Hard Light Productions Forums

General FreeSpace => FreeSpace Discussion => Topic started by: Aardwolf on October 02, 2006, 08:18:22 pm

Title: FS Turn-Based Strategy Game
Post by: Aardwolf on October 02, 2006, 08:18:22 pm
I made this as my final project for CompSci last year, and made some upgrades today. It uses images from FRED2 as the unit pictures. Credits can be found in the credits page of the main menu. The only thing that is not given credit in this version and should be is the story. For that, credits go to ALT F4 and Lemon Demon.

It is in several files, unfortunately. They are:

The core file (JAR, maps, and a few saves i used in testing), SoundFX, and Images:
http://www.esnips.com/web/FS-TBSG/

The main music track (you must also have a copy of this named leviathan.wav)
Click here to play Scanning3 (http://media.putfile.com/Scanning3)

The game start sound:
Click here to play Bangstart (http://media.putfile.com/Bangstart)

I'm not sure those music files will work, actually, so if they don't, just create wav files in the game's directory called scanning3, leviathan, and bangstart.

Edit: new download link is in the last post. If not there, find the most recent post with a download link that isn't crossed out.

http://www.hard-light.net/forums/index.php/topic,42596.75#lastPost
Title: Re: FS Turn-Based Strategy Game
Post by: Mustang19 on October 03, 2006, 08:10:14 am
Looks interesting. I downloaded everything except the music files (I can't download them from the site, try hosting them on Megaupload or Rapidshare or something if other people have this problem too). So I made .WAVs of Scanning3, Leviathan and bangstart, like you said, and I still get "Could not find the main class. Program will exit!" every time I open the JAR.

I put everything under one directory. Are all the sounds, graphics, etc. supposed to go under different directories? Nice idea, but like a lot of freeware you just can't get it to work.
Title: Re: FS Turn-Based Strategy Game
Post by: aldo_14 on October 03, 2006, 09:02:37 am
Sounds like the jar needs a manifest file?

EDIT; yep, needs an MF.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 03, 2006, 02:07:11 pm
Ah... it seems the original .jar file had one, but that packaging that inside a .rar removed it. Or something like that. I will upload the jar file by itself, but be advised that you will still need the maps from "core" .rar file to play anything.

Oh, and since such a hard concept, please note that everything in this game that is not a file selector or message box is either drag and drop or a single keypress, or both. Including the menus. I plan to make some more changes and release them shortly. Among these will hopefully be a fix to the timer-that-won't-stop-running-even-after-the-object-disappears bug.

It is a two to four player game, with no AI. If you do not do anything during a turn, no changes will take place. Thus, if you accidentally end turns twice, you can continue ending turns until it is the correct player's turn again. There is nothing like continuous damage.

More information will come later. For learning the game i suggest "tinymap2.map" as the map file, because the two player's homeworlds are closest together in this map.

As I said, I will post the working JAR file in a little while.

Edit: Done.

Edit: And I have still not fixed the timers problem, it may not be as simple as I thought. Because of this, it would be wise to save often, but remember: Saving ends your turn. The problem might have something to do with sound.
Title: Re: FS Turn-Based Strategy Game
Post by: Mobius on October 04, 2006, 12:09:51 pm
I had an idea for a FS conversion for Battlefleet Gothic...
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 04, 2006, 05:20:51 pm
Can I assume that's a strategy game?

This game needs your help! Go here to look at my SoundPlayer code, if you know anything about Java and sound, and try to help out as best as possible.

http://www.hard-light.net/forums/index.php/topic,42622.0.html

Also, I have compiled a list of features I plan to add as soon as this problem is solved. If you would like to suggest something, post here.
Title: Re: FS Turn-Based Strategy Game
Post by: RiflemanIII on October 05, 2006, 08:01:44 am
I had an idea for a FS conversion for Battlefleet Gothic...

I'm working on converting the ships to Starmada X, myself. All I have left to do are the Sathanas and Colossus.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 05, 2006, 04:51:15 pm
Ok, the slowdown/crash has been fixed. It turned out I was storing the sounds in the wrong way. More complicated than it sounds.

If you would like to see a feature, please mention it.

Most recent version: 0.94

I will continue updating the following lists of features (and bugs), the idea for which I must give credit to Kazan with his Official PCS2 Feature Requests Thread.

Included Features:

Planned Features:

Suggested Features (Not yet accepted or rejected):

Rejected Features:

Current Bugs:

Fixed Bugs:

Minor Changes:

Things that aren't quite features but aren't minor either:

The most recent release can be found on rapidshare, look near the bottom to find the most recent link.
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 05, 2006, 07:02:42 pm
Hmm, it doesn't seem to be working. I try loading the jar file and a black window opens up, but nothing happens. Something I'm doing wrong?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 05, 2006, 07:09:51 pm
Did you create/make .wav files named leviathan, bangstart, and scanning3?

Also the images are needed or it won't work. I doubt that's the problem, but make sure you've unzipped them and all the sounds and the core package (get rid of the jar in there, though, it sucks).

Other than that, I don't know. What's the title of the window?
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 05, 2006, 07:33:08 pm
Title = "Turn-Based Strategy Game"


Forgive my ignorance, but what do you mean by create WAV's? Do you mean create an empty WAV file, or try making ne out of those un-downloadable sound clips posted earlier?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 05, 2006, 07:40:47 pm
It's a sound file format. If you can't find a nice short one (maybe 25 seconds long) that wouldn't be extremely annoying if repeated 1000 times over, I can send you the originals. This goes for anyone, but if you can, please upload your own copy and post where to find it in this thread. Just give me your email and tell me you want me to send it to you, and 5 MB later, you'll have the file you need.

The reason I asked the title of the window was because I wasn't sure whether it was a command prompt style window you were describing or just the normal window but black. I am about to test the game with those files missing to see if that might be the problem.

Edit: the sound files being missing doesn't cause any problems, or at least not on the title screen. I think you may be missing the image files. Make sure you have extracted everything to the same directory.

Edit: but just in case you want them, here they are!

http://rapidshare.de/files/35656830/scanning3.wav
http://rapidshare.de/files/35657038/bangstart.wav

Remember to make a duplicate of scanning3.wav named leviathan.wav, and be sure to place all of the files in the same folder! Do not unpack the jar file unless you know what you are doing.
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 05, 2006, 09:04:15 pm
Thanks. I knew what WAV's are, but didn't know how to create them. My computer knowledge seems to have large holes in it....

I thought the images were included in the core download. I'll try downloading them as well.



Off-topic: What the hell is RapidShare trying to pull? Says I have to wait three minutes to download the next file, because I'm not a "Premium User".  There's not even an on-line queue for any of their servers!!! :mad:
Is it really necessary for them to make us wait three minutes in between downloads in addition to the occasional on-line queue?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 06, 2006, 02:36:36 pm
(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/screenie.jpg)

Screenshot showing the main map screen and the minimap. This is a particularly large battle in a game which is in the later stages (player one is losing, their units are green on the minimap). The background is the TBSG folder on my computer.
Title: Re: FS Turn-Based Strategy Game
Post by: Ulala on October 06, 2006, 05:34:03 pm
Messed around with it for a couple hours, not bad at all. Keep it up.  :yes:
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 06, 2006, 08:01:49 pm
a couple hours

Wow. It's not even done.

