IceWarrior98
New Member
- Reaction score
- 12
Hello TH.net, it's been a long time. A long time indeed. I have returned to you with another project in the works. I dropped my other one because I got frustrated with it, maybe I'll go back later. But any who, to the now!
Map Name: Quadrant Conflict
Map Size: 256x256
Players: 8 (4 Per Team)
File Size: 2.82MB
Progress Bars
Terrain [||||||||||] 100%
Triggers [||||||||||] 50%
Units [||||||||||] Unknown
Abilities [||||||||||] Unknown
Unknown Race [||||||||||] 10%
Updates:
Known Bugs:
Gameplay:
Sub-Systems:
Current Available Sub-Systems:
Building an Empire
Features:
Customization:
Screenshots:
Helpers:
Post retyped for organization. Horray!
Map Name: Quadrant Conflict
Map Size: 256x256
Players: 8 (4 Per Team)
File Size: 2.82MB
Progress Bars
Terrain [||||||||||] 100%
Triggers [||||||||||] 50%
Units [||||||||||] Unknown
Abilities [||||||||||] Unknown
Unknown Race [||||||||||] 10%
Updates:
June 6th, 2008
-[Added]Transitional effect to get rid of the clumps on planets. (Thanks to WindexIsBack)
-[Added]Several upgrades and abilities. The tech tree still has plenty to go.
-[Working On]Fixing a huge lag problem. After 2 minutes of gameplay something is leaking causing some sluggish behavior. I am looking into this and trying to find what is causing it.
May 24, 2008
-[Added]A secret force, won't tell you much about them, but they like free stuff.
-[Added]Planet for new force.
-[Added]All flagships now require an explorer to be piloting them or else all enabled items become disabled(by all I mean the engines).
-[Working]Abilities for Explorer and Flagships, once again to improve their use during late game.
Hotfix:
-[Fixed] No pilot not allowing engines enabled, ever.
-[Added] Nuclear Reactor Cores now generate fuel over time. This gives them a much better use for Gas Turbines as the other only means of gaining fuel is to purchase barrels of it.
Irrelevant:
-[Removed] Music files. No need for them.
May 22, 2008
-[Changed] Explorer is now the ONLY unit that can capture points on planets. The planets still need to be rid of enemy forces to do so.
-[Fixed] You may now only have 1 Flagship at any given time. Before none of the ships were "heroes" in the constants.
-[Working] I am finding ways to make the Flagships and Explorers more important later game. I already did this for explorer by making him the only unit able to capture points. I may make the Flagships the only unit able of carrying a Explorer, and later on require an explorer to pilot.
May 19th, 2008
Not a huge update, but I like to keep track of my progress.
-All units and buildings have been re-sized to smaller sizes to allow better colonization of planets and army production and management.
-New units and buildings have been added.
-Ore refinery added to increase income, must be built near an ore deposit.
-Terrain changes
-Added asteroids, can be harvested for ore...if you can keep up!
-[Added]Transitional effect to get rid of the clumps on planets. (Thanks to WindexIsBack)
-[Added]Several upgrades and abilities. The tech tree still has plenty to go.
-[Working On]Fixing a huge lag problem. After 2 minutes of gameplay something is leaking causing some sluggish behavior. I am looking into this and trying to find what is causing it.
May 24, 2008
-[Added]A secret force, won't tell you much about them, but they like free stuff.
-[Added]Planet for new force.
-[Added]All flagships now require an explorer to be piloting them or else all enabled items become disabled(by all I mean the engines).
-[Working]Abilities for Explorer and Flagships, once again to improve their use during late game.
Hotfix:
-[Fixed] No pilot not allowing engines enabled, ever.
-[Added] Nuclear Reactor Cores now generate fuel over time. This gives them a much better use for Gas Turbines as the other only means of gaining fuel is to purchase barrels of it.
Irrelevant:
-[Removed] Music files. No need for them.
