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 Supremacy Pre-Release Download 
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Crewman
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Amazing map, I can clearly see the alpha/beta/gamma and delta quadrants. Bloody brilliant. A few suggestions in the solar system queve it would be nice to be able to click turn at the top like in the original botf rather than have to go out to the main galaxy screen. I also noticed that some ships get stranded when they go too far - I love this idea "tips hat here"

I want to help at the very least I noticed many races with pictures missing. I can see this even being better than th eoriginal botf. I want to help, pls im or pm me and I wil start on pics or other type things. I do have some experience with modding and programming.

Let me know,
Manwe


02 Oct 2007, 23:10
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With regards to Race pictures, it's hard to say whetehr they are done or not, i do recall the old minor race thread containing many pictures but where that is and whether they haved been saved or not i couldn't say.

Someone with more knowledge of the old threads may know.

Regards Wolfe

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03 Oct 2007, 01:54
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Guys, the missing pictures is one of the things that I am dealing with as I add in all the new minor races/update the existing ones. I'm actually doing quite a lot of things:

  • Adding in missing races
  • Fixing existing mistakes (There aren't many of these though)
  • Adding in missing race images
  • Adding in diplomacy reports for all the races - the existing high-info messages will now only be available in the Trekpedia. You will instead get a different and lower-info initial report during first contact, just like it was in BOTF - plus it's more realistic that way. You won't know everything there is to know about a race during first contact, will you? I don't know if these messages will eventually be voice acted or not, as they were in BOTF. It's up to the voice artists and Mike to decide on this one.
  • Adding in set homeworlds for each of the races. For example, the Acamarians will ALWAYS have a Medium Jungle planet in their system. The other planets in their system will be completely random - within limits that I am also setting.
  • Adding in the special structures, including images
  • Adding in any other missing images


...

Thanks for your offer, cdrwolfe, but i'm not sure if it would be possible to merge the two separate sets of files that we would end up with by both doing the updates. Having someone else also doing it would certainly speed up the process, but it could just cause problems at the end and mean having to redo the updates. Besides, Supremacy won't be complete for a long while yet, so there's no rush.

...

Manwe, thanks for your offer, but we've already sorted out a solution to losing files - we have a sharepoint site where we keep all the files, which can be found Here.

The files are freely accessible by anyone, (Click the shared documents link on the left of the Sharepoint site) but only people with an account can physically add, edit, or remove existing files. We obviously only give accounts to those people who are legitimately working on something for the game, but if you ever need one then Mike (MStrobel) is the person to ask for one.

The shared documents folder contains stuff that all of the games will be sharing. There are also links at the top of the site that take you to pages that are specifically for the various games. Game-specific content will be kept on those pages.

...Id err...recommend you look at the random events in the shared documents. I personally think they're a masterpiece. The writer is definitely a great guy, even if they are currently incomplete...

:P

...

Other information on the game - ship stats and so on - is available from the database that Dafedz kindly made for us. It's a little bit outdated now because Dafedz has suffered from a major computer death and hasn't been able to regularly get online in several weeks now, but the database is available from Here.

...

Chessmess has made me the official Ambassadore for Supremacy over on startrek-games.com. I've developed a new wiki page for Supremacy, and am going to upload a load of screenshots from the game. They won't be anything new to anyone who has already played the game, however. :wink:

Jig will be doing the same thing for his own game. Chessmess made him the Ambassadore for New Beginnings.

The Supremacy Wiki Entry

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03 Oct 2007, 09:36
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NP MOE, i've got the Deep Space Nine DVDs if you need me to take any screenshots, just give me a shout.

Regards Wolfe

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03 Oct 2007, 12:43
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if lucky, trekcore.com might also help on screenies.


03 Oct 2007, 12:48
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@matress and wolfe: If one of you wants to work on adding ships/stations/buildings while the other adds races, that would be easy enough to merge, as the data is stored in different files.

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03 Oct 2007, 17:09
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Ok then, if you want to have a go at doing the ships and station, Wolfe, feel free to do so.

Use Dafedz's Database for the time being - I know a lot of the ships have changed since then but I can manually go back and change the images/shipnames later. The stats themselves will be the same as those in the database though. :wink:

Make sure you download the latest version of Supremacy as well - that's got the updated editor in it. :wink:

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03 Oct 2007, 18:09
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Sure no problem, i've just been cleaning up the tech descriptions, but that shouldn't take to long.

