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Harry Seeber

Discussion  - 
 
I had to leave a game yet to start because I screwed up my name. Is there any way to clear my previously quit tag & rejoin?
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Harry Seeber's profile photoChris Lee's profile photo
3 comments
 
If it's yet to start email Jay anyway. Maybe he can clear the spot for someone else.
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Jay Kyburz
moderator

Discussion  - 
 
Rule change tomorrow. In games with scan restricted trade and formal alliances, you will not be able to use allied scan data to trade. 
1
Chris Lee's profile photo
 
Haha, I thought that was a bit of an exploit when discussion whether or not it would work with someone else the other week.
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Jay Kyburz
moderator

Discussion  - 
 
I have no idea what this list is, but NP is number 50 on it!

http://vk.com/wall-31866112_1694252
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Harry Seeber's profile photoVítězslav Ferko's profile photo
2 comments
 
VK is Russian facebook. It's a top 100 games of all time list ripped from PC Gamer.
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Ian Thomson

Discussion  - 
 
Warp speed is retroactive? Awful feature. 
1
Brian Flowers's profile photoIan Thomson's profile photo
5 comments
 
I see it the same way as you Brian. Isn't the whole basis of warp gates to essentially bend space time (create a wormhole), allowing you to move huge distances faster than the speed of light? If you lost the gate you were travelling to, I would guess that would be like slamming on the brakes. If there never was an initial gate to travel through, you would never be able to get to that destination planet gate, because you would never have been travelling faster than the speed of light to begin with.  

The way it is right now, seems to say you can project some sort of warp speed radius from a single gate that ships can somehow take advantage of, regardless of distance. 
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Dakota Hawkins

Discussion  - 
2
Chris Lee's profile photo
 
Oh, very nice.
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Justin O.

Discussion  - 
 
Anyone have some resources I can read on how to best approach research for fastest gains in NP2?
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Justin O.'s profile photoHarry Seeber's profile photo
2 comments
 
Thanks!

Is it just me or does weapons research seem less effective? I know number-wise it does the same thing as it used to, but maybe it's balanced out by manufacturing.

It seems that I see more players going for a balance of techs. I guess you need more than one trading partner in order to stay competitive since there is no one single tech that helps dominate?
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Jay Kyburz
moderator

Discussion  - 
 
A must read for all the most hardcore NP fans out there..

Diplomacy: The Board Game of the Alpha Nerds

Its long, and all the best bits are towards the end, but I enjoyed reading and I hope you will as well. 

http://grantland.com/features/diplomacy-the-board-game-of-the-alpha-nerds/
Before Risk, before Dungeons & Dragons, before Magic: The Gathering, there was Diplomacy. One writer enters international competition to play the world-conquering game that redefines what it me...
4
Chris Lee's profile photoMichael Cowley's profile photo
3 comments
 
Good lord that sounds awful/wonderful. So familiar indeed...
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Harry Seeber

Discussion  - 
 
+Jay Kyburz Are you really One Word Dictionary? Regards, Moop :)
1
Harry Seeber's profile photoJay Kyburz's profile photo
5 comments
 
Yeah I know, but at least you would have to rebuild the economy. 
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Not sure if this is something that's been discussed or planned at all, but I had an idea about a slightly different game mode that should make games a little more tense in the end game (and stop the end game dragging out for too long).

The main difference in this mode is that the amount of ships (and possibly money/science) that a planet can generate over its lifetime is based on its resources. Every production cycle the planets resources decay based on how much was used (in a simplified example where only ships are taken into account you could have it such that the resources reduce by one for each ship built there this cycle). Once the planets resources reach a certain threshold ship production (and again, possibly money/research) would be halved at that planet, and eventually that could even reduce to one quarter and so on. Making planets depletable should result in a greater value on each ship in the late game, a reduced capability to turtle the entire game, increased aggression/desperation in the late game, increased value in the Terraforming research and a dynamic environment (an area that was of great interest at the beginning of the game may be entirely worthless and abandoned by the end).

This is of course entirely theoretical, considerations such as rate of resource decay, factors which effect resource decay and similiar would need to be taken into account. None the less I think it sounds like a fun way to shake things up a little.
3
William Bray's profile photoVítězslav Ferko's profile photo
5 comments
 
Fair point.
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Jay Kyburz
moderator

Discussion  - 
 
Oh also, Rosslessness is hosting the first ever Neptune's Pride Short Story Competition. I can't wait to read the entries!

http://forum.ironhelmet.com/t/datalogs-short-story-competition/3338
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Jay Kyburz
moderator

Discussion  - 
 
Neptune's Pride comes in at number 20 on the 100 best free games to play right now according to @GamesRadar. http://www.gamesradar.com/best-free-games-play-right-now/
Forget rubbish Facebook games--what are the best free games that are also AAA? Here are our best free games, from Planetside 2 to League of Legends to Hawken...
9
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Jay Kyburz's profile photoJules van Heugten's profile photo
4 comments
 
