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  • File : 1254571175.jpg-(346 KB, 1280x1024, screenshot27.jpg)
    346 KB Praetor !7Bl1gt9gwQ 10/03/09(Sat)07:59 No.6113219  
    Hey /tg/. It's that guy making a 4x game.

    There's been a lack of updates due to imminent exams (apparently you can't code a real-time 4x strategy game in less than a month. Huh. Who'd have thunk it?). Good news is, they'll be over in a week. To celebrate, here you go:
    twitter.com/praetor_game

    Expect updates once a week, maybe more than that, I don't know. I'll still make /tg/ threads, this is just so that people stop pestering me to get a website up.

    Gameplay-wise, I'm still hung up on the planetary/population model, but at least that's making a progress. Also, there's virus engineering in the game now, by which I mean you can create a custom virus by specifying desired traits.
    >> Anonymous 10/03/09(Sat)08:03 No.6113248
    looks good
    how many playable races are you going to put in there?
    >> Praetor 10/03/09(Sat)08:04 No.6113251
    Also, I forgot to mention, the game has a name now: Praetor. But since that is probably taken by some obscure Rome game from the late 80s or something (haven't checked) it will probably be Praetor:Something Something in the end.
    >> Anonymous 10/03/09(Sat)08:06 No.6113269
    Is it anything like MOO2 ?
    >> Anonymous 10/03/09(Sat)08:07 No.6113278
    4x?
    >> Not really a new commisar anymore 10/03/09(Sat)08:07 No.6113279
    >>6113269

    More like Dominions 3... IN SPAAAAAAACE.
    >> Anonymous 10/03/09(Sat)08:09 No.6113291
         File1254571746.jpg-(20 KB, 249x268, 1253698712927.jpg)
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    >Dominions 3
    >Fun
    >> Anonymous 10/03/09(Sat)08:09 No.6113294
    >>6113291
    WHO SAID ANYTHING ABOUT FUN
    >> Anonymous 10/03/09(Sat)08:10 No.6113300
    >>6113294

    Exactly.

    MOO2, Best 4X SPPPPPPPPPPPAAAAAAAAAAAAAAAAAAAAACCCCCCCCCCCCEEEEEEEEEEEEEE game.
    >> Praetor 10/03/09(Sat)08:19 No.6113340
    Actually, it will resemble Paradox games more than MOO, with focus on strategic level. I am hoping to eliminate the tedious late-game micromanagement that plagues MOO2 (and every other Civlike game, ever). Also the game goes on in real-time instead of turn-based.

    >>6113248
    You can have multiple empires of a single race in a single game. As it is, I am working on humans as a "prototype" race and will add several non-human races at a later date. I will try to have at least 5-6 distinct races. For now I'll assign them codenames such as Space Bugs, Space Wizards, Space Combine, etc. While you probably can't make a custom race (since every race will have very specific mechanics), you can customize every race into subraces by picking from an assortment of traits.

    Also, no alien will resemble humans; if it does, it is not by accident. So no Space Dogs, Space Cats, or Green Skinned Space Chicks.

    For the uninitiated:
    http://suptg.thisisnotatrueending.com/archive/5656104
    >> Anonymous 10/03/09(Sat)08:22 No.6113353
    >>6113340
    gay
    >> Anonymous 10/03/09(Sat)08:23 No.6113358
    >>6113340

    What specific mechanics ?

    Different methods of FTL ?

    Different weapons ?

    X, Y, Z bonuses to a weapon and population growth and the like ?
    >> Anonymous 10/03/09(Sat)08:24 No.6113363
    >>6113340
    What about Blue Chicks?
    >> Praetor 10/03/09(Sat)08:25 No.6113368
    >>6113353
    No, dear sir! I assure you that in-game your character (the emperor) will have intercourse with women exclusively.
    >> Anonymous 10/03/09(Sat)08:28 No.6113381
    Will there be an option to customise ships?
    Will there be ground battles/troops alike IG?
    How deep will space combat be in ways of micromanagement?
    >> Not really a new commisar anymore 10/03/09(Sat)08:29 No.6113382
    >>6113291

    What's the matter? To INTELLIGENT For you?
    >> Anonymous 10/03/09(Sat)08:29 No.6113384
    >>6113368
    I'm looking forward to any acts of dickery you will include in this game.

    Keep up the good work!
    >> Anonymous 10/03/09(Sat)08:29 No.6113385
    >>6113368
    Assembling your space harem should be its own minigame and accrue more of whatever is closest to Respect points.
    >> Anonymous 10/03/09(Sat)08:30 No.6113390
    I would kill for a WH40K 4x game. But it isn't possible, right?
    >> Anonymous 10/03/09(Sat)08:32 No.6113401
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    >a real-time 4x strategy game
    Set sail to fail!
    >> Anonymous 10/03/09(Sat)08:36 No.6113423
    I seem to remember a game called Praetor, but I'm not sure
    >> Anonymous 10/03/09(Sat)08:37 No.6113434
    >>6113382

    Lern2English, before insulting someone's smarts, dickbean.

    "Too INTELLIGENT for you?" is how it should read.
    >> Praetor 10/03/09(Sat)08:38 No.6113441
    >>6113358
    Less "different modifiers", more of a conceptual difference.
    For example, a species of nomads whose colony ships can detach and reattach elsewhere if needed (so they can migrate to new systems with ease).
    A species whose population growth is very limited so they have to enslave other species and use those as ground troops.
    A species of space-bugs that can't conquer planets, only bio-harvest them and leave (*cough* NIDS *cough*). But the real thing is, since they can't colonize anything, it pays for them to not eat everyone, just cull occasionally and let their food grow again (think of them as the farmers, and other empires as cattle).
    A species completely incapable of deception, that consider all treaties eternal. (Will never break treaties, but will also never declare peace once war has started until one side is annihilated).

    Every species will probably have a distinct "tech tree" and abilities instead of drawing techs from a common pool.

    Not only different weapons, but different units and doctrines. Humans have troops, tanks, mechs, starfighters, starships, cruisers, the works. Space Bugs might have a ground unit that doubles as a starfighter. Another race has Defenders, cheap and powerful ships incapable of star travel... but they also have huge (and hugely expensive and vulnerable) Star Carriers to ferry those around.

    And yes, vastly different methods of FTL for some of them. I'm thinking of having Space Combine not have starships at all, but invading by opening teleport channels directly to the target system. There is a species that moves and invades by extending gigantic warp tentacles of darkness from their systems to their target.
    >> Anonymous 10/03/09(Sat)08:39 No.6113452
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    >>6113441

    >Nomads
    >Colonise
    >> Anonymous 10/03/09(Sat)08:44 No.6113477
    Needs some kinda Space Nanotechnology race

    Only organics would be on their home world, colonizes other planets via drones, AI, etc for minan/biofuel/etc
    >> Anonymous 10/03/09(Sat)08:45 No.6113480
    >>6113390
    considering how a mod takes ages to have even the slightest speck of original content? I'd say yeah, that's right.
    Months of work and capable people are required to make just one faction, imagine how much it would take to make all the 10 or so factions of 40k.
    We'll add it to the long list of awesome games that will never be made.
    >> Anonymous 10/03/09(Sat)08:48 No.6113501
    >>6113441
    Those kind of gimmicks/different playstyles are what usually draw me to a game, great idea.
    >> Praetor 10/03/09(Sat)08:50 No.6113512
    >>6113441
    Continuing. A species of tentacle horrors that doesn't have default growth. They need slaves (of any other organic race) to incubate in. They are... not very popular, diplomatically speaking.

