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Author Topic: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)  (Read 84761 times)

Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #255 on: September 24, 2014, 08:39:43 am »

WE SHALL PROVIDE ALL THE SUPPORT
Thanks for you help!

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EDIT: On that note, it might not be the best idea for pirates to base two jumps out of home system. If you RNG one path out of your home system, you're stuck building up a fleet that is going to lose almost all of its' ships in the climactic battle over the pirate homeworld. Then you break out and discover you're 10 planets behind everyone else.
OK, I'll change this somehow.
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #256 on: September 24, 2014, 09:08:59 am »

Pirates are fine in the game. Its just always having them there at the start, is just one more reason to Auto start over, until you find a decent starting location.
You can just switch off pirates by setting LogLeft property to 0 in remember.cfg file.

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I really hope Ground Invasion get fleshed out. If there a road map for that I'd love to read it.
I have already written it once before :)

The ground combat will stay simplistic in the next iteration, but is totally changed conceptually.

There will be several types of "ground units", (in perspective, race-specific). Currently there are "marines", "mechanical infantry", "heavy armoured machines", "ground attack aircrafts", "fighter aircrafts", "naval boats".
Each unit has its properties related to planet type (obviously, no boats on desert planets or tanks on an ocean one).
Also each unit has its strength against another units. Like "ground attack aircraft" is great against tanks but weak against fighters.

When invasion begins:
1. Attacking side drops a descent that consists from different kind of units (defined by descent modules of a carrier ship).
2. Defending side builds different defending structures that generally "produces" the same kind of units.
3. When invasion begins, a planet enters "ground combat" state that means combat for control over the planet is ongoing. It takes time (game time). So, taking control over a planet can take a number or game years.
4. The initial values for attackers and defenders defines who will finally win. The ratio of forces defines the time necessary to finalise the ground battle and losses.
5. You can drop a fresh descent from another ship - this will immediately affect the ground combat outcome and duration.
6. If during ground combat a fleet belonging to the defending side manages to take control over the star system, ground combat continues and that's defending side who will be able to drop fresh ground forces to the planet to support its forces there.
7. When you click on a planet with a ground combat undergoing, you'll get full information on it - ratio of forces, composition of forces, %% of territory controlled by each side, estimates on when and how it will end.


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I feel that I dont understand how resources are peddle through my empire, and I feel that I can't influence it. Like, I can look at the resource tab, and see that I have positive Red Ball, but then my Colonizer is still waiting on 100 units of Red Balls.
There are numbers next to your Colonizer that shows what resources it needs to be completed. If you run out of resources and have close to zero depots, the ships you currently build spend resources just as they are mined. And if there are several ships you build in the same time, one will be consuming these resources while others wait. You can open "economics screen" and switch to "fleets" - this will also list all ships currently building, so you'll be able to understand what ship consumes resources first. The you can freeze that ship if you prefer another one to be built first.

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I dont quite understand the Tech Glob at all. I think I understand some of it. I think there overall arching fields, then there Research Goals, but I am really lost what the Red Color means and what the Number Means. I assume bigger number is Harder Science? I dont really know. I feel directionless right now, and I dont if thats from lack of understanding yet.
Maybe some more info pop-up's would help? Like "it's red because you switched off that tech", etc?

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What does ship experience do?
It somehow increases fire range and damage for your ships. Up to 25% for 5 star ships.

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I know this has been said, but any none square ship equipment needs rotatable.
Well, I'll try to do this.

Also maybe fire arcs drawing makes sense.

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What in the world is the next Generator Tech after Nuclear? I cannot find it. I cant tell if its Antimatter or the P named one.
Usually Neutron, but can Plasma or Proton, depending on how you develop your science.
« Last Edit: September 24, 2014, 09:31:17 am by Ufnv »
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TalonisWolf

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #257 on: September 25, 2014, 03:49:20 pm »

  I tend to skip from Nuclear Shields to Proton ones myself- it's basically armour that recharges in the midst of battle.

  Playing as Arians at the moment, but since I'm on the old version (the race perks are glitched) all I can say is that they have Great Corvettes and decent other ship classes if you think your layouts out, and somewhat challenging to play as.

  Will certain races have superior types of ground units? I.e, will Arians have some form of 'Naval Superiority'?

  And why can't we play as certain races like The Drill & The Logans? :( It would be challenging to play as The Logans since everyone hates them (in the backstory, anyways...).
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MrWiggles

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #258 on: September 26, 2014, 02:14:18 am »

Stardrive, did a lot of things in a stunning mediocre fashion.


But one thing that Stardrive did right was its Fleet System.

