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READ ONLY Backup - Star Trek Fan Games - View topic - Supremacy Pre-Release Download
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 Supremacy Pre-Release Download 
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Crazed Emissary of the Photoshop
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Super, koji dio? Meni u signatureu vidiš da sam iz Krapine


03 Jun 2011, 23:09
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trenutno sam u Zagrebu na studiju ali inače iz Međimurja


game is great
but I have to mention few things that would make this game a little bit easier to play
when you have lots of ships its rather troublesome to know where each of them is especially when playing on huge galaxy so it would be good to have a mini map on which you could see where each ship is and which type is it , or when in war an option to summon all ships to one location, possibility to put several ships in one group (fleet) so I can move them all with 2 clicks
I have a little problem on my hands, I have constructed 2 many ships so my credits per turn are slightly in minus (130k) :D
and I cant destroy ships or recycle them, well I didn't see maintenance cost on time so I am broke now but no problem there :D
and it would be great to speed up upgrades on planets (farms etc.), with new researches new types are available, and when new race joins federation I have to upgrade type by type, it would be easier to upgrade to current type that research allows, so you don't have to spend resources and time on old technology
I found Cardassians but they didn't expand their empire ... since I am playing on huge galaxy, I dont know how others are doing, but if they haven't expanded their empires 2 I would say its a bug


04 Jun 2011, 18:22
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Thanks for the feedback starkelja.

At this time there is no AI to run the Cardassians or any other race. You would have to play against another human to get the other races working. The other functions you are missing will, for the most part, be see in pending updates to the game.


04 Jun 2011, 19:13
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Just wanted to post to say I'm glad to see this project still actively moving along. It's been a while since I checked and had feared the worse. I'll be checking out the current version soon!

Edit: Played around with it and... very nice! I didn't expect such a polished-looking game with it being in alpha. I know there's pieces yet to be added, but the flow into playing feels very complete and provides a very nice first impression.


07 Jun 2011, 11:06
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07 Jun 2011, 13:53
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Hi guys I report again

so I have played this game for few days now and found out that advanced irrigation network and ice breaking stations when built stop population growth


11 Jun 2011, 13:58
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Hey starkelja, thanks for reporting for us. This is a known problem though and affects all population growth buildings. Our advice: don't build them!

I've got a thread with a list of known problems if it helps. Some potential fixes are listed for a few of the issues, too.


12 Jun 2011, 15:53
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Just noticed this yesterday but the link in the first post to the manual doesn't work: "The requested topic does not exist.". Should be a quick easy fix, I'm guessing it moved since that post was edited.


13 Jun 2011, 03:17
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Thanks for the heads-up, Kaladin, i've fixed the link now. For quickness, the correct link is also so check out the manual and let us know what you think. :smile:


13 Jun 2011, 20:05
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Genetically Altered Manual Labourer
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I saw someone load this on a Driod pad. Didn't know they handled PDF's so well.

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13 Jun 2011, 22:09
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It works on my HTC Desire as well. :smile:



13 Jun 2011, 22:22
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Mattress, you have style :clap:

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13 Jun 2011, 22:35
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Nice! :winkthumb:

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14 Jun 2011, 01:00
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24 Jun 2011, 07:23
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Welcome to the forums John1337. Thanks for the input. The Borg could be a mod but for now they are more of a random event. Ground combat is something, like the missing 3D combat engine, that we could add in later.
:borg:


24 Jun 2011, 14:18
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25 Jun 2011, 01:12
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25 Jun 2011, 14:38
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I have some bad news on expanding minors, guys; Mike is seriously considering dropping having the idea. This is something that I have strongly advised him against, as it has been one of our key needs/wants/requirements since the idea of a BOTF2 first spawned 12 years ago. But the programming behind it would be extremely complex and time-consuming - he thinks he could finish the rest of the game in the same amount of time that it would take to implement this one feature. So as an alternative, i've suggested having the expanding part as a future mod, but he didn't seem enthusiastic about that idea either.

