INTRODUCING: Rebirth of the Federation

Rebirth of the Federation; support/discussion/questions

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Re: INTRODUCING: Rebirth of the Federation

Post by Dafedz »

Axis wrote: Mon Aug 10, 2026 9:07 pm OK, if these empires have some kind of trade centers, Latinum would be required to construct them, then giving the percentage bonus to economy of that system.
Each empire does have a Trade Centre-type structure. They are built the usual way, with a one-off purchase with Credits or over a series of turns with Industry. I still can't fathom how Latinum would add an extra dimension to do the game, or offer any new new utility that does not already exist with Credits and Industry.
Axis wrote: Mon Aug 10, 2026 9:07 pm Another idea came to me, that extra food resource on some M-class planets, could it be like Quadrotritricale? and as above with Latinum this would be required to build some kind of Star Trek granary, which would give the food/population bonus to that system.
Well, later Biotech levels do unlock a structure called a Bio-Replication Net, which augments food production granting a +%Food modifier in any system it's built in. Also, there is a structure you can build late-tech that slightly increases System Growth rate. I do have it mind that that structure could possibly also boost a system's Max Population ceiling. Not working yet but it's on the cards.
Axis wrote: Mon Aug 10, 2026 9:07 pm And there's that energy resource which also did not have a name, maybe Geothermal Energy and it could be used to build some energy building.
There are lots more Energy Producing buildings in ROTF than BOTF, including one that uses Geothermal energy, available only on Volcanic planets. Almost every planet-type has it's own unique Energy structure.
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Re: INTRODUCING: Rebirth of the Federation

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justanick wrote: Tue Aug 11, 2026 2:57 am How is AI supposed to handle those resources? I image that the currently envisioned system could prove a challenge for AI empires.
All aspects of the AI are challenging. I've made it so that the AI does not cheat (at least 99% of the time, there are few minor short cuts it does and must take). The AI BOTF cheated horrendously. It barely acknowledged Ship cost or maintenance. Not so in ROTF. The AI uses and obeys the same resource rules as the player, and it must have the correct resource-extraction buildings in place to generate a materials stockpile for ship building. Each ship it builds deducts from that stockpile. AI ship-building is working just fine!
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Re: INTRODUCING: Rebirth of the Federation

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cleverwise wrote: Tue Aug 11, 2026 8:41 am I am glad to hear you have access to the full code. I understand you are the sole dev for this project. However I did not know if certain parts of the code were still obfuscated. So it is great to hear you have free reign over the source.
Total free reign over the source. I am that source, I have created everything you see from scratch.
cleverwise wrote: Tue Aug 11, 2026 8:41 am I am not sure if you would like separate topics/threads for each new feature request. That could make them like a feature and later bug tracker. Then again perhaps that is to much of a pain in the rump to track.
Sure, go ahead. Rebirth of the Federation has its own section now. If you want to make your own thread, by all means.
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Re: INTRODUCING: Rebirth of the Federation

Post by cleverwise »

I posted a few feature requests as you are able to see. I have a list of these things.

Anyway I would suggest making this thread sticky. I can technically do it as the server admin but it is your choice (yay or nay) as the game dev.
It is your turn to get out and push the starship!
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Re: INTRODUCING: Rebirth of the Federation

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Yes please, by all means make it a sticky.
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Re: INTRODUCING: Rebirth of the Federation

Post by thunderchero »

Dafedz wrote: Tue Aug 18, 2026 2:48 pm Yes please, by all means make it a sticky.
as moderator you can edit 1st post of any topic and change to a sticky topic. at bottom under attachment you will see this option
sticky.jpg
if option is not there let me know
You do not have the required permissions to view the files attached to this post.
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Re: INTRODUCING: Rebirth of the Federation

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thunderchero wrote: Tue Aug 18, 2026 4:11 pm
Dafedz wrote: Tue Aug 18, 2026 2:48 pm Yes please, by all means make it a sticky.
as moderator you can edit 1st post of any topic and change to a sticky topic. at bottom under attachment you will see this option

sticky.jpg

if option is not there let me know
Yes, thank you Thunder, it's a sticky now.
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Re: INTRODUCING: Rebirth of the Federation

Post by Spocks-cuddly-tribble »

Outstanding project :!: Can't wait to see the next evolution of Dafedz' shady Pleasuredome industry. :wink:

Some remarks, but I don't have a strong opinion on any point and I might have missed info or misinterpreted contexts due to sloppy reading.

