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Phoenix-D April 4th, 2002 02:29 AM

Multiplayer RP Scenerio (long)
 
Thinking about running a multiplayer role-playing scenerio. The question is, is anyone interested before I go and build this thing?

*Loosely* based on the events in David Weber/Steve White's books Insurrection and In Death Ground.

For those that don't know: In Death Ground was the first book, covering the Fourth InterStellar War against the bugs. The bugs are your sterotypical SF bugs; no respect for their own lives and all. Also completely ruthless, inabile to commicate with other races, and possesing a massive, powerful empire.

Insurrection is the second book time wise. The bugs have been defeated for years, and tensions between the rich inner Terran worlds and the poor Fringe world has come to a head. Civil war erupts.

In the scenerio's timeline, the Civil War breaks out.. and then the _Argive_ stumbles into a Bug system.

Yes, you read that right. The poor old Terrans get to deal with the Bugs and the civil war at the SAME TIME. Or not.. the Bugs may have a turn delay before the attack, giving the Terrans some time to deal with their issues. Assuming the allies don't blunder into them..

Every major race- the bugs, both terran races, the allied races, and maybe a few minor ones- will be represented. They'd all need players- I think I'll be running the Bugs unless someone really really wants that slot. The Bugs are really more of an NPC race; I have to make them powerful for them to display their fleets, but they also have to be STUPID, or the allies will never stand a chance.

The races will have the best aproximate of their respective techs I can give them. Stellar Manip will be disabled. I'm thinking of disabling PD as well. No AIs. Close WPs- yes. (one-way WPs, rather- but maybe, maybe not as the books show them). No drones, no surrender- take them over, blow them away, or force Subjgation. Own score only.

Victory conditions: peace for 1.5 years.

Mod: probably standard SE4 Gold, custom map. I don't want to move it to 1.49 (WP defense issue) but I will if the majority of the players don't have gold.

Interested? Post so, suggestions, and which race you want.

Shipsets?
Terran Core: obvious
Terran Rim: (allied with Core at start) not sure
Terran Fringe: not sure. Using the same shipset would be too confusing.
Bugs: Xi'Chung (organic tech)
Orions: No idea.
Gorm (Orion allies): Drushoka? Can be dropped if needed (propulsion experts)
The bird brains (terran allies): dunno, can be dropped (FIGHTER experts..)
Tangri: Amorki; minor race, can be dropped. Pirates, essentially.

Phoenix-D

tesco samoa April 4th, 2002 02:35 AM

Re: Multiplayer RP Scenerio (long)
 
I am in.

Suicide Junkie April 4th, 2002 04:18 AM

Re: Multiplayer RP Scenerio (long)
 
I would like to take the bugs.

It would be my second PBW game, so you don't have to worry about me being using crazy advanced strategies http://forum.shrapnelgames.com/images/icons/icon10.gif
Being the bad guys would also take some of the pressure off me http://forum.shrapnelgames.com/images/icons/icon12.gif

TerranC April 4th, 2002 04:27 AM

Re: Multiplayer RP Scenerio (long)
 
Kinda sounds like Independence wars, at least insurrection anyways...

If I could I'd like to play the rebels http://forum.shrapnelgames.com/images/icons/icon7.gif

Edit: For the shipsets:

Terran 1: Terran
Terran 2: Maybe Sallegans? They look closest to Humans in Standard shipsets, and the ships look a bit shoddy than other races of the galaxy http://forum.shrapnelgames.com/images/icons/icon7.gif
Bugs: Xi'Chung, or Ukra Tal.
Bird Brains...(?): The Krill?
Orions: Preatorians?

Those are just ideas.

[ 04 April 2002: Message edited by: TerranC ]</p>

Phoenix-D April 4th, 2002 08:52 AM

Re: Multiplayer RP Scenerio (long)
 
Tesco: you're in. What race?
TerranC: I can't spell that race's name offhand, hence "bird brain". http://forum.shrapnelgames.com/images/icons/icon7.gif They don't look anything like the Krill, though that's the best I've seen so far. For the Orions, the Pratorian shipset doesn't really fit. They look like cats. "Tabbies" or "Whisker Twisters" is the nickname the Terrans give them. Really fond of fighters BTW, though not as good at them as the birds.

