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WIP: Unity - 10/23/2014 5:24:32 PM   
llanite_slith

 

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UNITY

While historians and modern fiction writers prefer to focus on the later Bug and Machine Wars, no treatment of the rise of humanity to the galactic stage would be complete without a discussion of the Early Empire's fall and the interregnum that gave rise to a Humanity united to face the threat of the first Bug migrations across their arm of the Milky Way.

While the First Empire and the Dark Age that followed may seem as remote to the modern reader as, say, the Roman Empire must have seemed to a student in the early 21st Century of Old Earth, it was this period that gave rise to many of our modern concepts of government, technology, and philosophy. It was a dark age - an age of conflict where nation, corporation, ideology, and religion all fought to be the dominant organizational structure for Humanity's starward migration.

Many regard the First Empire to be a monolithic block, directing the population of Earth to a unified exploration of Sol's nearest neighbors in an organized fashion. It was no such thing. The late 21st and early 22nd Centuries saw the emergence of a world government, but it was a coalition of the willing, barely even a confederacy. The early steps out into interstellar space were made by a wide variety of organizations - official World Government expeditions with a mix of participants, individual efforts by the remaining superpowers of China, the European Union, the North American Union, Azania, India, the Caliphate, and others, as well as various Transnational Corporate efforts to find and produce strategic resources. Each took a unique approach to their colonies - ranging from high-end, technological utopias to penal colonies and mining outposts that were just a little this side of hell.

By the 2250s, the availability of relatively inexpensive warp bubble technology led to more than 100 worlds being colonized, with many more catalogued for future efforts. It was an amazing boom time for the nations of Old Earth - with the resources of 100 new worlds flowing in to their tax base, new outlets for colonization removing the burden of overpopulation, and technical advances promising an even brighter future, it must have seemed like a paradise. That the end happened so suddenly, or would come from the very void of interstellar space that gave birth to this opportunity, is simultaneously ironic and tragic.

It had been known that Sol system had a companion star - a dim, brown dwarf - since its discovery in 2074. Apparently planetless, the star had been disregarded since its discovery and early visitation by first generation warp exploration ships. That its irregular orbit of Sol coincided so well with mass extinction events in the planet's history was noted by many, but without a mechanism for the extinctions, without even a cometary Oort cloud (presumed to have been stripped away in earlier visits) the star's correlative relationship with previous extinction events was mostly ignored by the consensus-driven scientific community of the time.

The coming of Nemesis, when it happened, must have been a terrible shock to the populations of Earth that had grown up in a time of unprecedented prosperity. Like myths of Thera, the Noachian inundation of the Black Sea peoples, and even Pompeii, the Fall has left a deep and permanent impact on Man's psyche. Astromechanically, it was merely a rogue planetoid captured by Sol's companion star in a highly unstable orbit. Coming in cold, and dark, from high above the plane of the ecliptic, it wasn't noted until a few short months before its impact with Earth. At 60% the mass of Pluto, it was barely even a planetoid, allowing it to approach closely before its gravitational footprint perturbed the orbits of the other planets. It was massive enough, however, that no arsenal of nuclear weapons could alter its inevitable orbit and final impact with the cradle of Humanity.

What those final days and hours must have been like, with every ship that could space struggling to rescue one last soul, one last disc of literature or engineering or medical data, must have been a nightmare on a scale not seen again until the first Bug Migration. But while this was the crash, the long slide into barbarism suffered by the colonies was perhaps a worse fate. Without the agricultural, medical, industrial, and scientific support of Earth, the Colonies were thrown on their own resources. Many perished of disease, famine, or natural disaster. Many lost all technology and became essentially agrarian societies - some without even the hydrocarbons to support internal combustion engines. Most lost all access to space, and all lost the ability to build and maintain the warp bubble engines that tied Earth's former colonies together.

