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- From: ingram@milton.u.washington.edu (Doug Ingram)
- Subject: Alt.games.gb (Galactic Bloodshed) FAQ [Part 1 of 2]
- Message-ID: <1992Nov16.175020.9648@u.washington.edu>
- Followup-To: alt.games.gb
- Originator: ingram@stein.u.washington.edu
- Lines: 1047
- Sender: ingram@milton.u.washington.edu (Doug Ingram)
- Organization: University of Washington, Seattle
- Date: Mon, 16 Nov 1992 17:50:20 GMT
- Approved: news-answers-request@MIT.Edu
-
- Archive-name: alt-games-gb/part1
-
- Here's version 4.03 of the Galactic Bloodshed Frequently Asked
- Questions list (for use with the alt.games.gb newsgroup). This is
- part 1 (the first of two postings) of the FAQ.
-
- FAQ 4.03
- --------
- Contents:
- First posting: Part I -- Getting Started
- Part II -- The Game Set-Up
- Part III -- Playing the Game
- Second posting: Advice from GB vets for novices on a
- variety of questions.
-
- Changes from last posting:
- none
-
- *************************
- Part I -- Getting Started
- *************************
-
- 1-0 What is GB?
- ----------------
- "GB" stands for "Galactic Bloodshed." GB is a game played
- on a network by several users at various sites. The home site, where
- the game and its database reside, is generally referred to as the
- "server." While telnet is one way to connect to a GB game, most if
- not all players prefer to use a more complex program, usually called
- a "client." Not all clients are the same, of course, but for now,
- don't worry about it.
-
- 1-1 What is HAP?
- -----------------
- "HAP" stands for "Heuristic Astronomy Project." HAP is a
- close relative of GB, but there are many very important differences
- between the two. Rather than go into the differences here, I suggest
- you continue reading through this and then log in to one of the games
- yourself. Ask around and experiment and decide for yourself what
- you like best in a game. Both "flavors" of GB (original and extra
- crispy, if you like) approach the game in a different way. For example,
- in HAP games, communication among players who have not met is restricted
- while on GB, global communication is the rule...thus for help, it
- would be best to try a GB game first where players can hear you.
- Of course, on the original HAP game, the deity and developer of
- HAP, Clay Luther, is around most of the time, and there are no
- restrictions on communicating with him in the game. As a general
- rule, HAP tries to incorporate many of the best changes from new
- versions of the original code while bowing more to "realism" where
- possible.
-
- 1-2 Where can I get the client and/or server code?
- ---------------------------------------------------
- Use anonymous ftp to reach one of these sites:
-
- scam.berkeley.edu (128.32.138.1) in /src/games/gb directory;
- morticia.cnns.unt.edu (129.140.4.5) in /pub/gb directory;
- 129.24.24.10 (machine is in Australia) in /pub/dist/GB directory
-
- Pretty much everything you'll find there is compressed and/or
- sharred/tarred, so you'll need to know a little bit about
- manipulating Unix files in order to set things up.
-
- Here's a helpful example: Suppose you ftp gb.docs.tar.Z.
- First: uncompress gb.docs.tar.Z (gives you gb.docs.tar)
- Next: tar -xf gb.docs.tar (separates out all the files)
- Then: delete the original tar file to save some space.
- OR: If you ftp gb.docs.shar.Z
- First: uncompress gb.docs.shar.Z (gives you gb.docs.shar)
- Next: /bin/sh gb.docs.shar (separates the files)
- Then: Delete the original shar file to save space.
-
- Info on these processes can be found in your system's help files, but if
- you continue to have problems, telnet to one of the running gb games
- and ask around for help. This is usually the first best thing to try
- when you have any problems. After all, the players have all had to go
- through the same things you will in order to get set up in gb.
- Once the files are in your directory in a conventional format,
- there will be help files and so forth included. It's a good idea to
- print the help docs out and have them handy when you play. When you've
- successfully compiled the client, stripping the executable file will
- reduce your client to a size of around 130 blocks If you've got a
- strict quota on disk use, it's best to do most of this work in a
- temporary directory, then print out the help files and transfer the
- executable into your permanent directory.
- Note that the client successfully compiles only on Unix
- machines or a close derivative of Unix. At this time, no client
- exists which is compatible with VMS. There is also a new version
- of a PC based client for GB available at the moriticia ftp site,
- written by Chris Fodor (aka Feepness). As it develops (ie. as soon
- as Chris sends me a paragraph or two about it), I'll include more
- information in the FAQ.
-
- 1-3 What if I have problems compiling something?
- -------------------------------------------------
- As mentioned earlier, the first thing you should always try
- is to log in to one of the existing games as a guest and start asking
- around. There will often be someone on who can help you with simple
- problems, but if they can't help you, you'll probably be referred to
- Evan Koffler (ekoffler@zephyr.cair.du.edu), who has graciously
- volunteered to deal with _client_ compiling problems, but be polite...
- give him informed questions rather than just helplessly whining. In other
- words, don't just write and say "It doesn't compile on the NeXT and
- crashes when I try to boot it." At the least, run the code through a
- debugger of some kind to get a line number within a routine or at
- least get some kind of output sequence. This gives the person helping
- you some reference point from which to track the problem down.
- If you're having a problem with a bug in the server code,
- your best bet is to post to alt.games.gb. If the authors want to
- volunteer their addresses (Garrett, Clay, et al.) and/or services
- for direct email correspondence, I'll let them do it. There are
- enough users out here familiar with the code (I'm NOT one of them)
- to help you deal with whatever problem you're experiencing. What
- was said in the previous paragraph about finding and reporting
- bugs and receiving help also goes here.
-
- 1-4 How can I find out more about gb?
- --------------------------------------
- Try logging in to one of the current games running. Some games
- have a guest account set up specifically for new users to find their
- way around and ask questions. When it asks for a password, simply type
- "guest" or "guest 0" in most places, and you'll be logged in to the game.
