SPELLBOUND

[WIP]

It was in the time of diplomacy--before the outbreak of rebellion...

In one of the first efforts to work together as allied species, an expedition comprised of TEC, Advent and Vasari ships was assembled to investigate a newly discovered binary star system.  What was of primary interest to all parties was the potential riches within these systems--though scientific discoveries were no doubt waiting to be made as well.  Mass readings showed that the twin suns were surrounded by phenomenal  numbers of orbital bodies and their were numerous stable trojan points throughout their orbits. It was a perfect opportunity to demonstrate that inter-species greed and suspicion could be set aside in the name of new-found peace and that an inter-species alliance could work and share wealth and resources rather than go to war over them.

The TEC corporations provided the expeditionary fleet in order to allay fears that Advent or Vasari advanced technologies might be leveraged to gain an upper hand.  It was also notably true that neither the Advent or Vasari desired to open their vessels to members of other species.  Yet the promise of riches was too great to prevent cooperation.  The wealth of two stars bloated with orbital mass enriched, churned and broken open by gravitational forces of the stars and their massive shepherding gas giants was just to inviting.  No faction could resist.

Upon arrival at the first sun--a Yellow Star dubbed the Lacuna Coil--it was discovered that navigation within the systems was going to be extremely hazardous.  In fact, the astrogation teams aboard were so astounded at the complex orbital interactions and the sheer volume of astronomical bodies that they referred to it as navigational soup.  Military commanders accompanying the expedition immediately perceived that fleet actions would not be simple and great care would have to be taken in moving forces.  Phase jump trajectories were complex and multidimensional and locking onto proper jump coordinates was often difficult.  So muddied was the orbital architecture of the twin suns that some bodies were simply not safely accessible at all and others could only be reached via the adjoining twin sun--not the one where the planet actually orbited.  Wormholes abounded--many one way or unstable--so deep exploration was extremely dangerous. After a brief survey, it was determined that the more distant sun--a red star--possessed the greatest exploitable orbital mass as well as many more stable phase and hyperspace pathways--many leading back to the Lacuna Coil itself. It began to look as if the expected riches were within reach and the stunning vistas of the Lacuna Coil and it's Distant Sun now held scientist and trader alike in thrall--greed had them staring spellbound.  And it was at the dead asteroid named Spellbound that it all began to unravel.

One of the primary financiers of the expedition, the TEC mega-corporation Weyland-Yutani, announced that one of their scout forces had just found safe ingress to the distant red sun.  All factions packed their gear, boarded their ships and followed the Weyland-Yutani scout through hyperspace to the barren rock Spellbound--orbiting close in to the distant red star and surrounded by close to a dozen stable wormholes.  It was while enroute that all vessels of the expedition experienced a rapid and completely unexpected degradation of their ship's computers.  If the transit had taken just a few more seconds all vessels would have been lost.  The expedition vessels arrived with all survey and navigational data wiped from their databases and upon exit from hyperspace, messages were received by all groups from their camps left in the Lacuna Coil system.  They were being bombarded and the forces bombarding them were Weyland-Yutani siege  craft. In horror, the captains of the other ships noted the fortified base who's doorstep they had just landed on. A fleet led by a Weyland-Yutani capital ship began to open fire.  One TEC corporation had been consumed with greed and under its spell had planned a full betrayal. There could be no witnesses...no survivors.

Here begins the testament to the skill and preparedness of the scientific and military groups that had worked together to create the expedition at its start.  With a complete collapse of trust, each side struggled regain control of their ships and plot escape vectors through nearby uncharted wormholes--hoping and praying they led somewhere survivable.  Even as Weyland-Yutani shells tore into their shields and hulls they broadcast the data to all other ships and one-by-one they vanished through wormholes nearest to them--some successfully escaping and others stranded in uncharted space simply waiting for the end.

Now each  faction serves only itself and the potential wealth and glory of the glittering splendor and riches about them took hold.  None would share what was here.  It was precious and it was theirs.  All were spellbound.

