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READ ONLY Backup - Star Trek Fan Games - View topic - OBJECT DATABASE - FEDS
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 OBJECT DATABASE - FEDS 
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Supreme Architect
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This is the proposed Object database for the Feds as it currently stands in accordance with the tech tree and Empire structure list.




18 Jul 2005, 19:42
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I really like a great deal of this! Great work!

A couple of the structures have created some issues for me, either in what they do or how they are described:

Since there are 12 tech levels (as far as I know), shouldnt' there be level 12 production, energy, intel, and food facilities (I agree that since a player will redirect research immediately upon reaching the top of the tech tree, a level 12 research facility is kind of a moot point....)

The description for the Mass Replicator could use some work. Perhaps something along the lines of:
"Breakthroughs in construction technology have allowed for the creation of large scale replication facilities. These are capable of producing in one step finished products that in the past required many levels of pre-fabrication in both human and nano-constructor facilities."

The description for the FNS sounds a lot like a state-controlled puppet news service. I was under the impression that the FNS was a free civilian newsgroup. Perhaps something like this:
"The people of the Federation appreciate open understanding of how their government affects their lives. Allowing a free press provides the public with a necessary window into the decision-making processes that affect them, and the resulting transparency of government generally improves morale."

thoughts?

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18 Jul 2005, 20:18
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Actually i was a bit lazy in the descriptions of a number of structures that existed in the first game, as I reused them. The Mass Replicator was one I wrote, but others such as for the farms I copy/pasted from BOTF. But yeh I agree some of the descriptions do need improving, and i like the samples you posted.

Yes the tech tree does go to 12, and the systems structures go up to 11. In the first game the tree went up to 10, but you could only buy up to Type 9 farms, Plasma reactors etc. The top tech level is reserved for the top of the line ship you get at the end.

The FNS description was done at the time to emphasize its function as a morale stabilizer. Perhaps it does sound a little too fascist in tone, lol. I'll revise it, but I do like your take on it.


18 Jul 2005, 20:43
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looking good dafedz
really looking fwd 2 playing this


18 Jul 2005, 21:26
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Another thought..... :roll:

Yeah, I recognized some of the BotF I entries. Hey, if they work, why not use them again. I'm glad you replaced most of the really stupid-sounding ones! :lol: :lol: :lol:

Thought about energy structures:

Wind Turbines - Desert Planet, one per system
Advanced Turbines - Desert Planet, upgrade of wind turbines, one per system.
-reason: No atmosphere (and thus no wind) on a barren planet! 8O
Solar Panel Array - Barren planet, one per system.
-reason: no atmosphere would let even more energy into array than desert heat!

Love the Thermal Tether! Great addition!! :D :D :D I'd just say switch the planet types for the wind turbines and solar array!

Just a thought....

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18 Jul 2005, 22:10
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19 Jul 2005, 00:51
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19 Jul 2005, 03:53
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I was just thinking about that. I assumed that any colonization of a barren planet would involve pressure domes! I still think that the way I put the structures makes sense..... :roll:

But then if absolutely no one agrees with me, then so be it :(

:lol: :lol: :lol:

There are not only lakes, but seas on Luna, right now! That does not mean that there is liquid water on the surface (TNG shots of the moon show quite the opposite)! We have always called those dark plains 'seas', so closer examination and colonization could easily lead to 'lakes', as well, with no water involved!

I know that there would probably be lakes inside pressure domes, but then again how does that lead to wind that can be harnessed as energy? The only wind in a pressure dome is either VERY BAD :lol: or takes energy to create.

I just figured that windstorms on a desert planet make more sense for wind turbines, while intense, unfiltered sunlight on barren worlds would make a perfectly nice solar array!

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19 Jul 2005, 04:39
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19 Jul 2005, 05:09
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19 Jul 2005, 14:08
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19 Jul 2005, 14:57
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19 Jul 2005, 16:56
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19 Jul 2005, 17:26
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19 Jul 2005, 17:41
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That looks perfect .

Raises one question though. you sated the intel thread is still at a disscussion stage between you and the other devs so does this mean the intel values you give in the object list are purely based on BOTF1 and that you havent decided if teh intel will be one figure or if it will be split into internal or external yet ?


19 Jul 2005, 18:36
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You've put the Habitation Project in! :D

Like I said in it's original thread, where did the need for the Terraforming capabilities of a Colony ship befoire you could build the Project come from? Will it occur as an option by selecting the ship, or will it be a selectable 'building' only when a Colony ship is in the same sector?

I can understand it if you had to lose a Colony ship to 'Colonise' the Moons (Thereby creating the Habitation Domes - sorry Horadrim :lol:) but I don't understand why they need to be there to Terraform...

...

I really like the progression that you've creted in the structures, Dafedz, especially the move from Fusion reactors to Plasma reactors. (A move which the Cardassians apparently never made in BOTF)

It's also great that Mass replicators are now a later development, improving upon the older technology of Fabricator plants. Nice one! :D


19 Jul 2005, 22:00
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Ohh yea dafd i meant to thankyou for using project not domes. Cheers.


19 Jul 2005, 23:56
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I know why you dont like the description of domes, horadrim, but I really dont see it as a big deal. In fact pressure domesare mentioned in cannon trek (DS9: The Valiant, anyone?) I mean, if they arent domes, what are they, pressure cubes, pressure cones, perhaps a stately tetrahedron? :lol: (Sorry, the last line is from Futurama, but you get my point.)

