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Amalgamating Complex 9.1 & Warlords 0.60
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Jelrak

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PostPosted: Tue May 24, 2016 6:11 am    Post subject:  
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V 0.076
1) Cerberus Complete
2) Council Complete
3) Geth Complete
4) Reaper Complete
5) Pirates Complete
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Jelrak

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PostPosted: Thu May 26, 2016 6:09 am    Post subject:  
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V 0.077
1) Vaygr Complete
2) Vaynor Complete
3) Grendel Complete
4) Borg Complete
5) Breen Complete
6) Carron Complete
7) Dominion Complete
8) Ferrel Complete
9) Federation Complete
10) Andoran Complete
11) Tellarite Complete
12) Vulcan Complete
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Jelrak

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PostPosted: Sun May 29, 2016 8:03 am    Post subject:  
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V 0.078

1) Union Complete
2) Entente Complete
3) Coalition Complete
4) Clan Complete
5) Junta Complete
6) Klingon Complete
7) Block Complete

All Allies Complete,
All Factions Complete,
12 Mercenaries Remaining,
All Trade Groups Complete
Current Ship Total: 1743 Implemented, ~400 Remaining
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lazer72

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uk
PostPosted: Mon May 30, 2016 12:31 am    Post subject:  
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Nice work!!
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Jelrak

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PostPosted: Mon May 30, 2016 5:34 am    Post subject:  
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Thank you kindly... Smile
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ALC

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PostPosted: Mon May 30, 2016 1:50 pm    Post subject:  
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Must be getting close to a playable beta...
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Jelrak

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PostPosted: Tue May 31, 2016 2:44 am    Post subject:  
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Yes, very close...likely 2 weeks.
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Jelrak

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PostPosted: Wed Jun 01, 2016 9:46 am    Post subject:  
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V 0.079
1 ) Combine Complete
2 ) Cabal Complete
3 ) Romulan Complete
4 ) Division Complete
5 ) United Front Complete
6 ) Rastan Complete
7 ) Goa'uld Complete
8 ) Tau'ri Complete
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lazer72

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uk
PostPosted: Thu Jun 02, 2016 12:12 am    Post subject:  
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Very good news. I would like to see what all this work has accomplished
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Jelrak

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PostPosted: Sat Jun 04, 2016 12:54 pm    Post subject:  
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V 0.080
1) Wraith Complete
2) Vong Complete
3) Alos Complete
4) Beta Complete
5) Buskamin Complete
6) Modu Complete
7) Warship Class Added

2 Mercenary Groups remaining...though I may add an additional one to balance the scales (currently there are 40 Dark Mercenaries and 39 Light). This might be achieved by simply re-allocating some Modu and Alos ships...unless another mod is found in the meantime...!
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ALC

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PostPosted: Sat Jun 04, 2016 6:22 pm    Post subject:  
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Jelrak wrote:
Yes, very close...likely 2 weeks.
2 complex weeks, or two standard weeks Wink
Nice work—this mod is shaping up very impressively.

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In that case I'll have a glove...


Last edited by ALC on Sun Aug 28, 2016 11:33 pm; edited 1 time in total
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Jelrak

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PostPosted: Sat Jun 04, 2016 10:00 pm    Post subject:  
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Haha...Complex Weeks! Wink

1) Stone Complete
2) Yao Complete

Next phase: adjusting weapons & accuracy...
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Jelrak

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PostPosted: Sun Jun 05, 2016 10:36 am    Post subject:  
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I have questions since I am at a point where I am able to change a few things...

Originally I had decided to make all mercenary groups mutually exclusive, but there is a small voice in the back of my head that is suggesting the likely consequence of this is some groups never seeing the light of day. Currently to try all Alliance/Merc/Trade Group combinations a player would need to play 10,241 times...

Now that type of spectacular unique playing index has its advantages, but I am wondering if players would prefer instead a more flexible landscape.

For example, I could merely provide the option of building the appropriate mercenary bases rather than making this a research item to gain access, but limit the player to only having 1, or 2, or 3, or unlimited bases? The number could depend on the user's unit-cap setting.

In such a way a player could theoretically destroy a given base in order to access another (if playing with low unit caps).

The possible consequence to this is a wider field of play with a lesser need to fully balance each and every race/group as their inherent pros and cons are already built-in.

This might provide for a greater sense of control and reduce the potential of a player regretting his/her initial choices and thereby feeling they have wasted a playing session. Further, it might allow for a bit more risk in terms of choosing a given race that otherwise might not be chosen for fear of the above...or it might allow a player to use a given mercenary group for the beginning of the game due to lower building costs, but then upgrade to a more advanced group later on.

