*VGA Planets - FAQ - version 1993 10 07a*
FAQ written by Roger Burton-West .
Thanks to everybody who has contributed . . . and thanks especially
to Tim Wisseman, the author of VGA Planets!
Continued by Gary Grothman .
This is the FAQ for alt.games.vga-planets. Each section
begins with "Subject:"; pressing ^G in some newsreaders (trn) will
advance to the next section.
Players (especially novices) may also want to take a bo-peep at the
"HINTS: periodic strategy posting" which also appears about weekly on
alt.games.vga-planets.
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Subject: Administrivia
Input is invited, send mail to grothmag@vax.cs.hscsyr.edu
Particularly welcome are:
Information on actual Order of Battle
Formulae concerning population maxima, or simple "rules of thumb"
Please tell me if you think something should be added, removed, or if
you have any corrections. I'm not a wizard, I just maintain this
FAQ. I rely largely on others to keep it relevant, current, &
correct.
Changes since version of 1993-10-07:
Split FAQ into two parts, modified table of Contents to reflect this.
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Subject: Questions in this FAQ:
PART1:
What is VGA Planets?
Who is the author?
What hardware do I need?
Where can I get a copy?
Why should I register?
What is the latest version?
What is this group for?
What if someone just begs to be flamed?
How long do games typically last?
What happens if I am out of town and miss a turn?
What about cheating?
PART2:
So how do I run a game over the Net?
What about similar games and related newsgroups?
(Specific game-play questions follow:)
I have tech 6, but xxx doesn't show up on the build hull screen. Why?
What are the rules for Federation planet mining?
Why didn't my planet capture that attacking ship?
Why did the colonists I dropped on a new planet vanish?
How do I transfer fighters/torps between ships?
Why doesn't that ship conform to spec?
What is the order of movement/combat/actions in a turn?
What is the real Order of Battle?
In what order do Privateers Rob ships?
Is there a way to save old messages?
Where can I get sheet.exe?
What is the maximum population allowed on a world?
What happens when 500 ships have been built?
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Subject: What is VGA Planets?
VGA Planets is a graphical multi-player play by mail strategy
game, which simulates conflict in space between galactic empires. The
game emphasizes mining, colonization and the construction of
starships. The players compete against each other on a galactic
scale.
Although there is an economic component to the game, it is
mainly a tactical and strategic wargame. Although the player with the
best economy usually has the best potential to win, it's not the
purpose of the game - and the scoring system reflects this.
The game system allows players to construct their own
starships by selecting various components and placing them on a given
hull type.
The game can be played on one computer alone, but it was
really designed to be a BBS or net game. The game can be played on
any BBS that supports file transfers, with or without the sysop's
help. Many people are playing VGA Planets over the Net using Email
and UUENCODE.
Players upload their turn (.TRN) files to the host BBS or
Email account. The host runs the actual calculations involved, and
produces result (.RST) files which are sent back to the players. The
players run the local program to view their situation and set up their
orders for the next turn.
The game can be compared to a 11 player chess game in which
all players move all their pieces simultaneously, one turn at a time.
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Subject: Who is the author?
Tim Wisseman
PO Box 204
North Fork
CA 93643-204
cocomax@gorn.echo.com
+1 209 877-2320 (Saturday 9 am to 8 pm, Sunday 4 pm to 8 pm PST)
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Subject: What hardware do I need?
The game can be played on any IBM compatible PC with VGA and a
hard drive. The standard version runs on 286 and faster machines.
The Host program doesn't need a graphics card, only a hard drive and a
286 or faster machine.
There is also a version available for the PC-XT, but this must
be obtained directly from the author.
The author is reportedly working on a Unix host program, but
this is a low priority.
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Subject: Where can I get a copy?
You can get the shareware version of VGA Planets by anonymous
FTP from:
site: ftp.ucsc.edu [128.114.2.10]
dir: /PC/vgaplanets-2.2
or: /PC/vgaplanets-3.0
Get all the files (remember, binary mode!) and run INSTALL.
The registered version of VGA Planets is available directly
from the author.
The latest host update may be available in the above directory.
Also take a look in /incoming at the same site.
Europeans may wish to check out: ftp.fu-berlin.de, directory:
/pub/pc/games/vgaplanets/vp-3.0-install for the game package,
.../ps-files for postscript files,
.../maptool for map utilities, and
.../util for the latest files & also most of the
useful utilities that you may hear about on this list. North
Americans (& others) can also access this site, of course, but try to
use ftp.ucsc.edu (from N.America) or do an "archie" search to see if
there's a closer site to you...those transatlantic lines have enough
to do.
