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President_Elect_Shang January 28th, 2004 09:15 PM

StarFire Mod v-Beta 2
 
I guess I should kick this off a note of thanks to the following for giving me permission to work on the creation of this mod.

Marvin Lamb of SDS:
http://www.starfiredesign.com/starfire/welcome.html

Steve Walmsley of 3DG a great group that keeps StarFire 3rd Edition alive without pay:
http://www.starfireassistant.com/

And of course Aaron Hall for create the game we all know and love, and for being an all around great guy who is easy to talk to and always makes time for his fans:
http://www.malfador.com/se4.html

For those of you who do not know about StarFire we welcome your comments, this thread is not just to help us develop this Mod and hack out problems, it is also to allow the new the opportunity to become interested. Thanks for reading.

With the all clear given lets officially begin.

[ March 04, 2004, 21:30: Message edited by: President Elect Shang ]

President_Elect_Shang January 28th, 2004 09:37 PM

Re: StarFire Mod v-Beta 2
 
Let me start by talking about the economy, this is by no means set in stone but I had to have a jumping point from which to start. I have as of now stripped the economy down to minerals only, this is intended to give us the chance to feel the balance of the game before we start adding back in organics and radioactives. On the other hand if the majority think it should be left out we can discuss this also, it would after all mimic the concept of MegaCredits that SF (StarFire) uses. Next to some great questions posed by Growltigger.
This will just be sporadic so sorry if I loose you.

1) Engine Rooms: the setting up of engine rooms can not be done in SE4G, the balance to this is that unlike SF one engine down won’t shut down the entire system. Engine Tuners will continue to work also.

2) Moving resources: Sorry, as it has been put before, you build the spaceport and it is all yours.

3) Point-Defense: The point defense in SF is much lower in range and damage than SE4G, to this ends I have followed cannon in range and set the Basic Point-Defense system to deal enough damage to kill at least one small craft*. Some point-defense system where dropped for one reason or another.

4) DataLink: It is in the Mod, but it is set to share best combat experience, mimicking the SF datalink is just not possible but I thought this way at least preserved the spirit of the system.

5) I had a great idea that I ran across the expertise of Imperator Fyron, it would have allowed us to mimic exploring a system to discover warp points, and allowed the introduction of hidden warp points. After careful consideration he has informed me that it is simply not possible to do so. Sorry. As far as cloaking planets go, I don’t really think that will work either. Sorry again.

I think that about covers it for now; I actually have a few moments to work on the mod** so I will check back here later. I hope that we can all introduce ourselves and together create one of the best Mods out there. Keep in mind that the beta will have problems, and that it will be the deciding factor of “Should we push on and fix the problems or drop it?” Start posting questions here and feel free to explore options without me, I will keep a steady eye on this thread and pick up where needs be.

*Small Craft: fighter, drone, seeker, satellite.
**Mod status: Components file at Tech Level 13, some known issues.

Phoenix-D January 28th, 2004 09:42 PM

Re: StarFire Mod v-Beta 2
 
Cloaking planets can be done- see the Devnull Space Monsters for an example. In the next patch it'll be easier, too.

President_Elect_Shang January 28th, 2004 09:45 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Phoenix-D:
Cloaking planets can be done- see the Devnull Space Monsters for an example. In the next patch it'll be easier, too.
<font size="2" face="sans-serif, arial, verdana">Right, but it would not serve our purpose for the Mod.

narf poit chez BOOM January 28th, 2004 09:47 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Right, but it would not serve our purpose for the Mod.
<font size="2" face="sans-serif, arial, verdana">ARGH! SHANG'S A BORG! THE'RE SPREADING, THE'RE SPREADING!

President_Elect_Shang January 28th, 2004 10:36 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by narf poit chez BOOM:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">
Right, but it would not serve our purpose for the Mod.

