PlanetWars II
Moderator: Moderators
PlanetWars II
Finally, after 176 battles, Core forces have managed to conquer the galaxy:
http://planet-wars.eu/hof/1/win.jpg
Those are 30 bravest commanders on both sides:
http://planet-wars.eu/hof/1/topcore.jpg
http://planet-wars.eu/hof/1/toparm.jpg
Arm over-investment in defense of planets like Winland (geyser 04 type planet covered with permanent arm structures ranging from vehicle plants, flak cannons to advanced fusions) proved impenetrable for core attackers, but meant that Arm armies were unable to effectively counter-attack Core.
While all planets are being strip-mined to fuel core war machinery, both sides are gearing up for another major fight. Both arm and core plan to pick their respected war heroes from previous war as their supreme commanders.
Key changes for round 2:
* Faction keeps attack initiative until it loses a fight (Volleyball rules)
* Upgrades and structures visible for enemies too (red enemy, green ally, blue your own structure)
* Springie specs people if one team is more than 2x bigger than other
* Springie voteforcestart only counts votes from smaller team
* you are now given metal - 150 for victory, 120 for loss, 50 for owning controlled planet (per turn), 20 for owning occupied planet (per turn), 10 for each clout point if you own planet, plus the percent of the galaxy your faction controls
* upgrade unlocks cost 100,200,400,800,1600 metal
* ingame, your commander can purchase unlocked upgrade for ingame ammount of metal (this is substracted from your planetwars metal instead from ingame and spawned instantly)
* upgrades last until destroyed
* you can purchase blockade fleet and order order it around galactic map. If it orbits a planet where fight happens, it blocks enemy upgrades (except already existing structures). If you lose fight, you lose oribiting fleet.
* Settings page has timezone dropdown so you can see all events stamped in your local time.
Credits go to PlanetWars team:
Quantum, Lurker, Jonanin, CarRepairer, MidKnight and Licho
And of course to numerous CA dev team and its contributors.
http://planet-wars.eu/hof/1/win.jpg
Those are 30 bravest commanders on both sides:
http://planet-wars.eu/hof/1/topcore.jpg
http://planet-wars.eu/hof/1/toparm.jpg
Arm over-investment in defense of planets like Winland (geyser 04 type planet covered with permanent arm structures ranging from vehicle plants, flak cannons to advanced fusions) proved impenetrable for core attackers, but meant that Arm armies were unable to effectively counter-attack Core.
While all planets are being strip-mined to fuel core war machinery, both sides are gearing up for another major fight. Both arm and core plan to pick their respected war heroes from previous war as their supreme commanders.
Key changes for round 2:
* Faction keeps attack initiative until it loses a fight (Volleyball rules)
* Upgrades and structures visible for enemies too (red enemy, green ally, blue your own structure)
* Springie specs people if one team is more than 2x bigger than other
* Springie voteforcestart only counts votes from smaller team
* you are now given metal - 150 for victory, 120 for loss, 50 for owning controlled planet (per turn), 20 for owning occupied planet (per turn), 10 for each clout point if you own planet, plus the percent of the galaxy your faction controls
* upgrade unlocks cost 100,200,400,800,1600 metal
* ingame, your commander can purchase unlocked upgrade for ingame ammount of metal (this is substracted from your planetwars metal instead from ingame and spawned instantly)
* upgrades last until destroyed
* you can purchase blockade fleet and order order it around galactic map. If it orbits a planet where fight happens, it blocks enemy upgrades (except already existing structures). If you lose fight, you lose oribiting fleet.
* Settings page has timezone dropdown so you can see all events stamped in your local time.
Credits go to PlanetWars team:
Quantum, Lurker, Jonanin, CarRepairer, MidKnight and Licho
And of course to numerous CA dev team and its contributors.
- CarRepairer
- Cursed Zero-K Developer
- Posts: 3359
- Joined: 07 Nov 2007, 21:48
Re: Galaxy dominated by core!
It's a lie. I wasn't brave at all. I was quite scared.
Re: Galaxy dominated by core!
You haven't fixed anything, or done anything abotu steamrolling, if anything its worse.
Re: Galaxy dominated by core!
You cannot guarantee equally skilled teams. You cannot even detect when they are equally skilled reliably..
Re: Galaxy dominated by core!
Needs mercenaries.
