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Deuterium.


27 Oct 2006, 14:11
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Yes. I will come for you when the time is right. Muahahahahahaha! :twisted:


27 Oct 2006, 16:18
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Hmm my mistake. :(

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27 Oct 2006, 18:19
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Not to change the subject, but I've got another screenshot. Oh wait, that *was* the subject. I give you sensor indicators and fog:

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28 Oct 2006, 00:02
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Is it just me or could the grid system do with a update to be more than simple lines?

I have a small idea but duno if you wana try it. Using a single 50x50 pixel grid image with a transparency so to see the system etc itself and use some sort of fill command to fill form top left to bottom right depending on galaxy size?

Heres a fed grid square for example.

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28 Oct 2006, 00:29
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Huh? I don't understand what you're asking/proposing. Are you suggesting we use a beveled border instead of simple lines to separate the sectors?


28 Oct 2006, 00:41
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Well whatever really. Have some fancy sector seperating UI instead of plain line is what im suggesting. The beveled square is 1 of many possibilitys i supose.

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28 Oct 2006, 19:39
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Well, since slicing space into sectors is merely for the sake of easily dividing territories, I tend to think simpler is better. That's why I went with thin, translucent lines--they're visible, but it's as if they're only "half there". I had experimented with fancier lines, but I ended up finding the subtle ones more aesthetically pleasing.


28 Oct 2006, 21:43
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I agree with that mstrobel. If the separating lines are too prominent it'll look like a board game. It should serve to merely show where stars/task forces are in relation too one another.

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28 Oct 2006, 22:15
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Don't turn it into a chess board pls :D


28 Oct 2006, 23:07
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i am so happy that you guys just talked about board layout.

very nice screens mstrobel.

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29 Oct 2006, 03:06
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If you add some transparency to the beveled lines, it would look real nice I think. Maybe 40%, but I'm not sure.

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30 Oct 2006, 19:34
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Not to shoot down the beveled lines, but I'd prefer that the lines to exist, but be as descrete as possible. Thin, transparent while lines are the way to go, me thinks. The galaxy map is already going to be super busy with trade routes, fleet movements, resources, populations, and everything else what shows up. Keeping the sector boarders plain would be best.

But there's always mods.

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30 Oct 2006, 20:04
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Azhdeen wrote:
But there's always mods.
Not for the galaxy grid. Not unless someone wants to modify the source and recompile the game, anyway.


30 Oct 2006, 21:43
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Oh. I was expecting the interface to be moddable. The lines are programatically drawn?

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30 Oct 2006, 21:50
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The interface will be somewhat modable, but the grid is entirely programmatic, and the single longest code file in the entire solution.


30 Oct 2006, 21:52
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Alright guys, I plan on filling this thread with more screenshots during the coming weeks, so please move your random events discussion to a new thread :).


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Random talk has been split. Skeeter


01 Nov 2006, 17:57
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Another question about your oh so beautiful screenshots.

On the system production screen, I noticed a gap between the Intel-Net and the Labor Pool. Would this be space for the Training Academies that producue personnel?


02 Nov 2006, 11:00
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sblewett wrote:
Another question about your oh so beautiful screenshots.

On the system production screen, I noticed a gap between the Intel-Net and the Labor Pool. Would this be space for the Training Academies that producue personnel?
Actually, no. After discussing the matter with dafedz, we agreed that having Personnel as another infrastructure category didn't make a lot of sense. Aside from the fact that you'd be "manufacturing" people, it didn't seem right that you could drastically alter the amount of specialized personnel at your disposal simply be reallocating civilian labor. What would happen to your ships if a bunch of training academies got bombed or shut down, and you suddenly had insufficient officers to command them? Instead, each race has a default personnel production level (~15/turn) that gets augmented by special buildings. Such a building might provide a bonus of +25% personnel/turn. There may be more than one such building in a single system. This design is described as "System Two" for Personnel in the BotF2 Database.


02 Nov 2006, 15:06
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Makes better sense. I'll wait to see it in action but I hope there's enough crew/officers for the high end ships.

Edit: I always get Enterprise's theme song going through my head from your posts or when I think of Supremacy "I've got Faith; to Believe..."


04 Nov 2006, 11:45
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Love the look of the game :) great work its much appreciated :)


08 Nov 2006, 11:15
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