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Star Trek Fan Games - View topic - Trekwar 0.4.5 Multiplayer Alpha Testing
View unanswered posts | View active topics It is currently 03 May 2026, 13:15



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 Trekwar 0.4.5 Multiplayer Alpha Testing 
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01 Oct 2012, 21:23
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01 Oct 2012, 21:52
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01 Oct 2012, 22:41
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FYI- I managed to log on to the larger map server tonight. It was late last night when I first tried, I may have been logging on incorrectly. At any rate, so far so good. The only problem I had at first was actually finding my homeworld on the map. My biggest concern at this point is the percentage of CPU this is using in some screens. I can make it work less with some manipulation, more on that in a further detailed report later.


02 Oct 2012, 02:33
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02 Oct 2012, 08:53
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02 Oct 2012, 11:04
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02 Oct 2012, 11:17
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02 Oct 2012, 11:30
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02 Oct 2012, 11:41
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02 Oct 2012, 12:44
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I get Troops = 3 * planets + defense

(edit: ok, the number you're providing is the initial troops; I was talking about the troop cap :wink: )

For example, in a system with 9 planets and a Bunker 1 and a Military Outpost 1 I get Troops 36/36 (3) [3*9 +9 Defense]
Not sure what the number in parenthesis means, maybe protection from orbital bombardment from the bunker? It starts at 1 when there's no bunker.
Don't know if the 9 Defense comes from the Bunker or the Military Outpost, or both, and exactly what it does in the game. It's probably from the Military Outpost, providing 9 more troops, but it (Defense) doesn't include the default troops - which makes me think it's something else.

---


It'd be nice to have the energy/food/etc surplus values in the System Control (Manage System) window, so that you can plan your builds without closing the window and opening it again.

It'd also be nice if the research screen would in some way indicate the tech levels where hulls are unlocked. [it does show when there's only one tech missing]

And the screen should center on your homesystem when you log in. :wink:


02 Oct 2012, 20:13
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02 Oct 2012, 20:25
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Nebulae seem to not be affecting scanning (scan strength zero), probably not implemented yet.
Uncolonized systems inside the scanner range of a colonized system (adjacent sector) are also reading scan strength zero (dark gray background isntead of black), whereas all other adjacent sectors read 5.


02 Oct 2012, 20:48
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04 Oct 2012, 01:41
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Would it be better to start the servers at different times? Say the slow one an hour or so before the fast one? Just a thought.
That is, if there's going to be 2 servers again.


04 Oct 2012, 19:17
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Did I forget to mention a volume control for the music? :klingon:

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05 Oct 2012, 02:24
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05 Oct 2012, 08:26
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A suggestion for fleet orders.
Left click on the fleet's sector to choose it, then right click on the _target_ sector and a dropdown allows you to select the order - Move To (_that_ system), Colonize (_that_ system), Assault (_that_ system), etc.

BTW, selecting the target sector for a fleet's movement takes several seconds, way too long.

Is it possible to set waypoints for fleet movement?


05 Oct 2012, 11:50
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05 Oct 2012, 12:42
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NOTE

The game client will be available for download tomorrow around noon GMT.
You will then receive an e-mail with download link + username and password.

You need to download the new client, the client from last weekend won't work because of several changes.

The game server will open at 16:00 GMT.


05 Oct 2012, 12:56
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05 Oct 2012, 13:43
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05 Oct 2012, 14:33
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Stats of buildings need to be tweaked IMO, big time. At this point, I can build just 5 farms and 5 generators in a large system, and cram it with labs (around 30) and factories.

The Deuterium Plant should have a lower capacity, 3200 is way too high, it makes you not need to build silos.


05 Oct 2012, 22:50
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What's the difference between scanners and sensors?

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05 Oct 2012, 23:40
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I demolished all industry in a system, and it got to a surplus of -25. The buildable structure display shows -58 turns for a factory to be built... I can still put stuff in the build queue, but it says -99999 turns.

Strangely enough, the turn I demolished all industry, my food surplus also went negative (famine in the system). If anything, shouldn't it have increased, since factories have a food upkeep?

Obviously one will not demolish all his industry, but it can happen through orbital bombardment.

BTW, demolish takes effect immediately, but disable only in the next turn? Is this intended?

Demolishing all power structures has no effect.

--

I'm guessing it's intended that we see fleets from our faction but from a different player, if they're outsidfe our scanner range but inside our visible/explored area?


06 Oct 2012, 11:39
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06 Oct 2012, 12:55
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06 Oct 2012, 13:14
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Server starting in 3 hours and 45 minutes

Turn speed is 1 minute, there might be a slower server up tomorrow that will run through next week.

In other words 16:00 GMT
https://www.google.com/search?q=current+time+gmt

E-mail with download link + username/password has been sent out


06 Oct 2012, 13:15
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I'm getting a connection refused error. I'm only saying this because you asked us to test the connection.


06 Oct 2012, 13:22
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Ditto.

Two questions, One sensors vs. sensor arrays, any difference?
I cannot seem to scrap a ship once it's obsolete. Does this work?

Would be nice if we could have spaces in the ship class name. I like to prefix my designs with ship designation like FF or DD or DDG so I can rapidly identify the roll of the ship since I tend to upgrade often.

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06 Oct 2012, 13:49
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