Talk:Konquest
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[edit] konquest
The phacs.de-link doesn't work any longer, I don't know why. I suggest to link my konquest-web-game here instead. The link is www.konquest.raschhour.com
I'm still working on it (but it's nearly "perfect" ;-)) - and it's in german language, too.--88.72.134.35 19:12, 28 August 2006 (UTC)rayman
[edit] Konquest online
I have made in PHP konquest, however i dont have any where to host it. --Adam1213 Talk + 16:02, 6 October 2006 (UTC)
I coded a online-version, too. check it out: [1] It's in german language and comes with a lot of features such as
automation (same missions each turn) diplomacy fog of war messaging mission-abort-function
Is it considered to be spamming or vandalism if I posted the link here? I'm running this project for about 3 month now, but there is nobody there, except for 2 or 3 fanatic's;)
- I think you should put it on the German Wikipedia, unless you have an English version as well. --80.229.152.246 15:40, 7 January 2007 (UTC)
[edit] Ships and kill percentage
Adam - I'm pretty certain that 1.1 has planets that produce 5 ships. As far as kill percentage is, could you find out what the limits are? I made an assumption with 0.30 and 0.90.
Actually one thing I'd like to have on Konquest is an "auto send fleet" option, whereby you tell a planet to send x amount of ships to a certain destination/s every turn. If the planet is attacked and the ships drop below a certain point, then the feature would automatically stop.
Good to see another player! --One Salient Oversight 08:01, 7 October 2006 (UTC)
-
- yeah it is good to see another konquest player, konquest should have over the net multiplayer support, it does not so I made PHP konquest, the auto send fleet option would be good if my PHP version of konquest pops up the web at a later stage I will probably add the function. --Adam1213 Talk + 02:50, 8 October 2006 (UTC)
[edit] Re
The code i have posted is from konquest 1.1 (slightly modified with formating but code not changed. Konquest is licensed under the terms of the GNU.
I have found out by reading the source "CoreLogic::generateKillPercentage() { // 0.30 - 0.90 return 0.30 + random.getDouble()*0.60; }
int CoreLogic::generatePlanetProduction() { // 5 - 15 return 5 + random.getLong(10); }
"
What I still dont understand fully in the source code is what the following things are used for
double CoreLogic::generateMorale() { // constant return 0.50; } double CoreLogic::roll() { // 0.00 - 1.00 return random.getDouble(); }
I also dont full understand full the algorythm for fleets arrival (attacking fleet)
My guess is that it is ships left=planet_ships-(fleet_ships*fleet_kill/planet_kill)
The actually linux game has
// let's get ready to rumble... CoreLogic cl; AttackFleet &attacker = *arrivingFleet; DefenseFleet &defender = arrivingFleet->destination->getFleet(); Planet &prizePlanet = *(arrivingFleet->destination); bool haveVictor = false; bool planetHolds = true; while( !haveVictor ) { double attackerRoll = cl.roll(); double defenderRoll = cl.roll(); if( defenderRoll < prizePlanet.getKillPercentage() ) { attacker.removeShips( 1 ); } if( attacker.getShipCount() <= 0 ) { haveVictor = true; planetHolds = true; continue; } if( attackerRoll < attacker.killPercentage ) { defender.removeShips( 1 ); attacker.owner->statEnemyShipsDestroyed( 1 ); } if( defender.getShipCount() <= 0 ) { haveVictor = true; planetHolds = false; } }
--Adam1213 Talk + 02:47, 8 October 2006 (UTC)
-
- CoreLogic::generateMorale has no influence atm, i guess it was an extra feature that didnt make it.
- Roll() is a dice roll with an almost infinite sided dice ranging from 0 to 1. Its used in the attack calculations to determine how many ships you loose. Its the random factor of the game in play after the game has started.
- The attack is calced in turns. Each turn every party can loose a ship. Turns will be taken until one of the fleets is completely destroyed. Whether you loose a ship or not in a turn is depending on 2 things:
- A) the kill ratio of your opponent, the higher the more likely your ship is killed
- B) dice roll, a random factor
- your guess about the ships_left algorithm is only an approximation valid for large numbers of ships.