Thanks Jules!
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Limit the Bulk Upgrade by selecting stars. WOOOOOOT!
1
Chuck Kirk's profile photoJay Kyburz's profile photo
2 comments
 
This is super cool!
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Louis Fung

Discussion  - 
 
How does the AI for AFK players work? Is it effectively the same as someone clicking submit turn and dong nothing? Or does the AI actively/reactively do anything?
1
Thorsten Bender's profile photoChuck Kirk's profile photo
12 comments
 
can't wait to see an AI be the winner in a 64 player game.  :D
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Jay Kyburz
moderator

Discussion  - 
 
Back BEARZERKERS on Kickstarter! It's a great game but needs a little help to get over the line. They are here in Canberra and friends of IHG. http://kck.st/1mP6A5S
1
Jay Kyburz's profile photo
 
Only 40 hours to go as well
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3
Vítězslav Ferko's profile photo
5 comments
 
I may actually use something similar to distinguish high resourced stars from others. wow
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Chuck Kirk

Discussion  - 
 
Thought I would share some maps I made along with the custom galaxy seeds for them.

Twin Galaxies 32 players
[[34,0], [10,10], [24,10], [44,10], [58,10], [10,24], [58,24], [0,34], [68,34], [10,44], [58,44], [10,58], [24,58], [44,58], [58,58], [34,72], [134,0], [110,10], [124,10], [144,10], [158,10], [110,24], [158,24], [100,34], [168,34], [110,44], [158,44], [110,58], [124,58], [144,58], [158,58], [134,72]]
 
Three Galaxies 32 players
[[88, 0], [101, 4], [109, 15], [111, 29], [106, 41], [96, 33], [85, 24], [79, 37], [82, 50], [91, 61], [103, 67], [54, 25], [52, 38], [44, 48], [33, 53], [51,11], [27, 38], [4,66], [22, 24], [11, 29], [3, 39], [0, 52], [61, 71], [70, 83], [84, 89], [76, 102], [75, 118], [61, 115], [48, 118], [47, 102], [40, 89], [52, 83]]
 
Star Trek Map 24 players
[[33,3], [27,14], [39,14], [20,26], [33,26], [46,26], [27,37], [39,37], [13,38], [53,38], [20,49], [33,49], [8,53], [59,53], [46,55], [33,59], [16,62], [56,64], [3,68], [24,69], [63,75], [12,79], [1,83], [1,96]]

Three Galaxies - 24 players.  Sorry no photo.
[[24,0], [7,8], [41,8], [0,25], [48, 25], [7,43], [41,43], [24,50], [104,0], [87,8], [121,8], [80,25], [128, 25], [87,43], [121,43], [104,50], [64,70], [47,78], [81,78], [40,95], [88, 95], [47,113], [81,113], [64,120]]
3
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Harry Seeber

Discussion  - 
 
+Jay Kyburz +Vítězslav Ferko You guys are in the most acrimonious NPII game I've ever been in. Congrats on making a game engrossing enough to spawn four paragraph rants, Jay! (ps please don't betray me!)
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Harry Seeber's profile photoVítězslav Ferko's profile photo
13 comments
 
It's mine to decide. There was a place for you in the great mooptopia - above the quitters - but now, now...
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Jay Kyburz
moderator

Discussion  - 
 
Small rule change today. You can only abandon one star each production period. This will prevent losing players abandoning whole empires.
2
Chuck Kirk's profile photoVítězslav Ferko's profile photo
17 comments
 
I decided to wait until I had some chance to play with this a bit before I commented.

my 2 cents

Limiting star abandonment to only one star per production cycle is limiting it too much. I would be in favor of increasing star abandonment to 2 or 3 stars per production cycle, but no more...  perhaps make it a feature on the start screen?

GA
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Jay Kyburz
moderator

Discussion  - 
5
Alexander Zacherl's profile photoVítězslav Ferko's profile photo
5 comments
 
right, I should have been more clear.. 500 = 10000/(2.5*4*2)

In other words, the base prices are:
Warpgate 10000 / NR
Science (Warpgate/2.5) / NR = 4000 / NR
Industry (Science/4) / NR = 1000 / NR
Economy (Industry/2) / NR = 500 / NR

then for example:
Cheap Economy 500 / NR / 2
Expensive Economy 500 / NR * 2

PS: The Warpgate at 10000 / NR is actually cheap warpgate. I don't think I ever played with Expensive warpgates, but I guess it is doubled as well.

A bonus:
To calculate how much would it cost to upgrade from a certain level to a certain level, you can use this formula.
(target_level + current_level +1) / 2 * (target_level - current_level ) * base_price 
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Jay Kyburz
moderator

Discussion  - 
 
Check out this awesome gif HULK has been making of the large team game that is winding up.

http://i.imgur.com/iwnMyZy.gif
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Brian Flowers's profile photoVítězslav Ferko's profile photo
2 comments
 
I dont think we are wrapping up just yet.  The highest team star count is currently 304 stars (and held by the team arguing to end the game) with the remaining teams holding 257, 223 and 171.  481 is the 51% single player victory condition.
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