They all laughed at me when i said i'd keep my old MOO2 manual, Baah now i've got some additional tech descriptions to fuel my imagination muwahahah err *cough* never mind :D

Regards Wolfe

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03 Oct 2007, 18:36
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Just a thought, I know that europa universalis 3 was mentioned before. As for diplomacy I leave that discussion to others however. I post this question idea. EU2 and EU3 uses notepads for their ai which every nation in the world map uses. That is some 200-300 ais running al at the same time. Could this sort of set-up be created/used for this game? If so I have programmed many ais in EU2and EU3 and would love to help in regards to ai. Basic C++ scripting/programming involved nothing crazy. Not sure if this post helps any but just sharing an idea. Great work I think this game wil go very very far potentially as the best strategy type game I have ever played once complete. I have remained a BOTF fan for almost a decade now and have prayed amnd patiently waited for the work now being done and as I mentioned before if I can assist please let me know. EU2 and EU3 are the only games I know that carry 200-300 different ais working at the same time. I will look into any other games that can also hold that many ais. Just trying to help.

Manwe


03 Oct 2007, 22:10
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Heyyyy now it works!!!!I dont belive it by myself!crazy!I repaired the Net 3.0 framework and put the file on C:/ because before that I had unzipped the file on D:/ and frame Net 3.0 is also installed on C:/ Maybe that was the glitch!
Now i can play it! and it is very cool! The animation in the GalaxyMap cool!and the ships looking good too! but i want to know what about the moons above the Planets...? they are not important for the game or? there is also no animtaion for them. is a there gonna be a function for the moon??I mean in the grafikway and gameplay?? I hope you will finish it very quickly!!i can't wait t play the rest!!!!! Is there any other Nation playable???
Greetings from germany Mcleast


04 Oct 2007, 19:33
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Lol methinks you're happy, McLeast... :P

The moons are a new idea. Basically, the moons will allow you to urther expand on the population of your planets - once you have the correct technology. You will eventually be able to build three levels of habitation projects, which allow for higher populations per level. The moons themselves can only hold a maximum population of 20, but considering a planet could have 5 moons each, it actually adds up to quite a lot of people.

Each of the Empires will have other bonuses associated with expanding out into the rest of their solar systems - some can mine asteroid belts while others can build Deuterium refineries near Gas Giant planets for instance. We'll save the specifics for players to find out for themselves though. We don't want to spoil the whole thing, do we? :wink:

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04 Oct 2007, 20:49
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Are you using any of the 270 x 225 .png image library shots at this point? Yes, as the uber MOE said, they will be needing a lot of updating before installation. Some just need to be sharpened and others will be rebuilt from scratch. (If you have any image tools try sharpening up any you use to see if they will look better that way.)

I am still head down and butt up working on models for now. I can figure out where these are going later. Just keep it in mind. :wink:

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04 Oct 2007, 21:01
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@McLeast: Glad you got the game working :). Read what Matress said about the moons. The moons won't be animated or have any graphical effects.

The game will take a long time to complete. I'm the only developer, and I only have time to work on it on the weekends.

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04 Oct 2007, 21:14
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hmm...thats hard maybe when some of the guys here can support you that would be easier!Do you use the old Quelle code from Botf??Or did you do this all from the beginning??Maybe i can help you in 6 month when i passed mynext Informatik Semester and got some skills in C++/+.....
Until that i hope some guys here can help you out...;-)
*THUMBS UP*....Good Luck...
Ps:..........Im watching you......hahahaha...;-)


05 Oct 2007, 03:10
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I don't have any of the BotF source code, and if someone offered it to me, I wouldn't bother taking it. The game is outdated and it's definitely better to start from scratch than try to improve upon it. All the code was written by me, with the exception of a couple useful third party utilities.

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05 Oct 2007, 03:27
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First time poster.
All I have to say is, great work mstrobel.
This looks to be everything I wish for in upgrades plus extras from the original BOTF.
I'm just saddened by the fact that I know it'll take a few more years to finish this game. :(
But I digress, I'll wait.

The one thing I couldn't tell if it was missing or not, was the option to purchase upgrades in the queue. Also, when I changed some of the build costs, they still seemed to take more than one turn to build. (Although that might be an error on my part. I'll check again.)

The Editor looks to be a great tool, and it seems like it can add custom races, ships, etc. which will be awesome for mods.

Keep up the good work. I'd pay for this game to be completed.


05 Oct 2007, 16:11
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Hi there jbondsr, and welcome to the forums! I'm always pleased to hear that people like the game :). If you're changing the build costs (or anything else) with the editor, keep in mind that it won't affect your saved games. You'll have to start a new game to see the difference. The game database is embedded in the saved games to prevent a situation where someone tries to load up a game that has ships or buildings that no longer exist in the database. There are a couple other reasons as well.

You may also have to adjust the resource costs (i.e. dilithium, personnel, deuterium and raw materials).

