The Conquest mod aims to take a new approach to Nexus gamestyle, a more strategic one. Now you'll control whole fleets in a turn-based-environment while fighting your battles in real-time like you know and are used to, but the outcome of those battles will have an impact in a dynamical universe where you'll have to make critical choices and sacrifices.
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Alpha build bug report | Locked | |
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Oct 4 2011 Anchor | ||
Use this thread to post your findings in the alpha test run. |
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Oct 4 2011 Anchor | ||
Have not yet played much. But I have some idea of which I do not know whether they are technically feasible. The systems in which it operates are quite cool. I wish i could continue to expand its own home systems. Weaponplatforms and stations on which to build equipment for its own fleet and then to equip my ships. In the alpha version, it is impossible to survive against attacking Gorg-fleets. The cheat button will get us really well. Once the enemy ships were destroyed, the request will go wherever you want. If you wait too long then the game crashes. Could you possibly have as little more time it would be very helpful. With a litte bit more time you still find time to click |
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Oct 4 2011 Anchor | ||
I haven't really started thinking about stations and platforms, I'll leave that to the beta stage. The gorg fleet is overpowered for a reason, to be able to test the game further, I'm not looking for a balanced gameplay here. Just that the game works Thanks about that crash thing, I haven't checked it, I always cleared the scene as fast as I could. I'll look into it. |
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Oct 5 2011 Anchor | ||
First message (Gorg Ships! And...) No ships using the epsilon gate in Atrox system are at the Scoratus gate during the next mission? That's as planned? Avalon station destroyed before the last of your ships jumps into the gate results in a mission failure. In "fleet screen", better give the fleets a name according to station (position) in the system. Also, the "captain" of a fleet should be at least a npc with the rank of commodore. But that's just beta work. ;-) I feel its best that only the main station/vessel of a fleet could call in reinforcements. Logic dictates that only the senior officer of a station/fleet has the authority to do so. Now all ships on a mission can call in reinforcements if still available. Annoying that no identifiers are given to enemy ships. Would make it alot easier to know what ship is being attacked, and what weapons aimed at which ships. The enemy AI has problems choosing a new target if the current target gets out of range for some reason (bombers destroyed, or a swift destroyer hovering outside the 10 km range). If a player manages to let a target live long enough to let it evade hostile fire, and sufficient tactical vessels survive that long, destroying the Gorgs is a piece (but longwinded) of cake. That's too many negatives, I think I need to put up at least a positive to counter it all. Splendid work on the general idea and implementation. |
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Oct 5 2011 Anchor | ||
This is great, keep them coming. about this: "No ships using the epsilon gate in Atrox system are at the Scoratus gate during the next mission? That's as planned?" Can you confirm this? Keep in mind that names of each ship are generated at the start of the mission randomly, they're not stored. "Avalon station destroyed before the last of your ships jumps into the gate results in a mission failure." Everything regarthing stations is still... well... alpha. I'm accepting possible ideas about what to do with them (having them become powerful over time, the posibility of adding substations, that sort of thing) That identifier thing has been giving me a headache lately, yeah. I'll see if I can fix it. I like the idea of only having the flagship summon reinformcents, but how does the player know which ship is the flagship? What if that ship gets destroyed? |
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Oct 6 2011 Anchor | ||
I'm probably wrong in my assumption. I expected that ships jumping through the gate in Atrox would be at Scoratus the moment the mission starts, not merely available as reinforcements. I did start to wonder why the amount of battleships I could summon were one time 2, and another time 3. In the former, my battleship at Atrox was destroyed before being able to jump through the gate. Do you think it would be possible to let "jumped" ships be present on the next mission at the start? I suppose if they're registered in a fleet list, they could be dynamically added to the next mission location.
Normally, the senior officer/admiral of a task force is on the biggest ship in said task force. If it gets destroyed for some reason (with the admiral if the escape pods don't manage to scatter), the next biggest ship in line should receive the "flag".
IIRC, the "Universal Conflicts" campaign made by Sergey Levin (Frogger1108) had the same issue, but there it was less pronounced most of the time because fleets weren't so big in the first 10 missions. Something else. How about instead of letting reinforcements be called up ship-by-ship and class-by-class, let them arrive as sub taskgroups, and their time of arrival depend on location. For example, if you have a flotilla of 2 destroyers patrolling the second moon, and they're called to come back to the flagship, their arrival depends on the distance from said moon to the flagship. Formula should be something like distance in lightspeed (radio transmission lag) x 11 (IP drive speed is approximately 1/10th that of light) + say a one or two minute fudge factor for the recall order "to be received, understood, and executed".
