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Amalgamating Complex 9.1 & Warlords 0.60
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ireland
PostPosted: Sun May 06, 2018 3:03 pm    Post subject:  
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Est .around another year in those tasks.
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Jelrak

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canada
PostPosted: Mon May 07, 2018 1:12 am    Post subject:  
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Largely it depends on various factors outside of my control...I lost a lot of productivity recently due to poor health. I will endeavor to finish by the summer if at all possible.

There will be some important balance issues to address starting from that time
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ireland
PostPosted: Wed May 09, 2018 11:47 am    Post subject:  
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You are making good steady progress on the project Very Happy
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canada
PostPosted: Tue Jun 05, 2018 8:53 am    Post subject:  
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Remaining (In Order Of Priority):

1) Enhance Gameplay And Finish Sub-Station Updates (Est. 1 month)
e) Update Espionage Sub-Station (Est. 1 week)
i) Complete Advanced Science Focus (Est. 1 week)
j) Complete Population Transits (Est 1 Day)
m) Finish resource deductions system (Est 3 Weeks) [PENDING]

2) Update and Refine Research Tree (Est. 1 - 2 weeks)
a) Re-imagine Research Vessels And Remove Applied Research (4 days)
b) Add Espionage Tech (5 days)

3) Remove Unused Items (2 days)
a) Delete Unused Subsystems (1 day)
b) Remove Unused Music Files And Voice Commands (1 day)

6) Begin play-testing [PHASE TWO COMPLETE]

Begin Work On Phase 2:
6) Readjust Weapons To Meld With New Gameplay (Est. 3 - 5 months)
a) Categorize All Weapons According To Chart (1 - 2 months)
i) Fighters [COMPLETE]
b) Rearm All Ships According To Chart (2 - 3 months)
i) Fighters (Est. 1 day)
c) Add New Weapons Tech By Category (4 days)
i) Fighters (Est. 1 day)

Side Projects (Non-Essential For Mod Playability):
7) Enable Corporate Profits With Controlling Interest In Companies (Est. 3 Days)
8) Complete documentation (50% complete) (Est. 1 week) <--W.I.P.
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
10) Standardize All Orders And Sub-systems (Est. 3 days)
11) Adjust Parade Entries (Est. 2 days)
12) Rewrite AI scripts and update Class Definitions (Est. 2 - 3 months)
13) Correct all subsystem icons (Est. 2 - 3 months)
14) Refine Ship Icons (2 weeks)
15) Review and complete play-testing
17) Finish Fuel Distribution System

20) Complete Hiigaran Upgrades (Est. 2 weeks)
b) Heavy Corvettes (Est. 1 day) [PENDING]
c) Heavy Frigates (Est. 1 day) [PENDING]
d) Warships (Est. 1 day)
e) Dreadnaughts (Est. 1 day)
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Jelrak

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canada
PostPosted: Fri Jul 06, 2018 11:07 pm    Post subject:  
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Latest Updates:

Added:
1) Advanced Weapons Stations
2) Changed production facilities from being simple subsystems to being more proper stand-alone stations. In this way when the Mothership builds a fighter facility, for example, it spawns an actual fighter sub-station instead. Affects Mothership and Tanis production facilities only.
3) University: a better way to train scientists
4) Development Association: engineer training facility
5) Technical Institute: trains professionals
6) Vocational College: for channeling labourers
7) Refined Arts College: for hiring leisurists
8) Agent Training Facility
9) Temple: for improving empire-wide morale
10) Neighbouring Trade City: provides access to nearby trade markets for population-based income growth
11) Trinity Star Base: consolidation headquarters for all 3 branches of the military to improve efficiency, thereby greatly increasing recruiting speed.
12) Reduced memory load by 50%

Remaining (In Order Of Priority):

1) Enhance Gameplay [COMPLETE] And Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week)
b) Complete Advanced Science Focus (Est. 1 week) [PENDING]
c) Complete Population Transits (Est 1 Day) [COMPLETE]
d) Finish resource deductions system (Est 3 Weeks) [COMPLETE]

