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If you have any questions about the game, or suggestions just post them here


28 Apr 2009, 17:27
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Ship refitting

I recently got a mail about how one deals with upgrading / refitting ships you have already built.

1) To make a ship you need to make a ship design (a template) this says which hull and components to use.
2) When you build a ship, it has to be based on a template you have designed.
3) You can change the template at any time (add, change or remove components), this does NOT affect the ships already built.
4) To upgrade a ship just move it to a system with a shipyard (or possibly a starbase, when implemented) and select the "refit" action
5) You can now select any template you have with the correct hull type (you cant upgrade a miranda class ship to be excelsior class)
6) The ship will be out of action for X number of turns (based on how big the changes to the components are).
7) Ships out of action can not defend themselves so refitting an entire fleet could be dangerous :)


06 May 2009, 15:06
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Not if you're the one attacking refitted fleet.

Some would call that brilliant timing.

Great Lord D


07 May 2009, 15:24
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greatlordd wrote:
Not if you're the one attacking refitted fleet.

Some would call that brilliant timing.

Great Lord D


Unless a SECOND fleet is hiding behind the neutron star that obscures your sensors, and attacks your main planet while you are out kicking ass.

Or if the first fleet actually turned out to be a handful of romulan warbirds creating fake warp signatures, only making it look like a large fleet.

Or maybe if a wormhole appears just between you and the fleet, and a mindbogglingly large dominion fleet comes trough..

Or maybe perhaps a vicious AI controlled Borg cube?


Either way, hopefully lots of interesting strategies and things will happen in the games :)


07 May 2009, 18:09
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Exactly, you don't know what could happen until it happens.

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07 May 2009, 19:02
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How about ur fleet being chased by a much bigger fleet, they run into a nebula, where the other fleet finds five more of my fleets and afew space stations in said nebula?

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09 May 2009, 18:52
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greatlordd wrote:
How about ur fleet being chased by a much bigger fleet, they run into a nebula, where the other fleet finds five more of my fleets and afew space stations in said nebula?

Great Lord D


Or maybe your fleet is heavy in armor, while the enemy relies more on shields.. then the nebula could even the playing field or give you the advantage :)


09 May 2009, 19:56
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Lol u should always have decent armour for just when ur shields fail.

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09 May 2009, 20:41
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Or you see a small fleet of cardassian ships and think meh freekills

and then it turns out they are have legendary crews and 15 secs later they win :P


09 Jun 2009, 00:34
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Small fleet of cardassians so that what? 500 ships at least?

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09 Jun 2009, 18:16
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I'm going to pimp the Galor class ships so that they can oneshot sovereign's ;)

Long live Cardassia!



In the more "serious" news.. Haven't gotten much done lately but that is about to change, have been working on pathing of ships, fixing bugs and the Starsystem Control window..

I need some input on how to make the Starsystem Control window (System Window), so go to www.trekwar.org and participate in the Poll.

Either it will be like BOTF with manually managing the labor pool, or it will be done automatically by reducing structure efficiency if there is a population shortage (after bombing or disasters).


10 Jun 2009, 17:50
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I voted for population penalties, since if people have died from wars, famine, disease, etc then it would make sense that your structures would suffer from staff shortages, especially if the "missing" people were key to the daily running of the structures. It looks like the BOTF-style approach is in the lead on votes at the moment by four votes though...

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10 Jun 2009, 17:55
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well, this isn't a democracy :)

I only use the polls as a guide, but so far stuff voted on was how it turned out in the game :)



Having to manually manage the labor pool is more micromanagement, and it makes sense in BOTF where you could build LOTS of factories AND laboratories, and easily change between them to focus on research while not building anything.. and switching to industry when all research is done..

In Trekwar however you can only have X buildings in each system (currently 30-40 is normal), so it will be a bit different. This means that you cant quickly change from extreme industry to extreme research (which is pretty unrealistic), but have to actually remove the laboratories and build factories instead.

So.. Starsystem management is:

BOTF style:
build as many structures as you want.. control system output by assigning people to structures.