Possible misconceptions:

- future techs 11+ in BotF are advantageous (except propulsion), they just don't unlock new tech requirements and lack descriptive data

- BotF experience doesn't affect repair, only damage control i.e. hull damage can be limited before escalating to its full nominal potential. No argument against an exp. repair bonus. Info on Weapon Efficiency against Shields & Hull: viewtopic.php?p=54617#p54617

Above inspires a simple, fun and realistic synergy concept of damage and tech level bonus factors (BotF +2% per tech) for ships:

Curate a list of all ship output values you want to be affected by certain current owner tech levels and/or the hull damage ratio and determine the desired calculations. This gives damage a meaning without overcomplicating things (major bias in BotF, 100% damaged ships with 0 HPs remain fully operational, all output values 100% nominal).
I'd omit map range/speed mechanics from damage impacts, unrealistic workarounds to provide the framework for a turn based 4X game to begin with.
Not sure we want fleets stranded due to range loss caused by damaged stations...

---

Auto upgrades for ships is the worst remaining exploit in ECM, I hope RotF uses yards/stations to upgrade ships (requiring resources)?
How do you handle ships attacked/stolen during upgrade (enforcing 1 turn max could be a workaround)?
Simultaneous, coincidental events can cause many strange and hard to diagnose bugs (BotF upgrades and emergency morale programs).

---

There is talks about boarding enemy ships and salvaging wrecks, how do you handle the crew concept (e.g. damage losses or ship effectiveness) without overcomplicating gameplay?

---

Hide unknown/outdated map data of unallied star systems for once visited or just scanned sectors:

Territorial claims of unknown empires, current population, terraforming and even state of planets (might have changed since the last visit due to e.g. random events).
Thunderchero suggested an info display 'last updated' for BotF intel data, you need the same for unallied map system views.
BotF map display is confusing for own fleets in foreign star systems with scan strength lower 1 due to anomalies (plus RotF might introduce sensor jammers?). You need simple/clear update data requirements. Not sure you want crap like hidden BotF tech requirements for 'active OBs and/or scanners detected' messages of raiding tasks.

---

@ Harsher penalties for breaking treaties (+AI inability to do this) -> Be careful, this is a slippery road!

Vanilla BotF AI diplomacy, we all came to know and love, was mainly caused by wrong, broken and nonsensical data delivered to the AI. If the AI betrays treaties in ECM (still happens) is it with good reason, albeit you need cheat and diagnostic data to analyze each case. The player POV can be misleading. Context being the AI must be allowed to pursue the main directive aka winning conditions. Changing power dynamics demand re-evaluating strategies and treaties (cf. military strength instant boost due to auto upgrade exploit). AIs remember betrayals with a special counter, taking certain treaty options off the table (utilized in vendetta mode). The primitive/old BotF AI depends on cheat data workarounds (like all empire scores) for decisions.

The true remaining issue/exploit is empire gifts/demands. Given the strength you can extort money from AIs and attack them anyway. Conversely, AIs might do the same if opportune. Workaround might be coupling gifts/demands with 'mistreating' penalties for X turns. Plus a cooldown for AIs accepting the next demand.

---

Difficulty Level - What to change, remove and add given the BotF defaults

A controversial and complicated topic with not just one golden, perfect solution to each question.

