Project6014 demo release

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Death 999
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Re: Project6014 demo release

Post by Death 999 » Fri Dec 03, 2010 12:52 am

I went in... oh wait I didn't, decided to stop off and ask the Orz, then forgot that I hadn't. Umm. Okay. Anyway, intentional it is.

superbutcherx
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Re: Project6014 demo release

Post by superbutcherx » Fri Dec 03, 2010 10:13 am

There just might be something in one of the other Shofixti spheres of influence... A hint that led to nowhere in 0.1.0 indeed has some relevance now in 0.1.1! 8-)

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Alvarin
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Re: Project6014 demo release

Post by Alvarin » Fri Dec 03, 2010 10:21 am

superbutcherx wrote:There just might be something in one of the other Shofixti spheres of influence... A hint that led to nowhere in 0.1.0 indeed has some relevance now in 0.1.1! 8-)
What do you mean nowhere?
You could see where Shofixti hint overlaped Chmmr information and investigate there in the first version of the demo too...
To be angry is to punish yourself for the errors of others.

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Dyandod
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Re: Project6014 demo release

Post by Dyandod » Sat Dec 04, 2010 12:00 am

Alvarin wrote:
superbutcherx wrote:There just might be something in one of the other Shofixti spheres of influence... A hint that led to nowhere in 0.1.0 indeed has some relevance now in 0.1.1! 8-)
What do you mean nowhere?
You could see where Shofixti hint overlaped Chmmr information and investigate there in the first version of the demo too...
Well, I couldn't find anything in the third Partol sphere. I'll search the second sphere sometime else, but I did find something new at Gamma Janus.

Oh, and I found a Rainbow World at Permanides, but that was probably already there.
KYAAAAAIIIIIIIIIEEEEEEEE!

superbutcherx
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Re: Project6014 demo release

Post by superbutcherx » Sat Dec 04, 2010 5:33 pm

Alvarin wrote:
superbutcherx wrote:There just might be something in one of the other Shofixti spheres of influence... A hint that led to nowhere in 0.1.0 indeed has some relevance now in 0.1.1! 8-)
What do you mean nowhere?
You could see where Shofixti hint overlaped Chmmr information and investigate there in the first version of the demo too...
I'm talking about the hint that Dyandod is referring to, not the patrol hint you get from the Shofixti :)

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chenjesuwizard
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Re: Project6014 demo release

Post by chenjesuwizard » Sat Dec 04, 2010 9:06 pm

Death 999 wrote:I went in... oh wait I didn't, decided to stop off and ask the Orz, then forgot that I hadn't. Umm. Okay. Anyway, intentional it is.
you kind of need to go there

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Shiver
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Re: Project6014 demo release

Post by Shiver » Tue Dec 07, 2010 8:01 am

Hi! I'm a combat designer for Project 6014 so I should probably field questions, comments and bug reports about that stuff in here instead of playing telephone between this forum and people in #uqm-arena. I've skimmed the thread but there's a lot of discussion spread across dozens of pages and a lot of it no longer applies so it's kind of a blur. SuperbutcherX also does a fair bit of work on the ship code -- he's a much better programmer than I am but I have a much better understanding of melee. Here's where I'm at right now with the project personally:

Combat difficulty should be scaled for people who could beat Star Control II but have only a casual understanding of melee. Net melee players will just have to get their kicks by perpetrating violence upon each other because this isn't going to challenge them as much as they would like. The difficulty as it is now might be uneven. Fine tuning to reach the right level will occur later in development. There will likely be some power creep to the enemy ship types and/or fleet sizes over Star Control II's hostile ships to stand up to the player's expanded arsenal.

Original Star Control II ships are not getting their stats tweaked unless Cedric does a 180 from his current stance.

I'm aiming to make the Explorer useful, but underwhelming for a flagship. It might be a touch too weak at the moment but there are many quick way solutions to that.

The Explorer secondary weapon is my baby, I did 99% of the programming and graphics work for it so I hope everyone likes it.

The Explorer has a stand-in AI at the moment. Giving this ship a passable cyborg script is on my agenda, but working on AI for ships which are not enemies in the campaign is a lower priority for me.

