Neptune's Pride 2 - Catch All and Let Us Play This Thing

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I found threads for the original here, but not about Neptune's Pride 2. I missed out on all those games with the first and I'd like to jump on board with this one.

Saw this on RPS: http://www.rockpapershotgun.com/2013...

And, presumably, here's where you play: http://triton.ironhelmet.com/

Anyone else want in? Looks like the Create Game option is for subscribers only. Any of you happen to be one? If not, perhaps we can all try and jump into a game as it musters.

My Neptune's Pride 2 gamertag is Sway.

Also, I'd be interested in hearing comparison's to the original. I'm not sure how big the changes are.

NP2 is new so that's probably why there's no thread for it yet. I think someone was in the beta test and mentioned a couple things about it in the old Neptune's Pride thread.

I'm curious about trying this, but I'd rather be put on waiting list so I don't take a slot from anyone who really wants to play. I've not had great luck with the first Neptune's Pride and I much prefer Jupiter's Folly which I think is less dependent on alliances, etc.

I played quite a bit of NP for awhile. It really sunk my productivity!

Never played the original. I have no idea what I'm doing. Going into finals with classes while crunching at work.

So I joined a game. Help?

PS: Signed up as "wordsmythe." I know.

wordsmythe wrote:

Never played the original. I have no idea what I'm doing. Going into finals with classes while crunching at work.

So I joined a game. Help?

I'm in my first game as well. Go into your game and click the menu icon and select Help. Click on the Tutorial Video and watch it. Then click on Next to see the next one. Do that through the six tutorial videos. That was enough to get me to figure out the first few things to do.

I tried not to spend all my money right away because it looks like it's going to take a while to get the economy up and generating income. I wanted to make sure I had some reserves. Some neighbors have already sent me some diplomatic greetings and thinly veiled threats.

I'll let someone with actual experience give advice.

If it's like the first game, then it's a lot like the game Diplomacy.

So, talk to everyone, even if they can't directly affect you right now.

Is there some advantage to having fewer fleets, other than the initial cost?

Had a few weeks of fun with the original, so I'm in to try the new one out.

I'm in your game with you Tempest.

Just saw that there was this sequel and am waiting for 8 people in the newbie room.

Does anyone have a premium membership to create a GWJ game?

Ah awesome. This is definitely going to be a big learning experience after poking around the menues.

I don't like learning about the game via its menus.

Can I join a second game as a non-premium dude?

Game with some open spots if anyone wants to jump in

http://triton.ironhelmet.com/game/16...

Full.

Couple spots here if someone wants to be my friend.

So, I can't say I'm thrilled about this iteration of the game. While I like the new menus and some of the new research options, they have completely re-engineered the back end of the game, and not for the better. Now, the game seems to lump all actions into discreet time slots. Plus, the game only seems to update when "something" happens. By that I mean, only when a fleet lands somewhere or research is completed, etc. I've seen cases where when the game update, 3 hours had passed in game, and an enemy fleet went from sitting quietly on a system to already in warp-space halfway to my planet. In a game that is all about numbers and timing, this is an absolute mess.

In addition, they've done nothing to combat the issue of having one person create multiple accounts and join the same game. Sure they tell you the players have the same IP, but that doesn't really help much. In the game I am currently in, the offending player had both of his accounts spawn right next to each other, with the only exit from their territories being through mine. So, the back player just bankrolled the front one. There really isn't much I can do about it.

Anyways, playing this again just reminds me of why I stopped playing the first one. Plus tack on the faults of this new version and... well let's just say I won't be starting a new game.

Tkyl wrote:

So, I can't say I'm thrilled about this iteration of the game. While I like the new menus and some of the new research options, they have completely re-engineered the back end of the game, and not for the better. Now, the game seems to lump all actions into discreet time slots. Plus, the game only seems to update when "something" happens. By that I mean, only when a fleet lands somewhere or research is completed, etc. I've seen cases where when the game update, 3 hours had passed in game, and an enemy fleet went from sitting quietly on a system to already in warp-space halfway to my planet. In a game that is all about numbers and timing, this is an absolute mess.