So for those that aren't in the know. Stardrive allowed you to create Fleets. And these fleets would remember its Ship Compositions. So when the fleet was sent into battle, you can requisition constructions of new ships (that would be spread through out the empire) or the absorbent of  ships that would fit the bill, but not in a Fleet.
Fleets I think also let you do a lot of macro managing pretty well. You can order ships to be upgraded, I think. If not, that'd be a great idea.

I also would either like a strong story reason why the ships can't refuel between stars, or have the ability to refuel in between stars.

I am curious if Gas Giants will always be a disappointment. It'd be neat if you could do anything with them.

I also really like the ability to set up outposts of various natures, in systems that I cannot yet colonize or in systems that cant be colonize to shore up your Border. So you can expand your zones of control.

 It'd be great if these outposts could just be normal stations that you can design yourself. How I so envision it, is that it'd be a Module for Freighters that you load up with Station plans. They consume the Freighter when they build the Outpost. 
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #259 on: September 26, 2014, 04:09:49 am »

  Will certain races have superior types of ground units? I.e, will Arians have some form of 'Naval Superiority'?
Yes, sure. Maybe not in the first iteration, but later on - currently I am mostly limited by graphical assets - all these units are to be drawn.

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  And why can't we play as certain races like The Drill & The Logans? :( It would be challenging to play as The Logans since everyone hates them (in the backstory, anyways...).
Originally this was because they had a reduced set of spaceship hulls. I think I'll make them playable soon.
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Majestic7

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #260 on: September 26, 2014, 04:16:29 am »

You know, it would interesting to see a groundbased turtle faction. So they'd have worse ship hulls than most, but their ground troops were awesome in holding land. Maybe by burrowing in the ground and building fortresses everywhere so kicking them off a planet would be very hard.

Kind of sounds thematic for the insect guys now that I think about it; making their planets huge nests.
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #261 on: September 26, 2014, 04:22:22 am »

So for those that aren't in the know. Stardrive allowed you to create Fleets. And these fleets would remember its Ship Compositions. So when the fleet was sent into battle, you can requisition constructions of new ships (that would be spread through out the empire) or the absorbent of  ships that would fit the bill, but not in a Fleet.
Fleets I think also let you do a lot of macro managing pretty well. You can order ships to be upgraded, I think. If not, that'd be a great idea.
So, do you propose to have a kind of "fleet composition window" that allows you to compose a fleet from all the available designs and then use this to issue commands like "build fleet A and send it to the system B" that automatically makes all your empire to start building that fleet?

This is possible to do, as AI players already has such option :)

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I also would either like a strong story reason why the ships can't refuel between stars, or have the ability to refuel in between stars.
Because you cannot refuel in a middle of a hyper-jump :)

I am working on different hyperspace-related technologies that include creating new tunnels, collapsing tunnels, "compressing" tunnels, etc.
This should bring much more strategical variety for the second half of a game.

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I am curious if Gas Giants will always be a disappointment. It'd be neat if you could do anything with them.
I plan to make something like "deep scanner" module, that can be installed on a ship and allow that ship to make a detailed planetary research, searching for artefacts, etc.

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It'd be great if these outposts could just be normal stations that you can design yourself. How I so envision it, is that it'd be a Module for Freighters that you load up with Station plans. They consume the Freighter when they build the Outpost.
Yes, the current concept is to make it possible to disassemble stationary objects like satellites and platforms and transport them to another systems in several freighters, then assemble back using repair module.

But this must be introduced together with tunnel technologies, otherwise it will lead to "unbreakable" defence of bordering stars.
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MrWiggles

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #262 on: September 26, 2014, 03:49:55 pm »

So Fleet System, as per Stardrive, and I am not asking it to be exactly like Stardrive, was like so.


You had a Fleet Screen that let you place already constructed ships (not in a fleet), and allowed you to select from your Designs to be placed into the fleet as well. You were then able to build them individually or select all and build thing.

If your fleet contained outmoded/deleted designs, it'd give you a conformation box, but allow you construct them anyway.

On the Map screen the fleets were Hotkeyed so you can select them and direct them.

The fleet when they were being built didn't converge on their own. I wish they did. It wouldn't strike me as, conceptually that hard, to establish a System as their Base of Operations, and have newly constructed ships converge there. Default to your Capital.

It'd be boss if you can order ships to be upgraded from this menu, for simplicity sakes I would say they would go to their Base of Operate System for such a thing and complain if that system doesn't have an Orbital Factory. It'd be awesome if it could utilize all the orbital factories in a given system.

As an aside, it'd be boss if there a button to redistribute the building queues for say Colonies Ships so they don't get all bunched up in one system when there more then one system can build them.

