Friday, September 27, 2013

Internet Archive: Classic MPOGD News Post: New Version of Solar Empire Released

From:  http://web.archive.org/web/20020803102403/http://www.mpogd.com/news/?ID=345



July 27, 2002
New Version of Solar Empire Released

Cut & pasted announcement from Solar Empire Development News at SourceForge.net :

Posted By: moriarty

Date: 2002-07-12 10:08

Summary:New version

About a week ago version 2.0.1 of Solar Empire was released. This version incorporated many bug fixes as well as numerous improvements such as black-markets, player relations, and a new planet overview page amoung other things.

By my (rather dodgy) maths the games administrators now have about: 1.12068900421632 + e202 different game setups to choose from. Thats got 202 "0"'s on the end of it!!!! So the game is definatly open to a lot of variation (mind most of those games would be the same, but even changing the important vars could create many thousands of different games and play styles!).

I have just now released version 2.0.2. This version incorporates a few bug fixes over the last version. Nothing else.

Moriarty

MPOGD News Editor's Note: Solar Empire is a space mining strategy game that is in Open Source.


 
Admin: Edit Posted by: Charles Rector

Wednesday, September 25, 2013

OMGN News: Purely Solar Empire Server Games Reset

From:  http://archive.omgn.com/news.php?Item_ID=206&Offset=110&Order=asc&Datestamp=1044086400



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Purely Solar Empire Server Games Reset
By: Charles Rector | Other | Game Data | 10:08pm, February 23, 2003
Note: The following News pertains to the Purely Solar Empire Server
only:

Server News

Moriarty - 09:33 - Feb 23, 2003
Courtesy of KilerCris (probably spurred on by the all knowing idiot weaz), all games have been reset on this server. This was done exploiting a little bug which i am now in the process of fixing. Moriarty

Moriarty - 22:39 GMT - Feb 23, 2003

A few more changes.
- There are now two different ship limits. One of them limits the number of warships you may have (ships with the battleship upgrade), the other limits all the rest of the ships. This should allow the admin more control over just how agressive the players can become.
- Due to the above change, it is now NOT possible to put more than 4999 fighter capacity onto one ship unless the ship is classed as a battleship (bilkos upgrade).
- The attack pack (as brought from bilkos) now increase fig capacity by 900 - up from 700).
- Fixed a lot of the bugs that have been reported.
- ships are no longer listed on the player info screen. They can now only be found under fleet command.

- Moriarty

OMGN News: Quantam Star Solar Empire

From:  http://archive.omgn.com/news.php?Item_ID=202&Offset=110&Order=asc&Datestamp=1044086400



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Quantam Star Solar Empire
By: Charles Rector | Other | 3:28pm, February 23, 2003
A new server of the open source space strategy game,
Solar Empire, has just sprung up. Quantam Solar Empire is a variant of the SE type. It claims to be a new and improved version of SE.

OMGN News: Purely Solar Empire News

From:  http://archive.omgn.com/news.php?Item_ID=194&Offset=100&Order=asc&Datestamp=1044086400



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Purely Solar Empire News
By: Charles Rector | Other | 4:59pm, February 22, 2003
The following News has been cut and pasted from the
Purely Solar Empire Server Game Listing Page and only applies to the SE games running off that
server:

Server News

Moriarty - 02:14 - Feb 22, 2003
IMPORTANT! READ THIS!

I have made some rather dramatic changes to the game and have just uploaded them.
There are now fleets in the game. All ships form part of one fleet.
I have Got rid of Towing!. Instead of towing now all that happens is that every ship in a fleet will follow every other ship in the same fleet. So there is no real 'command ship' any more. You can command any ship in a fleet, and all the rest in the same fleet will follow.

- Each player can have up to 120 seperate fleets!
- At present the Fleets only purpose is to allow for more efficient towing. However when fleet attacking is complete they will have many more uses.
- Any new ships you buy are in the same fleet as the ship you are commanding.
- A ship can only be assiged to 1 of your fleets at a time.

There are also Clan Fleets. These will server simply to afford clan members mutual protection. At present they don't do anything. Again this will change with fleet attacking completed.

I have added Armour to the game. At present no ships have any as it doesn't do anything.

There is now a new page called Fleet Command this will allow you to do lots of stuff with fleets. It is from this screen that you must now self-destruct ships from.

That lot shouldn't be too much to take in. Enjoy. :)

- Moriarty

Moriarty - 07:15 - Feb 21, 2003
This will probably be my last update for a few days.
I'm about to start work on the fleet-attack system. And as well as that i'm going to be making a few drastic changes to planets, and probably bombs too. You won't see any of these changes for a few days though. But they will all come at once when they do come.

Recent Changes
- More bug fixes and code improvements.
- It is now possible to fill a fleet with goods from a port.

- Moriarty

OMGN News: More Purely Solar Empire News

From:  http://archive.omgn.com/news.php?Item_ID=176&Offset=80&Order=asc&Datestamp=1044086400



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More Purely Solar Empire News
By: Charles Rector | Other | Game Data | 2:04am, February 19, 2003
The following News only applies to the Purely Solar Empire Server and it is from that server that this News was taken from:



Server News


Moriarty - 01:56 (GMT) - Feb 18, 2003
Seems i forgot to post my changes yesterday. Oh well.
Join the Advanced Empires game if you want to play a version of SE where you don't start with all the tech. Should prove for a very interesting game.
Changes
- Fixed one heck of a lot of minor bugs. :-)
- Engine upgrades are now available. A cheaper one at Sol, and a more expensive one at the Blackmarkets. They increase your speed in combat, and in games where the cost warp cost is based on the ships in the fleet, they can lower the warp cost between systems!
- Added a new story to the story collection (which can be found in the help pages). The story relates to the new engine upgrades.
- Admin can now give all players a cash injection.
- Fixed the bug that stopped planet passwords from being turned off.

Anyone with any suggestions on how the interface for a new Fleet Attacking function i'm working on should look, feel free to message them to me in any of the games.
When i say fleet attacking, i mean like: "Your 5 Skirms and 2 Warmongers are attacking the enemies 1 Brob and 9 AB's".

