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News: Celebrating 30 years of Star Control 2 - The Ur-Quan Masters

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Author Topic: Aftermath  (Read 98905 times)
Lukipela
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Re: Aftermath
« Reply #75 on: May 22, 2004, 05:28:45 pm »

And if you need any inspiration for the story, feel free to listen to my mad ravings Wink

Otherwise, I think it's quite brillinat. Sure, there are some kinkis to iron out, but it's a work in progress, and progressing eerily quickly as well. It's not all that long ago this was Star5 or whatnot.

DJ, one  regular nuke doesn't destroy a Dreadnought, so why would it destroy a space station?
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Deep-Jiffa
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Re: Aftermath
« Reply #76 on: May 22, 2004, 06:10:20 pm »

Quote
And if you need any inspiration for the story, feel free to listen to my mad ravings Wink

Otherwise, I think it's quite brillinat. Sure, there are some kinkis to iron out, but it's a work in progress, and progressing eerily quickly as well. It's not all that long ago this was Star5 or whatnot.

DJ, one  regular nuke doesn't destroy a Dreadnought, so why would it destroy a space station?


Because it says so in the briefing.
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ChainiaC
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Re: Aftermath
« Reply #77 on: May 22, 2004, 06:12:36 pm »

Dont you mean heavy nuke then?
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J
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Re: Aftermath
« Reply #78 on: May 24, 2004, 11:16:35 am »

An Ur-Quan dreadnaught, quite possibly the fourth strongest ship in the known universe (Sa-Matra,  Mark II, Chmmr Avatar, Ur-Quan Dreagnaught) is very probably heavily armoured against primitive nuclear fission attacks.

A starbase on the other hand, is not an offensive platform and usually relies on perimiter defenses to keep it safe.

</conjecture>
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Lukipela
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Re: Aftermath
« Reply #79 on: May 24, 2004, 12:54:28 pm »

Unless it's a heavily armoured Ur-Quan starbase, built taking wars and enemy assaults into consideration? Our current starbases can't stand up to nukes, no, but we don't build them to hold either, since they don't need to really... On the toher hand, it's very easy to blow up a car, but a tad harder to destroy a tank. One is built for war, the other is not.

A race that's been fighting for an eternity already has probably seen a few previous attacks on their bases, and decided to up the armor a bit.
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J
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Re: Aftermath
« Reply #80 on: May 24, 2004, 12:56:15 pm »

Why waste resources building bulky bases when you can defend them with more mobile Dreadnaughts ?

America knows its foreign embassy's are under increased risk of attack because of its current activities.
Does that mean it will outfit them with ICBM's and plate armour ?
« Last Edit: May 24, 2004, 12:59:04 pm by J » Logged
Cronos
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Re: Aftermath
« Reply #81 on: May 24, 2004, 03:24:57 pm »

Difference: Embassies are not military targets, Starbases are.

If they didnt armor their starbases, they leave it open to a lucky enemy suicide attack. Example, if a shofixti death squadron were to attack an Ur-Quan base, the main group would take on the dreads and keep them occupied, while several would go straight for the base. Result, total losses for the 'fixti, but a relative victory since the 'Quan have lost an expensive and strategic focal point.

Hence, a Starbase would have armor so that it could take a pounding and some kind of basic defense, but nothing that would hold out to a prolonged or overwhelming assualt without backup.
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FalconMWC
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Re: Aftermath
« Reply #82 on: May 24, 2004, 07:29:50 pm »

By saying that ICBM's can take out a starbase with a few shots, you are saying that in 20-30 seconds, a earthling can take it out.
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Re: Aftermath
« Reply #83 on: May 24, 2004, 07:49:53 pm »

The Starbase's strength was increased due to user complaints -- of which I was one.  In early revisions, the "core" starbase module could be destroyed by a single heavy nuke, which meant that you could play "damn the torpedoes, full speed ahead", target the core module, and blow up the whole thing on one shot (with the resulting explosion usually taking out the Mycon defense forces as well).  Not fair, and certainly not fun.

I complained about this overt weakness to Madgap via email, and he made me eat my words in the very next revision.  That'll teach me to report bugs.  Wink
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Madgap
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Multiplayer anyone?
« Reply #84 on: May 25, 2004, 12:54:25 am »

Oh lord, not the nuclear weapon discussion again!  Smiley  I've got a question about multiplayer.  I'm pretty sure everyone here would love a little multiplayer action.  What you may be surprised to learn is that Star5 already had some basic multiplayer functionality, a client/server set up, but was disabled for your safety.  The server is dedicated (you run it seperate from the main program).  I only tested it on my computer, and it was a pain to add to both the client and the server code at the same time.  So I stopped working on the server.
Anyway, I'd like to get a server running so we can get some group melee battles going.  The problem is I can't host a server on my computer.  A) I'm behind a router/firewall and it won't let me serve and B) I think it's against the Comcast regulations.  Does anyone have a place where the server can live?  It wouldn't need to run all the time, of course...maybe we can set up a couple of two hour periods a week or something.  The server uses directplay so no Linux I'm afraid.  This is not set in stone, however.  Probably wouldn't compile if I wrote in stone anyway....  Anyone have any ideas?
« Last Edit: May 25, 2004, 12:56:08 am by Madgap » Logged

ChainiaC
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Re: Aftermath
« Reply #85 on: May 25, 2004, 02:13:57 am »

What kind of bandwith does the server require?
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Madgap
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Re: Aftermath
« Reply #86 on: May 25, 2004, 03:08:40 am »

About 720 bytes per second per moving object per connection, but I haven't even begun to optimize it.  For instance, non-tracking projectiles don't need updates other than the initial one.  The ships and tracking projectiles get updated 10 times a second with an update message:

Code:

ND_SetAttitude()
     {
           m_iMessageType = ND_SETATTITUDE;
           m_iObjectType = 0;
           m_iObjectIndex = 0;
           m_vPosition.Equals(0,0,0);
           m_vVelocity.Equals(0,0,0);
           m_vAcceleration.Equals(0,0,0);
           m_vHeading.Equals(0,0,0);
           m_vHeadingRate.Equals(0,0,0);
     }


Just looking at this I see I can probably replace message type with a char instead of an int.  (1 byte, not 4).  And the z-value for some of these vectors is always 0, so I can drop a few integers there.  I may be able to drop it down to 320 bytes per second per etc...
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Cronos
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Re: Aftermath
« Reply #87 on: May 25, 2004, 01:33:28 pm »

I'd be willing to host a server but I give no garuntees on being able to host it (Firewall, downtime, etc etc).

If you give me a download link, I'll leave it running in the background for a full week (never turning the compy off) though there may be downtime here and there and I cannot promise excellent pings. I've got a cable connection and I'm in Australia so that may mess with you yanks Tongue

I'm game Smiley
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ChainiaC
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Re: Aftermath
« Reply #88 on: May 25, 2004, 09:17:17 pm »

I've got cable with 32kb upload (upgraded to 64 next month) and I'm in Europe. However I can either use my PC as server during the night when I'm not using it or I'd have to ask some nerdy friends of mine to help me set up my crappy old secondary PC as a fulltime server Smiley
All and all I think Cronos is more reliable then me at the moment Wink
« Last Edit: May 25, 2004, 09:18:03 pm by ChainiaC » Logged
Madgap
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Re: Aftermath
« Reply #89 on: May 25, 2004, 09:38:57 pm »

Well, I've got some work to do on the server anyway.  It will take me a couple of days to get the initial version finished.  I'll post it somewhere public so anyone can set up a server...just let us know the IP and when we can log on.  Expect the initial version of the server to be very basic!
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