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Amalgamating Complex 9.1 & Warlords 0.60
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ALC

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ireland
PostPosted: Thu Nov 09, 2017 6:38 pm    Post subject:  
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You are certainly pushing the limits of the game here, I think - reminds me of my map-making days when I did the same, maxing out the size limits of the maps.

The project is coming along nicely.

I haven’t had time to do a detailed reply until now (have spare 20 mins).

My reflections on the options:
1) A good option. A powerful computer should be able to handle this without issue.
2) Also good option, but you would definitely need the make the player read the ReadMe file Wink
3) Not so good, especially if it doesn’t deliver the solution.
4) No. I would avoid this unless a last resort.
5) A good option. Trimming the research tree would be a viable option that should not impinge too much on player enjoyment.
6) I would only do this if it delivered the solution in one go, as it might affect balance, and would significantly affect the gameplay.
7) This is a good option to consider as it can be combined with some of the other options to deliver the solution. a small level of automation might not be too bad in terms of gameplay.
Cool Heh Very Happy Yes. the way to go.
9) I think we need the ability to save games, as it provides a shield against crashes. Picture this, you have been playing solidly for 83.5 hours and have finally constructed your superstardestroyer (a good point to do a save), the game then crashes on you…. URK!

Perhaps you could reduce the overall size of the Trade Group structure by removing some of the ships, or some subsystems from their ships (or both), or simplifying the way in which it operates, if this would deliver some of the saving that is needed.

I would go for achieving the reduction by targeting one area for the major saving (option 2 would work best for me), and filling in a bit from other areas.

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Jelrak

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canada
PostPosted: Fri Nov 10, 2017 3:52 pm    Post subject:  
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Thank you for your insights...as always it helps a great deal to get feedback when at a crossroads!

I am currently working on the Hiigaran Upgrades as well as documentation on the functions and various uses of the 2300+ unique ships available in-game. The documentation is helping to reduce the amount of information typically stored in the build queue and should also give indications of where each ship is built so as to allow for both options 1 & 2 to give the line reductions needed. I have also agreed with you that some form of option 7 will help matters.

I had toyed with the idea of pushing this game towards the realm of a 'simulated space railroad' of sorts, in the sense that various ships would be under player control to deliver consists and collect raw materials, but likely such a complication in the background of high-paced battles would be something of a strain.

What I have decided instead is to automate as many of these resource class ships as possible. Currently their pick-up and delivery paths are automated, but now I will also have the building of such ships automated. I will attempt instead to instigate a sort of dispatcher control suite that would allow the player to determine the mix of freighters they would like so as to avoid accidentally selling off excess resources that they player had been saving for later trades.

I am very hopeful that the combination of options 1, 2, and 7 will be sufficient to achieve what is ultimately required and that the completion of the Hiigaran Upgrades will not claim too much space in turn.

Completed:
1) All ship icons completed

Remaining:
1) Complete Hiigaran upgrades (End of November)
2) Complete Documentation (End of November)
3) Refine resourcing operations (November)
4) Solve save-game limitation (November)
5) Update And Refine Research Tree
6) Update all weapons files (~5000 of these, but the process will be mostly automated) (December)
7) Begin play-testing** (December)
8) Update Vaygr stats
9) Rewrite AI scripts and update Class Definitions (January - February)
10) Correct some subsystem icons
11) Review and complete play-testing
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ALC

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ireland
PostPosted: Fri Nov 10, 2017 10:02 pm    Post subject:  
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Jelrak wrote:
I am very hopeful that the combination of options 1, 2, and 7 will be sufficient to achieve what is ultimately required and that the completion of the Hiigaran Upgrades will not claim too much space in turn.

Sounds very good. The trick is to make sure that further additions won't erode the space gains again! A balancing act.

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Jelrak

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canada
PostPosted: Thu Nov 30, 2017 10:01 am    Post subject:  
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Completed:
1) Updated all weapons files

Remaining:
1) Complete Hiigaran upgrades (December)
2) Complete Documentation (December)
3) Refine resourcing operations (December)
4) Solve save-game limitation (December)
5) Update And Refine Research Tree (December-January)
6) Update Vaygr stats (December)
7) Begin play-testing** (January)
8) Rewrite AI scripts and update Class Definitions (January - February)
9) Correct all subsystem icons
10) Review and complete play-testing
11) Correct Selection Limits On All Ships
12) Correct Target Icons, Both In Style And Distance
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ALC

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ireland
PostPosted: Mon Dec 04, 2017 7:13 pm    Post subject:  
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Lots of December deadlines there, ambitious.
Are all of the ships/races from Warlords complete and balanced with the Hiig/Vayg equivalents?