- Moriarty

OMGN News: Purely Solar Empire News

From:  http://archive.omgn.com/news.php?Item_ID=168&Offset=80&Order=asc&Datestamp=1044086400



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Purely Solar Empire News
By: Charles Rector | Other | Game Data | 2:07pm, February 17, 2003
The following News was posted at Purely Solar Empire and applies to only that SE server:

Server News


Moriarty - 04:06 - Feb 16, 2003
Weeeeee....
Well i've been hard at work playing with the code, and have some significant improvements to report:

- There is now a Ship Duplicator at sol that will allow you to make an exact structural copy (everything except the contents of your hold) of the ship you are commanding.
However Seatogu doesn't like alien tech, so only ships with tech you can get from Earth can be used.
- It is now possible to mass purchase any ship in the game (with the obvious, and not very small exceptions of the two flagships). This includes Black Market ships!
- There is now an much improved clan-ranking screen where you can easily compare clans statistics.
- Due to an astute observation by a player in the new Chaotic Empires game, when ship prices don't increase even if fighter prices do. This has now been rectified, so that the cost of a ship is based on it's hull price + the value of it's fighters.

- That's enough for today. It's 9am here. Bed time. :)

- Moriarty



Moriarty - 12:53 - Feb 15, 2003
Booo...
Yes i'm still here, and still playing with stuff.
Today a few medium sized changes:
- The most obvious change is the system information that appears at the top of the star system screen. This information is now presented in a nice table based layout. It holds all the same information, but has an extra little feature pertaining to autowarp that shows what jumps are left to jump. If you don't like the new system there is a user option to change it to the old one.
- I have performed major surgery on the user options page. Gone is the day of complicated option change. Now it's nice and simple with radio buttons for most things, so you can easily see what you're getting yourself into. Take a look. You might just understand this version. :)
- Autowarp now runs from the star-system. So when you've entered a destination, you'll go straight back to the star system, rather than to a page saying it's all set.
- Autowarp now says how many jumps are left to a system (in both new and old).
- And one last thing: the user option to specify if you want planet reports all the time or some of the time, or none of the time is now removed. Instead you can now choose on a per-planet basis (so you can have your production planets on, and your defence planets off). Hope it makes life a little easier.
- Moriarty

OMGN: Purely Solar Empire Server News

From:  http://archive.omgn.com/news.php?Item_ID=152&Offset=60&Order=asc&Datestamp=1044086400



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Purely Solar Empire Server News
By: Charles Rector | Other | Game Data | 6:49pm, February 14, 2003
The operator of the Purely Solar Empire Server Moriarty, has been experimenting again with his SE game as evidenced from the following:

Server News


Moriarty - 01:32 - Feb 14, 2003
Guess who.
Yep been playing with the code again, and this time we have a rather larger change than the other recent one's i've been making.
I have put something so wonderfully marvelously genously awesome into the game that there's already a word for it:
"Time"! :-)

Well it's not THAT good, but it's better than nothing (note: other servers :) ).
Basically it's an alternate play style, and can be turned on or off by the admin (hehe, it's better than real life. U can't turn time off here :) ). What it does is stagger the release of technology/planets/ships/everything.
The game will generally start with only MF's and SS's available. Then once time is passing and players are using their turns, more items will become available. Players don't have to research anything, it just happens.

So no more starting with access to a whole armarda, this is more realistic. Though eventually you will have access to you precious ABStars and Brobs, but not at the start.

- Enjoy. Advanced Empires will be restarting tomorow, and when it does, it will be the first game to have it turned on.
Word of warning though: It's still in the test phase. The amount of time it takes for things to appear will probably need balancing. Afterall, you don't just invent time overnight... ;-)

- Moriarty

OMGN News: Purely Solar Empire Update

From:  http://archive.omgn.com/news.php?Item_ID=142&Offset=50&Order=asc&Datestamp=1044086400


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Purely Solar Empire Update
By: Charles Rector | Other | Game Data | 6:59pm, February 13, 2003
Note: The following News pertains only to the Purely Solar Empire Server and not to the other SE servers.

Server News


Moriarty - 12:25 - Feb 13, 2003
Me again.
Been playing with a few minor fixes and improvements:
- I have added 'planetary slots', similar to those that can be seen on the Tradelair server (the idea was originally proposed in the globals). It is only possible to create planets in a system with empty slots. For the 3 running games i have set all slots in all systems (bar sol) to 2. So that means that only 2 more planets can be built per system. This will have no effect on the present number of planets in a system.
-- From now on, when a game resets there will always be planet slots in a system. These slots are randomly placed (The admin can specify the most possible slots a system can be given) at universe creation.
-- They can ONLY be turned off by creating a universe with pre-created planets (a admin var i programmed a long time ago). So either way, from now on the maximum number of planets in a system will be limited by the admin. That means no more - 200 planets in 1 system... Otherwise known as 'turn burners'.
- Fixed the bug that let ramscoops load up more than their capacity of cargo.
- Clan members can now click on the 'new' link next to their clan forum to see new messages for the clan forum (same to the standard forum system).

As you've probably noticed by now, there's now a fourth game on this server, called Chaotic Empires, this game will (like all the others) be different from the norm, in that every game will have a different admin.
This should allow more people to get to know what the admin can and cannot do, as well as present some very new game types (one of the conditions of becoming an admin for the game is that you be original with the game vars).
There are after all about 1.86463338260134107707700092928e+142 possible combinations for all the admin game vars (that's written as: 1,864,633,382,601,341,077,077,000, 929,280,000,000,000,000,000, 000,000,000,000,000,000,000,000,000, 000,000,000,000,000, 000,000,000,000,000,000,000, 000,000,000,000,000,000,000,000 ). (That's more than there are theoretically atoms in our universe (only 78-81 0's on the end, rather than our 142!!!)
True, you can't get that many different game types out of them, but I'd hazard a guess you can get at least a few hundred out of them. If not thousands.

- Either way it should keep people busy formulating new strategies and formulating games to beat those strategies. :)

- Moriarty

OMGN News: Purely Solar Empire News

From:  http://archive.omgn.com/news.php?Item_ID=136&Offset=40&Order=asc&Datestamp=1044086400


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Purely Solar Empire News
By: Charles Rector | Other | Game Data | 11:07pm, February 12, 2003
The following News pertains to the Purely Solar Empire server and not to the other Solar Empire servers. News originally posted by the operator of Purely, Moriarty:

Server News


Moriarty - 07:27 - Feb 11, 2003
Morning Peeps.
Well i've been playing with the code again, the first time in a long time, and performing some long overdue work.