A few additions: The resupply tech area will not be allowed. No Quantum Reactors. PD is out- use smaller beam weapons.

SJ: I'll think about it. I have to figure out how I'm doing the bugs first, really.

Some more data on the races, so anyone else interested can pick:

-Terrans (all types): Galaxy's superpower- until the Bugs arrive. Best weapons technology, good R&D. Balanced weapons- energy, missile, fighter. Advanced traits: none. rock/oxygen. Advanced Traits: Nautral Merchants (core). Rebels have slightly better Aggressiveness and Defensiveness due to their more naval background.

Birds: (Opiluchi sp) Galaxy's best fighter pilots. They do look like birds.. big, bipedal predatory birds with hands. (very) Junior partner in the alliance with the Terrans. Small population- dislikes crowding, so no heavily populated worlds. Fighter heavy fleets. ice/oxygen. Racial Traits: whatever racial tree gets the best fighter weapons.

Orions: "Tabbies". Lost the Third Interstellar War to the Terrans. A war right now would come close, but the Terrans would still win. Honor bound culture. Currently allies with the terrans, though not so tight as the birds. Similar fleet as the Terrans, but with more empahis on fighters. rock/oxygen.

Gorm: Heavy-grav world occupants. In a similar situation with the Orions as the birds are with the Terrans, except openly "subservient". Very powerful for a subject power. Mildly telepathic, and a high radiation tolerence that makes their ships the fastest ever built. Bad fighter pilots. Fleet favors close-ranged weaponry. Advanced Traits: Propulsion Experts.

Arachnids/Bugs: Extremely aggressive, xenophobic. Described as a starfish crossed with a tarantula. Views all the other races as cattle (litterally). Impossible to communicate with, thus immune to intelligence actions. Massive fleet; no fighters. Advanced traits: Advanced Power Conservation, Advanced Storage Techniques.

Remeber that you'll be jumping in the middle of all this http://forum.shrapnelgames.com/images/icons/icon7.gif

Races available:
Terran (core): available
Terran (fringe/rebels): TerranC
Terran (rim): available
Orion: available
Birds: available
Gorm: available
Bugs: me OR suicide junkie
if suicide gets the bugs, I'll take one of the minor races that aren't listed here, like the Tangri, and/or any race that doesn't get filled up.

Phoenix-D

tesco samoa April 4th, 2002 07:09 PM

Re: Multiplayer RP Scenerio (long)
 
I'll play the Gorm.


Will there be a history of the game up to that point and some pointers on how each race feels about each other and how to play the race.

I have not read the books.

geoschmo April 4th, 2002 08:24 PM

Re: Multiplayer RP Scenerio (long)
 
If you need a cat race for the Orions, I uploaded the Leonine to the PBW file library. Someone could use them.

Geoschmo

Phoenix-D April 4th, 2002 11:06 PM

Re: Multiplayer RP Scenerio (long)
 
"Will there be a history of the game up to that point and some pointers on how each race feels about each other and how to play the race."

Well, the scenerio will include a first-turn "briefing" on the situation. I'll also send the players a more-detailed write up of their race if they request it, assuming we get enough people. It's loosely based on the books but of course once things start, anything goes.

Geo: thanks, I'll check it out.

Races available:
Terran (core): available
Terran (fringe/rebels): TerranC
Terran (rim): available
Orion: available
Birds: available
Gorm: Tesco
Bugs: me OR suicide junkie
if suicide gets the bugs, I'll take one of the minor races that aren't listed here, like the Tangri, and/or any race that doesn't get filled up

So we still need, at the minimum, one more person. I want all the major powers- Orion, Terran Core, Teran Rebels, Bugs- filled before I start. Shouldn't take TOO long to get the scenerio set up, I hope. I'll start making it up tonight, if I have time.

Phoenix-D

tesco samoa April 5th, 2002 03:29 PM

Re: Multiplayer RP Scenerio (long)
 
phoenix-d sent you private message.

Looks interesting.