- P(x) is the chance on x happening
- # means number
- P(your loss) = kill% other player
- #your losses = P(your loss) * #turns combat takes (this = sign is actually an apromiation for high numbers!)
- #turns = max(P(your loss)* #your ships,P(his loss)* #his ships)
- Thus when fleets are evenly matched and the number of ships are high (> 20), the formula of adam is a good approximation. For unbalanced fleets the losses are distinctly different.
- 217.140.108.2 08:19, 27 June 2007 (UTC)
- Thism should be the most recent code [2] 217.140.108.2 07:14, 28 June 2007 (UTC)
- CoreLogic::generateMorale has no influence atm, i guess it was an extra feature that didnt make it.
[edit] Idea
Should we start a category for people that play Konquest? --Adam1213 Talk + 03:10, 8 October 2006 (UTC)
There's more than two of us? --One Salient Oversight 03:30, 8 October 2006 (UTC)
yessss!!!!!1111oneoeneleven 88.72.150.163 19:05, 27 October 2006 (UTC)raYman
[edit] Neutral planets
Neutral planets apppear to get 1 ship each turn
Planet::turn() { if( !(owner->isNeutral()) ) { homeFleet.addShips( productionRate ); owner->statShipsBuilt( productionRate ); } else { homeFleet.addShips( 1 ); } }
--Adam1213 Talk + 07:30, 11 October 2006 (UTC)
[edit] Poll to decide if there should be a link to my PHP copy of Konquest.
Please vote --Adam1213 Talk + 04:05, 12 October 2006 (UTC)
-
- voting for, it has all to do with the game. Heck, *any* game related to it should be mentioned. 217.140.108.2 08:05, 27 June 2007 (UTC)
[edit] Windows binary?
Has anyone compiled this for Windows? At its core, konquest is possibly the most basic Master of Orion-ish game next to Strategic Commander for Palm, and I think people who stumble on this article by accident might want to try it out.69.234.0.29 01:43, 28 January 2007 (UTC)
- JQuest is Konquest written in Java, it is still in Beta stage, if it works well enough for you add the link to the article.
- Current it shows all the information for planets that have not been conquered yet, the kill percentages are higher than they should be, in addtion I think the production rate may have been wrong, but you still can get the basic idea.
--Adam1213 Talk + 10:15, 28 January 2007 (UTC)
[edit] Should there be mention of an ancestral game?
I loved this game when I was a kid. Except it was called "Galaxy" then, and was sold by Avalon Hill. (See the-underdogs.info's page for a review.) This game is also very similar to some other games, such as Reach for the Stars, and Avalon Hill's boardgame Stellar Conquest.
I just wonder if some mention of the other games, especially the game which Konquest is a clone of, would be appropriate in the article.
Sproaticus 18:36, 27 April 2007 (UTC)
Heck, there could be a whole page for Galactic Conquest derivitives.
Dos version downloadable here
Windows game Another Conquest
Afore-mentioned JQuest
Web-based (and hex-tiled) iKonquest
Python-based (and real-time) Galcon - including history page with screenshots of other games
Sproaticus 22:49, 30 April 2007 (UTC)
- I'm trying to remember all the way back to the 80's, so this may well be faulty. However, I remember that "Galactic Conquest" was a "free" game in a popular Commodore 64 magazine. I have no idea which one anymore. I just remember getting the magazine with that big floppy, starting up the game, noticing that it required two players (no AI), calling my friend over, and then playing it over and over for days. A year or so later, "Galaxy" came out - an improved version of "Galactic Conquest". It supposedly had AI, but it was rumored that the AI cheated. When you bumped up the difficulty, the AI planets would magically produce more ships than the planet was marked to produce and the ships would travel faster. Since then, there have been countless clones of the same game. "Konquest" is just that - a clone. I feel that the article should be Galactic Conquest (video game) and the clones should be listed on there, along with anything that makes the clone special. -- Kainaw(what?) 00:52, 30 June 2007 (UTC)
[edit] Importance Tag
Why is this tagged as not important or whatever? Its obviously not cos its a computer game, but is interesting. WP what has happened to you? Why are they deleting everything >:( -Me —Preceding unsigned comment added by 88.106.156.143 (talk) 12:25, 14 September 2007 (UTC)