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Complex Empire
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Jelrak

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canada
PostPosted: Sat Feb 23, 2019 4:50 pm    Post subject:  Complex Empire
Description: Finalize and fix all outstanding problems
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Remaining (In Order Of Priority):

1) Reduce Complexity
a) Review all non-essential game-play elements and attempt to reduce
b) Revisit the concept of unique carriers <--The idea is that each carrier type can only be built once, but comes with different advantages and units. This could take the place of some mercenary/ally fleets.
c) Reduce background complexity
d) Consolidate unnecessary Stations:
i) Consider use of Central Command Stations for facilitating many tasks into fewer locations
ii) Replace certain sub-stations with ones lacking build-queues after they have completed their intended functions
iii) Provide the player the option to automate and turn off certain build queues by use of Governors (an AI assistance system for building management)
e) Review traffic scripts and maybe simply have them remove after a certain number of passes. It adds to the background, but might be causing too much "noise"
f) Streamline bases so upgrades replace older versions instead of being required along with previous.
g) Consider making all industrial bases built according to research

2) Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week)
b) Add Espionage Tech (5 days)
c) Implement Governors
d) Add Android limits and construction

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 7]

Side Projects (Non-Essential For Mod Playability):

Other Comments:
a) 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)
8) Complete documentation (60% complete) (Est. 1 week)
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
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)
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ALC

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ireland
PostPosted: Thu Feb 28, 2019 2:13 am    Post subject:  
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1b. worries me. I would be against restrictions on building, like unit caps, it stifles gameplay.

Does the mod still include the Star Wars ships?

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Jelrak

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canada
PostPosted: Mon Mar 04, 2019 5:26 am    Post subject:  
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The mod still has all the ships and I will not be removing any unless they are causing problems.

1b is really about an idea that has some slight appeal in that currently this mod has access to something like 180 carriers. Now the average player is never going to be able to even begin to work with that many so to get around that I have set them aside for different focuses and factions, making them largely mutually exclusive--but another idea that came to me was to simply make them unique (somewhat like modern aircraft carriers) and so name them individually and have more of them available at a given time.

Most likely this will be too much work at present and so I have only stenciled it in in case I wish to do it later.

Right now carriers cannot be built without a special Light Capital station that can only be built at the Tanis shipyard. This removes them from the early game, shifting them down to mid game...something I am not exactly happy with, but which seems pretty much a requirement if normal fleets are going to develop as designed.

This gives a stronger reason for Heavy Corvettes, Frigates, and Heavy Frigates as early mid-game pieces. Once Carriers come online it seems as though there is a shift towards strong bomber, corvette, and fighter strike groups taking advantage of hyperspace while all other ships are unable to do so.

This puts Heavy Corvettes to Heavy Frigates as more defensive pieces (because they can effectively deal with strikecraft) and Destroyers on up to Battleships as more of the offensive fleets (since they are the only ships capable of truly impacting defensive positions).
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Jelrak

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canada
PostPosted: Sun Mar 10, 2019 10:00 am    Post subject:  
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After extensive testing, I am fairly confident that the self-destructing Mothership bug has been traced to the build and research files. It seems there are simply too many items (likely in the build file) that is overloading the system's resources at critical moments. A reassessing of how to reduce these files is underway and should hopefully resolve this issue.

Remaining (In Order Of Priority):

1) Reduce Complexity [Abandon]
a) Review all non-essential game-play elements and attempt to reduce [Abandon]
b) Revisit the concept of unique carriers <--The idea is that each carrier type can only be built once, but comes with different advantages and units. This could take the place of some mercenary/ally fleets.
c) Reduce background complexity [Abandon]
d) Consolidate unnecessary Stations:
i) Consider use of Central Command Stations for facilitating many tasks into fewer locations
ii) Replace certain sub-stations with ones lacking build-queues after they have completed their intended functions
iii) Provide the player the option to automate and turn off certain build queues by use of Governors (an AI assistance system for building management)
e) Review traffic scripts and maybe simply have them remove after a certain number of passes. It adds to the background, but might be causing too much "noise" [Complete]
f) Streamline bases so upgrades replace older versions instead of being required along with previous.
g) Consider making all industrial bases built according to research

2) Finish Sub-Station Updates (Est. 2 weeks)
a) Update Espionage Sub-Station (Est. 1 week)
b) Add Espionage Tech (5 days)
c) Implement Governors
d) Add Android limits and construction

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 7]

Side Projects (Non-Essential For Mod Playability):

Other Comments:
a) 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)
8) Complete documentation (60% complete) (Est. 1 week)
9) Finish Faction & Ship Descriptions (Est. 2 weeks)
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)
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ALC

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Complex Team



Joined: 10 Sep 2008
Posts: 6957
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Post Vote: User is appraised 5.00 out of 5
Location: Éireann • Ireland • Irlanti • Republika Irlandia





ireland
PostPosted: Mon Mar 11, 2019 1:17 pm    Post subject:  
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Hey, nice one tracking down that bug!
Very well done.

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mrkhor

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malaysia
PostPosted: Sun Apr 07, 2019 7:49 am    Post subject:  
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May i ask what is this Complex Empire. Is this complex 14 they are developing? I would like to know about it to keep myself right on track
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Jelrak

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canada
PostPosted: Sun Apr 07, 2019 10:12 pm    Post subject:  
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This is nothing related to what the Complex team is working on. This is still HW2 Classic
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mrkhor

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malaysia
PostPosted: Tue Apr 09, 2019 4:18 pm    Post subject:  
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Ok, Noted. Thanks.
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ALC

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Location: Éireann • Ireland • Irlanti • Republika Irlandia





ireland
PostPosted: Sat May 11, 2019 11:13 am    Post subject:  
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How is Complex Empire progressing - can we call it CE?
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Jelrak

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Gender: Gender:Male
Age: 43
Joined: 13 Jan 2016
Posts: 274
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canada
PostPosted: Wed May 15, 2019 3:08 am    Post subject:  
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Sure CE is fine...

I had someone offer to help with the development of this, but after describing the required steps necessary to fully correct it they seem to have disappeared.

What I have realized is that the only way to actually fix this game completely is to divide the Focuses into their own races. This would allow for the build files to be naturally split apart and so would remove a large amount of load from the game itself, since it only loads factions that are actually being played.

Naturally the difficulty with this is it is a very large task, given the way the initial scripts were developed. It could certainly be accomplished, but I am at the stage where I would really appreciate a hand simply to remain fully engaged. A division of labor would make this far more interesting to pursue.

I long to have this finished so failing any assistance I will simply plug away at it. Knowing a definite strategy to solve the problem has helped in further the direction of things at least.
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ALC

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Joined: 10 Sep 2008
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Location: Éireann • Ireland • Irlanti • Republika Irlandia





ireland
PostPosted: Fri May 17, 2019 12:57 pm    Post subject:  
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A large task there, at least you know which strategy to follow.
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