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Slow Blitz Status

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Gemini

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Sep 26, 2009, 2:49:22 AM9/26/09
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Greetings!

We currently have 4 players in game and we're in update 36. BoyScout is
ruling the world right now, for the most part. He has all but wiped me
completely out. So far he's be content to let me scrape out an existence
on a remote expansion island.

- = [ Empire Power Report ] = -
as of Fri Sep 25 23:47:58 2009

sects eff civ mil shell gun pet iron dust oil pln ship
unit money
BoyScout 305 90% 248K 12K 10K 780 9.4K 26K 6.1K 14K 160 80
40 525K
NiteCell 60 100% 61K 1.8K 2.5K 440 7.3K 6.5K 6.9K 7.0K 0 3
10 280K
Truk 139 33% 41K 2.2K 1.2K 29 5.9K 2.4K 1.5K 4.4K 30 5
1 741
StrikeFor 50 36% 13K 450 0 0 0 2.7K 1.1K 400 0 10
0 10K
---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
worldwide 555 72% 363K 16K 14K 1.2K 23K 37K 16K 25K 190 100
60 810K

Strike force was a late arrival to the game, and Nitecell broke early,
but really did play until the last few updates.

So far, no complaints about the paradrop command. ;)

Unless the players object, we'll likely wrap it up in the next week -
appx 75% of the world's land has been taken. Either someone will rise
against BoyScout, or he'll be beyond defeat and can claim sole victory.

I have be reconfiguring the scripts that come with wolfpack empire to
run automated blitz servers; so I will be likely running regular blitzes
much like the Changleing and Zebra. I will call mine Doppleganger and Sloth

Both Slow Blitzes will be 128x64 and 256x128 (apparently the largest
world you can run) with up to 20 players on 50 or 30 sector sanctuaries.
Land will be spread a bit. I'll also be running a post newcap_script
script called bigstart that sets ALL start island sectors to "S" sectors
w/ 1 civ so that whilst players a searching around, they cannot take
over countries' land that hasn't broken yet. This limits early land
grabbing and takes away the chances of having a runaway dominant player
early on. It also ensures that ANY country still in sanctuary wont be
surrounded when they break.

Doppleganger will have a 3 update/day schedule (every 8 hours) and
Sloth will be every 28 hours - this allows for a close to daily blitz,
but, the actual update time will rotate so that no timzone is favored.
ie. update 1 happens at midnight, next updat is at 4am next day, then
8am, then noon, 4pm, 8pm and back to midnight.

Ultimately player feedback will determine final configurations. In my
eyes, natural progression would be:

1) Chnagling - rapid updates allow for new player to quickly learn the
commands

2) Zebra - Slightly slower updates allow for new players to hone skills
and start to learn planning and strategy - yet will enough updates to be
forgiving to mistakes.

3) Dopplganger - Players that have learned what they can from the first
2 blitzes - maybe played in a LT game, and want to start "playing for
real" - whilst still knowing that updates occur more frequently, and
that its a sandbox type of informal world

4) Sloth - Effectively and Informal Longterm games. once a day updates
mimic many real longterm games and strategies can be worked on and
employed to the fullest while still retaining an informal no pressure
atmosphere. World is big enough to give a little elbow room allow for
inexperienced players to have time to figure things out whilst gearing
up for more Formal games.

Running these two blitzes will help give me more experience as as a
deity (we seem to be lacking) by employing automation via cron jobs that
call scripted routines, like backups and ensuring the server is up and
running at all times via tools like keepitup and saveass.

For those interested, the current Slow Blitz is still running with 4
players at:

EMPIREHOST=gamesagacity.net
EMPIREPORT=6665

coun 1-10 pw 1-10
visitor account with pw visitor

Sincerely,
Scott C. Zielinski
Gemini
]G[

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