NOTES

  • The map is optimized for four players but is playable by up to eight. 
  • FFA, 2v2 or 4v4 are all playable options.
  • A ninth position is playable but not properly a "player" slot and a tenth player position is provided for an observer
  • It is comprised of standard Sins world types but may be freely altered or modified as desired (credit please!)
  • Unconnected systems are included (with only a minimal impact on performance) to allow for screenshots in any mod.
  • Map is play-tested and extensively  studied for proper AI behavior, etc.
  • Pirate bases (two) are included and integral to the strategy at start (and end too if someone doesn't clean them out).
  • Plays long as an explore-build-conquer empire start.
  • Starting positions must be competitively acquired at game start.

IMPROVED VERSION 2.0 SOLO-PLAY MAP IS  HERE

 

71,419 views 29 replies
Reply #1 Top

i JUST FINISHED A THREE HOUR GAME AND THE ONLY REASON i WON WAS BECAUSE THERE WERE ENOUGH WORM HOLES.  The map was designer and too large with too many inconsistancies. Learned that map building requires extraordinary care to the phaze lane length otherwise it takes forever to get to any points on the map.  But still think map design is better than forge tool.

 

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Reply #2 Top

Yes. 

You have to be careful how the map parameters are set.  I play through a map solo for weeks--watching the AI performance, looking for bottlenecks and areas of slow play, etc.

It isn't as easy as it looks with an intricate map.

I use Galaxy Forge to initially position my worlds and stars but then go in and hand edit templates, exact positions, etc.

This map is very different from what I usually produce as it is optimized for screen shots and intentionally uses the Z-axis in planet positions to make warping into and out of hostile systems more dangerous and unpredictable.

I am making some adjustments after watching the AI.  Just modifying a last template  here and I'll have the multi-player version up.  The solitaire version will follow.

Here's an actual view from within the game:

Reply #4 Top

I heard that!  :borg:

Actually, the map starts (for multiplayer) with a colony frigate and four anti-fighter frigates at your dead asteroid being attacked by hostile a militia siege frigate, carriers and heavy cruiser and several anti-fighter frigates. Nearby, each of the other players is suffering the same attack.

You don't have enough credits, resources or ships to stand and defend and the only means you have to get out is a nearby wormhole...keeping in mind that the only jump capability you have is on your dead asteroid that's being bombed to death.

Once you reach the wormhole--along with the other seven players, you jump and find yourself running a blockade headed by a Dunov and it's escorts.  There are four exit points from this system but you better hurry because the only colony ship you have is sitting there now and the other players are right behind you.

Once you jump from here, you'll find a colonizable asteroid with light militia defenders--though there is some random variablity to their make-up.  If the pressure is just to much for you there, you can try to move on several systems to a more lightly defended asteroid--but this will require passing through two blockaded plasma storms with possible capital ships present.  The second asteroid is also nearer one of the two pirate bases.

Not much turtling to be had here.  Move fast or die. More like "hurtling".

If you didn't save that dead asteroid where you started, you're going to need more worlds to get your wormhole travel back.  So then you either go pick off your neighbor's nearby world or make an insane run through multiple-planet pirate and militia blockades to the only other non-wormhole accessible asteroid left.  Of course, there will be up to seven other players with the same idea.

Survival of the fittest.

It is made as a long game and solo you can turtle somewhat as the AI isn't too bright but pirate raids make turtling a short-term prospect for a poor starting economy.

As busy as the map looks in the shot above, that's the "screenshot" version you get with "Surrender and Keep Playing".  Most of the minor worlds are otherwise unconnected and not visible in normal play (which also reduces the graphics load).

Here's another in-game view that shows some of the "Z-action" and allows you to see how putting the systems near one another gives you some "eyeball scout" capability--which can actually end up being an important strategic element (note the two Orkulus starbases in the background which are in different planetary systems).

