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READ ONLY Backup - Star Trek Fan Games - View topic - Trekwar: Devblog and screenshots
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 Trekwar: Devblog and screenshots 
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Klingon Honor Guard
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Anything we can do to help?

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11 Oct 2010, 17:51
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Oh my its looking even better than the last time I posted here! Congratulations on all the hard work, it seems to be paying off. I can't wait until this goes into Alpha, to get the general reactions. But from what I've seen, there shouldn't be problems. It is looking like an amazing project, keep up the great work :bigthumb:. :borg:

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12 Oct 2010, 22:36
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14 Oct 2010, 22:10
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17 Oct 2010, 22:58
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Due to aggression from Caesar's Legion, this weekends mini update won't be in until tomorrow :)


24 Oct 2010, 18:01
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Damn you fallout new vegas! At least this weekend I'm going to get some stuff done, currently 86 workhours left until alpha.
I'll give another update on sunday (probably a devblog post on trekwar.org)

currently working on troop transports, and ground combat.

Also going to be redesigning the starsystem box (the one that has the summary of a system, and is shown when you select your system on the main map).
probably going to end up looking something like this:
https://docs.google.com/drawings/edit?i ... ey=CKGqjG4

But have to rethink those bars a bit to not just show total, but also say something about resource consumption / surplus


30 Oct 2010, 11:46
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31 Oct 2010, 16:21
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Mini-Mini update:
Now possible to move troops around between ships and planets, and formulas for ground combat have been made. Just have to transfer them from the spreadsheet to the game :)

Work hours to Alpha: 77.5


01 Nov 2010, 22:53
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23 Nov 2010, 00:03
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Cool. You're getting there, klogd. Keep up the good work. :bigthumb:


23 Nov 2010, 11:15
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09 Jan 2011, 16:42
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I've not got Cataclysm yet. I've been playing the World of Tanks beta (Skeeter dragged me into it lol) and Star Trek Online. Oh, and Golden Sun: Dark Dawn...and Goldeneye 007...Galaxy Legion...Backyard Monsters...

It's not enough games! Hurry up and release Trekwar already! :lol:


09 Jan 2011, 19:26
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10 Jan 2011, 23:36
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Good job, man :D Keep it up :winkthumb:


11 Jan 2011, 14:45
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Got most of the framework for space combat implemented today. Still need to do the actual combat resolution, but I have the algorithms on paper somewhere =)

Work hours to Alpha: 51


11 Jan 2011, 23:13
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Done with the make galaxy program (which lets users set up galaxy parameters and add users) to a new game.
parameters that will be available in alpha are: size of galaxy, star density, nebula and asteroid belt count.

During alpha you can't just freely join a game, the user accounts will be set up in advance by the one starting the game/server.

There is a new poll on , where I want to see which features you guys think are most important (which order to implement them in).

Work hours to Alpha: 47


16 Jan 2011, 13:41
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Just voted. Starbases and Outposts in space are currently in the lead with 30% of the vote, closely followed by my choice, a mission system, at 20% of the vote.

You can create polls on these forums too, klogd. You have to create a new thread for each one though. Polls can only be created/edited in the first post of a thread.


17 Jan 2011, 00:22
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17 Jan 2011, 20:25
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Four items? I thought you could only select one? Because that's all I selected. :sad:


18 Jan 2011, 00:24
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18 Jan 2011, 12:41
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I've added a big notice, so that it's more clear that there are 4 options you can select
I deleted both of your votes.. So if you could try and vote again, that would be great :)

The poll uses both cookies and IP, so if you get up "you've voted before", try removing the cookie in your browser that belongs to "polldaddy".

Hope you take the time to vote again, and let me know if it works :)


18 Jan 2011, 19:20
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That worked. I've revoted now. :smile:


18 Jan 2011, 23:58
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19 Jan 2011, 00:58
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Yep, it works better now :)) Re-voted

Cheers


19 Jan 2011, 14:35
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Aiming to finishing up starship combat, and starsystem resource shortage handling this weekend:

If anyone is interested here is a little prelimenary document detailing what happens when your starsystem is missing a certain resource:
https://spreadsheets.google.com/ccc?key ... y=COTp0fUL

A very high level view on SOME of the factors that will play part in combat resolution, will have to join this with some of the other design notes I have:
https://spreadsheets.google.com/ccc?key ... y=CJa20dED


Feedback and suggestions are as always welcome =)


20 Jan 2011, 23:39
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Bah, had to work this weekend. But at least this frees up time the evenings next week and next weekend.

As a sidenote, when you guys are playing BOTF/Trekwar do you want starting positions to be either completely random (risk being very close to an opponent early in the game)?
or do you prefer to be randomly spread out (require a bit of distance to nearest enemy)?


23 Jan 2011, 16:16
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Omg, the forum theme is all different :) (Easier to distinguish normal posts from sticky's now, which is nice)

Did some small but necessary work today:
- moved 'create menu' task to alpha2, and just added a simple dropdown in alpha1
- allied fleets are no longer identical (graphically) to your own.
- small bugfix with hurrying production
- added diminishing returns on number of warp cores in starships.

Work hours to Alpha: 37.5


24 Jan 2011, 22:38
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Actually, the forum theme is exactly the same as it always has been for me. I've been using this "new" forum theme for the last four years. :razz:

Oddly enough, the reason behind the theme change is due to anti-spam measures. *Something* was broken on the original forum template, so Skeet set this new theme (AcidTech) as the default to get around the problem. If he reverts to the original theme (BlackDiamond), then you can switch to this theme again in your User Control Panel - Board Preferences -> My Board Style option.

...

In answer to your question, I'd personally prefer random starts. The risk of starting near an enemy is part of the fun. :razz:


25 Jan 2011, 03:03
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25 Jan 2011, 13:02
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New devblog post: http://www.trekwar.org/Wiki.jsp?page=Devblog-09042011

Not so very much new to show (mostly done behind the scenes stuff), but the new systembox is done (won't be changed before alpha testing).

Currently working on the shortages (what happens to a starsystem when a resource is missing):
https://spreadsheets.google.com/ccc?key ... 0fUL#gid=0

If anyone have any thoughts on that spreadsheet, I'd love to hear them :)


09 Apr 2011, 14:31
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