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 (Games : Nexus: The Jupiter Incident : Mods : Conquest: The Noah-Gorg War : Forum : Bugs, suggestions and ideas : 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.

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.
There are ideas only, please use only as food for thought!

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 ;)

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 :P

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.

Oct 5 2011 Anchor

First message (Gorg Ships! And...)
Either have a auxiliary vessel jump in before the Gorgs reporting about the Theta gate situation, or they should have been expected already. Transmission speed by radio/laser is still 10 times faster then the IP drive. I'm reckoning the Gorgs used a radio jammer at Theta gate.

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. 8)

Oct 5 2011 Anchor

This is great, keep them coming.
I don't mind the negativies, that's why it's an alpha. Alpha means lots and lots of work left :P

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?

Oct 6 2011 Anchor

Mularac wrote: 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.


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.

Mularac wrote: 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?


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".
In my opinion the best way to let the player (who is infact the "senior officer" at all times) know which is the next flag vessel: a machine/state going down the list of ships in the task force (from largest to smallest) if the bigger one(s) get destroyed, and returning an onscreen message/dialog in the line of ("flag/command has moved to the [insert shipclass] [insert shipname]"). Dialog box might be most comprehensive.

Mularac wrote: That identifier thing has been giving me a headache lately, yeah. I'll see if I can fix it.


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".

Mularac wrote: 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)


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

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:

GeoModder wrote:
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.


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

Oct 13 2011 Anchor

Haven't had time to test more indepth this week. Too busy too. ;)
Anyway, I'm still figuring out in detail how the configuration screen works. It's normal you can't remove any "device" (ship thus) there without throwing an objection from the game?
And other then the Delta/Epsilon gate missions, the other locations in the Scoratus system aren't playable yet? I manage to start up the missions there, but every time the "officer of the deck" asks me which location to go to seconds after the mission starts.

Oct 13 2011 Anchor

GeoModder wrote:
Anyway, I'm still figuring out in detail how the configuration screen works. It's normal you can't remove any "device" (ship thus) there without throwing an objection from the game?

Uhm? what do you mean? Can you explain what happens further?

GeoModder wrote:
And other then the Delta/Epsilon gate missions, the other locations in the Scoratus system aren't playable yet? I manage to start up the missions there, but every time the "officer of the deck" asks me which location to go to seconds after the mission starts.


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.

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

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.
Second - What type of stations is can be done?

--

If God did not exist, it would be necessary to invent him - Voltaire

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.
Writing about each location is going to be a mess, since I won't be able to do it dynamically, and jeopardize the mod's current flexibility.
So, what do you think? Having it as it was or as "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?).
What I can play arround with, though, are stationary turrets and perhaps some modules for those stations

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

Oct 21 2011 Anchor

uhm... you may be onto something here, yeah, I think that can be done... Thank you for the idea!

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

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.

Dogsquad.co.uk

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

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.

Oct 22 2011 Anchor

Mularac wrote: 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.


Okay, I'll shut up about it then. ;)

Mularac wrote: I'm aware of Kendo's shipyard, but I didn't find a station I liked there...


Not even the Refinery station?
I missed that one when I checked Kendo's page a second time, I have no 'unknown' stations left on my desktop then. :(

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

Oct 24 2011 Anchor

By the messaging system you mean the "briefing" at the start of each mission?

What do you mean, move them?

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

Oct 24 2011 Anchor

I'm not sure I understand. Can you tell me exactly what's happening, what's the problem?

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

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.

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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