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Subject: Why should I register?
#include
Apart from that, consider that:
(1) In v2.2, only registered players can attain tech levels 7-10.
(2) In v3.0, all players can attain the high tech levels, but it's
rather more work.
(3) If Tim doesn't get any money, he doesn't have a lot of
incentive to develop the game any further!
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Subject: What is the latest version?
The current version of VGA Planets is v3.0. v3.0 offers many
additional features over v2.2, the last major upgrade. However, v2.2
is still widely in use, and is likely to remain so for some time.
Newer host versions have been released, the latest being v3.11d.
The more recent releases allow the host (only) to modify many game
parameters, including race special abilities, minefield size maxima &
decay rates, cloaking efficiency, and many others. Further host
versions are reportedly imminent, which are expected to allow yet
more configuration flexibility, as well as hopefully correcting an
undocumented feature or two. These new releases are only necessary
for the person hosting the game; players need only version 3.0.
However, players may wish to examine the documentation of the new
releases. Also, a new hconfig program has been released since host
3.11d.
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Subject: What is this group for?
This group serves two purposes:
(1) It is a contact point for prospective players and hosts.
(2) It is a discussion forum for the game, tricks and tips, and
suggestions for future versions.
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Subject: What if someone begs to be flamed?
GROUP BAITING:
Every once in a blue moon, some extremely "clever" individual will
decide to have a little fun by baiting the readers of a newsgroup.
The general theme and content of these posts are fairly predictable;
typically, they assert the newsgroup readers: are nerds, geeks, and/
or weenies, etc., have obviously never kissed a girl, and also,
presumably, covet the "irrefutedly" successful romantic lifestyle of
the group's detractor. Posts, such as these, will show up at various
game oriented newsgroups, the Trek groups, and possibly others as
well. One likely motivation of these posters is precisely to generate
a slew of responses, although they may not even read the newsgroup
again. Also, sometimes inflammatory prank posts are written when an
account is left unattended. Readers should quench their
understandable urge to refute unfounded accusations; responses are
wasted bandwidth, especially since they probably only encourage these
diatribes. [Peter M. White, pmwg1641@edu.uiuc.cso.uxa]
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Subject: How long do games typically last?
Generally at least 50 turns.
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Subject: What happens if I am out of town and miss a turn?
The game will continue normally. Your ships and bases will
continue performing their last order. Ships will continue on the same
course and speed, and planets will continue to mine minerals and
produce supplies.
A missed turn /can't/ be made up! And make sure, when you
submit the next turn, that it's based on the most recent available
.RST file - if you make a .TRN based on an old .RST, it will be
ignored.
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Subject: What about cheating?
Well, it happens. v2.2 was notorious for being fairly easy to
hack around, and there has been some fairly acrimonious discussion in
this group about what to do with those who cheat, and how it might be
prevented. In essence, there's no /quick/ way to catch a cheater; but
not many people are foolish enough to try it. Let me reiterate: it's
EASY to hack v2.2! It doesn't show that you're clever, and it's not
particularly impressive.
If you suspect a fellow player of cheating, probably the best
course of action is to send a message to the host, setting out what
you suspect has gone wrong. Be reasoned!
Tim has produced a program called CHKSHIPS (distributed with
the game) which tests for overloaded ships (too much fuel, cargo or
equipment).
A related problem is accidental use of high-tech equipment -
if a player is in several games, it can be hard to remember which ones
are unregistered. Torben Thellefsen Nielsen
produced a program for v2.2 called UBI, which scans for tech levels
greater than 6 in an unregistered game.
A specific area of concern regards player passwords. The
passwords are trivially easy to discover from an .RST file, and with
this knowledge one could download someone's turn from a BBS, give
inappropriate orders, and upload them. Although this is not such a
problem over the Net, the danger still exists.
My own preferred solution is to ignore game passwords
completely, and to use an encryption package such as PGP (Pretty Good
Privacy), which is available for downloading from (among others)
wuarchive.wustl.edu [128.252.135.4] and garbo.uwasa.fi [128.214.87.1].
This package serves four purposes: it creates a validating
signature so that the recipient can be sure the file has come from the
right person, it encrypts the file so that only the intended recipient
can read it, it compresses the file, and it converts it to a uuencode-
like format for mailing.
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Subject: Questions in this segment of the FAQ:
So how do I run a game over the Net?
What about similar games and related newsgroups?
(Specific game-play questions follow:)
I have tech 6, but xxx doesn't show up on the build hull screen. Why?
What are the rules for Federation planet mining?
Why didn't my planet capture that attacking ship?
Why did the colonists I dropped on a new planet vanish?
