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Author Topic: Star Ruler: Thats no Moon!  (Read 175019 times)

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #15 on: February 03, 2010, 01:50:48 pm »

Quote
And you are assumed to have won?  (Can we play on after victory?)
Yes and no.  The game does not assume you have won until there is only one race in the galaxy, yours, and then it informs you that you have won (as I mentioned before, victories are emergent :p) -- but you could keep playing even after that if you wish and pursue the Exploration path.  On the same note, if you have lost you could stick around and see if someone's Empire destabilizes and generates another Faction; you could then play as them if the server allows it.

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how much of a pain in the arse would it be to keep it at a decent level?
We're not quite sure just yet as we don't have the whole Diplomacy system into the game just yet.  We are doing our best to make it so that a Diplomatic victory requires a lot of your focus and attention, and time and strategic thinking, to pull off but I can't really comment either way at this time.  Sorry. :(

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On this note... internal damage...  is there some sort of indicator to how much internal damage a ship can take before "kersplode"?  Or is just hitting the large fuel tank or something else = auto-"kersplode"?
As subsystems are destroyed you'll see individually assigned particle systems go off in their rough location to notify you that, for instance, your fuel tank just exploded by showing a fuel explosion.  You also may track the ship's overall health through the object information window or by mousing over the ship itself to get its current HP.  Both hulls and armor absorb damage and take damage first before its applied to subsystems.  Most things do not directly cause a ship to explode and be unsalvageable -- particularly explosive components could cause a catastrophic failure however.  (A fuel cell blowing up causing another fuel cell to blow up causing the bridge to be damaged and the power generator to go offline and so forth -- leading to the immediate destruction of the ship as all the components are compromised).  It is far easier to disable a ship than it is to destroy it.  Disabled ships lose health over time as they degrade in space (this is for performance reasons) but may be resurrected with repair equipment and a couple of conditions or scrapped for spare metals and so forth.

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How far does research go?  If I wanted to play a long/persistent single player campaign....  how far would a line of research go?
Currently Level 300 is the highest some of the technologies go and we have a wide range of technologies.  I am not sure how long it takes to max out every research field but I would assume it would take several hours to do so in the current build (maybe 8-12) -- and some of our research fields are currently missing, disabled, or not yet implemented at this time.  Mods can alter and change this behavior however and by the time an Empire gains access to every level of those research fields the game should be practically won for all intents and purposes -- unless everyone is researching linearly (which is difficult to achieve) in which case you would no longer be able to out-research your opponents; you would instead simply have to be smarter in how you deploy your unlocked techs.
« Last Edit: February 03, 2010, 01:54:40 pm by Firgof Umbra »
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Zangi

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Re: Star Ruler: Thats no Moon!
« Reply #16 on: February 03, 2010, 01:57:22 pm »

Thanks for the quick replies.

Boarding parties!  Is there boarding and boarding combat?
Who doesn't love a good ol boarding party every now and then?

Also prisoners(from enemy crew in lifepod/boarding party takeover)?  Is it in?
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #17 on: February 03, 2010, 02:03:15 pm »

No problem; I enjoy answering people's questions about our game. :)

Neither are in the current build but both Reaper and I have talked about the possibility of them being in the game.

That at the very least is definitely something that could be modded in after we launch the game if it doesn't make the final build.
« Last Edit: February 03, 2010, 02:04:53 pm by Firgof Umbra »
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Sean Mirrsen

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Re: Star Ruler: Thats no Moon!
« Reply #18 on: February 03, 2010, 03:23:54 pm »

Well now, that's VERY interesting. Mind if I ask a few more questions about design specifically? Designing stuff that will likely be destroyed is a favorite pastime of mine. :)

What options do we have in the design screen? Do we choose preset hull configurations and just stick things in there, or do we perhaps have modular hulls that can have pieces added to them?

For example, look at this screen:
Spoiler: Big screen (click to show/hide)
Now splice it with Sword of the Stars's "make-a-hull-out-of-three-pieces" system, and tell me how close your system is to that. Yes, I've got ridiculous demands. No, I'm not wearing purple. :)
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #19 on: February 03, 2010, 03:55:46 pm »

It is fairly close to the game that you posted.  We have many more stats to track which are shown on our blueprinting system and we have scalability.  What you have is an empty design that you add parts to, and those parts make a buildable object when you save the layout. :)

We are also going to try and make a 'rapid prototype' button which allows you to create an on-demand ship layout for situations where you need a particular sort of tool and so forth and you're not all that put off by the fact that it may potentially be slightly inefficient compared to a version that you spent a while tinkering on.

