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Author Topic: A star control 1 remake that may actually get finished  (Read 38527 times)
Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #90 on: July 02, 2009, 05:30:52 pm »

Heh, I don't think the pontificate can be damned, it's like one of the perks of the job or something.  But I tell you what if you release ASCIIpOrtal I'll release the demo of the StarMap.

But don't release it to soon or the UI will be missing
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #91 on: July 02, 2009, 08:09:00 pm »

Quote from: me
But I tell you what if you release ASCIIpOrtal I'll release the demo of the StarMap.
Urk, I may be in trouble there as ASCIIpOrtal's looking pretty complete alreadyShocked
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Death 999
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Re: A star control 1 remake that may actually get finished
« Reply #92 on: July 02, 2009, 11:37:24 pm »

Kohr-Ah: Instant besiege (like Ur-Quan)
Chmmr: Instant besiege (like Ur-Quan)
Druuge: Full crew on an enemy colony destruction (like Syreen (but not quite as useful))
Utwig: Full energy on enemy fortification destruction (sort of like Syreen)
Slylandro: Er...

I think Utwig ought to regenerate between combats naturally.

Here are my ideas for capabilities. Just throwing them around...

Kohr-Ah: can destroy colonies regardless of the presence of fortresses or defending ships OR 33% chance to destroy fortifications upon besieging, and successful besiege does not cost a move.
(
compare that to
Kzer-Za: 33% chance to destroy fortifications upon besieging; atuomatically destroy forts at end of turn.
So, both average 1 fortified system per turn, but Kohr-Ah's progress costs more moves, and it has the potential to rush ahead or stall
)
Chmmr: groups attacked by Chmmr engage in an order selected by attacking player; AND/OR groups attacking this arrive in random order
Druuge: can create a mine for 1 move if that's all it does this turn
Supox: can create a colony for 1 move if that's all it does this turn
Utwig: can create a fort for 1 move if that's all it does this turn
Melnorme: you can transfer precursor artifacts from a Melnorme trader
Slylandro: Can build Slylandro at the location of a Slylandro as if it were a Starbase; gain 1 RU for each kill of a ship, fortification, mine, or colony that it makes.
Thraddash: sustained afterburner: free move from friendly mines as if they were colonies
Pkunk: refill crew automatically if any of your colonies or other ships is destroyed
Zoq-Fot-Pik: can see planets from 1 hop away, including presence of but not type of precursor artifacts
Orz: capture mines rather than destroying

And since this is rather high density of features, I'd consider adding the following (optionally by scenario so you can have your 'pure' SC1 if you want)...

Shofixti: ground invasion: capture colonies rather than destroying
Earthling: Nuke launch: can attack unguarded map features (colonies, mines, starbases, forts) from 1 hop away as if it was there. Can't launch from inside enemy fortifications.
Mmrnmhrm: Cruising transformation: 2 Mmrnmhrm at the same location can move together, for 1 move point, into space not occupied by enemy ships or fortifications.
Yehat: can make extra fortifications on top of regular fortifications.
Chenjesu: DOGI  synergy with forts: If defending a fortification, the battle group has the option to wait behind the fortification rather than engage immediately

Umgah: free move after the first map feature it destroys on a turn, HAR HAR HAR
Ilwrath: Not visible on starmap until adjacent (now that it's not hotseat, we can do this!)
VUX: capture fortifications rather than destroying; only works on regular fortifications, not Yehat extra fortifications (I figure this is accomplished by limpeting them, coming alongside, boarding, and reprogramming)
Androsynth: extended blazer: if you move an Androsynth 3 hops in one turn, get 1 movement point (but Androsynth is still exhausted)
Spathi: if attacked, can make a move (spent against next turn's movement) to avoid combat


Also, I'd consider having energy stations which increase the total moves per turn of a side (each ship's max move is still 3). These would, like colonies, cost no move to leave. As a possible twist, they'd be totally automated, and so any ship can capture one for free rather than destroy it.
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #93 on: July 03, 2009, 10:24:30 pm »

Quote from: Death 999
...

Cool, I've pasted this into SCDB so I don't forget about it.
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Megagun
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Re: A star control 1 remake that may actually get finished
« Reply #94 on: July 15, 2009, 02:07:13 pm »

Theories and pontifications be damned. I want to play something Dragon! Don't think about how it'll go, just make it work!