I guess I am playing one of the minor powers

Growltigga April 5th, 2002 03:52 PM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
PD is out- use smaller beam weapons.
Phoenix-D
<hr></blockquote>

Phoenix D, the Starfire timeline did use point defense but to match the values, why dont you double up the hull space used by the pd module

The 'birds' are the Ophuichi (pronounced oh-poo-chee or oh-poo-ki depending on whether you are american or european

to reflect the starfire universe, they should have a small but hi tech industrial base, be carrier driven (fighter gurus) with no other vessels higher than a battlecruiser (so no battleline as such)

the tabbies should be pretty much the same as by the time of the civil war, they were carrier heavy

[ 05 April 2002: Message edited by: Growltigga ]</p>

Phoenix-D April 5th, 2002 09:46 PM

Re: Multiplayer RP Scenerio (long)
 
"Phoenix D, the Starfire timeline did use point defense but to match the values, why dont you double up the hull space used by the pd module"

The point was doing this WITHOUT a mod http://forum.shrapnelgames.com/images/icons/icon7.gif If I do this scenerio with a mod, it'll take longer. Actually, some elements of my current techmod are similar to Starfire- I borrowed the standard missiles, for example. At the current rate it'll take a LONG time to finish though. Techs are in, vehicles are in, I've started on components.. finished missiles, but multi-layered components really, really suck.

Phoenix-D

Phoenix-D April 7th, 2002 06:27 AM

Re: Multiplayer RP Scenerio (long)
 
First, Last, only bump. Still need one more person minimum here.

Phoenix-D

tesco samoa April 7th, 2002 09:20 PM

Re: Multiplayer RP Scenerio (long)
 
I picked up 3 of the 4 books this weekend.

I will start reading them when I am finished stalingrad

Phoenix-D April 7th, 2002 10:37 PM

Re: Multiplayer RP Scenerio (long)
 
Just an FYI, if you're expecting anything other than a shoot em up from In Death Ground.. don't http://forum.shrapnelgames.com/images/icons/icon7.gif Insurrection is slightly better, but IMO they aren't Weber's best work. Still makes a nice setting for this though. Especially since the setting already uses warp points, no workarounds needed.

Phoenix-D

tesco samoa April 8th, 2002 06:34 AM

Re: Multiplayer RP Scenerio (long)
 
which books by weber do you recommend.

Growltigga April 8th, 2002 09:50 AM

Re: Multiplayer RP Scenerio (long)
 
Tesco, I personally think Weber's 'Honor Harrington' novels are spiffo - damn fine reads each and every one.

Another couple of books I think are pseudo SEIV in outlook are Niven's 'Motie' books - I think the first was called the Mote in Gods Eye and the second was called the Moat around Murcheson's Eye - really good the pair of them

Growltigga April 8th, 2002 09:53 AM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
The point was doing this WITHOUT a mod http://forum.shrapnelgames.com/images/icons/icon7.gif If I do this scenerio with a mod, it'll take longer. Actually, some elements of my current techmod are similar to Starfire- I borrowed the standard missiles, for example. At the current rate it'll take a LONG time to finish though. Techs are in, vehicles are in, I've started on components.. finished missiles, but multi-layered components really, really suck.Phoenix-D<hr></blockquote>

Oh right, please accept my profuse apologies. I have spent ages going through my copy of SEIV and changing the names of all the techs to Starfire/BB5 equivalents, for example, APB's are lasers, PPB's are energy beams etc not quite starfire was gives the game the same feel.

I think the SEIV point defence cannon works and gives a starfire-esque feel with regard to both effectiveness and response

Big Game Hunter April 8th, 2002 04:43 PM

Re: Multiplayer RP Scenerio (long)
 
I'm in... I'm also new. The bird like race is the Orphrichi(spelling). I've read all three of the series. Started with Crusade-Insurrection-In Death Ground-currently reading Shiva Option(part II to In Death Ground). That series of books it what motivated me to purchase SE IV. I will be the Orions(Tabbies) If they are not taken, if so the TFN Corporate worlds fleets. I'm also willing to help out in research or the design process. A friend of mine and I were considering making an StarFire Universe Mod after we became more familiar with game but I ready to go now.