May 22, 2008
-[Changed] Explorer is now the ONLY unit that can capture points on planets. The planets still need to be rid of enemy forces to do so.
-[Fixed] You may now only have 1 Flagship at any given time. Before none of the ships were "heroes" in the constants.
-[Working] I am finding ways to make the Flagships and Explorers more important later game. I already did this for explorer by making him the only unit able to capture points. I may make the Flagships the only unit able of carrying a Explorer, and later on require an explorer to pilot.
May 19th, 2008
Not a huge update, but I like to keep track of my progress.
-All units and buildings have been re-sized to smaller sizes to allow better colonization of planets and army production and management.
-New units and buildings have been added.
-Ore refinery added to increase income, must be built near an ore deposit.
-Terrain changes
-Added asteroids, can be harvested for ore...if you can keep up!
Known Bugs:
June 5th 2008
-Selling your flagship will not allow you to buy a new one.
-A few UI issues.
-Upgrades doing the wrong things.
Not much, but I better put them here before I forget.
-Selling your flagship will not allow you to buy a new one.
-A few UI issues.
-Upgrades doing the wrong things.
Not much, but I better put them here before I forget.
Gameplay:
Each player starts on a random planet with some resources already handy. To begin, the players technology will be vastly limited to Gas Turbines and Nuclear Reactors. The only ship that can be purchased will be the Freighter, a resource gathering flagship.
Once you have equipped your Flagship with an engine and a Reactor(optional, but very helpful) you will need to find an Ore Deposit. Once located the Freighter can use an ability it is given by default that will create one Harvester Droid which if you didn't guess will gather the resources for you.
The Harvester Droids are the only things able to collect resources and your Flagship (and later on, Space Station) will be the only thing capable of receiving the resources and turning them into currency. Also, at the local Junk Yard (located on every starter planet) you may purchase more Harvester Droids (you only need one really, until later when your Space Station is not close to the Deposits) and Construction Droids.
The Construction Droids are able to build your empire on any planet, so long as your team is in control of that planet, else the building will be destroyed and no resources will be refunded. Some buildings may be built in space, but must remain close to the planet, else BOOM.
As you advance in research and technology you will be able to construct a fleet and train ground forces for your army. At first, your fleet will be equipped with Gas Turbines so their movement will be very slow. Unlike your flagship however they do not rely on fuel for movement. They will however still require energy for their weapons and shields. As you may guess, once the energy has depleted in any ship, its shields will shut down and any energy based weaponry will be disabled until it is able to recharge itself.
Once you have equipped your Flagship with an engine and a Reactor(optional, but very helpful) you will need to find an Ore Deposit. Once located the Freighter can use an ability it is given by default that will create one Harvester Droid which if you didn't guess will gather the resources for you.
The Harvester Droids are the only things able to collect resources and your Flagship (and later on, Space Station) will be the only thing capable of receiving the resources and turning them into currency. Also, at the local Junk Yard (located on every starter planet) you may purchase more Harvester Droids (you only need one really, until later when your Space Station is not close to the Deposits) and Construction Droids.
The Construction Droids are able to build your empire on any planet, so long as your team is in control of that planet, else the building will be destroyed and no resources will be refunded. Some buildings may be built in space, but must remain close to the planet, else BOOM.
As you advance in research and technology you will be able to construct a fleet and train ground forces for your army. At first, your fleet will be equipped with Gas Turbines so their movement will be very slow. Unlike your flagship however they do not rely on fuel for movement. They will however still require energy for their weapons and shields. As you may guess, once the energy has depleted in any ship, its shields will shut down and any energy based weaponry will be disabled until it is able to recharge itself.
Sub-Systems:
Subsystems are very important to any flagship. Without them you not be able to move, use shields, fire weapons (except for one exception) or recharge your reactors. There are Engines, Reactor Cores, Shields, Weapons, and Hulls. Each must be activated before they will take effect (weapons must be manually activated each time you wish to fire). For example, your ship will not move until one or more of its engine subsystems are online and will not regenerate energy until the Reactor Cores are activated.
