katamari!
1 comment | public by steve @ 2012.02.24 06:38:24 | .2012.2 .steve making the web fun again wtfhttp://kathack.com/
gencon 2011
0 comments | public by steve @ 2011.08.02 10:41:46 | .2011.8 .steve gencon newsalmost time to see some things i want to see and smell some things i don't.
phantom
1 comment | public by steve @ 2011.03.26 06:45:02 | .2011.3 .steve 40k tabletopoh, hell yeah!
2011.3.26 40k tournament
4 comments | public by steve @ 2011.03.09 07:31:15 / 2011.03.09 16:35:08 | .2011.3 .steve 40k tabletop@ saltire
1500 points
$10 entry
check-in at 10
start at 10.30
100 min rounds
each player may bring up to 2 army lists, but each is limited to the normal restrictions and both must be from the same codex.
each player will also be given 4 toke...
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fireverse - alpha12
4 comments | public by steve @ 2011.02.08 14:12:46 / 2011.02.08 22:42:12 | .2011.2 .steve software webgamealpha12 will be starting soon. some notable changes :
fleets moving from one player system to another will move 1 turn faster for any distances greater than 1.
(this is to test a function that will matter more later on)
fleet v fleet combat :
each...
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fireverse - alpha10-11
7 comments | public by steve @ 2011.02.03 14:30:36 / 2011.02.08 22:42:09 | .2011.2 .steve software webgamealpha10 is open. i've made a ton of backend changes, so this is a bug hunt. do as many thing as you can and let me know of problems.
[UPDATE]
alpha11 just opened. bug hunt is over, i'm tweaking the math this time.
fireverse - alpha9
16 comments | public by steve @ 2011.02.01 10:27:31 / 2011.02.08 22:42:05 | .2011.2 .steve software webgamealpha9 will open up later today with some new rules :
systems are now bought with culture.
combat kills grant tech and culture rewards.
tech will matter slightly less in fleet v fleet combat.
mid-range (2-4) jumps will research faster.
alliance memb...
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fireverse - alpha8
20 comments | public by steve @ 2011.01.27 13:16:32 / 2011.02.08 22:42:02 | .2011.1 .steve software webgamealpha 8 is open!
new culture/settling limitations in place.
going to be making lots of little changes this time around. keep the suggestions coming.
fireverse - alpha7
31 comments | public by steve @ 2011.01.23 14:25:17 / 2011.02.08 22:41:59 | .2011.1 .steve software webgamealpha 7 is open!
lots of minor tweaks, and i've implemented a feature where a player's culture score determines the number of systems they can control at any given time.
fireverse - alpha6
19 comments | public by steve @ 2011.01.21 12:12:18 / 2011.02.08 22:41:54 | .2011.1 .steve software webgamei'm about to switch over to a new game world. got a lot of interface tweaks and bugs ironed out the last time around, so i'm confident this one should be pretty cool.
i'll be using a larger game world, with more travel required. the games we've been p...
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fireverse - alpha5
32 comments | public by steve @ 2011.01.19 12:09:03 / 2011.02.08 22:41:51 | .2011.1 .steve software webgamealpha5 will be starting this afternoon. notable changes include :
TECH REBALANCING :
tech matters 50% less in fleet v fleet combat, and 15% less in fleet v system combat.
tech now increases your effective system volume by allowing your pop to grow be...
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fireverse - alpha4
67 comments | public by steve @ 2011.01.16 10:46:29 / 2011.02.08 22:41:32 | .2011.1 .steve software webgamestarted alpha4 this morning.
new things :
culture. this is developed at pop*.1 when you have a system set to 'none'. this will do things later.
removed the z axis. let me know if you see any places where i missed it.
changed fleet ranges to...
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fireverse - alpha 3
68 comments | public by steve @ 2011.01.13 10:30:13 / 2011.02.08 22:41:21 | .2011.1 .steve software webgameNEW WORLD!
got a new map, and i've reset everyone. larger starting pop are in effect.
this will mean less time until contact with other players, but that contact should be hurtier than before.
fireverse - alpha 2
42 comments | public by steve @ 2011.01.11 21:23:57 / 2011.02.08 22:41:05 | .2011.1 .steve software webgameWORLD RESET TONIGHT!
sorry guys, but i need to reset the work to make sure the new DB structure works, and i'm not going to build another instance of this right now. i'm tweaking the npc systems a bit, but the basic map will be the same.
that, and d...
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