 

Reply #6 Top

Heh.  The four player solo version is a lot easier.  You don't have a directly connected neighbor there and can turtle and build up some.  B)

I started this as a "screenshot galaxy" but liked some of the elements so have spent the time making it playable.

Reply #7 Top

it def is a good concept, rushers will love it, turtles will hate it, the borg will assimilate all :borg:

Reply #8 Top

Looks great, and yet one more reason for me to get a new computer.

Reply #9 Top

Sweet-looking, Sinperium...

I will probably try it sometime soon.

Reply #10 Top

I like the long-slow build myself--so I don't mean to imply it has no "turtability".  I blunted the rushing by starting everyone out with low start resources and threats from multiple sides.

I also really considered how much drain it would be on graphics and cpu.  I began with all the "eye candy" systems deleted and then added them in and compared performance.  Until late game with HUGE fleets it is negligible to even non-existent.

Reply #11 Top

There will be several variants for different modes of play and I am considering a "Campaignesque" sequel for a post-victory scenario.

Heh...this may be the only map where you will see an Orkulus actually go into a dive to attack.

Reply #12 Top

When is this coming out?

Reply #13 Top

Ok--here is the SOLO version. Fixed starting positions with you in the first player slot as the human player and the other seven slots are for the AI.

I had to do some quick editing to get the play flow going a little better and I think it's good to go.  I am also reworking the map to eliminate overlapping systems (there are just a few which are random--sometimes they don't overlap).

The eight-player  multiplayer map is done but I am cleaning the map and repositioning a few things.  If you like the solo and want to play MP quickly let me know along with any suggestions or comments.

The map is meant to be crowded with a lot of Z-axis--features, not a bug.  No whining!

Playing Spellbound requires thinking about multiple things at once.  Consolidate your Lacuna Coil holdings or rush to grab a world at the Distant Star before the already settled in powers there build and take them?  Invest in expanded defense of your depot and it's invaluable jump artifact or risk it and run for bigger pastures before it falls?...just some examples.

FUN FACTS:

  • If you're a Lacuna Coil fan and familiar with their discography--note the planet names as you pass them.
  • Posted in this thread?  Somewhere in the map is a feature named for you.
  • Ever helped me out, impressed or annoyed me?  Odds are there is a planet name inspired by you as well.

A couple of examples: the dead asteroid Siddy's Sadness and the colonizable world Darvin is a Lie.

For the best screen shots, start the map, surrender, keep playing and turn on cinematic effects and turn off the HUD.  Set the game speed to x8 and tag along with pirate raids for a fast tour.

TIP: Windows sometimes gets flustered with the print screen default for screenshots--assign another key in the key bindings option to avoid this issue.

Have fun (I hope).  Let me know what you think.  Remember, it's a longer playing map.

Here's the video namesake if you don't know the band:

 

Reply #14 Top

Small problem sometimes after jumping into another system it wont be an asteroid, but an ice or volcanic planet which cant be colonized!

 

Played through it again, finally got the planet fragments of faith to spawn a desert planet(which it should be because of its name *nudge nudge*) but anyways moving on, even though I realized that colonizing the planets earlier was impossible I persisted till I got to the pirate base, just wanted to point out you should try this as it could make for an interesting "get the hell out" kind of mission.

Reply #15 Top
When you say "can't be colonized" I'm assuming you mean it's already colonized? At the start, there are only four unsettled worlds (still guarded by militia)-- the rest are occupied by the AI players. So you have to grab as many of the four as you can and then fight through to the others. If you run past the first worlds, the following are more and more difficult to take--plus the AI will be coming towards you taking worlds as it goes too. If you mean the world literally can't be colonized-even when the enemy is cleared-- tell me which ones and I'll see if I can find a cause. Remember, some world's are already held by the AI. This was the only way to make it compete. The AI is to dumb to leave the depot worlds and settle. It tends to sit so yo have to "seed"it where you want it to be. There is also a dead end system and several one-way wormholes that take you on the way back to the Lacuna Coil and then from there you can return via the "Mayall Heresy" and "Spellbound".
Reply #16 Top

The world Fragments of Faith, will sometimes spawn as a volcanic/ice world for which you don't have the tech or ability to aquire.