When I say that ships are basically an assortment of parts, I mean that ships are basically made out of subsystems -- from the hull to everything that's in them.  The subsystems do not talk to the model right now however so your ship designs may look different compared to your ship (you might have 'floating things' that don't make sense when you look at the model because they're not there) but we don't restrict you.  In essence what you're doing is just defining where in the hull of the model your parts are located.   To the engine, a saved ship is just as follows:
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<?xml version="1.0"?>
<settings scale="25" name="Vindicator" />
<subSystems>
   <subSystem name="LightHull" x=".265625" y=".09375" scale="1" link="-1" />
   <subSystem name="PowerGen" x="-1.1875" y=".03125" scale="1" link="-1" />
   <subSystem name="Bulkhead" x="-1.625" y=".03125" scale=".5" link="1" />
   <subSystem name="FuelCell" x="-0.46875" y=".046875" scale=".5" link="-1" />
   <subSystem name="IonThruster" x="-2.6875" y="-0.203125" scale=".25" link="-1" />
   <subSystem name="IonThruster" x="-2.6875" y=".296875" scale=".25" link="-1" />
   <subSystem name="PowerArmor" x=".984375" y="-0.734375" scale="1" link="-1" />
   <subSystem name="PowerArmor" x="1.0625" y=".890625" scale="1" link="-1" />
   <subSystem name="ShieldGen" x="1.34375" y=".078125" scale=".25" link="-1" />
   <subSystem name="StealthField" x="1.984375" y=".0625" scale=".25" link="-1" />
   <subSystem name="PlasmaBeam" x="-0.484375" y="-0.484375" scale=".25" link="-1" />
   <subSystem name="PlasmaBeam" x="-0.46875" y=".578125" scale=".25" link="-1" />
   <subSystem name="CoolantSys" x="-0.4375" y="1.171875" scale=".75" link="11" />
   <subSystem name="CoolantSys" x="-0.484375" y="-1.015625" scale=".75" link="10" />
   <subSystem name="Computer" x=".6875" y=".078125" scale=".5" link="-1" />
   <subSystem name="MissileRack" x="2.328125" y="-0.203125" scale=".25" link="-1" />
   <subSystem name="MissileRack" x="2.328125" y=".34375" scale=".25" link="-1" />
   <subSystem name="PowerVampire" x=".234375" y="-0.734375" scale=".25" link="-1" />
   <subSystem name="MindSapper" x=".21875" y=".875" scale=".25" link="-1" />
   <subSystem name="ShieldHardener" x="1.53125" y="-0.21875" scale=".25" link="8" />
   <subSystem name="ShieldCharger" x="1.546875" y=".28125" scale=".25" link="-1" />
   <subSystem name="RepairBay" x="-1.234375" y=".828125" scale=".25" link="-1" />
   <subSystem name="RepairBay" x="-1.21875" y="-0.734375" scale=".25" link="-1" />
   <subSystem name="CargoBay" x="-1.90625" y="-0.671875" scale=".5" link="-1" />
   <subSystem name="CargoBay" x="-1.90625" y=".6875" scale=".5" link="-1" />
   <subSystem name="AmmoStorage" x="-2.171875" y=".046875" scale=".5" link="-1" />
   <subSystem name="FlakTurret" x="-0.8125" y=".03125" scale=".5" link="-1" />
   <subSystem name="PlasmaBeam" x=".390625" y="1.375" scale=".25" link="-1" />
   <subSystem name="PlasmaBeam" x=".34375" y="-1.265625" scale=".25" link="-1" />
   <subSystem name="TorpedoBay" x="1.953125" y=".875" scale=".5" link="-1" />
   <subSystem name="TorpedoBay" x="1.96875" y="-0.75" scale=".5" link="-1" />
   <subSystem name="Colonizer" x="-0.078125" y="-0.390625" scale=".25" link="-1" />
   <subSystem name="LifeSupport" x="-0.09375" y=".46875" scale=".25" link="-1" />
   <subSystem name="CrewQuarters" x=".96875" y=".078125" scale=".25" link="-1" />
   <subSystem name="Bridge" x="-0.1875" y=".0625" scale=".25" link="-1" />
   <subSystem name="Laser" x=".9375" y="1.671875" scale=".25" link="-1" />
   <subSystem name="Laser" x=".96875" y="-1.53125" scale=".25" link="-1" />
   <subSystem name="Capacitor" x="-0.921875" y="-0.5" scale=".25" link="-1" />
   <subSystem name="Capacitor" x="-0.90625" y=".546875" scale=".25" link="-1" />
   <subSystem name="SolarPowerGen" x="-1.5625" y="1.3125" scale=".25" link="-1" />
   <subSystem name="SolarPowerGen" x="-1.546875" y="-1.234375" scale=".25" link="-1" />
   <subSystem name="Analyzer" x="1.53125" y="-1.375" scale=".25" link="-1" />
   <subSystem name="Analyzer" x="1.59375" y="1.453125" scale=".25" link="-1" />
   <subSystem name="ShipBay" x="-1.078125" y="-1.75" scale=".5" link="-1" />
   <subSystem name="ShipBay" x="-1.109375" y="1.828125" scale=".5" link="-1" />
   <subSystem name="MissileRack" x="0" y="-1.671875" scale=".25" link="-1" />
   <subSystem name="MissileRack" x=".015625" y="1.78125" scale=".25" link="-1" />
   <subSystem name="MissileRack" x="-0.5" y="1.921875" scale=".25" link="-1" />
   <subSystem name="MissileRack" x="-0.46875" y="-1.875" scale=".25" link="-1" />
</subSystems>
Everything else about the subsystems is read at runtime, as appropriate to the mod that you were running. :)

