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 Supremacy Pre-Release Download 
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Crewman
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I have some ideas when it comes to the planned BOTF 2 game

BOTF 2 Ideas

1.Cloaking should be detectable if you have higher tech than the oppenent.
2. Sabotage/espionage should be more targeted for example have the ability to target ships or military instellations
3. I really liked the idea that you have to terraform each planet before colonizing it. I think the option of On/Off should be available before the game begins.
4. I really think that the Borg should be playable just because there one of the most known species.
4.1 If you do make the Borg playable they should have these basic rules, Borg should have stronger ships but no trade abilities.
4.2 Each Borg ship should have a ability (non-combats exculded) called Assimilate- Your ship stays still and makes no aggressive moves for one turn however for the next 4 combat turns the Borg ship takes 75% less dmg from attacks (the Borg ship must take dmg).
4.3 All Borg ships (non-combats not included) require twice as much crew as other species.
4.4 Borg have NO morale.
4.5 The Borg are always at war with other factions included minor races and can't get the special minor race structures.
5. The A.I. needs to be smarter and use fleets more often so that fleet to fleet battles occur more often.
6. Minor Race Diplomacy should be not based on bribes alone, diplomatic favours could be in order.
7. Make ambushes with ships (even non cloaked ones) possible.
8. Make auto retreat a option.
9. Specific combat moves should be able to be researched (e.g. the Picard Maneuver)
10. In response to not having mutiple fleet commanders each faction should have only 1 commander. (The Borg would have a queen)
11. Ships should have fore/aft shields.

Finally, please take your time good sir, and leave no bugs (that really messed up BOTF 1)

What i have seen looks great so far keep it up!! :thumbsup:

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13 Aug 2009, 03:03
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You have some good ideas ChickenFoot. Thanks.
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13 Aug 2009, 14:01
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Sweet deal. I just found this last night and am impressed. Makes me want to learn how to do this to help (suggestions?)
Noted problems or suggestions.

Can we get an option added that lengthens the time it takes to research while letting me build at the same speed. One thing I really like is having time to use a technology before it's obsolete without also having to worry about being left in the dust by other people.

I noted that when I was giving money to another race it didn't actually leave my account but it did have the intended effect.

I would like an option to be added to the news letting you prioritize. At least a color code so I know that a system is done producing or whatever. But the best would be something where I can say, put systems that aren't producing on top, whatever sort of priority I want.

I have noticed that I can't seem to build outposts or what not. I have tried it on my planets, on my space, and on no aligned space and have not yet had any success. Might I recommend that there not be any requirement that it be on the owners territory. This reduces the strategic options. Also, it seems silly to me that one can't build something or colonize within another empires territory. I know that's an act of war, but if u are already at war ...

An idea for trade routes that might be interesting is piracy. Not state sponsored but rather independent. Make it so that ships and star bases have spheres of influence where piracy can't happen and create diplomacy options that will create obligations in empires to protect shipping. Meaning one will make it so that empires anti piracy will protect signatory shipping, and then another one where if a trading ship is destroyed in a signatory's borders they are required to pay some part of the per turn value of said trade route.

Also, trade should have benefits for both planets involved in trade. Not just the initiator. :idea: Some possible ancillary effects of trade could be, increased happiness, increased science, faster production of ships, increased growth rates. It could be possible to tie the bonuses to that planets characteristics. Or just make them random.


19 Aug 2009, 12:32
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I think Mike is working on a color-coded news screen. He posted a pic some time back.

The May release seems to bugged in what comes to building outposts. Mike is probably looking into it. Outposts are not required to be built on the owner's territory. Neither is colonization. Both can be accomplished as long as the ship is within its fuel range. (the fuel range thing is weird, but that's another story)


19 Aug 2009, 16:49
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Hey Chickenfoot, thanks for your ideas.

1. The cloaking system is under development, and so the current system may be different to the system when the game is finally complete. We do intend that higher tech levels will improve your anti-cloak capabilities, but this will also assume your ship is actually of that higher tech level, ie, just because you're at tech level 9 doesn't mean that an old old ship you've still got in your fleet has your advanced new sensor techs equipped, and so won't be able to detect the cloaked ships. Mike also told me that your scan ability is based on the best ship within the sector, rather than the combined scan strengths of every ship and sensor in the system.

