reina roja info thread (screenshots - dialup beware)
well, hopefully. i've got holiday shinola to attend to as well :]
but it's pretty close. battleship's pretty much done and all that. still just stuck on finishing all the stuff to make it easier to understand/play/etc.
about midway through a common language explaination of every setting on the server, so you never have to wonder what the gov tax is, or if friendly fire's on or not, or how long it takes to capture a building, etc etc.
it'll all be in one big faq sectioned off for quick reference.
here's the first part of it, unformatted:
GENERAL, WORLD and ENVIRONMENT RULES:
---------------------------------------------------------
everyone starts off as a baron by default. no gods, knights, sysops or other authorizations of any kind will be granted. repeat requests will be punishable by removal of baronship.
family size limit is 1. subject to change in a few months time.
"mode 7" collision enabled (simple collision for all elements). subject to change as mode 5 improves. player-to-player collisions are currently disabled.
One gameday is 4 minutes. this is roughly one game month every two hours, and one game year every realtime day.
if a player doesn't log in during four years (4 realtime days), their buildings and posessions will be put up for sale.
skills are set to the fastest possible learn time the game allows, making skills near instant to learn.
Water has a medium to high damage effect on all vehicles.
every 10 seconds, a player recovers 10 damage points (out of a total 6400).
TEAMS, SPAWNING, LIFE AND DEATH:
---------------------------------------------------------
New players are prompted to join a team, and then spawned in one of the default spawn zones. if no team is selected, they'll be placed in a small wasteland area away from the gameplay, and are free to enjoy the small hornball court set up in this area. they will be prompted to join a team each time they login until they've done so. once you've selected a team, you'll remain on it unless your player dies. players who've been killed will be prompted to once again select a team.
VEHICLES and CHARACTERS:
---------------------------------------------------------
vehicle command can be used on any vehicle you own.
When destroyed (ie: reaching full damage), a vehicle explodes and is removed from inventory. Damage is then cleared and the player is respawned in the spawn location for his/her team (just in front of the plinth).
anyone can repair anyone else providing they have the mechanic skill and a techkit. repairs can be performed anywhere in any vehicle.
each vehicle has unique handling, speeds, armour, fuel consumption, capacity, etc.
many vehicles have a unique two speed standard transmission setup: forward will cause you to accelerate quickly but to a low max speed, whereas holding shift will cause slow acceleration to a high max speed. use forward first to quickly launch off, and then hold shift to bring yourself up to the max speed for that vehicle. human characters on the other hand all have one speed and instant accel.
CROWS:
---------------------------------------------------------
you can only use crows you purchase and own.
ECONOMY, TAXES, WAGES, ETC:
---------------------------------------------------------
(nothing yet / to be written)
BUILDINGS:
---------------------------------------------------------
Weapons only damage buildings not belonging to your team.
10 "kill points" are added when a building is destroyed.
Team members have basic control of all team buildings (can access purchase items, etc), owner has full control. Buildings can not be accessed by non-team members
Destroyed buildings remain in the map, and anyone on the same team as the building / building owner can repair it.
level 0 buildings require lumber. level 1 buildings require lumber and bricks. level 2 requires bricks and steel. level 3 requires steel and plastics. to build higher level buildings, you'll need to "level up" your skill by either relearning the skill numerous times, or by constructing a lower-level building (making a level one building increases the skill to level 2, and so on).
Buildings are always on the same team as their owner.
every game month, 1 point of building decay damage is added to a building. meaning it would take a significant number of game years to find a building significantly damaged through decay alone.
construction can take place on every tile (providing a building doesn't already occupy it). there's no "building spacing".
WARS, WEAPONS and DAMAGE:
---------------------------------------------------------
are allowed.
friendly fire is on. you can shoot team members.
Weapons are dependant on the vehicle you're in.
Explosion, or "splash" damage is set to medium.
only primary assault vehicles (tank, bomber, battleship) can cause building damage.
INVENTORY:
---------------------------------------------------------
no default inventory.
each vehicle has specific inventory / capacity limitations or advantages.
but it's pretty close. battleship's pretty much done and all that. still just stuck on finishing all the stuff to make it easier to understand/play/etc.
about midway through a common language explaination of every setting on the server, so you never have to wonder what the gov tax is, or if friendly fire's on or not, or how long it takes to capture a building, etc etc.
it'll all be in one big faq sectioned off for quick reference.
here's the first part of it, unformatted:
GENERAL, WORLD and ENVIRONMENT RULES:
---------------------------------------------------------
everyone starts off as a baron by default. no gods, knights, sysops or other authorizations of any kind will be granted. repeat requests will be punishable by removal of baronship.
family size limit is 1. subject to change in a few months time.
"mode 7" collision enabled (simple collision for all elements). subject to change as mode 5 improves. player-to-player collisions are currently disabled.
One gameday is 4 minutes. this is roughly one game month every two hours, and one game year every realtime day.
if a player doesn't log in during four years (4 realtime days), their buildings and posessions will be put up for sale.
skills are set to the fastest possible learn time the game allows, making skills near instant to learn.