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What options do we have in the design screen?
Though it is an incomplete list, here's what you could expect to find in your layout editor; these subsystems being separated into collapsible folders; what folder they go in to is defined by what Tags the subsystems have.
Please note:  This is not a complete list and subsystems listed here may be revised, added to, removed, or moved from one category to another by the time the game launches.  This is not a complete list of all the subsystems that will be available in the final game; it is a list of subsystems that are available in the current internal build of the game.
Beyond that, you should expect the ability to import and export designs from your Profiles folder, clear the layout entirely, two different modes (one stat-focused and the other placement and rotation focused) and to receive detailed information about components whenever you mouse over them.
« Last Edit: February 03, 2010, 04:05:53 pm by Firgof Umbra »
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Farce

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Re: Star Ruler: Thats no Moon!
« Reply #20 on: February 03, 2010, 06:58:26 pm »

Sounds quite cool.  That stuff will have orbits already have me excited.


I'm wondering if ships be able to move and turn in all three planes.  Like... Nexus, for example, I noticed my ships usually ended up "upside down" from the starting "right side up", which was cool.  Conversely, Star Trek Online limits the angle you can point your ship along the z-axis, so it's not fully three dimensional, like.

Also, will planets affect and be affected by ships?  Like, if a destroyed ship plummeted to the surface, could it possibly cause damage or be salvaged or... I dunno, anything?  Or if a ship flew itself into the planet, would there be a "point of no return" if it flew into the atmosphere or something.  I guess the question could also be applied to stars and gravity wells?


How is damage to a ship represented?  ...More specifically, will my spaceships burn?  Will their drive cores explode in huge balls of energy?  Could those explosions possibly cascade across the ship, or damage another ship.


...I mean, I guess spacefires are unrealistic or whatever, right?  But other explosions are plausible, and I like explosions.

Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #21 on: February 03, 2010, 07:58:27 pm »

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Sounds quite cool.  That stuff will have orbits already have me excited.

I'm wondering if ships be able to move and turn in all three planes.  Like... Nexus, for example, I noticed my ships usually ended up "upside down" from the starting "right side up", which was cool.  Conversely, Star Trek Online limits the angle you can point your ship along the z-axis, so it's not fully three dimensional, like.
Yes, ships move in all three dimensions but they tend to stick to the 2d plane unless they have a specific reason not to (for instance whenever ships get into a fight they start going up and down to try and out-posture the enemy with their weaponry).
Quote
Also, will planets affect and be affected by ships?  Like, if a destroyed ship plummeted to the surface, could it possibly cause damage or be salvaged or... I dunno, anything?  Or if a ship flew itself into the planet, would there be a "point of no return" if it flew into the atmosphere or something.  I guess the question could also be applied to stars and gravity wells?
Currently gravity has no effect on ships, inbound, powerless, or otherwise.  This may be something that we might try to put in later however just as a nice visual/game effect. This will likely first show up when we implement black holes if we have them pull objects in while they do their damage.

Quote
How is damage to a ship represented?  ...More specifically, will my spaceships burn?  Will their drive cores explode in huge balls of energy?  Could those explosions possibly cascade across the ship, or damage another ship.
...I mean, I guess spacefires are unrealistic or whatever, right?  But other explosions are plausible, and I like explosions.
Ships do not tend to burn or spark, they only tend to emit particles whenever effects are applied to them, when a subsystem is destroyed, and so forth.  We may do some persistent effects however.  We're already doing damage masks and so that might be an extension to the damage mask system.  This is another thing that could likely be modded in by the community if we don't get around to it by launch day.
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Sysice

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Re: Star Ruler: Thats no Moon!
« Reply #22 on: February 03, 2010, 08:16:02 pm »

I can't find it in this thread, and the website appears not to have it...
What platforms do you support/plan to support by the time it comes out to the public?

