Thunderchero's Multi-player mod (updated 9-26-16)

Thunderchero's Multi-player mod; showcase and support/discussion/questions/suggestions/reviews

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gentle
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Re: Official Multi-player mod

Post by gentle » Sat Sep 24, 2011 10:33 am

i don't know how to explain this(i am waiting for a game with xdx maybe after him will explain better). So, i have 9 romulan escort vs 9 fed CCIII(14/60 beams and 11/120 torp vs 274 hull and 900 shield) after first turn.. battle is over, ad 2 romulan strike cruiser and you destroy 18 fed CCIII in 2 turns with no casualty. don't matter how much hp or shields have romulan (or klingon) ships.. you may put 1/1 :) the first strike is devastating.. In my opinion the hp/shields vs damage deal ratio is to high.. that is why the cloaked ships have a big advantage.. If, for example, a massive cards fleet confront with a massive fed or ferengi fleet.. the battle will be over after 3 turns.. Seriously, i don't see a battle last longer than 4 turns.. no mater how many ships are involved..

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Re: Official Multi-player mod

Post by ruthlessferengi » Sat Sep 24, 2011 10:18 pm

i think this will be a very stable and reliable mod... i would suggest the following

very early test... some suggestions... give ferengi ability to trade on first contact - they are traders so they have to make a distinct advantage. yes they may have more trade routes but they need more imo. i just had a battle between cardie escort and fer maraud and maraud lost big time... a bit of a shocker when u consider building a ship over 13 turns and have it vaporized in 1 turn. more power to outposts... each one cost 4 grand so make them worthwhile.... more power to starbases as well
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Re: Official Multi-player mod

Post by Tethys » Sat Sep 24, 2011 11:20 pm

If ferengi could trade after non aggression that would be ideal. This way they still have the advantage but have to work a little bit for it. Those ferengi escorts are deadly.
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Re: Official Multi-player mod

Post by thunderchero » Sun Sep 25, 2011 12:04 am

Tethys wrote:If ferengi could trade after non aggression that would be ideal. This way they still have the advantage but have to work a little bit for it. Those ferengi escorts are deadly.
All races escorts are deadly. :wink:

Here is what I am thinking for changes for RC3

1. Give back Ferengi free trade for minors only. (Note; they would not be able to trade with majors without treaty but also get no warning about it) Also they would get no bonus to Minor Attitude until the have treaty. AI will still be able to trade with majors freely

2. Scrapping will be reset to give 25% instead of the current square root.

3. Changes to ship stats;
  • 1. All ships fire power reduced by 25% to allow longer battles
    2. All cloaked ships will lose 5% more fire power and 5% sheilds and hull.
    3. All escorts ships fire power decreased by 5%
    4. Remove the requirement for second TT to build starbase (if tech requirement is meet it will auto upgrade)
As to Tethys earlier suggestions of open borders and expanded terirories via outpost/starbase you will need to get more on board for these to even be considered.

As for Tethys suggestion to decrease phaser size they were already resized by 150% (240 to 90) not sure how much smaller you want but right now I can barely see them at any distance.

please leave your thoughts positive or negitive.

thunderchero

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Re: Official Multi-player mod

Post by Tethys » Sun Sep 25, 2011 10:53 am

Open border could be fun to test, to see if people like.

I agree with all above changes so far. Interesting about the phaser scales, they still make lag for me. :(
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Re: Official Multi-player mod

Post by thunderchero » Mon Sep 26, 2011 10:38 pm

Hi Everyone,

here is the next release canidate (RC3)

uninstall rc2 then install rc3, saves are not compatable.

Official_Multi-player_mod_1.0_RC3.exe

The sync error looks to be gone. :D I also added the suggestions above.

1. Give back Ferengi free trade for minors only. (Note; they would not be able to trade with majors without treaty but also get no warning about it) Also they would get no bonus to Minor Attitude until the have treaty. AI will still be able to trade with majors freely

2. Scrapping will be reset to give 25% instead of the current square root.

3. Changes to ship stats;
  • 1. All ships fire power reduced by 25% to allow longer battles
    2. All cloaked ships will lose 5% more fire power and 5% sheilds and hull.
    3. All escorts ships fire power decreased by 5%
    4. All outposts/starbases were given 25% more hull and shields (have fun guys)
    5. Remove the requirement for second TT to build starbase (if tech requirement is meet it will auto upgrade)
I hope this version goes much better.

Also now that you have played a little how about some name suggestions for those new ships, descriptions would be nice too. :wink:

Note; since release was early due to sync bug the readme was not updated.
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Re: Official Multi-player mod

Post by Tethys » Tue Sep 27, 2011 8:32 am

I think I have a description for the Shadow already, may need to be modified, but I think I can do it later on tonight.

