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Crewman
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Wow, wow, wow.. oh and did I say Wow? :)

You really have captured the spirit of BOTF! I do have a few questions tho... I said I would :)

First in the menu where you select galaxy size etc the sub menu appears BEHIND the first menu, I'm sure are aware if this tho, it can't just be on my computer.

Ok this is longer than I originally intended but the major point is at the bottom, I really think it is worth considering from both a gaming point of view, but also as a 'This actually happens in Star Trek' point of view.

One of the first things I did note is that you do not get a system summary when you put the mouse over a system like you did on BOTF, are you looking into this would be very helpful especially with population, dilithium, ground combat info.

Speaking of ground combat, I assume this hasn't been introduced yet?

The biggest flaw though and it is a flaw even at this stage of development, the minor races are WAY too large at the start of the game AND they are too easy to get them to be members, no tributes needed or anything! Why waste resources on colony ships when you can get a ready made 100 population system in the same time it takes to get a 40 pop system starting from scratch?

Also are you going to introduce a method of adding credits/resources when negotiating treaties? If not, why not? Its only logical! :)

Assume you are still working on starting structures and ships? Bit annoying having to build shipyard on first turn and have no ships to send off.

MAIN POINT - RE: Resources

Why the need for all the different resources? Credits, what are they for? Are you going to add a buy building/ship function? But too be honest that was one of the flaws to BOTF, get lots of money then just buy what you needed... hardily realistic for the federation to just buy a brand new Galaxy class starship.

I like the dilithium accumilating, deuranium, raw materials... all very good ideas, but officers... can't for the life of me work out how that works... no info on ship stats about it either.
Isn't it a little bit compilated having 5 different resources? Most TBS/RTS games use 2 at the most. As I said wouldn't just those 3 surfice?

Bare in mind that Voyager had enough fuel on board to last several years at warp 8. Galaxy class ships where fitted with many anti-matter storage pods, Romulan warbirds have artificial sigularities as energy sources.. so why the need for a maintanence cost? If anything the only thing that ever needs replacing is the dilithium crystals themselves.

This is what I would have in mind... dilithium refinary would extract +5 to +10 dilithium per turn, all ships would have maintanence cost of 1 dilithium per turn (2 for command ships late on) so limiting the amount of ships you can have to 5-10 ships per system with dilithium, making dilithium a HUGELY important comodity worth going to war over even if the system only has max pop 25. The only problem I can think of for this idea is stockpiling dilithium, building more ships than you can maintain and eventually having a dilithium defecit, which shouldn't be possible. The solution to this would be that ships will incur a warp core breach if they cannot be maintained. But I guess that would be hard to program.

My main point is why the need for credits? Feds never used credits! Trade routes should be for deuranium/raw materials. But the dilithium needed for ship maintenance as well as construction would add so much to the game and also give a chance for a weeker enemy to strike dilithium mines and in doing so cripple the opposing fleet if they do not have any reserves.

What do you think?


01 Oct 2008, 02:18
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MikeWilton wrote:
First in the menu where you select galaxy size etc the sub menu appears BEHIND the first menu, I'm sure are aware if this tho, it can't just be on my computer.


Hmm...this is a bug that we thought had been fixed quite a while ago. Try reloading the game and see if it happens every time, or intermittently. I'll give Mike a nudge about it.

MikeWilton wrote:
One of the first things I did note is that you do not get a system summary when you put the mouse over a system like you did on BOTF, are you looking into this would be very helpful especially with population, dilithium, ground combat info.

Speaking of ground combat, I assume this hasn't been introduced yet?


The summary screen sort of has been implemented. A scrollover system is in the game, but it doesn't yet give you all of the info that you got in BOTF. It also doesn't appear when you scroll over the system on the map - it instead appears when you scroll over the individual planets of a system that you've selected. This is actually a good point, and something I would like to see added, so i'll give Mike a nudge about this as well.

Ground combat has not yet been implemented yet, which is why there are discussions about it going on and why the transports are currently useless.

MikeWilton wrote:
The biggest flaw though and it is a flaw even at this stage of development, the minor races are WAY too large at the start of the game AND they are too easy to get them to be members, no tributes needed or anything! Why waste resources on colony ships when you can get a ready made 100 population system in the same time it takes to get a 40 pop system starting from scratch?


That's because the game doesn't have an AI yet and the minor races are incomplete. As they don't have an AI yet, they are designed to automatically accept your proposals. And the only way to break those proposals is to declare war. Mike is working on the game AI, but this will take a looong time to perfect; AI is one of the most difficult parts of a game to get working properly. It then needs to be constantly tweaked until the computer-controlled races are behaving as they should. That's basically what went wrong with BOTF - the game wasn't playtested before it was released, so the AI was never tweaked. That resulted in the Federation making demands left right and centre.

As for being too big, that's because their structure list isn't complete in the standard game. I'm personally working on a major content update for the game. The minor races will have a LOT more buildings to play with once i'm complete, but they will have to work hard just like the Empires to open them up.

MikeWilton wrote:
Also are you going to introduce a method of adding credits/resources when negotiating treaties? If not, why not? Its only logical!


Yes we are going to add this. But bribery won't work in the same way as in BOTF. Some races will actually be offended by it, (Vulcans) whilst others will love you for it (Ferengi). Those races that can't be bribed will instead take the history of your relations into account - defending them, attacking them, helping them fight off plagues, ignoring their pleas for help, opening treaties, breaking treaties, meeting their demands, failing to meet their demands, trading, raiding...all these and more will be taken into account over time. Whilst this sounds more difficult, it also means that these types of races will diplomatically be more stable (And therefore less likely to break away from you) than those races who joined through bribery alone.

Credits won't just be for bribery though. Just like in BOTF, your fleets will require maintenance. This hasn't been implemented in the current game, but will be a part of my game updates. Credits *may* possibly also be used to hurry structure and ship production - but this won't be an instant-build function like it was in BOTF *IF* such a system is implemented. The money will instead make your workers do overtime to increase production speed, not to simply magic the parts out of nowhere and construct it instantly.

