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THIS (WIP 7 release)

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KDR_11k
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Re: THIS (unreleased)

Post by KDR_11k »

I think for capture additional mechanisms aren't needed to reward using larger fleets because if you just send a scout to take a planet your enemy just has to kill that scout to take your planet away again. Conversely you can use a small strike force to take a planet in the enemy's rear and force him to get some stuff moving back there to take it back or you could even use that planet as a warp location for a large ship.

Sensors are difficult with Spring's handling of radar and LOS, I want to avoid using radar because I really hate that inaccuracy. Hm, maybe a gravidar that tells you the total mass located in a certain area?

Not sure about blocking stuff, I don't like the idea too much.

Burn? Like Maelstrom's "move faster" option?

BTW, the tanks in disguise comment is funny if you consider that originally tanks were supposed to be called land ships so tanks are really just ships in disguise :P.
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Argh
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Re: THIS (unreleased)

Post by Argh »

I think for capture additional mechanisms aren't needed to reward using larger fleets because if you just send a scout to take a planet your enemy just has to kill that scout to take your planet away again. Conversely you can use a small strike force to take a planet in the enemy's rear and force him to get some stuff moving back there to take it back or you could even use that planet as a warp location for a large ship.
My only quibble with this is that I think players will tend to have a really negative reaction, if it happens instantly. It will allow people to win games against newbs by just luring their fleet into a battle of attrition, then taking all their rear planets. I don't think people will like that, if they don't have any time to react to it.
Sensors are difficult with Spring's handling of radar and LOS, I want to avoid using radar because I really hate that inaccuracy. Hm, maybe a gravidar that tells you the total mass located in a certain area?
It's a hard issue, to be sure, since it's tied into so much else in the game engine. I was thinking that maybe you could have a LUA'd ECM / ECCM system, that if one side "burns through the jamming", changes the sight radii of that side's Units, in that specific area. That'd be a royal pain to implement, though.
Not sure about blocking stuff, I don't like the idea too much.
I wasn't thinking so much of blocking, in the traditional sense, as of random casualty generation- i.e., you can fly through the asteroids, but you may lose a ship or three out've a fleet of 20. Anyhow, that's just a random thought on this, I think that surprise, both tactical and strategic is such a big deal for a game like this that anything that makes it more interesting may be worth pursuing.
Burn? Like Maelstrom's "move faster" option?
Pretty much, yes- just a simple bit of LUA, tied to a "burn" button, that changes a Unit's top speed and acceleration for a number of seconds. Then you'd have another balance tool to use, too- some ships might recover from using it faster than others. Gotta find ways to make up for the lack of terrain...
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Gota
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Re: THIS (unreleased)

Post by Gota »

Yep,sounds good!
I want Long battles,Sins of a solar empire Style!
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KDR_11k
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Re: THIS (unreleased)

Post by KDR_11k »

k, I've got the gravidar implemented, it tells you the total mass of the ships in an area and has no reaction below a certain mass, one or two scouts won't show up but anything larger will cause a reaction (unless you spread it out enough). Capital ships are so heavy that it's hard to tell if they have a fighter escort around. I think I'll make planets cause huge reactions so you can't tell what's near them.

I'm not sure luring someone into a large battle and capturing his planets will be easy, he'll better keep at least his carriers out of the battle (unless he fancies losing them). I mean, really, what's stopping something like that from happening in mex-based mods except maybe that the nubs won't have many mexes outside their porc walls? It's not much of a concern IMO, no game lets you leave your resource production undefended without the risk of losing it, just many have you pay a lot for the production so you'll spend as much on defending it. Also it'll be immediately obvious what went wrong there :P.
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Otherside
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Re: THIS (unreleased)

Post by Otherside »

looks nice kdr all ur little projects showing wat spring can do is great :]

hope to see a complete version of this :D

+ 1 to KDR making more mods like this and fibre
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Erom
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Re: THIS (unreleased)

Post by Erom »

So does voidwater actually work now? Used to be, voidwater only made the water disappear, not the terrain under it for some of us.
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Guessmyname
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Re: THIS (unreleased)

Post by Guessmyname »

Please include your void space map with this too when you release this, if it's not too much trouble...
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KDR_11k
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Re: THIS (unreleased)

Post by KDR_11k »