Todays changes:
- It is no longer possible to use Omega Missiles, Quarks or Terras when the admin has planet attacking turned off.
- The admin now has the ability to make it so as when a player retires from a game they can't rejoin the game for however many hours. This should get rid of a few of the less ethical strategies (including cheating). :)
-- I've set the vars for the games as follows: Blitz: 12 hour wait. AE: 24 hour wait. Slow: 48 hours.

- There are now percentages shown on your player information page, similar to those shown on the clan page for your clan. This gives you one less reason to be in a clan now... ;-)
- I've also made a few other less significant changes and maintence fixes.

More will come soon, and purely will be back up there as the most advanced of the servers. :)

- Moriarty



Moriarty - 08:45 - Feb 09, 2003
I have implemented some code that will stop omega missiles from setting planet colonists to idle, whilst still killing as many colonists as before.
This will have some implications for those of your who used this bug as a strategy.

- Moriarty

OMGN News: Quantam Star Solar Empire Update

From:  http://archive.omgn.com/news.php?Item_ID=127&Offset=40&Order=asc&Datestamp=1044086400


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Quantam Star Solar Empire Update
By: Charles Rector | Other | 5:26pm, February 11, 2003
There is now a discussion forum devoted to the Open Source 2.0.7 version of Solar Empired.

OMGN News: Solar Empire Sources Explained

From:  http://archive.omgn.com/news.php?Item_ID=116&Offset=20&Order=asc&Datestamp=1044086400



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Solar Empire Sources Explained
By: Charles Rector | Other | 8:21pm, February 6, 2003
Recently, on the forums for the open-source space mining strategy game, Solar Empire, programmer Maugrim the Reaper explained the sources for the game and the differences between them. Following is his post :

There are currently two sources:

Open-Source SE (Moriarty) available at http://sourceforge.net/projects/solar-empire/ .

The updated Open-Source version of SE available to the public domain. Ranges from the popular 1.2 version to 2.0.2 (as seen on Purely to an extent). The latest has some quirks when installing but overall a good version. It's the base source for the Purely server and incorporates quite a few additions over the 1.x.x series, though take up on servers has been a little slow. This is still more advanced code than that used by many other servers and as Open Source is the only one capable of being used freely to build your own version. Being open-source it is generally the recommended option for starting a server. Most other options come with a few rules.


Quantum Star SE Project (Maugrim_The_Reaper) available upon request. You can email me at mailto:maugrimtr@hotmail.com.

Has just reached version 2.0.9 as opposed to 2.0.2 for the Open Source version. 2.1.0 is due in March 2003. Although based on the 2.0.2 source code, Quantum Star SE has been fully updated to solve all known bugs and installation issues. It has also built up a framework to expand SE Modules or add-ons, improve player options, prevent cheats, support any level of Admin styles and increase the scope of the game. Player wants are a main focus. This source is not strictly open-source, the project holds a copyright over its work and forbids the use of any section of the code that differs from the open source to be used on a non-affiliated server. The project is a little complex, but basically we release our code to servers who join and promote the project or to developers who wish to lend a hand. We have a small membership but are well supported. To get a copy of the code requires that you either a) join the project, or b)affiliate your server with the project, or c) are a potential developer who wishes to check the code out. Membership costs nothing, and gives you free access to the code.

Hope this helps some, I'll let Moriarty double the text on the open-source version...

Luck,
_________________
Maugrim The Reaper

"The problem with people is when they're not drunk, they're sober."
(William Butler Yeats)

OMGN News: Quantam Star Solar Empire Released

From:  http://archive.omgn.com/news.php?Item_ID=108&Offset=10&Order=asc&Datestamp=1044086400



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Quantam Star Solar Empire Released
By: Charles Rector | Other | 12:08pm, February 5, 2003
The first released of the Quantam Star version of Sola Empire has just occurred. Following is Moriarty's announcement from the SourceForge webpage:

Posted By: moriarty
Date: 2003-02-01 09:56
Summary: First release of Quantum Star SE
I have released the first easily accessable open source version of Quantum Star SE courtesy of Maugrim the Reaper.
This version of SE includes numerous refinements and bug fixes over version 2.0.2 which it is based upon.
It does not include the image set, but this set has now been released as a seperate package (as its a full 1MB), which will work with either Generic SE or Quantum Star SE.
Version 2.0.2 is now also available in a "small" vesion that does not include images either.

Moriarty

OMGN News: Quadrant 51 Solar Empire Kaput

From:  http://archive.omgn.com/news.php?Item_ID=97&Offset=0&Order=asc&Datestamp=1044086400


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Quadrant 51 Solar Empire Kaput
By: Charles Rector | Other | 8:33pm, February 2, 2003
What was once the most popular server of the open source game Solar Empire is now no more. From the Quadrant 51 website:

Dear Q51 Members:

Due to certain circumstances, mainly lack of time and interest, the Solar Empire section of Q51 will be shut down until further notice. I hope to bring this section back online in the future with the latest code release and a little more support on my side. Recently, I've had no time to run this server properly and a few whiney players contacting me every ten seconds didn't help the situation either. I will post any updates here.

Thanks to many of you for your support,
NigerianRabbi & The Q51 Admin Staff

Friday, September 20, 2013

Internet Archive: Classic MPOGD News Post: Solar Empire Update

From:  http://web.archive.org/web/20011225111211/http://www.mpogd.com/news/index.asp?id=1878689147



Tuesday, December 04, 2001
Solar Empire Update
Posted by - 
Charles Rector  4:54:37 AM
Admin: Edit
Info from an AIM conversation with the admin of Modern Solar Empire .

The Modern Solar Empire server has returned online with "all of its bugs fixed."

Internet Archive: Classic MPOGD News Post: Solar Empire 2 Development Site Up

http://web.archive.org/web/20011225111634/http://www.mpogd.com/news/index.asp?id=1439715920



 Sunday, August 19, 2001
Solar Empire 2 Development Site Up
Posted by - 
Charles Rector  1:18:06 AM
Admin: Edit
The following was sent via AIM to this writer from Solar Empire 2 developer Chris:

The Mighty Chris: Hello, I am sending this to all SE players on my list, and you should too. Please visit Solar Empire 2 Development Sign-Up Form to create an account on the SE2 Development site. Here you can review the spec doc and vote your opinions on specs and suggest and discuss features and stuff on the forums. Also during SE2 development you will be able to login to SE2 through this account

MPOGD Staffer's Comment:

Solar Empire 2 is a sequel project to the Open Source game Solar Empire . If anyone wants to get in a game development project at its opening stages, then this is an opportunity to do so.