    A species of Von Neumann nanomachines gone rogue who made their own empire. You don't grow in population. You PRODUCE population like you would a unit. They also don't have ship factories, but rather their ships can self-replicate in asteroid fields.

    >>6113401
    Just because the concept has never before been executed properly doesn't mean it sucks by default.

    >>6113381

    There will be no in-depth ship design, but you will be able to customize your fleets. The point is you are an emperor, not a ship designer or an urban planner.

    You don't control combat directly like an RTS. If you (the Emperor) are present in the combat, you have more control of events, but you never have direct control over which ship goes where. I am hoping for planetary invasions that have interacting ground and orbital layers, where starships can provide support bombardment to ground level and descend into low orbit, or land, sprout legs and turn into Titan class walkers. It all depends on how I will be able to represent that graphically.

    The point is there can be several battles going on simultaneously at any single time and to REQUIRE player input for any of them would mean you can only wage one battle at once, which goes against the whole "strategy" theme where you should be rewarded for launching simultaneous attacks, pincer movements with fleets advancing on several key systems at once, etc. You are the emperor, not a flotilla captain.
    >> Praetor 10/03/09(Sat)08:55 No.6113546
    >>6113452
    Please elaborate. Should a species be called nomadic only during their transit? Do they stop being nomads the moment they unpack in a system and start exploiting its resources?>>6113480
    I'll make a 40k mod for this myself if noone else does.
    I am dead fucking serious.
    I am putting in lines of code for the warp specifically even though "the warp" will not be in the game simply so I can unlock it with a mod later.

    Obviously I can't release a 40k game out of the box due to copyright issues. But I can release a game and then an independent mod afterwards.
    >> Anonymous 10/03/09(Sat)09:03 No.6113590
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    This all sounds great Codefag. Keep up the good work. Also, please try to make everything as accessible as possible, so people can mod your game easily.

    Pic related (inspiration ass)
    >> Anonymous 10/03/09(Sat)09:03 No.6113591
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    >>6113546

    >Nomad
    >Exploiting
    >> Praetor 10/03/09(Sat)09:06 No.6113605
    >>6113591
    I....
    I give up.
    >>6113590
    Why thank you!
    >> Anonymous 10/03/09(Sat)09:10 No.6113621
    >>6113546
    sparks my interest, please do include 40k mode toggle in options
    >> Anonymous 10/03/09(Sat)09:10 No.6113622
    >>6113441

    The problem is that a realtime approach clashes with a 4X games complexity if you don't allow generous periods of time for preparation and have a streamlined interface.
    If you eradicate waiting times between commands and their execution you'll have a very steep learning curve.

    Another solution would be leaving a lot of the micromanagement to the AI(combat/details of building) but that turns the game more into a manager, but less into a 4X strat.

    MOO2s only real glaring fault was the incompetence of the autobuild feature anyway.
    An elegant workaround solution to overwhelmingly huge build lists for fresh colonies in the late game would be a restriction of possible buildings based on the planets industrial capabilities so your list isn't bogged down with 100+turns needed to build crap on colonization. Only buying stuff with galactic reserve opens the whole list with a manual build option attached.
    >> Anonymous 10/03/09(Sat)09:14 No.6113636
    >>6113546

    I dunno. If you're putting in code for it, but "choose" not to use it (at least not immediately), that sure sounds like setting yourself up for copyright infringement eventually. They could probably still argue that due to its existence, it shows an intention to infringe at some point.

    Remember, this is GW we are talking about.

    Take the Hotcoffee Mod, for example. Not a perfect analogy, but still...
    >> Anonymous 10/03/09(Sat)09:16 No.6113650
    >>6113636
    Similar sentiment, I would add code that, with modding, could be the warp, but is actually used for direct teleports or something.
    >> Anonymous 10/03/09(Sat)09:21 No.6113677
    >>6113636
    'The warp' or the way you could represent it ingame is not a totally 40k-only thing. You could easily provide several methods of FTL (teleport, slow, 'sailing' i.e. warp) and just have the modder choose between them.
    That would be quite awesome if you could switch FTL drive type per empire too, so you could mod in races with instant teleport at a huge cost, or much slower travel speeds but cheaper ship drives.
    >> Anonymous 10/03/09(Sat)09:48 No.6113873
    A race of sentient planets would be cool that looks at the other races as pesky barnacles or dangerous parasites.

    They could increase their empire by "awakening" normal planets, granting them sentience as well, the catch being that it won't work if the planet is habitated or industrialized.

    It would be funny if they reproduced through glorious planet-on-planet fucking.
    >> Anonymous 10/03/09(Sat)09:51 No.6113898
    I'm interested in beta/alpha testing this game.
    >> Anonymous 10/03/09(Sat)09:57 No.6113936
    OP, check out Sword of the Stars.

    It may be able to provide you with ideas that you can implement in certain regards.
    >> Anonymous 10/03/09(Sat)09:58 No.6113950
    >>6113873
    This idea has potential, but how would they go about eliminating other races or exploring if they're just planets?
    >> Anonymous 10/03/09(Sat)10:04 No.6113994
    >>6113950
    They catch asteroids in their gravityational pull and fling them at anything that fucking dares fucking with the fucking planets of having a brain.
    >> Anonymous 10/03/09(Sat)10:08 No.6114027
    >>6113994
    except that would also destroy half the planet they're trying to awaken, not to mention its ecosystem
    >> Anonymous 10/03/09(Sat)10:08 No.6114032
    >>6113994
    They are playing hackysac
    >> Anonymous 10/03/09(Sat)10:09 No.6114037
    >>6113950

    Taking control of asteroid clusters, simple minded half-sentient comets for scouting, meteor showers for eradicating enemy population. Maybe even sentient planets detonating themselves in a controlled fashion to create sentient fragments that travel through space.

    Turning planets into traps that seem ideal for colonization/exploitation but who can awaken into a mind control planets.
    The catch being that the more populated/developed the planet is the bigger the chance of failure/detection of the sentience seed inside the planet.

    And if the planet-on-planet sex idea gets used imagine a mobile sentient planet RAPING your inhabitated homeworld.
    >> Anonymous 10/03/09(Sat)10:12 No.6114061
    >>6114027
    Ecosystems are the cancer killing our glorious sentient planet empire.

    Breaking up the other planets crust is "popping the cherry" so the planets can exchange "bodily fluids" during their passionate lovemaking.
    >> Anonymous 10/03/09(Sat)10:14 No.6114072
    >>6114037
    Hey look at that, an M class planet outside my solar system. And it's not claimed. How did I miss this shit?
    ..
    Is that thing moving? OH GOD
    OH GOD, WHATS IT DOING
    JESUS FUCK FFFFFFFFFFFFFFFFFFFFFFFFFFFfefesmflksejfmskndvkl,;nsilkvnl;,nv r
    ---End transmission---
    >> Anonymous 10/03/09(Sat)10:23 No.6114129
    >>6114072
    WE'RE FUCKED
    >> Anonymous 10/03/09(Sat)10:24 No.6114135
    Planet having sex, sometimes /tg/ is more disturbing than /b/. That's why I love /tg/ so much.
    >> Anonymous 10/03/09(Sat)10:28 No.6114167
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    If the idea of planet-on-planet sex is too "extreme" for you milquetoasts you can also tone it down.

