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Topic: A star control 1 remake that may actually get finished (Read 41476 times)
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Dragon
Frungy champion
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Posts: 86
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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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Death 999
Global Moderator
Enlightened
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We did. You did. Yes we can. No.
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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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psydev
*Many bubbles*
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Why don't all races have point defense lasers?
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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
*Smell* controller
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Posts: 253
I love YaBB 1G - SP1!
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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
Frungy champion
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Posts: 86
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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
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
Zebranky food
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How is this project going? What is PnF?
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Culture20
Enlightened
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Posts: 917
Thraddash Flower Child
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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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Pages: 1 ... 5 6 [7]
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