How do I transfer fighters/torps between ships?
Why doesn't that ship conform to spec?
What is the order of movement/combat/actions in a turn?
What is the real Order of Battle?
In what order do Privateers Rob ships?
Is there a way to save old messages?
Where can I get sheet.exe?
What is the maximum population allowed on a world?
What happens when 500 ships have been built?
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Subject: So how do I run a game over the Net?
Post an announcement to alt.games.vga-planets, with a subject
such as "players wanted". In the post, try to cover the following
points. (Typical answers are shown in square brackets.)
* Which version of the game will be used? [v2.2, v3.0 or
later, give host version; Shareware or Registered]
* When will the game be starting (i.e. first .RST files get sent
out)?
* How often will turns be run? [Once per day; Mondays,
Wednesdays, Fridays]
* When are the turn deadlines, and when will turns be sent out?
Given the international nature of this newsgroup, try to give
a GMT time as well as your local zone.
* Will you be playing in the game? Some players don't like the
host to play, so it's only fair to warn them off.
* What setup parameters are used? v3.x especially has a very
large array of options, so be clear on the sort of game you'll
be running.
* What skill level will the game be? (In practice, what sort of
player are you looking for? Novice, intermediate, expert?)
* Are alliance negotiations by Email allowed? [Usually, yes]
* Are player passwords in use? [Normally not, over Email]
* How should players choose races? ["State first three choices"
seems to work well.]
* Are non-standard race names usable? [Up to you as host]
* What is the ending condition for the game? [First to reach a
specified number of points; highest score on specified date;
last player left alive, specific objectives...]
* What subject line should Emailed turns carry? (Useful if you
can extract files automatically.)
* Where should the turns go, and where should queries go? [The
account from which the message is posted]
* Any other information. Remind players that they will need a
uuencode and uudecode package. (You could use something
unusual, like PGP radix-64 or xxencode, but it's probably not
worth it for most purposes.)
Leave at least a few days for responses to come in, and make
sure you have connectivity to each player's site before starting the
game! After that, it's just a matter of capturing the turns,
uudecoding, running the Host, uuencoding the results and mailing them
out.
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Subject: What about similar games and related newsgroups?
The newsgroup rec.games.pbm has postings about play-by-email
games, many of which have a space theme but don't have fancy graphical
front-ends. You can obtain the FAQ for that newsgroup via anonymous
ftp from ftp.erg.sri.com.
The newsgroup comp.sys.ibmpc.games.strategic occasionally
carries material on VGA Planets.
(questions related to game-play follow)
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Subject: I have Tech 6 but don't see a Large Freighter on the "hulls
available" list. Why?!
You don't have the resources to build it; when you do, it will show up
on the list. [Ryan Grant ]
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Subject: What are the rules for Federation mining of planets?
Feds mine 1/2 (normal with reptilian natives) and always get 25 KT of
each remaining mineral with >= 100 mines, no matter how scattered the
minerals are. This last is undocumented; it makes it useless for the
Fed to build mines on homeworld, unless you can get to about 250-300.
It does make them the best miners for badly scattered planets,
however. [Andrew Jones (lrpr@unb.ca)]
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Subject: Why didn't my planet capture that attacking ship?
...it had no crew but was still fighting my planet!
Tim is aware of this - his reply to a similar message:
I know about this bug and there is nothing that can be done about
it short of replacing the VCR program that everyone is using and
doing so would be a nightmare. So we will just make it a rule
instead of a bug.
Ships with no crew will continue to fire at planets. The targeting
computer is locked onto the planet. The planet is such an easy
target that the targeting computer can continue to fire even after
the crew is all dead.
[Scott@Hades.equinox.gen.nz (Scott McNabb)]
[Note: I have seen a case where a planet captured a ship...the crew
were killed, but the battle was timed-out before either the ship or
the planet could be destroyed. At this point the VCR declared the
ship captured...Gary]
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Subject: Why did the colonists I dropped on a new planet vanish?
Amorphous planet, perhaps? [Scott@Hades.equinox.gen.nz (Scott McNabb)]
Anther possibility: the "planet" was still in revolution from a
previous owner [Gary]
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Subject: How do I transfer fighters/torps between ships?
I really hate to say this but "I've heard" (there, I did it) that on
the transfer screen, you can use 7 to transfer fighters, even though
it only shows options 1-6. [Scott@Hades.equinox.gen.nz (Scott
McNabb)]
Torpedoes: the solution is not so simple. You can have one ship lay
a minefield, then use the special friendly code included with your
registered game to "scoop" up the minefield with another ship. This
works regardless of the torpedo type. Transfer between races also
works like this...[Gary]
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Subject: Why doesn't that ship conform to spec?