2. The intel system is due to undergo a radical overhaul. I've been sworn to secrecy on the specifics, so you'll have to wait and see about this.

3. Terraforming isn't in the game at the moment because it hasn't been implemented yet; the current lack of it doesn't mean we've scrapped it. You're the first person that has suggested having it as an option though. I have no idea if such a feature can be implemented or not, or even whether it's something Mike would like to see in the game, so i can't say whether it'll make it in.

4. The Borg debate has been raging for four years on the forums in various threads. But the general consensus is that people don't want them in as a playable race. There are still a lot of people that do, but most people don't. I believe Mike doesn't want them to be playable either. That's not to say a mod won't be released in future with them as a playable race though.

5. The game currently has no AI, so any AI is smarter than what we currently have lol. Unless you were referring to the AI in BOTF. BOTF had an awful AI because it was incomplete; BOTF was a rushed, incomplete, untested game that was put on the market as a last-ditch attempt to stop the collapse of Microprose. It failed. I can't say that Supremacy won't collapse in that way because I don't have a crystal ball, but we're not a company, we're all volunteers with a vision. And we want to see the game released as the best ame it can be. Programming languages, techniques, and AI creation have also significantly improved in the last 10 years. I therefore believe Supremacy will be more of a challenge than BOTF was. :)

6. Diplomacy won't be bribe-based. Bribes will still be in, but some races, eg. the Vulcans, will actually be offended by bribes. It will be up to players to find out these traits. Whilst diplomacy is very much a work in progress at the moment, Mike has suggested he might follow a similar system to that used in Civilization 4, where relations are based both on long-term trends and recent actions. This isn't definite though, so we'll just have to wait and see.

7. Combat really depends on what the engine can handle. CdrWolfe, the guy that is doing the combat, has already encountered the limitations of the Irrlicht engine that he is currently using, although he plans for changes in future. People have also asked for other advanced combat features like Starfleet Command-style starship capturing, but both of these requests are unlikely to make it into combat for the time being.

8. I don't know how combat will show up in the game, so I don't know if you'll get the BOTF-style orders menu before combat actually begins or whether we'll go with something else. But I imagine a retreat order would make it into the game if we did go down the route of a BOTF-style menu system.

9. This is a new idea as far as I know, I don't know of anyone else asking for it. This would require a new research system and changes to the way ship commands are given, so it would be up to Mike to make the final decision. But it's possible it could make it in.

10. I'm not really sure what you mean about multiple fleet commanders or factions. Could you explain more about what you mean?

11. Again, shield arcs would be limited by the combat system. It's far easier to program a single overall shield than to implement multiple shield arcs, and I don't know if the combat engine could support this. There is also another problem; the shields and stats of every ship in the game has been meticulously drawn up and worked out on paper by Dafedz and myself. These calculations assumed a single shield, so splitting the shields into arcs would mean going back to the drawing board with the shield system, and there are over 400 ships in the game.

The bugs in BOTF are for the reasons I mentioned above in point 5. BOTF was rushed and untested. If you go through the program files or watch the official advert for the game, you'll notice there are tons of features that were never completed in the game. :(

Thanks for the great feedback, the more we get, the harder we work. :wink:

...

Welcome to the forums, TomareUtsuZo! :)

If you would like to help make the game, then have a look at the Jobs section of the forums. There are plenty of areas you can volunteer to help in. :)

I know that Mike likes many of the features that are included in Civilization 4, so it's possible that he might include a Civ-style setting so you can adjust the length of games. This would affect the build rates of structures as well though. It's possible to change the output of the research buildings in the game via the editor that comes with it...but the editor is broken at the moment. You can manually edit the game files instead but I wouldn't advise doing so. The game would also attempt to overwrite your changes with the default files every time you load up the game because it thinks modded files are instead simply "outdated" files. You can turn the auto-updater off in the game menu though. To modify the research output of the buildings, find and open the TechObjectDatabase.xml file in your Supremacy/Resources/Data folder with Notepad, then press Ctrl+F and search for the research buildings, eg. "TYPE_1_UNIVERSITY". Then change the number between the unit output brackets to whatever number you want. Remember that you'll have to change the numbers for all of the research buildings of the same type, you'll find that upgrading your research facilities might actually end up reducing or massively increasing your research output. :P

Diplomacy is very much a work in progress, and many diplomacy features aren't working correctly yet. Sending money is one of those features that isn't working correctly yet.