Water has a medium to high damage effect on all vehicles.
every 10 seconds, a player recovers 10 damage points (out of a total 6400).
TEAMS, SPAWNING, LIFE AND DEATH:
---------------------------------------------------------
New players are prompted to join a team, and then spawned in one of the default spawn zones. if no team is selected, they'll be placed in a small wasteland area away from the gameplay, and are free to enjoy the small hornball court set up in this area. they will be prompted to join a team each time they login until they've done so. once you've selected a team, you'll remain on it unless your player dies. players who've been killed will be prompted to once again select a team.
VEHICLES and CHARACTERS:
---------------------------------------------------------
vehicle command can be used on any vehicle you own.
When destroyed (ie: reaching full damage), a vehicle explodes and is removed from inventory. Damage is then cleared and the player is respawned in the spawn location for his/her team (just in front of the plinth).
anyone can repair anyone else providing they have the mechanic skill and a techkit. repairs can be performed anywhere in any vehicle.
each vehicle has unique handling, speeds, armour, fuel consumption, capacity, etc.
many vehicles have a unique two speed standard transmission setup: forward will cause you to accelerate quickly but to a low max speed, whereas holding shift will cause slow acceleration to a high max speed. use forward first to quickly launch off, and then hold shift to bring yourself up to the max speed for that vehicle. human characters on the other hand all have one speed and instant accel.
CROWS:
---------------------------------------------------------
you can only use crows you purchase and own.
ECONOMY, TAXES, WAGES, ETC:
---------------------------------------------------------
(nothing yet / to be written)
BUILDINGS:
---------------------------------------------------------
Weapons only damage buildings not belonging to your team.
10 "kill points" are added when a building is destroyed.
Team members have basic control of all team buildings (can access purchase items, etc), owner has full control. Buildings can not be accessed by non-team members
Destroyed buildings remain in the map, and anyone on the same team as the building / building owner can repair it.
level 0 buildings require lumber. level 1 buildings require lumber and bricks. level 2 requires bricks and steel. level 3 requires steel and plastics. to build higher level buildings, you'll need to "level up" your skill by either relearning the skill numerous times, or by constructing a lower-level building (making a level one building increases the skill to level 2, and so on).
Buildings are always on the same team as their owner.
every game month, 1 point of building decay damage is added to a building. meaning it would take a significant number of game years to find a building significantly damaged through decay alone.
construction can take place on every tile (providing a building doesn't already occupy it). there's no "building spacing".
WARS, WEAPONS and DAMAGE:
---------------------------------------------------------
are allowed.
friendly fire is on. you can shoot team members.
Weapons are dependant on the vehicle you're in.
Explosion, or "splash" damage is set to medium.
only primary assault vehicles (tank, bomber, battleship) can cause building damage.
INVENTORY:
---------------------------------------------------------
no default inventory.
each vehicle has specific inventory / capacity limitations or advantages.
well... it should be mentioned that there's no offline death. if you're not online, you never need food, etc.
sooo... assuming you were online and let yourself die...
well then you'd die, your buildings would all be jehowned, and belong to the team of the town they're in.
if you changed teams, you'd be starting over, and your team would buy up your buildings or leave them to rot, or you could even, in theory, spend a week or two building your character back up, return to your old town, and capture your buildings back.
note again that the map is *huge*. there's additionally nothing wrong with building things off on another island in the world if you've got a fast vehicle that can get you back to the mainland for supplies. i fully expect several "hermits" to be part of the gameplay and/or strategy.
hiding key buildings was always a concept in the previous reine blanche team econ things, but i don't think it was ever quite the massive land mass required to carry out such a thing. this'll all be quite possible in the new one.
merry christmas... i'm gonna work a bunch on it today and fingers crossed, maybe launch it tonight? here's hopin
sooo... assuming you were online and let yourself die...
well then you'd die, your buildings would all be jehowned, and belong to the team of the town they're in.
if you changed teams, you'd be starting over, and your team would buy up your buildings or leave them to rot, or you could even, in theory, spend a week or two building your character back up, return to your old town, and capture your buildings back.
note again that the map is *huge*. there's additionally nothing wrong with building things off on another island in the world if you've got a fast vehicle that can get you back to the mainland for supplies. i fully expect several "hermits" to be part of the gameplay and/or strategy.
hiding key buildings was always a concept in the previous reine blanche team econ things, but i don't think it was ever quite the massive land mass required to carry out such a thing. this'll all be quite possible in the new one.
merry christmas... i'm gonna work a bunch on it today and fingers crossed, maybe launch it tonight? here's hopin
- nihilistic
- Posts: 61
- Joined: Sat Dec 11, 2004 11:19 am
- Location: deep
space
riene
what system will it be in?
some updates to the rules list. also finished the graphics installer so you don't have to download stuff once you land on the world (or at least, most of it.)
mostly updates to the economy rules....