- There's no guarantee that there will be someone on who can help you and/or
- has the time, but during the evening is generally the best time to try.
-
- 1-5 Where are the current games running?
- -----------------------------------------
- I used to keep a list of this, but it's just too much of a pain.
- The best way to keep track of which games are running (or about to be)
- is to watch the alt.games.gb newsgroup. It's very low volume, so that
- should be no problem. The FAQ gets out of date too quickly and easily
- in any case.
-
- Once you get a server address and part, use the following examples
- to connect you to a game with telnet if you're not using a client. If
- you're using a client, simply replace "telnet" with "gbII" or whatever
- you've named the client executable in your directory.
- on Unix: "telnet pooh.caltech.edu 2010" or "telnet 131.215.48.30 2010"
- or, on VMS: "telnet pooh.caltech.edu /PORT=2010" etc.
-
- Note: Some of these games are chronically off-line for one reason
- or another; others are only up at certain (unknown to me) scheduled times.
- Don't be surprised if you get a refused connection by more than one game.
- If you want to enter one or more of the games that have not started yet,
- check alt.games.gb for announcements about where to send your requests.
-
- Other games will be announced in alt.games.gb as they are started,
- including periodic "blitz games" run by various people. A blitz game is
- essentially a gb game in which the updates are squeezed down into 5 to 20
- minute intervals as opposed to the usual 1 or 2 per day. If you're wondering
- what an "update" is, read section 3 about playing the game.
-
- 1-6 Do I need a client to play gb?
- -----------------------------------
- If you're going to play seriously, then the answer is yes.
- Theoretically, one could get by using only telnet, but only the
- client will process maps correctly and enable you to encrypt your
- conversations, which is a convenient way to communicate at no cost
- without being overheard on the game.
-
- 1-7 How can I start playing a game?
- ------------------------------------
- There are two ways to do this. First, you can wait until
- someone announces the beginning of a game. This newsgroup is where
- you'll see such announcements. The person in charge of the new game
- will either include (or point you to) a racegen program which you can
- then use to specify what kind of race you want. Then you log in to
- the game and start playing when it starts! Read on for more details
- on what racegen is and how it works.
- Another way to get into a game is to log onto a currently
- running game and ask. In most big games, there are "sleepers," or
- races which have dropped out for one reason or another (it's not
- always due to weakness, sometimes time constraints are involved).
- Also, many players with big races tend to look for people to help
- them out since playing a big race in gb can be very time consuming.
- Most games now run with the "governor" code, standard since
- pooh version 5.0 and in current versions of HAP. This allows for
- races to have one major leader who can delegate authority over given
- ships and systems to his governors, who are independent players
- recruited by the race leader. This is a great feature for those of
- you out there who want to play gb but lack the immense amount of free
- time that leading a fully active race requires.
-
- 1-8 How much time does it take to play gb?
- -------------------------------------------
- That depends entirely on the number of updates per day. For
- a reasonably large race (say, control of 40 planets) in a game with
- 70 star systems or so (3-8 planets per system), it will take you at
- least one hour of playing time per update (this is vastly dependent
- upon how efficient you are...use macros!). This can go way up if you
- are actively waging war with another player. This time tends to
- increase as the game goes on and you grow in power, but the main
- variable in the whole time equation is simply how active _you_ want
- to be. It takes a very active race to come out on top in gb;
- even on a one update per day schedule, it can eat up your time, so
- consider yourself warned.
- Players who join only to play for a little while and then
- drop out, leaving all that they've built to fall into ruin, are
- generally frowned upon. Sometimes it is unavoidable, but all
- deities ask that you plan ahead. Don't get yourself involved in
- more than you can handle. Drop-out players who don't get replacements
- can seriously upset the game balance, ruining the game for many
- other players.
- The advent of team races may offset both of these diadvantages,
- but it's still best to be aware of them.
-
- 1-9 What is this newsgroup for?
- --------------------------------
- This newsgroup is for the discussion of everything that has
- anything to do with GB, including game announcement, rules discussion,
- game editorials, etc.
-
- **************************
- Part II -- The Game Set-Up
- **************************
-
- 2-1 What race should I choose?
- -------------------------------
- As of this posting, just about every new game that is coming
- on-line is accepting races generated by a program called "racegen."
- You can get a copy of this at any of the ftp sites mentioned above,
- and it compiles pretty easily on most systems. Use this program to
- generate your race and automatically send it to the appropriate
- "deity". Note that you usually have to compile a whole new version with
- the proper destination address (for sendmail) in the code, but this is
- easy...just find the destination address line (#TO, I believe) in the
- code and change the address with your editor, then compile.
-
- NOTE: In some new games, you'll be asked to use your
- client to connect to a special racegen daemon on the eventual
- gb server machine. This greatly simplifies the process of game
- registration since you don't have to have your own copy of racegen,
- just the client. Watch for specifics with new game announcements.
- There is now a facility on the machine listed above,
- gb.dorm.clarkson.edu. If you telnet to that machine and login as
- menu, you will get a list of options, one of which will enable you
- to run a remote version of racegen (which will send your race to
- the game designated by you) to submit your race. This is a very
- convenient feature that makes it unnecessary to actually compile
- and store the racegen code on your own account.
- Other programs, such as "opt_tech," which optimizes your
- tech expenditures (read the docs for more details on how tech works),
- and "psmap," which generates a postscript file containing a map of
- your game universe from a list of stars, are also available via
- this machine through a mail server. For a help file regarding the mail
- server, send email to "menu@gb.dorm.clarkson.edu" with a subject of "HELP".
-
- Here is a reproduction of the help file currently on-line at
- menu@gb.dorm.clarkson.edu:
-
- -- Begin included file --
-
- The mail server on gb.dorm.clarkson.edu currently has several functions,
- and more will be added as the demand arises.