Phoenix-D April 9th, 2002 12:58 AM

Re: Multiplayer RP Scenerio (long)
 
Growl: IMO the SE4 PD cannons are just too effective, especially en-mass. You can't get a good fighter strike though them with the way the fighter AI works. It doesn't help that they can down a single missile per shot, are smaller than the missiles, and fire faster. I *may* do a small mod for a few things here and there, but nothing massively extensive. It'd mean I would have to run the turns manually on my computer. Not a huge hassle, but it would slow the game down a bit.

BGH: You've got the Tabbies then.

Races available:
Terran (core): available
Terran (fringe/rebels): TerranC
Orion: Big Game Hunter
Birds: available
Gorm: Tesco
Bugs: me OR suicide junkie

The "rim" has been combined into the main body player wise. It didn't go that way in the books, but it means one less player needed.

FYI players I have finals coming up, so if we haven't started before the begining of April we won't until the middle of May. I'm going to start the scenerio building as soon as the new Gold patch comes out (20000 units..mmmmm)

Phoenix-D

Big Game Hunter April 9th, 2002 02:50 AM

Re: Multiplayer RP Scenerio (long)
 
Ophiuchi-is correct spelling of birds.

Phoenix-D April 11th, 2002 02:12 AM

Re: Multiplayer RP Scenerio (long)
 
OK players.. the patch for Gold is out. Get it!

I'll begin setting up the scenerio. Unit and ship limits are set to max. May take a bit, because I've got to get a decent map, tweak for effect, and then play EVERY empire into their proper places and starting techs, and create/test the mod listed below.

There WILL be a few minor mods to the data files. The game will run on PBW, but I'll download and process the turns manually. This will slow the game down slightly, and delay the start a bit.

I'll go into the changes in a minute. But first- we still need new players!
Races available:
Terran (core): available
Terran (fringe/rebels): TerranC
Orion: Big Game Hunter
Ophiuchi: available
Gorm: Tesco
Bugs: suicide junkie
If no one else joins, I'll be taking the Terran Core. If one person joins that wants the core, I'll take the Ophiuchi. If TWO people join, I'll be happy and bow out.

Changes include:
-Quasi-newtonian propulsion
-Military and civilian grade engines. The military grade engines are faster, but they are also power hogs compared to the civilian drives. So the civi drives can in the long run go faster in places where resupply isn't available.
-Population size doubled.
-No happyness bonuses for troops (too easy to exploit)
-PD will be made slightly less effective by dropping their to-hit bonus down. AFHAWKs will be added though.
-Standard missiles will be added. Half the range of standard missiles, but much smaller in size.
-FM2s and FM3s added. Rocket Pods renamed to FRAMs. FM2s and FM3s are seekers, FRAMs are direct fire.
-Fighters will be a bit harder to hit
-Gunboats (larger-sized fighters) added. Easier targets than fighters, but they'll pack a mean punch.
-Fighter weapons will be changed. Some weapons will be unable to target ships- fighters and seekers only. Vice versa for other weapons.
-SBMHAWK pods and ABAM pods have been added. These cannot be stored in ships however http://forum.shrapnelgames.com/images/icons/icon9.gif Essentially they are very small hard to hit ships that can only be loaded with a single component. That component will serve as a Master Computer, 1 move engine, and fire a single missile. I recommend that you build these on-site. I need the players to excersise come restraint here- don't put these components on your regular ships. I thought about using drones, but they don't fit the real use of SBMHAWK pods, which is a prelude to a warp-point assult.

Some technologies will be dropped out of the data files because they don't really fit the setting as I see it. The Bugs will have the Organic trait, for example, but it will be re-named and NOT have organic armor. No quantum reactors either.

That's the end of the regular data file changes.
New Racial Trait:
Fighter experts, for the Ophiuchi. Their fighters are faster and their pilots are better. Harder to hit, higher modifers TO hit. No, the Orions don't get any fighter bonuses. They LIKE fighters, but they aren't inherently superior at using them. The Ophiuchi are.

Oh, and I won't be designing the races according to a "fair" point system, rather trying to capture their relative strengths and weaknesses.

Closed warp points: those of you who have read the books know that there is a kind of warp point that is "closed" and can only be seen from one end. You can transit through the "closed" end, but only if you know where it is.