There are currently groups with only a handful of ship designs versus others that have almost 10 times as many so a desire for change might be optimal in some cases...

Yet there is a potentially negative consequence to this as well.

One of the aspects that Complex has admirably accomplished is the use of crew to attempt to offset a player's natural tendency to simply build large ships early on. Crew allows for a great degree of strategic play and are naturally limiting. This is why I initially restricted Alliances and Mercenaries in such a way as to prevent the player from ignoring all of the original units in favor of what might otherwise be considered a nearly unlimited supply of ships (currently ~2100 models). This is something I do not want as I feel it might put too much pressure on players to simply build as many ships as possible in a constant race to keep up with their opponents. Limitations in crew and race access greatly reduce this pressure.

So a balance clearly must be struck between access and limits, but as every player is different, and I have only limited time, I would like to attempt to resolve this issue to everyone's satisfaction as neatly as possible.

Some options are as follows:

1) Choose 1 Alliance by research (mutually exclusive), but build mercenary bases related to those allies. (Low Unit Cap = 1 base, Medium = 3, Higher = 6, Highest = 12).

2) Choose Alignment by research (Good, Neutral, Evil), but access Alliances by building Friendship Centers. (Low U/C = 1, Med = 2, High = 3, Highest = 4). Each center would have automatic access to all mercenaries compatible with that ally (typically 3 exclusive + 6 shared = 9). Mercenaries would arrive in the form of civilian ships (non combat).

3) Remain with the research tree only. 1 Ally, 1 Merc, 1 Trade Group per session only.

4) Same as option 3, but with the opportunity of expanding to options 1 or 2 at a later stage in the game through the researching of Advanced Alien Relations or some such.

5) Only provide access to Alliances & Mercenaries if the player has reached a certain honour level and/or has exhausted his/her crew levels?

6) Provide increasing numbers of Allies/Mercs based on a player's honour level (numbers based on unit cap)?

7) A blend of the above?

Cool Something else entirely?

Currently I am leaning towards 7, but now is the time to voice your opinions (either by PM or in this thread).

The suggested limiting of ships is as follows:

For Hiigaran ships: Crew limits. Provide ships at lower cost, but lower crew limits.

For Alliance ships: Provide ships at average cost, but longer build times (as they presumably would require some governmental approval).

Drones/Fighters/Corvettes: Unlimited (except elites: 3)
Frigates: 9 (Each type? Or overall?)
Destroyers/Light Cruisers:3 (Each type? Or overall?)
Cruisers on up: 1 (Each type? Or overall?)

For Mercenary ships: Ships would cost significantly more, but be available much more quickly.

Drones/Fighters/Corvettes: 3 (except elites: 1)
Frigates: 6 (Each type? Or overall?)
Destroyers/Light Cruisers:1 (Each type? Or overall?)
Cruisers on up: 1 (Each type? Or overall?)

For Trade Group ships: Ships cost below average, are available fairly quickly, but have weaker armor than conventional ships.

Drones/Android Fighters/Android Corvettes: Unlimited
Android Frigates: Unlimited
Android Destroyers/Light Cruisers: 6 (Each type? Or overall?)
Android Cruisers on up: 2 (Each type? Or overall?)

The opportunity for input is now while I will be busy adjusting the armour and accuracy ratings...once that is complete I will be doing the above fine-tuning step.

Afterwards I will be working on correcting ship icons.
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Jelrak

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PostPosted: Sun Aug 28, 2016 8:19 pm    Post subject:  
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I have opted to arrange the various allies/mercenaries/trade groups as follows:

There is a basic research tree to elect to align with either light or darkness.

The path chosen restricts access to light or dark allies.

Each ally costs a different amount based upon their quantity and quality of ships.

Each ally a player aligns with brings access to their group of 9 mercenaries. Each one of these costs a different amount (again based on ship access and strength).

Each mercenary or ally needs a special base and/or transport ship in order to build. And a player can only have so many of these at a time.

So while a player can now theoretically research access to all allies and all mercenaries in their alignment (albeit at a fair cost), they can only truly access a few at a time and an enemy can always destroy their source of these ships. So in this way there is some flexibility and balance all at once.

Currently I am still refining the weapons and attack orders. This has taken some additional time as I discovered some flaws in my initial formulas and had to essentially start over.

Hopefully everyone is enjoying the patched Remastered edition and no one is waiting in any great anticipation for this work in progress. Smile
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ALC

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PostPosted: Sun Aug 28, 2016 11:35 pm    Post subject:  
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Jelrak wrote:
... and no one is waiting in any great anticipation for this work in progress. Smile
Well, now that you mention it...
No worries, it'll be done when it's done. We shall wait.

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