Thursday, September 19, 2013

Internet Archive: Classic MPOGD News Post: Old Skool Solar Empire Game Reset Today

Wednesday, September 05, 2001
Old Skool Solar Empire Game Reset Today
Posted by - 
Charles Rector  10:34:06 AM
Admin: Edit
The Old Skool version of the open-source game, Solar Empire, reset today at about 8:00 AM Central Standard Time.

The following News Item was cut & pasted from the Old Skool game's login page:

2 September 2001

I have officially done my first real bit of work to SE that wasn't simply a cushy job. The newbie protection is now in effect, and from this moment on, all newbies will have 48 hours of protection in which they can't attack or be attacked. This only leaves two old-skool items to be resolved. The 24 hour out of game period after death, and the ability to build fighters on the planets. Shouldn't be too hard, I hope. I think for now I'll bask in my happiness that I actually did something involving PHP without requiring someone to come in and mess with it for me :)

- Arturo 

Wednesday, September 18, 2013

Internet Archive: Classic MPOGD News Post: House Forsaken's Hosted Solar Empire Games

Saturday, August 11, 2001
HousE ForsakeN's Solar Empire Games
Posted by - 
Charles Rector  2:20:59 AM
Admin: Edit
During the early days of Solar Empire, HousE ForsakeN was the dominant clan, but eventually left SE for greeneer pastures after SE took a turn for the worse. Now about a year later, SE has since become an Open Source game and HF has returned to launch/admin 2 open source variants of the original SE. To try the "Old Skool" & "Modern" SE games, just point your browser to:ForsakeN's Solar Empire Launcher 

Saturday, September 14, 2013

Internet Archive: The Solar Empire Project at SourceForge March 2001

http://web.archive.org/web/20010309135421/http://sourceforge.net/projects/solar-empire


  
 

 

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Solar Empire - Summary


--------------------------------------------------------------------------------
Summary |  Admin |  Home Page |  Tracker |  Bugs |  Lists |  Tasks | 
Surveys |  News |  CVS |  Files | 
--------------------------------------------------------------------------------

Solar Empire is a web based strategy game.
 


•Development Status: 4 - Beta

•Environment: Web Environment

•Intended Audience: Developers, End Users/Desktop, System Administrators

•License: GNU General Public License (GPL)

•Natural Language: English

•Operating System: OS Independent, POSIX

•Programming Language: PHP, Perl

•Topic: Turn Based Strategy
Registered: 2000-12-13 11:28
Activity Percentile: 84.7232%
View project activity statistics Developer Info 
Project Admins:
bryan_se
moriarty
presbmk
kilercris
randee

--------------------------------------------------------------------------------
Developers:
18 [View Members]  
 


Latest File Releases 
Package  Version  Date  Notes / Monitor  Download  
solar-empire 0.008  January 31, 2001  -   Download 

[View ALL Project Files]  


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Feature Request Tracking System


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Anonymous FTP Space  
   Latest News 
SE.com 
    moriarty - 2001-02-23 07:11
--------------------------------------------------------------------------------
 Still down. our servers still up - release of 008 
    moriarty - 2001-02-02 07:52
--------------------------------------------------------------------------------
 Site down - wolfden still up - release 0.007 
    moriarty - 2001-01-17 06:15
--------------------------------------------------------------------------------
 Main SE site will go down. Use the mailing lists. 
    bryan_se - 2001-01-10 12:46
--------------------------------------------------------------------------------
 Install Progress, New Release 
    bryan_se - 2001-01-07 04:48
--------------------------------------------------------------------------------
 CVS is working. Main server will move to it. 
    bryan_se - 2001-01-06 12:44
--------------------------------------------------------------------------------
 A Working Release 
    bryan_se - 2001-01-04 22:32
--------------------------------------------------------------------------------
 Developers meetings 
    moriarty - 2001-01-04 14:27
--------------------------------------------------------------------------------
 The less broken release 
    bryan_se - 2000-12-27 22:41
--------------------------------------------------------------------------------
 All Games Reset 
    bryan_se - 2000-12-23 15:36
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Sunday, September 8, 2013

SpaceZone SE Game Player Options

On this page you will find a range of options that will enable you to customise Solar Empire.
Here are some other Options that you may set.


attack_report
This variable lets you decide what sort of report you get after attacking, or being attacked.

Receive only a brief overview of any battle that takes place
Recieve a very comprehensive battle report if you are the attacker. If you are the defender you will be sent a very comprehensive message if the ship that got attacked was big/warship, otherwise a brief report will be sent.

cursing_filter
Determines the cursing filter (default is low)

None
Low
High

forum_back
Allows you to choose how many hours the forum should list per screen.
Min: 1, Max: 168

news_back
Allows you to set how many hours of news will be shown per screen.
Min: 10, Max: 700

planet_report
Decides whether a production report is returned from a planet during the daily maintenance.

Nothing returned
A report will be returned, but only if the planet produces something
All planets will return a report, no matter what.

show_abbr_ship_class
Ship listings in a star system can be made to show only abbreviated ship types (such as MF for Merchant Freighter). All such abbreviations are shown in the help next to the relevent ship.

Show full ship type.
Show abbreviated ship type.

show_aim
Allows you to show or hide other users AIM contact details.

Hide AIM details.
Show AIM details.

show_clan_ships
This options controls whether all clan ships are shown on the clan_control page, or an overview of them. If turned off, the page will load much quicker later in the game.
There is a link in clan control that will allow you to see all clan ships if have the long list disabled.

Limited clan ship list shown.
Full clan ship list shown.

show_config
Your ship's Configuration is a collection of two letter code's that describe what your ship is capable off, such as:
sc:ls
Information about what the codes mean can be found in the help.
This setting allows you to show or hide the configurations from next to your ships in the star system window.
It only really needs to turned on when you have lots of ships of the same type, each of which has been upgraded in a different way.
If off the configurations will still be shown elsewhere in the game. But it will save a small amount of bandwidth.

Hide Configurations
Show Configurations

show_icq
Allows you to show or hide other users ICQ numbers.

