The test game for LT34 has started

Finished (teamless)
wieder
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The test game for LT34 has started

Post by wieder »

Address: lt34.longturn.org
port: 5034

There are 240 minute turns and no unitwaittime. This is a test game and may be terminated at any moment if we need to change something. Feel free to explore and do stuff. It would be also great if you could report flaws or some other issues you see there.

Please don't completely kill the other players and leave them a chance to test the game even if you kill units or cities from them. Unless of course someone wants to be killed :)
wieder
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Post by wieder »

I made a "small" error and now we have LT34 test game with the LT33 players :)

I'll try to fix that for the next test game.
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HanduMan
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Post by HanduMan »

Any way I could verify that I can connect to that server?
wieder
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Post by wieder »

The test game has been restarted and all confirmed players added.
wieder
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Post by wieder »

The tech base cost was also changed to 80. We tested with 70 but that made it too easy. Consider this as a fix.
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maho
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Post by maho »

Just joined and there is nuclear winter :/
Corbeau
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Post by Corbeau »

wieder wrote:There are 240 minute turns
I believe you meant seconds :) And I stared to panic when I joined in and saw I had five seconds till the end of turn :D
wieder
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Post by wieder »

Yeah, seconds and it's actually 120 seconds :)

Cruise missiles look promising. I think that they are a key unit for late game invasions. They are relatively cheap and you should be able to soften the cities with those before using marines.
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xandr
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Post by xandr »

That's one huge map. I feel sorry for those who will be ending the game. Making moves for couple hours every day must not be fun.
wieder
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Post by wieder »

"That's one huge map. I feel sorry for those who will be ending the game. Making moves for couple hours every day must not be fun."

Good comment!

LT34 will have about 12,5% bigger map compared to LT33. To compensate that there are two things or maybe actually 3.

First, it's an islands game with unlimited flights to a destination airport. This means that you don't need to play micromanaging on your border area that much. In LT33 it was needed to place units on the order area and always check someone wasn't building roads or stuff like that. In LT34 you should be able to place the defending units into your coastal cities and that should take away lots of work from moving stuff around.

Second, the alliances have have 6 + 1 or 5+3 players with the current number of the players.

Third, the space race victory is enabled and someone may be able to win that way.

Then again it's another question if the maps are too big anyway? LT33 had 450 tiles per player and LT34 will have 400. Is that too much for any game? Did we have too big map for LT33 or with LT32?
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Post by Corbeau »

wieder wrote:Then again it's another question if the maps are too big anyway? LT33 had 450 tiles per player and LT34 will have 400. Is that too much for any game? Did we have too big map for LT33 or with LT32?
I know of five people for whom the map definitely wasn't too big.
wieder
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Post by wieder »

"I know of five people for whom the map definitely wasn't too big."

Runner, Rango and the rest of that group? Yeah. LT34 is supposed to fix some issues they faced.

Today the map is 212*212 when it was 200*200 with LT33.
edrim
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Post by edrim »

wieder wrote:First, it's an islands game with unlimited flights to a destination airport. This means that you don't need to play micromanaging on your border area that much.

Did you ever tried to send units by airlift? I dont know how it is working in massive units but airlifting units one by one is horrible. This is micromanagment a lot.
wieder
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Post by wieder »

We used to have a problem with moving the units with several ships. Airlifting is probably not as easy as rails are but it should be easier than using a ship bridge.

Would you like to have unlimited units form a source city? I though that might be too much.
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Post by edrim »

wieder wrote:We used to have a problem with moving the units with several ships. Airlifting is probably not as easy as rails are but it should be easier than using a ship bridge.

Would you like to have unlimited units form a source city? I though that might be too much.
So settings are not changed, dont you send units to a destination from any number of cities in normal ruleset?
wieder
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Post by wieder »

"So settings are not changed, dont you send units to a destination from any number of cities in normal ruleset?"

In the previous games it was not allowed to use the allied airports. Another thing is that the receiving airport was only able to receive one unit. In LT34 it can receive an unlimited number of units. No changes to the number of units sent from one airport. This remains as one.
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maho
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Post by maho »

problem: invented monarchy but I cannot change to it. Started revolution and cannot even back to despotism.
wieder
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Post by wieder »

This is not a problem for me. Can someone else test this? Someone who has just researched monarchy?
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xandr
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Post by xandr »

wieder wrote:
Then again it's another question if the maps are too big anyway? LT33 had 450 tiles per player and LT34 will have 400. Is that too much for any game? Did we have too big map for LT33 or with LT32?
My feeling it could have been smaller despite the settings to oblviate the need for micro-management
wieder
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Post by wieder »

"My feeling it could have been smaller despite the settings to oblviate the need for micro-management"

I may agree with you but one problem we have is with the early game. How many cities you think the players should be able to build without attacking the others? I mean, on average.
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Post by Corbeau »

wieder wrote:"I know of five people for whom the map definitely wasn't too big."

Runner, Rango and the rest of that group? Yeah. LT34 is supposed to fix some issues they faced.

Today the map is 212*212 when it was 200*200 with LT33.
Actually, Vidlius, Paavo, Maho, Bamskamp and me.
wieder
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Post by wieder »

"Actually, Vidlius, Paavo, Maho, Bamskamp and me."

Yeah... You also had quite challenging location there.

In the early game the experience players usually try to grab as much land as possible because of obvious reasons. It's much harder to move the borders once they are there. You had aggressive neigbours but also not that nice location. A map with continents has advantages but that's one disadvantage. Let's hope everyone will get a nice starting location and has a chance to build that empire to stand the test of stuff :)
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xandr
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Post by xandr »

wieder wrote:"My feeling it could have been smaller despite the settings to oblviate the need for micro-management"

I may agree with you but one problem we have is with the early game. How many cities you think the players should be able to build without attacking the others? I mean, on average.
I've looked at the test game and how players and isles are dispersed on the map. On the average isle you start one can fit in some 15 cities with citymindist 5, and if competition is not too high at least 5 more cities on smaller originally uninhabited isles nearby. 20 cities before you run into a problem with space sounds like a lot to me. If you ask me I'd halve that number.
Last edited by xandr on Thu Jan 15, 2015 5:55 am, edited 1 time in total.
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ifaesfu
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Post by ifaesfu »

xandr wrote: 20 cities before you run into a problem with space sounds like a lot to me. If you ask me I'd halve that number.
Yes, the less cities you can quietly build, the better. It shortens the length of the game and makes it more interesting from the begining.
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maho
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Post by maho »

after I researched Republic, I had no option to change it either. Apparently bug, and I think it was not on my side. Changing government worked perfectly on local test game.
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