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

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Author Topic: SC1 Tactical Campaign  (Read 11877 times)
Death 999
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Re: SC1 Tactical Campaign
« Reply #30 on: May 02, 2005, 09:48:19 pm »

I give up...

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I don't know what to say either... but who would win, Skeletor or Chairman Mao, if they had to fight with chopsticks?




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harth1026
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Re: SC1 Tactical Campaign
« Reply #31 on: May 03, 2005, 12:34:37 am »

To summarize the actual thread topic.  At least two people seemed interested in seeing the old SC1 Tactical Campaign so I will do what I can to put it together.  I looked up past threads, but I did not see anything about anyone working on something like this so I'm going to start from scratch.  BTW, I just wanted to thank the programmers of this game for writing very clear and easy to understand code.  This makes modifications a lot easier.
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Culture20
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Re: SC1 Tactical Campaign
« Reply #32 on: May 03, 2005, 07:12:22 am »

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Does anyone know of any possible mod candidates for creating either of these two games? Especially from freeware games?
Orz (the TW programmer, not the multi-dimensional creature) wrote the beginnings of a game called TACT using the specifications of SC1.

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I just wanted to thank the programmers of this game for writing very clear and easy to understand code.
I'm guessing that most of the work has been in documenting the code then;  when I first looked, it was just as TFB left it:  a one-coder project (meaning little need for documentation and descriptive variable names).
« Last Edit: May 03, 2005, 07:17:23 am by Culture20 » Logged
Lukipela
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Re: SC1 Tactical Campaign
« Reply #33 on: May 03, 2005, 05:57:06 pm »

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To summarize the actual thread topic.  At least two people seemed interested in seeing the old SC1 Tactical Campaign so I will do what I can to put it together.  I looked up past threads, but I did not see anything about anyone working on something like this so I'm going to start from scratch.  BTW, I just wanted to thank the programmers of this game for writing very clear and easy to understand code.  This makes modifications a lot easier.


I seem to vaguely remember this disucssion being up before. What I remember best was something that you may/may not have use of.

Instead of using the SC1 tactical simulation with the 3D map, there was talk about using the Hyperspacemap (or a part thereof) from SC2.

The basic idea was that all stars inside one cluster are accessible for any ship to travel between (even Shofixti), whereas the tactical part sets in when you want to travel to another cluster. There would be only certain mapped "safe routes" through HS between constellations available to smaller ships. That would include a tactical element, certain stars would be "gateways" from where you could set out to other regions of space.

An example. If you begin playing at the Shofixti homeworld as a barve rodent (or alliance officer) you could easily access all the Gorno starsystems and their wealth. However, if you wanted to contact expand the alliance to include earthlings, you would have to send your fleet through a safe route via the Centauri system, where the Ilwrath might be contolling the other end of your route.

This of course would only be a part of the game, but I belive the consensus back then was that this would be more graphically pleasing and easier to use than the old 3D system in SC1 whilst still retaining the tactical parts.

Hopefulyl this might be of some help. If not, I still like the idea.
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Death 999
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Re: SC1 Tactical Campaign
« Reply #34 on: May 03, 2005, 09:01:07 pm »

The main element they were concerned with before was indeed to figure out a way of handling the starmap.  However, it was supposed to be completely random. I proposed a method for making a suitable graph of star-lines and then devising a graphical arrangement for them. I will try to dig it up...

On your search, remember that the default search period is only 7 days. This discussion is much older than that...
« Last Edit: May 03, 2005, 09:11:23 pm by Death_999 » Logged
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Re: SC1 Tactical Campaign
« Reply #35 on: May 03, 2005, 09:10:09 pm »

I'm actually thinking of a number of ideas.  Using the SC2 Hyperspace map was one of them.  Another had to do with using a simple chess board and play the game out similar to Archon.  But because of my relative inexperience with game programming, I just want to stick with the original version.  If I ever finish with the original, we could probably bump up the graphics to be more graphically pleasing or maybe apply the code to the SC2 Hyperspace map.
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Death 999
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Re: SC1 Tactical Campaign
« Reply #36 on: May 03, 2005, 09:11:33 pm »

http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss;action=display;num=1046446680;start=0

also:

http://uqm.stack.nl/cgi-bin/yabb/YaBB.pl?board=Gendiscuss;action=display;num=1061745418;start=0

practical discussion of code began on page 4.
« Last Edit: May 03, 2005, 09:18:36 pm by Death_999 » Logged
harth1026
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Re: SC1 Tactical Campaign
« Reply #37 on: May 03, 2005, 09:38:17 pm »

That's actually very helpful.  Thanks for the information.  
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Re: SC1 Tactical Campaign
« Reply #38 on: May 04, 2005, 05:06:13 am »

I wish you good luck on making it Smiley
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Death 999
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Re: SC1 Tactical Campaign
« Reply #39 on: May 04, 2005, 09:01:38 pm »

If you get discouraged on something, drop by and we'll see if we can help. Or if you want some more serious help, I'd love to do something. I could devise a strategic AI, for example.
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Re: SC1 Tactical Campaign
« Reply #40 on: May 04, 2005, 09:29:19 pm »

Thanks for the support.  Star Control has been one of my all time favorite games and I don't think I'll get discouraged anytime soon.  However, it may take me a while before I start on actual code for the tactical campaign.  I'm currently looking at the source code now and trying to learn how it works.  I so far understand more or less how the code for the ships work.  I have been successful to a degree installing a tracker beam to the Umgah Drone and tweaking their AI making them a little more effective.  This of course is not going into the tac campaign since I just did it to learn the code better.  Next I want to play around with combat engine.  After I learn how the individual parts of the code works, I'll be better off figuring out how to add an entirely new mode of play.

Again, thanks for the support.  I will definitely be asking for some help and/or suggestions in the future.
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Re: SC1 Tactical Campaign
« Reply #41 on: May 04, 2005, 11:03:16 pm »

I tried starting an SC1 strategy mode add-on a long time ago. However, I realized fairly early that my programming skills are nowhere near good enough. I'd certainly be happy to help with harth1026 though.
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Death 999
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Re: SC1 Tactical Campaign
« Reply #42 on: May 07, 2005, 02:39:18 am »

Spurred by the inadequacy of the real life 3d starmap I just encountered, I just thought of a possible way of reorienting a starmap that may be easier.

If you have 3 noncolinear stars selected, the map is fixed so that the view directly faces the plane containing these 3 stars.

I am not sure what should be done in the case of having 2 or 1 stars selected. Perhaps if 2 stars are selected, the map may be set so the view faces the line containing those two stars, and it can rotate as it did in the original.

If 1 is selected... ??

Either way, any 3d map should use the fading-brightness method of showing distance that was used in the original; it was fairly clear.
« Last Edit: May 07, 2005, 02:40:20 am by Death_999 » Logged
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Re: SC1 Tactical Campaign
« Reply #43 on: May 07, 2005, 07:27:55 am »

I've never had a problem navigating SC1, I just watched the star rotate about 1/2 around and could find the next few jump paths....
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Re: SC1 Tactical Campaign
« Reply #44 on: May 09, 2005, 07:52:34 pm »

Yeah, it just took me a little bit at first to realize that the map was in 3D.  Initially I thought the map was in 2D and just swinging back and forth.  That part usually throws most people.

Here's a survey question, if and when I finish this tactical mode, do you want the map to be easier to see in 3D or do you want it to be more true to the orginal where the stars would merely just get darker as they moved to the background?
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