Sounds awesome, by the way. Combining design, combat, mad science, more mad science, Dyson spheres, ~realistic physics, and more...  ;D

To below: eh, it now loses the awesome. Sounds like a good idea and probably a great game, though.
« Last Edit: February 03, 2010, 09:05:58 pm by Sysice »
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Firgof Umbra

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Re: Star Ruler: Thats no Moon!
« Reply #23 on: February 03, 2010, 08:31:14 pm »

We plan to support XP, Vista, and Windows 7 officially. (It runs through WINE on Linux but we can't guarantee official support)
Quote
Sounds awesome, by the way. Combining design, combat, mad science, more mad science, Dyson spheres, ~realistic physics, and more...  ;D
Thanks! :D
« Last Edit: February 03, 2010, 08:41:44 pm by Firgof Umbra »
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Re: Star Ruler: Thats no Moon!
« Reply #24 on: February 04, 2010, 12:48:52 am »

Im definitely keeping my eye on this game.  Looks really impressive.
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Sean Mirrsen

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Re: Star Ruler: Thats no Moon!
« Reply #25 on: February 04, 2010, 01:18:50 am »

Btw, Firgof, are you sure you have the IRC server address right in your first post? I can't use it in either mIRC or the browser.

As to what I needed it for - do you need modellers? I'm using Lightwave, so can provide models in just about any format except Maya's.
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EuchreJack

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Re: Star Ruler: Thats no Moon!
« Reply #26 on: February 04, 2010, 02:18:55 am »


It is far easier to disable a ship than it is to destroy it.  Disabled ships lose health over time as they degrade in space (this is for performance reasons) but may be resurrected with repair equipment and a couple of conditions or scrapped for spare metals and so forth.

Can I salvage/cannibalize/resurrect the disabled ships of other civilizations?  Can we learn alien tech from alien ships?

Sean Mirrsen

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Re: Star Ruler: Thats no Moon!
« Reply #27 on: February 04, 2010, 02:42:04 am »

Btw, yes. It's an interesting question. For example, you meet an alien race and manage to cripple one of its cruisers. What happens when you haul the thing into your port?

Remember Tomorrow allowed you to collect disabled enemy fighters and repair them. Since we have subsytem damage here, maybe a different approach would work? For example, you study the disabled ship (well, more like just haul it in and wait for crews to repair what's left of it). Then you receive a design of the ship in your ship design screen, which would be incomplete, its destroyed subsystems missing. You could then retrofit the design with your technology, and subsequently use the ship yourself.
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Game One, Discontinued at World 3.
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Ioric Kittencuddler

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Re: Star Ruler: Thats no Moon!
« Reply #28 on: February 04, 2010, 03:44:06 am »

So ships can't be ordered to move in three dimensions then? 

Are the different objects in space placed in three dimensions or are they on a flat plane?

You said that weapons have arc based on where you place them on the hull, will they have cool little animated turrets?  Not really a big thing, but they're always fun. 

Can ships break apart and if so will the individual parts still retain some function until they are destroyed / degrade? ;D

How do you target individual parts of a ship, and how are hits determined?  Do you use a number generator?  Hit detection?  I've been thinking about this because I've been playing Sword of the Stars lately and the targetting system in that is pretty cool and intuitive.  You just click on the exact location on the enemy hull that you want your ships to center their weapons' cones of fire on.  And you can give them standing combat orders to face front towards the target, broadside, or just order them to face a specific direction.

If you're using Newtonian physics, does that mean ships have to spin around to change direction or that we have to design them with equal sized engines on all sides?  Graphically, is this represented realistically?  I mean, do ships constantly have their engines firing while moving or do they stop once they get up to speed?  While we're on that subject, do ship then only need to use fuel while changing speed and direction?  Also, is there FTL travel that negates allot of this over long distances?

What's the scale like for this game?  I mean, ships versus planets versus stars versus Dyson Spheres etc.    Are they represented in a realistic scale?

Will there be bizarre non-aligned entities (again like Sword of the Stars)?

What sorts of weapons are you considering having?  Are they all turret based or will it be possible to create things like spinal mounted gigantic beam weapons?

Sorry for bombarding you from orbit with all these questions, but I'm just really interested.

Is the galaxy contiguous or is it segregated into sections such as certain areas around stellar objects, or stellar systems?
« Last Edit: February 04, 2010, 03:48:36 am by Ioric Kittencuddler »
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Sean Mirrsen

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Re: Star Ruler: Thats no Moon!
« Reply #29 on: February 04, 2010, 04:31:39 am »

I think it's not one galaxy. If the trailer is anything to go by, the universe is likely continuous, with no separation apart from arbitrary "jumping off-system" since there's nothing to see in the interstellar space.

As for creating massive weapons - well, since you already kinda do use scaling... just put up a Very Large Conventional Cannon. Maybe even with black powder. Gigantic spinal mounts aren't different from turrets, they're just very large turrets that can't rotate.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
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