<font size="2" face="sans-serif, arial, verdana">ARGH! SHANG'S A BORG! THE'RE SPREADING, THE'RE SPREADING! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">How could you! I thought it was our secret! He's a Borg too, we are in leagues together! My mission is to steal all your pLastic bags so you have to go back to paper; his is to steal your cheese so you have nothing to go with your wine!

narf poit chez BOOM January 28th, 2004 10:58 PM

Re: StarFire Mod v-Beta 2
 
i'm NOT a borg. i have never refered to myself as 'we'. http://forum.shrapnelgames.com/images/icons/icon10.gif and how dare you accuse me of stealing cheese? how can it be called 'stealing' when the humans use such ridiculous traps? i mean, if they really didn't want us to have it, they'd use something better. http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM January 29th, 2004 01:29 AM

Re: StarFire Mod v-Beta 2
 
on a side note, none of my arguements, today or yesterday, have been serious. i just wanted to argue. http://forum.shrapnelgames.com/images/icons/icon7.gif

it can be fun. http://forum.shrapnelgames.com/images/icons/icon10.gif

tesco samoa January 29th, 2004 01:59 AM

Re: StarFire Mod v-Beta 2
 
Steve Walmsley is he from Ireland...

If so I am related to him... http://forum.shrapnelgames.com/images/icons/icon7.gif

Find out.... for me

Paul1980au January 29th, 2004 03:06 AM

Re: StarFire Mod v-Beta 2
 
Dunno if you are related but would be interesting.

Growltigger January 29th, 2004 12:54 PM

Re: StarFire Mod v-Beta 2
 
This is the Starfire mod discussion, and therefor should be a borg free zone.

Anyone holding discussions about borg will be assimilated, bugger, I mean thrown off the thread

PES, what'cha gonna do with (i) overload dampeners, (ii) shear planes and (iii) tractor beams (they need to be more useful than they are in SEIVG, at least I have never used them)

gregebowman January 29th, 2004 03:12 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Phoenix-D:
Cloaking planets can be done- see the Devnull Space Monsters for an example. In the next patch it'll be easier, too.
<font size="2" face="sans-serif, arial, verdana">Are you talking about a Devnul mod patch? I'd like to see that, especially since I still haven't gotten around to playing it and I'd like to get the patch before I start.

President_Elect_Shang January 29th, 2004 04:28 PM

Re: StarFire Mod v-Beta 2
 
I just had a new idea that I need some input on from you beta testers.

If I create all missile types as drones I can create the launchers with them to more closely mimic the SF setting.

The good: You will need to build ammunition, do ammunition load outs, use supply trains to transfer fresh ammunition to ships, and I will be able to more closely mimic the warhead types. I.E. (AM), (AAM), (SCW#), etc. multi-shot missile launchers (two shots per turn) will be possible.

The bad: Sprint type missiles will still try to ram a ship after the missile has fired, and I can not predict the effect this will have on game play. All cargo, including troops, populations etc, will need to be moved around in Mg. I could still create a cargo component however the AI would choose the larger cargo capacity for their ships. In other words it would not only be redundant but also give the AI and Non-Cannon players an unfair advantage. If I make the cargo component smaller than the Mg the fact still holds true.

This is merely a small “hiccup” that I could live with if you agree that it is worth the trade off. One another note this will set me back as I will need to create these components again.

Finally I will need experienced input as to this, if a ship is loaded with two or more types of drones I am not sure if the game will allow you to choose which ones you want to launch, and even if it does drones in tactical combat have no range limit that I am aware of.

Thoughts?

tesco samoa January 29th, 2004 06:34 PM

Re: StarFire Mod v-Beta 2
 
P.S. my post

Steve Walmsley is he from Ireland...

If so I am related to him...

Find out.... for me

was directed at the Prez....

DemoMonkey January 29th, 2004 06:46 PM

Re: StarFire Mod v-Beta 2
 
Shang

Suggestions

Missiles: Design 4 types of Missile Launchers. All should have the same cost, size, and damage resistance and are learned at the same tech level.

Missile launcher: Fires standard missiles (per SEIV)
AFHAWK Launcher : Fires every turn, the missiles have fighters/seekers as their target type.
Sprint Launcher: Direct Fire weapon with the same damage as a comparable missile but 1/2 range.
Capital Missile Launcher: Reload time increased by 1 or 2, damage increased by 50 to 100 percent, 3x the damage resistance to simulate it's toughness vs PD.

