Trekwar 0.4.5 Multiplayer Alpha Testing
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Those were simple Raptors, with 1 beam and 1 torp. Low level at that. That was one of the few ships I managed to design (along with a mining ship and an assault ship, plus redesigning the colony ship). It was the only warship I could build  Building ships is rather easy, I just queued them and forgot about it. I had the industry, and there's no resource costs or upkeeps, so churning them out is no problem. I was going to use them to attack (speed=1.4), but then I got busy the whole weekend... Having pre-made designs would be a good idea. Especially for fast games. Shouldn't be too hard to have basic designs for each hull; for example, a Raptor would only have level 2 components, etc. The player could then edit those designs and upgrade components. But this is probably in the to do list.
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| 17 Oct 2012, 15:12 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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One day we'll have to compare designs. I had FFR's (Fast Frigate, Recon) that sound kind of like what you had. they were my recon ships sporting a single torp and warp 1.6 engines.
_________________ Sincerely, Khan
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| 17 Oct 2012, 22:56 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 18 Oct 2012, 19:34 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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| 19 Oct 2012, 09:15 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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Thank's for all the feedback, I really appreciate it. I've made some planning changes to the releases ahead. The current release I'm working on is 0.4.55 (bugfixes from alpha testing, misc. improvements, colonization fixes as described above, implementing ship upkeep (no more zerging ships). That means what was going to be the next release (0.4.6) that holds the online part that allows you to register 1 trekwar account that can be used with ALL servers/games will be delayed by around 25 work hours. 0.4.55 will probably not be released, but the next test will be of version 0.4.6 (59 work hours from now). After 0.4.6 is out, much of the manual jobs of setting up test servers will disappear, and Testing can become more regular (at least every release, and each release is around 25-28 (maximum 30) work hours). As always you can see what is in store for the next releases here: https://www.toodledo.com/tasks/public.p ... 2f960d2cd4
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| 19 Oct 2012, 10:04 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 19 Oct 2012, 10:56 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 19 Oct 2012, 15:43 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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| 20 Oct 2012, 00:29 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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How do people feel about Starbases having an ability (you build a special module in the starbase) that allows it to fire automatically at ships in adjacent squares? (light/medium damage) This would make their role as defensive points more prominent, as intercepting incoming enemies by trying to end up in the same tile as them at times can be a bit tiresome  I do remember yelling "KEEP STILL!" at the AI in BOTF at times 
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| 20 Oct 2012, 00:39 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Or they could create a ZoC around them, where ships would have their speed reduced (warp inhibition field?). It would help you prepare your defenses.
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| 20 Oct 2012, 12:56 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 20 Oct 2012, 13:37 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 20 Oct 2012, 16:38 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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In the research window, when you click on a tech you haven't researched yet, I think you only get to see the icons of items that will be unlocked if that's their last pre-requisite; you don't get to see icons in all the pre-reqs for items. Is that correct? And if so, is that intended? (if an item requires Bio 3 and Com 3, you only get to see its icon when you have one of the pre-reqs already researched and click on the other)
Techs already researched don't show any icons of items unlocked by them. I'm guessing that's intended.
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| 20 Oct 2012, 21:16 |
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klogd
Lieutenant Junior Grade
Joined: 24 Apr 2009, 09:24 Posts: 214 Location: Norway
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| 21 Oct 2012, 03:05 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 21 Oct 2012, 11:55 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 21 Oct 2012, 17:32 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 29 Oct 2012, 13:18 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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Hi Erlend,
How's the development coming along?
_________________ Sincerely, Khan
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| 08 Nov 2012, 14:49 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Still on the subject of pop.
Population could generate officers/crew, like we had once in Supremacy - a % of total pop, different for each race. Since ships have a Crew stat (planned), and there aren't any resource limitations to building ships, this could be one such limitation. The Naval Academy building could increase the number of crew generated per turn on that system. Not sure how crew is going to work, but I guess it can die in battle (my guess would be when the *hull* is hit, after shields and armor have been overcome), and the ship's efficiency will decrease accordingly. Crew would have to be replenished in one of your systems, and the ship's experience level could be affected in case losses were too high.
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| 16 Nov 2012, 12:25 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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| 20 Nov 2012, 17:21 |
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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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| 23 Nov 2012, 05:43 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Currently, in the game, troops depend on the size of the system. What's the size of Israel relative to the US? Notice that each race could have a troop modifier, making warlike races be able to hold more troops in their systems. My point was that population level is probably more indicative of army size than number of planets. You could have a system with 9 Arctic planets after all, which would have the same troop amount as 9 Terrans, while having way less pop.
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| 23 Nov 2012, 09:35 |
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Khan
Crewman
Joined: 03 Oct 2012, 22:21 Posts: 26 Location: Abingdon, USA
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I'd rather see support costs. Population makes as little sense as number of planets.
_________________ Sincerely, Khan
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| 26 Nov 2012, 04:32 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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Support costs for troops? Hmm. Not really a good option IMO. If troops would have to be actively recruited (built) by the player, sure; as it is, being automatic, not really. Population does make more sense; after all, it's where you get the essencial for recruiting troops - people.  Also, you need more troops to protect more population; protecting lots of space if it is mostly empty is moot. Anyways, it was just a suggestion.
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| 26 Nov 2012, 16:24 |
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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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| 03 Dec 2012, 04:24 |
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Iceman
Admiral
Joined: 14 Jan 2009, 10:17 Posts: 2130
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I agree with you, like I said, IF recruitment was optional. Besides, cost you what? There are no credits in the game. Industry upkeep? Empty territory is not exactly brimming with troops, is it? The territory itself, not the nation as a whole.  (*a* star system vs the entire empire)
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| 03 Dec 2012, 19:37 |
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