-
- *** "OPT_TECH" ***
-
- "Opt_tech" is a C program that allows you to calculate the greatest use a
- given amount of money could get in tech production. When input the amount
- you wish to spend, and a list of your planets's tech stats, it will
- tell you what to invest where, and produce a file that can be used with the
- gbII "shell" or "source" command, so the client will make all of the changes
- for you.
-
- To run "opt_tech" from email, send email to "menu@gb.dorm.clarkson.edu" with
- a subject of "TECH amount_to_invest", where the amount is an integer. In the
- body of the mail, send the output from the "status" command from your
- race (See: "How to send output from a command" below...). VERY important -
- you have to edit out part of your "status" log. Namely, the beginning titles
- and the ending totals. The only thing that should be in the file will be a
- set of columns, including the planet name, population, and 2 columns of
- numbers. The mail server will send you back an email message, the first
- portion will tell you how much tech will be produced if you do what it
- suggests, and the second portion (separated by a "CUT HERE") can be removed
- from the message and fed into the gbII client's "source" command to actually
- make those changes. Please note that if you have a large empire, running this
- command could take a while...
-
-
- *** PSMAP ***
-
- "psmap" is a program written in C which, given the output of your race's
- "stars" command, will produce a nice looking PostScript map which looks really
- peachy keen on laser printers. :-)
-
- HOW TO USE: Put in the subject line "PSMAP mode", where mode is "0" for a
- normal map, and 1 is for a map with circles around your home system at 50000
- unit intervals (good for judging distances from your home system). In the
- body of the message, put the output from the "stars" command you get from
- your race (See: "How to send output from a command" below...). The mail
- server will then mail you your map, ready for printing on a PostScript printer.
-
- *** FAQ List ***
-
- If sent a message with a subject of "FAQ", the mail server will respond by
- sending you a copy of the most current FAQ (Frequently Asked Questions) List
- from the newsgroup "alt.games.gb". This list has lots of good info in it
- regarding race stats, game play, etc., and is good for beginner players.
-
- *** gbII Client ***
-
- To get a copy of the latest gbII GB client, send a message with a subject
- of "CLIENT". A shell archive will be sent to you.
-
- *** How to send output from a command ***
-
- Using the gbII client (available from scam.berkeley.edu (128.32.138.1),
- in the directory /src/games/gb (it's gbII.client.shar.Z or gbII.client.tar.Z))
- logging a command's output is very easy. Simply type your command, followed
- by a ">", and the file to log into. For example, typing "stars > starlist"
- would create a file called "starlist", and in addition to showing the output
- to your screen, it would also save a copy of the output in that file. Remember
- to edit out the "gbII Log" title in the beginning of the file also. The
- "starlist" file can then be mailed to "menu@gb.dorm.clarkson.edu" with a
- subject of "PSMAP 1" and in no time you'll have a nice PostScript map.
- When you are sending a log of your "status" output to be processed, remember to
- not only remove the "gbII log" title, but also the column headers and the
- ending totals as described in the "opt_tech" section.
-
- If you have any problems or questions regarding the mail server on
- gb.dorm.clarkson.edu, or have a suggestion on other things that can be put
- either in the mail server or in the public access account (Telnet to
- gb.dorm.clarkson.edu (128.153.48.5) and login as "menu", no password),
- feel free to email me at varneyml@gb.dorm.clarkson.edu.
-
- -- End included menu help --
-
- Here are the helpfiles included with racegen, which should
- answer most of the questions about the program and its use:
-
- --- Begin included racegen docs ---
-
- How to get and compile racegen
-
- First off, get net access. Then you can use the file transfer program, ftp,
- to get racegen from several sites, including scam.berkeley.edu. Connect to
- the remote system, use "anonymous" as your name (any password is OK), cd to
- the src/games/gb directory, and get racegen.shar. The whole process should
- look rather like this:
-
- > ftp scam.berkeley.edu
- Connected to scam.berkeley.edu.
- 220 scam.Berkeley.EDU FTP server ready.
- Name (scam.berkeley.edu:leonard): anonymous
- 331 Guest login ok, send ident as password.
- Password:
- 230-Welcome Guest - access restricted.
- ftp> cd src/games/gb
- 200 CWD command okay.
- ftp> get racegen.shar
- 200 PORT command okay.
- 150 Opening data connection for racegen.shar (60101 bytes).
- 226 Transfer complete.
- local: racegen.shar remote: racegen.shar
- 62071 bytes received in 6.1 seconds (9.9 Kbytes/s)
- ftp> quit
- 221 Goodbye.
- >
-
- When a game is announced, the host will specify what sort of races are
- desired. If the game will not use the "vanilla" racegen, the host will post
- a file called "game_info.h" that you will then use to compile racegen with.
- Note that racegen.shar comes with a default game_info.h file.
-
- Now you can make an executable racegen. Unshar the archive you just got,
- and make it:
-
- > sh racegen.shar
- x - racegen.c
- x - racegen.h
- x - game_info.h
- x - Makefile
- x - racegen.README
- > make
- cc -bsd -g -target sun3 -c racegen.c
- cc -o racegen racegen.o -lm
- > ls
- Makefile racegen* racegen.c racegen.o
- game_info.h racegen.README racegen.h racegen.shar
-
- Now you are ready to go. Just type "racegen", and it will run. If it
- does not, make sure you have the current directory "." as a part of
- your path:
-
- > printenv PATH
- .:/usr/imports/bin:/usr/local/bin:/usr/ucb:/bin:/usr/bin
- >
-
- (Note that the first directory in my path *is* ".". ':' is used to
- separate the directories in this list.)
-
- If "." is not in your path, you must either put the racegen executable
- file in one of the directories that is in your path, or else put "."
- into your path. The second option is much easier:
-
- > setenv PATH .:$PATH
-
- Now you are ready to go!
-
- The creation of new races is controlled by the person hosting the game.
- Player #1 (the first player enrolled into the game) should always be given
- diety status, as many of the game default operations are placed in player #1's
- control. Other players may be designated as having diety status during the
- enrollment procedure, but this isn't recommended (or needed in most cases).