Also im not sure if you can do this but increase the xp gain on neutrals. Since the game is small leveling up quicker might be nessicary.

 

---Tips for the game---

1. Im playing vanilla so im not sure if this is any different for anyone else. Expand outward to any neutral metal/crystal extractors and place your materials on the market its a great way to have a head start.

2. Once you have upgraded your planet all the way make your planet your capital this will give you +3 to your tax rate.

3. Upgrade your planets proper pop. cap increase in research(if you are advent and have a desert homeworld that will be Homeworld Prophecy)

4. As the advent I start out with the Rapture because small skirmishes are more likely and you can abuse your ultimate ability more once recieved.

Reply #17 Top

1. Ah--good point.  In my hurry I added one of each lab instead of two civilian. I play Diplomacy but vanilla will work too.

I'd have to make it a mod to adjust the XP so sorry on that--just a map.

I also added in a few more constructors on the starting  home depots after seeing them more quickly killed after the last AI placement adjustment.

So the new version is uploaded--replace your current file and you're good to go.

Do you have Diplomacy?

 

Reply #18 Top

No I don't have diplomacy :(
But im hoping to get trinity and rebellion for christmas!

 

Ooh and as for some other bugs around the same area as Fragments of Faith, is a Plasma Storm called hyperfast. Its so close to the other star that it messes with the system making it difficult to target enemies in there essentially making you blind. Not sure if its intended its kindof a cool bug. But just something I thought I should bring up.

Reply #19 Top

That's one of the "cleaning up" things I was talking about.  You can't tell the game with a galaxy map to, "Put this world up or down"--it does it randomly.  So sometimes close planets are separated and other times overlapping.  If you tweak enough you can get them close without the overlap but it takes some time.  I am moving the systems about now.  I just adjusted starting income higher if you want to re-download it too. ;)

I will have a cleaner map pretty soon.  Just takes time--every time you move one planet it effects the others.

Reply #20 Top

So far im impressed it opens up different strategies, especially for the Advent because there are so many dead asteroids the mothership is kinda useless.

The Advent staging world Fragments of Faith

The Mercuria in orbit around the Fragments of Faith

The Mercuria in orbit around another Dead Astroid.

Reply #21 Top

There are actually a lot of options as to how you proceed and time plays a big factor.  If you wait to long, the pirate bases will become monsters.  the AI will also gobble up and consolidate your worlds in time as well as fortify their own.

In the multiplayer version it's much trickier because a human player can innovate in ways the AI won't.  You have to think fast there.

Nice screenshots too. 

I just uploaded v1.3 and it clears up some planet overlap and eliminates some of the graphics glitches my cheap gpu card gives me. 

Feedback appreciated.  I'm actually having fun playing this myself.

Reply #22 Top

Ahhh my fleet is stuck in around Paradise I cant find a way out!

Possibly a bug I think it is but there is no wormhole out of paradise.

Reply #23 Top

Hehe...I warned you.  "Paradise" is a trap (oh the irony)...albeit, a potentially profitable one. And if you were a smart Vasari, you could get out of it.

Reply #24 Top

Quoting Sinperium, reply 23
Hehe...I warned you.  "Paradise" is a trap (oh the irony)...albeit, a potentially profitable one. And if you were a smart Vasari, you could get out of it.

oh I know, it was very profitable but some of my fleet is stuck there now, im upset :(
haha its a cool feature but balance wise its favors the Vasari alot.

Reply #25 Top

It does a bit but the Tech has advantages too--when they level enough to put an extra logistics module on every planet--including dead asteroids.

You also aren't invulnerable there because fleets can still invade you and you pulled military assets from the road back to the Lacuna Coil leaving what's there for another player if they go past you or forcing you to build a second fleet.