Trekwar style:
each system can only have X number of buildings.. control system output directly by building, upgrading and changing buildings.


10 Jun 2009, 19:03
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Quote:
I only use the polls as a guide, but so far stuff voted on was how it turned out in the game
You make it sound like the game chose for itself rather than you being lord over your creation. If the game really did choose, that's one hell of an AI you've designed! :P

Anyways, are you planning on having a similar system view/planetary makeup to BOTF? As in systems made up of random numbers of planets? If so, it perhaps might be more realistic and interesting if the number of structures was dynamically dependant on the number of <habitable> planets. So for instance, if a planet could hold 5 structures, and you had four planets in the system, then the system would be capable of supporting 20 structures.

Another possibility is to consider having specialism bonuses that would build up gradually over time, rewarding players that have stable systems. So for instance a research-specialised system that had focused only on research for a set amount of time would start producing extra research as the system starts to churn out more scientists. Same goes with industrial-focused systems. BOTF had similar bonuses, but these were based purely on your current tech level; you get a 2% bonus to food production, energy production, or industry each time you discover a new tech advance in the relevant area, on top of the +50 shield bonus that planetary shields get per energy tech advance.

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10 Jun 2009, 23:50
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Matress_of_evil wrote:
Quote:
I only use the polls as a guide, but so far stuff voted on was how it turned out in the game
You make it sound like the game chose for itself rather than you being lord over your creation. If the game really did choose, that's one hell of an AI you've designed! :P


If you ever see the error message "HELP! I'm being held hostage by a videogame!".. call the Norwegian police!

Matress_of_evil wrote:
Anyways, are you planning on having a similar system view/planetary makeup to BOTF? As in systems made up of random numbers of planets? If so, it perhaps might be more realistic and interesting if the number of structures was dynamically dependant on the number of <habitable> planets. So for instance, if a planet could hold 5 structures, and you had four planets in the system, then the system would be capable of supporting 20 structures.


This is exactly how it is implemented, each planet has X number of slots that you can build structures on
http://trekwar.org/wiki/Wiki.jsp?page=Planet

screenshot: http://www.trekwar.org/images/trekwar_s ... ol_new.png

Matress_of_evil wrote:
Another possibility is to consider having specialism bonuses that would build up gradually over time, rewarding players that have stable systems. So for instance a research-specialised system that had focused only on research for a set amount of time would start producing extra research as the system starts to churn out more scientists. Same goes with industrial-focused systems. BOTF had similar bonuses, but these were based purely on your current tech level; you get a 2% bonus to food production, energy production, or industry each time you discover a new tech advance in the relevant area, on top of the +50 shield bonus that planetary shields get per energy tech advance.


Increasing your tech level will also affect the efficiency of structures in Trekwar. Also starsystem morale will have a impact on productivity, this will reward "stable" well protected systems that have enough food, and is not constantly being bombarded by bloody cardies :)


11 Jun 2009, 08:59
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Looks interesting. A bit like GalCiv2, but that game never got it right (anything really).
More interesting than the BotF/Sup style IMO. That's real colony management.


12 Jun 2009, 12:23
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BOTF had the morale bonuses as well, .Iceman. It was Mike's decision not to include them, I would actually prefer it if they were included myself.

Or if you were referring to the structures, i'm not so sure. Planets are big objects that can hold a lot of structures. Trekwar is including limits as one way of forcing players to make decisions on how to order their systems. You could argue the high build/energy costs are Supremacy's way of doing it.

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12 Jun 2009, 19:54
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Hmm? I wasn't talking about morale, but morale *does* affect productivity in Supremacy... Industry, research, and food production IIRC. Unless I'm misunderstanding you and you're talking about something different.
By mentioning GC2, I was talking about the planetary slots - hence why I said and quote "real colony management". As in, you really have to manage the colony's available space.
As for planets being big objects, not really. Some are, some aren't. That's why there are sizes to planets. They only cap pop in Sup, not structures, which means you can have loads of empty structures - but that's been discussed already.