Since multi-function weapons can't be done, this allows you to simulate a ships varied missile load out by designing it with more, or fewer, of these components. The components are identical in size, cost and weight so that you can do a quick refit with a mobile space yard without having to redesign your ship, simulating changing your "ammo". You might want to up the component repair value on Space Yards and Repair Bays to facilitate this.

Your drone idea is excellent, but if I may, I think it's actually the perfect way to simulate Strategic Bombardment Missiles and SBMHAWKS, rather than "standard" missile types.


Hidden Warp Points: Umm, why not just use an empty space" bitmap for them?


I just finished the 4 Weber\White books, so I'm very keen to play this mod when it's done.

President_Elect_Shang January 29th, 2004 08:05 PM

Re: StarFire Mod v-Beta 2
 
I have a few minutes between classes, let me see if I can bang out an answer, I am not use to this school computer so forgive any type-o's

The 4 launchers:
As I have it now there are two launchers, Sprint and Non-Sprint. So that part is covered.
The Weber books are great but they do not go into deapth on what the technologies are. The AFHAWK is actually two systems. The AF is a missile type and the HAWK is a guidence system that can not be simulated in SE4G. The AF (Anti-Fighter Missile) has already been added to the Mod. The Capital Missile Launcher can not be designed as you suggest because it would diverge from cannon too much. The actual Capital Missile can be fired from a Capital Missile Launcher but one is developed before the other and when the Launcher is developed it would over ride the early Missile Launchers since by cannon it is really just a larger Non-Sprint Launcher that can also do Sprint function in some cases (depends on the missile fired). Once more the drone option appears to be best.

Hidden WP will not work as Fyron pointed out, all the player has to do is click on the map untill they find the WP.

Edited in: As a Last thought the technologies you mention above all come about at diffrent levels, are reflected in cannon by diffrent sizes and costs, and I would like to stay as close to cannon as possible.

[ January 29, 2004, 18:09: Message edited by: President Elect Shang ]

President_Elect_Shang January 29th, 2004 08:10 PM

Re: StarFire Mod v-Beta 2
 
tesco: Got word back from Steve, North-West England.

DemoMonkey January 29th, 2004 09:40 PM

Re: StarFire Mod v-Beta 2
 
Shang

I don't know enough about how drones work to dispute that; I never use 'em. Personally I'd rather build fighters and ships than overpriced submunitions.

I still think all the missile launchers should be the same cost and size for ease of swapout. You may be right about them being at different tech levels, but they should all be the same tech branch at least.

As an aside, you could do XO racks by having parallel Versions of the normal racks, slightly cheaper and smaller, with the "Destroyed first" limitation of armour. (Mounts would be better, but I'm not sure you can give that limitation to mounts as opposed to components, and it really is the key limiter.)

And finally, a "canon" question: Capital Ship launchers ONLY fire Capital missiles, correct? So they don't supplant normal launchers so much as supply a different set of options. I think that's right, it's been a long time since I actually moved little cardboard counters across a hex map.

Thank you for responding to my suggestions. As I said, I look forward to this eagerly.

Phoenix-D January 29th, 2004 10:11 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by gregebowman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Phoenix-D:
Cloaking planets can be done- see the Devnull Space Monsters for an example. In the next patch it'll be easier, too.

<font size="2" face="sans-serif, arial, verdana">Are you talking about a Devnul mod patch? I'd like to see that, especially since I still haven't gotten around to playing it and I'd like to get the patch before I start. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">No, I'm refering to the next SE4G patch.

As for the mod: drones always have unlimited range, you can't choose which type is fired, and you can't lower the rate of fire to less than 1/turn. In addition if you do drones all launchers will be able to fire all types of ammo.

Geckomlis January 29th, 2004 10:20 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by DemoMonkey:
And finally, a "canon" question: Capital Ship launchers ONLY fire Capital missiles, correct? So they don't supplant normal launchers so much as supply a different set of options. I think that's right, it's been a long time since I actually moved little cardboard counters across a hex map.
<font size="2" face="sans-serif, arial, verdana">Capital Missile Launchers (Rc) fire Capital Missiles (CM). Technically, the can also fire a Basic Missile (BM) or a Standard Missile (SM).