MikeWilton wrote:
Assume you are still working on starting structures and ships? Bit annoying having to build shipyard on first turn and have no ships to send off.


Yes, I also find this annoying. But it is something that Mike will have to program. I don't know how to do it.

MikeWilton wrote:
Why the need for all the different resources? Credits, what are they for? Are you going to add a buy building/ship function? But too be honest that was one of the flaws to BOTF, get lots of money then just buy what you needed... hardily realistic for the federation to just buy a brand new Galaxy class starship.


Credits...read my points above. Bribery, fleet maintenance, and (Potentially) hurrying production - not instant building.

MikeWilton wrote:
I like the dilithium accumilating, deuranium, raw materials... all very good ideas, but officers... can't for the life of me work out how that works... no info on ship stats about it either.
Isn't it a little bit compilated having 5 different resources? Most TBS/RTS games use 2 at the most. As I said wouldn't just those 3 surfice?


Officers aren't properly implemented yet, but the accimulation of officers is based on the number of systems you own and how big they are. The more people you have the more potential raw recruits you've got. You'll eventually be able to build training centers to boost this by a certain percentage.

Your officers will also be the most complex resource, because you will need to maintain the loyalty of your officers. Empires that have a poor officer loyalty will be more likely to suffer from security breaches, renegade captains, accidents, diplomatic or research failures, terrorism, and so on. Think of loyalty as officer morale if it makes it easier to understand.

The physical size of a ships crew also has a huge affect on some of the ship stats, most notably research. All ships have a certain research capability so that they can explore Nebulas, and research other stellar phenomena. This research will add to your actual science research, whilst also helong to explore the Galaxy. This research will be most useful during the early game, but the best research ships are the late-game ones, so it will be up to players to decide when to undertake such research.

The science ability of a ship is based on the size of the crew, the percentage of crew that are scientists, and the power of the ships sensors. Ships with large crews may have better science capability than smaller ships with a higher percentage of scientists simply because it is a larger crew overall. The Federation Explorers are the best research ships in the game, but are also the most expensive.

As for too many resources, I don't think it is too many. I've played many games that have have 4, 5, or even 6 resources, and that's not a problem. Ok, some people may prefer fewer resources, but the concensus on the forums seems to be generally towards the higher end of the spectrum. The game will feature a lot of customiseability though to help make it easier for players though, so it will likely work out less difficult to track than you imagine.

MikeWilton wrote:
Bare in mind that Voyager had enough fuel on board to last several years at warp 8. Galaxy class ships where fitted with many anti-matter storage pods, Romulan warbirds have artificial sigularities as energy sources.. so why the need for a maintanence cost? If anything the only thing that ever needs replacing is the dilithium crystals themselves.


The maintenance costs are there as an artificial way of keeping control over the game. No one has a super computer in their homes to play this game, and the more ships you have, the more powerful your computer needs to be to keep the game playable. Maintenance costs keep players using fleets that won't require an LCARS-based Quadritronic computer with Bioneural circuitry. :lol:

If this sounds like a strange concept, a lot of games use variations of the system. Sins of a Solar Empire has maximum fleet capacities that can be expanded at a permanent cost to the amount of resources you gain per second, whilst Age of Empires requires you to build houses for your people and even then has a maximum world population.

We also know that Federation starships do actually require regular maintenance. The Enterprise-D had to undergo Baryon sweeps and had a (Faulty) Dilithium chamber replacement during the series.

MikeWilton wrote:
This is what I would have in mind... dilithium refinary would extract +5 to +10 dilithium per turn, all ships would have maintanence cost of 1 dilithium per turn (2 for command ships late on) so limiting the amount of ships you can have to 5-10 ships per system with dilithium, making dilithium a HUGELY important comodity worth going to war over even if the system only has max pop 25. The only problem I can think of for this idea is stockpiling dilithium, building more ships than you can maintain and eventually having a dilithium defecit, which shouldn't be possible. The solution to this would be that ships will incur a warp core breach if they cannot be maintained. But I guess that would be hard to program.


Dilithium is only require to build ships in the game. Whilst you start off with only Dilithium refineries (+1 Dilithium), there are several more later-game structures that can be built to increase yuor output. The TNG-era Federation Particle Fountains give a +4 Dilithium bonus, for instance. Programming Warp core breaches without a source of Dilithium would be a very annoying feature and one that I doubt Mike would want to implement, although it could be modified to simply have the effect of randomly stranding ships I suppose.

MikeWilton wrote:
My main point is why the need for credits? Feds never used credits! Trade routes should be for deuranium/raw materials. But the dilithium needed for ship maintenance as well as construction would add so much to the game and also give a chance for a weeker enemy to strike dilithium mines and in doing so cripple the opposing fleet if they do not have any reserves.


Yes they did. Starfleet provides officers with everything they would ordinarily need to live comfortably in exchange for their service, but outside of this, credits were needed as a form of currency within the Federation, and were used even on Earth. And what do you think Riker was always betting with during poker night? It wouldn't be much fun if the chips were meaningless.

I believe Mike has plans to change the trading system and make it more in-depth, but i'm not sure precisely what his plans are in this area. If you really want to play a game where trade is a fully-fledged system, i'd recommend you try out BOTE for the time being. They've got a system where you can buy and sell several different types of resources, each with fluctuating prices as demand ebbs and flows. That game should give you the trading fix you need. :wink:

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01 Oct 2008, 10:59
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Matress_of_evil wrote:
MikeWilton wrote:
First in the menu where you select galaxy size etc the sub menu appears BEHIND the first menu, I'm sure are aware if this tho, it can't just be on my computer.


Hmm...this is a bug that we thought had been fixed quite a while ago. Try reloading the game and see if it happens every time, or intermittently. I'll give Mike a nudge about it.
This should be fixed in Vista (or at least Vista SP1), and in XP SP3.