I know this wasn't on the planned features list, but I have added the ability to put backdrop images into the game, like nebulae and such:

(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/screenie2.jpg)

I also redid the graphics for all the ships, and put a green background around the images so that I can remove it to make them be transparent, allowing stuff like what is shown in the picture. The sun and warp hole are still the same, but with a brightness --> alpha filter.

Now I have to update the features/bugs list.

Edit: I have not yet uploaded the new version. It may take a while, because my computer isn't letting me edit this one folder while explorer.exe is running; I have to CTRL+ALT+DELETE and exit explorer.exe, open the dos prompt, manually delete the folder, run explorer, and recompile.

Edit: If you would like me to explain how to make maps, I will tell you. Just ask.

Edit: I have uploaded the new jar and miscellaneous files.

Edit: And if anybody can tell me why it is giving people the "cannot find main class" error when there is a clearly specified main class in a clearly existing manifest file, it would be greatly appreciated. Thank you.

Edit: I have come up with a solution. I have wrapped the jar file in an exe using JSmooth, and packaged that along with all the needed files in a zip folder, which I converted to a self extracting exe using NSIS' Zip2Exe program. Then I uploaded it to rapidshare. Since it is only one file and contains everything, you no longer have to worry about the bs three minutes rule.

http://rapidshare.de/files/35863904/Installer0v91.RAR

Edit: this link is missing several images. Get the images from images.rar and stuffv0.9.rar on esnips.

I am also aware of the bug with the Build Colonizer icon, I will fix it shortly, although now that I am doing things this way new releases may be further apart.

Edit: that's a lot of edits!
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 07, 2006, 07:52:48 pm
I am neither advocating or discouraging the download of this file. I am merely saying that it exists, and that it has intra-system jumps.

http://rapidshare.de/files/35900448/Installer0v92.RAR

Unfortunately, the save game files are not compatible with previous versions. If you had a large game going, either save this in a different directory or finish your game first.
Title: Re: FS Turn-Based Strategy Game
Post by: Unknown Target on October 07, 2006, 10:57:14 pm
It's ok, but it's very hard to use, and the music needs a mute button :) Good luck with it though, it does have potential :D
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 08, 2006, 01:56:46 pm
I don't think it needs a mute button so much as variety. But I'm assuming that that will come later.

I played a game against myself to see how it all worked, and I'm a little confused as to what criteria the game uses to decide a winner. All of a sudden it just up and said: "Player 2 wins". Player 1 wasn't destroyed yet. Player 1's homeworld was, but he still had three other planets. :confused:
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 08, 2006, 03:43:18 pm
Yeah, players are wiped out when there homeworld is. I could make it an option of either homeworld or all planets or all things that are or could be used to make cities. I've never really tested what happens to a player's units after their homeworld is destroyed, but I plan to do so sometime, as for 3+ player games, it is important. Also, I will add some commas in the warship info text, as they are missing there.

Edit: I still haven't tested for 3+ players. I imagine, though, that the ships and planets would just sit there unless destroyed. I have, however, created an map that makes full use of multiple star-systems (two star systems, two players).

Edit: I am working with d3r3k on creating a walkthrough/tutorial/faq. However, since he doesn't have the latest version, it will be incomplete in some areas.
Title: Re: FS Turn-Based Strategy Game
Post by: BS403 on October 09, 2006, 01:17:51 am
If its not too hard you might want add the option homeworld or all planets.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 09, 2006, 06:27:59 pm
I have compiled an installer and executable for the most recent version. I will upload it shortly and put a link to it here. There are lots of changes.

@BS403: I could do that, and I may, but for this release, it wasn't my highest priority.

Edit: http://rapidshare.de/files/36155135/TBSG0v94.exe
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 09, 2006, 08:34:24 pm
*claps*

Much improved, I say. The backgrounds really help.

Gripes:
Could there be a function that takes the minimap to the player's homeworld when his turn starts? I spent half of my game in Quatra.map jumping from system to system (since when are Gamma Draconis, Beta Aquilae, Alpha Centauri, and Delta Serpentis connected?) looking for the other player! :p


EDIT:
Quote
(since when are Gamma Draconis, Beta Aquilae, Alpha Centauri, and Delta Serpentis connected?)

Alpha, Beta, Gamma, Delta. I get it now! :lol:
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 10, 2006, 02:30:40 pm
Roadmap for version 0.95 (not all of this will necessarily be included):

Replacement for Old Cargo System:

Bonus Features:

Got a comment about my priorities? Tell me what you think, and I'll tell you how far I am into this. I have too much HW tonight to do much, though.

Edit: I need a way to make the player not just have their science vessels sitting around where they were built and granting upgrades... what do you peopel think I could do? The way a science vessel will work is like this: they research a technology, and then all ships built from then on have that technology. As for ships built before, they can be upgraded with it at a shipyard/installation (Ganymede). But, in FS, all of the great scientific breakthroughs and new technologies come from distant star systems. How can I do something like that? Suggestions would be appreciated.

Edit: Key to smilies:
 :) = Done
 :confused: = Not sure
 :mad: = Cancelled
 ::) = Postpwned
 :drevil: = Possibly Postponed
 :wtf: = Not sure if it's a good idea
 :doubt: = Partly done
Title: Re: FS Turn-Based Strategy Game
Post by: Polpolion on October 10, 2006, 02:59:38 pm
The installer (TBSG0v94.exe) doesn't like me, it says it is an illegal operation.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 10, 2006, 03:02:19 pm
Can you explain in more detail? (I sent you a PM.) What is the exact error? And why did a post appear briefly and then disappear, and then a shorter version of it appear later? Are you using Windows XP?

Edit: Is anyone else getting this problem? If so, please post here and I will consider re-uploading the file. In fact, just to be sure, I will spend the 3 minutes waiting to download my own file to test it.

Edit: Nope. This problem is not with the uploaded file. I can't wait till I can get hosted on game-warden. Then there'll be no more rapidshare!
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 11, 2006, 04:37:16 pm
Razorskiss has offered to host this project, and the file (same as the rapidshare one, but in a zip instead of as a raw exe) is now online in another location:

http://razorskiss.net/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=4

@thesizzler: you're going to have to be more specific. Or try downloading it again. This new site doesn't make you wait first like rapidshare does.

Title: Re: FS Turn-Based Strategy Game
Post by: Polpolion on October 11, 2006, 05:24:53 pm
I'm getting the zip right now. I'll see what happens then.


Holy crap. 13KBs. I was getting 200+ earlier today...


