Playing with the new patch, Captain Conundrum setup the Cheese System. All players spawn on a lone planet, meanwhile there's a second planet which has an orbit closer to the sun. Around this planet is a moon which at the 13 minute mark clobbers the spawn planet. Gameplay consists of frantic raids to try and get an edge while preparing to evacuate to the second planet. We played a few 2v2s on it last night and it was great fun. One of these we did with spawn anywhere which just added to the fantastic chaos It's in the default folder of the System Sharing mod. There's a bug with the Load System button, but if you spam click on it enough (moving the mouse around the button a bit) the system will eventually load.
I put a similar system together which we were testing last night. I'll add it to the Promethean system sharing tonight I think, although last time I tried system sharing wouldn't actually allow me to load a map, is it working for you or has it been patched in the last day or so? Details of my map: Name: "Countdown" Planets: 2 x R600 Conditions: The 2 planets start next to each other on the *same orbit* but moving in opposite directions. The planets collide at 33 minutes totally annihilating each other (so no commander escaping with orbital hax!). Due to the large orbit radius, orbital transfers between the planets take a while (by design). Best way to play the map: Teams with spawn anywhere, last night we tested a 2 v 2 v 2 which was fun, one team *almost won* however they missed their target with nukes and then the time ran out
I hosted one like this i called nuts and bolts. problem is people in the lobby were too impatient to get started so I couldn't tell them it's story and they let impending doom hit them.
If you wiggle the mouse around the load system button and click rapidly enough it'll eventually load. Captain will fix it shortly I would imagine.
That sounds fun, but it'd still be possible to win after 33 minutes - launch your commander in an Astraeus shortly before impact. This way, it's in transit upon impact and everyone else is dead (given that they didn't chose the same "strategy"). I know because I won a game of mutual planetary destruction this way by accident yesterday .
Well when one planet destroys the other, the last *surviving* commander is the winner. As the impact takes time to propagate across the planet, the player who is furthest away from the impact point wins. Using an orbital transfer to escape the destruction is normally possible if there is somewhere to run to, however in this case the only planetoids in the system are destroyed. The result is you can maybe escape destruction that way, however the commander will end up inside the sun (!) and will therefore be destroyed anyway!
I think you got me wrong there . Planet A is about to smash into planet B, destroying both. A commander on A is loaded onto an Astraeus shortly before B hits, and is transfered to B. Since planetary transfer isn't instantaneous, the commander will still be moving through space towards B while B is already busy melting into A. Which leaves no planets and a commander floating in space (and eventually burning up in the sun). That last part, though, is more than enough to win the game - because everyone left on planets A and B just got vaporised.
It's a fun scenario for 2v2. I suspect the planets might be a little big for 1v1. Come on guys! Report every bug and let me figure out whether it's just you or not! I had no idea the mod was having this problem until Quitch told me. I think it's a pretty easy fix.
Nice. I had the same idea (expressed there) and thought about a dedicated game mode (didn't get a reply if a server mod could be doable, if we assume the calculation thing is OK ), to display the timer before collision to everyone in the game.
Don't worry about it. It was a quick css fix and I'm pushing the update to PAMM now. It's just embarrassing that such a dumb bug was in there for this long and I never noticed.