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02 Oct 2008, 01:41
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Re: menu glitch - I have XP SP3, I've only loaded the game once so will let you know if it happens again

I did have slight problems installing .Net framework. Installed 2.0 and 3.0 fine, 3.5 had a win32 error, but 3.5 SP1 worked fine without installing 3.5 - could this be part of the problem?

Re: Credits - What I actually meant was trading outside the federation, e.g. 'stable wormhole' negotiations, but I can admit is it a much simplier way than dilithium control. It was just a thought to add realism... I read the forum notes after I posted that and I suppose that is an example of adding realism, but at a cost - i.e. difficult to impliment.
I do think that dilithium systems NEED to have more importance than they did in BOTF - It was highly unlikely that you wouldn't have more dilithium than systems able to produce ships.
I'm sure tho' that can explored through testing the current system i.e. tweeking the amount of dilithium required to build ships etc
I will have a look at BOTE, but without the ST theme does it still have the same appeal? By that I mean if BOTF was the same game but not using star trek would we even be having this converstaion?


02 Oct 2008, 02:44
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Oh just another thing. I have seen it mentioned that there is no manual, and such a manual would need constant updating. However I do believe that one well be useful, especially to ppl like me who have only just downloaded, or those who will be downloading after extra features have been added.

I am a part time journalist and so writing skills are adequate and part-time means I have plenty of time on my hands :) So if you would like me to make a start on a manual I would be all to happy to oblige. I would do it in word at first so it would extremily editable by anyone really.

Let me know what you think and if you want me to plow ahead I'll start a thread on what sort of stuff should go in... background, ordering of topics, screenshots etc
If you decide to let me start this then I can email you updates which you can put up for download, then, just incase I get busy, it would be easy for someone else to take up the reigns if neccesary.


02 Oct 2008, 02:58
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If you want to have a go at making a manual then be our guest. I have a lot of time on my hands at the moment as well, but i'm working on the Supremacy content update...and I just got World of Warcraft mwaha.

MikeWilton wrote:
I do think that dilithium systems NEED to have more importance than they did in BOTF - It was highly unlikely that you wouldn't have more dilithium than systems able to produce ships.
I'm sure tho' that can explored through testing the current system i.e. tweeking the amount of dilithium required to build ships etc


It is possible to set certain conditions on buildings - in the case of the shipyard, you could potentially set it so you could only build shipyards in systems that have Dilithium. I have NOT set the shipyards like this at the moment, since it was not this way in BOTF, we now have Dilithium stockpiles, and no one has actually asked for this before. It is a very simple change to make in the editor though - and in fact you could do it yourself. Just check the box next to the Dilithium requirement for each of the shipyard structures, (Otherwise you'll end up with only one shipyard that has the Dilithium requirement, instead of all of them) then save your changes. The editor is the file called "SupremacyEditor2.exe" in your main Supremacy folder.

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02 Oct 2008, 10:01
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sorry, i can`t down it - admin is strict & channel is low.. but as soon as you add at least an ai, i woul get it no matter what)... so... excuse my lang. & mistakes..

ground combat
klingons are strong and furious it`s their advantage.
but they lack discipline and they ain`t too smart...
their tecnology preference is qite rude...

so... ground combat MUST have at least these multipliers:
1 race physicall (genetically modifications? implants?)
2 officers & crew - expirience ( & level. in existing military & training structures/ attaking ships)
3 race tecnological level (martial arts in here? weapons, armor, shields... droids?)
4 defensive & offesive structures
5 population (morale is here?)

ship maintenance costs
yes. must have feature. but!most part of the maintenance of later era`s - is crew`s price (& scientists & etc...) & repair costs (repairing some % of damage is automatic, but it still HAS to be repaired with perfect materials ( if ship is HUGE it sertanly has some spare parts but in shypyards repairs would be faster & more efficient))
don`t make a fleet size rectriction from that. it will cost `ya, but don`t be too hard! resources - and their results - are VERY HARD to get - it is real problem ( don`t forget to add this in difficulty tweak))

planetary defenses - shields, turrets, fleets on the orbit - they WILL save population (at least it`s smallest part) from ANY disaster, if you won`t hesitate (please!!)

romulan`s cloaks gives them HUGE advantage. that is why their ships is SO deadly. not because of their sensors, weapons or etc... it`s hard to admit, but true... but even outposts won`t crack best ship`s cloack instantly - huge reconnaisanse & espionage & chanse for a strike!
klingon`s society is degradating - with officers expirience - untill the very end of the war with the federation (one of the reasons why fed`s could survive, as i see it) so prices for everything, that is not a food or not for killing - is higher, than it should.
and PLEASE! command ships of ANY race can execute ANY common tasks - patrol, raid, planetary bombardment, scan, explore, intercept, etc..
and PLEASE! a colonization ships CAN DO MIRACLES!! time & resources & time & resources & etc... & i would get a big M planet from NOWHERE right where i want it))
and PLEASE! i don`t care if a turn takes 4-40 min to count! i wanna HUGE galaxies!!! 5kx5k or even x10 bigger))

borg... they are ultimate race. no one should be able to defet them alone!!! that is why allies are nessesary

damage control & tactical encounters
you have to make it real good! disperse useful abilities throught tine, races and ships..
give ability to choose what system(s) of what (exacly\type\group) enemy ship to attak... to disable or to destroy, accept comms? negitiations? make it optional, coz it would take a lot of time!! make it FUN!! i want to destroy their engines, weapons, shields and cloak - wait few turns when help for distress call would arrive - and take them out too))
(hey! if no one knows, that i killed them, why the fact that they were my allies would bother enyoune? the`re just gone missing! no penalty to relations!!))