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20 Jul 2005, 02:00
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Habitation tetrahedron, that has a nice ring to it, lol.

Intel is on the back burner. I don't know what system will be used, but yes the figures in the table are just based on Botf for now.

Matress, the Colony ship explanation I did mention somewhere, can't remember where. But in order for the Project to be constructed, the Moon must receive some terraforming treatment first. The Colony ship will not be lost, it's not the same function or command as 'Colonize', whereby the the Colony ship is expended colonizing the planet. It will probably be a simple single turn terraforming procedure of a Colony Ship III to prepare the moon for the habitation project to commence. The project will not be available to buy in the system until you've done your terraforming work.

And thanks, glad people like the list so far.


20 Jul 2005, 15:30
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Right, so let me work this out then, Dafedz.

1) You 'Terraform' the Moon(s) (So is this done on an individual basis like Planets, or all Moons at once? I was also told Terraforming of Moons was 100% not in...)

2) The option to build the Habitation project only then appears in the build list.

Is this right?

What about with the Harvesters/Mines - will these instantly be available, once you've researched the right tech?

I'll update the Habitation project, based on your answers. :wink:


20 Jul 2005, 21:20
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21 Jul 2005, 02:21
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While your talking about terraforming could I just ask for a terrafoorm system and then colonize button all in one. its damn irritating having to go back every other turn just to ask it to terafform a planet.


21 Jul 2005, 14:01
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21 Jul 2005, 17:26
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If a system like that was used, we could have a number of possibilities.

Please read them carefully, as they ARE all different!

1. Deuterium collectors AND turbines. (Both types) Turbines can still be built on the Barren/Desert Planets.

2. Deuterium collectors AND turbines. (Both types) Wind Turbines cannot be built on Barren/Desert worlds, so we need a new structure for Barren/Desert Planets.

3. Deuterium collectors AND Advanced turbines. (Advanced Turbines ONLY coz 'normal' Turbines wouldn't be able to survive the extreme pressure and winds of a Gas Giant) Turbines can still be built on the Barren/Desert Planets.

4. Deuterium collectors AND Advanced turbines. (Advanced Turbines ONLY coz 'normal' Turbines wouldn't be able to survive the extreme pressure and winds of a Gas Giant) Wind Turbines cannot be built on Barren/Desert worlds, so we need a new structure for Barren/Desert Planets.

5. Deuterium collectors AND Turbines. (These could be called 'Heavy Turbines' or something. 'Normal' Turbines simply wouldn't be able to survive the extreme pressure and winds of a Gas Giant - not even the Advanced turbines would be able to survive, and these would be a end stage-structure. They would be better than advanced Turbines) Turbines can still be built on the Barren/Desert Planets.

6. Deuterium collectors AND Turbines. (These could be called 'Heavy Turbines' or something. 'Normal' Turbines simply wouldn't be able to survive the extreme pressure and winds of a Gas Giant - not even the Advanced turbines would be able to survive, and these would be a end stage-structure. They would be better than advanced Turbines) Wind Turbines cannot be built on Barren/Desert worlds, so we need a new structure for Barren/Desert Planets.

7. A single (But very expensive) structure to collect Deuterium. The structure would have no energy cost, because the Turbines would power the collectors. Turbines can still be built on the Barren/Desert Planets.

8. A single (But very expensive) structure to collect Deuterium. The structure would have no energy cost, because the Turbines would power the collectors. Wind Turbines cannot be built on Barren/Desert worlds, so we need a new structure for Barren/Desert Planets.

9. A single (But very expensive) structure to collect both Deuterium AND generate Energy. Turbines can still be built on the Barren/Desert Planets.

10. A single (But very expensive) structure to collect both Deuterium AND generate Energy. Wind Turbines cannot be built on Barren/Desert worlds, so we need a new structure for Barren/Desert Planets.

11. Scrap the Collectors idea, have Turbines ONLY. Turbines can still be built on the Barren/Desert Planets.

12. Scrap the Collectors idea, have Turbines ONLY. Wind Turbines cannot be built on Barren/Desert worlds, so we need a new structure for Barren/Desert Planets.

13. Scrap the Wind Turbines idea. Have collectors ONLY. Turbines can still be built on the Barren/Desert Planets.

...

I'd personally go for number five, because this would promote development, and would be more 'realistic'. It also wouldn't upset the balance too much, because they are such a late-stage structure. :wink:


21 Jul 2005, 18:28
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Hm... 5 is good. Or just 11 if we can't reach a consensus...
In any case, I say allow desert/barren planets to have turbines


21 Jul 2005, 18:40
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21 Jul 2005, 18:58
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21 Jul 2005, 19:08
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I think we're misunderstanding the misunderstaning here... :oops:

From your last post, I thought you meant if we don't get a concensus, we should just get rid of the Deuterium collectors, leaving only the Turbines as a viable structure...so how exactly would you get your big Deuterium bonuses?

If you went for number 13, at least we'd still have the collectors for Gas Giants, and Turbines for Barren/Desert Planets. :wink:


21 Jul 2005, 22:33
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21 Jul 2005, 22:57
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