    The sentient planets could live in a symbiotic relationship with a race living on them that they use as a front for interstellar stuff and who plant seeds on other planets, but the actual planets are calling the shots.
    >> Anonymous 10/03/09(Sat)10:31 No.6114191
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    393 KB
    >Breaking up the other planets crust is "popping the cherry" so the planets can exchange "bodily fluids" during their passionate lovemaking.
    >> Praetor 10/03/09(Sat)10:39 No.6114251
    >>6113622
    All valid arguments, but this isn't a usual 4X game with all its elements (tech tree, multiple kinds of units, unit management and design, detailed colonization with construction queues, etc.) with RTS aspect taped on. This is a completely different kind of game, designed from ground up for real-time mechanics. But what is real-time anyway? If it helps, you can consider it a turn-based game that does things in 5 microturns per second. Because that's how it works.

    This strategic approach means the game doesn't track if you built Recreation Center on planet Epsilon Eridani 4, or how many of the latest guns you can cram onto your frigate. You colonize a system and it starts developing. If you have 50+ different buildings that all improve a colony one way or another, then you usually end up having to build every building on every planet eventually anyway and maybe specialize somewhere, like prioritizing starbases on border planets and prioritizing agriculture on food providing planets. So I decided to cut out the middle man and colonies now operate by way of abstract infrastructure ratings whose progress you control. Furthermore, apart from deciding on colonization, you have no input on planetary level. Everything is tracked and calculated on the star system level.

    It is an abstraction and many people might not like it, but the real gameplay experience comes from managing an empire. You are, simply put, an emperor. I am well aware of the complete clusterfuck MOO3 happened to be and I will not let that happen again.

    The downside with this is that it has periods when nothing happens, but you can accellerate those. I'll probably explain this by having the Emperor go to cryosleep (which will have an additional benefit that he won't age during these boring periods)

    >>6113636
    Don't worry, I know what I'm doing.

    Also, planet on planet sex? Disturbing, yet awesome. Won't make it in the game, but still awesome.
    >> Praetor 10/03/09(Sat)10:43 No.6114289
    >>6113898
    And /tg/ will be the first to know when a "stable" download is available.
    >>6113677
    That's how it works already. For every unit type / chassis you just set flags on what it can do.
    >> Anonymous 10/03/09(Sat)10:44 No.6114298
    >>6114251
    Sounds very Sword of the Stars. Which is fine by me.
    >> Anonymous 10/03/09(Sat)11:24 No.6114580
    >>6114298
    except you can't customize ships or command battles in this guys game.

    I don't care if that's playing Shipwright or Fleet Commander instead of Emperor, it's god damned fun to do.
    >> Anonymous 10/03/09(Sat)11:38 No.6114676
    >>6114580
    Agreed, because all real Emperors do is fucking bitches, counting cash and some diplomacy. Fuck that. Gief detailed ship building! Small fleets that make each ship unique. Ship crews getting experience. Micro rape in combat mode.
    >> Anonymous 10/03/09(Sat)11:47 No.6114736
    This looks interesting.

    Is there gonna be a KILLER SPACE MACHINE empire? there really should be.
    >> Anonymous 10/03/09(Sat)11:55 No.6114780
    MOO1 with its simple, yet effective percentage bar colony controls is a good game to study for the kinda game Praetor wants to make.

    You control the most used aspects of the game from the galactic map and don't go into a separate screen for every colony.

    I think MOO1 could have been the better multiplayer game because of its simpler interface and less micromanagement, maybe even realtime capable if you left out tactical ship combat.

    Just compare planetary invasion in moo1 and 2:
    Moo1 uses the same buttons for transfering colonists and invading planets. You don't need freighters/transports and no dedicated "trooper" units, the troops that survived the attack are your new colonists.

    In MOO2 you need to build transports first and have enough freighters for sending your own colonists as well (so much of a hassle it's easier to destroy the colony and send a colony ship on it).
    Add the hassle of managing captured enemy population to that and you see how by increasing the complexity of a game aspect and improving it in theory you actually dissuade players from using it.

    Planetary invasion was a core element of MOO1 gameplay, in MOO2 its vanilla form is only rarely used to make "zoo" planets with token examples every race you conquered. Telepathic races in MOO2 skip all the hoops you have to jump through to conquer enemy planets so players act more like in MOO1 in them.
    >> Anonymous 10/03/09(Sat)11:58 No.6114797
    You know, the one thing I've always missed in any 4X game I've player is tech-regression.
    You're always inventing stuff, getting smarter and brainier all the time, why can't we have our own Dark Ages of Technology Allah-dammit?
    >> Anonymous 10/03/09(Sat)12:03 No.6114816
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    I'll download it once a few updates are out.

    It actually looks good.
    >> Praetor 10/03/09(Sat)12:04 No.6114827
    >>6114676
    >>6114580
    I'm not trying to outdo Master of Orion or something. I just want to try something new. Some people like tactical combat with customized ships and crew experience and individual traits for ship commanders. I can get behind that, I really can.

    But me? I would like, just ONCE, to play a game where you are an emperor of a stellar empire, with hundreds of millions and billions of people united under my rule; with thousands of starships carrying millions of soldiers, entire armies invading planets while supported by orbital barrages, clearing a landing zone, establishing a bridgehead and then committing countless battallions by airdrop through anti-air defenses and planetary shields, while fleets numbering thousands duke it out in the orbit.

    That's why I'm making this game.
    >> Anonymous 10/03/09(Sat)12:06 No.6114838
    >>6113873
    This sounds a lot like Midworld from the Flinx & Pip universe. I'd love to play it though.
    >> Anonymous 10/03/09(Sat)12:10 No.6114862
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    >>6114827
    That's just about the best promotion for any damn game I've heard in a looong time.

    Holy shit, games are bad now.
    >> Anonymous 10/03/09(Sat)12:13 No.6114881
    >>6114827

    That reminds me of another thing I miss in other 4X games; scale. Even the biggest possible galaxy in Galactic Civilizations feels like a sub-sector to me.
    I feel that as time passes for your empire, certain things should stop being relevant, which you seem to have down pat with your system of colonization.
    Once you're building ringworlds, what is indeed the point of worrying about individual buildings on individual planets?
    >> Anonymous 10/03/09(Sat)12:14 No.6114883
    >>6114797
    Google "Emperor of the Fading Suns".