AI & diplomacy & intel
make ai fear)) give me a chance to proove them, that i will exterminate them all, if they won`t obey))
give some of them a courage to die in a desperate fight, but a cowardice to prey for mercy for the thers)) make a demand to surrender))
make me an option to slowly exterminate native on conquered world (make the rebellion STRONGER))
give an option of pointed planetary borbardmet ( no\almost no damage if not percise) - only military or govement installations - would be VERY useful, if you trying to free subjuged system...
also.. PLEASE make fights for systems - going by planet to planet - by the number of ships - with ability to take only part of the system and then go quet and support rebellion - it would be fun)) and make it take a few turns!! to give allys time to react on that)) (that` where diplomacy would be rquired))
make EXTREME difficulty level - every turn - there`s an ASS (a problem, i mean)) (disiese, security breach, deep space hostile alien encountered, metheorite strike...)) (make it an optional tweak in gameplay tweaks - for player to be able to turn it on\off in a metter of few turns according to main difficulty level))
make intelligense MORE customizable than it was in botf - if i want an president assassination - i would get it! (time & money & intel points), and if i want to find a bastard that is making me look bad - i would!! and would give the evidence, or sell it.. and more intel on the affairs of the others!! the information has it`s price!! so i can bought almost any data or EVIDENCE that i would need))


11 Oct 2008, 14:04
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Sometime after it's founding the Feds created the "Federation Credit" what or how it is used is a mystery to us causal Trekkies. I imagine it was used between them to create a commonality to commerce and then later expanded for use outside the Federation.

You can't have 100 different economies with 100 different currencies and maintain fair trade over 8,000 ly!

It is however CANON since Kirk's time (Uhura buys a Tribble from Cyrano Jones remember?).

Aside from poker, Riker bargins for the "Barzin Wormhole" and amoung the various raw resources he offers X amount of "Federation Credits", 500k IIRC.

On DS9 many people buy drinks at Quark's with Fed credits (despite his grumblings)...

The Federation Credit is a unit of energy for replication I think. It's bartered mainly to NON-Federation worlds for things the Feds want but can't produce quickly/easily. The person who gains them redeems them from industrial replicators with Fed supervision I would imagine.

Starfleet Personnel get free bennies, but accumulate a monthly ration of Fed Credits.

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12 Oct 2008, 23:41
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Lord Leks Darkmind wrote:
ground combat
klingons are strong and furious it`s their advantage.
but they lack discipline and they ain`t too smart...
their tecnology preference is qite rude...

so... ground combat MUST have at least these multipliers:
1 race physicall (genetically modifications? implants?)
2 officers & crew - expirience ( & level. in existing military & training structures/ attaking ships)
3 race tecnological level (martial arts in here? weapons, armor, shields... droids?)
4 defensive & offesive structures
5 population (morale is here?)


The ground combat is something that is still being discussed; nothing is yet set in stone. These points will definitely be considered for inclusion in the eventual ground combat system though.

Lord Leks Darkmind wrote:
ship maintenance costs
yes. must have feature. but!most part of the maintenance of later era`s - is crew`s price (& scientists & etc...) & repair costs (repairing some % of damage is automatic, but it still HAS to be repaired with perfect materials ( if ship is HUGE it sertanly has some spare parts but in shypyards repairs would be faster & more efficient))
don`t make a fleet size rectriction from that. it will cost `ya, but don`t be too hard! resources - and their results - are VERY HARD to get - it is real problem ( don`t forget to add this in difficulty tweak))


Don't worry, ship maintenance costs ARE going to be in because I am PERSONALLY adding them into the game database. I am in the middle of a major content update for the game, and when I get to doing the ships, I will be adding in the ship costs.

As for making the costs dependant on repairs, this would require a dynamic system - which is something I know has never been discussed before. Ship repairs are being discussed at this very moment in another thread though, so I will raise this point for you.

Lord Leks Darkmind wrote:
planetary defenses - shields, turrets, fleets on the orbit - they WILL save population (at least it`s smallest part) from ANY disaster, if you won`t hesitate (please!!)


Planetary defenses will work a bit different to BOTF. There will be more types of defenses than in BOTF, but in a change to the way BOTF worked, you *may* also be able to destroy the defenses whilst you are in tactical combat in a system/aid your fleets in defending the planets and stations.

The planetary shields did actually work in BOTF though. They were never designed to stop damage, they were designed to reduce it and defend the most heavily populated areas - and that's how they will work in Supremacy. They won't make systems invulnerable, because this would make it impossble to onquer systems defended by shields. They will simply reduce the damage caused by a planetary assault, just like in BOTF.

Lord Leks Darkmind wrote:
romulan`s cloaks gives them HUGE advantage. that is why their ships is SO deadly. not because of their sensors, weapons or etc... it`s hard to admit, but true... but even outposts won`t crack best ship`s cloack instantly - huge reconnaisanse & espionage & chanse for a strike!


Cloaks will work differently to in BOTF. We haven't yet worked out the details yet, so please join in on the discussions for them. We've roughly decided though that they will still give players a significant advantage, but it won't be such a devastating advantage; the cloaking advantage will be reduced if you're fighting against battle-hardened enemies. Veteran crews will be able to raise their shields, arm their weapons, and get target locks much more quickly and efficiently than green crews would be able to do so, for instance.

Lord Leks Darkmind wrote:
klingon`s society is degradating - with officers expirience - untill the very end of the war with the federation (one of the reasons why fed`s could survive, as i see it) so prices for everything, that is not a food or not for killing - is higher, than it should.


Each game will play out differently due to random chance and ingame circumstances. We might make a canonish map for the game, but just like in BOTF, you could have a Klingon Empire that dominates all of the best planets in the game and has a massive economy supported by a huge military. On the flip side, you could have a Klingon Empire on the verge of collapse with few member worlds and a shrinking economy. The same goes for all of the Empires, and the minor races as well. Every game will be different, so won't necessarily play out exactly as things did in Trek. Forcing "events" to happen would simply make the game boring and predictable.

Lord Leks Darkmind wrote:
and PLEASE! command ships of ANY race can execute ANY common tasks - patrol, raid, planetary bombardment, scan, explore, intercept, etc..


Command ships will be very important ships in the game, and will be capable of a few new commands that weren't in BOTF, such as towing stranded vessels - whether they are friendly or otherwise. The exact abilities of the ships will vary slightly depending on how advanced the ship is and the Empire that built them, for instance, at the end of the game. the Federation has the best command ships of all, but they will also be the most expensive of all in both build and maintenance costs. The Klingons prefer to spread specialist roles across the entire fleet, whilst early Romulan designs will have an advantage because of their cloaking ability.