As .Iceman said, Mike IS working on a colour-coding scheme for the news items already. Knowing Mike, he'll probably allow players to choose what the colours mean as well.

Again as .Iceman already said, the Stations in the most recent version of the game are very buggy. Just avoid building them for the time being.

Pirates are actually one of the events that i've suggested for the random events. My randoms were written purely as ideas for what *could* be in the game, rather than what *will*, but the Pirates one should be a relatively easy one to implement. In my suggested random event, the Pirates would be a combat event, so players would need to fight the Pirate ships and destroy them to stop their raiding. Pirate ships would be random minor race vessels, and would move about randomly (Or perhaps target systems with trade routes) raiding systems rather than attacking them. You can find my random events Here. As for having "spheres of influence" though, Mike did mention something similar to me once before, but it was a long time ago I can't remember what it was in relation to now. You never know, maybe he's already thought of this. :P

Trade is another system that is under development. I agree with you that trade should be a two-way system, and .Iceman actually suggested in another thread recently that it could perhaps involve the exchange of your excess food stocks (Spare food is stockpiled in Supremacy to help stave off starvation) or industrial output. Two way trade would allow these items to be traded, and therefore bring the benefits you suggest. It would also make the Ferengi are a very powerful minor race, since their bonuses are all trade-related...

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19 Aug 2009, 22:35
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Of course let me clarify number 10

Matress_of_evil wrote:
I'm pretty sure that having individuals in the game in the way that you ask won't be in the game. For starters the game simply isn't set up that way - it would require conceptual and programming changes to allow it. IF Mike (The programmer) did consider it though, there would only be one crew member that he would want to implement and that would be the Captain. The simple fact of the matter is that people are going to want to build fleets of hundreds, even thousands of ships. Putting a Captain on each one of those ships means the game has to create profiles for each of those captains, track them and their assignments/training, and so on. This would significantly increase the amount of data that the game needs to track, which is already presenting programming problems because it is already tracking such massive amounts of info.


I think that their should be only 1 ship that has the Captain. This ship should have superior crew and stats than other ships of it's type. This ship could be upgraded over time (it is always the most powerful ship available.) Loss of this ship has a big negative effect on morale. However a new ship can be created with a captain but only 1. This would most likely solve the issues stated above.

BTW thanks for the quite logical and to the point response it's refreshing. :grin:

Oh and 1 more question is it possible that with all the ideas floating about trade why not trade actual resources?

This would further increase competition between the factions for resources causing more fighting and scuffles over minor races. I mean if i am a faction that has a lot of i dunno say dilithium but not a lot of plasma i would either want to A. Find more sources of plasma or B. Find a race that needs dilithium but has a lot of plasma. Thus as you can guess fights will follow which is good for the game. Because in my view this game is all about the conflicts you have with the races, which conflicts are profitable or winnable is up to you.

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20 Aug 2009, 09:40
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Supremacy has a rival called Birth of the Empires (BotE). Info about their game is in other sections of the forums, because even though he two games are rivals, we're still supporting the creation of both games to reduce the overall amount of work needed to be done on each. (Eg. we're sharing graphics, sound, writers, etc etc)

BotE has many unique features that set it apart from BOTF, and Mike wants to maintain those unique features, otherwise we'll end up with two identical games. So Mike is avoiding implementing some of the features that BotE already has, such as an in-depth commodity-trading system and customisable ship designs. That said, he's still developing the game so that it does have its own unique features. As an example, one of these features will be the intel system - but I can't say why because i'm sworn to secrecy on the specifics. But let's just say that I can guess it's gonna be a system you will like... :mischief:

Trading actual resources in BotE is a fundamental part of their game because their ship designs are customisable and the items you trade are ship construction materials. Buying or selling those materials has a direct affect on the price of the materials for other players/the AI controlled empires, just like buying and selling crystal affects the price over time in Sins of a Solar Empire, so buying and selling resources can be a tactical choice in itself.

