Author Topic: Question about multi-faction set-up  (Read 692 times)

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Offline DuraniumCowboy

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Question about multi-faction set-up
« on: August 04, 2017, 03:00:44 PM »
I want to create a start with several entities starting in Sol, similiar to what others have done.  What is the best way to set it up.  From what I have been able to see, I can either:

1)  1 Player race, numerous NPR's and a neutral race to act as unaligned people left back on earth - probably with a big truce to start with
2)  Multiple player races with a neutral race

I was leaning towards the second, but would be interested in hearing other people's ideas.

Also, I wanted to see if anybody knew of a good reference in the forum's that would describe how people play with multiple player races?  I am just interested in things like how people run combat and things like that while they are essentially playing themselves.
 

Offline Steve Walmsley

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Re: Question about multi-faction set-up
« Reply #1 on: August 04, 2017, 06:13:28 PM »
I want to create a start with several entities starting in Sol, similiar to what others have done.  What is the best way to set it up.  From what I have been able to see, I can either:

1)  1 Player race, numerous NPR's and a neutral race to act as unaligned people left back on earth - probably with a big truce to start with
2)  Multiple player races with a neutral race

I was leaning towards the second, but would be interested in hearing other people's ideas.

Also, I wanted to see if anybody knew of a good reference in the forum's that would describe how people play with multiple player races?  I am just interested in things like how people run combat and things like that while they are essentially playing themselves.

I have run several in the second format. I usually create a normal setup with the first race then create additional player races. Because every race sees the universe from a different perspective (in term of map layouts, sensor contacts, etc.) it is quite easy to put yourself in the position of each race and make decisions. The hardest part is ensuring you don't take advantage of knowledge that you personally have but that the race you are controlling doesn't have. Essentially though you are role playing every race.
 
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Offline DuraniumCowboy

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Re: Question about multi-faction set-up
« Reply #2 on: August 04, 2017, 08:15:44 PM »
Thanks Steve.  I have looked at some of your play throughs already, because you have done a lot of really fun multi-faction AAR's.  BTW, I think this is the first time we have crossed paths, and let me just express my gratitude for what you have provided us.  I got very into Starfire about 20 years ago, but could never find anybody to play with.  I used to run my own Starfire campaigns with myself (so depressing) with excel sheets and thought it would be cool to automate it more.  When I first bumped into Aurora, I was like "Holy crap, somebody actually did it!"  Good luck with C#.  I am really looking forward to it.

BTW, I just started doing you tube stuff.  I was thinking about doing a quick overview on major C# changes, but thought it might be a little presumptuous.  Let me know if you would be OK with me doing a preview.  I really don't want to review anything if you don't think the new concepts are pretty firm yet.

At this point, I am leaning towards doing a multi-player set-up, with maybe some random, dice throws to determine some aspects/constraints.  I think I'll do it on you tube as a kind of tutorial on how to do a multiple player set-up.
« Last Edit: August 05, 2017, 08:04:59 AM by DuraniumCowboy »
 

Offline Steve Walmsley

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Re: Question about multi-faction set-up
« Reply #3 on: August 05, 2017, 09:05:32 AM »
Thanks Steve.  I have looked at some of your play throughs already, because you have done a lot of really fun multi-faction AAR's.  BTW, I think this is the first time we have crossed paths, and let me just express my gratitude for what you have provided us.  I got very into Starfire about 20 years ago, but could never find anybody to play with.  I used to run my own Starfire campaigns with myself (so depressing) with excel sheets and thought it would be cool to automate it more.  When I first bumped into Aurora, I was like "Holy crap, somebody actually did it!"  Good luck with C#.  I am really looking forward to it.

BTW, I just started doing you tube stuff.  I was thinking about doing a quick overview on major C# changes, but thought it might be a little presumptuous.  Let me know if you would be OK with me doing a preview.  I really don't want to review anything if you don't think the new concepts are pretty firm yet.

At this point, I am leaning towards doing a multi-player set-up, with maybe some random, dice throws to determine some aspects/constraints.  I think I'll do it on you tube as a kind of tutorial on how to do a multiple player set-up.

No problem regarding the preview. Anything in the C# Aurora Changes List should be in the final version. There are still quite a few additional changes I expect to make but I don't want to post them until I have coded the affected areas.