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Jelrak

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canada
PostPosted: Thu Dec 07, 2017 3:47 pm    Post subject:  
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Completed:
1) Solved save-game limitation (December)
2) Hiigaran Bomber upgrades complete

Remaining:
1) Complete Hiigaran upgrades (December-February)
a) Drones (January)
b) Fighters (December)
c) Corvettes (December)
d) Frigates (January)
e) Destroyers (January)
f) Cruisers (February)
g) Carriers (December)
2) Complete documentation (December)
3) Refine resourcing operations (December)
4) Update and Refine Research Tree (December-January)
5) Update Vaygr stats (December)
6) Begin play-testing** (January)
7) Rewrite AI scripts and update Class Definitions (January - February)
8) Correct all subsystem icons
9) Review and complete play-testing
10) Correct Selection Limits On All Ships
11) Correct Tactical Icons, Both In Style And Distance

Yes a lot is slated for December, but most of these tasks are likely only the work of a few days each...although the Hiigaran upgrades are taking a touch longer than anticipated.

Also, no real effort has been made to balance Vaygr with any of the Hiigaran upgrades. Such will have to wait until the AI rewrite as Vaygr will never possess anywhere near the scope of ships and options due to the inherent limitations in this game engine.

It is suggested that this Mod be primarily considered for dueling Hiigaran players for now.

Further, given that the Warlord races are all accessible through the Hiigarans it is not intended that the Hiigarans themselves be balanced against any single one of these beyond the ability to enlist the various factions themselves directly.
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ALC

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ireland
PostPosted: Thu Dec 07, 2017 6:11 pm    Post subject:  
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Jelrak wrote:
Completed: 1) Solved save-game limitation

Glad to see 1) completed - this one had me slightly concerned as it is a very important feature.

Jelrak wrote:
Further, given that the Warlord races are all accessible through the Hiigarans it is not intended that the Hiigarans themselves be balanced against any single one of these beyond the ability to enlist the various factions themselves directly.
Ah, got it.
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Jelrak

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canada
PostPosted: Tue Dec 12, 2017 11:03 pm    Post subject:  
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Completed:
1) Carrier Upgrades
2) Fighter Upgrades

Remaining:
1) Complete Hiigaran upgrades (December-January)
a) Drones (January)
b) Corvettes (December)
c) Frigates (December)
d) Destroyers (January)
e) Cruisers (January)
2) Complete documentation (December)
3) Refine resourcing operations (December)
4) Update and Refine Research Tree (December-January)
5) Update Vaygr stats (December)
6) Begin play-testing** (January)
7) Rewrite AI scripts and update Class Definitions (January - February)
8) Correct all subsystem icons
9) Review and complete play-testing
10) Correct Selection Limits On All Ships
11) Correct Tactical Icons, Both In Style And Distance
12) Update all missile/munitions armour and attack families
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Jelrak

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canada
PostPosted: Mon Dec 18, 2017 7:19 pm    Post subject:  
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Completed:
1) Corvette Upgrades
2) Update Vaygr stats

Remaining:
1) Complete Hiigaran upgrades (December-January)
a) Drones (January)
b) Frigates (December)
c) Destroyers (January)
d) Cruisers (January)
2) Complete documentation (December)
3) Refine resourcing operations (December) <--
4) Update and Refine Research Tree (December-January)
5) Begin play-testing** (January)
6) Rewrite AI scripts and update Class Definitions (January - February)
7) Correct all subsystem icons
8) Review and complete play-testing
9) Correct Selection Limits On All Ships
10) Correct Tactical Icons, Both In Style And Distance
11) Update all missile/munitions armour and attack families
12) Update Crew requirements

Current Project: Refine Resourcing Operations

1) Enabling Fleet Manufacturing
--One aspect of choosing the Advanced Production option is the opportunity to mass produce several different fleet batches using resources instead of currency. This will speed up fleet production at certain key facilities.

2) Automating Trade Group Facilities
--Trade Groups currently allow the direct purchase of individual ships from one of 5 chosen Trade Groups in exchange for resources, but the new system will be to instead have these facilities automatically convert resources into ships until either resources are exhausted, the ship limit is reached, or the order is canceled.

3) Automating Resource Operations
--To reduce complexity, this option will enable players to simply choose the overall direction of their resourcing system instead of the current requirement that they build individual ships. The options will be to either:
a) Gather: use the current fleet of resource ships to build up stores of resources for future requirements
b) Trade: use transport ships to trade resources for domestic fleets and/or Trade Group Facilities
c) Sell: make use of the commercial fleet to export resources out of the current sector at current market prices
d) Build: build up the resourcing fleet to increase gathering and resource production speed
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ALC

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ireland
PostPosted: Wed Dec 20, 2017 9:44 pm    Post subject:  
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Jelrak wrote:
..., the ship limit is reached, ...
hopefully the ship limit will not be too restrictive.
Will there be an option to vary the ship limits at the game set up stage?

