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[Mod-AP][In-Dev] X-Timelines: The Syndicate
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TrixX





Joined: 18 Aug 2010
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PostPosted: Fri, 1. Jun 12, 23:30    Post subject: Reply with quote Print

We have plan's for drones, lots of plans Twisted Evil

As above we currently have a test build however it's very incomplete due to a slight issue we are having. However that should be cleared shortly.

There is a fair bit of work to balance missiles, you have to deal with turret turn rates, missile hitpoints, weapon fire speeds etc...
That's before you get to the damage Very Happy
So yeah they can be balanced within the current framework. Will be looking at creating more that require a lock on (only torp's will be dumbfire) with a couple of heatseekers. If you invest in heavy ordinance, it should be relatively powerful too, so there is the cost vs size vs use aspect too. The way I look at them is they are more a high burst damage weapon rather than a sustained DPS weapon. Something to be used to take down something larger than the your current ship size.

So yeah I'm putting a lot of thought into them Smile


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Jack08





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PostPosted: Fri, 1. Jun 12, 23:49    Post subject: Reply with quote Print

Aegyen wrote:
Can I have a beta tester position? If it can be broke, I'll find a way... Rolling Eyes


Once we have a bata build that needs breaking, we'll let you know. Wink


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Falcrack





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PostPosted: Sun, 10. Jun 12, 04:17    Post subject: Reply with quote Print

So, just curious, how are things going with XTL? Care to comment on some of the stuff you've been working on with it recently? Smile

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TrixX





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PostPosted: Mon, 11. Jun 12, 04:08    Post subject: Reply with quote Print

Currently we are mostly helping XTC, but Zeron and Solek are making some great stations for us as we wait for a solution to our current delay (can't say more I'm afraid!). Also Lazar is producing some epic new ships for the Patrol (M6) and Destroyer (M7) class ships along with making the Zenith a reality.

I have a lot of missiles that are giving me a headache, but they should be all good in a week or two. The main issue is weapons and a few scripts that are delayed. Will have a big update once they get sorted Very Happy


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UberWaffe





Joined: 25 Apr 2012

Location: Orbiting reality at +3 irrationalities

PostPosted: Thu, 14. Jun 12, 13:44    Post subject: Reply with quote Print

I wasn't going to buy AP, and rather just skip to Rebirth. But I think this mod has changed my mind. Razz

Sounds awesome. If you need help with anything, I am willing to help as far as I can. [EDIT]Once I get AP, in a week or two[/EDIT]
Have done some scripting, cat/dat editing (ships, lasers, missiles, etc.). But no modelling, and never released anything public.

Anyway, definitely grabbing this once it is available.


Questions on Economy:
1. Given the dll code being added, and the mention that the economy (production at least) is no longer dependant on RelVal... What determines a station's production speed and quantities (both consumed and produced)? (I assume the station size obviously still plays a role, but what else?)

2. Given the limit of 2 shipyards per race. How would a race 'expand' its economy into newly conquered sectors?
I am assuming ship production rates don't scale up the more sectors they annex (and thus economy 'demand' does not scale up), as that would make a race too dominant in the war once they gain ground. How will new demand (product sinks) be created?

[Attempt to sneak personal idea into mod]
(I was thinking more along the lines of a civilian/non-military line here, but...) I'm imagining that perhaps there would be some sort of trade station (product sink) equivalent (I vote for 'planetary docks' simulating planetside consumer consumption), that slowly consumes ('deletes') stocks. Say, one such dock per 4 sectors a race controls?
If its stock levels are above average (demand met), then its race gains a small bonus (like slightly higher pilot morale, or slight bonus to number of domination points they start with during a contested sector battle, or some such). Similarly, below average (demand not met) would imply penalties.
That way, an empire could 'overexpand' itself if it conquers too quickly (read player actions here), without building up its infrastructure, leaving it more vulnerable. (Again, I am thinking more a civilian/non-military economy here, as it would not influence chaos ship-eater economy.)
Personally, I would even make these stations consume products more rapidly according to how many sectors the race controls, making them eat very little when a race is weak, and massive loads when the race rules most of the galaxy. Simulating the 'we-are-weak-and-just-want-to-survive' vs. 'we-are-so-awesome-we-want-whatever-luxury-we-can-think-of-and-lots-of-it' mentalities. Razz
Also, I really like the idea of pretending that there actually are colonies down there on the planets. Wink
And yes, I realise this doesn't actually solve the expanding demand problem for the military side of things. Embarassed
Though I would consider making these also consume some of the products needed for ship production (though very small amounts), so that an expanding empire without an expanding economy would actually be detremental to ship production as well.
And it will also solve, to some extent, the expanding demand problem for military economy. Which you probably fixed long ago anyway.
Anyway, I'm probably monologue-ing here. Very Happy
[/Attempt to sneak personal idea into mod]

That is all for now. Wink

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TrixX





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PostPosted: Fri, 15. Jun 12, 07:44    Post subject: Reply with quote Print

Wow lots of info there Smile

Jack08 also wants to bring in planetary recognition/usage for economic reasons, but it's still in the 'if it can be done' stage. There are other aspects far more important than including planets in the economy.