    Build research labs, which store and maintains your empires technology, research technologies proscribed by the church, inquisitors burn down your labs, enjoy your new darkage.
    >> Anonymous 10/03/09(Sat)12:16 No.6114899
    >>6114881

    Remember the early promotional videos for Spore? Where the guy demonstrating it would keep zooming out?
    Imagine having this in a game, where, as your empire grows, you effectively zoom out, and things that were important before become mere statistics (like individual ships captains for example) and you start focusing on the bigger stuff out there.
    >> Anonymous 10/03/09(Sat)12:18 No.6114911
    I heard there was someone making an MOO2 clone and had a early beta on sourceforge. Free Orion. It's still a long way from being a functional game.
    >> Anonymous 10/03/09(Sat)12:20 No.6114915
    >>6114899
    this
    >> Anonymous 10/03/09(Sat)12:21 No.6114923
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    >>6114883

    Thanks, thats a damn sweet cover btw.
    >> DA BOSS !l0Ve65SXyU 10/03/09(Sat)12:26 No.6114968
    >>6114899
    I think that spore had the potential to be that game, too.

    It fell short on all frontiers though, sadly.

    This game actually looks good. I actually hope planets will have their own maps, too. Like alpha centauri on "Tiny planet" mode. You could set the planet building to automatic or fuck around with everything.

    Alpha Centauri was a GOOD game.
    >> Anonymous 10/03/09(Sat)12:27 No.6114978
    >>6114923
    Looks like he found his Old Speckled Hen.
    >> Anonymous 10/03/09(Sat)12:46 No.6115124
    bump for planet sex
    >> Praetor 10/03/09(Sat)14:39 No.6116007
    >>6114899
    >>6114968
    Naturally this is what all ambitious 4x games should at least aspire to. Given current processing power, it is completely feasible to progress all the way up to the level of a galaxy. It would require a lot of original ideas and creativity poured into project. You know, like they used to back when they made games like X-Com and Alpha Centauri. But that's not how the gamedev industry works anymore, is it?

    I've even thought a bit about making a game with the grandest scale ever made - the one where you are an intergalactic mind/entity vying for control over the universe against your peers. Every galaxy would be just a speck - fuck, every galaxy CLUSTER would have to be just a speck - for this to work. Populations would be measured in hundreds of quadrillions, sentient races under your control in thousands, etc. etc. You would follow the universe starting with Big Bang and in the latter stages you would do all you can to stave off the bane of entropy and Heat death, or maybe try to prevent a Closed Universe collapse unto itself. Some day I might just be lunatic enough to make that game. But for now I'd like to stick with something more familiar.

    For my part, in this game I'm making I don't intend to insult the players' intelligence by claiming those 200-odd star systems are a "galaxy". I have deliberately fluff such that galaxy is divided into sectors by the way hyperspace currents work. In fact, I plan to make it a plot device in the single player "campaign", where you will go through different sectors much in the same way you go through different missions in, say, Starcraft. Of course every single "mission" is a 4x campaign unto itself, though it wouldn't last as long.
    >> Anonymous 10/03/09(Sat)15:47 No.6116616
    You've implied the ability to play as xenos in this thread. It the thread on sup/tg/, you gave a good amount of fluff, saying we were human warlords (self-styled emperors) with a few star systems to our name (to start with, of course) and that other human warlords were all over.

    What's going down with this setup now?
    >> Anonymous 10/03/09(Sat)16:12 No.6116877
    >>6114797
    great idea, i want this also
    >> Captain Failmore Express 10/03/09(Sat)16:21 No.6116963
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    i approve of this project
    >> Anonymous 10/03/09(Sat)16:35 No.6117086
    did someone just suggest OP makes this DWARF FORTRESS IN SPACE? Where you must rule over hundreds or thousands of individual forts so they don't get overrun by kobolds and crap, IN SPACE!
    >> Captain Failmore Express 10/03/09(Sat)16:37 No.6117103
    >>6117086

    >kobolds in space

    my god
    >> Anonymous 10/03/09(Sat)16:38 No.6117114
    >>6117103
    Emperor damn it, /tg/. Are you gonna throw everything in space?
    >> Anonymous 10/03/09(Sat)16:39 No.6117131
    >>6117114
    yes.

    >>6117103
    You mean relatively weak things that steal something and then GTFO? those are called pirates.
    >> Anonymous 10/03/09(Sat)16:42 No.6117162
    >>6117086
    that's precisely what the dev is trying to avoid.
    As your empire grows larger the micromanagement fades for a more general approach.
    You shouldn't check yourself for individual forts when you rule half the galaxy.

    Possibly implement some sort of administrative system, where you can choose who controls the different sectors of your domains, with varying effects based on stats?
    >> Anonymous 10/03/09(Sat)16:43 No.6117168
    How are you making this?
    >> Anonymous 10/03/09(Sat)16:44 No.6117179
    >>6117162
    Like spore? But less suck?
    >> DA BOSS !l0Ve65SXyU 10/03/09(Sat)16:45 No.6117188
    THE ALPHA CENTAURI COLLIDES WITH DWARF FORTRESS

    THEY TUMBLE TOGETHER

    PRAETOR IS FORGED.
    >> Anonymous 10/03/09(Sat)16:47 No.6117202
    >>6117188
    >THE ALPHA CENTAURI COLLIDES WITH DWARF FORTRESS

    >THEY TUMBLE TOGETHER

    >THE CLUSTER FAIL THAT IS PRAETOR IS FORGED.

    Fixed for how it really isn't going to happen.
    >> Anonymous 10/03/09(Sat)16:49 No.6117217
    >>6117114
    fa/tg/uys........IN SPACE!
    >> Anonymous 10/03/09(Sat)16:49 No.6117226
         File1254602986.jpg-(45 KB, 358x500, soase.jpg)
    45 KB
    Hay guys, what's going on in here?
    >> Anonymous 10/03/09(Sat)16:50 No.6117229
    >Realtime
    Please please please make it possible to slow it down to a crawl.
    If there's something I despise it's strategic games that depend on the player being quick about everything.
    >> Anonymous 10/03/09(Sat)16:50 No.6117235
    >>6117179
    Much less suck. Also less of everything before space.
    >> Anonymous 10/03/09(Sat)16:50 No.6117238
    http://suptg.thisisnotatrueending.com/archive/6113219
    archived.
    >> Anonymous 10/03/09(Sat)16:51 No.6117244
    >>6117229
    I agree with this. More than that though, I'd like the ability to pause, do shit, and then unpause and have the effects of my actions occur.
    >> Anonymous 10/03/09(Sat)16:51 No.6117248
    >>6117202
    >I see the future, I know things before they happen
    >> Anonymous 10/03/09(Sat)16:52 No.6117251
    >>6113512
    >They need slaves (of any other organic race) to incubate in.
    Will there be tech advances to fix this? Gene-splicing, cloning, artificial wombs etc.
    >> Anonymous 10/03/09(Sat)16:53 No.6117259
    >Warp
    >Copyrighted
    So a hack idea is suddenly something you can get sued over?
    What?
    >> Anonymous 10/03/09(Sat)16:53 No.6117260
    >>6117251
    Upgrades include schoolgirls, female knights, female teachers, female slaves, and female monsters.
    >> Anonymous 10/03/09(Sat)16:53 No.6117262
    >>6117226
    As good as SoaSE was, no campaign and only three fucking races made it grow boring pretty quick. Come back when you have at least double the number of unique races playable.
    >> Anonymous 10/03/09(Sat)16:53 No.6117264
    >>6117248
    Considering the game described so far is very different from either DF or Alpha Centauri, I'd say that that was a reasonable prediction.
    >> Anonymous 10/03/09(Sat)16:56 No.6117290
    >>6117262
    Agreed, it was just to poke some fun at the OP. I have hope for some of the mods they're making, like the WH40K one. However, due to them actually wanting to make it good and proper, the development is slow.
    >> Anonymous 10/03/09(Sat)16:56 No.6117292
    How will slaves work?
    >> Anonymous 10/03/09(Sat)17:00 No.6117319
    >>6117292
    Very hard.
    >> Anonymous 10/03/09(Sat)17:00 No.6117321
    I love that this game is being made.
    Just that there is SOMEONE who is making it.
    Somewhere.
    Out there.
    >> Anonymous 10/03/09(Sat)17:03 No.6117342
    >>6113636
    >Warp
    Are you kidding me?
    A demonic infested dimension where spaceships can travel through is suddenly an idea you can be sued over?
    >> Anonymous 10/03/09(Sat)17:04 No.6117358
    God damn, I'm actually interested in this. I'd alpha/beta play it.