EDIT: works this time!!! whatever you did worked I suppose... Maybe rapid share and esnipes just didn't like me :/
Title: Re: FS Turn-Based Strategy Game
Post by: tonks950 on October 12, 2006, 06:04:43 am
I downloaded the file from RazorsKiss and I don't know what's wrong but in the "New Game Menu" I only have 3 options: Select Map, Start and Cancel.

When I start it just has a map with a handful of planets on it. What am I doing wrong?

Also I'd love to hear more about this idea for a Battlefleet Gothic mod
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 12, 2006, 02:11:57 pm
I will revise the manual shortly and try to get it uploaded somewhere, possibly in the same place. There are only supposed to be a handful of planets. Each star-system (in Quatra.map) has 5 planets, 1 star, and 3 warp holes (equivalent to jump nodes, if people remind me enough they will get renamed). Select a warp hole by dragging it to the box in the top right. "[V]iew" to see the other side, until you get somewhere where the minimap shows a hilighted planet. This is the current player's.

Edit: I have finished with version 0.94a of the manual. I plan to upload it shortly.

Edit: Razorskiss is putting it in the same place as the other file.
Title: Re: FS Turn-Based Strategy Game
Post by: Polpolion on October 12, 2006, 05:16:26 pm
The manual is a bit... er... lacking. And you need to implement either complete keyboard shortcuts, or no drag mouse control. The draggy mouse is okay on the menus, but it gets tiring while playing long games. I heard something about no AI? Is that true?
Title: Re: FS Turn-Based Strategy Game
Post by: tonks950 on October 13, 2006, 01:02:04 am
The manual link is down atm

EDIT: I also thought what if, when you change the name warp hole to jump node, you replace the swirly doohicky with a pic of an actual jump node
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 13, 2006, 02:04:34 pm
yes i plan to do that sometime too

Edit: and I am about to modify the "features for v 0.95" post to show what has been done already. I plan to put smilies next to the ones that are completed, and I will also add a shorter list of bonus features (stuff I added that wasn't on the list). Maybe also frowny faces next to ones I plan not to do yet or ever.

Edit: done.
Title: Re: FS Turn-Based Strategy Game
Post by: BS403 on October 13, 2006, 11:42:24 pm
I think it is a good idea to make cities able to build and fill cargo
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 14, 2006, 08:58:07 am
Opinions, please: how should cargo and freighters work?

I have created the freighter class, but so far it is just like a colonizer except that it can't colonize. So its only use is getting in the way of stuff.

Should I make it so that when a freighter is built it gets a cargo container? Or should cargo containers (like BS403 is suggesting (I think)) be built separately, loaded by cities, and picked up by freighters.

Some things I plan to do but am not certain about (suggestions not only welcome but requested):

By loose cargo, I mean "cargo containers that are acting as their own unit, and not as a modifier of another unit."

Question: how can I make it so that a player can't just  create a chain of freighters and transfer a cargo container along it in one turn?

Possible solution: Make it so that loose cargo containers come into play in a sort of "tapped" state, so that no action can be done on them until the turn they are created during ends (note that cargo containers are neutral and have no actions they can perform).
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 14, 2006, 01:26:42 pm
Quote
Question: how can I make it so that a player can't just  create a chain of freighters and transfer a cargo container along it in one turn?

How about this: Make it so that a freighter can only do one cargo-related action per turn. ie, once it picks up a cargo, it can't drop it off until next turn.

What I'm confused about: what is the purpose of a cargo container?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 14, 2006, 01:39:43 pm
What I'm confused about: what is the purpose of a cargo container?
Alright. The cargo container is basically just for similarity to the FS universe. In FS you have both freighters and cargo. In the FS-TBSG, I think it should be similar, although when a freighter is destroyed in my game, it's cargo may survive. Key points to this:

  • Cargo has HP. Attacks to a freighter deal damage to the cargo some of the time, however this is random and usually less total damage than to the freighter, although the freighter has more HP
  • A destroyed freighter releases any cargo that it is carrying on the tile where it was when it got destroyed, provided any extra damage doesn't hit it.
  • Loose cargo can be attacked by any player, or picked up by any player.
Also note that this:

How about this: Make it so that a freighter can only do one cargo-related action per turn. ie, once it picks up a cargo, it can't drop it off until next turn.
does very little to solve this:

a player can't just  create a chain of freighters and transfer a cargo container along it in one turn
Thus even if I did your idea, which may still be valid, I would have to also create a limit on the number of actions that can be done on any one particular cargo container in a turn, probably 1 or 2.

Edit: I've got a new plan.

The new Plan:

Freighters can be given cargo by a planet. At first there will be only one type of cargo, resources. Later I will add a second cargo type: sentry guns. Sentry guns can be deployed by the freighter using an action something like "deploy sentry guns" or "start supply depot" or something like that. This creates an empty supply depot unit. Supply depots can be given cargo by freighters, or they can be reinforced with additional sentry guns by freighters whose cargo is... you guessed it... sentry guns, using the "reinforce supply depot" action. Anything that attacks the supply depot (assuming it has sentries) will be shot at during the attack action of the attacking ship. What is damaged by the attack (sentry or cargo, and which one) is determined by a sort of raffle, where the odds of any one object getting hit are even between all of the objects that make up the depot. A depot containing the right stuff can also perform actions to repair/resupply ships in neighboring tiles.

Cargo does not survive the destruction of a freighter carrying the cargo.

Cargo depots also have the ability to give their cargo to freighters on tiles immediately next to the depot.'

The cargo depot attacks first, then if the attacking ship survives, it attacks the depot.
Title: Re: FS Turn-Based Strategy Game
Post by: Polpolion on October 14, 2006, 10:47:17 pm
How about this? Cargo is like a Crate from RTS Games (you pick up, get prize) except you can only pick it up with a freighter. And you only get the prize when you take it to a city, and only that city (or station I suppose). And you don't find cargoes, you make them. But you can't get the prize at the city or planet that made it. (prize being resources, a ship maybe, power-ups, etc).
Title: Re: FS Turn-Based Strategy Game
Post by: bizzybody on October 15, 2006, 03:33:42 am
[quote:Aardwolf]Edit: I have not yet uploaded the new version. It may take a while, because my computer isn't letting me edit this one folder while explorer.exe is running; I have to CTRL+ALT+DELETE and exit explorer.exe, open the dos prompt, manually delete the folder, run explorer, and recompile.[/quote]

The solution is Unlocker. (http://ccollomb.free.fr/unlocker/) It will pry Windows' handles off any file or folder, allowing you to move, delete etc. Be warned though that using Unlocker on files that really are open/in use could have dire consequences.  :shaking:

Another use for Unlocker is removing some really nasty malware that protects itself by constantly replacing (or replacing the keys as the last action during shutdown/restart) the Registry keys that launch it. This class of Malware also runs in Safe Mode on 2000 and XP. (Which is flat out not possible in Win 9x due to its hard-coded environment!)

To kill this malware once you've found the file that writes to the Registry, rightclick, click Unlocker on the menu. Choose the options to Delete the file and Kill Process. the file will most likely have several explorer.exe handles. The process you'll be killing is Explorer. This will most likely cause a BSOD (STOP error).

