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  #1  
Old February 2nd, 2009, 01:28 AM

Campeador Campeador is offline
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Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

Something else:
General information on game mechanics: If ships are ordered to either “Planet To Planet”, “Warp Point To Warp Point”, or “Search And Destroy” the moment the mission ends either accomplish or failure or timed out – any previous command will be cancelled and the ships will behave as if commanded to “System Circuit” (if no enemies are close).
For example, on a scenario I made the settings were like this:
Mission: Destroy all the enemies and defend the Starbase. Starbase located at center of the map with one warp Point far at each extreme of the map.
The player: The mission is to protect the Starbase, but there are far too many enemies to protect alone.
Enemies: A group of enemy ships already attacking the Starbase as the player enter the sector.
Allies: A little later the cavalry is coming to the rescue. A group of friendly ships coming from one of the warp points with orders “Warp Point To Warp Point”. Since the Starbase is between the two warp points the allies have to pass close to the Starbase in order to reach the other warp point, but the idea is that it will looks as if they are coming to help the Starbase and once they detect enemies close by they will postpone the “Warp Point To Warp Point” command, engage the enemy and revert to the previous command once the enemies are destroyed.
The problem: If the Starbase is destroyed really fast (or the allies are too far away close to the warp point) the job ends. The allied ships command of “Warp Point To Warp Point” is cancelled and instead of coming to your rescue they just drift moving around the warp point were they just came from (if no enemies are close). You are left on the middle surrounded by enemies and your allies are doing nothing, going in circles at the other side of the map picking flowers and waving at you from far away while the enemy is trying to kill you!
On missions involving a single job command this is not an issue, but it could be on missions involving multiple actions job commands. Most big missions use two or three job commands (the limit is three jobs simultaneously). So keep an eye to this.
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Old February 2nd, 2009, 03:02 AM

rstaats10 rstaats10 is offline
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Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

Thanks for the comments and feedback Campeador! I am glad you're enjoying the missiles. They are actually my favorite wep in the mod too.

Thanks for the timing formula. That would save time as I had to do everthing by testing each job out and coming up with the numbers manually.

Thanks for reporting about the mission text being cut off...I can reduce the amount of text to fix that.

You're right I could change the job of “Return SG-2 to Beta Site planet in the Beta Site system that still shows in progress until you reach the Beta Site since I have mission text that reads "SG-2 is now safely aboard. Take SG-2 to the Beta Site Planet in the Beta Site system. General Hammond wants to speak with you at the Beta Site Planet SGC conference room)" I guess I just wanted the player to make sure he knew where he was going if he did a save game and came back to the mod the next day or 2 and couldn't figure out where to go. That was a major annoyance I had playing the SF stock game...trying to remember where to go when I came back from a previous save from the previous day. That's why I made a lot of missions with text to expalin where to go after each Job, or sets of jobs were completed. Both the jobs and missions from the job text and the mission text show up in the mission box to help the player along...and by using missions I could still have 3 jobs at once plus use a mission to have 4 total in the "mission box".

Thanks for the info about the SF search and destroy bug..the 300 radius...I will change the allied ships jobs from planet to planet or warp point to warp point depending on the situation. The allied ships are usually a job that says "to continue even if says fail", set at a small days number but it will be better to have the allied ships involved earlier in the battles by how you mentioned. This should help the allied ships become "smarter" and more involved while still placing the many ships in different parts of the system to avoid ship collisions and game slow-downs from too many ships in one area. (a SF limitation as well)

Campeador, your insight into everything is very helpful. I appreciate the feedback from you and Baron Munchausen and I will make a version 2 when you guys have completed the mod. This mod took me 1 years & 3 months to make so hopefully I will have some time to "re-charge my batteries" to make a ver 2 and test and then release.
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Old February 3rd, 2009, 03:56 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Stargate SGC Conflicts In Space Star Fury Mod is now available for download

OK, I've played through the Replicator missions. That is a lot of stuff to destroy. Especially all of those systems in a row. I don't think it's balanced at all. You might want to break these missions up somehow instead of having them all in a row. Maybe insert the first Atlantis mission in the middle? It's an excuse to go back to Earth for a bit. And then award the cruiser when the player gets back from the Atlantis mission? The more powerful ship would also help with those very challenging missions.

And since the "Replicator systems" are given the Asgard color, I take it that means these were conquered recently by the Replicators? So why are they called "Replicator systems"? Shouldn't they have regular names like the other Asgard systems?

The powerful Asgard ships that are supposed to help tend to go into a corner and keep patrolling that corner. Sometimes you can lure a Replicator ship into the corner where they will attack it. But usually they just sail back & forth doing nothing useful. Maybe Campeador's suggestions could help you improve their patrol behavior. Failing that, I think many more of those deployable SGC ships would be a good thing to make those missions manageable. I resorted to setting myself invulnerable and ramming the planets just to get things over with.

I had noticed the mission text getting cut off, too, but was more concerned with game mechanics on a first play through. I'll try to go over the jobs file and give you a complete list of typos and possible sentence improvements.

BTW, I've been told to deploy "Tealc's special fighter" a few times but I've never had one in my cargo. How is that supposed to appear?
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