As far as product sinks go, we are developing the mod in a way that has minimal need for them. Even with expansionistic Races it's not going to affect the economy of the races while expanding.

Relval's are Jack08's territory so I'll leave that explanation to him Wink


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UberWaffe





Joined: 25 Apr 2012

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PostPosted: Fri, 15. Jun 12, 11:34    Post subject: Reply with quote Print

TrixX wrote:
Jack08 also wants to bring in planetary recognition/usage for economic reasons, but it's still in the 'if it can be done' stage. There are other aspects far more important than including planets in the economy.

Awesome. Very Happy
Me like civilian economy. Even better if it actually has an impact on the war efforts.

TrixX wrote:
Even with expansionistic Races it's not going to affect the economy of the races while expanding.

How though? Confused
If the entire economy is truly demand-by-shipyards driven, won't new territory simply go unused once that demand is met?

[EDIT]Just wanted to say, I'm unimportant. If I am distracting you, rather ignore me and finish the mod. Wink [/EDIT]

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TrixX





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PostPosted: Sat, 16. Jun 12, 12:40    Post subject: Reply with quote Print

No need to be like that, ideas are always welcome as are questions Very Happy

Jack08 is in control of all economic coding and decisions, so I'll leave any explanation there to him.


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Falcrack





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PostPosted: Sat, 16. Jun 12, 17:08    Post subject: Reply with quote Print

I don't reember if you said Xenon will be in this mod or not. Anyways, I had an idea about a simplified economy for them.

Even though Xenon do not deal in petty things such as credits, they still must be able to make their ships out of something. However, being the highly efficient machines that they are, they only need 2 factories to make everything they need. First, they have mining ships to get ore from asteroids. Then they take the ore to a Xenon station. Goods from the Xenon station are shuttled to the Xenon shipyards, and assembled into ships there. The Xenon station is essentially a ore refinery and factory complex capable of making all of their ship and weapon needs. Ore in converted directly into such items as shields, lasers, and generic "Xenon ship components". The station has multilple production slots (maybe 10-15) which can be used to produce any item. The items chosen to be filled by those slots are the items which are lowest as a percentage of storage space available for it in the station inventory. So, items that are lowest in the inventory due to high demand at the shipyards will have an increasing number of productions slots devoted to their manufacture at the Xenon station.

Such an econimic model would, I think, work well with how the Xenon would likely operate. Or the Zenith.

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Jack08





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PostPosted: Sat, 16. Jun 12, 23:35    Post subject: Reply with quote Print

For the first release, The Xenon are just making ships from nothingness, but with the same timer restrictions as the rest of the races, is not totally unfair. This is how they will stay for now, they may be changed in a future release.

UberWaffe wrote:
If the entire economy is truly demand-by-shipyards driven, won't new territory simply go unused once that demand is met?


Due to the large amount of stations needed for a shipyard supply line, the corporations maintaining this supply line are always in need of new space, when new space becomes available they will move some of there stations out of overcrowded systems into new space; Giving the illusion that they are creating new stations, when when they are simply moving old ones. (well it would have given that illusion if i didn't just explain it Very Happy)

Quote:
What determines a station's production speed and quantities

Due to limitations on the amount of data we could co-opt from the TFiles, we have had to keep this relatively simple.
Each station can only handle 2 resources, and if a 3rd resource is added it has the resource cost of (Res1+Res2/2), we haven't needed to have 3 Resources yet.

In order to specify the specifics of the system we use 3 32bit intigers:
Price ( 32 Bits ) Direct Define, what you see in the TFiles is what you see in-game
CycleTime ( 15Bit ) 000000000000000 | 111111111111111 ( 15Bit ) ProductCount
ResourceACount ( 15Bit ) 000000000000000 | 111111111111111 ( 15Bit ) ResourceBCount

The station production and storage is capable of being set via script now, so a script can change the production modifier, or storage modifier, of a station at any time, providing the ability to create upgrade able stations.