Of course I'll include it, how else could I expect people to play it?
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Guessmyname
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Re: THIS (unreleased)

Post by Guessmyname »

touche
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BlueTemplar
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Re: THIS (unreleased)

Post by BlueTemplar »

k, I've got the gravidar implemented, it tells you the total mass of the ships in an area and has no reaction below a certain mass, one or two scouts won't show up but anything larger will cause a reaction (unless you spread it out enough). Capital ships are so heavy that it's hard to tell if they have a fighter escort around. I think I'll make planets cause huge reactions so you can't tell what's near them.
Awesome! :-)
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hrmph
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Re: THIS (unreleased)

Post by hrmph »

Looks cool. And you can definitely use that skybox. It is a bit hideous though! I never used it but, a long time ago Runecrafter gave me permission to use his skybox from cosmos. I'm sure he would give you permission as well.
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Zpock
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Re: THIS (unreleased)

Post by Zpock »

Maybe try LUA based own skybox to make it work?

To spice up space maps I made a widget that displays blinking stars for my secret space mod.. I was thinking that I might try some stuff like rendered planets (moons? dynamic?), sun, shooting stars, comets, nebulae, asteroid fields...

When released those will be easily usable by other mods too of course since their widgets.
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KDR_11k
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Re: THIS (unreleased)

Post by KDR_11k »

hrmph wrote:Looks cool. And you can definitely use that skybox. It is a bit hideous though! I never used it but, a long time ago Runecrafter gave me permission to use his skybox from cosmos. I'm sure he would give you permission as well.
Thanks. The skybox still looks better than the alternatives, I've tried one by smoth but that wasn't designed for voidwater it seems, had huge, blotchy stars on the bottom.
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SinbadEV
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Re: THIS (unreleased)

Post by SinbadEV »

Zpock wrote:Maybe try LUA based own skybox to make it work?

To spice up space maps I made a widget that displays blinking stars for my secret space mod.. I was thinking that I might try some stuff like rendered planets (moons? dynamic?), sun, shooting stars, comets, nebulae, asteroid fields...

When released those will be easily usable by other mods too of course since their widgets.

You can get a pretty good spacey effect with about 3 or so layers of Parallax Scrolling star fields drawn behind everything ... it's what GalCiv2 does and it's pretty cheap to render apparently... just drawing 3 or whatever transparent textures and moving them around based on the camera position...

If you need a good source of spacey images http://www.shatters.net/celestia/
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Agon
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Re: THIS (unreleased)

Post by Agon »

Nice idea!

Does it take time to capture one planet or is it instantly?

What about defense buildings?
Maybe expanding the planet with defense platforms which are around the planet. Or economy buildings to increase the out put of resource from the planet.

Thank you SinbadEV for this link, I can take it.
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KDR_11k
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Re: THIS (unreleased)

Post by KDR_11k »

http://www.darkstars.co.uk/downloads/vi ... S+WIP1.zip

Because working without perspective on how the game plays out is annoying. It includes the map, mod and Spring build, not going to be popular like this but one or two test games would already help to get a feeling for the current pacing of the game.

I ended up implementing starbases BTW, you spawn them like large ships and they double the output of their planet (does not stack, you only get double no matter how many bases you stick on one planet).
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clericvash
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Re: THIS (unreleased)

Post by clericvash »

KDR_11k wrote:http://www.darkstars.co.uk/downloads/vi ... S+WIP1.zip

I ended up implementing starbases BTW, you spawn them like large ships and they double the output of their planet (does not stack, you only get double no matter how many bases you stick on one planet).
Sounds like Star Trek Armada 2, sounds cool to me.
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KDR_11k
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Re: THIS (WIP 1 release)

Post by KDR_11k »

Oh hell, we tried testing it but the SVN is way too instable, players crash out during load, the host crashes because a player crashed, etc.
hamsate
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Re: THIS (WIP 1 release)

Post by hamsate »

A good mod you got here, really showing how what Spring can be used for besides the TA-like mods.

I know it's not done, but just got one quick question. I'm not able to produce fighters with the carriers. Is that part still being done or have I just not figured out how to do it..

Great mod, keep it up. :wink:
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Guessmyname
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Re: THIS (WIP 1 release)

Post by Guessmyname »

Its probably due to the lack of an SVN version of spring
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