Still, there is one positive point; Mike has released the source code of the game, so if anyone wants to get stuck in with the programming, they're welcome to have a go. Programming manpower has always been a problem for us, which is why tough decisions like this have to be made.

...

John, we have no plans at the moment for any sort of involved ground combat, so if you're thinking f something along the lines of ground combat in Star Trek Online, forget it. That said...well...I can't go into too much detail about it at the moment, but system invasions will be much more involved than they were in BOTF. This is actually one of the updates Mike is working on right now - and I have a development build of the game with the new system invasion feature in it. I'm sure you'll like it - I certainly do.

As for fleets, this is another feature Mike is working on right now. Mike has added drag-and-drop functionality to creating fleets, and it's actually a really nice feature.

Species 8472 are currently planned to be a random event like the Borg. They will be randomly trigged only once the Borg have actually appeared, so if the Borg don't show up, neither will 8472. 8472 will specifically go after the Borg, but will destroy everything that gets in their way. Have a look for the random event list and race messages. Note the list is unfinished and involves a lot of reading. There is also no guarantee that any of those randoms will make it into the game in their current form; we don't yet know what will be possible to program in the game.


26 Jun 2011, 11:12
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Admiral
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We willprobably have a scenario editor though, so it might be possible to make scenarios where players start with more than one system. This is just speculation though.


26 Jun 2011, 13:07
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26 Jun 2011, 15:57
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I have no idea why it's complex, but it's likely to do with the AI coding. I'm just paraphrasing what Mike has said elsewhere. I'm sure he'll op up soon and explain it in his own words. And this isn't definitely, just the way things are going right now. Tons of work is always going on behind the scenes. You guys really have no idea. :razz:


26 Jun 2011, 20:24
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I'm not considering scrapping expanding minors because it's hard or complex to implement, but because (1) I think the feature will ultimately disrupt gameplay, and (2) the cost:benefit ratio is too high. The time and effort required to implement expanding minors could instead be spent implementing several other features. It's ultimately a question of economics. The same investment could get one big feature of dubious value or several smaller features with a higher combined value. In the interests of getting the game done in the foreseeable future, sacrifices must be made, and this is a feature crying out for sacrifice.

I do have a compromise in mind, however.

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28 Jun 2011, 03:22
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If there won't be any expanding minors, i have a suggestion!
What i have in mind is to give certain minor races (like the Breen for example) two or three star systems from start. I think that would be cool, if it's not hard to make.


28 Jun 2011, 14:37
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28 Jun 2011, 18:09
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There are some logistical issues that would need to be addressed regarding minors with more than one system, most of them having to do with membership and subjugation. If expanding minors are dropped, then much of the code would end up being written with the assumption that a minor race can only inhabit one system. That would rule out the possibility of minors starting out with multiple systems.

The compromise I have in mind involves shipping an "Extended BotF2" mod with the game. Among other things, the mod could change several minor races to non-playable empires with limited tech trees (so as to curb their growth relative to the 'major' empires). The key difference would be that those minors could not join another empire, as they themselves would be empires.

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29 Jun 2011, 00:52
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29 Jun 2011, 12:32
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29 Jun 2011, 18:55
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Wow, can't argue with that. In reality it would take a major problem like the Borg for the intermediate-sized minors to join a major empire, otherwise you would be exploring the galaxy trying to find anyone who would want to join you.

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29 Jun 2011, 20:55
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29 Jun 2011, 23:18
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I thought that those minors that would expand, would do that in a very slow paste, so when you have 10 systems, they have one. By the time you have 20, they have 2. That means that they're still a lot smaller than big empires, and that second system wouldn't distrupt the gameplay, especially since not all minors would expand. Even if some would expand that big that it would become too hard to have them sign a membership, I think that would also be cool, because it would be something different than in botf and more "realistic", and it would just be something more to gameplay itself. Also if they would become too big, some other empire would start a war with them which could benefit you if you're in a war with that other empire.
I just wanted to share my thoughts, although the feature is gone.


30 Jun 2011, 00:34
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