Trekwar 0.4.5 Multiplayer Alpha Testing
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 08 Oct 2012, 10:42 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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_________________ Sincerely, Khan
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| 08 Oct 2012, 14:03 |
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Komodo
Crewman
Joined: 27 Jun 2011, 20:28 Posts: 21
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A couple more observations: 1) Impulse drive selection in Ship Designer is way up the scale on energy requirements (intended?) level 1 is 1000, level 2 is 2000, level 3 is 3500 2) Bussard collectors level 1 in Ship Designer is 150 energy req'd- likely should be 15. Next level is 22 3) Transfer of cargo- I don't really like a number of ships from different fleets in the same transfer window. It's handy if you can transfer from one ship to another... 4) I had to determine why I couldn't transfer ore to a planet- seems you have to have an ore refinery first! (silo too? unknown) 5) I was able to transfer deuterium to a planet that didn't have a deut plant or a silo. It just disappeared...
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| 08 Oct 2012, 18:50 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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_________________ Sincerely, Khan
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| 08 Oct 2012, 21:52 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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Impulse drive + bussard collectors price has been fixed.
To transfer Ore to a system, the system needs a Ore refinery. A ore silo will provide the system with additional storage for the processed ore. When a system has ore stored up you can left click stuff in the build queue in the system manager window and click "hurry production", it will then use some of the ore to boost construction of the structure/ship you are making.
Ore has nothing to do with fuel, both are stored and handled separately.
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| 08 Oct 2012, 22:14 |
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Komodo
Crewman
Joined: 27 Jun 2011, 20:28 Posts: 21
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Another thing that kept confusing me with Ship Designer was building in cargo modules vs deut tanks, namely for freighter ships. Deut tanks are strictly for vessel fuel consumption, while cargo is used for transport of either deut or ore. Miners or deut collectors are useless without the cargo! Once I figured out that aspect, both worked quite well  I'm still pecking away on the fast server- I'm up to almost level 9 in research, have explored almost 1/2 the map, and have built a Galaxy class ship 
Last edited by Komodo on 09 Oct 2012, 04:44, edited 1 time in total.
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| 09 Oct 2012, 01:46 |
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Komodo
Crewman
Joined: 27 Jun 2011, 20:28 Posts: 21
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One thing I'd really like to see, now that I have so many ships available- a way to select a specific ship from a list. Presently, you have to remember what you have, and where they are, in order to find them. Very time consuming...
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| 09 Oct 2012, 02:24 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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| 09 Oct 2012, 07:59 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 09 Oct 2012, 21:04 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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I take it no slow server this week?
_________________ Sincerely, Khan
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| 10 Oct 2012, 01:22 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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| 10 Oct 2012, 07:49 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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Server is up now, Turn time = 10 minutes.. In other words I can watch a movie while that factory in my starting system is being built =)
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| 10 Oct 2012, 19:03 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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Hehe, that's true, but then again, it's just the 2 of us playing now. 
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| 10 Oct 2012, 19:39 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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If I put a One Per System structure in the build queue, I can't see its stats until it is finished - clicking on the gray icon doesn't do anything, and neither clicking on its name in the build queue. In this latter situation, clicking on the first option [x. Shipyard (0/5150)] could show the stats]
Excess production doesn't carry over to the next item in the build queue. Is that intended?
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| 10 Oct 2012, 21:36 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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WOW! I'm for slow, but 10 minute turns is like watching tectonic plates move. Wonder how this will change the game dynamic?
My prediction, less ships than the 5 minute turns, more research. My reasoning, though counter intuitive (one minute turns resulted in research speeding thorough due to the game requiring almost constant attention from the player, if they could spare the time) that tech would speed up, I believe that research will take long enough that anyone AFK will see less of a percentage of their time not researching something to be less than the 5 minute turns resulted in.
_________________ Sincerely, Khan
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| 11 Oct 2012, 00:03 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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I just had one turn (131 to 132)begin where no colonization/terraforming happened... (% didn't go up) Shipbuilding was ok, research can't recall. I was actively looking at colonization, hence noticing this.
About colonization modules, having 2 of them in a ship (vs having 1) adds 20 more pop to the system, +1 structure and +1 troop, and terraforms slightly faster. Not terribly useful advantages, for +350 cost and +10 energy. The extra 20 pop are just 4 turns of pop growth rate (+5 per turn initially). Terraforming sped increases from 17% (6 turns) to 24% (5 turns), which is marginal. It costs less than a Warp Core 2, which by increasing speed compensates for the increased pop. My colony ships have 2 ColMods, 2 Warp Cores and a Fusion Reactor.
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| 11 Oct 2012, 17:10 |
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Komodo
Crewman
Joined: 27 Jun 2011, 20:28 Posts: 21
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Not so keen on slow turns... if you can't keep online to progress, it doesn't take long to fall behind. I didn't even get to colonize 1 planet this time around- got jumped by kenb before I could. Game over for me :/ Looks like pvp planetary assault works!
Not that I have anything against slower turns- I've been playing a game for 3 1/2 years now where you only get 5 a day, & I log on late with the last one.
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| 12 Oct 2012, 23:28 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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Sorry bout that Komodo, I would not chalk it up to slow turns as much as bad starting position. I had two active feds on two sides of me, edge of the map on another side, and you sitting a bit too close for comfort on my last side with poor planets in between. Figured it was fight or die since I was boxed in. Your tactic of building Military Outposts however did slow things up a bit for me.