Re: Galaxy dominated by core!
It was more a problem that core players refused to play as long as google or sak weren't there ...
Re: Galaxy dominated by core!
New round is now open!
Colonize your planet today, win a bonus skirt for your commander!
http://planet-wars.eu/
(Register on autohost using !register command, as previous round)
Colonize your planet today, win a bonus skirt for your commander!
http://planet-wars.eu/
(Register on autohost using !register command, as previous round)
Re: Galaxy dominated by core!
idea: integrate FF or Eternal struggle for deepspace fights?
/me needs to register *yargh!*
/me needs to register *yargh!*
Re: Galaxy dominated by core!
I think either way, starships would be nice as an air factory for CA - big, slow gunships that can take fire from any weapon... you know, rather than using a second mod.
Re: Galaxy dominated by core!
i havent tried planetwars yet (because i didnt really know what it was until now) but after reading over the available material, i must congratulate the devs on releasing something like this.
i remember reading somewhere on this forum that the MMORPG scene killed off RTS games, by taking that idea of "building up" and micromanaging, and applying it to a game where you would never have to start over again unless you wanted to, which conversely made playing an hour long game of an RTS and having to start over again from scratch every time a lot less appealing (not for me! i love rts and find mmos tedious... but i can defenitely see how the argument applies to some people.)
having a campaign style game mode for a multiplayer RTS like this is a great idea, it will be a big selling point both for CA and for spring as a whole.
i remember reading somewhere on this forum that the MMORPG scene killed off RTS games, by taking that idea of "building up" and micromanaging, and applying it to a game where you would never have to start over again unless you wanted to, which conversely made playing an hour long game of an RTS and having to start over again from scratch every time a lot less appealing (not for me! i love rts and find mmos tedious... but i can defenitely see how the argument applies to some people.)
having a campaign style game mode for a multiplayer RTS like this is a great idea, it will be a big selling point both for CA and for spring as a whole.
Re: PlanetWars II
This is win, there have probably been more CA games these past weeks than in last year. A few comments:
- This shit rocks
- It would be nice if the teams where balanced according to PW-rank. What i mean is that it is fine and dandy that the game looks at team size this time, but there is a huge difference between 5 generals v 3 nooblets and 5 nooblets v 3 generals.
-I also think the 2:1 policy is still too high, 3:2 should be the max limit for team unbalance. If there are more players on one side, forcespec the ones who joined last or have lowest rank.
- This is great stuff, good job.
+++ ps: I know you guys want to keep it close and personal, as is your right, but you know what mod could use this for epic winnage? SWIW!
- This shit rocks
- It would be nice if the teams where balanced according to PW-rank. What i mean is that it is fine and dandy that the game looks at team size this time, but there is a huge difference between 5 generals v 3 nooblets and 5 nooblets v 3 generals.
-I also think the 2:1 policy is still too high, 3:2 should be the max limit for team unbalance. If there are more players on one side, forcespec the ones who joined last or have lowest rank.
- This is great stuff, good job.
+++ ps: I know you guys want to keep it close and personal, as is your right, but you know what mod could use this for epic winnage? SWIW!
Re: PlanetWars II
I dont understand, do you pay with "spring metal" or "planetwars metal"?* ingame, your commander can purchase unlocked upgrade for ingame ammount of metal (this is substracted from your planetwars metal instead from ingame and spawned instantly)
Because if the first is true, you could use an almost won game to gather lots of metal and buy everything you want...?
And I think only stable release CA versions should be used for games.
Re: PlanetWars II
You pay using planetwars metal.
Re: PlanetWars II
Me likes pw
I joined core, and core is winning
I joined core, and core is winning

Re: PlanetWars II
Planetwars metal probably should be renamed something else, like galactic credits or something, to better distinguish it from in game metal...
Re: PlanetWars II
Done, its now credits :)
- Tribulexrenamed
- Posts: 775
- Joined: 22 Apr 2008, 19:06
Re: PlanetWars II
wow.... im jealous...
/me counts money again and searches for compy parts.
/me counts money again and searches for compy parts.
Re: PlanetWars II
And it uses the Euro sign which makes it compatible with THISLicho wrote:Done, its now credits :)

Re: PlanetWars II
What if space fleets had the option of attacking one another with the result being decided with a game of THIS?