ECONOMY, TAXES, WAGES
10d per sheckle.
starting cash is 100 sheckles.
users making over 1000 sheckles a year will be taxed 100 sheckles (10%) for that year.
users making over 5000 sheckles a year will be taxed 250 sheckles (20%) for that year.
bounty begins to accrue after 1 gameyear (ie: one realtime day) of life.
bounty increases by one sheckle each year the player is alive.
global sales tax is 0% (sales tax disabled)
retail sales tax is also 0% (retail sales tax disabled)
a building's production efficiency is dictated by how many employees it has (0 employees == 0% efficient, full employees == 100% efficient). the efficiency is also affected by how damaged by weapons or decay the building is (ie: a fully employed buidling which hasn't been repaired for over a month would be 99% efficient due to 1% building decay until repaired.)
directly related, a building's storage space is 95% inefficient when 0% efficient.
a building's production time for generating new items is increased by 8% when the building in question is 0% efficient (ie: it takes longer to make stuff when you don't have employees).
a building's production cost (for items made with cash), is increased by 1% when the building in question is 0% efficient (ie: it costs more to make stuff when you don't have employees).
the "Give Cash" option is currently allowed.
The maximum number of allowed skills is 3.
The maximum number of allowed jobs is 4.
Store owners can stock their own buildings with anything, other buildings can be stocked with only what they sell or need.
town types cannot be changed, towns cannot be built by players, and residency applications are accepted immediately (they're a useless feature on the world)
employees are paid only when the building is able to produce new goods. (i.e. If it becomes full, the employee is kept in the job, but not paid anymore until it is emptied)
9d of every employee wage is paid automagically by the government.
there is no additional wage benefit to being in a family.
minimum wage for employess is 1s.
maxiumum wage for employees is 100s.
unemployment is 1d per month (get a job!).
new building construction tax is 5d per building material.
buildings at optimum rate and efficiency can produce, at their fastest, products every 30 seconds.
product decay occurs on select gov buildings, but not player owned buildings (similar to the "reine blanche" style worldplay.)
mostly updates to the economy rules....
ECONOMY, TAXES, WAGES
10d per sheckle.
starting cash is 100 sheckles.
users making over 1000 sheckles a year will be taxed 100 sheckles (10%) for that year.
users making over 5000 sheckles a year will be taxed 250 sheckles (20%) for that year.
bounty begins to accrue after 1 gameyear (ie: one realtime day) of life.
bounty increases by one sheckle each year the player is alive.
global sales tax is 0% (sales tax disabled)
retail sales tax is also 0% (retail sales tax disabled)
a building's production efficiency is dictated by how many employees it has (0 employees == 0% efficient, full employees == 100% efficient). the efficiency is also affected by how damaged by weapons or decay the building is (ie: a fully employed buidling which hasn't been repaired for over a month would be 99% efficient due to 1% building decay until repaired.)
directly related, a building's storage space is 95% inefficient when 0% efficient.
a building's production time for generating new items is increased by 8% when the building in question is 0% efficient (ie: it takes longer to make stuff when you don't have employees).
a building's production cost (for items made with cash), is increased by 1% when the building in question is 0% efficient (ie: it costs more to make stuff when you don't have employees).
the "Give Cash" option is currently allowed.
The maximum number of allowed skills is 3.
The maximum number of allowed jobs is 4.
Store owners can stock their own buildings with anything, other buildings can be stocked with only what they sell or need.
town types cannot be changed, towns cannot be built by players, and residency applications are accepted immediately (they're a useless feature on the world)
employees are paid only when the building is able to produce new goods. (i.e. If it becomes full, the employee is kept in the job, but not paid anymore until it is emptied)
9d of every employee wage is paid automagically by the government.
there is no additional wage benefit to being in a family.
minimum wage for employess is 1s.
maxiumum wage for employees is 100s.
unemployment is 1d per month (get a job!).
new building construction tax is 5d per building material.
buildings at optimum rate and efficiency can produce, at their fastest, products every 30 seconds.
product decay occurs on select gov buildings, but not player owned buildings (similar to the "reine blanche" style worldplay.)
Sheesh, 12mb? I of course think it's worth every kb...but that's a lot of files
Can you cut it down? any new vehicles in there that the gateway to take over to sort out?
new players wont need ALL the vehicles when the start.
I think I get what you're trying to do re the jobs yes, and it might just work.....ya sneaky git
Can you cut it down? any new vehicles in there that the gateway to take over to sort out?
new players wont need ALL the vehicles when the start.
I think I get what you're trying to do re the jobs yes, and it might just work.....ya sneaky git
Last edited by Nigel on Fri Dec 31, 2004 6:02 pm, edited 1 time in total.
http://theuniversal.net/forum/viewtopic.php?t=1125
btw i could use a hand checking the server if anyone has a bittorrent client laying around.
btw i could use a hand checking the server if anyone has a bittorrent client laying around.
i've got bittorrent. whats up?hedgehog wrote:http://theuniversal.net/forum/viewtopic.php?t=1125
btw i could use a hand checking the server if anyone has a bittorrent client laying around.
does http://24.131.163.200:6969/announce/rei ... xe.torrent resolve for you?
i'm seeding a few other things this afternoon, so it might be a bit slow, i just wanna make sure the url works.
i'm seeding a few other things this afternoon, so it might be a bit slow, i just wanna make sure the url works.