The happy part of this is the 'lynchpin' file of the malware will have been deleted BEFORE Explorer gets killed. The nasty file is just gone, never making it to the Recycle bin. Now you can clean up the Registry and delete the rest of the malware's files.

A very useful tool to find what file(s) to nuke with Unlocker is "Hijack This!"
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 15, 2006, 08:15:52 am
Well, I managed to get around that problem a while ago, although I don't remember how I did it. What I said wasn't working. Anyway, I've made it so you can load freighters with resources, but you can't unload them yet, so doing so is rather pointless. It takes 50 resources to load a freighter, and by doing so you effectively are spending 5 of the 50 on the cargo container and launch.

How about this? Cargo is like a Crate from RTS Games (you pick up, get prize) except you can only pick it up with a freighter. And you only get the prize when you take it to a city, and only that city (or station I suppose). And you don't find cargoes, you make them. But you can't get the prize at the city or planet that made it. (prize being resources, a ship maybe, power-ups, etc).

Interesting idea, kind of similar to what I'm already doing, except that cargo containers will always be either in a freighter or in a supply depot, and you never have to pick them up. I plan to stick with my idea, though. I just left out some parts that were very similar to my last idea, because they weren't really changes.

Question: what can I use as the icon for a supply depot? I'm already using the TC-TRI as the cargo modifier icon, and sentry guns are going to be used for the "load freighter with sentry guns" icon, which is used to start building supply depots. Should I use like some picture of multiple objects, or what? TC-TRI + 4 Watchdogs doesn't look good because of the comparative scale of the things. Suggestions?
Title: Re: FS Turn-Based Strategy Game
Post by: KappaWing on October 15, 2006, 12:01:41 pm
Hey AArd, just to let you know i am following this.  :)

I have nothing to suggest that hasent been suggested already. Keep up the good work!  :nod:
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 15, 2006, 04:03:04 pm
OK, I am almost ready to release this version. Please note however that (if I release it in its current form) there is no point in building supply depots or loading freighters with sentries.

Rule for building supply depots: It must be at least 3 away from a planet, star, or jump node.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 15, 2006, 07:27:06 pm
Download here, maybe later it will appear somewhere else if people complain about this hosting service. The download link is between the two sets of Google advertisements.

http://www.filefactory.com/file/168f6d/

Comments?

Edit: do not build supply depots except for testing it out, they are useless except as a blockade, and for that you'd need a ton of them. However, they can store and retrieve cargo containers.
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 15, 2006, 09:04:48 pm
We gonna see some other species (Vasudans, Shivans, Ancients)? Might even give each special attributes, a la Starcraft... though of course nowhere near that complex! :D
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 15, 2006, 09:26:16 pm
Vasudans and Shivans will come once the Terran set is completed, although I don't have a full plan (programming-wise) for how I will do it.

Ancients? Sorry, but no Ancients. I'm not even sure if there will be any knossos portals. As for nebulae... since players are able to see what the other player is doing, a nebular environment could not act as a "fog of war," so I'd have to find some other use for it. Suggestions are welcome, but be advised that I am nowhere near the point where I would implement nebulae (except for as backdrops, which I have already done). Also note (at least in real life) that nebulae are huge, much larger than the average star-system. How would I go about including such a massive area, with (probably) multiple stars?

Edit: the same version is also now available from http://razorskiss.net/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=4 just in case something is/goes wrong with the filefactory thing. I haven't checked this one yet, but I assume it is fine. Oh, and the manual is included.

Edit: New List of Tasks/Goals:

Bonus Stuff:

Edit: Smilies (currently being added) mean the same thing as with the other list.
Title: Re: FS Turn-Based Strategy Game
Post by: Dark RevenantX on October 16, 2006, 06:00:32 pm
I have had an idea for a FS TBS for a long time, but I lack the programming knowledge to do so.

A cool thing would be to have a battle simulator thing where you get to fight out the battles when you execute them.
Title: Re: FS Turn-Based Strategy Game
Post by: KappaWing on October 17, 2006, 04:01:59 pm
*snippage*

A cool thing would be to have a battle simulator thing where you get to fight out the battles when you execute them.

Bingo!!!

If you got the skills, this would be awesome to impliment. like you could have a choice, either have the strategy game determine the outcome or go fight it yourself! =D
Title: Re: FS Turn-Based Strategy Game
Post by: Einstine909 on October 17, 2006, 04:17:05 pm
finaly got to playing it... the only thing i don't like is the drag and drop to select

oh and ai would be nice, once you get the other stuff figered out

good game so far :yes:
Title: Re: FS Turn-Based Strategy Game
Post by: Ulala on October 17, 2006, 05:44:03 pm
*snippage*

A cool thing would be to have a battle simulator thing where you get to fight out the battles when you execute them.

Bingo!!!

If you got the skills, this would be awesome to impliment. like you could have a choice, either have the strategy game determine the outcome or go fight it yourself! =D

I think they did something like that in Star Wars: Empire at War...
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 19, 2006, 04:27:07 pm
My internet's been down these past couple of days, and I had some ideas to make the game more keyboard-compatible which are currently in getting more attention than the things on the list. If I make the game playable using entirely the mouse, entirely the keyboard, or using some combination of the two, would that be good?

Also, I hope none of you really wanted me to keep the current system of selecting targets (for actions other than jumping), because I made it be the same as the jump system. I also made it so that for all actions that require a target, the valid squares are indicated now by green outline and not by transparent overlay, as even a region of radius 4 of these slowed the game down incredibly, an entire map full of them would be insane. To make things better, though, you can now also select the location the targeter hexagon is on by pressing space.

Edit: Screenshots from the version as of right now. They are in gif format so i could upload them faster, but the idea is still there.

(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/screenie3toomanyicons.gif)
(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/screenie4dlist.gif)
(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/screenie5limitlessjump.gif)
(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/screenie6someships.gif)
Title: Re: FS Turn-Based Strategy Game
Post by: BS403 on October 20, 2006, 12:02:12 am
 :eek2: so many different ships
great work :yes:
Title: Re: FS Turn-Based Strategy Game
Post by: Colonol Dekker on October 20, 2006, 08:04:36 am
Which is the LAtest DL, all the links are struck-through :confused:
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 20, 2006, 02:39:32 pm
Latest DL was here:

http://www.hard-light.net/forums/index.php/topic,42596.msg875712.html#msg875712

but it'll be easier just to put up the link again, so...

http://razorskiss.net/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=4

Edit: The manual is out of date, and the fleet lacks "diversity," but I am working on that right now.

http://www.filefactory.com/file/fdc811/ is where it's at!
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 21, 2006, 10:58:17 pm
I have implemented a system of unit stats that makes it more complicated how damage is dealt, but more true to FS, in my opinion.