To simulate this, I'll do two things. First, I will make some one-way warp points in the map editor. Second, I'll have an observer ship parked on the enterence to that WP, invisible. When someone transits the closed warp point, the closer ship will close that WP. Then, the next turn, the WP opener ship will make another WP to the original system. The resulting WP may or may not be in the same spot as the original WP exit, and it will be visible to all players.

tesco samoa April 12th, 2002 12:15 AM

Re: Multiplayer RP Scenerio (long)
 
looks good. I am looking forward to playing the game.

Hey Big Game Hunter. WE're Allies.

Big Game Hunter April 12th, 2002 05:08 AM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Hey Big Game Hunter. WE're Allies.

<hr></blockquote>

Yep

tesco samoa April 13th, 2002 03:26 AM

Re: Multiplayer RP Scenerio (long)
 
I am starting to guess that I am playing one of the weaker races. Is this true? I do enjoy a challenge.

TerranC April 13th, 2002 03:45 AM

Re: Multiplayer RP Scenerio (long)
 
I think I am the weakest.

I don't like the Terran Core, that means I don't like their allies, and then I don't like the bugs as they try and try to wipe me out...

We Colonials and Fringe folks are just suicidal aren't we? http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D April 13th, 2002 05:24 AM

Re: Multiplayer RP Scenerio (long)
 
At the start of the civil war, every race is officially neutral. Yes, even the Ophiuchi. The scenerio will start about two months into the war; no Bugs on the scene yet.

Tesco: your race is essentially subserviant to the Orions. There's a nice quick summery somewhere in On Death Ground, but I don't remember exactly where.

Phoenix-D

Phoenix-D April 16th, 2002 11:13 PM

Re: Multiplayer RP Scenerio (long)
 
OK, this is going to take a bit to set up. Finals.

Phoenix-D

tesco samoa April 16th, 2002 11:22 PM

Re: Multiplayer RP Scenerio (long)
 
that's ok. good luck.

geoschmo April 17th, 2002 01:20 AM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
There WILL be a few minor mods to the data files. The game will run on PBW, but I'll download and process the turns manually. This will slow the game down slightly, and delay the start a bit.
<hr></blockquote>
If you have the mod, I can put it on PBW so you don't have to run turns offline.

Geoschmo

Phoenix-D April 17th, 2002 01:29 AM

Re: Multiplayer RP Scenerio (long)
 
Don't have it yet.. haven't built it http://forum.shrapnelgames.com/images/icons/icon7.gif

Didn't really want to bug you for a mod that's really only a single-game thing.

Phoenix-D

tesco samoa April 17th, 2002 01:43 AM

Re: Multiplayer RP Scenerio (long)
 
what do you take again Phoenix-D

Sinapus April 17th, 2002 02:22 AM

Re: Multiplayer RP Scenerio (long)
 
Nit: The Orions didn't lose the 3rd Interstellar War, the Rigelians did. If you want some extra work, you can always put a single world in some remote system with ships blockading it to represent the few survivors of that race. http://forum.shrapnelgames.com/images/icons/icon7.gif

Hm. For the Gorm, I'd make them a different atmosphere from the Orions and Terrans, to simulate the effects of their heavy-world origins. (In Starfire, they breathe oxygen but in Terran and Orion environments they require a compressor to match the air pressure differences.)

Pity the Shiva Option can't be used as a game effect. (Why yes, I hope the Arachnids are blown to smithereens, thank you.) http://forum.shrapnelgames.com/images/icons/icon10.gif

Horrified Realization: This Civil War will happen while Ivan Antonov is still alive?! Eeeeeeeeeeee.... http://forum.shrapnelgames.com/images/icons/shock.gif

Phoenix-D April 17th, 2002 02:32 AM

Re: Multiplayer RP Scenerio (long)
 
OK, so I got my wars mixed up http://forum.shrapnelgames.com/images/icons/icon7.gif

The gorm will be different atmosphere. Probably CO2. Haven't decided what to do about the birds yet..maybe yet another atmosphere change.

"Horrified Realization: This Civil War will happen while Ivan Antonov is still alive?! Eeeeeeeeeeee...."