Current Available Sub-Systems:
Engines
Gas Turbine
Impulse Drive
Anti-Matter Propulsion
Hulls
Basic Hull
Cores
Nuclear Reactor Core
Warp Core - Enables Warp Travel for your Flagship.
Anti-Matter Core
Dark Matter Core
Weapons
Photon Torpedoes
Other
Barrel of Gas - When activated, provides 50 units of fuel for your flagship.
Gas Turbine
Impulse Drive
Anti-Matter Propulsion
Hulls
Basic Hull
Cores
Nuclear Reactor Core
Warp Core - Enables Warp Travel for your Flagship.
Anti-Matter Core
Dark Matter Core
Weapons
Photon Torpedoes
Other
Barrel of Gas - When activated, provides 50 units of fuel for your flagship.
Building an Empire
Ok so you have the resources, and you have the Droids. Now it's time to start an empire! When building an empire, your main hub won't be located on the planet, instead it will be in space. That's right, a Space Station! This station is able to construct more droids and act as a resource drop off point. It will allow you research some technologies and eventually grant you the means to build on the planets themselves. Once you can build on a planet, you will be able to train all your ground forces and finish researching. Eventually you'll be able to construct your own Dry Dock, but this isn't the same as the normal one. Instead of providing you with a flagship, it will allow you to construct your fleet to transport soldiers, and wage battles in space. Of course your flagship will still be the pinnacle of your fleet as it can do things your other ships can not. If a planet has already been captured by an enemy, you will require two things. 1, your flagship to capture the point and 2, the planet to be rid of any hostile forces. Otherwise it will remain in enemy control and the benefits they get from that planet will remain theirs. It is often a good idea to choose one planet as your main and build defenses up for it and expand later as it is easier to fortify one than many.
Features:
Everyone loves features. At the moment however there aren't really that many.
Sub-Systems - Sub-systems are items that go into the ships inventory, once activated they provide a bonus until later deactivated.
Fuel Consumption - As your flagship moves there are two types of fuel for it to consume depending on the type of engine equipped. A Gas Turbine for instance will require Gas, and an Impulse Drive will require energy. If you have both energy and fuel based engines equipped it will drain them both. 2 Gas Turbines drain 2 times more fuel than one, 2 Impulse Drives drain 2 times more than one, simple.
Building in Orbit - Not sure what to call this feature as it only does one simple thing. Any building that can be built in space can only be built within a certain range of a planet. Moons are hard to build on due to their small size and lack of gravity, though it is still possible.
Sub-Systems - Sub-systems are items that go into the ships inventory, once activated they provide a bonus until later deactivated.
Fuel Consumption - As your flagship moves there are two types of fuel for it to consume depending on the type of engine equipped. A Gas Turbine for instance will require Gas, and an Impulse Drive will require energy. If you have both energy and fuel based engines equipped it will drain them both. 2 Gas Turbines drain 2 times more fuel than one, 2 Impulse Drives drain 2 times more than one, simple.
Building in Orbit - Not sure what to call this feature as it only does one simple thing. Any building that can be built in space can only be built within a certain range of a planet. Moons are hard to build on due to their small size and lack of gravity, though it is still possible.
Customization:
So far the only customization going on are the ships and a couple buildings. I have taken the liberty of editing a couple textures however since a couple seemed really plain, and one I thought could go with better team coloring. You'll see this best on the Dry dock owned by a player. Since it is owned by Neutral Passive at the beginning you can't tell very well, but once you build your own you'll see a huge difference. Also, the Freighters texture was very flat so I gave it some depth. I may edit the others as well but for now they will be left alone.
Example of an improved skin:
Example of an improved skin:
Screenshots:
Helpers:
WindexIsBack - Provided the model of the transition between planets and space.
Post retyped for organization. Horray!