    Also: Will we be able to make customized ships on a grand scale? To Elaborate:

    In MoO2, you built ships off of patterns.
    In the game you're making, will that be the case? Or will we be able to SAVE Patterns, but other then that we're allowed to build customized ships per build-order?
    >> Anonymous 10/03/09(Sat)17:07 No.6117389
    >>6117358
    In MoO2, you COULD make customized ships, but you had to do a few work-arounds, and even then it only "Worked" later in the game when you had set up a few Production Planets.

    What you'd do was make a Template model, and have a planet or two produce those. Then, when completed, send them to the Armament Planets, where you'd Re-Fit your ships and put weaponry/custom names and shit on them.
    >> Anonymous 10/03/09(Sat)17:08 No.6117391
    Are you going to open source it? Please do, there aren't almost any cross-platform 4x games, and development would go so much faster if you assemble a dev-team.
    >> Anonymous 10/03/09(Sat)17:08 No.6117401
    What about the Alien Chicks?

    Can you 'dock' into their, hopefully non-dry, docks?

    Cause I tell you what; I reckon my Plasma Manifold needs a good scraping
    >> Anonymous 10/03/09(Sat)17:10 No.6117419
    >>6117391
    From what I see he doesn't need help.
    And better yet he doesn't need to cede creative control to some fuckwits with a completely different view on how 4x games should be made.
    >> Anonymous 10/03/09(Sat)17:11 No.6117434
    Please say there's a way to move certain Xeno populations to other planets, or start a Genocide of vertain populations on a select planet or two. What I always did in MoO2 was move conquered populations into a designated star system (Normally their home star-system). If I got planets VIA diplomacy, THEN went to war with that race, I'd normally let the planet I got VIA Diplomacy stay there, and only re-locate the planets I obtained VIA military conquest.
    >> Anonymous 10/03/09(Sat)17:12 No.6117437
    >>6117419

    Then a native Linux version would be nice, at least.
    >> Anonymous 10/03/09(Sat)17:13 No.6117448
    >>6113214
    > Old. I already read this on http://www.anertalk.com/ (aner = anon) last night.
    Is this really the quality of discussion that we want here?
    >> Anonymous 10/03/09(Sat)17:15 No.6117464
    >>6117419
    He could always release the source but have his own official branch that doesn't take shit from anybody but himself.

    That said, it is understandable if he wants to keep it closed while he is actively developing it. I hope he releases the code when he's done working on it, though.
    >> Anonymous 10/03/09(Sat)17:16 No.6117476
    >>6117292
    With tools and whips at their backs.
    >> Anonymous 10/03/09(Sat)17:18 No.6117498
         File1254604716.jpg-(45 KB, 250x250, 1254471003731.jpg)
    45 KB
    >>6117292
    >>6117476
    >> Anonymous 10/03/09(Sat)17:20 No.6117522
    >>6117476
    Speaking of slaves. I really hope ANY Xenos you have in your empire isn't considered a slave. But rather if you enslave a certain race on a certain planet, you'd have more production, but the race that's enslaved's population would start to fall. And Fall FAST, due to being overworked and having no time to sex it up.
    >> Anonymous 10/03/09(Sat)17:27 No.6117594
    >>6117522
    Actually, unless you treat them like shit, they should start growing faster, since children are a valuable resource to manual labor social castes.
    >> Anonymous 10/03/09(Sat)17:29 No.6117613
    >>6117594
    So... Maybe a slider on how you treat the slaves on said planet?
    >> Anonymous 10/03/09(Sat)17:30 No.6117633
    >>6117594
    >they should start growing faster
    >since children are a valuable resource
    This game requires Soylent Greens with off-world 'spices'
    >> Anonymous 10/03/09(Sat)17:35 No.6117682
         File1254605745.png-(549 KB, 800x600, zuul.png)
    549 KB
    >>6117613
    Slaves? Sliders? Death? It's starting to sound oh so familiar.
    >> Praetor 10/03/09(Sat)17:45 No.6117780
    Holy fuck, this thread is still alive?

    >>6116616
    There will have to be alien empires in the game, so I figured I'd let the players control them. Especially in "skirmish" mode. Humans will be the first to become playable, though.

    >>6117168
    Coding in C++. Graphics in various 3d modeling software that is completely legit (*cough*). Sound by taking a bunch of cheapass royalty free samples and editing them in Audacity.

    >>6117229
    I hereby solemnly vow that none of my strategy games, should I ever complete any, will ever require mouse twitch work or indeed provide any advantage (or disadvantage) to people with higher clicks per second.

    >>6117319
    Fucking lol'd.

    >>6117358
    There will be ways to influence ship and fleet composition on a strategic level. Current model, subject to change, allows upgrading your base ships with modules. Destroyers + Missile Pods module = Missile Destroyers. Destroyers + Heavy Armor modification = Armored Destroyers. Destroyers + Missile Pods + Heavy Armor = ... half of your yearly income, really. I am considering how to handle module stacking right now.

    >>6117401
    Win32 version comes first, game will be freeware anyway, so I'll release the code. Later on I'll probably work on a commercial sequel.

    >>6117434
    Genocide is possible, it is already in the game. The amount of people killed every day is proportional to the total amount of military units stationed in the system.