Letting them become more powerful sounds nice, but of course cargo ships must arrive with the construction materials, and enough time lapsed without enemy interference. A possible extra mission can always be to escort mammoth transports delivering a station part , corvettes/weapon platforms, and/or small craft (bomber, fighters, gunboats). A possible exploit... In the Scoratus mission, I called reinforcements on both destroyers twice in a row, and managed to call in 4 battleships. I reckon that's more then should be possible? Ditto with the escort cruiser. I managed to get two in the scene. Nothing happening anymore? Edited by: GeoModder |
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Oct 12 2011 Anchor | ||
Sorry guys I have a big project to finish due this monday and it's eating away my time. I've taken note of what you found and plan on working on a second version as long as that's done. For now keep the ideas coming and the discussion going. Geo:
That is possible. You can call in reinforcements from every fleet present in the system. The downside is that those ships on arrival are transfered to the fighting fleet (if it's a defense mission, the fleet corresponding to the position you're defending, if you're attacking, the fleet called "own_fleet") and on the following turn they're not available. At all. not even if you want to re-transfer them back to their original fleets. You can have in scene as much as 10 ships at all times. Edited by: Mularac |
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Oct 13 2011 Anchor | ||
Haven't had time to test more indepth this week. Too busy too. |
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Oct 13 2011 Anchor | ||
Uhm? what do you mean? Can you explain what happens further?
You control those locations. They are yours. By choosing to go there you're only "visiting" them (for now that is all you can do, later on I'll add more features, like the posibility of upgrading ships and/or stations). If the enemy were to attack them, the fleet defending the place would be called into action. |
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Oct 16 2011 Anchor | ||
I'll pop you a mail later today (with pictures) to show what I meant. EDIT: Sorry, won't be for today anymore. I've had to do a reinstall, and things aren't proper yet. EDIT2: Finally sent that mail with attached screenshots of my problem in the configuration screen. Edited by: GeoModder |
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Oct 21 2011 Anchor | ||
Okey... ideas and mods is great, glad to help, if i can. Got some ideas, though... First - it will be good to make available to choose where from reinforcement will come. I'd hate to get reinforcement from somewhere, where they actually needed. -- If God did not exist, it would be necessary to invent him - Voltaire |
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Oct 21 2011 Anchor | ||
I've thought about the first, but unless I want to write hundreds of dialogs and make this mod a bit less mod-compatible the "location" will have to be "Fleet 1", "Fleet 2", etc. second: Unfortuantely, not a lot. There are only about 4 or 5 models of stations, half of which correspond to the ones used by Earth's megacorportions, and only 3 for Noah (or 2?). |
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Oct 21 2011 Anchor | ||
Fleet 1-2 is good, but it'l take need to remember or write fleet positions... it is possible, to assign fleet name's according to it's location? Well.. i'm more about scripting. Like training station for crew and etc. btw: sorry for my English. -- If God did not exist, it would be necessary to invent him - Voltaire |
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Oct 21 2011 Anchor | ||
uhm... you may be onto something here, yeah, I think that can be done... Thank you for the idea! |
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Oct 22 2011 Anchor | ||
Glad to help. Say, can you tell me how player going to get new ships? -- If God did not exist, it would be necessary to invent him - Voltaire |
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Oct 22 2011 Anchor | ||
So the plan is that reinforcements can still come from other fleet locations in a system? Not from the immediate surroundings of a location? It's just that according to Nexus canon an IP-drive has a tenth the speed of light... About station diversity, there are a number more stations available from Kendo's site. Scroll to the bottom of the page to the "objects" section. And I think I have one more on my desktop. Does it matter if it has a dock (docking doors opening/closing) or not? Edited by: GeoModder |
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Oct 22 2011 Anchor | ||
I know geo, but I have to make a compromise. Coding it so the time it takes for a ship to arrive is relative to it's fleet and the distance to the fighting location will not be easy and it will not be very moddeable in the future if I plan to extend this mod and make a bunch of sub-mods. I'm aware of Kendo's shipyard, but I didn't find a station I liked there... And no, it doesn't matter if it has a dock. |
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Oct 22 2011 Anchor | ||
Okay, I'll shut up about it then.
Not even the Refinery station? |
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Oct 24 2011 Anchor | ||
Okey... what can be done with messaging system? I mean that will be good to know where enemy in your system and what fleet's under attack. BTW: it is planned that fleet 3 and 4 is under attack? Cause every time i try to move them they facing against Gorg ships? -- If God did not exist, it would be necessary to invent him - Voltaire |
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Oct 24 2011 Anchor | ||
By the messaging system you mean the "briefing" at the start of each mission? What do you mean, move them? |
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Oct 24 2011 Anchor | ||
When i'm starting the mission - they come under heavy attack. -- If God did not exist, it would be necessary to invent him - Voltaire |
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Oct 24 2011 Anchor | ||
I'm not sure I understand. Can you tell me exactly what's happening, what's the problem? |
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Oct 24 2011 Anchor | ||
Not a problem, just it's kinda unpleasant. I'm starting a mission with fleet 3, to relocate them elsewhere, but in mission it engaged with some Gorg ships - it was just surprising. And got question - how on global map going to track and update enemy fleets? -- If God did not exist, it would be necessary to invent him - Voltaire |
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Oct 24 2011 Anchor | ||
You don't relocate fleets, you move ships from one fleet to the other using the fleet loadout screen. Just before a mission (unless you're being attacked) you can move ships from a fleet to the other. All the fleets, aside from the "Own Fleet" one, are defense fleets, they're stationary in one particular location. |
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Oct 24 2011 Anchor | ||
Em... i'm talking about moving fleet from location to location. -- If God did not exist, it would be necessary to invent him - Voltaire |
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