Drybreeze -> RE: Sea Of Stars - development thread (5/22/2016 10:12:42 AM)
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ORIGINAL: greenspacejerk Very respectable effort you put into this, and it will promise to be a fun ride once it's on the shelves! [8D] Thank you very much. It's already proving fun to play... trail runs are becoming more and more entertaining and challenging. quote:
ORIGINAL: Seraph86 mod looks impressive, can't wait for further progress. oh and welcome to DW:U :). Cheers Seraph86, I'm enjoying working on it. DW:U is an excellent game, despite the 2d sprite graphics. Imagine if it was truly 3D, with an empire that stretched in all directions (X, Y, and Z) and a real-scale galaxy where there are millions and millions of stars and players may never ever encounter each other while playing due to the sheer enormity of the perpetual online playing field. That's some of the few features of the SoS I aim to produce. The mod can't do that, but it's a sort of half-step to developing the game itself. I aim to use it along with a bunch of other stuff I've already produced and a bunch of stuff I've yet to produce to launch a crowd-funding campaign or approach developers. quote:
ORIGINAL: Pymous Sounds very interesting indeed. Loving especially the more hard-sci-fi part (I wanted some years ago to mod DW but one thing just ruined the fun for me: Speed and acceleration are tied in some strange relation, so I was unable to make some more Newtonian-like ship movement and long range engagement. I don't think that DW:U allows for true Newtonian physics (like for example a rail gun makes a ship tend to drift away from the direction of fire, or if an engine is disabled while the ship is traveling it continues in that direction, or planet gravity pulls ships towards it, etc). I'm now at a point where I need to make new techs I'm trying out ultra-cheap so that I can start with them, else I'm playing for several hours before I can afford to test it. [image]http://i.imgur.com/ITQNn6c.png[/image] I have now completed all component images, including putting pips on the ones that require colony-manufactured resources to build them. Because of this, a player can now see in the research tree whether a tech research choice requires colony-manufactured resources or standard raw resources commonly found throughout the galaxy. If it requires colony-manufactured resources a player will be able to look up that tech in the galactopedia and be told what resources are required, and can then see if their empire either produces it or can trade for it. During one of my recent trial run games (#5) I played right through to late mid game (researched about 40% of the research tree) and found that at this stage my empire of about 15 colonies had all colony-manufactured resources available to it except about 8 of them. So it is balanced in a way that perfectly allows a small or young empire to not be able to have access to as many colony-manufactured resources and therefore be less likely to afford the high-end techs. There will also ALWAYS be standard-resource techs available for every tech type... so ANY player can afford SOME sort of EMP, Tractor Beam, high-speed hyperspace, and so on. However if you do happen to have the right colony-manufactured goods, you can afford to build one or two specialty techs that give an extra edge. It's unfolding exactly as I want, so far. I'm stoked. Can't wait to present something for you folks to try and comment on. Below are a few samples of some components: [img]http://i.imgur.com/udvvx2f.jpg[/img] In the above images the components use the following resources to manufacture: Tactical Laser Diamond, Gold, Silver, Copper Heavy Phase Plasma Cannon Silicon Uranium Water Copper Quantum Torpedo Hydrocarbons, Hydrogen, Steel, Copper, Monopolic Capsules Directional Fission Propulsion Hydrocarbons, Steel, Uranium, Water, Copper, Contained Fission Units Orbital Bombardment Hydrocarbons, Steel, Plutonium, Nuclear Explosives Organic Integrated Repair Biomass, Hydrocarbon, Steel, Copper, Artificial Tissue, Computers Nuclear Missile Hydrocarbons, Steel, Sulphur, Computers, Compact Propulsors, Nuclear Explosives StellarCore Reactor Hydrocarbons, Steel, Nanoscopic Machinery, Laser Equipment, Monopolic Capsules Direct Interception Shields Hydrocarbons, Steel, Micro Electronics, Cubic Chips, Micro-layered Glass, Sentient Robotics The final component is Basic Ship Structure, which uses Aluminium, Food Stuffs, Steel, Oxygen and Water. In Sea Of Stars habitation modules have been replaced with Ship Structure. It represents the infrastructure onto which all other components and modules are bolted. It encompasses everything from beams, joists and bulkheads, as well as supplies and storage for basic life-support. I intend to expand on this. Different races will have VERY different styles of ship structure, with very different resource requirements.
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