Example: In the manual, the D7a Painmaker Class Cruiser is listed as
cloaking-capable.
...It's the D7 Coldpain Cruiser that cloaks not the Painmaker.
[mrh0631@Zeus.tamu.edu (Mark Hesidence)]
The manual has several errors of this sort, as Tim is too busy
changing the actual game to spend much time changing the manuals...
A comprehensive list of these discrepancies is being worked on by
mdl@world.std.com (Michael D Lemon). I'm sure he would appreciate
any additions people could send to him.
In the meantime, rely on the ship stats reported by the game
(in the build screens), not the documentation. Also, certain
utility programs like ships.exe, vputil.exe, and others will report
the actual capabilities...
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Subject: What is the order of movement/combat/actions in a turn?
Special missions (Super Refit, "Hssss"ing, Spying, Plundering,
Robbing, Cyborg repair, Dark sense, presumably building fighters in
space (?).
Most other missions occur next. This includes minelaying,
beaming up or down, minesweeping.
Next comes movement.
Last come scans, exploration & combat.
The above is just hastily pulled from memory. I would appreciate if
anyone would send me a more detailed breakdown of the above. Or I
could do it myself, eventually...
[Gary]
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Subject: What is the real Order of Battle?
The OOB in the docs is bogus; until the version 3.1 host, with
the numeric friendly code determining OOB, the lowest ID fights first.
Period. Except, I believe, that freighters will fight last.
[Andrew Jones (lrpr@unb.ca)]
1. Games versions 3.0x and 3.1x are both buggy for OOB.
2. Their docs are bogus for OOB.
3. The emendations proferred here are bogus too.
4. Everyone should do thorough simulations of multi-ship combats.
- It is not true that lowest ID combat ships always fight first in
versions 3.0x; the real OOB is not simple, but it is not
documented anywhere. [Lower ID ships very often do fight first;
but this depends on other factors which are not correctly
documented.]
- SIMULATE before you commit your ships to combat.
[harwood@umiacs.umd.edu (David Harwood)]
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Subject: In what order do Privateers Rob ships?
When a Privateer ship is set to "rob ship" and there is more
than one enemy ship present, it robs the ship with the lowest ID
number first. The Privateer ship will remove all fuel first. If the
Privateer still has space in its tanks, it will suck more fuel from
the next highest ID, and so on.
Cargo is robbed independently of fuel, since cargo space is
independent of the fuel tank. Again, the Privateer ship will rob from
the lowest ID ship first. It will steal Moly first, then Tritanium,
then duranium, and I can't recall if colonists or supplies are next.
Once the first ship is completely drained of cargo, if the Privateer
has space left, it will move on to the next highest ID and begin again
(Moly, Trit, etc.)
Privateers cannot steal fighters (even if robbing with a carrier)
or torpedoes.
[Eric Pawtowski, epawtows@polaris.async.vt.edu or epawtows@vt.edu]
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Subject: Is there a way to save old messages?
Yes, the newer versions of the SHEET.EXE utility let you save
messages to a file or printer. I's available on Tim's BBS, I don't
know about the FTP sites.
[Daniel@polaris.async.vt.edu (Daniel Pawtowski)]
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Subject: where can I get sheet.exe?
Sheet.exe is not available by ftp, since this is a bonus program
for people who register. Either get it from the Tim Continuum BBS or
just register to get it. I think Tim will get you the latest release
on your disk. [lumpi@dobag.in-berlin.de (Joern Lubkoll)]
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Subject: What is the maximum population allowed on a world?
For native races:
For the new host [3.1+? ...Gary] there is a maximum population
of 25 million. [Klein@badlands.NoDak.edu (Michael P Klein)]
[I would love to hear the formula for maximum colonist population
by world type...Gary]
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Subject: What happens when 500 ships have been built?
VGA Planets has a built-in limit of 500 ships allowed at one
time. Once 500 ships exist, further ship build orders at starbases
are not performed until new "slots" have been freed up (by colonize
missions, recycling, or battle).
When slots are available, VGA Planets scans through the
starbases by ID# (starting at 1, up to 500) for build missions, and
performs them until the 500 ship limit is reached. ID# of a base is,
of course, identical to the id# of the planet where the base is
located. What this means in practice is that a base at planet #1
will always get first crack at filling any available ship slots,
while a base at planet #500 will seldom if ever build ships once the
limit has been reached.
This limit is not reached in all games, but where it does, it
can significantly alter strategy & the balance of power (see the
HINTS document for comments).