Here is a table of all of the different ships, their HP, and the average amount of damage they will do per attack to the target (targets are in the same order as attackers):

Code: [Select]
Perseus Squadron (360)   199.5   199.5   133.5   199.5   265.5   265.5   265.5   265.5   133.5   133.5   133.5   133.5   133.5   133.5   199.5   133.5   
Herc Squadron (300)      265.5   199.5   199.5   199.5   133.5   199.5   133.5   133.5   199.5   199.5   199.5   133.5   133.5   133.5   199.5   133.5   
Myrmidon Squadron (420)  265.5   265.5   199.5   265.5   199.5   199.5   199.5   199.5   133.5   133.5   133.5   67.5    67.5    67.5    199.5   67.5   
Ares Squadron (492)      289.5   217.5   217.5   217.5   145.5   217.5   145.5   145.5   217.5   217.5   217.5   181.5   73.5    73.5    217.5   73.5   
Medusa Squadron (996)    85.5    85.5    85.5    85.5    169.5   253.5   169.5   169.5   337.5   337.5   295.5   337.5   295.5   295.5   253.5   253.5   
Ursa Squadron (1296)     199.5   199.5   199.5   199.5   199.5   298.5   199.5   199.5   397.5   397.5   348.0   397.5   397.5   397.5   298.5   397.5   
Artemis Squadron (1044)  100.5   100.5   100.5   100.5   199.5   298.5   199.5   199.5   397.5   397.5   348.0   397.5   397.5   397.5   298.5   298.5   
Zeus Squadron (744)      79.5    79.5    79.5    79.5    157.5   235.5   157.5   157.5   313.5   313.5   274.5   313.5   235.5   235.5   235.5   235.5   
Fenris Cruiser (725)     176.5   176.5   176.5   176.5   176.5   176.5   176.5   176.5   176.5   176.5   176.5   88.5    88.5    88.5    176.5   88.5   
Leviathan Cruiser (900)  221.5   221.5   221.5   221.5   221.5   221.5   221.5   221.5   221.5   221.5   221.5   221.5   111.5   111.5   221.5   111.5   
Aeolus Cruiser (750)     301.5   301.5   301.5   301.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   
Deimos Corvette (1350)   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   376.5   301.5   151.5   
Orion Destroyer (3000)   526.5   526.5   526.5   526.5   526.5   526.5   526.5   789.0   789.0   526.5   526.5   526.5   526.5   526.5   526.5   526.5   
Hecate Destroyer (3000)  414.0   414.0   414.0   414.0   414.0   414.0   414.0   620.0   620.0   414.0   414.0   414.0   414.0   414.0   414.0   414.0   
Hades Destroyer (5250)   326.0   326.0   326.0   326.0   651.5   651.5   651.5   651.5   976.0   976.0   976.0   976.0   976.0   976.0   651.5   976.0   
Colossus Flagship (7500) 801.5   1201.5  1201.5  1201.5  801.5   801.5   1201.5  1201.5  1601.5  1201.5  1201.5  1601.5  1201.5  1201.5  801.5   1601.5

Edit: As an alternative (the file used for this is incompatible with the released version, but it is compatible with the next version, if I don't make any major changes), this table, in which capital ships take higher damage from all attacks:

Code: [Select]
Perseus Squadron (360)   199.5   199.5   133.5   199.5   265.5   265.5   265.5   265.5   166.5   166.5   166.5   199.5   232.5   232.5   298.5   265.5   
Herc Squadron (300)      265.5   199.5   199.5   199.5   133.5   199.5   133.5   133.5   232.5   232.5   232.5   199.5   232.5   232.5   298.5   265.5   
Myrmidon Squadron (420)  265.5   265.5   199.5   265.5   199.5   199.5   199.5   199.5   166.5   166.5   166.5   133.5   166.5   166.5   298.5   199.5   
Ares Squadron (492)      289.5   217.5   217.5   217.5   145.5   217.5   145.5   145.5   253.5   253.5   253.5   253.5   181.5   181.5   325.5   217.5   
Medusa Squadron (996)    85.5    85.5    85.5    85.5    169.5   253.5   169.5   169.5   379.5   379.5   337.5   421.5   421.5   421.5   379.5   421.5   
Ursa Squadron (1296)     199.5   199.5   199.5   199.5   199.5   298.5   199.5   199.5   447.0   447.0   397.5   496.5   546.0   546.0   447.0   595.5   
Artemis Squadron (1044)  100.5   100.5   100.5   100.5   199.5   298.5   199.5   199.5   447.0   447.0   397.5   496.5   546.0   546.0   447.0   496.5   
Zeus Squadron (744)      79.5    79.5    79.5    79.5    157.5   235.5   157.5   157.5   352.5   352.5   313.5   391.5   352.5   352.5   352.5   391.5   
Fenris Cruiser (725)     176.5   176.5   176.5   176.5   176.5   176.5   176.5   176.5   219.5   219.5   219.5   176.5   219.5   219.5   307.5   263.5   
Leviathan Cruiser (900)  221.5   221.5   221.5   221.5   221.5   221.5   221.5   221.5   276.0   276.0   276.0   331.5   276.0   276.0   386.0   331.5   
Aeolus Cruiser (750)     301.5   301.5   301.5   301.5   201.5   201.5   201.5   201.5   251.5   251.5   251.5   301.5   351.5   351.5   351.5   401.5   
Deimos Corvette (1350)   301.5   301.5   301.5   301.5   301.5   301.5   301.5   301.5   376.5   376.5   376.5   451.5   526.5   601.5   526.5   451.5   
Orion Destroyer (3000)   526.5   526.5   526.5   526.5   526.5   526.5   526.5   789.0   920.0   657.5   657.5   789.0   920.0   920.0   920.0   1051.5 
Hecate Destroyer (3000)  414.0   414.0   414.0   414.0   414.0   414.0   414.0   620.0   723.0   516.5   516.5   620.0   723.0   723.0   723.0   826.5   
Hades Destroyer (5250)   326.0   326.0   326.0   326.0   651.5   651.5   651.5   651.5   1138.5  1138.5  1138.5  1301.5  1463.5  1463.5  1138.5  1626.0 
Colossus Flagship (7500) 801.5   1201.5  1201.5  1201.5  801.5   801.5   1201.5  1201.5  1801.5  1401.5  1401.5  2001.5  1801.5  1801.5  1401.5  2401.5

Suggestions needed for how to properly balance. For example, a Colossus, IMO, should be in between these two, it shouldn't be able to take a Colossus down in one turn (three attacks), although a Sathanas (will come later) should be able to do it in maybe two turns.

Edit: These tables have both been replaced by a new set of "damage modifier expressions," and there are now three tables, all viewable in the (unreleased) "Other Options" menu.