    >>6117522
    Slavery is tricky. But there will be occupied non-slaves, with all the politics that go with it. For example, you as emperor can issue an edict of tolerance that removes the morale penalties of other races, or an edict of "humans are master race, xenos are lower level citizens" that will also have significant consequences (lower rights, lower morale, lower reproduction, more grudge to their empire of origin, but your own xenophobic population will have a field day).
    >> Captain Failmore Express 10/03/09(Sat)17:48 No.6117816
         File1254606510.jpg-(19 KB, 404x362, alf.jpg)
    19 KB
    >>6117682
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)17:49 No.6117832
    >>6117780
    I'm interested in this too. So I have a question: Can the Emperor of your nation declare "Humans are the Master Race!" even if the emperor, and the empire you control, is a Xeno race? This would perhaps give +to Diplomacy to the Humans and their allies, but give a -diplomacy to their enemies and their enemies' allies?
    >> Praetor 10/03/09(Sat)18:02 No.6117957
    >>6117832
    That's not something I had in mind. The edicts of tolerance influence politics, but you can't declare your primary population inferior. Now... I suppose you might install a puppet government and make them acknowledge humans as the master race. Think of it this way: Humans are the Romans of the setting. Aliens are the barbarians. There are space Huns, space Persians, and space Mongols.
    >> add me to msn redzeck 10/03/09(Sat)18:12 No.6118042
    redzek@hotmail.com
    I am the virginia tech shooter
    >> Praetor 10/03/09(Sat)18:15 No.6118070
    Wait... WHAT?
    >> Anonymous 10/03/09(Sat)18:25 No.6118174
    Can I have other races in my empire peacefully? Like the Federation or Tau empire?
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)18:26 No.6118181
    I'm still lurking around. Tell us about what you've got done so far.
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)18:27 No.6118201
    >>6118174
    If it's anything like how MoO2 worked aliens, then yes.
    >> Anonymous 10/03/09(Sat)18:33 No.6118247
    >>6118174
    Negotiating a surrender or buying systems should do it.
    Though I think it would be cool to have other governments swear fealty to you. You know, build an actual empire, with vassals.
    >> Praetor 10/03/09(Sat)18:33 No.6118254
         File1254609232.jpg-(97 KB, 407x405, advice_krall.jpg)
    97 KB
    >>6118181
    As a matter of fact, I am right now working on colonies/population/infrastructure model, and I'm going through great pains to ensure multiple population groups can coexist in the same system. Currently I am trying to see if I should separate them by planet. This seems like a reasonable thing to do because you could then, for example, breed ice-dwellers on ice worlds to utilize their full potential.

    Multiple populations per system makes things more difficult but in the end it should make for interesting politics and it is necessary for slavery.

    Also working on implementing pic related.
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)18:38 No.6118298
    >>6118254
    Be humans
    Eat the Xenos scum.
    >> Anonymous 10/03/09(Sat)18:40 No.6118325
    >>6117226
    you suck. fuck off
    >> Anonymous 10/03/09(Sat)18:53 No.6118453
    With all this awesome stuff going in, it seems like the interface is likely to end up being a total clusterfuck. What are the interface plans so far?
    >> Anonymous 10/03/09(Sat)18:59 No.6118540
    >>6114883
    RESEARCH PLAGUE BOMB
    *advicevau.jpg*
    OH FUCK WHY ARE MY LABS ON FIRE
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)19:17 No.6118715
    Preator. These features so far sound amazing. POST MORE.
    >> Anonymous 10/03/09(Sat)19:24 No.6118767
    >>6113219
    Do you have a website or anything where we can watch the progress of this game? It sounds great.
    >> Anonymous 10/03/09(Sat)19:27 No.6118788
    The thing I have always wondered is why should we always send a basic ship of idiots with some stupid tools and then apon landing on a fresh planet demand they re-ccreate the history of the homeworld perferably in a shorter timespan?

    Bolt some factories and shit onto the damn colony ship, crash what is essentially a mini capital city into the planet. You can then take advantage of the manafacturing advantage developed worlds have.
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)19:38 No.6118886
    >>6118767
    I could set-up a cheap ass website real quick for it. Most likely either Wetpaint or Proboards. Probably Wetpaint seeing that it's the better one.
    >> Anonymous 10/03/09(Sat)19:44 No.6118939
    Man I wish I could get past the setup hump of Ogre and get back to game coding.

    Damn Flash refusing to install/uninstall.
    >> Praetor 10/03/09(Sat)19:51 No.6119023
    >>6118453
    All the options are in via "projects". You access projects in different screens. System information and actions are divided into Infrastructure, Administration, Tech, Military and Strategic tabs. Ideally all interaction with a system will be made without a separate screen, but rather on a panel at the bottom of the strategic map, as you can see on the screenshot. Interface is very important to me, I hope to make it as clean and intuitive as possible.

    >>6118715
    Ok, you asked for it. FE
    >> Praetor 10/03/09(Sat)19:53 No.6119039
    >>6119023
    Huh. What the fuck happened with that post?

    I meant to say, FEATURE DUMP:

    - "structures of power" - organizations and interest groups vying for control in your empire, such as religions, corporate sector, military brass, etc. For example, you could create an SS-like organization that would provide you with the ability to recruit special forces that would be absolutely loyal to you. Or you could give much power to an intelligence agency, to ensure loyalty of your subjects and silent disposition of any dissidents, but you better watch your back if you piss off the spymasters. Or you could empower the Corporate sector, which would privately fund the development of colonies but also take a hefty percentage of the colonies' resource yields.

    - tracking "biological knowledge" of other species. After winning battles, perform autopsies on dead enemies to increase knowledge. Or better yet, "harvest" slaves or prisoners and vivisect them for a massive bonus. Better knowledge enables you to construct more lethal viruses and gives you bonus to understanding. If their people find out about this, however, expect retribution.

    - This one's from a previous thread: the ability to harvest kidneys, lungs, muscle and nerve tissue of your children to increase your lifespan.

    - You get better at something by performing related projects or being target of related projects. If your people start dying of a plague, you bet your biologists will work extra hard to find a cure.

    - Information warfare. If you have science ships on a battlefield, and prowess in mathematics you can try to crack shield frequency of the enemy fleet, which will drop their shields until they are reset.
    >> Praetor 10/03/09(Sat)19:55 No.6119057
    >>6119039
    ALSO:
    - Making espionage more integral to the game. I want agents to be able to tell you what the enemy intends to do. But how to do this in a multiplayer game, with human players being unpredictable bastards they are? Therefore, I needed a way to encourage players to communicate their strategic intentions to the game. To that effect, see following paragraph.

    - Let's say, for example, you want to declare war on Empire X. You can't do that just because you feel like it. To wage war, you must prepare for it. Your military HQ must prepare invasion routes. Logistics and quartermasters prepare for an impending war, propaganda machine must prepare the population for war. Training must be given to units to adjust combat tactics based on which species you can attack... and so on. So, if you declare war at a whim, your military brass will go "what the fuck, Emperor?", your troops will fight at massive penalties, you will lose authority and your population will be miserable. To avoid this, you must PREPARE FOR WAR against empire X. You do this by clicking a button in the diplomacy screen that sets your stance to "prepare for war". It takes at least a few years to fully prepare for war, and it is very expensive to do so (depends on military infrastructure, doctrines etc.). During this time enemy agents in your empire can discover your intentions, so empire X can also prepare for war. If, however, these preparations are discovered by species Y, they can then sell the evidence to Empire X or offer to give you the negatives back... at a price. And once you are prepared for war, you can declare war without any penalties. And if your enemy HASN'T prepared for war against you, expect to take a lot of his systems with very inefficient resistance. This way, I am hoping to reward the players for strategic planning and foresight, and encourage cloak-and-dagger play.
    >> Anonymous 10/03/09(Sat)19:57 No.6119071
    >>6113219
    OP YOU HAVE TO HAVE MECHS IN IT TO SATISFY OUR DESIRE FOR WEABOO DESTRUCTION
    >> Praetor 10/03/09(Sat)19:58 No.6119078
    >>6118788
    In other words, at later levels of technology your newly formed colonies might begin with infrastructure ratings other than zero. This is an intriguing prospect.