- You want to remove most AI credit cheats and make it smarter instead -> great if it works!
(BotF AI doesn't cheat with fleet buildup/support, it's the cheat credits, just minors use pseudo random code)

- some random events get harder -> I protected the AI from this to justify 'difficulty' not randomness

- not sure you want to replicate the BotF intel attack frequency bias

- minor race evolution vs average empire tech and starting eras

The last one is challenging. Technically my ECM fix removes an exploitable bias and makes the game fairer and more strategic. However, we had a nice conversation over in the Supremacy topic and the Iceman raised some valid points. For noobs and average players the game 'feels' harder if the wicked random resource aka minor races is strengthened vs empires. For highly skilled players this makes the game easier (and the top Supremacy tester confirmed my concerns). But most people downloading, testing and playing the game are no top tier pros (plus one can turn of minors anyway).

---

Great to have you all around and best of luck with the project! :up:
I don't know how many bugs is too many but that point is reached somewhere before however many in BotF is....
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Re: INTRODUCING: Rebirth of the Federation

Post by Grady98 »

HOLY SMOKES! -Dafedz! Been awhile since I saw your name crop up (remembering your old moniker was suliban from ENT, if memory serves.. :)

Amazing to see you posting and loving the work/idea on ROTF! You have my support! Amazing work.

Out of curiosity, this should /could play nice(r) w/ Linux right? iOS? Just wanting to ask for broadest community appeal. If not, I understand and am happy with anything/everything you are doing and not trying to denigrate it at all…just curious!

Love the new ideas/expansion. Love the 4 empire choice as thus always felt best to me in BOTF (Ferengis shoed in…albeit well.) NOTE: Ruthless Ferengi may come back and shank me for saying that…but I accept it and am ready with a fleet of T2 Heavy escorts.

Cheers and looking to help support!
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Re: INTRODUCING: Rebirth of the Federation

Post by Axis »

It just crossed my mind:
As I watch *Enterprise* yet again and see people putting forward all sorts of ideas regarding *RotF*, the episode "Singularity" inevitably comes to mind. In it, the crew became obsessively focused on trivial details—like the captain's chair needing a cup holder and all kinds of displays—even though, in the end, the only necessary change was lowering the chair by a single centimeter.
I can see that Dafedz has a firm handle on things, and perhaps that one-centimeter adjustment is exactly what’s needed.

...Then again, I could be wrong, as usual; things might not work that way anymore—just like nothing else in this world does.

Who knows.

All attempts are futile.

I suppose people just need a little "faith of the heart" before getting shot down once again. :roll:
Impress the Empress.
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Re: INTRODUCING: Rebirth of the Federation

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Spocks-cuddly-tribble wrote: Tue Aug 25, 2026 5:04 pm Outstanding project :!: Can't wait to see the next evolution of Dafedz' shady Pleasuredome industry. :wink:
Thanks SCT!
Possible misconceptions:

- future techs 11+ in BotF are advantageous (except propulsion), they just don't unlock new tech requirements and lack descriptive data
Useful to know. There's probably a lot of engineering questions/issues I'm going to have, and you quite possibly are the individual that knows more about BOTF under-the hood-secrets than anyone. So question 1 I have for you here: what exactly are the advantages of future tech in BOTF? My idea for ROTF was add small incremental bonuses, e.g. Biotech future-tech tier 1 (tech level 13 effectively) grants perhaps +1% Food to the top-end Type 11 Farms (base food structures). Similarly, Construction future-tech tier 1 boosts industry, and so on. The Research system as it stand is mostly complete, but Future tech is yet to be added.
- BotF experience doesn't affect repair, only damage control i.e. hull damage can be limited before escalating to its full nominal potential. No argument against an exp. repair bonus. Info on Weapon Efficiency against Shields & Hull: viewtopic.php?p=54617#p54617

