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Author Topic: Huske System: AI vs AI battles (Roleplay PvP) 2.0  (Read 149482 times)

Uomoz

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Huske System: AI vs AI battles (Roleplay PvP) 2.0
« on: August 28, 2012, 01:06:39 PM »

Forum Multiplayer. Video of each battle (720p). Inscriptions are always open, it's a free environment, anyone can climb to the top.
Even if a someone is WAY ahead, that doesn't interfere with the other players, almost at all. There will always be able competitors for every Admiral and the few ahead can *at best* stop 1 Defense of *1* player. So don't be shy, fight, earn your daily bread!

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CURRENT PHASE:
...T1 Restock Phase - T1 Challenges, Trade and Fights ...

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PLAYERS CHART
- Organize challenges, turns and chat between players.

TAIKAAMI STATION
- Ships, Crew, Intel, Captains, Admiral Marketplace, Videos, We got everything you need!

RULES:
Spoiler
How to start:

- Players must provide fleet name, faction name and admiral name (the universe is vanilla, but u're free to play minor, completley new, factions or play inside bigger vanilla factions).

- When starting out a fleet, players might spend up to 12000 + [total value of Skipped turns, see below, usually makes catching up very feasible] credits in SHIP HULLS (+ WEAPONS VALUE for each ship) \ FIGHTER WINGS.

- The game is organized in Turns divided in 2 phases. read below for more information.

Fleet composition:

- PM me the .variant files (HIGHLY SUGGESTED TRYLOBOT's EDITOR) and fleet composition. You can freely use Vanilla variants. No variants descriptions allowed, as building em take too much of my time. Remember to specify WeaponGroups in the .variant file. Use prefixes or suffixes for both .variant file names AND ids (Your_Nick_buffalomkII_CS for name and id, please). Name and ID should be identical and differ from previous versions of your ships. Upload variants using sites like http://www.mediafire.com/.

- Variants need to be inside OP boundaries.

- No FP Limit.

- Veterancy status of the crew can be upgraded paying the difference.

- Refitting costs the Weapons Value of the ship.

- Hangar space limit the amount of fighters (up to 100% hangar space used).

- All fleet compositions are hidden and known only by the owner player and ME.

- Default Veterancy status on all ships is GREEN.

- Player can sell ships for 1\2 their price (and transfer\sell crew and weapons aswell for 1\2 the price).

- Player can freely name ships, just PM me.

- Player can set the whole fleet behaviour (Attack, Defend).

Restock Phase:

- All modifications\upgrades\purchases must be requested during a Restock Phase. Basically everything that's not in the Challenge Phase.

- Players can either buy empty ships or add them Weapons, paying the Weapons Value cost of the ship.

- Completely destroyed fighters and ships can be repaired paying their Weapons value. Assigned crew is lost though.

- You can freely barter stuff with other players.

- A player may exchange money and stuff but his total possessions can never go below his starting pool (12k in money and\or ships). This is to prevent fake accounts for easy money + various shenanigans. This counts for quit fleets too.

- Form Alliances (YES, you can fight adding your ships to your partner), mercenary jobs, swapping factions (many players may share the same faction while performing in different fleets) are HIGHLY encouraged and resolved in this phase.

- You can declare to be Skipping (see Challenge Phase for mechanic) in this Phase.

Challenge Phase:

- Each player fight, defend or skip every turn spending his single action (token). Challenge Phase doesn't pass until everyone has either fought traded or skipped the turn. During a turn, each player can challenge others once (Challenge) and be challenged once (Defense).

FIGHT:

- You can publically challenge other players fleets on The Roleplay and Challenge thread, and both fleets earn 25% of the enemy destroyed\disabled ships value (not escaped) in usable money + the value of the weapons of the ships destroyed.

- Battles with no losses will be discarded and re-recorded.

- In battle, both fleets are fully controlled by Admiral AI.

- There's no way to lose SHIPS and MONEY during a fight unless a hull gets COMPLETELY destroyed, then it needs to be repaired.

- Players that (W)on their last turn Challenge may only challenge players that (W)on last turn. Players that (L)ost their last turn Challenge may only challenge players that (L)ost last turn. This rule apply until there are enough fleets of the same pool.

- For multi-player factions vs multi-player factions: The W\L rule apply for them and it now consider for each MP-fleet a "Leader". Factions and Alliances must declare the Leader or it will be arbitrarily assigned.

- When players share the Faction, they can challenge adding their ships together (consuming all participants Challenge token) or challenge alone. On the other hand other players may challenge the whole Faction fleet or any of its singular players.

SKIP:

- A player that Skips his turn gets Credits (see table in the Player Chart) and cannot be challenged for that turn. If done after challenged, the player gets only the Challenge Skip reward (as he only Skipped his attack). Skip Rewards scale up during the turns.

DEFEND:

- A Player fleet can forcefully defend another fleet spending its Challenge token, in that case nobody can attack the defended fleet without facing both. This can also be issu
[close]

GOALS:
- There is none.
« Last Edit: September 06, 2013, 03:51:07 AM by Uomoz »
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GUNINANRUNIN

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Re: AI vs AI battles
« Reply #1 on: August 28, 2012, 01:15:39 PM »

Did I inspire you?  ;)
Sign me up, I'd very much enjoy participating.
I've already got a small Vanilla fleet going so I'll just post the ships and their respective load outs as soon as I make it home.
I'll trim them a bit when I post according to the specified budget/FP constraints.
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In short, if you throw a stone out of the rear window of your spaceship you will go faster.