    >>6118767
    Read the OP, there's a twitter account there and I guess that should be sufficient for now.
    >> Praetor 10/03/09(Sat)20:03 No.6119128
    >>6119071
    I'll one up your weeaboism. Not only will you have tactical mechs, but with proper tech, you will have MECHS... THAT TRANSFORM INTO STARFIGHTERS.

    Oh and if that wasn't enough, want some gattai? Try this on for size: the Machines don't have different ships. They have a basic ship called Hedron, which is like a frigate-class ship. However, once you have enough Hedrons, you can combine 4 of them them into a Tetrahedron (more like a destroyer), or 20 Hedrons into a Dodecahedron (battleship)... and who knows, with proper techs, Hecatohedrons and maybe even Megalohedrons would become possible... So they basically have LEGO ships.
    >> Anonymous 10/03/09(Sat)20:06 No.6119157
    >>6113390

    A 40k game would not be 4X, it would just be X.
    >> Anonymous 10/03/09(Sat)20:08 No.6119176
    >>6119128
    >MECHS... THAT TRANSFORM INTO STARFIGHTERS.

    Your weaaboism has just killed all my interest for that game. Go ahead and add catfolk and tentacle monsters.
    >> Anonymous 10/03/09(Sat)20:09 No.6119184
         File1254614952.jpg-(78 KB, 452x600, Cornelia1.jpg)
    78 KB
    >>6119128
    GASP
    DOUBLEGASP
    That does sound pretty awesome. Although, I would be careful to the level of weabooism you allow as too much can be a problem in the long run. However, to make a suggestion, have you thought about having a human component to all the starfighters and battleships, and whatnot? For example, assigning certain commanders to capital ships would increase or decrease their effectiveness.
    Have some anime tits for awesome.
    >> Anonymous 10/03/09(Sat)20:12 No.6119223
    >>6119128
    >once you have enough Hedrons, you can combine 4 of them them into a Tetrahedron
    Fuck, I lol'd
    >> Anonymous 10/03/09(Sat)20:15 No.6119268
    As the Emperor, your personal protection should be of the utmost importance.

    - Body doubles (preferrably cyborg monstrosities)
    - Holograms

    Could be a mini-game or something, were you need to distribute your limited numbers of "copies" to various hotspots throughout your empire. It could be a publiv appearance to boost morale, an undercover visit to find out "first-hand" what is happening on a given planet.
    etc.

    And when your empire has grew to an appropriate hugeness, Ridiciulous Spacebuildings should be unlocked as a new construction option. Stuff like enormous black obelisks on every planet you conquer, that functions as a link between other planets, as well as to the Node (the Mothership, or the Homeplanet, or something). This obelisk-network would function as a computer of sorts, using the entire ecosystem of the planet to perform complex-as-fuck calculations (like the original idea for the Matrix), and thus enabling further, hyper-advanced research. However, these signals would of course be prone to "hacking", although on a grand scale.

    Other Rid-Builds could include an entire artificial "planet", that you could move around freely throughout space, to lure opposing empires to maybe colonize it, and thus stealing technology and information. Or like, some weapon that accelerates star fusion, and thus be able to hold entire solar systems for ransom. The possibilites are endless!
    >> Anonymous 10/03/09(Sat)20:19 No.6119320
    >>6119268

    Man, I really over-use "thus".

    Or y'know, build a Mega-Maid, that just drains up everything from a planet, leaving it bare and dead.
    >> Anonymous 10/03/09(Sat)20:23 No.6119369
    This game sounds amazing. I'm a big fan of games like this (especially MoO II) and what you're implementing sounds like a breath of fresh air for the genre. Saying that, would you mind if I joined your project? Not as programmer, but as a composer. What do you say?
    >> Anonymous 10/03/09(Sat)20:28 No.6119434
    Here's a suggestion idea: For a nomadic race you should have colony ships upon which you can build structures, just like a planet- albeit much smaller in size. In essence, tiny, moving planetary colonies from which you can make either research vessels or make them hive ships, or just able to make any smaller-than-itself kind of ship.
    >> Praetor 10/03/09(Sat)20:29 No.6119443
    >>6119176
    First of all, tentacle monsters are already in. Catgirls are not. See >>6113340 for greater detail.

    Second of all, in a high-technology environment of scarcity with a military having to cover thousands of cubic light-years, the availability of specialized tools and flexibility to field them where needed will be practically dictating the winner of any given conflict (assuming no large discrepancies in technology level and military doctrines). Thus, versatile generalist units become an incredibly valuable concept in any futuristic space empire. Therefore, to create a unit that would be able to adapt to multiple different battlefields, that would encompass several roles at once, would be hugely beneficial, and given the technology, cybernetics, engineering and miniaturization that would go hand-in-hand with such an advanced setting, we can easily see the necessity and benefit of someone sooner or later developing hybrid units, or ones that can change roles and fulfill a multitude of them.

    Therefore there is nothing wrong with units that can be used tactically on planetary surface and double as spaceworthy craft as needed. You may, of course, assign labels to it as you wish, but the concept is bullet-proof, so if you lost all interest, please continue on your way, and nothing of value was lost.
    >> Anonymous 10/03/09(Sat)20:29 No.6119446
         File1254616192.jpg-(15 KB, 476x356, Bert.jpg)
    15 KB
    >>6119128
    >20 Hedrons into a Dodecahedron
    Dodeca means 12
    >> Questing Knigh/tg/uy !!3OliFLeQMTB 10/03/09(Sat)20:36 No.6119514
    rolled 70 = 70

    Keep up the good work bro. Do you have a Beta or even an Alpha for us to play?
    >> Praetor 10/03/09(Sat)20:37 No.6119527
    >>6119446
    FUCK. I knew that. And now I'm ashamed.
    >>6119434
    See >>6113441
    >For example, a species of nomads whose colony ships can detach and reattach elsewhere if needed (so they can migrate to new systems with ease).
    It would basically work as you say. You would have mobile colonies, perhaps with sufficient tech, even self-sustaining deep space colonies.

    Did I mention you can build bases anywhere in the sector? Like, outside star systems? Space Wizards will probably be able to summon entire star systems from their dimension at selected locations.

    >>6119268
    Disturbing... but intriguing. I will steal this idea for future reference.
    >>6119369
    Fuck yes, I need music. You do realize this is freeware, right?
    >> Praetor 10/03/09(Sat)20:41 No.6119587
    >>6119514
    I'll tell you what I always say to that question: SOON.

    The first version I post will be absolute bare minimum, without AI and sound and with rudimentary tech tree. It will serve as a compatibility test rather than a game demonstration. I aimed to release that by mid-September, but I was too ashamed of lack of features, so I'll push it back. But protip, don't expect anything remotely playable before Christmas.
    >> Anonymous 10/03/09(Sat)20:42 No.6119594
         File1254616936.jpg-(31 KB, 443x468, 1246093031076.jpg)
    31 KB
    >>6119527
    >Space Wizards will probably be able to summon entire star systems from their dimension at selected locations.
    >> Anonymous 10/03/09(Sat)20:43 No.6119603
    You should just volunteer for the Free Orion project. That looks more promising and they need developers who are dedicated to getting work done in a timely manner.
    >> Anonymous 10/03/09(Sat)20:43 No.6119615
    >>6119594
    That is pretty fucking awesome. Space Wizards are bros.
    >> Anonymous 10/03/09(Sat)20:45 No.6119632
    >>6119527
    >Fuck yes, I need music. You do realize this is freeware, right?

