Uncivil wars 2.0 development

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thunderchero
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Uncivil wars 2.0 development

Post by thunderchero »

Image

Hi Everyone,

I just want to lay out some of the ideas and get some thought during development.

1. More tech levels, but they will need less research between tech levels.

2. Main building will have no upgrades, this will make new colonies useful much quicker, since colony ships will deliver top tech builds.

3. More useful minor's structures, 3 per minor.

4. Extra Dilth buildings in later techs (+1 dilth).

5. around 30 ships slots per major spread out throughout tech levels. they will be around longer this way.

6. 17 minors races with ships

7. 1024 x 768 patch (possibly with MPR++)

8. Too many code changes and patch to list right now, but will include removing ferengi free trade. :wink:

9. large map version.

minors will be slightly changed from version 1.0

Code: Select all

Breen               Andorians                  Angosians
Kes/Prytt           Angel I                    Bajorans
T'Lani              Benzites                   Betazoids
Bolians             Bynars                     Caldonians
Chalnoth            Edo                        Ktarians
Maquis              Orions                     Mizarians
Nausicaans          Ferengi                    Risans
Tholians            Takarans                   Talarians
Son'a               Trill                      Denobulans
Vulcans             Xindi                      Zakdorn
So with so many new buildings for minors (and majors) I could use some suggestions for special minor race buildings and bonus type.

Thoughts anyone?

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Re: Uncivil wars 2.0 development

Post by adi »

Let me be the first to say thank you and good luck to you!
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Re: Uncivil wars 2.0 development

Post by rawsy »

im very exited about this. nice one thunderchero.

im thinking Betazoids could have a moral bonus structure like a counceling academy or somthing ?

i think the vulcans could have a medatation building moral bonus?

maybe the sona could have a pop groth bonus as in they dont die because of all that meta phasic radiation so their pop would grow. if its possiable game wise.

maybe the maquis could have a structure that provented planetary assult (if possiable) as they hide pretty well so how would they be bombed?

kitarians could have moral aswell with their games making people happy.

bynars could have a sabotage bonus as they tried stealing the enterprise
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Re: Uncivil wars 2.0 development

Post by adi »

I have not played the original UCW and i do not know how many empire-wide morale bonus structure the minors give; i know in UDM there were three (Bajor, Risa and Baku); if you were feds and had to conquer and did not have at least one of these, maybe two, it would be a leeeeeeenghty conquest; so i am thinking maybe 5 empire-wide morale bonus structures from the minors would be nice; to have a chance to meet at least one.
The same with the sabotage/internal security bonuses; more chances for all empires to get some; if your Rom or Card "friend" got a hold on Flaxians and Katarians it would turn into an interesting game.
Also when you say 25 per empire you mean slots not ships, right? we know you can put up to 3 ship models for one slot.
Auto upgrading buildings - awesome!
More techs - awesome! Maybe now we can have a new tier of transports.
I do not know exactly how the ground defense bonus works for a planet but i know i never valued those bonuses; you just need to bring more transports to the conquest and we usually already do that; so if you think like me on this one maybe just leave one of those in the game for flavor.
Money bonuses are always nice!
MPR++ i have it now on my Win8 game and looks amazing; but if there are at least 50 ships in the battle, i gave up trying to target specific ships; my mouse gets one frame per 2 seconds; i wander what happens with 300 ships; do you guys have a newer version? Where from?
If you find that 1024x768 still crashes once in a while in battle, maybe leave it as a patch; so the peons can chose according to their preferences.

I tried to list only things that are not changeable from UE; if I get more ideas, i'll post them.
Last edited by adi on Fri Jan 25, 2013 10:37 am, edited 1 time in total.
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Re: Uncivil wars 2.0 development

Post by adi »

About the auto upgrade buildings; i wanted to ask you something for some time; the building price would be low right, like for a level 1 building; otherwise, late in the game you end up with a new colony with 5 factories and to build a new one would cost 5000 industry.
How did you chose to do this?
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Re: Uncivil wars 2.0 development

Post by thunderchero »

adi wrote:About the auto upgrade buildings; i wanted to ask you something for some time; the building price would be low right, like for a level 1 building; otherwise, late in the game you end up with a new colony with 5 factories and to build a new one would cost 5000 industry.
How did you chose to do this?
since there is only one building (of each type) building cost would be the same though out all techs. just like the base bonus value remains the same. Each tech advancement will give a % bonus that is added to base bonus value.

example
tech 1 with a 10 base bonus value + 20% (1 x 20%)tech bonus would give a total bonus value of 12.
tech 5 with a 10 base bonus value + 100% (5 x 20%) tech bonus would give a total bonus value of 20.
tech 10 with a 10 base bonus value + 200% (10 x 20%) tech bonus would give a total bonus value of 30.
(note there are other bonus values that will raise or lower your total. morale, planet, ect)

and if you think about it, why would the cost increase. it is the same building you are just able to do more with it as advancements in technology are gained.

what this will effect the most is new colonies. example if you start a new colony at tech 8 your colony ship (advanced colony ship) will place lets say 8 food building 15 industry and 100 population. With in a few turns to build some structures this system could be already productive since all those building will give current tech bonuses.