Above inspires a simple, fun and realistic synergy concept of damage and tech level bonus factors (BotF +2% per tech) for ships:
More good data. I'll be sure to consult with you further when the combat system is created.
Auto upgrades for ships is the worst remaining exploit in ECM, I hope RotF uses yards/stations to upgrade ships (requiring resources)?
Correct, that's the exact system I have in place: Stations and Shipyards are required to upgrade your ships. Upgrades however do NOT require the extra requisite resources a superior ship class demands. For example: A Type II Cruiser upgrades to a Type III for free, consuming no extra resources, even though a Type III cruiser requires more resources to build than a Type II. Only a fresh build of a Type III actually consumes those resources.
How do you handle ships attacked/stolen during upgrade (enforcing 1 turn max could be a workaround)?
Nothing in yet for that. The Intel system is a stub yet to be fully designed and fleshed out, let alone built. That's coming after Diplomacy which I'm currently working on.
There is talks about boarding enemy ships and salvaging wrecks, how do you handle the crew concept (e.g. damage losses or ship effectiveness) without overcomplicating gameplay?
Cross that bridge when I come to it is the quick answer.

The "boarding enemy vessels" idea isn't in the gameplan. Salvaging wrecks is though. The yield achievable from the salvage operation will be determined by the Ship Type, Ship Tech level, and Crew experience (in that order) of the ship doing the salvaging - that ship being the highest rated in the taskforce. That's the plan. The player experience for this feature won't be so complicated. At the completion of the battle Turn, the player (if the player has won and has at least one surviving ship) simply hits a button on the combat toolbar: "Salvage". You hear a transporter sound effect fire, and that transporter either finds/obtains salvage, or it doesn't, based upon the conditions of the salvage mentioned earlier where the salvaging ship must be superior or equal to the target ship for the salvage to successfully resolve. Actual yield (ship-building material like Dilithium, Deuterium etc) will probably be RNG, on top of survivors being part of the salvage (prisoners) -- they will fire an Intel event and yield an RNG Intel Report concerning the opponent in question (empires only, not minor races). I don't plan on giving AI Empires this ability. That's the general "plan" for the flow at this early stage.

---
Hide unknown/outdated map data of unallied star systems for once visited or just scanned sectors:

Territorial claims of unknown empires, current population, terraforming and even state of planets (might have changed since the last visit due to e.g. random events).
Thunderchero suggested an info display 'last updated' for BotF intel data, you need the same for unallied map system views.
BotF map display is confusing for own fleets in foreign star systems with scan strength lower 1 due to anomalies (plus RotF might introduce sensor jammers?). You need simple/clear update data requirements. Not sure you want crap like hidden BotF tech requirements for 'active OBs and/or scanners detected' messages of raiding tasks.
Currently, there is only known/or unknown map data. Nothing to account for data that expires/goes stale. I may look at this at a future time. It could be something to add at the beta stage rather than alpha. The plan for alpha is get all core game functions/features operative, plus a few bells but possibly not all whistles. This is a whistle that lives on a future road map.

Sensor jammers = no. Not in the plan.

---
@ Harsher penalties for breaking treaties (+AI inability to do this) -> Be careful, this is a slippery road!

Vanilla BotF AI diplomacy, we all came to know and love, was mainly caused by wrong, broken and nonsensical data delivered to the AI. If the AI betrays treaties in ECM (still happens) is it with good reason, albeit you need cheat and diagnostic data to analyze each case. The player POV can be misleading. Context being the AI must be allowed to pursue the main directive aka winning conditions. Changing power dynamics demand re-evaluating strategies and treaties (cf. military strength instant boost due to auto upgrade exploit). AIs remember betrayals with a special counter, taking certain treaty options off the table (utilized in vendetta mode). The primitive/old BotF AI depends on cheat data workarounds (like all empire scores) for decisions.

The true remaining issue/exploit is empire gifts/demands. Given the strength you can extort money from AIs and attack them anyway. Conversely, AIs might do the same if opportune. Workaround might be coupling gifts/demands with 'mistreating' penalties for X turns. Plus a cooldown for AIs accepting the next demand.
I already have plans in place for fixing the many malfunctioning diplomacy nuts and bolts from BOTF, especially betrayal mechanics. This is coming up very soon (at which point I may be picking your brains!). I'm currently neck deep in the Minor Race gift/treaty/membership mechanics and all the fun and games that entails. It is actually a really complicated structure to build, and from the ground up having only limited known BOTF data to guide me. I haven't decided on the Sympathy effects of gifts/bribes/treaty proposals (or rejections) yet -- do you know how it works in BOTF? What is the base nudge value of Sympathy for the various credit amounts you give?