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05 Oct 2007, 16:46
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Wow. Fast response. And you were right. I needed to start a new game. (Which I should have thought of myself.)

By the way, I was wondering if it'd be possible to change the ship movements in a future upgrade. I know that it has that auto path feature, but I'd like the ability to set up a path where I'm heading toward one planet and then do a 180 to another planet. I always found it annoying in the original BOTF to try and set up large flight plans for multiple ships if I can't do turns in long flight paths. There's so much else to manage, I'd like to just set those sometimes and leave them alone. Plus it would be great for crazy zig-zag escape flight paths if someone is chasing you down.


05 Oct 2007, 18:00
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You can set your own flight paths by pressing the ctrl kick and clicking from sector to sector.

Regards Wolfe

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05 Oct 2007, 20:17
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Yes, as Wolfe said, you can set waypoints by Ctrl+clicking. You don't necessarily have to click on every sector--the path between waypoints will be calculated by the standard pathfinding algorithm. You can set them as often as you need to in order to ensure the ships follow the path you desire. Just do a regular click (without holding Ctrl) to set the final waypoint.

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05 Oct 2007, 21:15
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Ah, thank you.
Sorry if that was common knowledge.

I was wondering, is there anything I/we can do to help progress this games development progress?


06 Oct 2007, 14:38
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yep, get a c++ resp. c# book, read it, read it again, actually do the exercises in that book and then call in here again helping with the coding. that's the best way to help here.

that holds for 3D programming as well with different programming and scripting languages but c++ is needed as basics everywhere..


06 Oct 2007, 14:58
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Shouldn't jig know a lot about 3D programming considering his game revolves around it.
Be interesting to hear his views, from what i can tell 3D programming sounds a nightmare to many euler angles and quaternions etc etc.

Regards Wolfe

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06 Oct 2007, 16:41
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@cdrwolfe: 3D programming is a bit different in A6 GameStudio (which Jig is using) vs. Direct3D vs. XNA, and so on.

@jbondsr: There's not a lot to be done for Supremacy right now that people aren't already working on. Most of that work involves completing the tech trees (buildings, ships, stations) and minor races. As far as programming goes, I honestly don't want anyone touching my source code unless they have at least a couple years solid OO programming experience, preferably in C# (though C++ and Java are close enough).

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06 Oct 2007, 18:48
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I understand.


06 Oct 2007, 19:57
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My rating of latest demo


Start up picture 9/10 = 9 out of 10

Initial presentation 10/10

presentation 10/10

menu 10/10

Music 10/10

Race picture that work 10/10

Movement cursor 4/10

Innovation 10/10

Does not suck 10/10

Map set up 10/10

Build setup 10/10

Turn system 4/10 (find it way too slow and unresponsive)

fun Factor 8/10

overall game system 10/10

Overall 9 out of 10

By your self alot of cookies

This is one those rare moment were i can actually say:
"(do quite your day jop)"

(for smart lacking people out their on web, Their a phrase don't quite your day jop, he applies to opposite of that phrase)


11 Oct 2007, 14:18
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I'd agree that the turn system can seem a little unresponsive and slow, but given time no doubt it will improve and i doubt this game will be plagued with the old slow down of the badly designed orignal BOTF.

Regards Wolfe

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11 Oct 2007, 14:53
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Hi Dontai123, and thanks for the comprehensive review--it's nice to know the game's strong and weak points :). I admit the turn processing has slowed a bit, and I'm looking into the cause and possible ways to speed it up. What is the "movement cursor" to which you refer, and how do you think I could improve it?

Thanks,
Mike

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11 Oct 2007, 14:53
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First your welcome, Second just call me Don. I had two other aounts with the site, but forgot password to other. 123 was last ditch effort to make new count for alpha 4 :S. Third the movement cursor is big ugly fat line that you used to show ship movement. It look like several small line making bigger line. What do you call that hmmm? Line is much to big as with the box. Idea is good, but it need to be like original botf. A small Blue line with equally small box. Not fat white line. This might just be me, im weird, but i was thinking of more botf slimmer sleeker line showing were their going. Blends in with back ground. Kind like trade pathing botf2 empire or what ever it called that in alpha three. O igot it ship pathing line that leads to box says the turn needed. Stream line it!

Ps no worrries about turn system. Just fix it before you add comabt. It bums out fun factor. Even more so when your in rush to build that new asome ship.


11 Oct 2007, 15:40
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@Don: Thanks for the clarification :). I chose a dotted line to represent a fleet's path because it is clearly visible, and I felt that a solid line would obstruct the view too much. I also wanted it to be thick enough to be visible when the map is zoomed out farther. I might change it later on, but I'm pretty happy with it right now.

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11 Oct 2007, 17:38
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