Lord Leks Darkmind wrote:
and PLEASE! a colonization ships CAN DO MIRACLES!! time & resources & time & resources & etc... & i would get a big M planet from NOWHERE right where i want it))


The specifics are still being discussed of this system, but colonization and terraforming will work differently to BOTF. Mike intends that each of the races have their own preferences for colonization, for instance the Federation/Humans prefer clas M worlds, whilst the Cardassians prefer Deserts. This means that if the Federation were to colonize a system full of Desert planets, the maximum population of the system would be much lower than if that same system had been colonized by the Cardassians.

When a race terraforms a system, the planet will physically change its' class towards the preferred environment that the terraforming race. So the Federation would terraform a Desert world to a class M, and the Cardassians would terraform a class M to a Desert. The terraforming process would happen over many stages though based on your available technology. Planets may need to be terraformed multiple times over the course of a game, and you may also lose the native bonuses that a planet has to offer in the process, such as food or energy bonuses...

Lord Leks Darkmind wrote:
and PLEASE! i don`t care if a turn takes 4-40 min to count! i wanna HUGE galaxies!!! 5kx5k or even x10 bigger))


You ought to have a look at the huge map on Supremacy. You'll be pleasantly surprised. :mrgreen:

Lord Leks Darkmind wrote:
borg... they are ultimate race. no one should be able to defet them alone!!! that is why allies are nessesary


We're still discussing the specifics of the Borg, but they're going to be an looming, omnipresent threat in games, seeking to assimilate advanced races IF the Collective feels that race lacks the ability to sufficiently defend itself AND has desirable technology. There is the possibility of adding an "Anti-Borg Alliance" to ingame diplomacy, but whether this is programmable and exactly how this would work is still in question.

Lord Leks Darkmind wrote:
AI & diplomacy & intel make ai fear)) give me a chance to proove them, that i will exterminate them all, if they won`t obey
give some of them a courage to die in a desperate fight, but a cowardice to prey for mercy for the thers)) make a demand to surrender))))


Diplomacy and Intel will be more indepth and customiseable than in BOTF, but Mike is still working on these parts of the game. The AI is going to be the most difficult to program part of the game and is currently Mike's focus, so Diplomacy and Intel improvements are on the back burner for the time being though i'm afraid.

We're hoping to improve the Diplomacy system though so that races will change their opinion of you based on the history of your relations, sort of in the Civ 4 Diplomacy sense. (Eg. +1 We care for brothers of the faith, -2 You attacked us! etc etc) The length of history taken into account would vary on the race in question, and would be modified by their personality as well, for instance the Ferengi would be willing to forget your transgressions in exchange for cold hard credits, whilst the Vulcans would be disgusted by any attempt at bribery. This is very much a work in progress though, and as I said, is not currently a major priority compared to the AI.

Lord Leks Darkmind wrote:
make me an option to slowly exterminate native on conquered world (make the rebellion STRONGER))


As i've said before, there will be more diplomacy options and abilities. It may make it in, it may not. You'll have to wait and see.

Lord Leks Darkmind wrote:
give an option of pointed planetary borbardmet ( no\almost no damage if not percise) - only military or govement installations - would be VERY useful, if you trying to free subjuged system...


This might one day be possible; i'm not really sure what Mike's plans are for planetary bombardment, but as i've said previously, there will be more defensive options, so there *may* also be more offensive options too.

Lord Leks Darkmind wrote:
also.. PLEASE make fights for systems - going by planet to planet - by the number of ships - with ability to take only part of the system and then go quet and support rebellion - it would be fun)) and make it take a few turns!! to give allys time to react on that)) (that` where diplomacy would be rquired))


Capturing individual planets will NOT be in the game. Ever. It has been asked for before, and Mike has expressly said he will not implement it for programming reasons and his own personal choice. Please don't argue against this as it is his decision since he is the programmer. I can assure you though it has been discussed many times before and he did listen to the arguments.

Lord Leks Darkmind wrote:
make EXTREME difficulty level - every turn - there`s an ASS (a problem, i mean)) (disiese, security breach, deep space hostile alien encountered, metheorite strike...)) (make it an optional tweak in gameplay tweaks - for player to be able to turn it on\off in a metter of few turns according to main difficulty level))


We haven't discussed difficulty settings yet, but I imagine that Mike will eventually implement some difficulty settings. The AI needs to be completed before this can be considered though since he need to program adjustable difficulty settings into the AI in the first place.

Lord Leks Darkmind wrote:
make intelligense MORE customizable than it was in botf - if i want an president assassination - i would get it! (time & money & intel points), and if i want to find a bastard that is making me look bad - i would!! and would give the evidence, or sell it.. and more intel on the affairs of the others!! the information has it`s price!! so i can bought almost any data or EVIDENCE that i would need))


Intel WILL be both more customiseable and random at the same time. A lot of intel is down to random points of opportunity or planning events over a very long time; even if Mike makes such specific options as assassinations possible, that doesn't mean it would occur the next turn. You'll have to wait and see what Mike's plans are for that.

...

Star-Dragon wrote:
Sometime after it's founding the Feds created the "Federation Credit" what or how it is used is a mystery to us causal Trekkies. I imagine it was used between them to create a commonality to commerce and then later expanded for use outside the Federation.


I read *somewhere* that the credit was originally created before the Federation; it wasn't a currency as such because it wasn't a physical object. It was the ultimate form of electronic currency and could be easily converted into any world currency; you didn't need a card or ID to use it because biometric recognition systems had become so good. But the technology behind it was being used to track many other things without the knowledge of the people, and because it was electronic in nature, Governments and organisations could easily take control of assets. As people began to realise this problem, the world became politically unstable and push led to shove, and World War 3 became a reality. All Earth Governments and financial institutions were wiped out, leaving the survivors with only their belongings to buy and sell things with; humanity turned back to bartering over objects instead of using the old currencies.

