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We have 33241 registered users
The newest registered user is batisuto1

Our users have posted a total of 54536 articles within 3985 topics
 

Recent topics
» Complex Empire
by ALC on Mon Mar 11, 2019 1:17 pm

» Greetings all long time no see
by Jelrak on Fri Mar 08, 2019 2:08 am

» Gaming FPS impact on Fast PC
by Oni on Sun Mar 03, 2019 8:56 am

» Amalgamating Complex 9.1 & Warlords 0.60
by ALC on Thu Feb 28, 2019 2:15 am

» strange AI overpowered units
by Oni on Thu Jan 24, 2019 8:40 pm

» Accesing the "full access" reward.
by Beghins on Thu Jan 17, 2019 1:32 pm

» BUG: minning base with resource collectors
by mealstrom on Mon Dec 10, 2018 6:09 pm

» Any chance to see playable Kadeshi by the end of the year ?
by AxonImpulse on Thu Dec 06, 2018 3:34 pm

» Complex 13.4 Access Violation
by mrkhor on Thu Nov 22, 2018 5:49 pm

» Access Violation from fresh newly installed.
by mrkhor on Wed Nov 21, 2018 11:15 am


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Announcement: Complex Empire
Posted: Jelrak @ Sat Feb 23, 2019 4:50 pm
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)

Comments: 4 :: View Comments (Post your comment)
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Most users ever online was 589 on Fri Aug 23, 2013 6:03 pm
 

Top Poster
Member Posts Percent Graph
 ALC   6942   13% 13%
 Sagyxil   2443   4% 4%
 Beghins   1920   4% 4%
 Walkop2011   1676   3% 3%
 bills6693   1614   3% 3%

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