2) Update and Refine Research Tree (Est. 1 - 2 weeks) [PENDING]
a) Re-imagine Research Vessels And Remove Applied Research (4 days) [PENDING]
b) Add Espionage Tech (5 days)
c) Implement Inventors (Est. 1 - 2 days) [PENDING]

3) Remove Unused Items (2 days)
a) Delete Unused Subsystems (1 day)
b) Remove Unused Music Files And Voice Commands (1 day)

6) Begin play-testing [PHASE FOURCOMPLETE]

Begin Work On Phase 2:
6) Readjust Weapons To Meld With New Gameplay (Est. 3 - 5 months)
a) Categorize All Weapons According To Chart (1 - 2 months)
i) Fighters [COMPLETE]
b) Rearm All Ships According To Chart (2 - 3 months)
i) Fighters (Est. 1 day) [COMPLETE]
c) Add New Weapons Tech By Category (4 days) [COMPLETE]
i) Fighters (Est. 1 day) [COMPLETE]

Side Projects (Non-Essential For Mod Playability):
7) Enable Corporate Profits With Controlling Interest In Companies (Est. 3 Days)
8) Complete documentation (50% complete) (Est. 1 week) <--W.I.P.
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
10) Standardize All Orders And Sub-systems (Est. 3 days)
11) Adjust Parade Entries (Est. 2 days)
12) Rewrite AI scripts and update Class Definitions (Est. 2 - 3 months)
13) Correct all subsystem icons (Est. 2 - 3 months)
14) Refine Ship Icons (2 weeks)
15) Review and complete play-testing
17) Finish Fuel Distribution System

20) Complete Hiigaran Upgrades (Est. 1 week) [COMPLETE]
b) Heavy Corvettes (Est. 1 day) [COMPLETE]
c) Heavy Frigates (Est. 1 day) [COMPLETE]
d) Warships (Est. 1 day) [COMPLETE]
e) Dreadnaughts (Est. 1 day) [COMPLETE]


Last edited by Jelrak on Sat Jul 14, 2018 5:56 pm; edited 3 times in total
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ALC

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ireland
PostPosted: Sun Jul 08, 2018 1:16 am    Post subject:  
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Progress!

Regarding the removal of unused components, does this improve overal performance (less items to load on game launch), or does it just serve to keep the final file size to a minimum?

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Jelrak

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canada
PostPosted: Sun Jul 08, 2018 1:29 am    Post subject:  
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Yes there has been a lot of progress in the background...far more than has been detailed here. The manual will require some extensive updating, which I have put off completing until all final revisions are in place. My "To Do" list has fallen from over ten pages of notes to only two as so much has been completed.

As for removing unused components, that will only decrease the final file size--something which will be critical in the final stages of packaging as right now the data folder is well over 18 GB...current memory load has been decreased from 2 GB to 740 MB when using a high-end graphics card (it appears to be a larger footprint when run through my built-in graphics card instead).
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ireland
PostPosted: Mon Jul 09, 2018 3:13 pm    Post subject:  
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Hmmm, that's a beefy Data folder alright Shocked stuff adds up.
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Jelrak

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canada
PostPosted: Sun Jul 15, 2018 10:40 pm    Post subject:  
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Remaining (In Order Of Priority):

1) Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week)
b) Complete Advanced Science Focus (Est. 1 week) [PENDING]

2) Update and Refine Research Tree (Est. 1 - 2 weeks) [PENDING]
a) Re-imagine Research Vessels And Remove Applied Research (4 days) [PENDING]
b) Add Espionage Tech (5 days)
c) Implement Inventors (Est. 1 - 2 days) [PENDING]

3) Remove Unused Items (2 days)
a) Delete Unused Subsystems (1 day)
b) Remove Unused Music Files And Voice Commands (1 day)

4) Continue play-testing [PHASE 5]

5) Address player feedback:

Comment:
a) At some point in the game there are too many build queues to cycle through easily, especially on larger maps.
Possible Solutions:
i) Reduce stations with build queues
ii) Improve queue list interface to improve building management
iii) Consolidate Stations with build queues as the game progresses [Chosen Solution]

Likely a reasonable option even if the ability to improve the queue list interface is successful as the intent is for the player to graduate from micro-managing in the early game to overall empire management in the later part. Consolidating Stations will allow more time to be focused on fleet deployment and will make better use of the Governors already implemented in the game.