-
- Race generation is often done using a rather complex point based system,
- the idea being that you must spend a limited number points to get better
- attributes. The program that you do this creation process with is called
- "racegen". There are five types of data associated with each race that the
- player can choose:
-
- * Name, password, and other profile information -- While none of these have
- any direct effect on game play, they add interest. Name and password can be
- set with racegen before enrolling in the game. All of the others can be
- changed as needed; see also: name, personal, profile
-
- * Home planet type -- A race's home planet can drastically affect its game.
- Jovian home planets are the most costly type, because jovians are huge planets
- with about half the sector area of the universe on them. Jovians are the only
- worlds with gas sectors on them; gas tends to be resource-poor but fertile.
- Class M (Earth-type) home planets are the next most useful, with a good
- balance of fertility and resources. Forest and water worlds are like class
- M's and generally more fertile, but they are also smaller on average. Desert
- worlds have high resource content but are not very fertile. Iceballs and
- airless worlds are too small to make very good home planets, but they are very
- common in the universe as a whole.
-
- * Racial type -- There are two main racial types in GB: normal races (think of
- humans, Klingons, Wookies, Pierson's Puppeteers, etc) and metamorphs (Alien,
- the Thing, body snatchers, etc.) The primary difference between these two
- race classes is that only metamorphs may have pods and absorbtion as racial
- attributes. Metamorphs are also required to have one sex, which is another
- advantage. A secondary difference that is rather harder to notice is that the
- price of various attribute combinations is slightly different for normals and
- morphs in racegen, especially for some of the attributes' extremes.
-
- * Compats -- The planets found in the GB universe are represented as arrays of
- sectors of various types: ice, land, sea, etc. Various races may have varying
- degrees of compatibility with these sector types, which will affect the amount
- of population they can grow on that sector type, and other things too.
-
- * Attributes -- Attributes are quantizations of a race's abilities. Currently
- there are 11 basic attributes for each race:
-
- ** Absorbtion -- Only metamorphs may have this attribute, which allows them to
- absorb enemy troops and civilians in combat if the morph wins.
- Combined with pods, it allows metamorphs to replace alien population
- on planets when pods burst.
-
- ** Adventurism -- This described what percentage of a sector's population may
- move and explore other sectors. High value tend to settle planets on
- their own far more efficiently. If you have a low value, you can order
- movements with the 'move' option.
-
- ** Birthrate -- This factor determines how rapidly the population in the
- sector will converge to the maximum population supportable on the
- there. High values mean that the population multiplies faster.
-
- ** Fertilize -- This attribute represents the percentage chance that a race
- will increase by one percent the fertility of any sector it owns. Any
- race may take advantage of space plows for a similar effect, once it
- gets to tech level 5.
-
- ** Fighting Ability - Higher values mean that the race is more likely to kill
- an alien than a lower value. Races with lower values will usually need
- to have larger forces to win in direct combat over a high fighting
- ability. It is important to note that this effects only land combat
- and ship boarding strengths, and not ship to ship fighting.
-
- ** IQ -- The raw growth rate of a race's technology is governed by the race's
- intelligence. The technology increase per update is IQ/100. Addi-
- tional technology gain is available by technology investments on the
- individual planets under the race's control.
-
- ** Collective IQ; IQ limit -- The intelligence of a race with collective IQ is
- related to the race's total population, as follows:
- IQ = IQ_limit * [ (2/PI) atan(population/50000)]^2.
- [Note: Be careful with this one! If you can't build pods, then
- having a collective IQ could be disastrous as you won't have the
- knowhow to build *any* kind of useful ships for a looooong time.]
-
- ** Mass -- Each race has a mass. The heavier the individual, the more fuel it
- will take to launch and land ships full of the race.
-
- ** Metabolism -- This value controls how industrious the race is. Higher
- metabolism races will produce resources more rapidly than lower
- metabolisms, and also increase the efficiency of sectors faster.
-
- ** Pods -- Pods are small ships, available only to metamorphs but at tech
- level 0, buildable instantly on the surface of planets. Each one may
- carry a single crew-thing; this makes them ideal for settling other
- planets. Pods which enter a system after having frozen in deep
- space will warm and eventually burst, possibly leading to spores
- landing on worlds in the new system. If a spore lands on a sector, a
- ton or more of biomass will be created, resulting in a new colony for
- the podding race. Note that spores may never land on alien occupied
- sectors unless the podding race has absorbtion.
-
- ** Sexes -- Each race has a number of sexes. This represent the minimum
- population that a sector must have in order to be able to reproduce.
- Lower values are preferable to high values for colonization efforts.
- It is not recommended to have more than 3 to 6 sexes at the outside,
- unless you are really looking for a challenge
- --- End included racegen docs ---
-
- 2-2 What's the difference between a normal and a morph?
- --------------------------------------------------------
- A "morph," or "metamorph," is described in the standard docs
- as the type of race you'd see in John Carpenter's "The Thing." The
- major differences between morphs and normals can be summarized like this:
-
- -- Morphs can absorb enemy bodies when they attack a sector
- -- Morphs can build spore pods on planetary surfaces
- -- Morphs' IQ is determined only by their population
-
- It used to be the case that morphs had a very high metabolism
- and very high fighting strength to go along with all of this, but
- the advent of racegen has changed that considerably. Now, morphs can
- have all of the basic characteristics of normal races -- but the
- three attributes mentioned above are only available to metamorphs.
- The disadvantage that offsets this option is that some items will
- be more expensive in racegen.
- I'll discuss these three items in reverse order: First, morph
- IQ is based on some exponential population formula. In all games, this
- means their iq starts at 0, and the maximum possible morph IQ can be set
- by the player in racegen. A common practice is for morphs to spend
- a great deal of tax money investing in tech to offset this disadvantage, but
- it still takes a while to "take off." The low iq means that morphs cannot
- rely on shuttles (which require some minor tech ability to build) to ferry
- them around to colonize planets early in the game. Morphs, however, have
- the ability to build spore pods. These pods require no tech to build and
- are very cheap.