Thaago

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Re: AI vs AI battles
« Reply #2 on: August 28, 2012, 01:19:49 PM »

Hrmm, one problem: I'm pretty sure that when the player hits 'Autopilot' it doesn't activate the Admiral AI. So no escort commands or captures will be given. I would like this option though - I'd love to watch the AI duke it out.
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GUNINANRUNIN

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Re: AI vs AI battles
« Reply #3 on: August 28, 2012, 01:24:11 PM »

I'm pretty sure that when the player hits 'Autopilot' it doesn't activate the Admiral AI.
This is true. I had a thread on it a while back ("Die Admiral Die!!").
Uomoz is a robot though so that shouldn't be a problem. :3
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In short, if you throw a stone out of the rear window of your spaceship you will go faster.

Uomoz

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Re: AI vs AI battles
« Reply #4 on: August 28, 2012, 01:25:25 PM »

I'd setup a mission without control points. The only thing missing would probably be escort commands.

Alex, I summon thy, is it possible to disable Admiral AI or being able to enable it for both factions in a mission environment?

EDIT: whoa I'm over 1k messages.
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Alex

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Re: AI vs AI battles
« Reply #5 on: August 28, 2012, 01:28:08 PM »

Negative, at least for the time being.
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TJJ

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Re: AI vs AI battles
« Reply #6 on: August 28, 2012, 01:29:03 PM »

I'd love to see a mod that automated this process. Perhaps even provided a front end to the sharing of fleet designs.
Gratuitous starfarer battles..... Or something ;)
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BillyRueben

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Re: AI vs AI battles
« Reply #7 on: August 28, 2012, 01:29:42 PM »

This could be some form of forum multiplayer.Anyone interested in trying this? I can set the whole thing up, simulate the battles and video the results!

- FP and\or money limit to spend.
- RP possibilities with factions and stuff (points for faction warfare?).
- Does NOT bother Alex with another MP thread.
Um, awesome! If it does work, sign me up.
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Faiter119

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Re: AI vs AI battles
« Reply #8 on: August 28, 2012, 01:30:23 PM »

Quote
I'd setup a mission without control points. The only thing missing would probably be escort commands.

Alex, I summon thy, is it possible to disable Admiral AI or being able to enable it for both factions in a mission environment?

EDIT: whoa I'm over 1k messages.

Quote
Negative, at least for the time being.

WHAT SORCERY IS THIS!
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GUNINANRUNIN

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Re: AI vs AI battles
« Reply #9 on: August 28, 2012, 01:33:01 PM »

I'd setup a mission without control points.
What you could do is run it twice. Once with Fleet 1 as AI, and once with Fleet 2 as AI so its somewhat fair, and repeat as necessary until a victor is clear, or the 'battle' is determined to be a draw.

As long as running the same battles over and over isn't too tedious for you of course.
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In short, if you throw a stone out of the rear window of your spaceship you will go faster.

Uomoz

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Re: AI vs AI battles
« Reply #10 on: August 28, 2012, 01:37:43 PM »

Negative, at least for the time being.

Boss said NOPE. One more question then: Is there any way to impose a ship to not retreat? (maybe commander personalities? which personality should I use to emulate standard autopilot, if personalities still work in missions?)

I'd setup a mission without control points.
What you could do is run it twice. Once with Fleet 1 as AI, and once with Fleet 2 as AI so its somewhat fair, and repeat as necessary until a victor is clear, or the 'battle' is determined to be a draw.

As long as running the same battles over and over isn't too tedious for you of course.

Not tedious at all. But Admiral AI influence a lot in bigger battles!
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Faiter119

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Re: AI vs AI battles
« Reply #11 on: August 28, 2012, 01:44:00 PM »

Negative, at least for the time being.

Boss said NOPE. One more question then: Is there any way to impose a ship to not retreat? (maybe commander personalities? which personality should I use to emulate standard autopilot, if personalities still work in missions?)

I'd setup a mission without control points.
What you could do is run it twice. Once with Fleet 1 as AI, and once with Fleet 2 as AI so its somewhat fair, and repeat as necessary until a victor is clear, or the 'battle' is determined to be a draw.

As long as running the same battles over and over isn't too tedious for you of course.

Not tedious at all. But Admiral AI influence a lot in bigger battles!

Cult of Lud suicidal AI?
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Alex

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Re: AI vs AI battles
« Reply #12 on: August 28, 2012, 01:47:43 PM »

Not possible either - retreat orders are given by the admiral, not decided by individual captains.

Use the "steady" AI (or don't specify at all, and it'll default to it).
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Uomoz

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Re: AI vs AI battles
« Reply #13 on: August 28, 2012, 02:39:46 PM »

Ok then, let's give this a try! I need 2 players at least. Battles will be fought 2 times (switching player control but it will be AI controlled anyway). For this test:

- 40 FP limit.

- No price limit (yet).

- Fleet's faction name and admiral name.

- PM me the .variant files (HIGHLY SUGGESTED TRYLOBOT's EDITOR) and fleet composition.

- In the fleet composition you can specify up to 3 orders (like escorts) that will be issued before the battle starts.

- OPTIONAL: some RP about the fleet to spice the thing up, will be posted with the battle report.


EDIT:

If this works and turns out fun, we can have a galaxy map, sovereignty control, resources, intel, multi-player-factions.
« Last Edit: August 28, 2012, 02:41:58 PM by Uomoz »
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CrashToDesktop

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Re: AI vs AI battles
« Reply #14 on: August 28, 2012, 02:45:54 PM »

You CAN enable Adimral AI for both factions, actually.

If anyone's interested, I can tell you.
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