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Amalgamating Complex 9.1 & Warlords 0.60
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Jelrak

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canada
PostPosted: Mon Aug 29, 2016 2:53 am    Post subject:  
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ALC wrote:
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.


Thank you for your patience...I hope to have the weapons sorted out soon...then all that will remain will be correcting the icons, but I should be able to do that during the play-testing phase.
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ALC

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ireland
PostPosted: Fri Sep 02, 2016 1:10 am    Post subject:  
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Jelrak wrote:
...play-testing phase.
A good phrase to hear!
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Jelrak

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canada
PostPosted: Wed Nov 23, 2016 8:36 am    Post subject:  
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Latest update:

1) Extracted and analyzed 5800 weapon files in an attempt to harmonize the penetration and accuracy details.
2) Built formulas to normalize the above
3) Created naming index for all weapons
4) In process of updating all files with formula results (ETC: ~1 month)
5) Extracted and analyzed research tree
6) New research options will be extensive, but mutually exclusive
7) Introduced 11 engine levels
8) Introduced 11 shield types
9) Introduced 9 armor levels
10) Mercenary ships will be unique: anything larger than a corvette will be buildable only once per game--if it is destroyed it cannot be rebuilt
11) Introduced Industrial, Transport, Container, and Passenger ships
12) Introduced War Factories
13) Introduced Science Station and additional research ships
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wint

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germany
PostPosted: Sun Nov 27, 2016 12:28 pm    Post subject:  
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Looks like heavy work and i'm will looking into if any playable version aviable.
Good work man , keep it up Smile
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Jelrak

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canada
PostPosted: Sun Nov 27, 2016 8:26 pm    Post subject:  
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Thank you!

I am adding aspects of the game together now so a playable version will be 'soon' (the Complex version of 'soon', mind you...)
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ALC

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ireland
PostPosted: Mon Nov 28, 2016 1:27 am    Post subject:  
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Soon
Sounds good Smile

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Jelrak

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PostPosted: Fri Jan 27, 2017 11:06 am    Post subject:  
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V 0.083
1) Trade Convoys can now build and dock defenders and patchers.
2) Introduced Resource Point Base for distant resource operations
a) It comes equipped with larger RU storage capacity and is able to build advanced resource controllers
3) Implemented alternate and mutually exclusive technology branches
a) Advanced Targeting allows the construction of ships with higher accuracy
b) Advance Beam Weapons allows ships to have stronger and more powerful cannons
c) Advanced Missiles is for players more interested in focusing on missiles
d) Advanced Economy improves resource operations and allows trade bases
e) Advanced Efficiency allows the construction of large production facilities for lower costing ships
f) Advanced Shields allows the construction of various shield designs to counter different energy levels
g) Advanced Armour gives access to increased hull thicknesses
h) Advanced Engines provides access to a number of different classes of engines
4) Implemented Ore Mining, Processing, and Smelting
5) Implemented Gas Harvesting, Refining, and Fuel Depots (Depots are merely required for larger ship construction, no refueling is required)
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ALC

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ireland
PostPosted: Fri Feb 03, 2017 12:08 am    Post subject:  
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Good to see this still going.
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Jelrak

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canada
PostPosted: Fri Feb 03, 2017 11:26 am    Post subject:  
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I have be quiet, but work progresses on this daily...it is now quite a bit different than I had originally intended as it has taken on something of an economy-style game. Freighters carry raw materials to processing plants in order to manufacture the alloy necessary for ship production, gas refineries ship product to fusion plants in order to manufacture necessary components for advanced shield systems and weapons systems...yes it has been an unfortunate amount of fun to turn Complex into something even more complex...

I shall not rest until this is complete...
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ALC

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ireland
PostPosted: Tue Feb 07, 2017 6:02 pm    Post subject:  
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Sounds good. I wait for a playable beta...
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azer

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usa
PostPosted: Wed May 03, 2017 12:27 pm    Post subject:  
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I like your idea , I hope to be able to play it Smile
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Jelrak

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canada
PostPosted: Wed May 03, 2017 6:10 pm    Post subject:  
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Thank you for your interest

I hope to have a player-ready version released within a few months...I am at this time mostly polishing off some of the rougher edges and aligning all ships so that they may function together in the same universe.

I will update when that is ready
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ALC

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ireland
PostPosted: Sat May 06, 2017 6:55 pm    Post subject:  
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Nods in encouragement...
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Jelrak

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canada
PostPosted: Mon Aug 14, 2017 9:15 pm    Post subject:  
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Quite a lot of updates over the past few months...I tend to spend about 1 to 3 hours a day on this mod so a lot of progress has been made.

1) All Mercenary fleets (about 1100 ships) have been fully incorporated. This means all stats, icons, weapons, bug-fixes, and other sundry details have been updated. Still some fine tuning might be required, but so far most are doing what has been intended
2) About 1/4 of the ~500 allied ships have been implemented
3) The economy frame-work is sketched out and works in principle. The resource operations script is functional.

Remaining:
1) Complete Allied ships (August - September)
2) Incorporate Trade-Group fleet (~175 ships) (October)
3) Finalize economy commerce (October - November)
**3b) Begin play-testing** (October - November)
4) Add Hiigaran upgrades (November)
5) Update all weapons files (~5000 of these, but the process will be mostly automated) (December)
6) Rewrite AI scripts (January - February)
7) Review and complete play-testing

Currently the game loads fairly quickly even with over 1400 ships in the build file...we shall see how the remaining ~600 affect performance
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ALC

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ireland
PostPosted: Tue Aug 15, 2017 10:44 pm    Post subject:  
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Sounds good.
Hmm, watch out you don't overload it with too many objects, it might put too much of a drag on performance!

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