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The Making Of Petting Zoo 5
This page contains the official documentary of what goes on behind the scenes for the making of Bungy's "Petting Zoo Five" empire game.
Step 1: Come up with a theme
Find something that everyone is familiar with and go with it.  Everyone's played Tic Tac Toe one time or another.  I got some hex paper, a bunch of pennies, and started arranging.
Looks like start continents will have 45 '-' sectors, 14 '~', and 1 '^'.
Step 2: Translate into scripts and make maps
Step 4: Figure out Version info and Playtest some Terminator Ideas
Working out version report and some minor unit mods.  Hoping to use the "semi-hidden" mod again.
Step 7: Make Posting to RGE to invite players for some practice rounds
Step 5: Work out details of Update Schedule, etc.
Step 8: Collect Emails from Player Registrants
Page Last Updated: 6am 16FEB2006
Here's how the continents look via the scripts:
Step 3: Consult Wolfpack to see if they have spotted Elvis
(9FEB2006) Working with Wolfpack on 4.3.0 for release date for best and final build - 4.3.0 pre-release looks good.  Working with RonK on WinACE updates.
Tentative First Update : Mon 06 Mar 2006
Page Last Updated: 6am 16FEB2006
   5 updates @ 20 hours / update
  15 updates @ 30 hours / update
rest updates @ 40 hours / update

Misc weekends every ~3 weeks skipped for "marital patchwork"
Click Here for PZ5 Update Schedule
Step 6: Prepare for RGE Posting.  Work on game webpage, etc.
10 FEB- Creating Winace Maps for the start continents.
   Working with Wolfpack on 4.3.0 and WinACE for 4.3.0
  TAC
des 3:12,-1:1 ~
des 4,0 ^
des -1:2,-4:4 -
des -10:-7,-3:3 -
des @-4,0:2 -
  TIC
des @0,0:3 -
des 7,-1 -
des 7,1 -
des 8,-2 ~
des 8,2 ~
des 8,0 ^
des -5,-3 ~
des -6,-4 -
des -8,-4 ~
des -5,3 ~
des -6,4 -
des -7,5 ~
des 0,-4 ~
des -1,-5 -
des -2,-6 ~
des 0,4 ~
des -1,5 -
des -2,6 ~
des 4,-4 ~
des 5,-5 -
des 4,-6 ~
des 4,4 ~
des 5,5 -
des 4,6 ~
  TOE
des @0,-2:3 -
des -3,-5 .
des 3,-5 .
des -6,-2 .
des 6,-2 .
des @0,-4:1 ~
des @1,-3:1 ~
des @-1,-3:1 ~
des @0,-2:1 ~
des -5:5,0:5 -
des -6,4 -
des 6,4 -
des 6,2 ^
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   . . . - - - - - - - ^ . . . . . - - - - - - - ^ ~ ~ ~ ~ . . . . . . - - - - - . . . .
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   . . . . - - - - - . ~ . . . . . - - - - - - - . . . . . . . . . . . - - - - - ^ . . .
  . . . . ~ - - - - . . . . . . . . - - . . - - . . . . . . . . . . . - - - - - - . . . .
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  . . . ~ . . - . . - . . . . . . . . . . . . . . . . . . . . . . . . - - - - - - . . . .
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   . . . . . TIC . . . . . . . . . . . . . .TAC. . . . . . . . . . . . . . TOE . . . . .
some of the mods to the game that I am working on.

  Planes:
   f3 : tech 95
   hb : changed load from 5 to 6 (for more strat bombing)

  Ships:
   pt : torp removed from capabilities
   dd : reduced firing range, increased visibility, xlight plane removed
   sh (subhunter) : added @ tech 90.  no units or xlight planes

  Units:
   shepherd : added at tech 10, slightly improved defense and more mils, but slower (than PZ4)
   engineer : removed light flag, reduced cost to $1000.

  Nukes:
   12kt added (tech 155).  better yield than 7kt (PZ4) and costs less

  Sectors:
   bridgespan maxpop changed to 199 civs/uws
   plains : now produce oil


Note: Things (ships/planes/units) only build to 95% (at their first update of building).  That last 5% of extra calibration and paint touch-up requires an additional update in the factory to finalize.
TBD
TBD
Here's how the continents look via WinACE:
Gold dust will be in the mountain (100) and in one centrally located industrial sector (100)... ie: lots of bars!
Wolfpack Empire 4.3.0

The following parameters have been set for this game:
World size is TBD by TBD.
There can be up to 99 countries.
By default, countries use their own coordinate system.