The Lurg Prawn as a ship is tentatively finished. I took the v0.1.0 ship and tried to make it into something unique and powerful. There are some defects with its AI I've already fixed after v0.1.1 or am looking to fix. On the whole I think me and 'butcher did a pretty good job with the Prawn AI, however I'm a bit worried casual players won't like dealing with a tricky, defensive opponent.

Any original Star Control II ship which the player ends up fighting may need an AI tune-up. Not going to name any names here.

Cedric could of course decide he doesn't like what I've been up to and put me back in the lamp. He's been pretty hands-off so far, though.

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Bleeding Star
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Re: Project6014 demo release

Post by Bleeding Star » Tue Dec 07, 2010 3:21 pm

Welcome, stranger.
The difficulty as it is now might be uneven. Fine tuning to reach the right level will occur later in development.
Any possiblility of a difficultly slider for combats? I like it hard (though not too hard), but the melee can be a bit intimidating for beginners. Nothing fancy, something like Easy = Good AI, normal fleets; Average = Awesome AI, normal fleets; Hard = Awesome AI, expanded fleets. Won't cry if it's not an option though.
There will likely be some power creep to the enemy ship types and/or fleet sizes over Star Control II's hostile ships to stand up to the player's expanded arsenal.
Excellent! Is it possible to get any upgraded opponents for "boss fights"? I would have loved to see ZEX's upgraded Intruder in SC2. Wouldn't even need to overhaul the graphics, just the stats. Not sure how others feel about this though, or how feasible it would be with the game engine.
I'm aiming to make the Explorer useful, but underwhelming for a flagship. It might be a touch too weak at the moment but there are many quick way solutions to that.The Explorer secondary weapon is my baby, I did 99% of the programming and graphics work for it so I hope everyone likes it.
The Explorer seems almost perfect at the moment. I'd rather see you err on the side of too weak rather than too strong, as many of the escort vessels are pretty formidable in their own right. The special is well designed - long enough duration to be useful, but short enough that you really need to move quickly to take advantage of the crippled enemy.
The Explorer has a stand-in AI at the moment. Giving this ship a passable cyborg script is on my agenda, but working on AI for ships which are not enemies in the campaign is a lower priority for me.
Fair enough.
The Lurg Prawn as a ship is tentatively finished. I took the v0.1.0 ship and tried to make it into something unique and powerful. There are some defects with its AI I've already fixed after v0.1.1 or am looking to fix. On the whole I think me and 'butcher did a pretty good job with the Prawn AI, however I'm a bit worried casual players won't like dealing with a tricky, defensive opponent.
See my above comments. I really like it, it has a unique feel. Love the wiggly main weapon, too, though I'm having to adjust my leading a lot! The AI is too defensive against several long-range ships, which can pick it apart with impunity. I can see that the AI could be frustrating for beginners, but there are plenty of ships that can rip it apart with ease, so I don't think it's a huge problem.
Any original Star Control II ship which the player ends up fighting may need an AI tune-up. Not going to name any names here.
Almost all of the AI controlled ships could use an intelligence boost (except bloody Fury, Probe, and Skiff, which I can't kill worth a damn). I understand that ones featuring in the main game will get priority though.

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RTyp06
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Re: Project6014 demo release

Post by RTyp06 » Tue Dec 07, 2010 4:26 pm

Very cool mod so far. I made it to the "to be continued" and wanted more! A few questions and thoughts...

- Does this mod disable all sounds? I was thinking there should be some sound after watching the YouTube vids.

- Commander Hayes tells me to bring back lots of minerals when I'm leaving the earth station. Shouldn't he just say good luck or somthing?

- Are there plans to incorporate the planet minerals into the game and/or outfitting the ship? I'm one of those weird geeks that likes risky missions to collect minerals and who doesn't love hellbores?.

- The player ship doesn't rotate on center and looks strange imo. Perhaps the sprite needs to be centered?

- Orbiting ships don't need to face the direction they're moving - it looks choppy and is unneeded imo.

if any of this has been discussed already, I apologize - I didn't read the entire thread.

I'm looking forward to future updates, please keep up the great work.

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Alvarin
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Re: Project6014 demo release

Post by Alvarin » Tue Dec 07, 2010 5:18 pm

Little graphical bug - When fighting with the Explorer against cloacked Avenger, when the ion pulse passes close, but misses or expires, there is a flashing blue circle displayed about 90 degrees off.
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