Now, I didn't see how Trek War handles planet sizes and respective # of slots. If it doesn't differentiate, meh. :wink:


12 Jun 2009, 21:00
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.Iceman wrote:
Now, I didn't see how Trek War handles planet sizes and respective # of slots. If it doesn't differentiate, meh. :wink:


http://trekwar.org/wiki/Wiki.jsp?page=Planet

Here you can see the max population and number of structures for each planet type. class m = 16 structures.. oceanic = 2.

Random system will usually have room for 20-30 structures.. some systems with many class m planets can become really huge and support like 30 billion people and 60-70 structures..


14 Jun 2009, 10:56
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Yeah, that's the same link as above :wink: (though it's not working for me atm). I said planet *size*, not type though.


15 Jun 2009, 10:48
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.Iceman wrote:
Yeah, that's the same link as above :wink: (though it's not working for me atm). I said planet *size*, not type though.


Server was down for about a day :(

Planet size will not affect how many structures you can have on it.. but the base stats will be different in regards to maximum population and fertility.

so some class m planets can have room for more people and grow faster than other class m planets, but they will always support 16 buildings.



I'm going to finish the starsystem control system and gui by next week, so I'll post some updated screenshots then.


17 Jun 2009, 12:41
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Just seeing where you at and how I can help. Appears you have music down. I am a graphic designer by trade actually (ha the random skills we all possess) so I can offer suggestions to layout and interface. And seeing that this is browser based, is it Java or AJAX? It sounds a bit more WebApp to me which often doesn't play nice across all systems.

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06 Sep 2009, 10:17
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davumaya wrote:
Just seeing where you at and how I can help. Appears you have music down. I am a graphic designer by trade actually (ha the random skills we all possess) so I can offer suggestions to layout and interface. And seeing that this is browser based, is it Java or AJAX? It sounds a bit more WebApp to me which often doesn't play nice across all systems.


It's not a browser based game, I've asked them to change the text on the forum that says so.
The game will have to be downloaded and will work on linux/windows/mac os.

There are lots of graphics design to do, especially buildings and maybe stuff on the main map, interface, etc..

I'm currently working on getting the Alpha version done, and when that is released all the graphics files will be available for anyone who wants to improve the graphics.
Until then the screenshots on trekwar.org will show off the current interface.


06 Sep 2009, 10:53
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Was hoping for some news to update the front page? Got anything Klogd? :grin:

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30 Jan 2010, 16:10
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I know this is the wrong topic, but can anyone update www.startreksupremacy.com

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30 Jan 2010, 16:56
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Jean runs the website. Mike will have to contact him about doing any updates.

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31 Jan 2010, 16:34
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jigalypuff wrote:
Was hoping for some news to update the front page? Got anything Klogd? :grin:


Sorry, things have been kinda busy lately with work, and playing a bit STO. But now I feel the urge to complete the fleet / task force GUI's that I've started.

I've added nebulas, and can now successfully harvest both minerals and deuterium and return it to a planet. I've also done some UI upgrades to the main map and fleet control box.

Maybe I'll try and wrap up that part this weekend, and post a few new screenshots.


11 Feb 2010, 00:06
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OH NOES! Another victim of the STO rage! I must remember my motto: Work on Supremacy, ignore STO. But besides that, I will keep working AND peering in to see how others are wasting... erm... spending their time with STO :smile: :borg:

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May... now with expectedly warm weather!


11 Feb 2010, 00:14
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Woo! I just bough some new Dual Phaser Banks in STO hehe.

Oh, Trekwar. I'm looking forward to playing Trekwar for real mate. Don't worry, I'll play STO on your behalf. Consider it my contribution to your game. :mischief:

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11 Feb 2010, 00:46
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Well, I look forward to playing Trekwar. If you ask me (and nobody has or will, meaning I have to express my opinion anyways :P), STO is Atari and Cryptic's attempt to absorb the brains of people, part of an evil plan to addict gamers across the globe to their games, thus cornering the Video Game Market :twisted:. And that's my opinion... :borg:

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May... now with expectedly warm weather!


15 Feb 2010, 04:02
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