Even though it was partly to blame for World War 3 (There were other reasons but we don't know them), the credit was later revived after the formation of the Federation because electronic currency rather than physical currency more closely suited the ideals of the new Federation. The development of new technologies, especially replicators and similar objects, also simultaneously rendered physical currencies less meaningful/secure, and made energy more important than ever. Somewhere along the line, credits began to represent units of energy that could then be used to replicate other objects, be it food, tools, clothing, or other necessities.

Whether any of this is true I don't know, but I found it an interesting read, and the end part at least fits in with what you hypothesized, Star-Dragon. I wish I could remember where I read the info though or i'd give you the link. It was such a long time ago. :(

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13 Oct 2008, 22:28
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Quote:

Command ships will be very important ships in the game, and will be capable of a few new commands that weren't in BOTF, such as towing stranded vessels - whether they are friendly or otherwise. The exact abilities of the ships will vary slightly depending on how advanced the ship is and the Empire that built them, for instance, at the end of the game. the Federation has the best command ships of all, but they will also be the most expensive of all in both build and maintenance costs. The Klingons prefer to spread specialist roles across the entire fleet, whilst early Romulan designs will have an advantage because of their cloaking ability.


WOW.... So if Im The Federation and Im at war with The Cardassians... and one of their ships is stranded outside their borders... can I tow it and add it to my fleet or use it for espionage, sabotage, etc? (Would love to send a captured Galor Class ship to Cardassia and order it to release a explosive near a enemy ship and warp out :) )


17 Oct 2008, 00:04
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I'm not 100% sure about that yet, but that's what I hope will eventually be possible. I don't know how the game will respond regarding transfering control of the ships though, because the AI is still under construction. We'll have to wait and see what Mike says about this. I doubt an AI that works correctly would lose any ships in this way though, unless you destroyed some enemy refuel depots/bases/shipyards, which would always be a possibility...hmm, this point will need more discussion.

Towing ships won't be easy though. Ships that are towing others will only be able to move one sector per turn, making them targets for enemy attacks - and ships that are dead in the water won't be much use in combat. Rescue ships will also run the risk of becoming stranded themselves if they run out of fuel too...

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starbases, outposts, sensor arrays, deep space stations - installations of a communications - they have a range limits - so: ships accumulating research data (must have sensors, that is suited for pointed anomaly, scientists on board), that is out of comm range - won`t give that data to main database, untill they would get in this range. furthermore: AI ships, that encounters something, being out of comm range - won`t report that to AI... untill ship would return.... SO: you CAN`t control your ships diectly, while the`re out of comm range - you give ship an order and it goes an tries to commit it, after sucsess or failure ship automatically returns (trying, at least, if it can, officers ain`t going crayzy, etc.)to comm range, to report. maybe add a +1 delay of orders&info delivery per out-of-comm-range cell?

maybe add a pribability of rouge planets, asteroids, nova`s, etc. (generic, while the game is played)
maybe add a pribability of pirates? in any planetary system... but it would be nessesary to create a whole fleet at least for them & all others misc events (courriers, spies, etc..)
maybe add a campaign missions? i mean inside a game you can build a HERO SHIP (the price must be HUGE), to use it co complete some tasks - deliver diplomacy letters, or etc.. - if a mission would be succsesseful - you get bonus - credits, positive diplomatic relations shift, morale, resources, or etc... but if you fail... furtheremore - if you loose hero ship... your guess is right)) it would be a disaster))


17 Oct 2008, 01:46
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I'm not a programmer so don't know how these things work, but I imagine implementing these control reductions would be a programming nightmare. We'll have to wait and see what Mike says about them, but I doubt he would implement it. Like I said though, i'm not a programmer so I could easily be wrong.

As for the other things you mentioned...most of them already have been or will be implemented. :mrgreen:

Rogue planets are already in the game as a class of planet. They will be exceedingly rare (As will Demon and Crystalline planets), and in fact I haven't ever seen one appear in the game; i'm therefore not sure if Mike has yet implemented the possiility of encountering Rogue planets in otherwise empty sectors. They are definitely in as a class type though.

Asteroids are also already in - just look at the bottom of the screen in the Sol system and you'll see the Asteroid belt between Mars and Jupiter.

I've also come up with a massive list of random events for the game; Supernovas are one of the randoms i've put in. This list is only speculative though, and was designed to be a list of everything that *could* be in the game, rather than a list of of everything that will. I'm not even sure if Mike has looked at the list yet, and i've been working on it for almost three years now. (Although admittedly I haven't worked on it so far this year) Pirates are another random event that i've put in the game.

As for campaign missions, these have been talked about before, but nothing concrete was decided. We're hoping to create a canonish Trek map for people to play which will come as a loadable .sav file with the game, but that's the closest to campaigns that we've got. We might even eventually make a Klingon civil war/Duras, a Voyager/Delta Quadrant one, or other special maps, but those will be a long while off. Specifically having special missions would need to be discussed in a LOT more detail - and that's assuming Mike actually likes the idea and programs the game to allow for them.

Hero ships have also been talked about. You will be able to set flagships, but they won't have anything special about them. They will have the same stats as any other ship. Flagships are more a custom feature than a gameplay feature.

Diplomatic tasks will sort of be in the game. Whilst it definitely hasn't been decided on yet, we're hoping to have things like plagues, capturing advanced enemy ships, special joint research projects, and the like in the game. Precisely if/how these will be implemented will be down to Mike, but *if* they are in the game, they will come with major political/diplomatic points - both positive and negative. For instance, sending a Hospital ship to cure an enemy planet of a plague would earn you big favour points with that race - but conversely ignoring their pleas for help, or even purposely spreading the plage (Which may be possible if it is implemented) would seriously strain diplomatic ties.