When designing ships, you can choose how many weapons a ship has, how strong the shields are, and what types or armor plating they are equipped with. Weakening a ship design means lower build costs and using materials that are easier to acquire, therefore meaning you can build more of them. But they will also survive for less time during combat. Increasing the strength of a design conversely increases the build costs and means you need to use harder-to-acquire construction materials, but your ships will last far longer during combat so you won't *need* to build as many ships. Supremacy on the other hand will have many more ship designs, so combat will be more varied. The minor races ship designs especially are going to be major eye candy though as they are so incredibly varied. :love:

Mike could still include a commodity-trading system if it was perhaps based on more mundane things like food, tradeable items, or energy, as .Iceman suggested. It would be up to Mike though to decide whether he wants such a system in the game. I would certainly vote for it though. :)

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20 Aug 2009, 10:57
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Yet more teasing hints about that intel system - you still are evil MOE!


20 Aug 2009, 19:52
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Matress_of_evil wrote:
Welcome to the forums, TomareUtsuZo! :)


Yep, helping with the game would be cool. However, I just started teaching myself code Wednesday (Python 3.1.1) and don't really expect to be of any use any time soon.

:doh: Doh. I guess that you have a point. If I am going to start learning how to mod, I should be a big boy and realize that I can tweak things myself.

And I just remembered. Trade within the empire would be useful. Specifically, sometimes you have planets that are well suited for food production, mining, and other planets that are well suited for other things. This would be particularly true early in the game when your ability to terraform would be limited ...

Huh, speaking of terraforming. Here is a new thought. While terraforming technology might have general answers to basic problems, some problems would be specific to planets and systems themselves. For instance, while it might be possible to put an atmosphere on planet X the star it orbits still puts out a radiation that is deadly. Instead of every answer coming out of the general science pool, the individual systems could solve their own problems with maybe some siphoning of resources at the local level helping to move said solutions along in development. This could be particularly interesting, if we let this also have some chance of becoming a boon. Like said research into the radiation problem created new and exciting weapon/sensor technologies giving a bonus to the empire at large, or resources that can only be built on that planet.

Anyway, thanx for listening to me natter on.


21 Aug 2009, 07:16
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Matress_of_evil wrote:
Mike could still include a commodity-trading system if it was perhaps based on more mundane things like food, tradeable items, or energy, as .Iceman suggested. It would be up to Mike though to decide whether he wants such a system in the game. I would certainly vote for it though. :)


I have an idea for this system. It based on Star Trek Armada 2 for food, tradeable items ect...
(in Armada 2, the transport are some freighters who travel from a trade station to another trade station By depositing in each of them this kind of goods, Except the dilithium, the metal, latinum)

Bio-matter
Saurian Brandy
Tribbles
Warp Cores
Trade Goods
Romulan Ale
Replicators
Gagh
Hologenerators
Medical Supplies
Antigrav Devices
Quadrotriticale
Raktajino

It is possible that certain minor races have their appropriate specialities in commercial goods.

example:

Klingons----Raktajino, Gagh
Romulans---Romulan Ale, cloakind devices
Andorians--------Andorian silk
Gorn---Disruptors
El-Aurians----Knowledge

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21 Aug 2009, 12:31
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denzil85 wrote:
Yet more teasing hints about that intel system - you still are evil MOE!
Let me be even more evil then. Someone recently asked on the forums about adding certain game features. Their ideas were actually pretty close, although not identical, to what Mike is planning. I'm not going to say who it was or what thread the post was in though. :twisted:

...

TomareUtsuZo wrote:
Yep, helping with the game would be cool. However, I just started teaching myself code Wednesday (Python 3.1.1) and don't really expect to be of any use any time soon.
You'd be surprised what jobs we have for people with even "basic" skills. :wink:

I know that Mike is going to be using Python in Supremacy one day because there is a Python folder in the Supremacy program files. The folder is currently empty though so it's anyone's guess what he'll be doing with it. Mike has helped people to learn how to program in the past, in fact the guy that is making the combat system, CdrWolfe, learned how to program so he could help make the game. Mike taught Wolfe the skills that he now has to do it. You might want to send Mike and/or Wolfe a PM detailling your skills - they might know of some books you might find useful or have some tips to share.