Table 1: Raw Damage:
Code: [Select]
Perseus Squadron (360)   52.13   49.51   51.53   68.3    128.84  150.15  131.19  101.68  166.5   166.5   166.5   166.5   166.5   166.5   199.5   166.5   
Herc Squadron (300)      62.29   48.88   65.52   70.67   83.35   120.81  88.68   72.35   199.5   199.5   199.5   133.5   133.5   133.5   199.5   133.5   
Myrmidon Squadron (420)  60.21   52.26   60.34   72.04   97.34   115.67  109.39  91.22   133.5   133.5   133.5   67.5    67.5    67.5    199.5   67.5   
Ares Squadron (492)      54.32   49.21   66.66   74.72   91.76   117.03  88.57   76.04   217.5   217.5   217.5   181.5   73.5    73.5    217.5   73.5   
Medusa Squadron (996)    37.27   37.42   45.78   43.27   100.16  136.64  95.62   75.72   222.0   224.5   228.5   261.5   257.5   274.5   253.5   253.5   
Ursa Squadron (1296)     39.99   38.66   42.28   46.67   110.4   136.63  108.18  87.42   253.5   257.0   262.0   308.0   328.0   348.0   298.5   348.0   
Artemis Squadron (1044)  49.34   41.4    53.56   61.69   103.73  144.93  112.02  87.12   253.5   257.0   262.0   308.0   328.0   348.0   298.5   298.5   
Zeus Squadron (744)      45.47   32.22   47.39   49.2    97.12   139.2   97.04   73.94   216.0   218.0   222.0   242.5   219.5   235.5   235.5   235.5   
Fenris Cruiser (775)     41.87   40.82   48.21   54.97   88.07   98.73   99.67   67.91   176.5   176.5   176.5   88.5    88.5    88.5    176.5   88.5   
Leviathan Cruiser (900)  46.28   43.01   52.47   66.99   98.03   112.36  104.34  77.67   221.5   221.5   221.5   221.5   111.5   111.5   221.5   111.5   
Aeolus Cruiser (800)     48.93   46.38   62.25   67.54   97.81   109.27  101.54  66.6    201.5   201.5   201.5   201.5   201.5   201.5   201.5   201.5   
Deimos Corvette (1350)   53.12   49.4    60.52   66.62   108.15  129.16  107.51  90.96   301.5   301.5   301.5   301.5   301.5   401.0   301.5   151.5   
Orion Destroyer (3000)   61.04   47.35   71.29   80.14   140.04  175.89  144.33  117.59  789.0   526.5   526.5   526.5   526.5   526.5   526.5   526.5   
Hecate Destroyer (3000)  61.32   49.39   72.01   72.26   122.47  152.24  139.95  128.68  620.0   414.0   414.0   414.0   414.0   414.0   414.0   414.0   
Hades Destroyer (5250)   48.71   44.19   59.41   65.04   153.07  163.76  143.24  109.68  976.0   976.0   976.0   976.0   976.0   976.0   651.5   976.0   
Colossus Flagship (7500) 64.8    58.72   82.32   96.46   145.76  186.56  175.74  132.17  1301.5  901.5   901.5   1301.5  901.5   901.5   801.5   1501.5

Table 2: Percent Damage:
Code: [Select]
Perseus Squadron (360)   27%     32%     25%     27%     25%     21%     25%     29%     43%     37%     42%     25%     11%     11%     8%      4%     
Herc Squadron (300)      34%     30%     30%     28%     16%     16%     17%     18%     51%     44%     50%     20%     9%      9%      8%      4%     
Myrmidon Squadron (420)  33%     34%     30%     30%     22%     18%     21%     23%     34%     30%     33%     10%     4%      4%      8%      2%     
Ares Squadron (492)      33%     29%     29%     27%     17%     19%     16%     22%     56%     48%     54%     27%     5%      5%      8%      2%     
Medusa Squadron (996)    35%     34%     32%     28%     28%     33%     29%     37%     86%     75%     86%     58%     26%     27%     14%     10%     
Ursa Squadron (1296)     33%     40%     32%     34%     33%     34%     30%     35%     98%     86%     98%     68%     33%     35%     17%     14%     
Artemis Squadron (1044)  41%     41%     36%     36%     34%     35%     30%     37%     98%     86%     98%     68%     33%     35%     17%     12%     
Zeus Squadron (744)      33%     37%     35%     32%     28%     32%     27%     34%     84%     73%     83%     54%     22%     24%     13%     9%     
Fenris Cruiser (775)     23%     26%     22%     21%     19%     16%     17%     19%     46%     39%     44%     13%     6%      6%      7%      2%     
Leviathan Cruiser (900)  28%     29%     27%     23%     20%     17%     20%     22%     57%     49%     55%     33%     7%      7%      8%      3%     
Aeolus Cruiser (800)     27%     31%     29%     23%     20%     17%     18%     21%     52%     45%     50%     30%     13%     13%     8%      5%     
Deimos Corvette (1350)   29%     35%     28%     26%     22%     19%     21%     25%     78%     67%     75%     45%     20%     27%     11%     4%     
Orion Destroyer (3000)   50%     46%     49%     47%     41%     36%     43%     51%     305%    176%    197%    117%    53%     53%     30%     21%     
Hecate Destroyer (3000)  50%     50%     47%     45%     39%     36%     36%     50%     240%    138%    155%    92%     41%     41%     24%     17%     
Hades Destroyer (5250)   43%     47%     48%     44%     39%     39%     41%     48%     378%    325%    366%    217%    98%     98%     37%     39%     
Colossus Flagship (7500) 51%     64%     56%     58%     45%     45%     51%     51%     504%    300%    338%    289%    90%     90%     46%     60%     

Table 3: Cost Inflicted per Cost Paid:
Code: [Select]
Perseus Squadron (360)   12%     15%     8%      8%      5%      4%      6%      7%      17%     18%     14%     7%      2%      2%      2%      1%     
Herc Squadron (300)      13%     17%     10%     8%      4%      3%      3%      5%      21%     23%     18%     6%      2%      2%      2%      1%     
Myrmidon Squadron (420)  13%     18%     10%     8%      4%      3%      4%      6%      14%     15%     11%     3%      1%      1%      2%      0%     
Ares Squadron (492)      13%     16%     11%     7%      4%      3%      4%      5%      22%     24%     18%     7%      1%      1%      2%      0%     
Medusa Squadron (996)    17%     26%     15%     12%     9%      8%      9%      12%     49%     54%     42%     24%     8%      7%      5%      4%     
Ursa Squadron (1296)     21%     29%     17%     13%     9%      9%      10%     13%     59%     64%     51%     29%     10%     9%      6%      5%     
Artemis Squadron (1044)  25%     32%     20%     16%     10%     9%      11%     14%     62%     68%     53%     31%     11%     9%      6%      5%     
Zeus Squadron (744)      19%     27%     15%     11%     7%      7%      8%      11%     44%     48%     38%     20%     6%      5%      4%      3%     
Fenris Cruiser (775)     20%     29%     17%     13%     8%      5%      8%      12%     39%     42%     33%     8%      3%      2%      3%      1%     
Leviathan Cruiser (900)  32%     45%     28%     22%     12%     9%      14%     15%     71%     77%     59%     29%     5%      4%      6%      2%     
Aeolus Cruiser (800)     20%     33%     21%     13%     8%      5%      8%      9%      40%     43%     33%     16%     5%      4%      3%      3%     
Deimos Corvette (1350)   29%     41%     26%     22%     11%     9%      11%     15%     83%     90%     69%     34%     11%     12%     7%      3%     
Orion Destroyer (3000)   78%     105%    66%     60%     37%     25%     34%     53%     527%    378%    292%    144%    47%     38%     28%     23%     
Hecate Destroyer (3000)  73%     82%     56%     41%     24%     19%     28%     37%     333%    240%    185%    91%     30%     24%     18%     15%     
Hades Destroyer (5250)   155%    174%    113%    95%     74%     55%     70%     88%     1202%   1294%   998%    493%    161%    129%    65%     79%     
Colossus Flagship (7500) 343%    379%    259%    222%    124%    89%     150%    198%    2680%   1998%   1541%   1099%   248%    200%    133%    204%   