This leads to the question: What to do about Gun/Missile Launchers (W and WA)? They fire two different munitions.

President_Elect_Shang January 29th, 2004 11:09 PM

Re: StarFire Mod v-Beta 2
 
I had to split the gun missile launchers; I could not get them to do double duty. That is to say fire in sprint and non-sprint mode. Your comment about the capital missile launchers is correct. They can fire most of the earlier generations of ammunition. I should also mention that according to the UTM 1.1 (Unified Tech Manual) which I am using to create the components there are many types of launchers (at higher tech levels) capable of firing capital type munitions.

About the drones, I would not need to drop the fire rate to less than one per turn. I could mod the launchers to fire two or more per turn, sort of like attacking the problem from the other side. This of course would create another imbalance. Ok so toss that idea out and I will stick to the two types I have now, Sprint and Non-Sprint launchers.

The problem with XO racks has been solved in my Mod; I think that the beta testers will be very surprised at how they work. The ammunition for them will need to be manufactured, but then again in SF (StarFire) you must manufacture, load out, and ship munitions. This is one of the more enjoyable aspects at least to me and to one of the other beta tester in the group. All of that aside it was also the only way I could get the XO racks to work.

DemoMonkey are you one the Beta Testers, I don’t think I got an email from you, but then again some of the beta testers came to me from other places than this forum. Either way keep the thoughts coming in; they are giving me food for thought.

Mod Status: Feeling a touch of the flu coming on but I am up to HTL 15 out of 16, some known bugs.

Beta Testers can you do a plug or two here to help me out some? I may be laid out with some medicine tonight and tomorrow, besides I would just like to have your thoughts on the great Posts placed here so far.

[ January 29, 2004, 21:10: Message edited by: President Elect Shang ]

President_Elect_Shang January 30th, 2004 02:17 AM

Re: StarFire Mod v-Beta 2
 
Making better progress than I thought; Beta testers start emailing me with the address you want to receive the zipped beta at. Also I use WinRAR to zip (creates a ???.rar file), If this is a problem and you do not feel like getting the software for free than tell me in your check in email that you do not want it zipped.

Progress: HTL15 complete, HTL 16 is small, known issues. Next is vehicle file and 90 percent of that is already done.

Growltigger January 30th, 2004 10:17 AM

Re: StarFire Mod v-Beta 2
 
President Elect Shang, dont know all the gobbledygook you are talking about with the zipped file and all that. I have just discovered fire so it may take me some time to get to understand all this zipped file stuff.

Personally, I think we are getting a bit too excited about sprint and non-sprint missiles.

As I recall, the whole thing about "sprint" weapons was that they could not be stopped by any point defence ergo they were short ranged super fast weapons. In the earlier Versions of starfire, the sprint missile launcher was referred to as a gun ie a linear accelerator chucking out effectively shells.

To avoid getting bogged down in the drone issue (and here I believe that having to build all your submunitions may be a right royal pain up the backside), why dont you simply redesignate the DUC as a sprint missile launcher, tweak its abilites to match starfire cannon, and bob's your uncle. Has the same effect, kind of looks the same, super fast missile that hits at short range, can be built in a capital Version (more damage etc or use the mount bases) and cant be stopped by PD?

You can then concentrate on the missile launcher types for everything else.

Re AMBAAMS, SBM etc I think you drones for this

DemoMonkey January 30th, 2004 03:39 PM

Re: StarFire Mod v-Beta 2
 
(Disclaimer: I already made this post once, but it seems to have vanished. If you've read it before, my apologies.)

"DemoMonkey are you one the Beta Testers, I don’t think I got an email from you."

Nope, not a tester, just a run of the mill SEIV fanatic. The idea of a SF mod lured me out of lurkerdom.


Idea for closed warp points (cwp). If you can't change the rules, change the interperetation...

Assume that there are cwp galore, they're just all closed on both ends. (Yeah, yeah, I know, just go with it.) We can't say they are in any given place - of course, we can't say they AREN'T in any given place either.

Lower the tech level required for the component that opens warp points. We want people to have use of it, even in the midgame. Require it to also have a level in Scanners, as well as Stellar Manip. Rename it to "Advanced Warp Point Detectors". Or "Science Labs". Whatever.