Huh. I'd noticed the strange frequency of opposing fleets arriving at the same time, and that occasionally I'd have to refresh to see an event actually happen (I had it open as a fleet was supposed to reach its destination), but not the trouble you mention—I don't think.

Having tons of fun playing this for the first time. Tkyl and I have been allied and are trying to fend off a pretty dominant player ATM. I screwed up a lot but I now know how the game works so the second game will go much smoother.

Maybe we should start a list of 8 people who are willing to play starting sometime next week or so?

Unless someone has a premium membership we would all have to join at the exact same time to get in the game together.

wordsmythe wrote:
Tkyl wrote:

So, I can't say I'm thrilled about this iteration of the game. While I like the new menus and some of the new research options, they have completely re-engineered the back end of the game, and not for the better. Now, the game seems to lump all actions into discreet time slots. Plus, the game only seems to update when "something" happens. By that I mean, only when a fleet lands somewhere or research is completed, etc. I've seen cases where when the game update, 3 hours had passed in game, and an enemy fleet went from sitting quietly on a system to already in warp-space halfway to my planet. In a game that is all about numbers and timing, this is an absolute mess.

Huh. I'd noticed the strange frequency of opposing fleets arriving at the same time, and that occasionally I'd have to refresh to see an event actually happen (I had it open as a fleet was supposed to reach its destination), but not the trouble you mention—I don't think.

So I've noticed that the game only refreshes every hour. And all movements are rounded (up?) to the nearest hour. While I don't like the second part, I can deal with it. The first part though, is killer. It means that you can't actually see someone launching their ships at you until an hour after they have already launched them.

Tkyl wrote:
wordsmythe wrote:
Tkyl wrote:

So, I can't say I'm thrilled about this iteration of the game. While I like the new menus and some of the new research options, they have completely re-engineered the back end of the game, and not for the better. Now, the game seems to lump all actions into discreet time slots. Plus, the game only seems to update when "something" happens. By that I mean, only when a fleet lands somewhere or research is completed, etc. I've seen cases where when the game update, 3 hours had passed in game, and an enemy fleet went from sitting quietly on a system to already in warp-space halfway to my planet. In a game that is all about numbers and timing, this is an absolute mess.

Huh. I'd noticed the strange frequency of opposing fleets arriving at the same time, and that occasionally I'd have to refresh to see an event actually happen (I had it open as a fleet was supposed to reach its destination), but not the trouble you mention—I don't think.

So I've noticed that the game only refreshes every hour. And all movements are rounded (up?) to the nearest hour. While I don't like the second part, I can deal with it. The first part though, is killer. It means that you can't actually see someone launching their ships at you until an hour after they have already launched them.

Yeah. I mean, I like being able to change my mind (on fleet orders, at least), but wow what a difference that head start makes.

I imagine that is done to take away the advantage gained by folks who can check in on the game every few minutes.

My game started well, but I expanded a bit too fast and got cut back. I'm in a good defensive state now, and the other players are FINALLY starting to talk. I suspect the winner is already set, since my partner at the edge of the map took out one player and has an AFK player as a buffer between us.

firesloth wrote:

I imagine that is done to take away the advantage gained by folks who can check in on the game every few minutes.

My game started well, but I expanded a bit too fast and got cut back. I'm in a good defensive state now, and the other players are FINALLY starting to talk. I suspect the winner is already set, since my partner at the edge of the map took out one player and has an AFK player as a buffer between us.

Are you on my map?

Iota Sceptrum?

Have 2 games running at the moment, still fun but I'm remembering why I didn't stick with the original. If you can't check for 12-16 hours you're at a disadvantage.

I just started a turn based game. While I'm sure it will play differently, it's nice not having to check in on the game every couple hours.

firesloth wrote:

Iota Sceptrum?

Nope.

Looking for a new game. Who's got one?

Awesome thanks Sway.

NP2:TempestBlayze

NP2: Tkyl

Cool, can't say no to a private game.

Tag: MrDeVil909

I'm wordsmythe, if people think I'm worth adding.

I am, for the record, worthless.

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