_________________ Sincerely, Khan
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| 13 Oct 2012, 10:52 |
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Komodo
Crewman
Joined: 27 Jun 2011, 20:28 Posts: 21
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Yep- I had a feeling that I'd find trouble the next time I'd log on. Not only did I have those being built, but I had a few Raptors on the queue as well. I was feeling pretty desperate LOL
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| 14 Oct 2012, 01:18 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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I think I killed the server along with sr71's colony. Woops! In the meantime, here's what I listen to while conquering ... I would imagine what killed the server was either both klogd and I bombarded the same planet, or that sr71's colony went negative in population. If you don't want to worry about restarting the game, that's fine with me. It appeared I was on my way to another blowout, though this time I had almost as much trouble (expansion-wise) from my own team running in front of me a grabbing all the good planets as I did running into opposing players squatting on systems in my only open path to expansion. Between that and me having to go to war so early, I'm equipped more for war than expansion, and I've already killed two of the opposing team. I figure that's enough to know where the game is headed. Better to fix the bug and start over. Everyone concur?
_________________ Sincerely, Khan
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| 14 Oct 2012, 01:57 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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Starting position are completely random now, but I will definitely try and have an option that spaces them out better, and the ability to place them manually as well by server admin.
Server is back up, game progress is backed up every 5 turns for that server. so not much progress should be lost. Gonna read logs Gangnam style this week, and see if I can find out what is causing the server to become unresponsive.
Guess it's back to the drawing board, lots of bugs to fix and stuff to implement. Already made lots of tasks based on the feedback already, but will be going over this entire thread again and make sure I didn't miss anything, so even if I haven't responded to every single comment I do read all of them and consider them when deciding what features to implement next and which bugs to fix first.
Big thanks to everyone who participated, and I hope to have an improved version of the game out in a couple of months. And I'll definitely make it a priority to let you guys set up your own servers and try and implement a turn button and stuff like that, so a bunch of people can play the game more like BOTF and not loose any turns and stuff like that.
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| 14 Oct 2012, 21:23 |
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Komodo
Crewman
Joined: 27 Jun 2011, 20:28 Posts: 21
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About random start positions. There are a couple options to think about there. First off, maybe you want to establish political regions on the map, with the objective of expansion over a period of time. Any gains or losses can be made individually, or as a team effort. Secondly, it may be a good move to implement in-built protection for beginning players, say up to completed research level 4, for example. I can see that may be exploited though, so it also me be a good idea to program research so you can't get more than 2 levels ahead in a particular field (for example), unless the whole level is complete.
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| 15 Oct 2012, 02:01 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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Yes, slow turns are a pain when you're playing, but they're a life saver when you're not (night time mostly). When the server started, I think I was the only one playing for quite some time. I grabbed some 15 systems in the 1st 100~150 turns. If turns would have been faster, I guess I could have gained quite an advantage. Systems seem much better now, being smaller. I'd propose a few changes to the stats of planet types, because they don't seem to make much sense (Barren has higher GR than Desert? etc). Attached a pic with a suggestion. BTW, Arctics having max pop 450, it's easy to see if there's an odd number of them in an unexplored system Regarding the minimum growth of 5 pop per planet, in Volcanic and Arctic planets it seems they always grow at 5/turn, thereby negating their GRs (Volcanic 900*0.4%=3.6mill < 5mill ; Arctic 450*0.2%=0.9mill < 5mill). Some of the others grow at 5/turn for a large part of their development. About research, being too fast means there's actually some ship components you never get to use. BTW, in the shipdesign window would it be possible to move the Save button up, to where the other buttons are? Or have some key bindings. Using Tab doesn't seem to work for the lower buttons, only for the upper right ones. So that I can actually design (and build) some ships in the netbook 
Attachments:
tw.jpg [ 33.74 KiB | Viewed 18408 times ]
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| 15 Oct 2012, 11:58 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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Damn if I did it again. Server down. I've wiped out all of Iceman's forces and shipyards and was mopping up the last several star systems (all under bombardment followed by a quick invasion). Have around 50 systems to Iceman's 7 or 8 (I was invading when the server crashed). I would call it unless everyone is a glutton for punishment.
I noticed that in both sr71's and Ice's systems they had boku factories to crank out numbers of ships. Meanwhile the planetary display addresses this as a surplus. There should probably be some sort of repercussions for starving your population in favor of constructing factories or labs.
Kind of ironic that the section of the galaxy I started in was as fertile as the Asian steppes. Forced me to behave much like another Khan from history.
_________________ Sincerely, Khan
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| 16 Oct 2012, 03:01 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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You broke the server again?? :o This is why you guys can never have anything nice! :p What was the last thing you remember doing before it froze up?
I am planning to have "Political regions" on the map, so when you create a server/game you choose if the placement is random or you set up zones where each faction will spawn randomly, or specifically place down spawn locations.
Yeah, I'll definitely change that minimum growth rate, it's left over from a time where the populations were calculated differently. And I'll tune the maxpop/gr of the planets as well. And make sure population actually does something useful.
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| 16 Oct 2012, 09:32 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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_________________ Sincerely, Khan
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| 16 Oct 2012, 10:50 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 16 Oct 2012, 18:49 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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| 16 Oct 2012, 18:59 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2042
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A few questions:
Would it be possible to show the shipyard icon somewhere in the system box too?
Would it be possible to, instead of having the Deuterium Plant as an initial structure in new colonies, having a default "silo" with 100 capacity (from the colony ship's fuel tanks)? Some systems do not have GGs, and frankly it's not a basic structure. This default silo would be enough to store the colony ship's remaining fuel, which might be handy, and it would make sense and it would be one way to distinguish some systems in regards to system development - in some you need to build this structure (instead of something else), in others you don't.
When the remaining races are implemented, how will you handle homeworld type for each of the races? Will they all prefer terran? Given how planet types are set up, having different preferences doesn't seem viable (growth rate, max pop, slots).
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| 16 Oct 2012, 19:15 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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_________________ Sincerely, Khan
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| 16 Oct 2012, 23:12 |
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