The game is still in an early pre-alpha stage - you can't even choose to play as the other Empires in single-player mode yet (But they have been implemented), so there is still a LOT of work to be done on the game. Some features may change in the future, some will be dropped, and others will be added. It'll be a long time before the game is "complete", so you're just going to have to wait like the rest of us. Posting on the forums is a good way of arguing for your points and ideas though. I should know, i've got the highest post count and plenty of my ideas are in the game.
[/end brag] :lol:

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17 Oct 2008, 12:14
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Matress_of_evil wrote:
I'm not a programmer so don't know how these things work, but I imagine implementing these control reductions would be a programming nightmare. We'll have to wait and see what Mike says about them, but I doubt he would implement it. Like I said though, i'm not a programmer so I could easily be wrong.

As for the other things you mentioned...most of them already have been or will be implemented. :mrgreen:

Rogue planets are already in the game as a class of planet. They will be exceedingly rare (As will Demon and Crystalline planets), and in fact I haven't ever seen one appear in the game; i'm therefore not sure if Mike has yet implemented the possiility of encountering Rogue planets in otherwise empty sectors. They are definitely in as a class type though.

Asteroids are also already in - just look at the bottom of the screen in the Sol system and you'll see the Asteroid belt between Mars and Jupiter.

I've also come up with a massive list of random events for the game; Supernovas are one of the randoms i've put in. This list is only speculative though, and was designed to be a list of everything that *could* be in the game, rather than a list of of everything that will. I'm not even sure if Mike has looked at the list yet, and i've been working on it for almost three years now. (Although admittedly I haven't worked on it so far this year) Pirates are another random event that i've put in the game.

As for campaign missions, these have been talked about before, but nothing concrete was decided. We're hoping to create a canonish Trek map for people to play which will come as a loadable .sav file with the game, but that's the closest to campaigns that we've got. We might even eventually make a Klingon civil war/Duras, a Voyager/Delta Quadrant one, or other special maps, but those will be a long while off. Specifically having special missions would need to be discussed in a LOT more detail - and that's assuming Mike actually likes the idea and programs the game to allow for them.

Hero ships have also been talked about. You will be able to set flagships, but they won't have anything special about them. They will have the same stats as any other ship. Flagships are more a custom feature than a gameplay feature.

Diplomatic tasks will sort of be in the game. Whilst it definitely hasn't been decided on yet, we're hoping to have things like plagues, capturing advanced enemy ships, special joint research projects, and the like in the game. Precisely if/how these will be implemented will be down to Mike, but *if* they are in the game, they will come with major political/diplomatic points - both positive and negative. For instance, sending a Hospital ship to cure an enemy planet of a plague would earn you big favour points with that race - but conversely ignoring their pleas for help, or even purposely spreading the plage (Which may be possible if it is implemented) would seriously strain diplomatic ties.

The game is still in an early pre-alpha stage - you can't even choose to play as the other Empires in single-player mode yet (But they have been implemented), so there is still a LOT of work to be done on the game. Some features may change in the future, some will be dropped, and others will be added. It'll be a long time before the game is "complete", so you're just going to have to wait like the rest of us. Posting on the forums is a good way of arguing for your points and ideas though. I should know, i've got the highest post count and plenty of my ideas are in the game.
[/end brag] :lol:


Amazing Ideas you guys have come up with. I CANNOT WAIT for Supremacy. lol

One issue I had with BOTF... was Asteroids colliding with planets. I can understand a asteroid hitting a populated system that has no starbases or starships... but I think to have asteroids hit systems that has a Starbase, a entire fleet of ships... is unrealistic. Will something be developed for Supremacy where systems with Friendly ships in it... or ground defenses (asteroid deflector or some type of tech) be able to avoid having that as a random event.

BTW Mattress I love the idea of having Hospital ships... especially sending them to other powers to assist in relief operations. Awesome Idea Guys!

Yous Rule!


17 Oct 2008, 21:36
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The hospital ships are already in the game, so I *assume* that plagues will be in. Population health is in afterall as a stat, so why have health and health-improving buildings if there is no disease?

Asteroids and Comet strikes are both in my list of random events (Comet strikes are much more serious in effect) because even though what you say is likely to happen, you won't always have a ship in the system. And I think I can remember an episode of TNG where the Enterprise had difficulty in stopping an Asteroid on its own, even though it did finally manage it.

I suppose we could come up with other ways to countermeasure it - Planetary Shields, Orbital Batteries/Weapon platforms etc should be able to deal with them, but that's only if Mike programs it so and adds new options into the editor. The only alternative is to simply not have the randoms in the game in the first place.

Like I said though, a lot of stuff hasn't been programmed in yet, so we'll just have to wait and see what Mike decides to implement or scrap.

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18 Oct 2008, 10:51
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I know Mikes a busy man... so I think Ill suggest this to him about this after The AI is done. You never know he might like the idea :) .

I wonder how far along the game is... especially The AI.

Of all the work to be completed - AI, Tactical Battle Interface, Diplomacy, Beta testing - I would guess... on a scale from 1 to 10 ... Supremacy is 6.

Now For Me... I consider Supremacy Ready To Play once The AI Is developed. Once that day comes... I really wont care about the balancing, tactical battles, bugs, etc.

Mike You Are The Man ! Long Live Supremacy ;) ... Cannot wait


19 Oct 2008, 18:39
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Just incase you didn't notice, I finished the updater.

viewtopic.php?p=48890#p48890

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20 Oct 2008, 10:41
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Thanks Overlord :thumbsup:

Yes Ford, Mike is the man. :borg:

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On a scale of 1-10, I would rank Supremacy's "completeness" at around 3.5/10. There's still a whole lot of work to be done :). As far as completeness towards the first "truly playable" milestone (first draft AI, working diplomacy, and victory conditions), it's probably around 6/10 at the moment, so your guess is pretty accurate :).

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20 Oct 2008, 16:26
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I have a quick question i hope that can easily be answered. Then again, i should make it two. First, about how often are their updates? Second, when it updates, does it tell/show you that it is updating or does it just update without showing any message except the one in the updater log?