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Re: Uncivil wars 2.0 development

Post by adi »

yes, that is makes the most sense; that is what I have now in my game by setting the values of all level buildings the same as for the level 1 building; the drawback is that i still have to upgrade once a new tech level is reach - although the upgrade cost is 0 and takes one turn. But with your change we get rid of all that. Great! Can't wait to see you announcing a release!
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Re: Uncivil wars 2.0 development

Post by anjel »

the main screen looks really good, i do really like how the buttons fill the empty spaces, and in 1024x768 at last !!!, it would be fantastic. And most important of all, it will have mpr++ !!!, that means really cool looking ships and that it would work well on Win8 :mrgreen:
Hope to see more images, i bet the Kahless command cruiser will look really awesome :shock:

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Re: Uncivil wars 2.0 development

Post by Flocke »

with current speed thunderchero is working I doubt mpr++ will be ready by then :lol:
looking forward to this mod, it deserves an upgrade! :D
adi wrote: do you guys have a newer version?
yes we're currently at v0.2.6a and me developing on v0.2.6b, but there's some serious bug in ati graphic driver I can't fix.
as it only occures with old botf bsp rendering we're going to work on replacing what's left in the next versions, and then need to do some proper testing.
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Re: Uncivil wars 2.0 development

Post by thunderchero »

adi wrote:Also when you say 25 per empire you mean slots not ships, right? we know you can put up to 3 ship models for one slot.
no, I plan on having fewer ships. since the Klingon war was set in TNG era I do not plan on having early era ships. And focus on TNG ships. Upgrades ships will be much further apart example scout, colony, troop transport will be available at tech 1, you might not see the upgrade until tech 10. But that being said those tech level will go much faster, with a research campaign this could be done by turn 100. (I fear this will not be popular) :wink:
adi wrote:If you find that 1024x768 still crashes once in a while in battle, maybe leave it as a patch; so the peons can chose according to their preferences.
1024 and mpr++ until stable will be add on patches.
Flocke wrote:with current speed thunderchero is working I doubt mpr++ will be ready by then :lol:
looking forward to this mod, it deserves an upgrade! :D
don't worry it will slow down soon, buildings and ships takes a lot of time to balance and test.

I have added many patches and changes today :grin:

Code: Select all

UCW icon added
registry edit to UCW folder
video and sound added
Races (majors and minors) added (trek.exe edited by UE)
planets suns texture.lst palette.lst and hobs added
extra txt files added
trek.exe (edited by QD's energy screen exe)
Gui added
edited shiplist (rearanged and evened races) trek.exe edited by UE
Edited buildings for no upgrades added function for build ships at minor systems (trek.exe edited by UE)
edited font
removed free trade
Tech Level Bonus Factors 21%
Custom starting systems for each empire (meprvnum.bin fix)
Corner check
Unlocking Empire Borders for all Treaties
Commands in Tactical Combat
Ram fix (backup trek.exe changes)
Colonies Starting Pop and Buildings (energy, intel and research added)
Population growth rate increased
Outpost/Starbase for free bug-fix
ship to ship distance of attacking fleet
Ship stats pop-up bugfix
Disable the ship scrapping exploit [square root] (fix) 
Ship Repair - Ally & Shipyard Bugfix
Research Decay Bug-fix
Rejected friendship message bug (fix)
Divisor for event frequency of system-specific random events on "impossible" set to 1500
Raiding Fixes 1-4
Production Bonus Adding Wrong Main Building IDs (fix)
Orbital Battery Tech Level Bug Fix for Minor- & Rebel-Systems (fix)
Orbital Battery fixes / Strike Cruiser defensive bonus
No-CD crack for 1.0.2 (fix)
Neutron Star Bug (fix)
MP Domination victory conditions
Morale overflow over 32767 (bug-fix)
Generated monsters savegame bug fix (2.4)
Edo God / Combat Drone Cloak (1.b/ 2.a,b,c/ 3.a,b)
Planet 'Minos' Position (fix)
Zero growth rate minor planets fix
Minor declares war - morale & message error (fix)
Minors without Main Buildings System Takeover Bug (fix)
Minor Race Ships Limit (fix)
Minor race rebelled / message withdrawn Bugfix
Minor races: corrected difficuly level bias & pop growth (1-4)
Minor Race Add Fed T1 Main Food Bug Fix
Map range tech field database fix (option A)
Lower Level Ship Type Index Bug (fix)
Liberating Native Systems (morale error fix - updated)
Liberating foreign home systems fix & morale omission fix
Intel Bugfixes (2.1, 2.2, 2.3, 2.4 & 2.5b)
Instant-Terraforming Bug (fix) UPDATE
Minor race hidden from diplomacy bug (fix)
Ground Defense Bonus and Popup Fix for Minor & Rebel Systems (fix)
Food popup for max-growth (fix)
F6/F11-key bitmask fix
Edo God Auto-Hail bug (fix)
Economic and Military Score Overflow bug (workaround)
Downgrade bug
Disabled Buildings - Extra Morale bug (fix)
Unremoved Stations of Dead Empires (fix)
Rebellions & the message withdrawn bug (fix) - UPDATE
Custom planet names for any system (fix)
Crew Experience fixes 1 & 3
Communications Grid bug (fix)
Colony Starting Pop/Buildings Index Bug (fix)
Cloak default for task forces (fix)
Send Chat Messages with Return Key
Chasing ships away morale-boosting exploit (fix)
Cardassian range bug (fix)
Borg Invasion bug (fix)
Eliminate Empire via Bombing - Morale Omission Fix
Avoid AI Systems Fix for Monster Programs 2-4
Ships in build queue occasionally not auto-upgraded (fix)
AI Tweak 10: Protecting the AI from Neutron Stars
AI Tweak 08: Disabling the System-Specific Random Events for AI
AI Tweak 06: Adapting AI Trade Goods (workaround for flawed AI building behaviour)
AI checks for Borg presence (fix)
Weapons "Jamming" Fix for Space Stations
Upgrading buildings bug (fix)
Terraforming Fix for Additional Starting Systems and Minors (updated)
Strengthening the AI Ships in Tactical Combat
Stolen Ships - Crew Experience & Bonuses Bug-fix
Disable the experience bar for ships that you don't own (fix)
Starvation rounding bugfix
Starting pop of extra starting systems (fix)
Outpost/Starbase self-repair bug (fix)(backup trek.exe changes)
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Re: Uncivil wars 2.0 development