Yes, yes it will http://forum.shrapnelgames.com/images/icons/icon7.gif

Anyone have anything approaching a map? In Death Ground has some, I think Insurrection has a few, but I'm not 100% sure on the details of which important system (all others get whatever name SE4 gives them) is which.

tesco: If no one else joins, I'll be taking the Terran Core. If one person joins that wants the core, I'll take the Ophiuchi. If TWO people join, I'll be happy and bow out.

geoschmo April 17th, 2002 02:56 AM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
Don't have it yet.. haven't built it http://forum.shrapnelgames.com/images/icons/icon7.gif

Didn't really want to bug you for a mod that's really only a single-game thing.

Phoenix-D
<hr></blockquote>That's not a problem. I got DSL so I can be much more efficent at working on these things now. About the only thing I would stay away from is a mod that gets changed all the time.

Geoschmo

tesco samoa April 17th, 2002 04:01 AM

Re: Multiplayer RP Scenerio (long)
 
That question was for the final's

Phoenix-D April 17th, 2002 07:03 AM

Re: Multiplayer RP Scenerio (long)
 
tesco: oh http://forum.shrapnelgames.com/images/icons/icon7.gif

at the moment I'm taking ASL I and a few other clases.. ASL is the problem child. 20 minute presentation, interview, AND a final. Ug. All in the next few weeks. So I'm not really in the mood to spend what little free time I have left working on a mod or scenerio.

Phoenix-D

tesco samoa April 17th, 2002 02:17 PM

Re: Multiplayer RP Scenerio (long)
 
ASL as in American Sign Language ??

Big Game Hunter April 17th, 2002 02:35 PM

Re: Multiplayer RP Scenerio (long)
 
If we're playing during the "Insurrection" timeline, Ivan "The Terrible" is dead.

Growltigga April 17th, 2002 03:41 PM

Re: Multiplayer RP Scenerio (long)
 
Phoenix,

Having seen the level of changes you are proposing to 'mod' this game, why dont you just prepare a Starfire mod ?

I agree with a lot of what you were doing on the modifications. I like the idea of changing the emphasis on the point defense so that, for example, it can massacre seekers as useful but is less effective against fighters - you can then build a specialised "Di" style point defense battery which goes the other way

....and then you can start implementing the 'missile box' technology from the Crucian Star Empire!!

Sinapus April 17th, 2002 09:33 PM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
OK, so I got my wars mixed up http://forum.shrapnelgames.com/images/icons/icon7.gif

The gorm will be different atmosphere. Probably CO2. Haven't decided what to do about the birds yet..maybe yet another atmosphere change.

"Horrified Realization: This Civil War will happen while Ivan Antonov is still alive?! Eeeeeeeeeeee...."

Yes, yes it will http://forum.shrapnelgames.com/images/icons/icon7.gif

Anyone have anything approaching a map? In Death Ground has some, I think Insurrection has a few, but I'm not 100% sure on the details of which important system (all others get whatever name SE4 gives them) is which.

tesco: If no one else joins, I'll be taking the Terran Core. If one person joins that wants the core, I'll take the Ophiuchi. If TWO people join, I'll be happy and bow out.
<hr></blockquote>

The Ophiuchi, Orions and Terrans can use the same life support, they just are uncomfortable in other races's preferred climates.

"The Shiva Option" has a map of the battle area in the book, and maybe at Baen Webscription's entry for it. I'll have to check.... and yes it does have maps of the area in "Chapter 37".

Phoenix-D April 18th, 2002 12:35 AM

Re: Multiplayer RP Scenerio (long)
 
"Having seen the level of changes you are proposing to 'mod' this game, why dont you just prepare a Starfire mod ?"

Because I don't want to go any further than I have to http://forum.shrapnelgames.com/images/icons/tongue.gif That and I don't have a lot of info on starfire other than the books anyway.