Hide ICQ numbers.
Show ICQ numbers.

show_minimap
The Minimap is the map in the top right corner of the star System. When disbabled, a link to the full map will be shown in it's place.

Minimap Disabled.
Minimap Enabled.

show_pics
Pictures are loaded in numerous places throughout the game. They can be turned off here. (This will not effect the Minimap. That can be turned off elsewhere on this page)

Hide Pictures.
Show Pictures.

show_rel_sym
Relations symbols allow a player to see what relation you (or your clan) have set up with another player.
This is generally un-nessary for indeps, but a must for clans.

Hide relations symbol.
Show relations symbol.

show_sigs
Signatures are are appended to the end of personal or forum messages sent by another player.
Turning them off can make the forums load significantly faster.

Signatures Hidden.
Signatures Shown.

system_disp_method
This variable determines what you will see at the top of the star-system page.

The original method which just uses text. Slight less bandwidth, but also less functionality.
A newer method that displays the systems details within a table. Has some extra functionality over the older one.

tow_method
There are two ways to tow your fleet:

Use a method that allows you to tow your whole fleet at once, or just individual ships.
Use tow method that enables you to use checkboxes to select which ship you wish to tow.

Internet Archive: SE Admin Info

http://web.archive.org/web/20000418043608/http://www.solarempire.com/hosting_info.php3



If you run a decent web site then you can host your own game of Solar
Empire, which will give you your own universe for your web site which
you will have control over. 

When a game is hosted the actual web pages are still served from the
Solar Empire servers, so there is nothing to install and set up on your
own web server except for the login form html code. If you'd like the
game will not be listed on the main Solar Empire site, which will give
your web site the exclusive point of login. 

Requirements 

Form 

HTML codes 

If you run a clan or game page you can use the following html or
something similar to it to put a login form on your site. Eventually I
am looking to be able to have your own universe running for your sites
which you will be able to configure and manage in a variety of ways. 


<form action='http://www.solarempire.com/login.php3' method='post'>
Login Name:
<br><input type='text' name='l_name' size=10>
<br>Password:
<br><input type='password' name='passwd' size=10>
<input type=hidden name=db value=se>
<input type='submit' value='Login'>
</form>

If you want to sign up members then the following could be added as
well. 


No account?   <a href=http://www.solarempire.com/signup_form.php3>Sign
up here.</a>

Here are the variables in which you will have control over in the game
to change the way the game is played. (as of 12-28-99) 
(*) means not yet implemented 

clan_member_limit - max number of players able to join a single clan (*) 
game_wipe - when this is set to 1 all players and such will be removed
when the next hourly maintanence is run 
hourly_shields - number of shield points regenerated each hour 
hourly_turns - number of turns gained each hour 
hours_after_death - hours a player is out of the game after being killed 
hours_befor_attack - hours that have to pass before a new account can
attack 
max_turns - max number of turns 
new_logins - determines weather new players can sign up (*) 
planet_attack_turn_cost - (*) 
space_attack_turn_cost - number of turns it takes to attack another ship 
start_cash - (*) 
start_turns - (*) 
sudden_death - when this is set, players can't ever regenerate 
uv_check_unlinked - (*) 
uv_fuel_max - max amount of fuel in a star system when universe is
generated 
uv_fuel_min - min amount of fuel in a star system when universe is
generated 
uv_fuel_percent - percent of star systems that will have fuel when
universe is generated 
uv_metal_max - max amount of metal in a star system when universe is
generated 
uv_metal_min - min amount of metal in a star system when universe is
generated 
uv_metal_percent - percent of star systems that will have metal when
universe is generated 
uv_min_star_dist - min distance between star systems, best to leave it
alone for right now 
uv_needs_gen - when this is set to 1 the universe will be (re)created
when next nightly maint is run 
uv_num_ports - number of star ports when universe is generated 
uv_num_stars - number of stars in the universe 
uv_port_variance - amount of variance in prices at star ports 
uv_show_warp_numbers - (*) 
uv_universe_size - size in pixels of the universe 

Internet Archive: SE Secondary Game July 2000

http://web.archive.org/web/20000706203633/http://www.solarempire.com/login_form.php3?game=Secondary&db_name=se2



  
Game Name  Secondary  


Login Name:

Password:
   

No account?  Sign up here.

Players 85 
Players Alive  23 (27%)  
Cash  552428  
Cash Average  6499.15  
Turns  68927  
Turns Average  810.91  
Turns Run  25277  
Turns Run Average  297.38  
Kills  937  
Kills Average  11.02  

Ships 233 
Fighters  90687  
Fighters Average  389.21  

Planets 9 
Fighters  11311  
Fighters Average  1256.78  

Clans 10 
Membership  19  

Top 15 players:
Frags Login Name 
156  War~Hawk  
133  †±‡ The Healer(DXD)  
89  GDFSP  
71  PAEBub(D*R)  
60  EDGE(*R*)  
58  Admin  
58  Gearz Omega  
54  Placid(SOS)  
54  unholyalliance(*R*)  
43  LucifeR  
39  future  
35  Snake(-X-)  
17  F8L Rogue  
14  SilverNights  
2  Vulcan  

Last 50 news headlines:
  
