool. In addition to these changing figures, my post will include the affinity points and an image/list of all technologies discovered by each race available for all to view.


I will play as the (mostly) inactive remnant automatons, and will occasionally surface special events in the galaxy that may be either dangerous, or boons for you to possibly fight over if you so choose - and a loose sequence of events as players uncover history of the ancients over time. The most common such thing will be the uncovering signs of ancient artifacts which grant powerful effects for your race that may even include stat points, and a player may purchase additional effects for these artifacts with faith. Other than that, it is all up to you and your fellow players to guide the game!



So it is taking me longer because I decided to make the tech tree pretty.

Full Size

© 2007-2024
BBCode Cheatsheet