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Falcrack





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PostPosted: Mon, 18. Jun 12, 03:54    Post subject: Reply with quote Print

I don't wanna sound pushy, but is there any hope for a first release by the end of the month? My wife and baby are going on vacation for a couple weeks, leaving me at home with no one to ask me to get off the computer Smile

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TouchMyNipple





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PostPosted: Mon, 18. Jun 12, 09:03    Post subject: Reply with quote Print

Jack, i wonder if it is possible to script in a smaler shipyard spawn for every, say, 5 new sectors ofr each race/corp. That could realy make for those new production lines.


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UberWaffe





Joined: 25 Apr 2012

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PostPosted: Mon, 18. Jun 12, 09:38    Post subject: Reply with quote Print

Jack08 wrote:
Due to the large amount of stations needed for a shipyard supply line, the corporations maintaining this supply line are always in need of new space, when new space becomes available they will move some of there stations out of overcrowded systems into new space; Giving the illusion that they are creating new stations, when when they are simply moving old ones. (well it would have given that illusion if i didn't just explain it )

That's rather clever. Higher FPS in sectors as the game progresses, coupled with the fact that a dominating race is pressed to defend more territory to maintain their economy.
I like it. Cool

I think it might mean that a dominant empire (few station per sector) will feel the effect of a lost sector less, while a weak empire (many station per sector) would feel it much more (large chunk of economy lost when sector is lost.
But worrying about that now is pointless until its actual impact can be seen ingame. (Read "Me wanty mod!" here) Very Happy

I still like the idea of an additional civilian economy. Razz
(But then again, everybody always like their own ideas. Wink )
Will probably spend most of my time on Timelines to mod it in. Laughing

Jack008 wrote:
In order to specify the specifics of the system we use 3 32bit intigers:
Price ( 32 Bits ) Direct Define, what you see in the TFiles is what you see in-game
CycleTime ( 15Bit ) 000000000000000 | 111111111111111 ( 15Bit ) ProductCount
ResourceACount ( 15Bit ) 000000000000000 | 111111111111111 ( 15Bit ) ResourceBCount
Awesome!
I'm assuming 3 integers because of internal limits. Reminds me of all the bit-packing we do in control systems. Anyhow.

Question: Can I specify that resource A and resource B use nothing? I.e. ?0000000 00000000 ?0000000 00000000, or is bit 16 and 32 to indicate that the respective resource is in use at all? i.e. bit16 = 0 means no resource A, and bit 32 = 0 means no resource B?

So that I could specify a resource-less factory? (Similar to saturn complex hub, but without needing scripts that drop resource requirements after production is started, and re-add them before you stop/re-start production, etc.)

JackSparrow wrote:
The station production and storage is capable of being set via script now, so a script can change the production modifier, or storage modifier, of a station at any time, providing the ability to create upgrade able stations.
That's is great news. Egosoft should have put this in long ago. Really hope they will have this (and other) feature(s) in the new engine.

Question: Does the storage work similarly? I.e. do you specify it per product/resource? Or is it like a PHQ, where they all take space from a single large cargohold?

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Maeyanie





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PostPosted: Mon, 18. Jun 12, 10:22    Post subject: Reply with quote Print

Jack08 wrote:

...when new space becomes available they will move some of there stations out of overcrowded systems into new space; Giving the illusion that they are creating new stations, when when they are simply moving old ones. (well it would have given that illusion if i didn't just explain it Very Happy)


Moving out of overcrowded systems is good, but that illusion would also fall apart when a race has expanded to the point where core systems are looking like ghost towns... it's not only moving stations, right? Some actual new ones are created?

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UberWaffe





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PostPosted: Mon, 18. Jun 12, 11:42    Post subject: Reply with quote Print

Maeyanie wrote:
Moving out of overcrowded systems is good, but that illusion would also fall apart when a race has expanded to the point where core systems are looking like ghost towns... it's not only moving stations, right? Some actual new ones are created?


[Unserious]Except if you shrink the galaxy size to one sector per race. Shocked [/Unserious]

Which is part of why I'm probably be going to mod a civilian economy into Timelines as soon as I can get my grubby little hands on it. Write a script to spawn trade-station equivalents, that eat products completely unrelated to the military production economy. Add in said products and their factories. Adjust their production rates to be very low profit for basic goods (E-cells, Basic food) to medium profit (but still lower than military economy) for consumer tech goods (Luxury food, Electronics, Medicine, XenonDigitalComedy, etc.). bake for half a week with rigorous spicings of testing, and enjoy.
(Refer to monologue earlier in the thread.) Razz

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