This last one is the "ultimate" one (as far as data type, not the info that went into it) that all the expressions should be modified to suit. I can see already that it is majorly unbalanced, and I would like suggestions for how to balance it. Other tables are important to a degree, particularly the second one (a better analysis of the first). The first table also can be used just to make sure that, for example, all bombs do more damage than lasers.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 28, 2006, 09:33:31 pm
New version. Features listed at the place.

http://razorskiss.net/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownload&cid=4
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on October 29, 2006, 06:00:05 pm
Edit: figured it out, nut mow I need to know what exactly do frieghters do?
Title: Re: FS Turn-Based Strategy Game
Post by: Polpolion on October 29, 2006, 07:47:55 pm
Any chance of getting an AI in here eventually?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 29, 2006, 08:04:07 pm
AI? Possibly. It would be added before netplay probably, but after the three species. I am also taking suggestions for how to make Shivans, be they playable or non-playable, as no FS game would be complete without them. The current working plan is as follows:

Instead of a homeworld, Shivans have a "Point of Entry," effectively an uncharted or unstable subspace node. Instead of building new units, they call in reinforcements. (Action name? Summon = too fantasy-ish, Build = incorrect) Shivans get resources by mining gas from gas giants or nebulae, and they also have a slower but steadier supply that is built up at the Point of Entry (PoE). To defeat a Shivan player, what would you have to do? Blow up the PoE? To do that would probably require a meson bomb, but I'm worried that including them would mean one action would have too much power.

As for freighters:

Freighters are most useful for transferring resources from planet to planet. It's up to you to decide which way and when to do this, I don't even have a well-defined idea of the strategy behind it. The other purposes are building supply depots and carrying cargo, particularly weapons, to the supply depot. The supply depot can be used to drop off cargo if you don't need it but you put it on the freighter anyway, and it can also resupply support ships. Support ships can take weapons cargo from a supply depot and can then rearm fighter and bomber squadrons with missiles and bombs (respectively). Missiles are used by fighter squadrons to increase offense and odds of a hit against other squadrons (of either type). Bombs are used by bomber squadrons against capital ships and installations (which don't exist yet).

I am working on gas miners and awacs, and i will also be adding nebulae and stealth and non-colonizable planets. I will also have to come up with one or more "full-scale" maps, including far more star systems than the existing max, found in "Quatra." I also plan to make a star system navigator that will jump the camera from system to system without having to select the jump nodes.
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on October 29, 2006, 08:44:26 pm
How do you offload sentries?

Just a suggestion, but me thinks you should improve the manual a wee bit.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 29, 2006, 08:54:08 pm
To build a supply depot (that's what sentries are for) you must the freighter carrying the sentries move to a location outside a certain distance from all planets, jump nodes, and stars. Then if you have enough energy points remaining, or on your next turn, you will have the "build supply depot" action available.

Yes.

Also, note that in the game it says the keyboard shortcut for the repair action (for squadrons loaded onto carriers) is R but it's sensitive to G instead, so either remember this until I fix it or drag the icon instead of using the keyboard.

Also, note that in the game it says... er... note there are a few bugs with carriers, for example moving them from system to system doesn't quite work (the carried squadron doesn't come with it, for some reason), and the minimap doesn't update them right. By carrier, I mean, a ship that can carry squadrons, like a destroyer or a flagship, not some special class of ship.

Also... i plan to make it so that a special name can be defined in the unitstats.dat file, so that it doesn't just assume that the name of the ship is the name you referred to it in the file as. This will allow names with spaces, for example.
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on October 29, 2006, 09:38:05 pm
Hmm...

I'd also try to change the com bat system a little bit. I just had two levithans take out and Aeolus crusier without any damage... and when I play out the same scenario in freespace, the aeolus always deals atleast 50% damage to one of the Leviathans.

also, is it jst me, or do the resources on a planet begin to deplete after a while? While interesting, it is worth nothing that for that to happen, the planet would have to be going though a couple hundred years of mining.
Title: Re: FS Turn-Based Strategy Game
Post by: Polpolion on October 29, 2006, 09:42:11 pm
AI? Possibly. It would be added before netplay probably, but after the three species. I am also taking suggestions for how to make Shivans, be they playable or non-playable, as no FS game would be complete without them. The current working plan is as follows:

Instead of a homeworld, Shivans have a "Point of Entry," effectively an uncharted or unstable subspace node. Instead of building new units, they call in reinforcements. (Action name? Summon = too fantasy-ish, Build = incorrect) Shivans get resources by mining gas from gas giants or nebulae, and they also have a slower but steadier supply that is built up at the Point of Entry (PoE). To defeat a Shivan player, what would you have to do? Blow up the PoE? To do that would probably require a meson bomb, but I'm worried that including them would mean one action would have too much power.

The PoE could be a Knossos, and you would have to destroy it with a meson warhead or two. And then since canonically, the node stays open after the portal is destroyed, the PoE would continue to exist from anywhere between, say, 1 and 15 turns.

Man, the Shivans would be a ***** to balance. If at all possible, that is.
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on October 29, 2006, 10:41:04 pm
You could make the Meson Bombs specific to only destroy Knossoses, and hence include them only in games with Shivans.

If you are a Shivan player you could have a "Build Knossos" option at unstable nodes (to give them an equal production capability to Terrans/Vasudans). I know it's not canonically true that Shivans build Knossoses, but it might work for the purposes of the game, yes?
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on October 29, 2006, 11:00:25 pm


Man, the Shivans would be a ***** to balance. If at all possible, that is.

80-Sathani, here I come!
Title: Re: FS Turn-Based Strategy Game
Post by: Colonol Dekker on October 30, 2006, 06:44:03 am
You could make the Meson Bombs specific to only destroy Knossoses, and hence include them only in games with Shivans.

If you are a Shivan player you could have a "Build Knossos" option at unstable nodes (to give them an equal production capability to Terrans/Vasudans). I know it's not canonically true that Shivans build Knossoses, but it might work for the purposes of the game, yes?