Phoenix-D

Growltigga April 18th, 2002 09:57 AM

Re: Multiplayer RP Scenerio (long)
 
oh right, well I have all the rulebooks and unfortunately, dont have the technical ability to 'do' the mod

Growltigga April 19th, 2002 09:47 AM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
[QB]Quasi-newtonian propulsion
-Military and civilian grade engines. The military grade engines are faster, but they are also power hogs compared to the civilian drives. So the civi drives can in the long run go faster in places where resupply isn't available.
-PD will be made slightly less effective by dropping their to-hit bonus down. AFHAWKs will be added though.
-Standard missiles will be added. Half the range of standard missiles, but much smaller in size.
-FM2s and FM3s added. Rocket Pods renamed to FRAMs. FM2s and FM3s are seekers, FRAMs are direct fire.
-Fighters will be a bit harder to hit
-Gunboats (larger-sized fighters) added. Easier targets than fighters, but they'll pack a mean punch.
-Fighter weapons will be changed. Some weapons will be unable to target ships- fighters and seekers only. Vice versa for other weapons.
-SBMHAWK pods and ABAM pods have been added. These cannot be stored in ships however http://forum.shrapnelgames.com/images/icons/icon9.gif Essentially they are very small hard to hit ships that can only be loaded with a single component. That component will serve as a Master Computer, 1 move engine, and fire a single missile. I

Fighter experts, for the Ophiuchi. Their fighters are faster and their pilots are better. Harder to hit, higher modifers TO hit. No, the Orions don't get any fighter bonuses. They LIKE fighters, but they aren't inherently superior at using them. The Ophiuchi are.
<hr></blockquote>

Phoenix D, can you send me a PM with how you have made these changes?

Cheers

Growltigga April 19th, 2002 09:48 AM

Re: Multiplayer RP Scenerio (long)
 
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Phoenix-D:
[QB]Quasi-newtonian propulsion
-Military and civilian grade engines. The military grade engines are faster, but they are also power hogs compared to the civilian drives. So the civi drives can in the long run go faster in places where resupply isn't available.
-PD will be made slightly less effective by dropping their to-hit bonus down. AFHAWKs will be added though.
-Standard missiles will be added. Half the range of standard missiles, but much smaller in size.
-FM2s and FM3s added. Rocket Pods renamed to FRAMs. FM2s and FM3s are seekers, FRAMs are direct fire.
-Fighters will be a bit harder to hit
-Gunboats (larger-sized fighters) added. Easier targets than fighters, but they'll pack a mean punch.
-Fighter weapons will be changed. Some weapons will be unable to target ships- fighters and seekers only. Vice versa for other weapons.
-SBMHAWK pods and ABAM pods have been added. These cannot be stored in ships however http://forum.shrapnelgames.com/images/icons/icon9.gif Essentially they are very small hard to hit ships that can only be loaded with a single component. That component will serve as a Master Computer, 1 move engine, and fire a single missile. I

Fighter experts, for the Ophiuchi. Their fighters are faster and their pilots are better. Harder to hit, higher modifers TO hit. No, the Orions don't get any fighter bonuses. They LIKE fighters, but they aren't inherently superior at using them. The Ophiuchi are.
<hr></blockquote>

Phoenix D, can you send me a PM with how you have made these changes?

Cheers

Phoenix-D April 19th, 2002 09:15 PM

Re: Multiplayer RP Scenerio (long)
 
Growl, finals. I haven't DONE it yet. I'll send you a copy when I'm finished. None of it's out of the realm of the possible, it just needs to be done and made sure it isn't totally unbalancing.. something I haven't had time for.

Sorry guys http://forum.shrapnelgames.com/images/icons/icon9.gif It'll get done eventually.

Phoenix-D

Phoenix-D April 24th, 2002 04:51 AM

Re: Multiplayer RP Scenerio (long)
 
New plan: mod would take too much time, we're using Proportions 2.1. Any objections?

Phoenix-D

PirateRob April 24th, 2002 05:53 PM

Re: Multiplayer RP Scenerio (long)
 
I have a Starfire Mod in the works.. its currently at Version 0.10 and in the testing phase. So far, the changes are pretty simple. Here is the short list.

