View unanswered posts | View active topics It is currently 01 Nov 2024, 05:42



Reply to topic  [ 43 posts ]  Go to page Previous  1, 2
 star ships 
Author Message
Crewman
User avatar

Joined: 20 May 2009, 04:30
Posts: 7
Sorry first xchance i have had to reply. No joy in mudville. Can not upgrade to the next level and i lose all my ships if i research more then level 6 then i am forced to restart the game.


07 Jun 2009, 19:55
Profile
Crewman
User avatar

Joined: 28 May 2009, 18:18
Posts: 43
---


Last edited by Sheva on 17 Jun 2009, 17:33, edited 1 time in total.



07 Jun 2009, 23:10
Profile
Ship Engineer
Ship Engineer
User avatar

Joined: 10 Jul 2006, 01:00
Posts: 5130
Location: Space is disease and danger, wrapped in darkness and silence!
Image

Image

Image

Image

Image

Here is the sequence of shipyards I, II and III and the two fleetyards called for in the shiplist for the Federations. The number of berths for ship construction was set in the data base so we made them, Trashman and I, to reflect that build out. The number of ship berths goes 1, 2, 4 and then 6 for the fleetyard.

_________________
Image


07 Jun 2009, 23:20
Profile
Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
User avatar

Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
As Kenneth pointed out, we already have four shipyard levels for each of the empires, each with increasing slot numbers. The Federation get five shipyards to allow for Utopia Planitia and the minor races get three shipyards with some specialist races being able to build an uberyard as their special building.

Mike recently mentioned that he was considering changing how the space-based structures (Orbital Batteries? Scanners? Sensor Jammers? Communication Networks? Habitation Project? Shipyards?) were programmed, so that they would function as a separate class of buildable object. If he goes ahead with this change, they could even end up having their own build lists etc. They could possibly also have their own way of generating power, or even allow for the implementation of requirements, such as a suitably-sized supporting population etc. For the moment though, this is all surmising; Mike hasn't actually implemented the system nor has he shown me any mockups, he has simply said that he *might* make changes to the system. But if he does go ahead with them, then perhaps you ideas could make it into the game. :wink:

_________________
"Anyone without a sense of humour is truly at the mercy of the rest of us."

Image
Image


08 Jun 2009, 22:50
Profile WWW
Crewman
User avatar

Joined: 08 Jun 2009, 23:32
Posts: 2
After building the 2x federation cruiser 5's(intrepid class) I noticed that I was loosing credits like mad. Come to find out that the upkeep cost for them is 23,820 per turn when an explorer 3 (galaxy class) is like 90


08 Jun 2009, 23:40
Profile
Crewman
User avatar

Joined: 28 May 2009, 18:18
Posts: 43
---


Last edited by Sheva on 17 Jun 2009, 17:32, edited 1 time in total.



08 Jun 2009, 23:58
Profile
Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
User avatar

Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
That's a definite bug, ctrl1981, so i've added it to my to-do list. It was probably a typo I made when I first implemented the ships. The maintenance cost number sounds like I accidentally entered the build cost instead.

The game editor currently doesn't work as Mike didn't bother updating it with the May update - he's working on a new editor instead. The Federation shiplist and stats are only about 50% complete at the moment anyways. The Cardassians are the only ones that have a fully complete shiplist and stats so far.

By the way, welcome to the forums! :)

_________________
"Anyone without a sense of humour is truly at the mercy of the rest of us."

Image
Image


09 Jun 2009, 02:51
Profile WWW
Ensign
Ensign
User avatar

Joined: 31 Aug 2008, 15:55
Posts: 109
I had the same problem when i built to many ships. It will get worked out, im not worried, things take time people have lives, that kinda thing.


09 Jun 2009, 05:54
Profile
Admiral
Admiral
User avatar

Joined: 14 Jan 2009, 10:17
Posts: 2042
Sheva wrote:
So up until now, we are in the 'building' stage were we try to handle the whole economy with tech trees, upgrades, minor races structures and so on.

After that, we need to make up the diplomacy, the intel-net, science and so on. I think, we are far away on discussing ship stats.


Uhh??!!


09 Jun 2009, 12:28
Profile
Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
User avatar

Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
Let me rephrase .Iceman's post into something more explanatory, Sheva.

Look Here.

Then Look Here.

It's already done. :)

_________________
"Anyone without a sense of humour is truly at the mercy of the rest of us."

Image
Image


09 Jun 2009, 12:45
Profile WWW
Crewman
User avatar

Joined: 08 Jun 2009, 23:32
Posts: 2
Sheva wrote:
Well, the stats for the ships are only 'there' and not made into stone. At first, I think the battle-system must be implemented and THEN we can discuss the stats of each ship in order to balance the game out.

So up until now, we are in the 'building' stage were we try to handle the whole economy with tech trees, upgrades, minor races structures and so on.

After that, we need to make up the diplomacy, the intel-net, science and so on. I think, we are far away on discussing ship stats.


Wasn't calling into question a balance issue, was calling a typo. 23820 compared to 90, it's an obvious typo that's easily missed.


10 Jun 2009, 02:15
Profile
Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
User avatar

Joined: 02 Dec 2004, 01:00
Posts: 7392
Location: Returned to the previous place.
As I said, 23820 is most likely meant to be the build cost instead of the maintenance cost - I just entered the wrong number in the box. I could actually easily edit the game to fix this problem right now, even though the editor doesn't work, but since Mike is creating a brand new editor i'm not sure whether doing this would be such a good idea; it could result in problems further down the line.

Instead, I am compiling a list of all the issues with the game database, thanks largely to the exceptional eye for detail that .Iceman has. Once the new editor is released, I will be able to quickly get on and fix the problems, then release the update to the masses. For that reason, if you do notice any potential issues with the stats of any ship, race, or building, please let me know about it. :)

_________________
"Anyone without a sense of humour is truly at the mercy of the rest of us."

Image
Image


10 Jun 2009, 02:25
Profile WWW
Ship Engineer
Ship Engineer
User avatar

Joined: 10 Jul 2006, 01:00
Posts: 5130
Location: Space is disease and danger, wrapped in darkness and silence!
Quote:

Instead, I am compiling a list of all the issues with the game database, thanks largely to the exceptional eye for detail that .Iceman has. :)


Thanks Iceman.
:borg:

_________________
Image


10 Jun 2009, 03:40
Profile
Display posts from previous:  Sort by  
Reply to topic   [ 43 posts ]  Go to page Previous  1, 2

Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB® Forum Software © phpBB Group
Designed by STSoftware.