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ryacko

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  1. ryacko

    Noctis

    Dosbox! http://www.dosbox.com/ Or get a DOSbootdisk. Seriously, it\'s among some of the better dos games out there.
  2. Soviets needed consolidation and more funding. Work was duplicated among several design bureaus.
  3. ryacko

    Noctis

    Awesome space exploration game, hinging on alternate physics. http://anynowhere.com/bb/layout/html/doors/local/frameset_noctis.html
  4. But how much fuel is consumed by moving to a different altitude?
  5. http://uk.pc.ign.com/articles/161/161805p1.html http://uk.media.pc.ign.com/media/011/011805/imgs_1.html http://www.gamesover.com/walkthroughs/apollo18.txt Ultrarealistic.
  6. Well.... Race into space is open source.
  7. http://www.raceintospace.org/ Interesting game. Basically you get to play as the US or the Soviets during the space race. Sadly cheat engine only works for editing US money, not soviet money, so Soviet victories are even more difficult.
  8. Don't you mean keeps the craft at it's current angle?
  9. Rolls are made to see who gets lucky and launches first.
  10. I'll process the turn in a couple of days. Maybe more people would join. Thank you for expressing your ever important opinion. I do not know how I can run this game without your input.
  11. Maybe you could eventually implement a tracking system to count how many computers are using the game?
  12. Orbits aren't totally circular. As an object orbits away from another object, the orbit's speed decreases. Basically you are trading speed for altitude. It will reverse once altitude decreases.
  13. Success takes the place of safety. And just like BARIS, your funding/income increases as you successfully complete missions. In this game you will receive a $3 increase to first complete a mission, $1 to complete a mission, and -$1 if you end up killing an astronaut.
  14. Okay to answer all cumulative questions: 1. You may come up with names for equipment. 2. You may roleplay. 3. No, you don't start with one piece of equipment when you initiate a program. 4. Engineers can research immediately when you purchase them. Er, hire them. The interview process and the background checks don't take that long. Also, I'm going to update the stats in 13 hours.
  15. The Kapitalist penalty does not apply to starting projects/programs. It applies to buying rockets, capsules, engineers...
  16. Approved. Uh, just incase people are confused, you are allowed to purchase items on your first turn.
  17. Whoops. Typo. Nothing else should have such a severe error. In any case, you've been added to the game.
  18. OS: Win 7 Home Premium Manufacture: Dell Processor: 2.93 Ghz, 4 cores, 8 logical processors Installed Ram: 8 GB Page File: 4 GB
  19. At least you're honest. Try again next time.
  20. It's not particularly complex once you start playing it. I've played in more complex games anyway. These are steps you take to join and play the game: Choose ideological bloc. Choose nation traits. Start orbital satellite & basic rocket programs, thus spending $30. Next turn: Hire engineers to improve success value of satellite and basic rocket Next turn: Hire more engineers to improve success value of satellite and basic rocket Next turn: Attempt satellite launch into space. Also, initiate the start of more programs.
  21. 1956 United Kapitalists Space Program Director: Rulerofnothing Ideology: Kapitalist Traits: Science Focus, Equatorial Nation Yearly Funding: $15 Available Funds: $30 Expenditures: $30 Programs: Basic Rocket Unit Cost: 3 Inventory: 0 Complexity: 2 Safety: 2/10 Payload: 630 Orbital Satellite Unit Cost: 1 Inventory: 0 Complexity: 1 Safety: 2/10 Weight: 135 KC Space Program Kapitalist, Militarist, Science Focus Director: ijuin Ideology: Kapitalist Traits: Militarist, Science Focus Yearly Funding: $18 Available Funds: $30 Expenditures: $30 Programs: Basic Rocket Unit Cost: 3 Inventory: 0 Complexity: 2 Safety: 2/10 Payload: 570 Orbital Satellite Unit Cost: 1 Inventory: 0 Complexity: 1 Safety: 2/10 Weight: 135 Slaves of the Rike Space Program Direktor: Hpearson Ideology: Boot-Marchers Traits: Poor, Totalitarian, Gulag Labor Yearly Funding: $15 Available Funds: $30 Expenditures: $30 Remainder: $0 Programs: Basic Rocket Unit Cost: 3 Inventory: 0 Complexity: 2 Safety: 2/10 Payload: 600 Orbital Satellite Unit Cost: 1 Inventory: 0 Complexity: 1 Safety: 2/10 Weight: 142 KIPPER Space Program Designer: Johno Ideology: Kermmunist Ideology: Kermmunist Traits: Totalitarian, Militarist, Equatorial Yearly Funding: $15 Available Funds: $30 Expenditures: $30 Remainder: $30