- The major advantage to spore pods is this low cost and the fact
- that they can be built right on the planet's surface (while most other
- ship types require factories which need resources to be turned on and
- time to repair before actually building any ships). The drawbacks to
- pods are that they are slow and that they explode upon entering star
- systems. That's not _always_ a drawback, but early in the game, it will
- mean that several pods must be sent to a system in order for you to have
- a good chance at landing morphs on a planet or two. The success rate of
- spore pods (ie. whether they explode harmlessly or result in a colony)
- varies from game to game from 20% to 40%.
- The other major difference between morphs and normals which is
- mentioned above is morphs' special combat ability. If a morph attack force
- defeats another race in ground combat, a large fraction of the defeated
- enemy will be "absorbed" by the attacking morph race, enabling morphs to
- actually _increase_ their population through attacking. Thus, late in
- the game when all planets are covered and well-defended by other races,
- morphs still have a chance to do some serious damage by showering an enemy
- system with pods and perhaps landing enough morphs in the system to cause
- a lot of problems, if not to take over a planet or two.
-
- 2-3 Which is better, morphs or normals?
- ----------------------------------------
- This is debatable. Each race type has its own advantages and
- drawbacks. It also depends upon the modifications made for the particular
- game you are in. Generally, each race type can be led to success by
- a good player, and alliances between morphs and normals are quite common
- and can be very effective (since the normals generally have the high
- tech levels while morph's pod launching ability and generally high
- metabolism and/or fighting strength can help the alliance).
-
- 2-4 What kind of planet should I choose?
- -----------------------------------------
- This is covered in large part in the above racegen docs, but I
- can make some comments about common questions that arise. Of all types
- of planets, class M's are chosen for homeworlds around 75% of the time.
- This is because they are the largest of any type planet except Jovians.
- Thus, they can support a high population (for taxation and tech purposes),
- and they usually have a fairly high number of resources. Another common
- choice is desert, since it is on the same order of size as a class M
- planet. Deserts have more resources, but are less fertile and are
- rarer in some games than class M's (also, you should take 100% desert
- as a sector preference, which means you can't spend as much on the other,
- more common, sector types).
- Big planets have two big advantages:
- 1) The larger the planet, the faster you will produce resources from
- it once you have covered the planet. The formula for resource
- production goes as (1 - avg efficiency) ^ (number of sectors), so
- the more sectors you have, the better. Races that select small home
- planets tend to get left behind early on in the race to build the
- first ships for this reason.
- 2) The planet is much harder to conquer. Even if an enemy manages
- to field a temporarily superior force to your planetary population, odds
- are he won't have the AP's necessary to take the whole thing in one
- update, so you have time to marshal reinforcements if you're in a bind.
- Here's a brief summary of the various planet types, to the best
- of my knowledge, along with an estimate of how common these planet types are.
- *NOTE* This will vary from game to game.
- The relative sizes of each of these planets, as well as the
- benefits (and % of races which choose each type of planet, etc.) will
- also vary from game to game. When using racegen, you'll typically pay
- (or get a bonus) for the type of planet you choose to start with, and
- the deity will try his best to see that your points are fairly spent.
-
- Class M - 15% - These planets are usually about 60% water, 20% land, and an
- even mix of everything else. Once in a while, you'll find
- a class M with an abnormal atmosphere (like heavy in
- methane content).
-
- Jovian - 10% - These planets are 100% gaseous, and they are usually
- twice as large as the typical class M planet. They tend
- to be very high in fertility, too, so you can easily build
- up a large population for taxation and tech purposes.
- Also, ships in orbit around Jovians add fuel to their
- holds every update (tankers are twice as efficient at this),
- so even if you're not a Jovian-type race, having one of
- these nearby can be a tremendous asset.
-
- Water - 5% - These are largely water planets, and I've found that they
- are generally resource poor. They can be quite large, ranging
- up in size to class M quality, but they are usually about 40%
- smaller.
-
- Desert - 5% - These planets are usually 80% desert and 15% mtn/ice. They
- are _very_ nice as far as resource content is concerned, and
- their size range is much like Class M planets.
-
- Forest - 5% - These planets are almost entirely covered in forest, which is
- the rarest sector type. Resource content is fairly good.
- Size range is between Water planets and Class M's. Fertility
- is higher than on a normal class M.
-
- Iceball - 20% - These planets are generally small (1/5 the size of class M's
- or less), and they consist of around 75% ice and 25% mountain.
- Relative to their size, they are resource rich, but the
- small number of sectors means that resources will come more
- slowly.
-
- Airless - 30% - These planets are mostly land (75%) with some mountain and
- ice sectors. The atmosphere is almost always hostile, of
- course, but these planets are probably the most resource
- rich relative to their size (ie. 1/3 the res of a typical
- class M but 1/5 the size).
-
- Asteroid - 10% - These are just floating rocks in space, not good for a
- heck of a lot. They don't count as planets in victory
- conditions, and they usually have very few resources,
- and the small number of sectors make it very difficult
- for most asteroids to ever contribute to your cause,
- though having colonies on them have other advantages,
- such as morale bonus. Sector types are random but range
- among land, desert, ice, and mountain.
-
- 2-5 What sector preferences should I take?
- -------------------------------------------
- The most common sector type besides gas is water, but this is
- misleading since there are so many water sectors on Class M's (in addition
- to those on waterball planets). Running a close second is land terrain,
- which is found on just about every planet type. Forest is probably the
- least common, making it an unusual and often strategic addition to your
- list of preferences (remember, you pay for both the % compatibility and
- an overhead cost for each of your sector prefs). Mountain is convenient
- to have since it is usually high in resource content and found in small
- amounts on many planets, and ice is also a common choice.