Modding the game is normally an easy process, because Mike created the editor precisely for doing that. But as the editor currently doesn't work, you're going to have to either learn how to manually make changes or just wait until the new editor is released. But either way, you'll still be able to edit the game in future. If you want help in learning how to manually edit the game, I can help you, but I wouldn't recommend modding it manually because the editor stores information in both editable and non-editable files. Editing only the human-readable files may result in mismatches between the game data, therefore risking corrupted files and game crashes. It's precisely for that reason why i'm writing up a list of fixes that I need to do once the eidtor is working again, instead of fixing them straight away.

The trading system is at a very early stage in development, so anything is possible at the moment; don't expect the current system to be exactly the same as in the "final" version of the game. I've been discussing the issue of trading with .Iceman in This Thread if you would like to participate. You might want to have a read of the discussion as well if you haven't done so yet, starfleet.command. Again, I would emphasize that anything is ossible at this stage, so you neve rknow whose ideas will make it into the game. :)

Having "problems" with terraforming as you suggest, TomareUtsuZo, could involve a whole ton of micromanagement. I personally love micromanaging things, but I know a lot of people don't. Part of the problem with implementing new features is striking the right balance - a game should be as fun as possible for as many different people as possible. But what you've suggested is definitely an idea worth considering.

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21 Aug 2009, 15:53
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Matress_of_evil wrote:
but I wouldn't recommend modding it manually because the editor stores information in both editable and non-editable files. Editing only the human-readable files may result in mismatches between the game data, therefore risking corrupted files and game crashes.


Are you *ever* going to check the files' timestamps?! :rolleyes:

---

I've been meaning to post about terraforming for a couple of weeks, but have been swamped at work. I just need to finish up a couple of things and then I'll post.


21 Aug 2009, 18:53
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Matress_of_evil wrote:
Someone recently asked on the forums about adding certain game features. Their ideas were actually pretty close, although not identical, to what Mike is planning. I'm not going to say who it was or what thread the post was in though. :twisted:


viewtopic.php?f=13&t=3174

:rolleyes:


21 Aug 2009, 19:53
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.Iceman wrote:
Matress_of_evil wrote:
Someone recently asked on the forums about adding certain game features. Their ideas were actually pretty close, although not identical, to what Mike is planning. I'm not going to say who it was or what thread the post was in though. :twisted:


http://www.botf2.star-trek-games.com/vi ... =13&t=3174

:rolleyes:


At least someone isn't evil and actually helps others with info :P!

That seems like an interesting idea, so if something similar is planned I'll look forward to seeing it implemented. :clap:


21 Aug 2009, 21:11
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A few people have already proposed something along these lines actually.


21 Aug 2009, 22:14
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No comment on whether this is the correct thread or not. But I will say that ships won't be getting captains unless Mike changes his mind. So I guess you'll have to keep looking...

What do you mean about time stamps, .Iceman?

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21 Aug 2009, 22:16
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Well, maybe you shouldn't say *anything* then, if you sworn secret to Mike... not really sure why you drop the hints, unless you need to show something...


21 Aug 2009, 22:21
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ChickenFoot wrote:
Of course let me clarify number 10

I think that their should be only 1 ship that has the Captain. This ship should have superior crew and stats than other ships of it's type. This ship could be upgraded over time (it is always the most powerful ship available.) Loss of this ship has a big negative effect on morale. However a new ship can be created with a captain but only 1. This would most likely solve the issues stated above.



Let me add a little more into the idea of having 1 ship (only one!) with a captain. I have a idea to merge the ideas of having special combat moves (e.g. the picard maneuver) in with this idea. I think that this ship be able to preform these special moves (only this ship) thus making it more powerful, but if you lose it your empire loses ALOT of morale.

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22 Aug 2009, 00:12
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There already are provisions to taking a morale penalty when losing your empire's flagship.

Problems with this would be what exactly are those manoeuvres in actual game terms. Except for offensive and defensive bonuses, I don't see manoeuvres having an actual effect in a battle's outcome except for being cute in battle playback. Then there's the issue of how those officers are generated. Are they eternal, or are they respawned. Always with the same kind of bonuses or different ones (if you can have only one). Can they be reassigned. If not, what if the ship cannot be upgraded anymore and it's not the most powerful class. What if they die in battle. Do they affect only their ship or the fleet. Etc.


