Current Project Status
Which race do you like most? What do you like - what you don't like? Discuss it here.
posted on July 22nd, 2015, 12:10 am
well while were waiting on fonx ive been working on getting current fo to work with the 4.0 loader that was released will you still be offering support on how some of the new features and changes work to help those that are still modding fo ?
posted on July 22nd, 2015, 1:37 am
Beyond what is in the guide and emails/pm to me, no. One of the conditions of releasing the unfinished 4.0 loader: NX always takes priority
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posted on July 22nd, 2015, 4:39 pm
yh thought that would be the case just thought worth the ask
posted on July 22nd, 2015, 6:26 pm
Then I guess that this community fix is going to be driven by brute-force guessing. Anyways, it's something to tide us over.
Say, what's in the way of infrastructure (eg: transporting resources to construction/research vessels/stations)? Is it STA2-like? Can it be made more realistic?
Say, what's in the way of infrastructure (eg: transporting resources to construction/research vessels/stations)? Is it STA2-like? Can it be made more realistic?
posted on July 23rd, 2015, 2:44 pm
TChapman500 wrote:Say, what's in the way of infrastructure (eg: transporting resources to construction/research vessels/stations)? Is it STA2-like? Can it be made more realistic?
i think it would be a good idea to make it a benefit for having stations all over the map. rather than just next to moons.
*having station next to planets gives special or advanced research. having science ships scan stings gains research points (to improve shields recharge rate or system strength against failure).
*capturing enemy ships and stations should gain more benefits if you take it to a yard to be analyzed, rather than just the use of another ship in your fleet)
*perhaps ships being next to friendly stations get buffs of some kind?
*trading with allies gives improvements to something, like more powerful torpedoes or something
it would make harassing much more varied other than just miner, as you have to choose to build a single base which is easier to defend. or spread out and gain benefits for doing so but larger area to defend.
posted on July 24th, 2015, 6:40 pm
hellodean wrote:i think it would be a good idea to make it a benefit for having stations all over the map. rather than just next to moons.
*having station next to planets gives special or advanced research. having science ships scan stings gains research points (to improve shields recharge rate or system strength against failure).
*capturing enemy ships and stations should gain more benefits if you take it to a yard to be analyzed, rather than just the use of another ship in your fleet)
*perhaps ships being next to friendly stations get buffs of some kind?
*trading with allies gives improvements to something, like more powerful torpedoes or something
Out of all of these, I like the planet idea best. I've always thought that some maps should entirely revolve around the 'control' of a single planet, since that idea would more accurately reflect the size and scale of fleetOps matches. To reflect control of the planet you could take over some sort of 'space elevator' structure that would give you cheap ships and tech.
posted on August 12th, 2015, 2:37 pm
How do you intend on doing things like hyper-impulse drive, progressive scan, Borg modules, ranks, refits, upgrades, and cover fire all in one XML file per unit? And what about avatar-specific features of each object? And what about damage variants like long vs short range, small vs large, etc.?
posted on September 5th, 2015, 4:43 pm
noticed the project progress list has gone, is it now classed as obsolete?
posted on September 5th, 2015, 5:04 pm
We have switched to a new more modern todo tracking software. The old one wasn't too popular within the team.
I have not come around to write a new script for the new tracker. Task organization works different now as well, so i am not sure yet how to represent it in a way that is relevant for a public viewer.
I have not come around to write a new script for the new tracker. Task organization works different now as well, so i am not sure yet how to represent it in a way that is relevant for a public viewer.
posted on September 5th, 2015, 6:06 pm
Interesting, I'm surprised the team isn't keen on the old one. I thought it was pretty good. Will be interesting to see what you come up with as a replacement.
posted on September 6th, 2015, 7:58 pm
Yes i sow that went off to lets hope they get a new project progress or what ever there trying to do with a new project progress up soon 

posted on September 9th, 2015, 2:11 am
May I suggest the time tested and simple to use version.
Started........................Working on it..........................Done!
Started........................Working on it..........................Done!
posted on September 9th, 2015, 6:28 am
nathanj wrote:May I suggest the time tested and simple to use version.
Started........................Working on it..........................Done!
we do use indeed a kanban style todo list now. What the team disliked about the old one was the complexity and the time investment needed to create or update each task, especially since we started working on NX. In the end it was only updated for the sake of keeping the public tracker page in sync with what we have already done. It didn't fullfil the intended purpose anymore.
posted on September 16th, 2015, 7:31 pm
Just wanted to pop in and say that I really miss the news updates. I have no doubt you guys have been working on the engine and it's not very exciting and stuff, but it's always nice to hear from you guys!
posted on January 15th, 2016, 2:55 pm
What's the current progress? Any in-game features being tested?
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