An Empire time unit is SEE UPDATE SCHEDULE seconds long.
Use the 'update' command to find out the time of the next update.
The current time is Tue Feb 14 06:47:30.
An update consists of 60 empire time units.
Each country is allowed to be logged in 1200 minutes a day.
It takes 8.33 civilians to produce a BTU in one time unit.

A non-aggi, 100 fertility sector can grow 0.12 food per etu.
1000 civilians will harvest 1.3 food per etu.
1000 civilians will give birth to 3.3 babies per etu.
1000 uncompensated workers will give birth to 1.7 babies.
In one time unit, 1000 people eat 0.5 units of food.
1000 babies eat 6.0 units of food becoming adults.
No food is needed!

Banks pay $250.00 in interest per 1000 gold bars per etu.
1000 civilians generate $8.33, uncompensated workers $0.18 each time unit.
1000 active military cost $83.33, reserves cost $8.33.
Up to 100 avail can roll over an update.
Happiness p.e. requires 1 happy stroller per 10000 civ.
Education p.e. requires 1 class of graduates per 10000 civ.
Happiness is averaged over 144 time units.
Education is averaged over 192 time units.
The technology/research boost you get from the world is 60.00%.
Nation levels (tech etc.) decline 1% every 96 time units.
Tech Buildup is limited to logarithmic growth (base 3.00) after 1.00.

                                Sectors Ships   Planes  Units
Maximum mobility                127     127     100     70
Max mob gain per update         60      90      60      40
Mission mobility cost           --      0       0       0
Max eff gain per update         --      75      85      85
Maintenance cost per update     --      0.10%   0.10%   0.10%
Max interdiction range          8       8       --      8

The maximum amount of mobility used for land unit combat is 5.00.

Ships on autonavigation may use 6 cargo holds per ship.
In order to build a nuke, you need 0.33 times the tech level in research
        Example: In order to build a 300 tech nuke, you need 99 research

Fire ranges are scaled by 1.00.
Flak damage is scaled by 1.75.
Torpedo damage is 2d40+38.
The attack factor for para & assault troops is 0.50.
The amount of fallout that leaks into each surrounding sector is 0.50%.
Fallout decays by 28% per update

Initial Damage                  Collateral Damage
                Sector  People  Mater.  Effic.  Ships   Planes  Land Units
Sector           --     100%    100%    100%      0%      4%     30%
People           10%     --      --      --      --      --      --
Materials        10%     --      --      --      --      --      --
Efficiency       10%     --      --      --      --      --      --
Ships            10%    100%    100%    100%     --       0%      0%
Planes           10%      0%      0%      0%     --      --      --
Land units       10%      0%      0%      0%     --       0%      0%

You can have at most 640 BTUs.
You are disconnected after 14 minutes of idle time.

Options enabled in this game:
        ALL_BLEED, BRIDGETOWERS, DEMANDUPDATE, EASY_BRIDGES, FALLOUT, GODNEWS,
        GO_RENEW, GUINEA_PIGS, INTERDICT_ATT, LANDSPIES, LOANS, NOFOOD,
        NOMOBCOST, NO_PLAGUE, PINPOINTMISSILE, SAIL, SHOWPLANE, TECH_POP,
        TREATIES, SHIPNAMES

Options disabled in this game:
        BIG_CITY, BLITZ, DEFENSE_INFRA, FUEL, HIDDEN, LOSE_CONTACT, MARKET,
        MOB_ACCESS, NO_FORT_FIRE, RES_POP, SLOW_WAR, SUPER_BARS, TRADESHIPS

See "info Options" for a detailed list of options and descriptions.

The person to annoy if something goes wrong is:
        Bungholio Doug
        (empire_bungholio @ verizon.net OR hotmail.com).

You can get your own copy of the source from http://www.wolfpackempire.com/

Copyright (C) 1986-2006, Dave Pare, Jeff Bailey, Thomas Ruschak,
                         Ken Stevens, Steve McClure
This is free software; see the source for copying conditions.  There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
(11FEB2006)  Got new pre-release.  Version report is new format.  New formats for _def files.
(14FEB2006)  Doing some play-testing with everything.  Hoping to anno on RGE tomorrow nite.
TIC
TAC
TOE
16 FEB :  planning on making rge posting tonight.  setting up for some practice blitzes.
   players will need to log in and become familiar with server changes and updated clients.