22 Aug 2009, 13:05
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i downloaded the file from the link but i cant figure out how to play


14 Sep 2009, 23:51
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Hi Wardog, welcome to the forums! :)

What exactly are you having problems with; getting the game to start or physically playing it? Let me know and i'll provide instructions.

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15 Sep 2009, 00:00
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well i downloaded it and after that it did nothing like i have nothing to go to and start playing or nothing and now when i go look at the file it starts poping up all kinds of internet explorer boxs and it wont stop....


after the download should there be a place i can go to run the game?...i dont know where to go to start the game


15 Sep 2009, 00:13
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thx for the info i didnt know to unzip it lol...im gonna give it a try.... me and my bro used to play the ol star trek game but i broke it :(...and ive never found a computer game i liked more


15 Sep 2009, 01:21
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Glad to be of help. If you have any more problems, let us know.

I've improved the installation instructions a bit so they stand out a bit more in the post now lol.

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15 Sep 2009, 01:27
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HEY just got a GREAT idea:
1. Why not have a Hot-Seat option in Multiplayer (it is like a dream to me and i would be all lik :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: :waaah: if it was implimented into the game.

1.1 As for tactical combat there should be a pause potion that stops the game letting you plan ahead and give orders to ships- this would also allow RTS combat to be used for hot seats (the game would be paused then each player would give his orders to his ship and the game would be resumed and the ships would follow their orders) in normal multiplayer game this could be turned off or would have a limited number of uses.

I would really like this feature because its what is missing in Botf.

2. Another thing that could be as an potion is Mixing a multiplayer FFA game with hot-seat (5 players playing on 3 computers for example).

3. You should be able to build a minor race ship or ships and they would each have an specific bonus (Ferengy marauder would always take 100% income from system(s) they are raiding, Vulcans would have increased sensor range and science ability, ...)

4. Ships should have serial numbers (like USS Slovenia Ncc-150234-a -> this would mean that this ship is the 150234th created)

5. There should be prototypes of a ship that will automatically be created when a ship type is researched these should have a different serial numbers than the rest of the fleet (NX-43 would mean this is the 43rd prototype made) and they would be weaker than standard issue.

6. There should be hero ships that are stronger than normal ships, have more experienced command officers.

6.1. These hero ships would be created from a 1st ship of that kind (the 1st Galaxy wouldn't be an USS Anton Ncc-2341 but would be USS-Enterprise-D Ncc-1701-D). Other empires should have their hero ship (like Martogs Neg'war or valadore that teamed up with Enterprise-E to destroy Shinzon). Each race should have the same number of hero ships to ensure balance.

6.2 These ships would upgrade their weapons trough research so the NX-01 Enterprise would be just a deadly in TNG era (if it survived for that long) as in TOS or ENT.

6.3 These ships should have voices from their captains in tactical combat (voice should come from a movie rip or from other games but actors and game companies should be asked for permission to avoid being sued.)

6.4 If a hero ship is lost for some freak accident it is unrevivable.

6.5. A hero ship would always be the strongest ship in the fleet (Enterprise-A with experience lvl 1 could destroy 2-4, experience lvl 5, ships or 1 standard borg cube (as seen in TNG afer the battle of wulf 359 when enterprise destroyed the borg cube in 1on1 combat, but the cube shouldnt be destroyed immidetly in 1 turn but after 5-10 turned and the hero ship would have hull integrity on 1-10%) before it was over powered and destroyed but it should be a god ship (like 1 ship taking down a fleet of 50 ships and emerging victorious).

6.6 When an upgrade comes for a hero ship (like constitution gets a refit) the hero ship is upgraded and renamed (you don't get a new hero ship--> this would fix the problem of having 2 Kirks) this would look like this.
Enterprise NX Class -->Enterprise NX Culumbia refit --> Enterprise Enhanced with latest weaponry, shields and armor
Enterprise TOS ---> Enterprise-A Refit TOS ---> Enterprise-A (later refits if any) --> Enterprise-A Enhanced with latest weaponry, shields and armor
Defiant Prototype refit (stronger than standard prototype and standard issue ship) --> USS Defiant (without cloak)--> Defiant Enhanced with latest weaponry, shields and armor
Stargazer ---> Enterprise-D --> Enterprise D (dominion war refit) --> Enterprise-E

7. Borg should be a random event not an empire but would have a Uber starbase (transwarp hub+starbase+shipyard+colony as seen in the final two parts of voyager) on 1 delta quadrant sector in a nebula. If that system was conquered the borg would lose their ability to appear at random but would always appear in that sector.