- I've also noticed that taking a combination of desert and
- a choice of mountain, land and/or ice in your sector prefs somehow
- entices the server into making your race a "methane breather" some of
- the time (or maybe it's just bad luck). The problem with this is
- that most planets will be extremely incompatible with your race, meaning
- your pop will grow very slowly and often leave you vulnerable to invasion.
- You'll find yourself at a rather large disadvantage until such time as
- you or an ally can build atmospheric processors (at a pretty high
- tech level, so it takes a while). Some games (with my strong approval)
- are phasing out the possibility of methane breathing races except by
- request.
- This is not to say that you should always choose water, land, and
- mountain as your sector prefs. In many cases, alliances are made based on
- sector incompatibility. In other words, a morph who loves water and forest
- would rather ally with a desert/mountain/land loving normal than another
- water loving normal, so don't be afraid to choose an unusual sector type.
- It may enable you to exploit planets which other races wouldn't mind giving
- away.
-
- 2-6 What happens if I get a rotten home planet?
- ------------------------------------------------
- As it says in the help docs, a good home planet or system can really
- make or break your race. In some games, the diety actually goes around
- before the game and manually sets up everyone so that they can more or less
- start off on an equal footing. If this isn't happening, though, and you
- start with a crummy home planet, be ready to fight your way out of it. This
- makes it all the more important that you establish yourself throughout both
- your system and the surrounding ones. Look on it as a challenge. :)
-
- ****************************
- Part III -- Playing the Game
- ****************************
-
- 3-1 What is a move seg?
- ------------------------
- A move seg (or movement segment) is a procedure during which the
- server updates the positions of all ships in the game based on their
- current orders. For example, if you have a ship ordered to move toward
- a particular star, planet, or ship, this process moves your ship closer
- based upon the ship's speed. You'll receive messages from the server
- when you arrive at your destination, at which time your ship stops moving.
- Repairs also occur at move segs. This means that everytime there
- is a move seg, any of your ships which are currently trying to repair them-
- selves, regardless of how they incurred damage, will have their damage
- percent reduced by some amount. For more information on how to repair
- ships and so forth, see the help docs on scam.
-
- 3-2 What is an update?
- -----------------------
- An update is a "glorified move seg." Basically, everything that
- happens in a move seg happens here PLUS the following:
- - Production occurs at your colonies
- - Ships attempting hyperspace jumps either jump or charge
- in increments towards a level where they can jump.
- What this translates to is this: The pace of the game depends
- almost entirely on how often these updates occur. There will always be
- a given number of move segs (usually anywhere from 2 to 6) between updates,
- but updates are the real pulse of the game. Also, you should note that
- the period right after updates is usually when the most frantic action in
- the game takes place.
- This is important when choosing what game you wish to play in. For
- example, if you live over in Europe and the update schedule is such that
- updates always occur at 4 am for you, you might want to pass on the game.
- If you aren't on at updates, enemies often get the chance of jump into your
- system and start attacking while you aren't on to defend yourself. This
- can have disastrous effects.
-
- 3-3 What strategy should I use?
- --------------------------------
- This sounds like a pretty hairy question, but I will try to
- answer this in a limited fashion for beginners. What you're basically
- looking for is some simple-minded strategy that will get you through the
- first 20-30 updates while you're still learning the ropes of the game.
- Try to follow these two basic principles: Produce and colonize.
- Your first and foremost need is to produce resources on your
- home planet so that you can start building ships. The fastest way to
- start producing is to spread out and cover your home planet as quickly
- as possible. This will be the sum total of your turns for the first
- several updates.
- Once you have resources, you get to start building ships. If
- you're a metamorphic race, that means you get to build pods. This is
- something you should do as soon as you get resources. This is one of
- the major advantages to playing a morph...pod-building ability. The
- nice thing about pods is that you don't need factories to build them,
- which means they can be built on the ground and launched immediately.
- Since pods are slow relative to most ships, however, it is imperative
- that you launch them quickly so that you have a fighting chance to win
- the race to all of the unoccupied systems.
- If you're a normal race, you should build a factory as soon
- as possible and then modify it so that it can start producing cheap
- shuttles. After you've played a game, you'll realize why it is so
- important to win the race toward unoccupied planets: it is far, far
- easier to take an unoccupied planet than to kick a hostile race off
- of that planet.
- The best advice I've heard yet is that you should be sure to
- understand the commands in the game so you can use them to your full
- advantage! It takes time and experience to learn the game, and it
- will be a rewarding and fun experience if you approach it in the
- right way.
-
- 3-4 Random Questions I Always Seem to Run Into
- -----------------------------------------------
-
- 3-4-1 -- How do I change scope?
- That's the cs command. Scope works just like directory
- trees in Unix. If you want to go to the top (Universe) level,
- you type "cs /". To go to a given planet, you'd type
- "cs /starname/planetname". To change scope to one level higher,
- you use "cs ..".
-
- 3-4-2 -- How do I talk to others?
- There are three basic ways:
- br <message> - This broadcasts a message that will appear on all
- active player screens except those players with a
- "gag" in place (you can see that in the who list).
- On HAP, if you broadcast, only those players who
- know something about your race will be able to
- "translate" your broadcast or your messages (see send).
- ann <message> - This is the same as broadcast, except that it limits
- your audience to those players in the same stellar
- scope as you. This is a good way to carry on a more
- sensitive conversation, but there's no way to be sure
- whether you're being overheard.
- send <player> <governor> <message> - This sends a telegram to the named
- player at a cost of 1 AP. There is no cost for
- communicating this way with the game deity.
- There is also a "cr <key> <message>" command available with
- the gbII client, but it is discussed in the client Help just fine.
-
- 3-4-3 -- What should I do first?
- Once you get into the game and have connected using your
- password (and your governor password, if applicable), type "help".
- Read through all of the concepts listed first and then branch
- out from there. You'll find some topics in the main list have
- no help files listed. The docs always tend to suffer from game
- advances which outpace anyone's ability to update them, but they
- are definitely useful for the basics.