For the first 30 years or so, the remnants of the UE space navies, freighters, and other warp-capable ships kept contact and some trade going between planets, but their ships were slowly failing. Many fell back on piracy - extorting and looting worlds to take what they needed to keep their old First Empire ships running. Rather than helping humanity back together, it was these remnant navies that were the biggest threat to re-emergent humanity when the most advanced colonies took their first steps into interstellar space a half century later. By that time, all the colonies had lost contact, some even lost the knowledge that there were other worlds. Many retained the cultural and racial imprint of their original colonial source country, but all had deviated and become something unique. By the time of those first tentative contacts, none could be called colonies any more. All were potential star nations battling against the impact of the Fall, their alien home, and the stars themselves to once more unify Humanity.
Post #: 1
RE: WIP: Unity - 10/23/2014 5:31:22 PM   
llanite_slith

 

Posts: 45
Joined: 10/23/2010
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Unity Mod Introduction:

Unity is intended to be a total conversion (TC) of DW:U with a unique research tree and unique races based on "historical" human nations that colonize the stars immediately surrounding earth before a cosmic accident wipes out our homeworld and throws those colonies into a dark age. This thread is intended to discuss the path I've taken to develop the mod and to receive feedback on design choices to make it a better experience for other players (if anyone is interested).

Weapons in the Unity Mod:
I really like playing the DW game. However, as you progress up the technology tree the weapons become significantly less differentiated (see this thread:

http://www.matrixgames.com/forums/tm.asp?m=3719095

for why), meaning that players who are looking to be competitive with the computer players will tend to optimize their designs toward Titan Beams and late Torpedo designs by the mid-late game.

My intent with the Unity Mod is to entirely replace the weapon systems with a more diverse set of choices in weapon systems that present unique design trade-offs and suggest different approaches to ship and fleet design throughout the game. In general, the new weapon systems are reflective of near-future technologies . Missiles armed with nuclear, and later, anti-matter warheads will make even small ships viable ship-killers in the late game (think how modern navies engage each other at stand-off distances with missiles). Direct damage weapons will have long-range and capital ship versions that will let players choose an optimum engagement range for their fleets. Do you develop well-armored ships that are fast and can bring a large number of short-range weapons to bear? Or do you focus on stand-off missiles and fighters in fragile hulls that are meant to keep their distance?

I'm not sure how much diversity is possible, but I'll keep the community updated on my approach to design and progress through testing and development.

Current update:
I've finished my design tool and am populating the weapons tree. I've left about 25 open slots for nation-specific weapon systems and intend to first balance the general weapon set before identifying unique weapon systems.

I'm pleased with the Spotfire visualization tool I've developed and the Excel+python script I've worked up to push my designs back to the various .txt files in my mod folder. Now that I understand the original design I can generate and visualize a whole new tree in a couple hours. Next up will be arena-style battle testing similar to what Icemania and others have been doing with their mods. My real hope is for a very different feel to space combat from the original DW.

Next up: discussion and visualization of my new weapons tree. Then pics from the Battle Arena Kobayashi Maru simulator.

(in reply to llanite_slith)
Post #: 2
RE: WIP: Unity - 10/23/2014 5:40:04 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
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Hey there, its sounds very promising.
In my Beyond Mod i have build for 12 human historical groups within race character system
One of features of my mod is extensive custom character systems featuring up to 700 unique race characters specific for that race and working as pool, which also devided to different groups (which allocation/population/roles are very different for each race as well), which represent race-specfic specialisation, lore and act as big variable to differentiate races and their gameplay between themselves.
Human design coming in next versions, and it will have logo designs, extensive lore write up and so on.
If you interested we could cooperate and create some continuinity, and you will have logos/art/materials done for those 12 groups in Beyond.
Your weapon rebalance sounds promising, i am really anxious to see how it plays.
cheers.

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(in reply to llanite_slith)
Post #: 3
RE: WIP: Unity - 10/24/2014 2:09:28 PM   
llanite_slith

 

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Joined: 10/23/2010
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Blackstork - I would be really interested in sharing resources and collaborating. Reading into the Beyond thread I'll freely admit I never realized how deep the character and race creation could be in creating unique expereinces. Very cool! I'm happy to help - I'll PM you with my email.

(in reply to Blackstork)
Post #: 4
RE: WIP: Unity - 10/25/2014 5:38:40 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Great, i've been busy with adapting to ordinary life after holiday, family meetings and winning my first game of Beyond Earth as Trancendental Kavithian Harmony :P
I will replay to you in mail today later abit. Cheers. :)

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(in reply to llanite_slith)
Post #: 5
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