7.1 If that sector was colonized and the colony was assimilated or the sector remained neutral for 25 turnes the brog would re-colonise it (and create another Uber starbase) and reinstate their ability to appear at random

7.2 Lets say that 10-25% of ships destroyed by borg would reaper assimilated in their main sector and would join borg incursions later in the game.

8. There should be an option to play historical battles (like wulf 359 or 1 when Voyager entered fluitic space or the battle for cardassia, kobayashi maru, battle against Shinzon... )

9. There should be a random event when suddenly something unexpected happenes (like ship emarging from the future to destroy a planet or a nut-job idiot like Shinzon comes to power) this would leave you with a choice that could shift the ballance of power in the universe (like destroying an empire or a minor race or simple bringing two enemies togader and becoming best friends or mearging into 1 empire (alliance).

10. Ships wouldnt become obsolete unless you say so (NX class wont be upgraded to Constitution Class)

10.1 Ships that get refits will be upgrated (NX slass ---> NX Columbia refit, Constitution to Constitution refit, Excelsior to Excelsior refit BUT not Excelsior refit to Intrepid (which I heard is considered a replacment for aging excelsiors))

That's all for now hope it works out sry of bad spelling.


EDIT:
11. You shuldnt be able to colonise all types of planets from beginning (lets say you start off with barren, deserd, M-Class, ocean and jungle planets 1st, but later move to Y and P class and asteorides.

12. "moon habitation project" is what NASA has in mind today so it should be available (at least in limited form) from beggining

13. Bases should 1 be limited to orbit around or in steller some bodies (like planets, then nebulas than space then near dark holes and pulsars and super novas)

13.1 You should have the ability to create "space colonies" (space stations that function as colonies, but different way -like u need power to grow food and to survive that means that 25% of colonists would constantly provide power, 25% would grow food (which leaves you with 50-0% output and the growth rate would be around 0.1-0.5%) --> this strategy could save your butt if you are in war and only have few colonies.

Edit:
FFA means Free for all


Last edited by Zweistein000 on 20 Sep 2009, 08:27, edited 1 time in total.



19 Sep 2009, 20:27
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Thanks for all the good ideas. MOE can fill us in on the status of some of that.

:borg:

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20 Sep 2009, 00:39
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Hey Zweinstein. Here goes MOE:

1.1 Mike is planning to add a lobby system as part of a future update. This likely won't be for a long while though as it currently isn't a priority.

1.1. The combat system is being created by CdrWolfe. You'll have to ask him whether he plans to include a pause option.

2. I don't know what an FFA game means. :redface:

3. This is highly unlikely to make it into the game. Supremacy is based on BOTF, not Armada. Each ship design has its own unique stats and abilities though. Some will be better at combat whilst other will be better at Science. This won't always be immediately obvious with certain ship designs though, especially the later or larger ship designs with large crews.

4. We've discussed this on the forums before. It depends on how the ship textures are set up, but it *can* be done. Names that include the registry numbers can be saved in a file which are then applied on top of the textures. That's how it is done in Legacy. Whether it can be done in the combat system is down to whether the engine can handle it and whether Wolfe knows how to implement it.

5. We've discussed this before on the forums. I'd personally like this, but it depends on whether Mike does since he's the one that is building the game.

6. This has been discussed many, many, many times on the forums. Mike isn't a fan of hero ships, and frankly neither am I. The Enterprise might have been the flagship, but that doesn't mean it had technology that no other ship in the fleet had. The Enterprise wasn't always even the first ship of its class either. You will be able to designate ships as a flagship though, although this won't grant them any bonuses. It'll purely be aesthetic.

6.1 Prototypes maybe, but no hero ships.

6.2 No hero ships, no special weapons.

6.3 No hero ships, no unique voices. Besides, using rips would break copyright laws. All ships will have voices that have been recorded by forum members however. We've actually already got the voices done, but we'll always accept any future offers because more voices means more variety.