So you build one, use it, and presto! You haven't ripped a hole in space and time, you've just "located" a warp point that was there all along.

Lower the numner of allowed wp per system from 10 to 4 to keep players from creating hub systems (yeah yeah, I know about Alpha C., let that slide too) and take the component that destroys warp points out entirely.

Net result? While it's not EXACTLY the same as cwp's in "canon", it does provide the same strategic risk of having the enemy suddenly pop up in your core systems. And it doesn't require any new mechanics.

I know this is a wordy description, but the change is actually quite simple. Simple enough that even I could make it, and when it comes to modding I need a drool cup and a helmet.

Hope that gives you some more food for thought.

(Chatty for my first week, ain't I?)

President_Elect_Shang January 30th, 2004 05:52 PM

Re: StarFire Mod v-Beta 2
 
Man do I feel miserable, I hope to shake this flu soon. In the mean time I have an idea that I want to run past you beta testers.

I want to start all players at HTL zero (IND2) as opposed HTL1, I will adjust the Commercial Engine to become a HTL zero (IND2) system. This is a house rule that I played with and it always worked out pretty good. All other systems for building ships exist at the HTL zero (IND2) stage and I would like to keep this house rule in the Mod.

Thoughts, Ya, Na?

Growltigger: That is how I have them now; I will be keeping them that way, majority vote rules.

DemoMonkey: The problem with the WP idea is that in SF WPs can not be made they are all fixed and only closed WP can not be located until used from the open side. If I moded a component that allowed them to be created that would effectively eliminate WP defenses and along with that an entire line or two of technologies that evolved out of the defense and assault of WP. You are free to ask the beta testers to vote on the subject and I encourage ideas like this. I however am not too fond of the idea. Still majority rules.

Chatty for your first week? No keep the good ideas rolling in.

DemoMonkey I give you 5 stars for your thoughts and ideas, thank you and keep posting.

[ January 30, 2004, 15:54: Message edited by: President Elect Shang ]

Dan Kochheiser January 30th, 2004 06:10 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
I want to start all players at HTL zero (IND2) as opposed HTL1, I will adjust the Commercial Engine to become a HTL zero (IND2) system. This is a house rule that I played with and it always worked out pretty good. All other systems for building ships exist at the HTL zero (IND2) stage and I would like to keep this house rule in the Mod.

Thoughts, Ya, Na?

<font size="2" face="sans-serif, arial, verdana">As a house rule, that is interesting, but for Starfire, this would make IND-2 races more useful than they are in cannon.

I'd prefer that the Ic and I stay at HT-1.

Also, is Alkelda Tech going to be used?

DemoMonkey January 30th, 2004 07:05 PM

Re: StarFire Mod v-Beta 2
 
Shang

Hope you feel better soon.

Yep, I know my idea doesn't work EXACTLY the same way. But ask yourself the tough question - would you rather have something that has the same game effect as cwp's (ie, the potential for unexpected attacks and rude surprises) even if it's not identical, or have nothing? Which is worse, a game where cwp's don't operate exactly as they do in the source material, or a game without them entirely? Which is more heretical?

"If I moded (sic) a component that allowed them to be created that would effectively eliminate WP defenses "

Ummm, isn't that exactly what makes cwp's so nasty in the first place?

And as for not "making" them, look at it this way. When you use one of the suggested components, you are NOT making a new warp point. You are "finding" the open end of the warpline that's already there.

President_Elect_Shang January 30th, 2004 07:35 PM

Re: StarFire Mod v-Beta 2
 
Right Dan, I follow just what you are saying. I did not intend to include this house rule in the Mod however it struck me that unlike SF in SE4G IND-2 would not be present. I would have to modify them in as neutrals, even then unlike the rules they would be able to develop HTL1 fairly quickly. I could not mod the AI non-neutrals in as IND2 or that would give the human players far too much of a head start. My point for suggesting the change is that I really couldn’t see any practical application for IND2 at all. I feel that a change would be best, if we do not give HTL Zero (IND2) an engine of some sort than I feel we should at least combine all HTL Zero (IND2) and HTL1 systems into a single unit.