Jul 06 - 14:12  Captain Bly retired.  
Jul 06 - 13:31  GDFSP destroyed theonewhokills's Escape Pod.  
Jul 06 - 13:31  GDFSP destroyed theonewhokills's Scout Ship.  
Jul 06 - 13:31  GDFSP destroyed Kronus's Escape Pod.  
Jul 06 - 13:31  GDFSP destroyed Kronus's Merchant Freighter.  
Jul 06 - 13:30  Empire retired.  
Jul 06 - 13:25  F8L Rogue destroyed Empire's Merchant Freighter.  
Jul 06 - 13:25  F8L Rogue destroyed Empire's Merchant Freighter.  
Jul 06 - 12:36  Teampika retired.  
Jul 06 - 12:36  Pikachu retired.  
Jul 06 - 12:21  scififighter16 retired.  
Jul 06 - 11:50  Placid created the Sonz of Sinz(SOS) Clan.  
Jul 06 - 10:31  †±‡ The Healer destroyed scififighter16's Escape Pod.  
Jul 06 - 10:31  †±‡ The Healer destroyed scififighter16's Merchant
Freighter.  
Jul 06 - 10:30  †±‡ The Healer destroyed scififighter16's Merchant
Freighter.  
Jul 06 - 10:02  scififighter16 joined the game.  
Jul 06 - 09:43  †±‡ The Healer destroyed Pikachu's Escape Pod.  
Jul 06 - 09:43  †±‡ The Healer destroyed Pikachu's Scout Ship.  
Jul 06 - 09:24  †±‡ The Healer destroyed Teampika's Escape Pod.  
Jul 06 - 09:24  Admin destroyed Teampika's Scout Ship.  
Jul 06 - 09:07  GDFSP destroyed Kronus's Escape Pod.  
Jul 06 - 09:07  GDFSP destroyed Kronus's Merchant Freighter.  
Jul 06 - 09:05  dred retired.  
Jul 06 - 08:58  Kronus joined the game.  
Jul 06 - 08:57  Kronus retired.  
Jul 06 - 08:57  Kronus created the planet Happy Land  
Jul 06 - 08:51  EDGE created the Reckless Riders(*R*) Clan.  
Jul 06 - 08:32  GDFSP destroyed OffCenter's Escape Pod.  
Jul 06 - 08:31  GDFSP destroyed OffCenter's Scout Ship.  
Jul 06 - 08:31  EDGE created the planet EDGE 1  
Jul 06 - 08:28  Kronus joined the game.  
Jul 06 - 08:19  Admin destroyed SACRED's Escape Pod.  
Jul 06 - 08:19  SACRED destroyed Snake's Escape Pod.  
Jul 06 - 08:18  Admin destroyed SACRED's Scout Ship.  
Jul 06 - 08:06  OffCenter destroyed the planet Rebuild  
Jul 06 - 08:06  OffCenter destroyed GDFSP's Scout Ship.  
Jul 06 - 08:05  OffCenter destroyed Snake's Scout Ship.  
Jul 06 - 08:00  unholyalliance destroyed PAEBub's Merchant Freighter.  
Jul 06 - 08:00  unholyalliance destroyed PAEBub's Merchant Freighter.  
Jul 06 - 07:54  unholyalliance destroyed PAEBub's Harvester Mammoth.  
Jul 06 - 07:43  GDFSP destroyed SilverNights's Escape Pod.  
Jul 06 - 07:43  GDFSP destroyed SilverNights's Scout Ship.  
Jul 06 - 07:34  unholyalliance destroyed PAEBub's Harvester Mammoth.  
Jul 06 - 06:50  unholyalliance destroyed PAEBub's Merchant Freighter.  
Jul 06 - 06:15  King Arthur retired.  
Jul 06 - 06:14  Xox retired.  
Jul 06 - 06:13  Harley D retired.  
Jul 06 - 06:05  Moonwalkman retired.  
Jul 06 - 06:05  †±‡ The Healer destroyed Moonwalkman's Escape Pod.  
Jul 06 - 06:05  †±‡ The Healer destroyed Moonwalkman's Scout Ship.  

Internet Archive: Solar Empire TalkHouse Game July 2000

Note:  To get a flavor of just how screwed up SE creator/developer Bryan Livingston could be, just check out the state of the TalkHouse game.  As far as memory goes, TH never did get their game fixed and so one of SE's powerhouse clans of the past got screwed over.  


http://www.solarempire.com/login_form.php3?game=TalkHouse+(German+Clan)&db_name=th


  
Game Name  TalkHouse (German Clan)  


Login Name:

Password:
   

No account?  Sign up here.

Error: Unable to retrieve user information
reported: Unknown database 'th'

Solar Empire Credits

Solar Empire Credits

Solar Empire was designed by Bryan Livingston.

Additional programming by Rob Hardy and Randee Shirts.

Open Source programming by: Moriarty, KilerCris, TheRumour, Semicolon, DJCapelis.

Ship Images: Rendered by Admiral V'Pier; Based on meshes from www.axeman3d.co.uk and www.3dtotal.com.

Quote on the Front page by: Bhyter. Date: Jan 22 2002. Time: 17:21. Place: Original game Forum; Weaz's Server.

Patrick (Maugrim the Reaper) for the opening story.

Eric Hamilton for intital inspiration.

Monday, September 2, 2013

My Ideas for a New House Forsaken Solar Empire Game March 31, 2003

Note:  The following is a mystery document that I found in my email.  concerning a House Forsaken Solar Empire game during the period when the former Solar Empire Section that later became known as the Browser Based Gaming Realm was disintegrating in the wake of the TDZK Cheating Scandal coupled with revelations of cheating and hacking perpetrated by HF's leadership in years gone by.  The mass resignation of BBG members coupled with the weakening and eventual collapse of the BattleField 1942 Realm meant the end of HF as an effective gaming force and its transformation into being nothing more than a mere forum clan.

Anyways here is the mystery document that reveals much about the state of SE in 2003:



Well, once again, I've been ketp from posting my
thoughts on the subject in-depth due to other pressing
matters. However, here's a cut & paste from 1 of my
posts on another thread concerning stuff that our
version should avoid at all costs: 

Krioni: This is a game where there are 75 turns & 100
shields generated per hour. You basically have
pain-free, risk-free killing here. These stats, plus a
ship called the Transversor, guarantees that if you
have entered the game early and/or have a strong,
experienced clan behind you, that you will have
pain-free, risk-free killing sprees here. No more
chance of being stuck high & dry without turns or
having your ship's shields being so whittled down for
hours on end after the attack that they would be
vulnerable to attack. And no more having to make the
long haul to Earth aka Sector #1, subject to attack
along the way there & back either. SE has lost a lot
of what challenge it had & with it, the suspense &
need for careful planning & strategizing that once
made it one of the most interesting, not to mention
fun games around.


Well, a lot of what's been suggested above is either
fluff or stuff that should wait until our version is
out of beta. Not too much of it really gets to the
core of what's wrong with SE. First of all, the game
was much better under Bryan's control despite all the
problems that were encountered with Mr. Livingston.
Those were all 100 sector games, at least in Original.
There were 2 turns & 5 shield generation per hour.
This prevented the strong from pummelling the weak in
mindless killing sprees. It ensured that the game
would be fun for all including newbies, independent
players & smaller clans. There were far fewer shops,
ships & weapons making the game a lot easier to learn
how to play. There were no warp drives or bursts or
for that matter safe Sector #1's. This made all
players having to choose to either travel to Sector #1
armed & leave the planet weak or go to Sector #1 weak
& susceptible to attack. This added both high strategy
to the game & also made it possible for the underdogs
to possibly strike at those on the top & bring them
down a notch or 2. 

