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Re: PlanetWars II

Posted: 14 Dec 2008, 12:44
by Pendrokar
It might only if KDR obeys all orders from CA devs! With no free will! :twisted:

Re: PlanetWars II

Posted: 14 Dec 2008, 20:41
by SwiftSpear
Isn't THIS open sourced? Why does KDR have to be involved at all? other than crediting him for the original kit...

Re: PlanetWars II

Posted: 14 Dec 2008, 22:59
by Rafal99
What is it the whole "THIS"?
I expected it to contain a link or something, but there is nothing.

Re: PlanetWars II

Posted: 14 Dec 2008, 23:18
by Machiosabre
THIS is the name of The Band on stage, i mean mod.

Re: PlanetWars II

Posted: 14 Dec 2008, 23:38
by Pendrokar
Oh. Ups.

BTW how is replay system coming up or are there some uploaded on a site?

Re: PlanetWars II

Posted: 15 Dec 2008, 14:13
by Licho
Dedicated server does not store replays yet .. so not yet.. but its definitely in todo!

Re: PlanetWars II

Posted: 18 Dec 2008, 19:14
by xyz
hi

What do you think of http://www.shatters.net/celestia/ as a galaxy renderer?

Re: PlanetWars II

Posted: 18 Dec 2008, 21:07
by Gota
Image

Troll Troll.

Re: PlanetWars II

Posted: 18 Dec 2008, 22:44
by Acidd_UK
Gota would you please stop posting pitures of your parents all over the forum.

Celestia looks pretty cool :-)

Re: PlanetWars II

Posted: 19 Dec 2008, 00:42
by Teutooni
It would be very intresting to see a space game with realistic proportions and physics (to the extent of our knowledge)...

Re: PlanetWars II

Posted: 19 Dec 2008, 01:03
by Acidd_UK
Would it? It would have to be non-real time surely? And communications would have to be glossed over. Or are you thinking 'local' battles e.g. in the vicinity of a single planet etc?

Re: PlanetWars II

Posted: 19 Dec 2008, 01:09
by BaNa
Teutooni wrote:It would be very intresting to see a space game with realistic proportions and physics (to the extent of our knowledge)...
IMO it would be boring as fuck. No interesting FTL travel, no interesting ion-beam-laser thingies. Or shields. Or warp-holes. A map to scale would mean you never actually see the enemy ship, only dots. There would have to be built-in lag because information can only spread with speed of light, so you would both be seeing things later and your orders would take longer to get to troops. Probably 90% of unit death would be due to malfunctions and attrition anyway.

It would be hard to make a "radar" because enemies come at you from all around, and any enemy (or missile or laser beam or W/E) that moves at a sizable portion of the speed of light is very hard to notice head-on because it basically does not emit waves in the direction it is heading (their amplitude -> 0 as v -> c). So happy happy invisible missile time.

Re: PlanetWars II

Posted: 19 Dec 2008, 01:17
by Peet
Teutooni wrote:It would be very intresting to see a space game with realistic proportions and physics (to the extent of our knowledge)...
http://orbit.medphys.ucl.ac.uk/
I have spent many hours of my life messing with this thing; tis good fun.

Re: PlanetWars II

Posted: 19 Dec 2008, 01:28
by Teutooni
Obviously not in real time. Haha. :P

I'm thinking of something like imperium galactica, but with 3d (4d, actually), plausible fiction and realistic distances... Most of the time you'd go with at least a game week per rl second.

And BaNa, that's exactly my point, I'm bored as fuck of shields and warp holes and toothpaste-lasers travelling at sub-fucking-sonic speeds. Accelrating large payloads to near speed of light would be expensive too, but you are right. Most of the time you wouldn't have any time to react before a huge laser pulse hits your ship.

Anyway, for a multiplayer campaign I think realistic galaxy rendering is overkill.

Re: PlanetWars II

Posted: 19 Dec 2008, 01:38
by Teutooni
Peet: that looks awesome!

Btw, there are somewhat realistic space shooters like I-wars. They do feature FTL travel and shields, but meh. Actually the shields are awesome, they require tracking and are more like point-defense weapons.

Re: PlanetWars II

Posted: 19 Dec 2008, 15:27
by xyz
Hi
Peet wrote:http://orbit.medphys.ucl.ac.uk/I have spent many hours of my life messing with this thing; tis good fun.
Unfortunately Oribiter is DX based and also it has been ded for quite a while.

As for Celestia it is not necessarily to stick to reality, we can have our own galaxy somewhere around the universe like this reproduction of the Star Wars universe: http://www.celestiamotherlode.net/catal ... arwars.php
I also made some pictures (see attachments) and a video of how it would look like. Celestia could be used just as a Game Lobby and all the battles will take place in Spring.

Video:
http://www.trilulilu.ro/xyz32/137479e9facc3e
ta texture.jpg
(50.34 KiB) Downloaded 39 times
ta no clouds.jpg
(43.57 KiB) Downloaded 32 times
[EDIT]
How can i make the attachements visible to nonregistered users?

Re: PlanetWars II

Posted: 19 Dec 2008, 17:12
by TheFatController
Faster than light space combat would be great, you'd select a fleet click attack and before your mouse button had finished popping up it would either be half dead and victorious or destroyed :)

Re: PlanetWars II

Posted: 20 Dec 2008, 17:24
by KDR_11k
For something like IG2 you'd still run into the issue of lightspeed. You wouldn't be able to spot a fleet in interstellar space because the distances are so gigantic, you only see them when they pop up near your system.

Re: PlanetWars II

Posted: 25 Dec 2008, 04:05
by CarRepairer
Arm wins. Here is the award hall of fame.

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Re: PlanetWars II

Posted: 25 Dec 2008, 22:33
by quantum
Since the beginning, none could gain a clear advantage in large planet battles. Arm, however, gained the upper hand by clever galaxy-level strategy and 1v1 duels. In addition, Core could not bear the early loss of its homeworlds and attempted many daring and poorly planned fleet-carried invasions. Time and again, Core re-took the central planets but got cut-off, encircled and decimated without a fight.

The moment PRO_Day planted his flag on the last Core bastion, the galaxy imploded to a couple of lifeless planets. Both factions blame each-other for detonating an implosion device. Surviving Core commanders have escaped to the Dayda galaxy, Arm is in hot pursuit.

Don't miss the next campaign!


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Galaxy map, just before the implosion (full size).



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Slightly desynced replay of the campaign