Feedback?

Forgot to address your question. No AD at this time; if this Mod works out I may look into adding it at a later point as an update.

[ January 30, 2004, 17:39: Message edited by: President Elect Shang ]

President_Elect_Shang January 30th, 2004 08:01 PM

Re: StarFire Mod v-Beta 2
 
I also forgot to include that with the change to HTL Zero (IND2) I will need to adjust the tech level at which ships are developed. My Suggestion is:

Ships: EX/ES/CT
Bases: BS0/BS1
Freighters: FT0/FT1/FT2

Move down to HTL Zero (IND2), or we can do the alternative (stated below) and combine IND2 and HTL1.

Fyron January 30th, 2004 08:09 PM

Re: StarFire Mod v-Beta 2
 
You could always just use racial traits to control what sort of building each race can do, based on whatever those options mean. http://forum.shrapnelgames.com/images/icons/icon12.gif

President_Elect_Shang January 30th, 2004 08:32 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Imperator Fyron:
You could always just use racial traits to control what sort of building each race can do, based on whatever those options mean. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Good suggestion but it does not apply here.

[ January 30, 2004, 18:32: Message edited by: President Elect Shang ]

Dan Kochheiser January 30th, 2004 09:20 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Right Dan, I follow just what you are saying. I did not intend to include this house rule in the Mod however it struck me that unlike SF in SE4G IND-2 would not be present. I would have to modify them in as neutrals, even then unlike the rules they would be able to develop HTL1 fairly quickly. I could not mod the AI non-neutrals in as IND2 or that would give the human players far too much of a head start. My point for suggesting the change is that I really couldn’t see any practical application for IND2 at all. I feel that a change would be best, if we do not give HTL Zero (IND2) an engine of some sort than I feel we should at least combine all HTL Zero (IND2) and HTL1 systems into a single unit.

Feedback?

<font size="2" face="sans-serif, arial, verdana">If Ind2 doesn't have a real impact in the mod, does Ind1 and PreInd?
Iff they don't you might just combine them all into HTL-1. Most players prefer facing these techs or higher anyways, because they are finally a threat.

President_Elect_Shang January 30th, 2004 09:57 PM

Re: StarFire Mod v-Beta 2
 
IND1 and Pre-IND I left out as they have no bearing in SE4G.

So the vote is:
a) Combine HTL Zero (IND2 in SF) into HTL1 and start all players out at HTL1
b) Adjust Commercial Engine (Ic) and the below list of hulls into HTL Zero (IND2 in SF) and start all players at HTL Zero (IND2).

I really wish that 0 did not look like an O, it kills me to type Zero each time but…

I have one vote for A. Beta Testers I need some input and fast, also need you to email me with the address you want the Mod sent to. So far I only have one response.

Mod Status: Components file: 100% known issues
Vehicle Mounts file: 100%
Vehicle file: 100%
Tech Area file: 5%

Edited with Mod status

[ January 30, 2004, 21:05: Message edited by: President Elect Shang ]

clc19k30 January 30th, 2004 11:56 PM

Re: StarFire Mod v-Beta 2
 
I vote A.

Fyron January 31st, 2004 12:17 AM

Re: StarFire Mod v-Beta 2
 
If you would like more input from those that have not played Starfire before, I suggest you write up a post with definitions of these terms you are using that are specific to the game Starfire. http://forum.shrapnelgames.com/images/icons/icon7.gif

President_Elect_Shang January 31st, 2004 12:43 AM

Re: StarFire Mod v-Beta 2
 
I think Fyron has a very good point; I will start here and as people ask just add to this one post rather than creating a dozen. If I miss some please feel free to point it out. These will just be short answers but should be good enough to provide a working definition.

Pre-IND = before the industrial revolution
IND1 = Industrial revolution up to Computer Revolution
IND2 = Computer Revolution to Intersystem Exploitation (In the Mod this is HTL Zero)
HTL1 = Extra Solar Travel on up.
3rdR = StarFire 3rd Edition
AD = Alkelda Dawn Expansion (not in Mod)
Ic = Commercial grade engine
I = Military grade engine
WP = Warp Point
UTM = Unified Tech Manual (Currently v1.1)
UTR = Unified Tech Rules, book soon to be released that will consolidate all 3rd
Edition rules into one easy to reference manual.