-
- 3-4-4 -- How do I interpret the maps?
- Well, the stellar system maps and the galaxy map should
- be pretty simple to figure out. Objects on the map which are
- darkened completely are those in which you have people, either on
- ships or planets. Objects which are partially darkened are those
- which you have data for but no people present.
- The planetary map is a grid. When you refer to a given
- sector, be sure to use (column,row) and not vice-versa. If your
- toggle switches (see "help toggle") are set in the default way,
- the highlighted sectors are those with your people on them. Any
- sectors with numbers on them represent sectors occupied by other
- players. Sectors with letters or symbols on them imply the presence
- of a ship with that symbol.
- Also as a part of the map, it lists how many sectors on
- the planet you own, whether any aliens are present on the planet,
- what your population is, the planetary compatibility (which depends
- upon atmosphere and temperature), and a few other things that you
- can look up in the help docs...it changes from game to game.
-
- 3-4-5 -- How do factories work?
- Well, first you build one, then you cs to it by typing "cs
- <shipnum>". Next, you use the modify command to get everything just
- the way you want it, from ship type, to crew capacity, etc. Once
- it is the "perfect" design for you, type "order <shipnum> on". It
- will take a few updates for the F's damage level to go from 75 down
- to 0, and you can only build ships (with the build command) at F's
- which are undamaged. Once you've turned a factory on, you can't
- change the basic design of the ship, so plan carefully! You can
- modify the ship later at double the cost differential (which is
- new cost - original cost) provided you can fit the necessary
- resources into the cargo bay of your ship. This means that ships
- with 0 cargo capacity cannot be modified.
-
- 3-4-6 -- What tax rate should I set?
- After you've covered the planet and are on the verge of
- building ships, start it off with a few percent. This may vary
- depending on your race, but I think it is a good rule of thumb.
- This small amount will pay for your ships and keep you from losing
- morale. Later on, when you're not so worried about increasing
- your sector efficiences, you can up the tax rate (but watch out
- for insurgencies!). Note that the higher the tax rate, the
- less chance you have to increase in efficiency, and the average
- efficiency of your planet directly determines how many resources
- you produce in an update. Also, note that heavily taxing your
- people can have other ill effects in HAP.
-
- 3-4-7 -- What's the difference between military and civilians?
- Civilians have a fighting strength equal to your race's
- fight. Military have fighting strength 10 times stronger than
- your civilians. Contrary to what you might think, military
- _cannot_ pilot ships _or_ fire guns...only civilians can do that.
- Thus, if you have 5 guns on your explorer and 2 mil and 3 crew,
- you will only be able to fire 3 guns at a time. Also, if you have
- only mil on board a given ship (ie. your only civ on board gets
- killed by a lucky shot from an enemy), you cannot order the ship
- to any destination.
-
- 3-4-8 -- What should I set my mobilization level at?
- I've found that it's a good idea to mobilize only a few
- very large planets that you may own. The reasoning for this is
- long and involved, but you'll learn through experience that
- mobilizing small planets (as opposed to building weapons plants
- there) only makes them more vulnerable to a metamorph invasion
- force. Mobilizing big planets still leaves you vulnerable to
- a ground assault (your high mob allows enemy troops to arm just
- as easily as you can if they bring their own destruct and absorb
- a few hundred civilians, for example), but big planets require a
- lot of AP's to take and require a lower mobilization in order for
- planetary guns to come into effect.
-
- 3-4-9 -- How do planetary guns work?
- You don't have to load them. These guns will take destruct
- directly from your stockpiles (provided you have some dest there).
- You can actively use them against ships in orbit around your planet
- by using the "defend" command (in the help files). These guns will
- also _automatically_ fire on any non-allied ship that tries to land
- on your planet...even a couple of medium caliber planetary guns
- is better than nothing. Also, the ship may not be destroyed, but if
- it is damaged, there is a chance that it will crash land, thwarting
- the attack. You get a certain number of planetary guns proportional
- to how many sectors you own on the planet and how high your mob level is.
-
- 3-4-10 -- How do atmosphere processors work?
- To put it simply, it doesn't matter who builds a processor...
- only who currently owns it. A processor will slowly change the
- atmosphere of a planet (rate inversely proportional to planet size)
- to the ideal preferences of the owner of the processor at a cost of
- 3 fuel per update, which must be loaded into the processor. The last
- time I checked, processors will continue to eat up 3 fuel per turn
- if they have fuel to burn even after a given planet is perfectly
- atmospherically compatible with the owner, so it's a good idea to scrap
- processors once you reach this goal.
-
- 3-4-11 -- What's the quickest way to jump to other systems?
- Since you receive jump technology at a tech level of 50, your
- best bet is to have a ship ready to modify once you get there. If
- you're going to build a large fleet of jump ships, you'll save
- a lot of res by just building a factory and starting it up AFTER
- you've been able to design the ship with jump included. Some
- players, though, prefer using a few heavily armed explorers or
- Terraformers (which have large hanger and fuel capacity for long
- jumps) which they modify for jumping as soon as they can, saving
- a few updates by not having to wait for a factory to come on line.
-
- 3-4-12 -- How do I get hyperdrive on board ships?