Stabilise node would be more appropriate.... :D
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 30, 2006, 02:30:04 pm
Uh, okay... interesting ideas here... I should mention that any stuff having to do with the Shivans will be put into action after I make the Vasudan fleet. I've completed another one of my many bulletted lists of stuff to do, and it is as follows:

Stuff to do:

Short term goals:

Goals for later:

Ongoing goals:
Title: Re: FS Turn-Based Strategy Game
Post by: KappaWing on October 30, 2006, 04:24:06 pm
I'd work on the manual last. Might as well not waste time on it as everything will change anyway.
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on October 30, 2006, 05:53:51 pm
Okay, playing for a while...

Now, the combat system is good, but I think that you need a slight change. As I said, two Leviathans killed an aeolus without taking any damage... bit odd. Instead I propose a system like Combat in Sid Meyer's Alpha Centauri If you ever played that. That way, you won't be able to just bombard an enemy with a swarm of sucktastic units that take out your single GTVA Colossus without losing a single ship.

Just an idea.

Other then that, lookin good!
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on October 31, 2006, 05:34:58 pm
Manual idea... I'll think about it.

And I don't know much about that Alpha Centauri game, so either you'll have to enlighten me about the combat system in it, or... do nothing. I was thinking, I could decrease the global damage factor so that battles last longer and ships are more likely to get a chance for a counterattack, but that would mean more ships in play at a time. Suggestions?

btw it's Meier's not Meyer's.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 05, 2006, 05:39:25 pm
Well, even though nobody seems to be interested in this anymore, I am still working on it. I have added a new feature which I will release soon, a map jump screen, which lets you jump from star-system to star-system almost effortlessly. It can be accessed from the main screen by pressing Z. Then, click on one of the big buttons to jump to that star-system, or one of the little ones to go to the star system containing it, and to look at the jump node to the star system with that number.

Also, the same file is now available at http://www.game-warden.com/masterpokey/files/Installer0v952.rar so if you don't like RazorsKiss for some reason you can get it there. Also I may switch over completely in the future.

Edit: and I was trying to build a website at http://www.game-warden.com/masterpokey, but I gave up.
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on November 05, 2006, 05:48:17 pm
Whoops! Forgot!

I forgot that explaination as well... I'll send it to you in a PM. Just don't let me forget.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 06, 2006, 11:32:54 am
@Iron Wofl: Okay, are you going to explain what you meant by that... ever?

Anyway, I have added a Map Jump Screen, made the main screen scrolling accelerate as you hold the arrow keys (with a "friction" that makes it have a maximum, but it also comes to a sudden stop if you release the keys), and it restores the last camera position if you use the map jump screen to switch star systems.

(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/mapjumpscreenmultiview.jpg)
(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/mapjumpmvd2.jpg)
(http://i93.photobucket.com/albums/l77/Aardwolf001/FS%20TBSG/all3windows.jpg)
Title: Re: FS Turn-Based Strategy Game
Post by: Iron Wolf on November 06, 2006, 07:43:42 pm
@Iron Wofl: Okay, are you going to explain what you meant by that... ever?


Just a bit busy, sorry.
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 06, 2006, 08:40:38 pm
Ha... he didn't notice/mind that I called him Iron Wofl...

Anyway, I am beginning to consider making the Vasudan deck... yes, it is called a "deck" in the code... before I finish up the other features. It will use the same classes as the existing deck, w/ the exception of the TerranDeckSet class, which will be replaced by a ZodDeckSet or if I am feeling more "cultured" a VasudanDeckSet class. I have also tweaked the most recent to-do list a wee bit by adding two new items and putting status icons next to the things that needed them. Next release will not be too far away.
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on November 06, 2006, 09:30:38 pm
We are still interested in it, Aardwolf. I've installed a copy to my flash drive so I can play it on the school's computers, in fact!  :D

Any news on the including Shivans front?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 06, 2006, 10:34:35 pm
If I add the Vasudans soon, the Shivans may come soon after, but they will be virtually identical to the other two species for a while. The next release (probably by the end of this week) will have all of the new features I've included so far, and it may have the Vasudans as well.

Needed: Three 140x140 images of "Vasudan" cities, for use as the modifier icons for... you guessed it... Vasudan cities.

Also, more ways to incorporate the Shivans as canonically as possible would be appreciated. My most recent idea on the subject was this: the different species can represent different difficulties, maybe, where Shivan is the easiest, Terran the middle-difficulty-level, and Vasudan the hardest, with the least variety of units. But then I would need other balances as well, wouldn't I? Ideas appreciated!
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 08, 2006, 08:13:52 pm
New version with all the awesome new features that were in the screenshots, none additional to that, is here:

http://www.game-warden.com/masterpokey/files/Installer0v953.rar

Edit: And for a break from the humdrum of the FS-TBSG, I give you: Attack of the Flying Squirrels 1 + 2:

http://www.filefactory.com/file/f2f32f/

They are effectively 2d and 3d line drawn space combat sims, AotFS lets you control the action of the green team using M to move, E to stop the last action, and F twice to fan out between the two places the mouse was when you pressed F. Select by dragging with the mouse. You can also SHIFT-select to add to the selection. AotFS2 is 3d and lets you rotate, but you cannot control the action.
Title: Re: FS Turn-Based Strategy Game
Post by: Colonol Dekker on November 09, 2006, 06:48:34 am
You need a software company name..........   Aardwolf software, see its original and does what it says on the tin...
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 12, 2006, 06:15:46 pm
I have been taking a break from work on this game for the past week or so, I may continue in a while, I doubt I will give up on it entirely.

In the meantime, here's another ridiculous game I made a while back:

http://www.filefactory.com/file/85f06c/

A and Z zoom.
Arrows scroll.
Select by clicking or dragging with the mouse.
1 builds a colonizer (planet action)
2 builds a battlecruiser "    "   "
3 builds a fighter           "   "    "
c orders a colonizer to colonize, click the planet after pressing c
m orders all selected units to move to the area you click
x orders all selected units to move to the target area or unit and attack it or the area, depending which you clicked.
CTRL+SHIFT+D enters or exits demo mode
Title: Re: FS Turn-Based Strategy Game
Post by: Dark Hunter on November 12, 2006, 07:28:04 pm
You need a software company name..........   Aardwolf software, see its original and does what it says on the tin...

With the logo being an aardvark with a wolf's head!  :lol:
Title: Re: FS Turn-Based Strategy Game
Post by: Colonol Dekker on November 13, 2006, 05:32:15 am
Any photoshop volunteers?
Title: Re: FS Turn-Based Strategy Game
Post by: Aardwolf on November 14, 2006, 04:59:26 pm
An aardwolf is a real kind of animal, the name is in the same language as the name aardvark. Translated to English it means "earth wolf." Anyway, I have been working on this, instead of that other thing, but I plan to finish up and get back on it soon: http://www.filefactory.com/file/264b07/

(http://i93.photobucket.com/albums/l77/Aardwolf001/AotFS3r/screenie.jpg)

Controls:

A accelerates in the forward direction (there is friction to slow you down)
Arrow Keys turn
CTRL fires
R Renders

And if you have the will to do it, some better models and textures would be appreciated.