ISF = Imperial StarFire, rule book covering command and control of an empire at the strategic level of play.

[ February 07, 2004, 17:56: Message edited by: President Elect Shang ]

Fyron January 31st, 2004 12:44 AM

Re: StarFire Mod v-Beta 2
 
I suggest a different abbreviation for Starfire than SF, as it overlaps with Starfury, MM's newest game, so might lead to unnecessary confusion down the line.

President_Elect_Shang January 31st, 2004 12:51 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Imperator Fyron:
I suggest a different abbreviation for Starfire than SF, as it overlaps with Starfury, MM's newest game, so might lead to unnecessary confusion down the line.
<font size="2" face="sans-serif, arial, verdana">I understand your point; however for us SF was StarFire for over a decade before StarFury. I think we will stick with that meaning; it should not take to long (given the threads name) for others to figure out what we mean. http://forum.shrapnelgames.com/images/icons/icon12.gif

The SF comment was actually to keep non-StarFire and StarFire players alike from getting this Mod mixed up with StarFire 4th Edition anyway. This Mod is not based on StarFire 4th Edition; allow me to point that out one more time.

[ January 30, 2004, 22:55: Message edited by: President Elect Shang ]

Dan Kochheiser February 2nd, 2004 01:22 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
I suggest a different abbreviation for Starfire than SF, as it overlaps with Starfury, MM's newest game, so might lead to unnecessary confusion down the line.

<font size="2" face="sans-serif, arial, verdana">I understand your point; however for us SF was StarFire for over a decade before StarFury. I think we will stick with that meaning; it should not take to long (given the threads name) for others to figure out what we mean. http://forum.shrapnelgames.com/images/icons/icon12.gif

The SF comment was actually to keep non-StarFire and StarFire players alike from getting this Mod mixed up with StarFire 4th Edition anyway. This Mod is not based on StarFire 4th Edition; allow me to point that out one more time.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">then why not use 3rdR since this is being based on that ruleset plus UTM, from what I can tell so far.

3rdR is the Starfire 3rd Edition Revised
UTM is the Unified Tech Manual

Dan

Growltigger February 2nd, 2004 01:30 PM

Re: StarFire Mod v-Beta 2
 
President Elect Shang, I vote A, my gut feel is A, combine it all, A rules etc.

OK, you should now have my e-dress for sending the beta to. Look forward to kicking things off.

Re the sprint mode missile thing, oh bugger, oh well, what are you going to do with DUC's anyhow?

Get well soon

President_Elect_Shang February 2nd, 2004 03:45 PM

Re: StarFire Mod v-Beta 2
 
Following Dan’s suggestion I have changed the below post of abbreviations/working definitions you may see used in this thread.

Choice A or Choice B? The A’s have it, all IND2 will be combined into HTL1, Mod HTL Zero (IND2 3rdR) will be combined before release of the Beta and all players and AI will start at HTL1. HTL Zero (IND2 3rdR) will be dropped completely.

Good morning Growltigger and get back to work! http://forum.shrapnelgames.com/images/icons/icon10.gif
I have your info added and shot back a reply, my mind is running a little slow, DUC?

Growltigger February 2nd, 2004 04:06 PM

Re: StarFire Mod v-Beta 2
 
President Elect Shang, I have already been hard at work for 7 hours whilst you were tucked up in your wickle bed!

DUC's - SEIV standard depleted uranium cannon, which I thought would make good sprint missile systems and which you dont.

I wondered what if you were using DUC's in your mod, and if so, what they were going to be in the Starfire universe

President_Elect_Shang February 2nd, 2004 05:41 PM

Re: StarFire Mod v-Beta 2
 
You got me there; I had to get out of bed to get the kids off to school so I wonder if that counts for anything? http://forum.shrapnelgames.com/images/icons/icon12.gif

I must have misunderstood your question earlier, or maybe I just didn’t explain enough, DUC’s are what I am using for sprint weapons, they really do look just like they are portrayed in the books and rule description don’t they; coincidence? http://forum.shrapnelgames.com/image...s/confused.gif

Growltigger February 2nd, 2004 06:57 PM

Re: StarFire Mod v-Beta 2
 
President Elect Shang (crikey, that is a long monicker, can't I just refer to you as "Chuck" or "Wubbles"?)