6.4 No hero ships, no reviving them. No ship will be revivable. Once it's gone, it's gone.

6.5 No hero ships, no special abilities. Read 6.1. There is a small possibility of special techs though for certain circumstances though. We'll have to wait and see about that.

6.6 Upgrades actually involve scrapping the existing ship so I assume they will be renamed anyways. Whether this includes lettered prefixes though (Enterprise-B, etc) I don't know. All ships will have the same standard weaponry since there won't be hero ships.

7 80% of the people on the forums, including myself, agree with you on this one, and to my knowledge this is the way it will be. In the random events i've written, the Borg are one of the first randoms in the list. Their ships will appear at random at first and they won't have a home system. They will also start off with small, weak ships, but their attacks will get larger and more powerful over time. If they manage to capture (Assimilate) a system, the frequency and strength of their attacks will considerably increase with each assimilation. It's highly unlikely (But not impossible) that the Borg will be able to assimilate ships due to programming limitations, however. Uber Starbases and Transwarp Hubs have not currently been considered and would need models to be built. I therefore cannot say whether they will be in the game or not.

7.1 As above.

7.2 Assimilation of ships is highly unlikely (But not impossible) due to programming constraints.

8. We've got plans to make "canon" maps. I doubt there would be any difficulty in creating maps with preset fleets etc as well.

9. Whilst none of them are definitely going to be in the game, you might want to have a look at My Random Events.

10. Don't worry, (Already built) ships won't auto-obsolete like this. You will simply lose the ability to build more of the same ship design when your tech advances to the point that a ship becomes obsolete. As a rule of thumb, new ships obsolete ships that are two generations old. (So eg. when you gain access to the Sovereign, you lose the ability to build the Ambassador, but you can still build the Galaxy)

10.1 There are no refits in the game. Ships an be sent to a shipyard to be upgraded, but the ship will be recycled for parts and a brand new ship will be built using the resources gained from the old one to reduce costs. I do not know if the crew (Their experience) will transfer over or not, but I hope so.

11. Terraforming hasn't been implemented yet so we don't know if Mike intends to include restrictions or not. But if he does, he will likely go with your system. When planets are terraformed though, they will physically change class based on the preferences of the race undertaking the terraforming; the Federation will terraform towards Terran whilst the Cardassians will terraform towards Deserts. Planets will likely be restricted to a set number of terraforming events before further terraforming becomes impossible to prevent players creating galaxies of single planet types. This isn't definite yet though. Terraformed planets may also lose (Or gain) bonuses as well once terraformed. (Energy, food)

12. Moon Habitation Project is already in the game. But I wouldn't advise building it because a bug prevents your systems from actually growing once it is built.

13. You can build science stations near stellar phenomena. I don't believe they are tied directly into this though so they can actually be built anywhere. Science stations will produce research but will be high maintenance and have terrible defences. A bug means the game will crash if you try to build a station at the moment though.

13.1 This would require major, time-consuming programming changes. Mike is therefore almost certainly never going to add this functionality, i'm afraid; He's already got a million-and-one other more pressing things to do like program the AI and fix bugs.


Please let us know if you have any more ideas, comments, or feedback. :)

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20 Sep 2009, 02:22
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Quote:
11. You shuldnt be able to colonise all types of planets from beginning (lets say you start off with barren, deserd, M-Class, ocean and jungle planets 1st, but later move to Y and P class and asteorides.


Actually, this is what I've been meaning to post for a few weeks, I just haven't had the time to do it. I've got the version for Trek War done, haven't had the time to adapt it to Sup yet... I'll post it to TW anyway, and then work on the Sup version.


21 Sep 2009, 10:10
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Matress_of_evil wrote:
2. I don't know what an FFA game means. :redface:

FFA means Free For All and is a synonym for Deathmatch.
http://en.wikipedia.org/wiki/Deathmatch_(gaming)

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28 Sep 2009, 13:04
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Ah ok then...

2. Mike is looking for ideas on ways to improve the game. New game modes might take a while to program and implement if they require new galaxy settings because it took months for Mike to get the galaxies working as they do now, but there's certainly no harm in suggesting them for future addition. :smile:

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29 Sep 2009, 00:31
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