- In order to get hyperdrive aboard ships such as
- e's and T's, you must first have a given number of resources
- in the cargo bay. The amount depends upon the new cost
- of the ship with hyperdrive minus the old cost (double that
- to get the cost of the upgrade). That means you must be able
- to fit that many resources _on_board_ your ship to make the
- upgrade. For e's, big cargo holds aren't very common, so you
- might find that you have to "bootstrap" your way up by upgrading
- the size of your cargo hold. See the "upgrade" command in the
- help files for more info. In case the help files aren't very
- enlightening, here's an example of how to build a jump capable
- terraformer:
- > build T 2,2 (let's say this gives you T #1456 in sector 2,2)
- > load #1456 r 18
- > cs #1456
- > upgrade hyper (now you've got hyperdrive capability)
- > load #1456 r 16 (assume you want to add a crystal mount)
- > upgrade mount (now when you jump, you'll do it in one update,
- and you'll use a _lot_ less fuel, if you've
- got a crystal in the mount, of course)
- > load #1456 x 1 (assuming you have a crystal on the planet)
- > mount #1456 (now you can take advantage of your xtal mount)
-
- Say I wanted to increase the hanger capacity of my T,
- here's how I would do it:
- > cs #1456
- > load #1456 r 2 (This can cost 2 or 4, depending on your T)
- > upgrade hanger 6 (Default hanger of a T is 5...you must also
- have a high enough tech to build this kind
- of ship)
-
- 3-4-13 -- How do I build ships in space?
- Well, the way to do this is get a ship into orbit with
- the resources you need. You can use just about any ship, but a
- shuttle works just fine. You can load it with an infinite number
- of resources, but you just can't land an overloaded shuttle...so
- you _don't_ need ships with huge cargo bays to build some of the
- larger structures like H's, O's, S's, etc.
- You can get resources onto the shuttle by ferrying them
- up from the surface with another ship. Once you have done that,
- change scope to your shuttle, and type "build <shiptype>". This
- will create a new ship docked to your shuttle. You can then
- launch it or do whatever you want with it (but be careful about
- trying to land damaged ships! Some ships are built with a certain
- damage level that must then be repaired...others can't land at all).
-
- 3-4-14 -- How come I don't have any resources yet?
- Often, races with low metabolisms and/or small homeworlds
- or worse, a combination of the two, will take painfully long to
- start generating any resources. You can help alleviate this
- problem by buying a reasonably high metabolism. I usually find
- that 1.0 gets me off fairly quickly, but if I have the points
- to spend, I'll go higher. High metab isn't so crucial for
- Jovian races since they start with huge homeworlds, so this
- minimum could go down to around 0.85 or so, in my opinion.
-
- 3-4-15 -- How come my pods didn't explode when they reached their destination?
- Speaking from personal experience only, pods can explode at
- an update or a move seg. The chance of this happening for each pod
- at each update/segment is around 30%. Thus, if your pods arrive at
- a system, go ahead and set them on course for nearby planets. Some
- might actually get there before exploding, giving you a new colony
- in the early parts of the game.
-
- 3-4-16 -- How do I get a list of where my crystals are at?
- Once you are at tech 50, you'll be able to see the
- location of all crystal sectors on planets you have explored.
- At times, these sectors will be covered by structures built
- by you or someone else (such as F's, a's, Y's, etc), but you
- can get around that problem by using "toggle geography" and
- than viewing the map.
-
- 3-4-17 -- How do I get crystals?
- If you occupy any crystal sectors, you have a chance,
- depending upon that sector's efficiency, to mine a crystal at
- every update. Once you've mined from around 1-6 crystals from
- a given sector over time, it will revert to a "normal" sector.
-
- 3-4-18 -- How do I get a list of ship types I can build?
- Try "build ?" which is described under "help build." This
- will give you a summary of ship types. If you want detailed info
- on a specific ship, type "build ? x" where x is the letter that
- represents that ship type.
-
- 3-5 Final Warnings and Advice
- ------------------------------
- If you see a bug, tell the deity in charge. Period. Many
- games are thrown out of balance by players who find bugs and exploit
- them. If you're really in this to have fun and play the game well,
- you shouldn't need to cheat to win.
- Remember that some types of ships are built with damage
- that takes a few updates to repair. This means that you'll have
- to plan ahead, and, more importantly, don't try to land these or
- any other damaged ships unless you want to risk losing them! You
- have a percentage chance equal to the ship's damage of crash
- landing and possibly destroying your ship!
- Use the "tactical" command often to check for the presence
- of enemy ships which may not show up on your map. Remember, to
- check an entire system for enemies, it might be better to do a
- "tact g" rather than just a "tact." This gives tactical reports
- for your planets only (which is still full coverage most of the
- time) and avoids repetitive tact reports from every single one of
- your ships in system. Also, be careful what orders you give in
- Universal Scope (the top level)...sometimes, asking for tact
- reports from all of your ships (or even just stock reports) can
- tie up the game and waste a lot of everyone's time.
- Remember that some types of ships can't be built in factories,
- most importantly ships such as Stations and Habitats. To build
- something like this, you can overload a shuttle in orbit! Also, be
- sure you know what the rules are for Habitats in your game (ie. do
- they produce extra resources every turn? If so, how many?).
- If you've got "smart guns," learn how to use them and take
- advantage of them! Don't get caught off-line at an update only
- to have everything you hold dear destroyed simply because you didn't
- set up a protection network.
- The beginning of the game is a critical time when you need
- to get your race started off and several updates occur very close
- together in order to get things moving. When you sign up for a
- game, be sure you can make this first update "blitz" or you may
- find yourself hopelessly behind.
- ********************* I M P O R T A N T ***************************
- Finally, remember that the deity of the game is there to
- help you. If it weren't for him/her, you wouldn't be playing GB
- at all. So don't whine. Be polite. Make constructive comments.
- It'll be easier for everyone that way.
- ********************* I M P O R T A N T ***************************
-
- *** RELAX. IT IS ONLY A GAME. ***
-
- ------
- Comments, flames, and questions are welcome and should be sent
- to me at ingram@u.washington.edu. This will be posted monthly or as the
- need arises, and I'll email it upon request. Copies are also available
- via anonymous ftp at morticia.cnns.unt.edu (login as the user "anonymous"
- and give your email address as the password when ftp asks for it). Also,
- you can get a copy of this by sending a null mail message to the
- address "menu@gb.dorm.clarkson.edu" with the subject line "FAQ".
-
- Doug Ingram -- Fnebish Legion // ingram@u.washington.edu // "Carpe Datum."
-
-