Edit: nevermind, I had it in my notes. (value/1000credits)×4%

---
Difficulty Level - What to change, remove and add given the BotF defaults

A controversial and complicated topic with not just one golden, perfect solution to each question.

- You want to remove most AI credit cheats and make it smarter instead -> great if it works!
(BotF AI doesn't cheat with fleet buildup/support, it's the cheat credits, just minors use pseudo random code)
Another tricky topic, yes. Right now -- and this system is far from complete -- Difficulty affects:
-Resource map spawn frequency
-AI resource extraction rates
-AI credit/industry cost for ships
-AI Building upgrades (discount/no discount)
-System Morale (Morale decay)

More conditions to come.
- some random events get harder -> I protected the AI from this to justify 'difficulty' not randomness
Random events are definitely shunted to beta. No plans for a random event system in alpha.
- not sure you want to replicate the BotF intel attack frequency bias
I possibly will when the time comes, to set an initial baseline. There is a lot about the Intel system I haven't yet looked into/researched, and a bunch of stuff I don't fully understand.
- minor race evolution vs average empire tech and starting eras

The last one is challenging. Technically my ECM fix removes an exploitable bias and makes the game fairer and more strategic. However, we had a nice conversation over in the Supremacy topic and the Iceman raised some valid points. For noobs and average players the game 'feels' harder if the wicked random resource aka minor races is strengthened vs empires. For highly skilled players this makes the game easier (and the top Supremacy tester confirmed my concerns). But most people downloading, testing and playing the game are no top tier pros (plus one can turn of minors anyway).
Although I haven't addressed the starter era as a gameconfig condition just yet (Empires by default start at Tech 1), I have (hopefully) managed to balance Minor evolution with empire evolution. Minors have six possible tech curve modifiers (e.g. from Primitive to Advanced). All Empires are set to Advanced, and progress at a rate of 1.0 (Primitives at 0.4). Only a handful of Minors are also Advanced (e.g. Vulcans), and progress at mostly the same rate (although, being a minor, they are confined to a single system, so will never hit the research income of empires). The system also includes a guard to prevent Minors from overtaking and thus "out-teching" an empire.

--

Good to see you SCT! I hope I've addressed some of these issues satisfactorily. With some of the problems/questions, I am sort of winging it, and everything is subject to change of course. In some areas, moving forward, I will probably need your help/expertise!
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Re: INTRODUCING: Rebirth of the Federation

Post by Dafedz »

Grady98 wrote: Mon Aug 31, 2026 4:51 pm HOLY SMOKES! -Dafedz! Been awhile since I saw your name crop up (remembering your old moniker was suliban from ENT, if memory serves.. :)
I've never been known as Suliban, so that isn't me!
Grady98 wrote: Mon Aug 31, 2026 4:51 pm Out of curiosity, this should /could play nice(r) w/ Linux right? iOS? Just wanting to ask for broadest community appeal. If not, I understand and am happy with anything/everything you are doing and not trying to denigrate it at all…just curious!
I haven't looked into the Linux question just yet - but fingers crossed, I will get this optimized for all platforms.
Grady98 wrote: Mon Aug 31, 2026 4:51 pm Love the new ideas/expansion. Love the 4 empire choice as thus always felt best to me in BOTF (Ferengis shoed in…albeit well.) NOTE: Ruthless Ferengi may come back and shank me for saying that…but I accept it and am ready with a fleet of T2 Heavy escorts.
The Ferengi certainly feature, but not as an empire. Be on the look out for their Marauders and Raider ships. They will still be capable of doing some damage!
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Re: INTRODUCING: Rebirth of the Federation

Post by Grady98 »

It might have been DCer...I can't remember it has been so long.

Either way - many thanks for what looks like an AMAZING sequel! Holy shit, been waiting almost 30 years for a proper successor and it looks like this is the year!

Simply amazing!
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