    Yeah, but I've always wanted to write for a space game. I think it'll be fun. Email in the email field.
    >> Questing Knigh/tg/uy !!3OliFLeQMTB 10/03/09(Sat)20:46 No.6119642
    rolled 94 = 94

    >>6119587
    I'm cool with that. I'll be around for a while. I like the ideas so far, although I don't think Real-Time and 4X mix well. However I really can't say anything at this point so I'll just wait for your Beta.
    >> Anonymous 10/03/09(Sat)20:47 No.6119652
    Looking good OP, I'll be waiting for the demo.
    I can't be asked to read the ENTIRE thread, but would you recommend me a good 4x game (4x newfag)
    I like things like Civ and also things like Homeworld, X2 and 3 etc. So this looks like its RELEVANT TO MY INTERESTS.
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)20:48 No.6119670
    >>6119652
    MoO2.
    There is no MoO3, don't bother getting it, it's just a troll game.
    >> Anonymous 10/03/09(Sat)20:54 No.6119727
    >>6119670
    Thanks, I'll check it.
    >> Praetor 10/03/09(Sat)20:56 No.6119757
         File1254617814.jpg-(411 KB, 1280x1024, star_teleport.jpg)
    411 KB
    >>6119603
    Yeah but I'm kinda into this entire "creating my own game" stuff. FreeOrion has its own design, this is completely different stuff.
    >>6119594
    Did I mention you could teleport stars?
    You can teleport stars.
    Pic related.
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)20:58 No.6119781
    >>6119757
    Bro. This game looks like pure Orgasmic Pleasure right now. God DAMN. I LOVE MoO2, but I can't get it to work properly with DOSBox.
    >> Anonymous 10/03/09(Sat)21:03 No.6119830
    >>6119670
    Hmm, could anyone be so generous as to provide a download link for MoO2?
    >> Anonymous 10/03/09(Sat)21:08 No.6119878
    >>6119830
    I found an exe on /rs/, not sure if legit, but I'm dl ing it anyways.
    >> Praetor 10/03/09(Sat)21:10 No.6119913
    >>6119878
    I got mine from /rs/, it worked fine. Although I seem to recall graphics would get scrambled at random times, if that happens, just save, exit, reload, and you should be fine.
    There's also a fan-made patch (google for it and you should be able to find it easily) that fixes a lot of imbalances and some bugs.
    >> Anonymous 10/03/09(Sat)21:12 No.6119937
    >>6119913
    Thanks I'll do that
    >> Shas'o R'myr !!TZikiEEr0tg 10/03/09(Sat)21:13 No.6119945
    >>6119320

    And then a team of rejects will switch it from "suck" to "blow."
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)21:18 No.6120019
    >>6119913
    It only does that to me when using DOSBOX. DOSBOX also doesn't play music for me.
    >> Anonymous 10/03/09(Sat)21:20 No.6120047
    >>6119757
    I CAME COSMIC RADIATION!
    >> Dirk Hardpeck !WZTE0BWnJA 10/03/09(Sat)21:34 No.6120176
    Bumblol
    >> Praetor 10/03/09(Sat)21:38 No.6120241
    OK /tg/, it's been fun but I'm going to hit the sack. Thanks for all the ideas and the support. I'll post again when I can.

    But while I'm gone I want you to think about these three little words:
    Black. Hole. Catapults.

    And no, it's not Black Holes that are doing the catapulting.
    >> Anonymous 10/03/09(Sat)21:45 No.6120337
    >>6120241
    Surely the catapult would get sucked in...

    Night, and good luck with the game.
    >> Anonymous 10/03/09(Sat)21:53 No.6120449
    >>6120241
    Ffffff
    Night.
    >> Anonymous 10/03/09(Sat)22:32 No.6120906
    >>6119443
    Everything you say in that paragraph is true, but there's no reason that would lead to transformers. A ship which can fly in atmosphere has more mobility than a mech. If it can not turn into a mech, it can avoid be lighter for the amount of firepower it carries, and thus be cheaper to build and cheaper to use. Also, faster and more maneuverable.
    >> Anonymous 10/03/09(Sat)22:52 No.6121128
    >>6119057

    Don't give them penalties, just omit the bonuses of decent preparation.

    OP, I will happily do the music for this game for free providing I get credit
    >> DA BOSS !l0Ve65SXyU 10/03/09(Sat)23:05 No.6121278
    >LEGO SHIPS

    Dislike.

    I want this to be race-specific. Like, humans are very cubular, and their ships are specialized

    Space wizards can do do-deca-fuck-ships.

    Space bugs can have morphing bio-ships

    Etc, etc. What I'm saying, is if you generalize those, it removes an entire layer of strategy. Saying "OH WELL I'LL JUST COMBINE THOSE AND BAM, I CAN BEAT YOU NOW" is different than "HAHAH, MY HIDDEN DESTROYERS IN THE MAGNETIC FIELD BEAT YOUR FUCKING CAPITAL SHIP YES". It just doesn't have the same satisfaction as knowing you out-witted your opponent tactically.
    >> DA BOSS !l0Ve65SXyU 10/03/09(Sat)23:11 No.6121358
    LE BAMP.

    I want to hear OP's reply.
    >> Anonymous 10/03/09(Sat)23:13 No.6121376
    >>6121278
    It's good to have each race's ships somewhat unique but they should still be as customizable as possible.
    >> Anonymous 10/03/09(Sat)23:13 No.6121379
    >>6121278
    >the Machines don't have different ships. They have a basic ship called Hedron
    >the Machines
    seems race specific to me.
    >> Captain Failmore Express 10/03/09(Sat)23:15 No.6121387
         File1254626100.jpg-(78 KB, 500x330, ramiel-rebuild.jpg)
    78 KB
    >>6121278

    >do-deca-fuck-ships

    ramiels
    >> Anonymous 10/03/09(Sat)23:15 No.6121397
    >>6121358
    You're an idiot for two reasons

    1) The OP has gone to sleep
    2) Lego Ships were a special race specific solution to spaceships. Notably the machine race. They are not available to anyone else.
    >> DA BOSS !l0Ve65SXyU 10/03/09(Sat)23:16 No.6121401
    >>6121376
    I agree 100%.

    I think you should customize them while building, but not be able to just create massive battleships from frigates, in the field.

    Shit's crazy, bro.
    >> Anonymous 10/03/09(Sat)23:17 No.6121422
    >>6121358
    If you're going to bump all night, at least wait longer in between.
    >> DA BOSS !l0Ve65SXyU 10/03/09(Sat)23:18 No.6121441
    >>6121397
    >>6121379
    Well I apologize. It's way too late for me to be posting anyway.

    Just don't get your neckbeards in a knot.



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