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Star Trek Fan Games - View topic - Trekwar 0.4.5 Multiplayer Alpha Testing
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 Trekwar 0.4.5 Multiplayer Alpha Testing 
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06 Oct 2012, 13:51
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06 Oct 2012, 14:07
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I did find how to rename fleets. I like that. Came in handy when I found 'Decommission' did not work, so I created Mothball fleets to dump all my obsolete ships into.

Did anyone find an asteroid belt to mine? I never found one.

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06 Oct 2012, 14:11
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Server will be up at 16:00 GMT (2.5 hours from now). Connecting before then won't work. No need to test connection, but starting client (without logging in) could be useful.

If you mean having 1 or several sensors on a ship, then yes this makes a big difference in how far they can see.
In the future it will also affect how much data you can see, chance to detect cloaked ships, and maybe some targeting/damage bonus during combat

Scrapping/decommissioning ships is not implemented yet.

I will allow for spaces in names from next version, it's still in there because of the way the early client-server communication took place, but this has been changed.
Meanwhile you could use underscore.


06 Oct 2012, 14:26
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Just to let you know I've been pecking away when I can. I never did log onto the quick server, sounded like there wasn't any point by the time I could...
Apart from my earlier comments on CPU (which you were aware of, Klogd) I haven't had any issues as of yet- I'm impressed! I like the UI this time around- it hasn't been a nuisance like before. I can't comment on the mechanics- namely the equasive factor, but from what I see, it appears to be working. With the slower server, things do take longer to run through, so I haven't even gotten halfway through the research yet...

The only issue I have at this point is I wasn't able to test bussards, or mine asteroids cuz there was so much open space. Just last night I found a nebula, but didn't have time to try out collection. Being a test server, I feel they should be readily available when that point in research is achieved.

It looks like were close to the point where the finer mechanics can be fine tuned (the behind the scenes numbers relations). I can't really comment on that aspect until I know what to expect.

Remember folks- this is a testing phase- so try to do more than play the game, try to do things that may cause errors. Try things that maybe shouldn't work, but MIGHT cause a problem. If something seems wrong, make a comment, and maybe others will see it too, but didn't say anything. The only limit is your imagination :cool:


06 Oct 2012, 16:33
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06 Oct 2012, 16:44
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Server is up


06 Oct 2012, 17:01
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I see asteroids now! I'll be in and out all day today as I have lots of appointments scheduled. (Now you know why I like the slow server.)

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06 Oct 2012, 17:32
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I need to go make then eat dinner.. Someone log in and keep Iceman in check until I get back :)

There will be a slow server soon, One that can go all next week.


06 Oct 2012, 17:45
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:lol:
It's my gf's Bday, I have to entertain the guests, so I'm on and off.


06 Oct 2012, 18:17
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06 Oct 2012, 18:30
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06 Oct 2012, 21:07
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I've only seen one other person online, plus klogd. I spotted 3 of klogd's defense fleets :hmm: Unfortunately I can't design ships here, so I'm no threat to anyone. I'm just expanding and checking things. Seems way too easy to expand, colony ships might be too cheap? And not costing pop, you can build them anywhere, and rapidly expand. But it gets tedious and boring, managing many systems. Maybe when more structures are unlocked by research it'll get better.

I've had 3 or 4 of those end-turn hangs, which are a drag. When you have the system window open, it's hard to tell when the end of the turn is coming.


06 Oct 2012, 21:23
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Never change anything when the update comes up. That's how I had two GUI's become unresponsive. Had to kill javaw to get control back.
Make that three GUIs.

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06 Oct 2012, 22:23
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I know, it's always been an issue, but like I said, sometimes you just can't see the end of the turn coming. Maybe the GUI should just be disabled in those last few seconds. For me it's usually giving a build order.