I think players would also appreciate the multiple player setup tutorial.
 

Offline Garfunkel

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Re: Question about multi-faction set-up
« Reply #4 on: August 08, 2017, 07:41:59 AM »
It's probably best not to use NPRs in a Sol start if you're playing humanity as the diplomacy side of Aurora is pretty bare bones. It can get jarring quickly when the NPRs act so stupidly in plain view all the time. I've done 3-5 faction Sol starts with all player races and it is certainly doable even if you're not writing a story to go along with it. The biggest problem is to separate/differentiate the nations/races from each other. Using different fleet doctrines helps. Just make sure that Earth has plenty of minerals - use SM for this - as otherwise the game can dry up mighty fast. The more factions you have on Earth, the more minerals you need there. The default Homeworld minerals button in the System screen isn't enough and you can safely double it, especially if you're doing Conventional start. I haven't done TN starts with multiple factions on Earth so I don't know if the mineral requirements are as harsh there.

Remember that you can later add alien NPRs to spice things up if you want.
 

Offline Arwyn

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Re: Question about multi-faction set-up
« Reply #5 on: September 03, 2017, 03:44:45 PM »
I have done several multi-nation starts for Sol, and of the two, the 2nd option is going to give you the most control, and the least carnage.

Use option #1 if you want a hot war in the system after a period of building and development.

Use option #2 if you want control and a realistic political development. #2 is a LOT more work though, be prepared for that.

For option #1 games;
My first game ended in nuclear suicide when the Caliphate nuked the Russian empire. The exchange triggered the other Earth based powers into immediate retaliation, and the earth froze over from the effect of nuclear winter. The intense radiation didnt help... :)

Game #2 went will a much longer truce period, and went better, but still wound up in a shooting war as soon as the truce ended. Earth got glassed again.

Third game went for something different. I went with a premise of in system terraforming and colonization in the Sol system far into the future. Left the other colonies as NPR's, and Earth as a PC race. That game is still going. Shooting war kicked off when treaty ended, but no glassed planets yet.

My option #2 games;
First game went quite well, until it got huge. I started with too many powers (seven) and it quickly became a logistical nightmare to get through turns twoards the end. There were seven human powers, and 14 NPR's. The turns chugged, and it died a pink horrible death due to database corruption.

My second game went well, but I wound up abandoning it as it was a pretty sterile universe. Few colonizeable planets and no non-spoiler NPRs.

Working on my third game now.
 

Offline vorpal+5

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Re: Question about multi-faction set-up
« Reply #6 on: October 09, 2017, 02:50:00 PM »
I'm ashamed to ask, but how do you add NPR races to the Sol system? I created one as NPR (ticking the correct box in the F9 system view), but then could not switch view to the new race to edit it further (wanted to add a colony of their on Moon).  SM is on as you guess. 
 

Offline TheBawkHawk

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Re: Question about multi-faction set-up
« Reply #7 on: October 10, 2017, 02:33:15 PM »
I'm ashamed to ask, but how do you add NPR races to the Sol system? I created one as NPR (ticking the correct box in the F9 system view), but then could not switch view to the new race to edit it further (wanted to add a colony of their on Moon).  SM is on as you guess.

You have to enter designer mode (under the "game" tab of the main window) to edit NPR's. You'll need the designer mode password from Steve to enter it though.
 

Offline sloanjh

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Re: Question about multi-faction set-up
« Reply #8 on: October 10, 2017, 08:33:45 PM »
I'm ashamed to ask, but how do you add NPR races to the Sol system? I created one as NPR (ticking the correct box in the F9 system view), but then could not switch view to the new race to edit it further (wanted to add a colony of their on Moon).  SM is on as you guess.
You have to enter designer mode (under the "game" tab of the main window) to edit NPR's. You'll need the designer mode password from Steve to enter it though.

What you typically want for NPR races within Sol are "player controlled" (as opposed to "computer controlled") NPR, since the AI isn't really up to managing an "up close and personal" start.  These are created as if they were player races, then you role-play them.  This is what Steve does with his multi-faction starts.

John
 

Offline MarcAFK

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Re: Question about multi-faction set-up
« Reply #9 on: October 11, 2017, 07:33:35 AM »
Alternatively you could create a colony on the moon and transfer it to the NPR.
" Why is this godforsaken hellhole worth dying for? "
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