EDIT: Nvm I just checked I dont have one :(
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Re: Official Multi-player mod

Post by thunderchero » Wed Sep 28, 2011 10:10 am

here is the introductions for the new ship of OMPM

Covert Destroyer
Crosshair

The Crosshair-class Covert destroyer combat vessel that was a project by the Obsidian Order. With more weapons and armor it can enter enemy space and preform raids and collect intel with ease. But while in combat it will hold its own aginst some of the largest ships with it's quick agility.




Heavy Raider
K'gort

The K'gort is the Alliance's best destroyer class ship, designed to intercept any ship. The ship design was klingon But this ship is all ferengi. The team that replicated the hull was never able to get the cloak to work in it's new design but the hull is the strongest in the fleet.


Heavy Destroyer
VaQto'

The VaQto' Heavy Destroyer will be the most dreaded Klingon ship. while it will hunt down the enemy, It will also preform lighter duty and protect the slower moving troop transports and colony ships. But most commander will not stay long they will detect a ship from 4 sectors away and crush the threat before it even gets close to the convoy.




Interceptor
Shadow

The Shadow-class escort-destroyer was built to intercept and destroy any enemy vessels. It is also best-suited to covert raids against enemy shipping. The Shadow-class is the fastest and best armed Romulan destroyer. This ship is one of the most sought after commands by the TalShiar.



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Re: Official Multi-player mod

Post by KrazeeXXL » Sat Oct 01, 2011 10:29 am

Those are some good looking ships, tc. I like 'em.
thunderchero wrote:As Dissy pointed out this mod would be best kept as close to vanilla as possible.
thumbs down, sorry. If you want acceptance by certain gamers and call it "official", you have to leave it exactly as vanilla /w all the tiny boring exploits which makes it baby-easy to destroy the "dumb" AI...

If you insert scrap 25% then most of them hardcore players simply stick to vanilla and this mod won't be played at all. It's sad but the truth.

I like some of the ideas here and it's only the "offical" in the name which bothers me tbh. That exploit-discussion isn't over for me yet, so it's not ok imo to create an "official mod" where the subject of the discussion is included. You can't call it official then.

A bit of a bad start for this interesting project. But scrap seems to be some kind of Dogma in this community. It's kinda sad because I would've liked to play this game over mp as it was originally meant to be.

That is all.

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Re: Official Multi-player mod

Post by Flocke » Sat Oct 01, 2011 1:53 pm

KrazeeXXL wrote:You can't call it official then.
It's a mod not vanilla so it already states there's modification. Of course you can call it official than! Maybe change to "Official AFC Multi-Player Mod" if you want to be more correct, but for afc the community made mod can be named official as long there's no high dispute between the participants, don't ya think so? :mrgreen:

Time will tell if it's getting accepted. Havn't tried myself yet.

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Re: Official Multi-player mod

Post by Tethys » Sat Oct 01, 2011 4:31 pm

I am rather enjoying the mod, and the 25% scrap will at least keep you out of debt ;)
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Re: Official Multi-player mod

Post by ruthlessferengi » Sat Oct 01, 2011 8:42 pm

well, so far i love the ships just getting used to stats takes time... escorts are fun but i haven't played any early games yet:) shud play more but with tweaks and changes this will be a solid mod, no doubt... hey Krazee, don't wait for the perfect mod dude - lets just play - vanilla or anything at all - we'll get too old to play soon! :)
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Re: Official Multi-player mod

Post by KrazeeXXL » Tue Oct 04, 2011 8:22 pm

ruthlessferengi wrote: hey Krazee, don't wait for the perfect mod dude - lets just play - vanilla or anything at all - we'll get too old to play soon! :)
I could need some serious distraction atm... Perhaps in a week or two, when the weather got bad. Have to enjoy the nice days as long as they last.

we could play almost everything. I'm just tired of vanilla and the likes. My fav still is BOP as it allows epic games with less effort. UDM/UCW next.

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Re: Official Multi-player mod

Post by thunderchero » Thu Oct 06, 2011 7:40 pm

Well here are some of the ideas/suggestions for RC4
  • 1. Add a training structure for Ferengi. this would be done by the ferengi and romulan sharing the current "Naval Academy" the Ferengi would be given the lowest bonus of 30 training per turn.
    2. Changing game starts to allow more upgrade options at start of each level,
    old starts 1, 4, 6, 8, 10
    new starts would be 1, 3, 5, 7, 9.
    3. New names and descriptions for new models (see above)
Since the ship stats have gotten more stable I have no plans on editing for this release.

thoughts

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Re: Thunderchero's Multi-player mod

Post by thunderchero » Wed Oct 26, 2011 10:41 pm

Hi Everyone,

here is the final release of this mod.

all changes can be found in readme.

Thunderchero's_Multi-player_mod.exe

thunderchero

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