22 Oct 2008, 03:26
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Jamie11 wrote:
I have a quick question i hope that can easily be answered. Then again, i should make it two. First, about how often are their updates? Second, when it updates, does it tell/show you that it is updating or does it just update without showing any message except the one in the updater log?
The time between updates varies based on how much free time I have to work on the game. Sometimes it might be a month or two until the next update, other times I might release three updates in span of a week.

The game will automatically notify you if an update is available. You can always choose not to download the update, in which case you will be reminded again the next time you run the game. If you choose to download the update, you will see a progress window, and you will be prompted to restart the game after the download completes.

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22 Oct 2008, 04:34
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I made an improvement to the update process but apparently Mike does not want to use this.
You can get it here: viewtopic.php?p=48890#p48890

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22 Oct 2008, 11:39
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Ok i dont mean to be a d**k i only found this site recently but the download was posted in 2006 and there is still no AI or combat? Is it ever going to be finished of course i can understand your busy but im sure people are going to lose interest if the game takes too long.


25 Oct 2008, 21:02
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The download for the game is much more recent than that, eraldo - you probably clicked an old link. To download the game, go to the very first post of this very thread - the download link is maintained there and is updated whenever there is a major game update released.

Mike releases smaller updates on a much more regular basis however. The game has a built in auto-updater that runs every time you load the game. It will check your files against those on the server, and if there are any differences between your files and those on the server (This unfortunately includes mods at the moment :(), the game will notify you of the update and ask if you want to download it. Once complete, the game will need to close - but it will then reload itself.

It is true there is currently no AI or combat, but Mike is currently working on an AI. We were hoping that a very early version of the AI would be ready by christmas, but Mike has been exceptionally busy with work and hasn't been able to meet that deadline. He will release a working version as soon as he can, but we can't say when that will be i'm afraid. Remember, we're all fans of the game and are not being paid to do this. We're doing all the work in our spare time as and when we can - Mike included.

As for combat, that's going to be the very last implemented part of the game for a number of reasons. Getting a combat system to work correctly is extremely complex, and any time that Mike spends on working on the combat system is time taken away from programming other, more important things. So the combat system is instead being worked on by CdrWolfe. However, because the game is constantly being updated, there is no guarantee it will be compatible with the final version of Supremacy, so it won't be tied into the game any time soon. Instead, once he has finished work on the game, Mike will take what Wolfe has created, and will then modify it as necessary to make it work.

To get the combat system on people's computers for testing purposes, Wolfe has released a very early stand-alone version of the combat system. By having people use it, we can identify incompatibility problems etc early on and fix them before it is implemented in the game. You can find the combat system in the downloads -> BOTF2 combat system section of our portal, Here. I can't give you the direct download link because you need to log into the portal before you can access the download section i'm afraid. You will need to sign up there separately to these forums if you haven't already done so. That portal gives you access to the different subdomains that we run here, but we haven't yet figured out how to bridge the domains so you need a separate login for each domain. Sorry about that.

Wolfe and Mike would both love to receive feedback about their respective programs, so if you have any praise, constructive criticisms, or bug reports, please post about them. BOTF2 is a community effort that relies on the input of everyone. :)

By the way, please try to refrain from using bad language; we have kids on the forums. As an admin, I have to mention these things and act on them. I edited your post. I hope you understand.

Welcome to the forums. :)

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25 Oct 2008, 22:16
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As a small group of fans working only in our free time on one is more frustrated than we are. Would you like to help? :borg:

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1 in BOTF i was able to choose stations in sectors by clicking on hteir icons in sector in map, so was it with ships. it was faster.
2 i don`t undrestand, why you removed "orders" button (for the ships, near "redeploy")
3 after download i was forced to change A LOT of things in stats with editor, before i was able to do anything! (please! at least make "sort by race" option in editor! shipyards efficiency was at 0%)
4 maybe stats files could be created and updated in different tread? in shure be faster.
5 when a tech jump is commited, sometimes i loose ability to build ships of a previous tech level (when shypyard ain`t upgraded yet, to produce newer ships)


26 Oct 2008, 12:09
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Sorting by race is not an option in the editor because each object could exist in more than one race's tech tree. Objects are not bound to a single race.

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26 Oct 2008, 12:36
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take a look at Ultimate Editor: there a two options - "build by" & "build ONLY by" - that solves problem ain`t it? ). but! don`t you think, that single stats buliding for multiplie races would cause problems with power balancing?
also i didn`t found "build/upgrade" command for builder ship in system with outpost mk1, when tech is lvl 11
how about creating prototype ships with tech from different races? (install a cloak on souvereign, for ex.) (stupid idea, i know... but still.. SO intresting..) even more.. why don`t give an ability to proceed with native member tech tree, when you get control? (like conquer klingons and get ability to build their ships... balancing headache?)
(my english is horrible, so, please, try to keep your mind in one piece))


26 Oct 2008, 15:49
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Ultimate Editor? that's a botf1 tool..


26 Oct 2008, 18:10
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Lord Leks Darkmind wrote:
1 in BOTF i was able to choose stations in sectors by clicking on hteir icons in sector in map, so was it with ships. it was faster.
2 i don`t undrestand, why you removed "orders" button (for the ships, near "redeploy")
3 after download i was forced to change A LOT of things in stats with editor, before i was able to do anything! (please! at least make "sort by race" option in editor! shipyards efficiency was at 0%)
4 maybe stats files could be created and updated in different tread? in shure be faster.
5 when a tech jump is commited, sometimes i loose ability to build ships of a previous tech level (when shypyard ain`t upgraded yet, to produce newer ships)


Darkmind

Mike is BEYOND KIND enough to make a BOTF 2 for the community. Whatever specifications he chooses to put into the title is fine by me and the rest of us. Hes doing this for The Star Trek community and wont recieve the thousands of dollars a programmer gets for this kind of work. We look to Mike as The Man around here and in The Star Trek community. So if you can ... offer help rather than criticism of Supremacy.

Thats my 2 cents!

Thanks Mike
Your Loyal Friend Jean ;)


29 Oct 2008, 23:50
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