Topic: Puttin' UAW through the paces...  (Read 1737 times)

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Offline Chris Jones

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Puttin' UAW through the paces...
« on: August 23, 2005, 12:07:21 am »
UAW is in beta now, It may be that the reduced shields are causing the game engine to react quickly to give power back to the shields once they are hit, perhaps causing other readings to be off. The bugs I hear from GSA players tell me they can supposedly beam through full shields, damage is not being reported correctly, things like that. Those bugs are not there, or not reported, in 4.0 games. I also think the game engine reacts differently in UAW than it does in 4.0, because of the much higher power settings. I'm testing a bunch of theories.


Chris 'UAW' Jones
« Last Edit: September 13, 2005, 06:18:00 pm by Chris Jones »
..Because the game does not have to, and will not, remain the same..


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Offline Chris Jones

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Re: Puttin' UAW through the paces...
« Reply #1 on: August 24, 2005, 07:38:23 am »
Lately I've been wondering how to get UAW less buggy and have thought of this.
I believe the bugs reported on Gamespy (beaming through shields - false readings, etc) are caused by the game engine not handling the power settings I have in UAW very well. Reducing power would no doubt seriously reduce the bugs. However...

I LIKE MY POWER SETTINGS! They give the game the feel of STAR TREK, which is the vision I am shooting for.

So therefore, I will produce a 'competition' version of UAW for Multiplayer ranking and such, and leave the current 'reduced shield' version available as well.

I'll be putting together some screenshot pages for those who have not seen Universe At War, and want a glance..

Lately I've been viewing DVDs of Generations, First Contact, and Nemesis which are inspiring these thoughts. I want my game to feel like Star Trek and be fun. If I have to go down to 4.0 power settings to eliminate bugs I will, but the current power settings WILL remain an option.
..Because the game does not have to, and will not, remain the same..


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Offline _Rondo_GE The OutLaw

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Re: Puttin' UAW through the paces...
« Reply #2 on: August 27, 2005, 03:26:35 am »
sounds good.

Offline IndyShark

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Re: Puttin' UAW through the paces...
« Reply #3 on: August 27, 2005, 09:45:17 am »
Chris, as always you have great ideas! I can't wait to see what you come up with.

Offline FPF-Tobin Dax

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Re: Puttin' UAW through the paces...
« Reply #4 on: August 30, 2005, 10:31:25 am »
Chris. Could you adapt UAW with Nexus: the jupiter incident, since Nexus is so moddable? It would give you a modern game engine with great access.
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Offline Chris Jones

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Re: Puttin' UAW through the paces...
« Reply #5 on: September 02, 2005, 08:18:33 pm »
Funny you should say that - my pal Darkdrone has created a mod for Nexus called 'Universe At War'  - He came up with name on his own, but what a coincidence.. haha..

It uses ships from all eras of Trek, and has races from SFB and SFC3 as well..

I've created a few missions with Nexus Skirmisher that I may release with Darkdrone's permission.. there's one where Kirk and company run into the Borg.. much like the Star Trek: New Voyages episode..

Link you say?

http://universeatwar.trek-online.com/

Regarding my own UAW for OP = we've run experiments with the new power settings, and some races are underpowered for the weaponry they have - but the previously reported bugs with mod are GONE!!   

I can smell perfection!!!!!!!!!!!!! 

..Because the game does not have to, and will not, remain the same..


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Offline Chris Jones

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Re: Puttin' UAW through the paces...
« Reply #6 on: September 13, 2005, 01:23:00 am »
Still workin' on it here - The ultimate goal is to have a 'competition' version of UAW, and the fun version(s)..

..Because the game does not have to, and will not, remain the same..


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Offline Chris Jones

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Re: Puttin' UAW through the paces...
« Reply #7 on: September 23, 2005, 11:13:02 am »
As We work our way towards the 2nd Official Patch you may us beta testing on GSA any given evening - This is just a note of appreciation to the fans of UAW - thanks for your support.
..Because the game does not have to, and will not, remain the same..


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Offline Klingon Fanatic

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Re: Puttin' UAW through the paces...
« Reply #8 on: September 26, 2005, 08:35:18 pm »
As We work our way towards the 2nd Official Patch you may us beta testing on GSA any given evening - This is just a note of appreciation to the fans of UAW - thanks for your support.

I'm glad this is working for you Chris. Well done overall.

Raises hand, excuse me but are the Seltorian shield values set too low? Maybe its me but, as a non-SFB player, I don't know if the Seltorian shield values are suposed to be that low. A DN with a total shield output of 50 total divided by six shields doesn't seem right to me. Perhaps one of the SFB gurus can enlighten me?

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Offline Chris Jones

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Re: Puttin' UAW through the paces...
« Reply #9 on: October 01, 2005, 10:07:05 am »
Hi KF -

Not being the SFB expert, I let someone come up with those shield values for the UAW Mod.

Here's the Seltorian DN values.

Shield 1: 9
Shield 2 & 6: 9
Shield 3 & 5: 8
Shield 4: 8
Total Shields: 50

The Seltorians are all in early era, and in Alien section of UAW.


In competition - the late/advanced eras of the UAW Mod for OP was giving some trouble with false readings, etc. In answer to that, I am producing a CUGS version of UAW that will have, in late and advanced eras, 2-3 ships per hull type (Frigate, Light Cruiser, Heavy Cruiser, Dreadnought) balanced with each other and with 'reasonable' power settings. That ought to take care of the complaints. If not, I quit (just kidding). There are some who want to balance all the ships as they exist now (headed by Warchild of the RFA Fleet), and due to my own real life constraints I am going to let them.
..Because the game does not have to, and will not, remain the same..


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Favorite TNG: Yesterday's Enterprise