Comment:
b) The beginning game requires a lot of empire building, which comes at the expense of fleet development, leaving the player to face Vaygr Cruisers with only Fighter squadrons, especially when playing on Hard Mode.
Possible Solutions:
i) Increase initial populations of troops (especially army)
ii) Improve specialist bonuses when training centers are built
iii) Reduce specialist requirements
iv) Increase accessible resources [Chosen Solution]

The intention of this game is to delay any obvious race towards capital ships by encouraging fuller use of entry-level systems of defense. This means that the early strategic deployment of platforms is essential, followed by a sustained fleet of fighters and bombers. Corvettes next play a crucial role in supporting, while not replacing, fighters. Heavy Corvettes and Frigates add a further dimension to this support. Access to Heavy Frigates and upwards is meant to be painful, and therefor meaningful, to achieve, but not essential. A player should be able to resist most advanced attacks with a reasonably strategic use of his/her defensive fleet.

This being said, it seems it would be helpful to increase access to R.U.s in the early game in order to better afford said defenses. An increase in Neighboring City passenger delivery rates will be implemented as a key means of accomplishing this goal.
[COMPLETE]

Comment:
c) Access to Carriers is too difficult, with many games passing without a single one being built.
Solution:
i) Lower the requirements for Carrier production
ii) Provide an entry-level Carrier for more immediate use
iii) Provide an initial Carrier for the player to use until sufficient resources can accrue to allow access to other Capital Ships

There is no obvious solution for this perceived difficulty, because the intent of this mod is to ensure players arrive at completely different outcomes with each play-through. If this means there are games in which Carriers (or even Hyperspace itself) is not used then this goal has been successfully met. Carriers are meant to be very important to the late game (which is also why they generally produce Elite versions of Fighters and Corvettes that are otherwise unavailable), and so would create too great an imbalance to early game-play. To provide an initial Carrier would only mean that it would become an irresistible early game target, and to improve accessibility to same would merely distract the early player towards achieving that goal ahead of the competition at the expense of a more properly developed empire.

Players without Carriers must simply make more effective use of Hyperspace Gates to help unify their empire until they have properly marshaled their resources to accomplish their goal.
The New Light Capital Production Station should help with its easier access to the Light Carrier. Other Carriers still must be constructed at the Shipyard Station. [COMPLETE]

Side Projects (Non-Essential For Mod Playability):

Other Comments:
d) Drones are too powerful against Capital ships and too weak against Fighters Although originally designed to be powerful anti-Frigates, Drones have now been given lighter weapons in order to compensate for their cheaper availability. [COMPLETE]
e) The Capital City is able to build Drones directly, but the Tanis Shipyard needs a special facility to be built to do the same thing, and the Drone Frigate can build them on its own!? The Capital City will be given Subsystem Bomber production capability instead and the Drone Frigate will be given a less powerful version to build. Its Drones may eventually be automated. [COMPLETE]
f) The icon for the Commercial Station builder is the same as the Salvage Resource Collector, which is confusing considering the first one is built at the Resource Station along with all other types of collectors, but the second one is not? [COMPLETE]
g) Corvettes do not seem to have much staying power compared to Fighters, and are usually destroyed before Bombers I believe this to be situational. Currently Corvettes have almost ten times the health of Bombers, but given they are only available in squadrons of three it is possible they simply are not able to return to base as often for repairs when engaged in a prolonged fight against larger odds. Corvettes are best used within the range of a nearby base, Mothership, or Carrier. [COMPLETE]
h) Platforms seem to cost a lot compared to how easy they can be to destroy with missiles Missile volleys are by their nature meant to obliterate targets incapable of sufficient evasive action. It would actually seem somewhat extraordinary if Platforms were not destroyed under these circumstances. Regardless, Platforms are being modified so that they will soon be built in sets of four (not as a squadron, but four unique versions of similar platforms) with a lower overall cost.
i) Ordinance-targeting ships do not seem to shoot down missiles properly
j) Power usage is way too high and/or the cost to build power production is too high The Population Station is now able to build as many power upgrades as the Tanis Shipyard. In addition, each successive magnet has been given slightly more production capacity than the one before. [COMPLETE]