In SE as it currently is, the game is far more
complicated than it originally was, making it harder
to learn how to play. This has a bad effect on the
number of people trying out the game, which in turn
hurts the qulaity of gameplay. With warp drive & ships
like the transversor & safe Sector #1's, its almost
impossible for weak players to inflict damage on the
stronger. Now, its the strong are on top from the get
go & the weaker have no chance to really participate
in the game except as cannon fodder. 

Well, I have to go now, but you get the basic idea. In
order to save SE, you have to bring the game back to
its roots. The ideal solution is to combine Bryan's
original vision with honest, competent administration
& fixing problems immediately, rather than letting
them go unfixed for months after becoming aware of
them as Bryan did with the 5k fighter planet bug. 

crector

Well, hopefully tomorrow, I'll be able to expand on
this subject at length. 

For now: 

If you guys had read my previous posts, I'm not
advocating a wholesale return to Bryan's SE. There are
some features that have been added since November,
1999, such as clan-wide messaging that have been for
the better. However, if you want to save the game,
then what you have to do is to bring the game back to
when it really worked & was loads of fun and then
retool the features already in the game back then. 

What do I mean by "retooling," you might ask. Well,
that entails redoing the feature in question so that
it adds more to the game than it originally did. For
example, Starports in SE have always been places where
you simply sell your stuff and nothing but that.
Starports could be revamped so that they also have
Banks where you deposit money for 5% daily interest.
Starports could also start off the game with say 5k
Fighters set on Passive & 5k Shields for protection
against attack. If a clan was successful in capturing
a Starport could have it for its own exclusive use &
it could also purchase franchises for the shops at
Sector #1 (Wally's, etc.) & their members would be
able to enjoy significant discounts on the stuff
purchased at the shops at the port. Of course, the
Starport at Sector #1 would be exempt from military
action. The strategic significance of Starports would
also be enhanced if no more than 4 or 5 sectors
outside of Sector #1 had them. It should be pointed
out that I'm not suggesting that we implement trading
between ports because that would transform SE into a
space trading game like SMR & TDZK & we really don't
want that now, do we? 


In other words, go back to the days when SE both
worked & was fairly popular, then rework the features
already in the game, then once that's done, add more
to the game, but in a careful thoughtful manner. Let's
face it: when SE had 100 sectors, 2 turns per hour & 5
shield generation per hour, the game worked. Now, with
games of 600+ sectors, 75 or so turns per hour, 100
shield generation per hour and as many as 50% of all
sectors having Starports, SE really doesn't work & it
isn't popular at all. Here's something else that I
hadn't gotten around to discussing: In Bryan's SE,
resources were rare & far between as were Starports.
In the current SE, at every server, there are loads of
respirces & multitudes of Starports. Yet by common
consensus, the game is screwed up. Sometimes less is
more. 


crector

[quote="Antaeus Arturo"]The game won't be set up until
you guys can come to a consensus on how it should be
run. Just FYI.[/quote] 

ok, guys, you saw what Arturo said here. No consensus,
no SE game set up under HF control. Let's try to come
up with something that we can all agree on. Here's my
proposal: 

100 sectors 
AutoWarp, but not Transwarp. 
5 shield generation per hour 
2 turns per hour 
No more than 15k total resources in any sector & no
more than 40% of all sectors have resources. 
Have free colonists. 
Implement banks at Starports with 5% interest daily
earned on deposits. 
Have no more than 4 Starports outside of Sector #1 
Have Gamma Bombs at the original price of 80k publicly
available at Wally's again. 
Get rid of the Auction House & Charity Shop. 
Clan membership limit at 10. 
No islands in the game. 
Call the new game the "SE Newbies Server" so as to
attract new players to the game. Under the above
specifics, the game will be a lot more newbie-friendly
than any of the other SE games. 

Anybody else care to post their specifics? What ideas
for a 1st round of a HF SE game do you have? Is it
possible that we can agree on these? Remember, we can
play 1 round, then start a process of revamping
features and dropping/adding others until we reach a
game that we're pretty satisfied with. Once that's
done, we can give it a new name such as Space Miner or
Space Fleets or whatever & its own domain name & site
and then go all-out to promote it as a brand-new game
in its own right. Then, we can implement the idea for
a league. 

In any event, we have to come up with a consensus on
game specifics in order to get our own game setup. 

crector


--------------------------------------------------------------------------------

[quote="Mr. A."]It sounds just like the OS-SE project
we did, which failed. It just won't work, people are
too used to the quick tempo of the game for it to be
like that anymore. We have to build on the SE that
exists now, I don't have any ideas right now, but the
ones you came up with about the ports, and banks, etc.
are really good.[/quote] 

If you're referring to the Old Skool game, you're
wrong. That game had a high turns per hour rate, high
shield generaton rate, huge quantities of resources in
practically every sector & most of the post-Bryan
features in the game. It was called Old Skool, but it
wasn't old school. Furthermore, calling it "Old Skool"
made it sound like a veterans game to newbies, so
that's why not very many people signed up for it.
Going back to SE's roots simply hasn't been tried.
Solar Empire was simply far more popular in Bryan's
day than it is today. I can remember Original games
with over 400 players, whereas today's SE can rarely
muster even so much as 75 to a game. 

There aren't all that many regular SE players any
more, so it doens't make a whole lot of sense to make
another SE game that panders to them. That kind of
reasoning is what's lead to the development of all
these SE servers, all offering, as Arturo put it in
this thread's opening post, "there's just too many
servers out there doing the exact same thing." The
simple fact is that there are a lot of SE players past
& present who would prefer a slower alternative, as
shown by the fact that when the game was slower, it
was also a lot more popular. Look at the most popular
space strategy BBG's out there. How many of them offer
you the kind of turnage rate that SE does now?
Practically none. In SMR, the fastest ship speed is 9
turns per hour, yet that game has almost 800 players
in it with a universe of just under 3,000 sectors as
compared to the current Modern SE universe's 600
sectors. Here's another thing: today's SE is one of
the most newbie-unfriendly BBG's in existence. With
the game's hyper-quick tempo, they simply don't have
much of a chance to be able to learn how to play the
game before getting blasted & blasted until they say
too Hell with it all & go on to some other BBG. 