Hey klogd, did you actually build all those ships, or are they a bonus for you? :wink:


06 Oct 2012, 23:11
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06 Oct 2012, 23:39
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You've just glassed one of my systems :wink:

Stuff that is off (before losing the system):
Morale at -8
Food surplus at -2, while every other production was at zero (no structures at all) [I've noticed this wrong calculation of upkeeps before]
I can't see the name or equipment of your ships in orbit (they must have torpedoes of course), a tooltip when mousing over the ship icon would be nice

Can't say much more because I logged in 2 turns before losing the system, everything was already destroyed except pop.


The Faction tab in Chat is not working it seems?


--

Like I said, I can't build ships so you're safe with me. You're probably going to wipe me out during the night, or in the morning.

BTW, all I ever built was colony ships and scouts. Never had lots of ships.


I think you changed some stats of structures, like power upkeep? Seemed a bit better.

The minimap, I think it'd be more intuitive if it'd center on where you click instead of using that point as the upper left corner.


07 Oct 2012, 00:17
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I got everything back in balance in your system and it's stiill borked!

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07 Oct 2012, 11:02
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07 Oct 2012, 11:28
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Game over, unfortunately the teams were uneven, think it only was 1 klingon vs 4-5 federation players. So naturally the federation won:


I'll start a slower running game tomorrow, for people who don't have the time to play so much in a short period, but need to space it out a bit.


07 Oct 2012, 12:23
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07 Oct 2012, 12:45
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Not in most space strategy games. :wink:


07 Oct 2012, 14:05
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Smallish question, just checking.
I had this system where 2 artic planets (close to each other, just one other planet in between, so it doesn't seem orbit related) had very different growth rates (1,011 and 0,341). Is it intended?


07 Oct 2012, 14:40
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07 Oct 2012, 15:52
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OK- some problems / observations I found worth mentioning:

1) I really wonder if bussard collectors should require 1500 power??
2) I also doubt that impulse drive should use 1000 power
3) I suggest 'word wrap' in chat windows when they are resized
4) It would be nice if there was an indicator of sorts when the chat window is closed, and you have a private message sent to you. Even a window popping up is better than nothing
5) I wonder if chat could be permanently placed in a position out of the way. Suggestion- a narrow band on the bottom, with a channel selector on the side
6) When fleets in the same grid are combined, the map still shows 2 fleets until the next turn, or a course is set for the combined fleet.
7) Sometimes when one ship is moved from one fleet to another, the graphic still shows it in the old fleet until the next turn (I don't know if it disappears when a new course is ordered- needs to be checked)
8) Thanks for saving new server log-in info in the pop-up :D It would be nice if I could paste in my PW (unless it's something I simply don't know how to do?) I'm lazy that way LOL


07 Oct 2012, 17:10
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8 ) CTL+C CTL+V for copying + pasting your pwd? :wink:

--

I think there should be more system specialization. I'd increase power consumption of the shipyard to 50+, and labs a bit more too. So that shipbuilding systems "can't" do much else. Same for research systems.

Pop should also probably require more food. Bunkers and Military Outposts seem to take a disproportionate amount of food relative to civilian population.

Anti-ship defense is a must IMO.


What does everyone else feel about pace of the game? Research vs ship speed vs system development vs pop growth.
I think research is probably a bit to fast, but it's a bit hard to tell until one plays one game in one sitting.

I still think systems should be smaller. You'd develop them faster, and you could then concentrate on other systems.


07 Oct 2012, 17:40
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Waypoints and queuing research would be nice additions.

Also the speed definitely affects gameplay. Fast games you tend to colonize more planets and push your tech up more rapidly than slow games where you tend to build more ships. (Though this is probably an artifact of being able to queue production, but not research.)

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07 Oct 2012, 19:07
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No joy yet for the slow server. :sad:

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07 Oct 2012, 22:19
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08 Oct 2012, 08:24
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Slow server starting today or tomorrow afternoon/evening GMT.

Check your email for invite,
if no invite is there and you wan't to join, contact me:


08 Oct 2012, 09:33
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