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Jelrak

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canada
PostPosted: Fri Dec 22, 2017 5:30 pm    Post subject:  
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ALC wrote:
Jelrak wrote:
..., the ship limit is reached, ...
hopefully the ship limit will not be too restrictive.
Will there be an option to vary the ship limits at the game set up stage?


The ship limit is different for each type:

1) Hiigarans are limited by crew on hand
2) Mercenaries are one time buys only (unless the player invests in the Alien Research Framework Station)
3) Allies are limited to 1 to 10 squadrons at a time depending on ship size, but I will probably have the limit related to honor points instead (unless the player has the Espionage station)
4) Trade Groups are limited to the amount of resources available or else the game's hard-coded limit of 250 squadrons

Currently the game set-up only controls the crew limits

Completed:
1) Frigate Upgrades
2) Update Crew requirements

Remaining:
1) Complete Hiigaran upgrades (January)
a) Drones (January)
b) Destroyers (January) <--W.I.P.
c) Cruisers (January)
2) Complete documentation (December)
3) Refine resourcing operations (December) <--W.I.P.
4) Update and Refine Research Tree (January)
5) Begin play-testing** (January)
6) Rewrite AI scripts and update Class Definitions (January - February)
7) Correct all subsystem icons
8) Review and complete play-testing
9) Correct Selection Limits On All Ships
10) Correct Tactical Icons, Both In Style And Distance
11) Update all missile/munitions armour and attack families
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ALC

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ireland
PostPosted: Sun Dec 24, 2017 12:30 am    Post subject:  
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May i suggest one option to have a very high crew limit? I always had to hack the crew limits when playing on very large maps to allow for enought ships to have an effective gameplay!
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Jelrak

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canada
PostPosted: Sun Dec 24, 2017 8:24 pm    Post subject:  
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Yes I have built in an option for maximum crew, but beyond this I have also made it possible to build multiple Crew Stations in addition to the ability to construct an Academy that truly raises crew to a much higher level

Completed:
1) Destroyer Upgrades
2) Light Cruiser Upgrades

Remaining:
1) Complete Hiigaran upgrades (January)
a) Drones (January)
b) Cruisers (January) <--W.I.P.
2) Complete documentation (January)
3) Refine resourcing operations (January) <--W.I.P.
4) Update and Refine Research Tree (January)
5) Begin play-testing** (January)
6) Rewrite AI scripts and update Class Definitions (January - February)
7) Correct all subsystem icons
8) Review and complete play-testing
9) Correct Selection Limits On All Ships (50% Complete)
10) Correct Tactical Icons, Both In Style And Distance (50% Complete)
11) Update all missile/munitions armour and attack families


Last edited by Jelrak on Mon Jan 01, 2018 4:05 am; edited 1 time in total
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ALC

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ireland
PostPosted: Tue Dec 26, 2017 9:31 pm    Post subject:  
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Jelrak wrote:
...but beyond this I have also made it possible to build multiple Crew Stations in addition to the ability to construct an Academy that truly raises crew to a much higher level
That certainly sounds like a very interesting expansion of the crew concept.
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...No Neutron Blasters...
In that case I'll have a glove...


Last edited by ALC on Tue Jan 09, 2018 9:53 pm; edited 1 time in total
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Jelrak

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canada
PostPosted: Fri Jan 05, 2018 7:15 am    Post subject:  
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Completed:
1) Hiigaran Cruiser Upgrades
2) Heavy Cruiser Upgrades
3) Battleship Upgrades

Remaining:
1) Complete Hiigaran upgrades (January)
a) Drones (January)
b) Flagships & Warships (January) <--W.I.P.
c) Dreadnaughts (January)
2) Complete documentation
3) Refine resourcing operations (January) <--W.I.P.
4) Update and Refine Research Tree
5) Begin play-testing** (January)
6) Rewrite AI scripts and update Class Definitions
7) Correct all subsystem icons
8) Review and complete play-testing
9) Correct Selection Limits On All Ships (60% Complete)
10) Correct Tactical Icons, Both In Style And Distance (60% Complete)
11) Update all missile/munitions armour and attack families
12) Complete Advanced Defense Focus (Upgrades)
13) Adjust Ship Regeneration Values
14) Finish Faction & Ship Descriptions
15) Complete Advanced Repair Focus (Upgrades)
16) Complete Advanced Stealth Focus (Upgrades)
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