Going to make a SW Turn Based Naval Combat Game

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Lex
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Post by Lex » 2002-11-06 09:01am

Star Wars: Galactic Batlegrounds was a great game...a pitty that u could only use ground troops...
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Post by EmperorMing » 2002-11-06 10:58am

Typhonis 1 wrote:Ever play Knight Hawks for Star Frontiers?
Nope. Never even heard of it.
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Post by Andras » 2002-11-06 11:00am

I have KnightHawks

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Post by Andras » 2002-11-06 11:05am

could someone go to www.popcap.com and try their Seven Seas game? the Mac version requires 10.1 and I cant install the PC version at home.

oh, and let me know how it goes?

thanks

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Cyberboard is now the official SW:GNB engine!

Post by MKSheppard » 2002-11-06 12:14pm

Mucho thanks to Aaron for suggesting Cyberboard....until then I had
never even heard of it!

Anyway, now with the limitation of being restricted to a 6 by 6 foot playing
area gone, due to Cyberboard's electronic hexmap, I've decided to go with
50,000 kilometer wide hexes for the "strategic" battle map....which means
that the distance from the earth to the moon will be 7.8 hexes (rounded
up to 8 for simplicity)
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Post by Typhonis 1 » 2002-11-06 01:18pm

Still means th pityable Federation only has weapons with a ranf\ge of six hexes unlss they wanna try firing there torps from 8 million klicks away.which the imps could easily intercept
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Strategic Layer

Post by MKSheppard » 2002-11-06 03:17pm

Image

Image of the board that will be used to keep track of "campaign" game
information, such as victory points earned, and Salvage points earned...etc
etc...that you can use to buy new craft...and increase your ship's crew status
to veteran, etc
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Post by NecronLord » 2002-11-06 03:36pm

Right, so its Multiplayer, no AI?

Once your done Can we get a Sd.net campain/ladder going.

P.s. Need another playtester?
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Post by MKSheppard » 2002-11-06 03:42pm

NecronLord wrote:Right, so its Multiplayer, no AI?

Once your done Can we get a Sd.net campain/ladder going.

P.s. Need another playtester?
Well, it's no AI, and you'll have to measure the distances between
the combatants, and manually mark off damage to your ships, but
It will work...
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Post by NecronLord » 2002-11-06 04:16pm

MKSheppard wrote:
NecronLord wrote:Right, so its Multiplayer, no AI?

Once your done Can we get a Sd.net campain/ladder going.

P.s. Need another playtester?
Well, it's no AI, and you'll have to measure the distances between
the combatants, and manually mark off damage to your ships, but
It will work...
Neat, things that are needed;

Stackable, of course

a ship display window for record keeping

and further along

The ability to export an import fleets, and long term Play by email
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Post by Cpt_Frank » 2002-11-06 04:19pm

you know that sounds a bit like a computer-based Battlefleet Gothic SW conversion...
I like it. :D
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Post by NecronLord » 2002-11-06 04:29pm

I noticed, only if its play by e-mail, on SD.net, I'll have far more people as opponents.

I was thinking about that, how about these as missions?

one cruiser clash = stright up nothing special fight
two The bait = one ship fleeing draws enemy fleet into a trap type affair
three the raiders = says it all
Four surprise attack = ditto
five blockade run
six convoy
plantery assault (take planet intact)
escalating engagement
Exterminatus (replace with BDZ)
Fleet Engagement Very large battle

I reccoment assigning planets and things as ships.

I also would like to see the vengance class.
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Post by NecronLord » 2002-11-06 04:55pm

You could also use the BFG campain rules if ot ends up as I want it to.
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Post by MKSheppard » 2002-11-06 05:36pm

Image

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I need someone who can program C to help me do the stand alone
calculation program that will handle the combat math for us......

You'll be using three programs to play this....AIM to transmit moves
"Move my ISD to hex 2211", Cyber Board to display the map, as a
substitue to actually owning micromachine ISDs, and the unnamed
math program to do combat calcs for you..
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ANYONE WHO HAS EXPERIENCE IN NAVAL COMBAT GAMING SPEAK UP!

Post by MKSheppard » 2002-11-06 05:42pm

I need to get the dope on how naval combat is resolved in all these
games you talk about....
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Post by Crazy_Vasey » 2002-11-06 05:48pm

You can do the calculations in dark BASIC surely? You would only need the basic maths functions which all languages support wouldn't you? It's just a case of programming the rules you've designed for the game.

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Post by MKSheppard » 2002-11-06 05:49pm

Crazy_Vasey wrote:You can do the calculations in dark BASIC surely? You would only need the basic maths functions which all languages support wouldn't you? It's just a case of programming the rules you've designed for the game.
Dark basic is a 30 day trial.....and it costs $100 bux.....
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Post by Crazy_Vasey » 2002-11-06 05:51pm

Hrm so what are you programming the game in? I somehow got the impression you were using dark BASIC. Anyway all languages worthy of the name have support for basic maths, it's just a case of learning the language and then implementing the rules you've designed.

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Post by MKSheppard » 2002-11-06 06:01pm

Crazy_Vasey wrote:Hrm so what are you programming the game in? I somehow got the impression you were using dark BASIC. Anyway all languages worthy of the name have support for basic maths, it's just a case of learning the language and then implementing the rules you've designed.
I dunno.......I need to make the rules first.....
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Post by Mr Bean » 2002-11-06 06:09pm

Indeed, How does one calcuate Hit prestanges and whatnot?

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Post by Crazy_Vasey » 2002-11-06 06:11pm

Okay, fair enough. What exactly would you be after here though? A GUI app you plug the numbers in to and then get the appropriate results? Something that interfaces with this cyberboard thing? A full fledged game with networking and graphics built in?

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Post by MKSheppard » 2002-11-06 06:30pm

Crazy_Vasey wrote:Okay, fair enough. What exactly would you be after here though? A GUI app you plug the numbers in to and then get the appropriate results? Something that interfaces with this cyberboard thing? A full fledged game with networking and graphics built in?
Well, Generation One is going to be a GUI app where you plug numbers in
and get the approp results.....and then move your little ISDs around
either on a physical map with micromachines, or electronically in Cyberboard.

I really need to take programming courses next semester....
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Post by Crazy_Vasey » 2002-11-06 06:49pm

Ahh. Visual Basic and Delphi would probably be the best tools for you here then but they are relatively pricey and the free version of delphi no longer seems to be available. You could warez them but that's kinda iffy.

I suppose you could always use forte with java but it's fuckin' slow. There's also JBuilder from Borland but I don't know if it's any good. Java ain't exactly easy for new programmers as well because you have to jump right into OOP.

Oh wait I think the free sharpdevelop IDE has a forms designer now but that need's the .NET SDK which is a fuckin' huge download and only works on NT/2K/XP AND anyone who wants to use what you make needs the .NET runtime which most people don't have yet.

Your choice but it seems to come down to Java Vs. C# based on the GUI tools I know of that are freebies. C++ has abominable GUI tools apart from C++ Builder which is rather pricey.[/url]

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Post by EmperorMing » 2002-11-07 07:30am

Something I missed; what is your game scale, hex size and timewise(gameturn length)?
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Post by Cpt_Frank » 2002-11-07 03:03pm

I noticed, only if its play by e-mail, on SD.net, I'll have far more people as opponents.
hey try to find BFG players in Germany (where I have to import every single ship and that costs lots o' bucks!)
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