Case of crossed wires then, I had the thought that DUC's make good sprint weapons, you have had the same thought and have built it into the mod, ergo, no worries, great minds obviously think alike - no problemo etc.

What'cha using for force beams and energy beams?

President_Elect_Shang February 2nd, 2004 07:43 PM

Re: StarFire Mod v-Beta 2
 
Wait to see, he-he-he. you can just call me PES.

Dan Kochheiser February 2nd, 2004 08:37 PM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by President Elect Shang:
Wait to see, he-he-he. you can just call me PES.
<font size="2" face="sans-serif, arial, verdana">Cool! I'm talking to a PEZ Dispensor!

http://forum.shrapnelgames.com/images/icons/icon10.gif

narf poit chez BOOM February 3rd, 2004 01:06 AM

Re: StarFire Mod v-Beta 2
 
Quote:

President Elect Shang (crikey, that is a long monicker, can't I just refer to you as "Chuck" or "Wubbles"?)
<font size="2" face="sans-serif, arial, verdana">Yes! Wubbles The Borg!

Paul1980au February 3rd, 2004 01:18 AM

Re: StarFire Mod v-Beta 2
 
Yes some interesting tech adjustments to the mod in this mod - looks interesting some ideas for MM to implement for the actual unmodded game Version say Version 1.9 realise.

President_Elect_Shang February 3rd, 2004 05:50 AM

Re: StarFire Mod v-Beta 2
 
Quote:

Originally posted by Paul1980au:
Yes some interesting tech adjustments to the mod in this mod - looks interesting some ideas for MM to implement for the actual unmodded game Version say Version 1.9 realise.
<font size="2" face="sans-serif, arial, verdana">I wrote to Aaron about the possibility of adding in an adjustment or two so that the Mod would be more “fluidic”, he was very kind and considered them for possibly a future update however it is to late for this next patch. What ideas did you find interesting? Speaking of ideas did anyone here read the thread about different engine types? Man will they be surprised if this mod gets off the ground and they see commercial and military grade engines, yes that is right, I got them working now I need to test them.

No progress on the beta this weekend. My time was spent preparing for a class that I have tomorrow (had to read 5 long and boring chapters) and preparing to send out a care package to my wife. I expect to pick back up by Wednesday however this may push the beta test back. Speaking of which I have only had four beta testers check in so:

Beta testers send me an email for the address you want to receive the beta file at. If it is all the same to you four I would like to open the floor back up for more volunteers, not that four is a bad number but at least five would be good. I had originally wanted ten, but tough luck as they say.

Magnum357 February 3rd, 2004 09:41 AM

Re: StarFire Mod v-Beta 2
 
Hey guys, its been a loooonnnng time since I have played any SE4 and was pleased too see some people actually trying too make an Starfire mod. I have been a long time Starfire fan and I would like too help out in anyway I can too make this mod possible.

First though, I must ask, what is this UTM? I only have SF 3rd edtion and a few other expansion maunuals so can someone give me a little insite on this? Also, I keep hearing over the Internet that they made a 4th Version, is this Version a lot different then the 3rd? I heard it had a lot simpler rules for Strategic play.

I really don't have any rule suggestions for this, but I would like too make a suggestion about implementing Ic into Tech Level IND2. how about making a Lower grade Ic (maybe call it Ice where "e" means "Early") where it has severe limitations on movement compared too other engines in the game. Not sure how too do that yet though.

The only other thing I could help out at is Ship artwork. I use a 3D program called Milkshape 3D that I use extensively and I always thought about making Starfire ships with it. Granted, we don't really know what the ships in Starfire look like, but what I could do is make some Generic looking vessels where all races have the same style, but each race would be differentiated by Logos/Color Stripes too represent a different race of ships. Kinda like how Homeworld has their ships in that game. Any opinons about this?


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