Begin Work On Phase 2:
6) Categorize And Re-Arm All Sub-Capital And Lower Weapons According To New Game-play Chart (1 - 2 months)
i) Drones
ii) Fighters [COMPLETE]
iii) Bombers [COMPLETE]
iv) Corvettes
v) Heavy Corvettes
vi) Frigates
vii) Heavy Frigates
viii) Destroyers

7) Enable Corporate Profits With Controlling Interest In Companies (Est. 3 Days) ABANDON/ABEYANCE
8) Complete documentation (50% complete) (Est. 1 week) <--W.I.P.
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
10) Standardize All Orders And Sub-systems (Est. 3 days) [PENDING]
11) Adjust Parade Entries (Est. 2 days)
12) Rewrite AI scripts and update Class Definitions (Est. 2 - 3 months)
13) Correct all subsystem icons (Est. 2 - 3 months)
14) Refine Ship Icons (2 weeks)
15) Finish Fuel Distribution System ABANDON/ABEYANCE
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ALC

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ireland
PostPosted: Tue Jul 17, 2018 9:45 pm    Post subject:  
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I see the word 'ABANDON' creeping in here!
Just in the corners though.

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I'll have a Neutron Blaster please...
...No Neutron Blasters...
In that case I'll have a glove...
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Jelrak

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canada
PostPosted: Wed Jul 18, 2018 1:37 am    Post subject:  
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I have not yet fully decided...though it is still possible those items may yet be completed, there are times when my impatience to wrap this project up certainly pushes me towards limiting some perhaps unnecessary features...
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Jelrak

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canada
PostPosted: Wed Jul 18, 2018 3:32 am    Post subject:  
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Remaining (In Order Of Priority):

1) Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week)
b) Complete Advanced Science Focus (Est. 1 week) [PENDING]

2) Update and Refine Research Tree (Est. 1 - 2 weeks) [PENDING]
a) Re-imagine Research Vessels And Remove Applied Research (4 days) [PENDING]
b) Add Espionage Tech (5 days)
c) Implement Inventors (Est. 1 - 2 days) [PENDING]

3) Remove Unused Items (2 days)
a) Delete Unused Subsystems (1 day)
b) Remove Unused Music Files And Voice Commands (1 day)

4) Continue play-testing [PHASE 5]

5) Address player feedback:
a) Improve build queue list interface
b) Consolidate unnecessary Stations via either a central Command station or merely as they complete their intended functions

Side Projects (Non-Essential For Mod Playability):

Other Comments:
c) Create targeted Platforms
d) Ordinance-targeting ships do not seem to shoot down missiles properly

Begin Work On Phase 2:
6) Categorize And Re-Arm All Sub-Capital And Lower Weapons According To New Game-play Chart (1 - 2 months)
i) Drones
iv) Corvettes
v) Heavy Corvettes
vi) Frigates
vii) Heavy Frigates
viii) Destroyers

7) Enable Corporate Profits With Controlling Interest In Companies (Est. 3 Days) ABEYANCE
8) Complete documentation (50% complete) (Est. 1 week) <--W.I.P.
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
10) Standardize All Orders And Sub-systems (Est. 3 days) [PENDING]
11) Adjust Parade Entries (Est. 2 days)
12) Rewrite AI scripts and update Class Definitions (Est. 2 - 3 months)
13) Correct all subsystem icons (Est. 2 - 3 months)
14) Refine Ship Icons (2 weeks)
15) Finish Fuel Distribution System ABANDON/ABEYANCE
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