Says the guy who's been working on ASCIIpOrtal for months now.
Congrats for being slashdotted! Smiley
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Re: A star control 1 remake that may actually get finished
« Reply #95 on: April 07, 2010, 06:37:01 am »

I was looking at the starmap on your flickr page (http://www.flickr.com/photos/30553162@N04/3665036882/) and wasn't sure if you just made this up or if it was actually a copy from an SC1 scenario. (Please tell me you've done away with the rotating 3d starmap!)

Anyway, I made a copy of one of the maps generated for the "First Encounter" scenario, if you want a reference of what maps actually look like in 2D. http://img265.imageshack.us/img265/7523/firstencounter.jpg  . There are no dead worlds in this scenario, just mineral and life worlds. Should be fairly self evident which is which.

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Mormont
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Re: A star control 1 remake that may actually get finished
« Reply #96 on: April 08, 2010, 04:22:45 am »

Is the arena more like SC1 or SC2 in size? It's significantly bigger in SC2. A Dreadnought fusion bolt goes about a third of the zoomed-out screen while in SC1 it went a little over half. Which does affect game balance somewhat.
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #97 on: June 24, 2010, 11:05:15 am »

I was looking at the starmap on your flickr page (http://www.flickr.com/photos/30553162@N04/3665036882/) and wasn't sure if you just made this up or if it was actually a copy from an SC1 scenario. (Please tell me you've done away with the rotating 3d starmap!)

Anyway, I made a copy of one of the maps generated for the "First Encounter" scenario, if you want a reference of what maps actually look like in 2D. http://img265.imageshack.us/img265/7523/firstencounter.jpg  . There are no dead worlds in this scenario, just mineral and life worlds. Should be fairly self evident which is which.
Sorry, I missed this/these comments - I tend to keep the dev chatter on PnF so I don't check this thread very often  Embarrassed

It's a real SC1 scenario, just a screenshot with the connectivity drawn in.  I haven't done away with the 3d starmap but it doesn't auto-rotate anymore - you move it with the mouse/game pad; sort of like the GeoScape in XCom.

Thanks for the pic, Zeracles has written me a sweet star position and connectivity generator.  It won't generate connectivity quite like that but it's pretty close.

Is the arena more like SC1 or SC2 in size? It's significantly bigger in SC2. A Dreadnought fusion bolt goes about a third of the zoomed-out screen while in SC1 it went a little over half. Which does affect game balance somewhat.
I haven't decided yet; I'll probably fiddle with it after each ships code is written.  I've already changed the balance by having the ships rotate smoothly so it's going to need a lot of play testing.  Fortunately someone else is helping me write a nice general AI library which will speed this up a l lot.
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Meeboosa
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Re: A star control 1 remake that may actually get finished
« Reply #98 on: January 27, 2011, 02:56:13 am »

How is this project going? What is PnF?
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Lukipela
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Re: A star control 1 remake that may actually get finished
« Reply #99 on: January 27, 2011, 06:33:52 am »

How is this project going? What is PnF?

The Pages of Now and Forever reside at www.star-control.com The site forum Star Control Discussion board at www.star-control.com/community is currently the most active SC forum. Dragon has a thread over there in the Mods section.
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What's up doc?
Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #100 on: January 28, 2011, 01:33:25 pm »

How is this project going? What is PnF?
It's still going and it's completion is anywhere from nearly done to some-time-in-the-next-millennium depending what my next wild tangent is.   Of course it doesn't help that I've been distracted by *that* project.
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Admiral Zeratul
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Re: A star control 1 remake that may actually get finished
« Reply #101 on: February 12, 2011, 01:24:10 am »

I've had enough of this! When will we actually get something we can play and not merely talk about?
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Priority override. New behavior dictated. Must break post into component ideas.
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Re: A star control 1 remake that may actually get finished
« Reply #102 on: March 07, 2011, 06:34:09 am »

I notice you mention a desire for cross-compatibility, but that the 3D is rendered via directx.  Any chance you're switching to opengl?
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Dragon
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Re: A star control 1 remake that may actually get finished
« Reply #103 on: March 30, 2011, 02:50:22 pm »

I notice you mention a desire for cross-compatibility, but that the 3D is rendered via directx.  Any chance you're switching to opengl?
Eventually, it's pretty far down the list; after the remakes release.  I'm still using an awful library that I wrote that basically wraps the DX9 fixed function pipeline.  My intent is to refactor it out the way so that I can switch to DX9 with shaders, DX 11 (someone else is working on that renderer) or OpenGL.  Currently all the nastiness has been contained in one class which is enough for SC:R.

In other news I  had all the SC1 ships flying around and playing nicely with the (test) UI this weekend.
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