In any event, if you look back & read my posts more
carefully, I'm not advocating a wholesale adoption of
Bryan's original game. Some of the newer features such
as clan-wide messaging and the ability of clan leaders
to change the password are for the better. Many of the
features, such as Starports & Planets (future post
coming up there) need revamping. However, the basic
ideas of Bryan's game are still sound: a game that
quite often lasted a month or so at a time, done at a
slow tempo thus giving newbies a chance to learn how
to play the game, with limited resources & a low
turnage rate in the game so as to force players to
choose between engaging in gratifying their homicidal
lusts in the beginning or colonizing for a
resource-less future. The low turnage & shield
generation rates helped protect newbies with the
result that many of them learned how to play the game
and stick with it. Additionally, in Bryan's game,
players who entered the game a week or so after it
started, could & did have a really good game, whereas
in today's SE unless its an experienced player, you're
behind the 8-ball. 

Today's SE with its rejection of Bryan's original
stance, has a low standing with the gaming community
at large. I know this because whenever I've tried to
get players in other games interested in SE, the
reaction is that either they've either never heard of
it before or that they've heard that its horrible. The
few players who had actually tried the game almost
unanimously thought that it was awful. That's why we
need to go back to SE's roots, revamp it with our own
game, and then ultimately go and use the result to
launch our own game, shorn of SE's poor reputation. 


Following is a cut & paste of SC's HF SE game settings
with his original statements having quote marks around
them and my responses following. 
Given the fact that Arturo's thread has gotten too
long, it seemed best to start a new thread to continue
the quest for a consensus. 

"Star Systems - should be kept fairly low. Something
like 200 - 400. Or higher/lower based on the # of
people joining. There are some maps out there with
like 1000 systems, and it's near impossible to find
anyone because there are so few people in comparison
to the star systems." 

Response: Actually, 200-400 sectors is a pretty high
number given that Bryan's SE games never had any more
than 100 sectors. However, for old times's sake, we
could go with 300 sectors for our first game since the
HF SE game that Arturo admined usually were that size.


"Starports - Something between 5 and 10%, perhaps 20
at a real max if we wanna go a bit extreme. One thing
we don't want though is starports in every, or every
other sector. Otherwise there's no need to really
scout for a prime location to set up at." 

Response: That sounds like a pretty good idea,
although it would be best to limit the number of
Starports to no more than 4 sectors outside of Sector
#1 in a 100 sector game. In a 300-sector game, that
would amount to 13 Starports. That way, Starports
would be prime locations that clans could fight over.
Of course, I do want the Starports in the 1st round of
our game to have Banks where you can earn 5% daily
interest on your money. 


"Turns - 25 an hour 600 max (takes a full 24 hours to
fill to max). 600 turns may SEEM like a lot at first,
but it can go by really quickly when shifting
colonists or scouting around." 

Response: 25 turns per hour is an absurd number,
especially considering that in SMR the fastest ships
will garner their owners less than 10 turns per hour
in a universe that's just a little under 3,000
sectors. That kind of turnage is what makes the
wholesale slaughter of newbies possible in todays SE.
That slaughter, in turn, is why the number of players
in SE is far lower than it was in Bryan's day. In
Bryan's 100-sector games, it was 2 turns per hour. In
a 300-sector game, it could be 6 sectors per hour. In
the spirit of reaching a consensus on this issue, we
could have it set so that after Sudden Death begins,
the number of turns per hour goes up 2 every 24 hours
until such time as SD is over with a clear winner. As
for the max number of turns, Bryan's games had 100 max
so in a 300 sector game, that would be 300 max turns.
In SD, that number could go up say 100 turns per 24
hours. 

"Shields - 5 to 10 an hour." 

Response: That sounds good. In Bryan's game, it was 5
per hour. In SD, it could be upped to 10 per hour. 

"Attacking ships- 5 to 10 turns per ship attack. Can
attack 60 to 120 ships if you have a full load of
turns. " 

Response: 5 turns per attack was what it was in
Bryan's game. This discouraged mindless newbie
slaughter & guaranteed that players would generally
focus on scoring kills that benefit their clans (such
as off other clans) instead of trying to pad their
statistics. This would also give independent players a
chance to have some fun. 

"Attacking planets - 10 to 30 turns. Attack a planet
or planets 20 to 60 times." 

Response: In Bryan's game, it was 5 turns to attack a
planet. In our game, we could start off with 30 turns
to attack planets to allow newbies & independents a
chance to build up their planets, then once SD starts
to bring it down 5 turns every 24 hours to 5 turns per
planet attack. 

"Clan size - I think 6 is a nice clan size limit. 5 is
allright, and anything less than 5 makes it VERY
difficult for clans to make productions. Make it
harder for newer people to stay alive. More than 6 is
getting a bit large, except it can be fun once in a
while for a change." 

Response: Sounds great, SC. 

"Starting funds - Should be changed as the game
progresses until SD. Thus giving more cash to those
who start later, giving them a chance to catch up a
bit more to those who have signed up earlier." 

Response: This is a pretty good idea, SC. 

"Independants vs Clans - I know on some servers there
is an option where it costs credits to set up a clan,
and where there is also a clan tax to join the clan.
That is one option. Another option is having the Admin
give credits to any player who is an Indy to help him
keep up a bit more with clans. " 

Response: In Bryan's SE, independents were able to
play pretty good games & have lots of fun too.
Remember the TM's struggle against Reverend Norb in
the Test Game? This was because under Bryan, the game
settings were such as to greatly discourage mindless
attacks on independent players during the pre-SD
period. If we avoid having absurdly high turns per
hour rates & shield generation per hour such as in the
Modern SE game, then we will be able to provide
independent players with a much more level playing
field than in the other SE games. 

"Things to remove - The Omega bombs from Bilkos don't
do anything. You collect them and they disappear. Fix
them or take them out. But don't let people waste
their cash on something that isn't there." 

Response: Sounds good, SC. 

All right guys, want to come to a general agreement on
initial game settings so that we can get a new game
set up? Start posting away! 

I'm especially interested in SC's ideas for other game
settings such as max resources in a sector, % of
sectors with resources, etc. 

crector