  22. The year is 1956. It has been ten years since the last world war, and nations around the world are already seeking new ways to expand prestige. Many people now are looking upward, to the skies of Kearth. Some of them are funneling money to conquer a new frontier... space. Semi-based on BARIS and Liftoff! How to join: First a few traits of your nation must be decided. Is your nation Kapitalist, Kermmunist, or a Boot-Marcher? Kapitalist Bonuses & Maluses: +$1 M cost to all purchases -5% Less Payload Capacity -10% Weight Must compete with private firms for engineers Booms and Busts may occur and effect funding Kermmunist Bonuses & Maluses: +20% to complexity +10% Payload Capacity +5% Weight May not hire more than 20 engineering teams Boot-Marchers Bonuses & Maluses: -5% Weight Must compete with private firms for engineers Booms and Busts may occur and effect funding Choose three of the following traits for your nation: Militarist: Your nation has the tendency to invade other nations which look at yours funny. +20% to funding Funding may be cut due to wars May be required to launch space weapons Totalitarian: One man, one vote, one vote counter. Engineers may be lost to purges Failures will be hidden from the public and will only cause a 1/2x prestige loss Cannot be chosen with Capitalism Science Focus: Your nation is culturally focused on the physical sciences. -$1 engineering team wages Gulag Labor: Your nation knows what to do with dissenters... -20% to per unit equipment costs Chance of Gulag uprising destroying all of current turn's production Can only be chosen if totalitarianism is picked Equatorial Nation: Your nation has some land near the equator. +10% to Payload Capacity Poor: The majority of your nation's citizens use mud as a construction material. -20% to per equipment costs Chance of mission failure increases by +5% May not hire more then 20 engineering teams Only up to six national space programs are allowed. Once those programs are established, you may join as a Deputy Director, to act as the back-up player, incase the current director is dismissed/disappears/retires. Rules: New space programs start with $30 M. All costs are in Millions of $. Wages must be paid each year. Space programs will receive funding each year, to be decided upon by the game moderator. Your turn actions must be posted in the thread, where you spend money, and utilize assets towards various goals. Each turn there will be a turn report of the status of all space programs of equipment, research status, and budget. Each turn is one year in game. Poor management of the space program may result in budget reductions and ultimately your dismissal. In this game, nearly everything is rounded down. All modifiers are additive. Your space program may experience events from time to time. You may only earn prestige from a mission or a milestone only once. All equipment, once purchased, will have a success value of 3/10. In order to increase the success value of a piece of equipment by one, you will need as many engineering teams times the complexity value. You may increase the safety value many times in one turn, until the success value reaches 10/10. Keep in mind however, that there is always the chance of failure. Space programs for Fascist and Capitalist nations have to compete in the local labor market. For every ten engineering teams you have, wage costs for all your engineering teams increase by $1. You can engage in a yearly contract to purchase at minimum one piece of equipment each year until the contract is cancelled. You may not cancel the contract until four years after the contract is initiated. Due to the benefits of serial production, each unit's cost is reduced by -10%. Prerequisite Missions: If these missions aren't completed in order, there will be a success penalty of -5%. A manned orbital should be accomplished before a manned docking mission. A long-duration orbit should be accomplished before a lunar module test. A lunar module test should be accomplished before a lunar orbit. A lunar orbit should be accomplished before a manned lunar mission. Engineering Team Cost: $3 M Wages: $2 M Research Programs: Weight Reduction Complexity: 4 This is equipment specific, you choose one piece of equipment to reduce the weight of by 5%. This cannot be applied to rockets. You can only reduce the weight of one piece equipment three times. Telemetry Complexity: 2 This applies to all communications checks for all equipment. This will add a success bonus to all future communications checks. Life Support Complexity: 3 This applies to all future life support checks for all manned missions. This will add a success bonus of to all future life support checks. Equipment: Orbital Satellite Program Cost: 6 Unit Cost: 1 Complexity: 1 Weight: 150 Interplanetary Satellite Program Cost: 24 Unit Cost: 4 Complexity: 3 Weight: 700 Lunar Probe Program Cost: 30 Unit Cost: 6 Complexity: 4 Weight: 300 Basic Rocket Program Cost: 24 Unit Cost: 3 Complexity: 2 Payload: 600 Medium Rocket Program Cost: 60 Unit Cost: 12 Complexity: 4 Payload: 1500 Large Rocket Program Cost: 90 Unit Cost: 18 Complexity: 6 Payload: 3200 Huge Rocket Program Cost: 150 Unit Cost: 30 Complexity: 8 Payload: 5000 One-Man Capsule Program Cost: 18 Unit Cost: 2 Complexity: 2 Weight: 500 Two-Man Capsule Program Cost: 24 Unit Cost: 6 Complexity: 3 Weight: 1200 Three-Man Capsule Program Cost: 36 Unit Cost: 12 Complexity: 5 Weight: 1600 Four-Man Capsule Program Cost: 60 Unit Cost: 30 Complexity: 8 Weight: 4000 Three-man Spaceplane (reusable capsule) Program Cost: 80 Unit Cost: 30 Complexity: 7 Weight: 2000 Two-Man Lunar Module Program Cost: 30 Unit Cost: 10 Complexity: 2 Weight: 1500 Cannot be used with two-man capsule on lunar missions One-Man Lunar Module Program Cost: 42 Unit Cost: 12 Complexity: 4 Weight: 1000 Increased cost is due to more automation to operate craft Booster Rockets Program Cost: 12 Unit Cost: 3 Complexity: 2 Added Payload: 1000 Booster rockets can be added to all rockets except for the huge ones to increase payload capacity of a mission by 1000. Kicker Booster Program Cost: 12 Unit Cost: 3 Complexity: 1 Payload: N/A EVA Suits Program Cost: 18 Unit Cost: 0 Complexity: 1 Weight: 0 Orbital Space Laboratory Program Cost: 50 Unit Cost: 10 Complexity: 5 Weight: 2100 An orbiting space laboratory will increase your prestige by 1 per turn. Missions: To first sucessfully complete a mission, for example for Orbital Satellite, you would gain 12 prestige. However a critical failure in a manned mission is a severe embarrasment and represents the death of one astronaut and the total destruction of all equipment. Orbital Satellite First Success Prestige: 12 Success Prestige: 5 Failure Prestige: -3 Requirements: Rocket, any Satellite Unmanned Sub-orbital This is a test of your equipment, by launching it into space and attempting sub-orbital flight, improving the success chance of a manned sub-orbital mission by 3%. Equipment Required: Rocket, any Capsule or Spaceplane Manned Sub-orbital Success Prestige: 10 Failure Prestige: -5 Critical Failure Prestige: -10 Equipment Required: Rocket, any Capsule or Spaceplane Unmanned Orbital This is a test of your equipment, by launching it into space and attempting sub-orbital flight, improving the success chance of the manned orbital mission by 3%. Equipment Required: Rocket, any Capsule or Spaceplane Manned Orbital First Success Prestige: 12 Success Prestige: 5 Failure Prestige: -5 Critical Failure Prestige: -10 Equipment Required: Rocket, any Capsule or Spaceplane Manned Docking First Success Prestige: 8 Success Prestige: 4 Failure Prestige: -5 Critical Failure Prestige: -10 Equipment Required: Rocket, 2-4 man Capsule or Spaceplane Long-duration Manned Orbit Success Prestige: 5 Failure Prestige: -5 Critical Failure Prestige: -10 Equipment Required: Rocket, 2-4 man Capsule or Spaceplane Spacewalk First Success Prestige: 8 Success Prestige: 4 Failure Prestige: -4 Critical Failure Prestige: -10 Equipment Required: Rocket, any Capsule or Spaceplane, EVA suits Lunar Module Test This is a manned test of your equipment before you finally attempt a moon landing. Here you attempt to operate your lunar module in earth orbit. Prestige: 0 Failure Prestige: -4 Critical Failure Prestige: -10 Equipment Required: Rocket, 2-4 man Capsule or Spaceplane, any lunar module 2-man capsule requires kicker 4-man capsule does not require lunar module Manned Lunar Orbit This is both a manned test of your equipment and a manned lunar orbit. Success Prestige: 1 Failure Prestige: -4 Critical Failure Prestige: -10 Equipment Required: Rocket, 2-4 man Capsule or Spaceplane, any lunar module 2-man capsule requires kicker 4-man capsule does not require lunar module Manned Lunar Landing A major accomplishment for Kerman kind. First Success Prestige: 80 Success Prestige: 30 Failure Prestige: -5 Critical Failure Prestige: -15 Equipment Required: Rocket, 2-4 man Capsule or Spaceplane, any lunar module 2-man capsule requires kicker 4-man capsule does not require lunar module Lunar Satellite Flyby First Success Prestige: 5 Success Prestige: 3 Failure Prestige: -3 Equipment Required: Rocket, interplanetary satellite Lunar Satellite Orbit First Succes Prestige: 4 Success Prestige: 1 Failure Prestige: -3 Equipment Required: Rocket, interplanetary satellite Lunar Probe Landing First Success Prestige: 16 Success Prestige: 9 Failure Prestige: -5 Equipment Required: Rocket, lunar probe Inner System Flyby First Success Prestige: 7 2nd Success Prestige: 5 Success Prestige: 3 Failure Prestige: -3 Equipment Required: Rocket, interplanetary satellite Outer System Flyby First Success Prestige: 9 2nd Success Prestige: 8 Success Prestige: 4 Failure Prestige: -3 Equipment Required: Rocket, interplanetary satellite Orbital Laboratory Launch Success Prestige: 10 Failure Prestige: -5 Equipment Required: Rocket, orbital space laboratory Milestones Accomplishing these milestones will give additional prestige along with the prestige you gain from the mission's success. First Man in Space First Success Prestige: 15 This is a major milestone. Whether the first man in space is accomplished through a sub-orbital mission or an orbital mission, it is a major boon in prestige. Manned One-Person Craft Launched First Success Prestige: 3 Prestige: 1 Manned Two-Person Craft Launched First Success Prestige: 7 Prestige: 2 Manned Three-Person Craft Launched First Success Prestige: 15 Prestige: 4 Manned Minishuttle Launched First Success Prestige: 20 Prestige: 8 Manned Four-Person Craft Launched First Success Prestige: 20 Prestige: 8
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