Buildable Warp-Ins Mod - cancelled

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posted on June 4th, 2011, 5:57 pm
Okay, I've built a small counter table for the Buildable Warp-Ins mod.  Should help you counter some of the new stuff in Fleet Operations.  Here is a list of early-game ships and the counters to those ships.



Starship Class
Borg Counter
Dominion Counter
Federation Counter
Klingon Counter
Romulan Counter


Galaxy Class
Probe, Scout Cube (best), Adaptor
A-20, S-2 (best), C-11, C-17, B-5 (best), V-13
Monsoon, Intrepid (best), Norway
Qaw'Duj, B'rel, K'beajQ, K'Vort (best), SuS'a'
Shrike, Griffin, Leahval (best), Generix


Nebula Class - San Fransisco Type
No specific counter.
A-20, Any Breen Vessel
Intrepid
K'Vort
Rhienn (best), Leahval, Eresis
posted on June 4th, 2011, 10:22 pm
I've got a test of this mod planned for tomorrow.  Anyone want to commentate?
posted on June 7th, 2011, 7:19 pm
Last edited by Anonymous on June 12th, 2011, 5:43 pm, edited 1 time in total.
Well, I haven't been able to get any tests going because I've been busy.  However, I have been able to make a few updates.  Here are my goals for the next Buildable Warp-Ins release:

  • Add alternate technology trees to restrict warp-in access (Complete).
  • Require built warp-in vessels to have their specials researched at Starfleet Science (~78% Complete; Unable to resolve a bug).
  • Add the warp-in ships to the AI build list (Not Started).
posted on June 8th, 2011, 12:53 pm
Clint suggested that I give each of the factions something to help counter the new Federation ships.  Personally, I don't see any problems with the balance at least in early-game, but (I think it was Clint) said that despite my efforts to balance it, the Chassis 3 ships would end up being overpowered.  So I will give the factions something special to help balance late-game out.

For the Borg, I think I'll just give them back their ability to hide in the blue nebula.  That should help them escape a battle from a dozen or so Teutoburg, Steamrunner, or Descent Class starships.  I only anticipate the Steamrunner being a big problem though.

For the Dominion, well, I'm not exactly sure what to do with them.  Their technology tree is as flat as a pancake, yet the relative costs seem to balance them out.  I'm open to suggestions.

For the Klingons, I'm also open to suggestions.  I've only played Klingons once, and it was offline.  So I don't know very much about their technology tree.  Though I am thinking of reducing the construction costs and time of the Vor'cha by 10%.  It seems to match the average of the Offensive and Defensive values of the Excelsior II and Galaxy.

For the Romulans, I may reduce the construction costs by about 5-15% of their shipyards.  Maybe reduce the construction time and costs of the Cehlaer by 5%.  But I'm open to suggestions.

The goal of this mod is to keep Fleet Operations balanced.  Despite not having actually tested it, I believe that the current version is fairly well balanced.




Of course, these modifications won't be in the next release, however, they will be in a future release.  Right now, I'm just trying to improve the balance of the Federation warp-in specials.
posted on June 9th, 2011, 11:29 pm
is there any chance of having limits on how many descents you can build.  perhaps 8 like the phalanx.  as it is now there is no reason to pick the babe over the dude because the descent is much more useful than the phalanx plus you get the nova and the more powerful torpedo stations.
posted on June 10th, 2011, 1:28 am
I think I'll wait until the mod has been tested before I decide to put caps on any vessels.  Although I most likely will put caps on some of the vessels.  All depending on the communities willingness to help me test the mods balance.

If anyone wants to do some testing with version 2.0.2.1 and save replays of the test, that would help me tremendously in determining how to balance it.  Right now, I have version 2.0.3.7 so I won't be able to help you test it, but replays would be very helpful.  This mod does depend on the communities willingness to help me test it's balance.

Speaking of which, the Descent's special now requires research if it was built at the Eraudi Yard.  One special down, eight specials to go.
posted on June 10th, 2011, 2:47 pm
Well, this mod just hit a wall!  It turns out that the sprite files don't aren't loaded properly when using the @include command to the parent sprite file.  I'm sure that this code is correct.

Code: Select all
sprite_table

@include gui_global.spr

@skip=off

@reference=512
@tmaterial=interface
b_fed_shieldresetC   all_interface_buttons06   0   104   96   96      #   1   2


This mod won't go anywhere if the sprite files don't load properly.
posted on June 11th, 2011, 1:33 pm
Well, after looking over how the Regent Class mod worked, I was able to get the Buildable Warp-Ins mod working again.  Well, the bug with the @include command not working when linking to a parent file with the same name absolutely must be fixed.

I have made two screenshots of the Descent Class starship.  One has been warped in, the other has been built.  The one that has been built requires research at Starfleet Science.  The one that was warped in does not require any research.

Attachments

FOScreenShot_110611_092802.png
FOScreenShot_110611_092807.png
posted on June 11th, 2011, 1:34 pm
What 'include' command bug?
posted on June 11th, 2011, 1:46 pm
Sprites can't link to parents with the @include command the way ODF, TT, and H files can with the #include command.
posted on June 11th, 2011, 8:31 pm
Progress report time.  5 of the 9 specials that the buildable warp-in vessels have now require research.  There are also four alternate technology trees that can be chosen.  These new technology trees will either deny specific warp-ins from being built, deny any warp-ins from being built, deny Starfleet Command from being built, or deny special warp-ins from being called.

I'm going to finish up the specials for the final 3 ships before releasing the update.
posted on June 12th, 2011, 1:33 pm
Well, everything seems to be working except for the Nova Rhode Island special's research.  I made sure that everything was correct and yet it doesn't appear on the research list.  In fact, everything but the Rhode Island Research appears on the research list.  Until I figure out what is causing this error, this project isn't going anywhere.
posted on June 12th, 2011, 5:48 pm
Okay, I'm releasing the update a bit early so hopefully someone will be able to help me resolve a bug with the Nova Refit special not being able to be researched.  The entry in the Starfleet Science station is there on both avatars, the ODF is there, the technology tree entries are there, the sprite entries are there, but the research is not available.

So, with the exception of the Teutoburg specials, all built warp-in vessels require research for their specials.  I tried to price the specials based on relative power.  The Nova Refit special is bugged and I can't find the source of the bug, please help me locate the source.

I would like to begin testing as soon as possible to find any balance issues that the mod has (excluding Teutoburg specials not requiring research and Nova Refit research not being available).
posted on June 13th, 2011, 2:39 am
I think if you're going to have the large warp-ins build able like the Descent and Tutoberg then a lower stats might be needed or something to help balance a little better, at least until they rank up a few levels.

TChapman500 wrote:Sprites can't link to parents with the @include command the way ODF, TT, and H files can with the #include command.


I was unable to get the h files (RTS_CFG.h) to link without crashing. Have you gotten them to work if so can you post them up here for me. Thanks. :)
posted on July 4th, 2011, 3:38 pm
Hi!

First, I'd like to say that I LOVE the concept for this mod, the only peeve I had with Fleet Ops was that I couldn't build my beloved Galaxy class!

My only problem is that I can't seem to download the mod! It won't load using either Firefox or IE.

I'd really love to try out your mod!

Thanks!
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