Post by ZeroChance »

Right on, TC! I always liked the concept of this mod, it's great to see you back at it and implementing some of the changes that I love!
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Re: Uncivil wars 2.0 development

Post by adi »

thunderchero wrote: I have added many patches and changes today :grin:
Now that was just plain bragging; even if some of those took only a few clicks in the patcher tool ;).
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Re: Uncivil wars 2.0 development

Post by thunderchero »

Hi everyone,

After looking at my ship list a little closer, I added 4 more to each major races. here is my basic list for each race.

Scout
Scout II
Fighter (not upgrade of Scout II)
Fighter Squad (not upgrade of fighter)
Destroyer
Destroyer II
Heavy Destroyer (not upgrade of Destroyer II)
Heavy Destroyer II
Escort Destroyer (not upgrade of Heavy Destroyer II)
Light Cruiser
Light Cruiser II
Heavy Cruiser (not upgrade of Light Cruiser II)
Heavy Cruiser II
Strike Cruiser
Strike Cruiser II
Battleship
Battleship II
Dreadnought (not upgrade of Battleship II)
Dreadnought II
Colony ship (10 pop, 5 farms, 5 industry +1 gowron, duras, 2 energy, 2 intel +1 cards, roms, 2 research +1 feds) +AI gets shipyard +10 pop extra
Colony ship II (20 pop, 8 farms, 8 industry +2 gowron, duras, 4 energy, 3 intel +2 cards, roms, 3 research +2 feds) +AI gets shipyard +10 pop extra
Heavy Colony ship (100 pop, 10 farms, 18 industry +3 gowron, duras, 8 energy, 8 intel +3 cards, roms, 8 research +3 feds) (not upgrade of Colony ship II) +AI gets shipyard
Troop Transport
Troop Transport II
Troop Transport III
Outpost
Outpost II
Starbase
Starbase II

Still considering all bases upgrading and adding Starbase V.

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Re: Uncivil wars 2.0 development

Post by adi »

yummy, transport III; i wonder what stats that one has (speed and production);
I would make the outposts/starbases up-gradable from each other; that way the AI will have starbases; if you think it is helpful, i played a bit with the strength of the starbases and I found that I like them best when they have about 6-7 times the hull and 2.5-3 times the fire power of the cruiser ship of their tech level. That way they are not invincible but it will cost to take one down with same tech level ships.
The klingons might get a bit of an advantage here since they will have more beams vs torpedoes (and beams are usually concentrated on one ship, and starbases don't usually miss on contemporary ships), but they are in a civil war and they should be armed to the teeth.
Will you add any exotic ships like Vesta with -1 speed, and maybe one ship/empire with some specific stats?

I know all these are easily mod-able from UE, but if they are in the original release would legitimate them.
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Re: Uncivil wars 2.0 development

Post by adi »

Please, please, can we have the ship list? What class will you use for each type of ships? Don't have to list it, just a link to ship_stats.html.
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