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RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 10:49 am
by seille
Yes, the scenario is nice. Many new things implemented.
I like the ruins :)
 
One more question. Can i reuse the construction pods at other places later
or do i have to keep them at their current locations to keep them working ?
 

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 11:30 am
by Lunaticus_matrixforum
Turn to Grymme.

Yes you can move your construction pod around any time to build some different location e.g. on a different planet. At the beginning building is a a bit slow, once everybody has 4-5 construction pods this will become quite fast.
One other quick comment I should have maybe made earlier: There is a well-hidden readme.txt file with some comments on units and space combat etc which should be included in the scenario zip-file. Will update with your questions as they come along.
I have one more request: I did a check and found I did not nerf a unit as planned. Can we make a house that we only use long-range missiles for this game? I think the short-range missiles are still quite overpowered. This should not change the playing much but make things more enjoyable. If we all agree then balance should also be preserverd. Thanks.

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 11:52 am
by seille
Ok Lunaticus, no short range missiles in this game.
 
Next question. The location i build on ruins and own spaceports need 3 hexes distance or is this rule
only for ports, stations and docks ?
 
PS. The readme i found and read, but thats imho the same text as in the ingame scenario briefing.
Answered some, but not all questions [:)]

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 12:03 pm
by Lunaticus_matrixforum
The 3 hex distance requirement is only for ports, stardocks and stations. All other "naturally found" ressources do not play a role so you can build a station (or other construction) right next to one or more ressources.
Mmm maybe somehow my readme got lost. I attach it again to this post (in the current version, will try to constantly update)....

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 12:22 pm
by seille
Imho a file would be nice with some detailled unit stats together with a unit picture.
A file that also shows stats and graphics for any items you can find, so a player don´t have to ask
themself "what the hell is this for a golden thing there on the asteroid" ?
Or like i did "what are the ruins good for" ?
 
Explaining the new or special terraintypes and units and how to use them.
 
Otherwise it will be hard for a player to come into the game and he could get frustrated
and miss that nice scenario which is worth to be played definitely !

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 1:38 pm
by seille
green guy, you´re on my list. Stealing my minerals...tststs...

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 1:46 pm
by seille
sent turn to Vic (i hope it will arrive...)

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 4:04 pm
by Vic
Sent turn to Lunaticus.

Blue guy, you where on my list already.

Question... how do i get to the other solar systems? I gotta find the wormhole right?

kind reg,
vic

RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 10:45 pm
by Lunaticus_matrixforum
Turn sent on.

Please do let me know if you have any questions, I think I will put writing more documentation on my list for the next release...
If anybody would like some explanations on units and their strenght please let me know.
Maybe a quick overview on the air units (4 different types):
Fighter -> Against other air units
Bomber -> Good for attacking ships, weak on defense (not good for attacking ground units!)
Ground Striker -> Good at taking out ground units
Assault Pod -> Transport and Recon

As to the wormholes: There is one corresponding starting location for each wormhole. It is randomly placed at the outer edge of the solar system in the quadrant closest to the other system (so for Alpha Centauri this is somewhere at the edge between 0,60 and 60,0). A scout should be able to find it. Wormholes only become active shortly after the war starts (to avoid moving units of different players on top of each other. Now I know how to write a check to prevent this so this might change in the next version....).


RE: New Mod Project: Space Colonization

Posted: Tue Apr 07, 2009 10:47 pm
by Lunaticus_matrixforum
What for me is interesting: I usually play quite with the strategy of building up economically first which is what I also did for my playtests. But what I hear over the intercom is that everybody is already gearing up for war. It will be very interesting for me to see if an early rush works. In any case I am off to build some units myself quickly...

RE: New Mod Project: Space Colonization

Posted: Wed Apr 08, 2009 5:19 am
by seille
No war, i just put Vic on my list for furure fighting [:D]
I think first building some economy is the right way.
 