1. Slightly modified vehicle sizes to match Starfire (10kt = 1 hull space)
2. Using a modified Version of Quasi-Newtonian movement. Big ships need more engines to move 1 space. Ships still have a built in Speed Limit but its dependent on hull type. IE: Escorts can move 8 spaces... Super Dreadnoughts (Base Ship) moves 4
3. Renamed a lot of the weapons to starfire equivalents. Example: Anti-proton beams became Force beams, etc. The basic properties of the weapons remain unchanged though. This is to preserve balance and not mess up the AI too much.
4. Changed the emphasis on ship building from ground based facilites to space based facilites. This MIGHT mess up the AI.. I will know after testing it.
5. Modified a FEW of the components.. mainly to give the Laser Cannon (meson bLaster) shield skipping ability. The Energy Beam (phased poleron beam) now skips armor instead of shields. To compensate for lasers, players now get Armor at the start of the game. Players should have shields by the time they they research Energy beams. All the weapon Groups remain the same though so the AI should just pick up the new weapons without modification. Research AI might need a tweak to emphasize armor a bit more since lasers are a common weapon.

I havent actualy REMOVED any of the SEIV technologies yet but I suggest playing with the Stellar Manipulation and Stellar Harnessing techs turned off in the game setup. Those two techs are Starfire busters. The Quantum Reactor has been disabled as well.. Actualy did that by reducing the maximum tech level of Resuply tech to 4.. quantum reactor is 5. The AI should handle that just fine. Master Computers are now a racial specific tech limited to the Cybernetic Race trait. All normal races will need to have REAL crews http://forum.shrapnelgames.com/images/icons/icon7.gif

Eventualy Im going to add Starfire Races.. and along with that I will be adding some new racial traits.. Cybernetic Race (for J'Rill) Fighter experts, etc... Havent delved into that yet though. Then I might play around with changing all the tech areas and components to better reflect the Starfire Technology tree. (as seen in Starfire 4th ed.) That will definitely require a complete overhaul of ALL the AI files... not a small undertaking Im afraid http://forum.shrapnelgames.com/images/icons/icon7.gif Im going to see how "Stafire Like" I can get the game without modding the AI's... or with VERY MINIMAL AI mods..

Currently, my Starfire Mod is based on the TDM Modpack v3.10 I used TDM as a starting point with the idea that the better AI's in that modpack would handle the changes better than the standard AI's. We will see. I also like the additional shipsets http://forum.shrapnelgames.com/images/icons/icon7.gif (Klingons are my favorite)

So far, all my mods are to files in the "Data" directory. TDM does not mod those files so there should be no conflict. I should be able to release an Alpha Version very soon.. this weekend I think. I will NOT be including the TDM modpack in my release though.. I will just be releasing the "Data" subdirectory...

Rob

Phoenix-D April 25th, 2002 01:19 AM

Re: Multiplayer RP Scenerio (long)
 
If you did QNP, you HAVE to rework the AI no if ands or buts. At least with something like the AI Patcher.

Phoenix-D

PirateRob April 25th, 2002 04:24 AM

Re: Multiplayer RP Scenerio (long)
 
Yup, have to mod the AI to handle ANY kind of variable engine scenario. Now I just need to figure out how to get it to work OK.. I looked at the QNP mods in the Pirates & Nomads mod.. and tried that. I quickly found out that the AI puts the minimum number of engines on a ship to start.. then ADDS engines in a random fasion. This is BAD since you end up with Battleships that cant move (they take more than the minimum number of engines to move) or you end up with NO ship designs because your min engine number is too high (so the AI cant make small ships)

The only solution looks to be to have an entire entry in the AI_DesignCreation file for EACH HULL SIZE to account for the different engine requirements of each size range. What a pain.. I think the Starfire mod just lost its Newtonian movement system... http://forum.shrapnelgames.com/images/icons/icon9.gif for now. Dang.. and that so neatly solved the engine damaging weapon problem.. you know, the one where a destroyer loaded with engine damaging weapons could immobilize an entire fleet of Dreads without breaking a sweat.. since each ship only has 4 to 6 engines REQUARDLESS of size... what a crock.

Rob

Phoenix-D April 25th, 2002 06:36 AM

Re: Multiplayer RP Scenerio (long)
 
Oh and if you're expecting major accuracy on this.. don't http://forum.shrapnelgames.com/images/icons/icon7.gif The map editor is just too tedious for that, so I'm playing fairly fast and loose (besides, I don't have data for like 95% of the systems anyway).

Phoenix-D


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