It'd be super boss if there was a way to consign fighters to carriers and have the carrier be stocked with fighters, to keep down some of that macro.
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The Scout

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #263 on: September 26, 2014, 04:04:28 pm »

Been playing the game a lot, and I'm liking it so far. Ships feel really fragile though, but that may be your intention. Perhaps some more armor techs that increase health by a lot but add a crazy amount of weight, or increases the ships current weight by a percentage. That way you can trade off the speed/health situation by designing the ship with almost nothing in it.
The current situation has been the Ai going to a planet with over 500 carriers, dropping off their fighters, and retreating. The sheer amount of fighters melt anything without equal loses, even with anti-fighter weapons.
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #264 on: September 27, 2014, 02:28:41 pm »

On the Map screen the fleets were Hotkeyed so you can select them and direct them.
Do you really need more than 2-3 fleets?
I usually have active actions no more than in 2-3 places, so I do not need many fleets. Ships I build at some planets complement one of my fleets. But usually I build them close to conflicting stars to save on "commute" time.

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The fleet when they were being built didn't converge on their own. I wish they did. It wouldn't strike me as, conceptually that hard, to establish a System as their Base of Operations, and have newly constructed ships converge there. Default to your Capital.
Maybe just add an option for a ship to travel to some star (or join some fleet) after it is built?

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As an aside, it'd be boss if there a button to redistribute the building queues for say Colonies Ships so they don't get all bunched up in one system when there more then one system can build them.
They already do this if you use auto-colonisation feature. If you have all your colony ships built in one system this just means this is the fastest way to build them :)

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It'd be super boss if there was a way to consign fighters to carriers and have the carrier be stocked with fighters, to keep down some of that macro.
I should think how to do this.
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #265 on: September 27, 2014, 02:35:40 pm »

Ships feel really fragile though, but that may be your intention. Perhaps some more armor techs that increase health by a lot but add a crazy amount of weight, or increases the ships current weight by a percentage. That way you can trade off the speed/health situation by designing the ship with almost nothing in it.
Do you mean fragile against fighters? Or other big ships?

Maybe it makes sense to increase armour damage capacity 2-3 times...

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The current situation has been the Ai going to a planet with over 500 carriers, dropping off their fighters, and retreating. The sheer amount of fighters melt anything without equal loses, even with anti-fighter weapons.
I guess, 50, not 500 :)
Currently there is a limit (set in Remember.cfg file) of 2048 ships (including fighters) for AI fleet.

Also, in the next release I'll switch on the "minimum damage" feature for active armour. This means if the damage of a single shot is less than this "minimum damage", damage will most probably not be taken.

So it will make big ships with active armour nearly invulnerable for fighters with small guns.
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Akura

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #266 on: September 28, 2014, 11:09:11 am »

Generally, my fighters can tear up their fighters, and my frigates can slug it out with their cruisers, but going up against the other? Nope. That said, my capships can usually take out many of their fighters, since I generally equip them with lots of auto-antimezon guns.

Question: If a ship has missile storage space installed, does the ship's missile/torpedo launchers reload during the battle? I'm assuming it does, and would like to know how quickly they do, and if missiles reload faster than torpedoes.
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #267 on: September 28, 2014, 11:40:19 am »

Question: If a ship has missile storage space installed, does the ship's missile/torpedo launchers reload during the battle? I'm assuming it does, and would like to know how quickly they do, and if missiles reload faster than torpedoes.
Yes, they do reload, but much slower than when they are installed in a turret.
I mean, if you have say four missiles installed in a turret, they can be launched one after another with approx 8-12 seconds interval (shorter for missiles, longer for torpedoes). Then launcher reloads from a missile storage and this takes 5x to 7x time of usual reload.
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LordSlowpoke

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #268 on: September 28, 2014, 11:43:08 am »

what's the reason behind that? sounds kinda weird that you would load the missiles directly into the turret instead of reloading the entire turret and then firing like normal

it's like running out of rounds in a pistol's clip and instead of reloading the clip chambering every next round manually
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Ufnv

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Re: Galaxia: Remember Tomorrow - 4x space strategy game (Alpha15D)
« Reply #269 on: September 28, 2014, 11:58:33 am »

what's the reason behind that? sounds kinda weird that you would load the missiles directly into the turret instead of reloading the entire turret and then firing like normal

it's like running out of rounds in a pistol's clip and instead of reloading the clip chambering every next round manually

Maybe I was not clear enough :)

The analogue of pistol clip is just right. When you install a turret, it has some capacity for missiles in it. For this number of missiles interval between launches is short. But then you need to reload the whole turret from a storage (like inserting a new clip). This takes time. But then you once again can fire missiles one by one quickly.
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