RE: New Mod Project: Space Colonization

Posted: Wed Apr 08, 2009 11:07 am
by Vic
seille always builds up before he attacks. thats how i know him from previous games. he has a bit of a montegomery complex ;)

RE: New Mod Project: Space Colonization

Posted: Wed Apr 08, 2009 11:16 am
by seille
ORIGINAL: Vic

seille always builds up before he attacks. thats how i know him from previous games. he has a bit of a montegomery complex ;)


Psssttt....

Btw, i think i have more a Galland complex...You know Reichsverteidigung :)

RE: New Mod Project: Space Colonization

Posted: Wed Apr 08, 2009 4:23 pm
by Grymme
Hmm... how do i send supplies to my homebase? because my spaces dissapear each round. Is it one of these hardcore logistics thing where i need to build a HQ in each producing location?

Grymme

RE: New Mod Project: Space Colonization

Posted: Wed Apr 08, 2009 5:13 pm
by seille
turn to Vic.
 
Yes, my locations collect their production, too.
Maybe it´s because they´re still "damaged".
So far i thought only the receiving port can be the problem here (when damaged)
 
A damaged location usually sends the complete production.
Wrong setting for supply movement costs or wanted?

RE: New Mod Project: Space Colonization

Posted: Wed Apr 08, 2009 11:48 pm
by Lunaticus_matrixforum
Well there are no hardcore logistics activated (I think that would overdo it a bit). However you will need a location which has port ability (Spaceport, Spacestation, Spacedock, Asteroid with minerals, Moon with Radioactives) on the sending and the receiving side to transfer production to a HQ on another planet. If either is damaged the supply and production transfer will be penalized. Between closer planets this should lead to 75% capacity of both ports are 100%.
So you should be able to collect production and support units on closer connections with fully developed ports but I think 1 HQ per planet would be expectable. But then I am open to look how this plays and then adjust...

RE: New Mod Project: Space Colonization

Posted: Fri Apr 10, 2009 9:22 pm
by Lunaticus_matrixforum
While everybody prepares for the inevitable, this time  I have two questions as to atmosphere:
1. I have thought about renaming the admittedly arbitrary regime names with more "realistic" ones. E.g. using NASA, ESA as well as Russian and Chinese counterparts for the naming. The effort to change this woule be rather small. Any thoughts if this would be atmospheric?
2. Does anybody have an idea where I can get some Sci-Fi sound effects from to add to the scenario? I think I might need maybe 5 movement and combat sounds each. Actually I play mostly without sound as I found the modern ship sound when loading elves on a tolkinesque transport too strange, too...
Also I am very much looking forward at the next AT release to see what additions can be used here, maybe some AI support?
Many thanks in advance

RE: New Mod Project: Space Colonization

Posted: Sat Apr 11, 2009 6:31 am
by Vic
1. I am fine with any names, as the random game regime names might have shown. I actually prefer a bit distance to RL Earth geopolitics in these sorts of scenarios. Would it be realistic if NASA had a stardestroyer? hell no. Would it be realisitic if the Mercantile Alliance had one? well... why not :)

2. Yes i got a good link for you here. Remember the game Deuteros? It had great atmospheric sound effects. I think you'll find it to be abandonware and you should be able to google it and download it.

Kind regards,
Vic

RE: New Mod Project: Space Colonization

Posted: Sat Apr 11, 2009 1:04 pm
by Grymme
Round sent.

Approximatly when does war break out?
Does the planet hexes also turn neutral during the earth alliance round?

RE: New Mod Project: Space Colonization

Posted: Sat Apr 11, 2009 1:33 pm
by Lunaticus_matrixforum
There is a random mechanism which will start the war. The first sign is a "war imminent" message. This has a 10% chance to come in round 8, 20% in round 9 etc. So this can be expected at about turn 10-12.
At that time a hidden countdown timer is generated with a value of 8-20 (about) which counts down 1 for each player. Once it reaches 1 the war starts with this player. So this will be another 2-5 rounds.
Looking at the state of my defenses I hope it will be some more turns before the war...

Non-orbit hexes are not turned neutral. The unoccupied orbit hexes are taken away to encourage several players to share a planet and provide a casus belli...