Re: [Audyssey] STFC was Pipe 3

2011-04-16 Thread Shane Lowe

Sorry got confused.

smile!

- Original Message - 
From: "Thomas Ward" 

To: "Gamers Discussion list" 
Sent: Friday, April 15, 2011 8:54 PM
Subject: [Audyssey] STFC was Pipe 3



Hi Shane,

STFC stands for Star Trek Final Conflict. It was one of my early games
I began in 2004 to 2006. I have plans to rewrite and update the game,
but I've got other projects to complete first.


Cheers!


On 4/15/11, Shane Lowe  wrote:

STFC? what game is that?


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[Audyssey] STFC was Pipe 3

2011-04-15 Thread Thomas Ward
Hi Shane,

STFC stands for Star Trek Final Conflict. It was one of my early games
I began in 2004 to 2006. I have plans to rewrite and update the game,
but I've got other projects to complete first.


Cheers!


On 4/15/11, Shane Lowe  wrote:
> STFC? what game is that?

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Re: [Audyssey] STFC Mod was Raceway

2010-06-01 Thread Hayden Presley
Hi,
Yes, I wasn't terribly impressed tieh the Loanwolf Mod, Thomas's is
definitely better.
Best Regards,
Hayden

-Original Message-
From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, May 31, 2010 6:48 PM
To: Gamers Discussion list
Subject: [Audyssey] STFC Mod was Raceway

Hi,
Regardless if the mod is ready or not as the developer of STFC I think
if PKB has something to share they should share it with the developer
in question in case he might want to include the mod into his game.
After all even though I don't talk about it much there is a STFC 2.0
being developed here, and it sounds like if this mod is really good
I'd like to incorperate it into the next major release. If nothing
else I could work with them as 2.0 is a ratherbig departcher from 1.x,
and as soon as MOTA is released STFC 2 is going to follow not too long
afterwords. So whatever they are working on now is going to be
outdated in the next six months to a year from now.


Smile.

On 5/31/10, shaun everiss  wrote:
> aah.
> its only avalible at the pkb group right now there is also a one for
> lonewolf with missions in.
> I think aren put these out though not sure who origionally put these.
> I'll need to ask if the mods are ready for release or not.

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[Audyssey] STFC Mod was Raceway

2010-05-31 Thread Thomas Ward
Hi,
Regardless if the mod is ready or not as the developer of STFC I think
if PKB has something to share they should share it with the developer
in question in case he might want to include the mod into his game.
After all even though I don't talk about it much there is a STFC 2.0
being developed here, and it sounds like if this mod is really good
I'd like to incorperate it into the next major release. If nothing
else I could work with them as 2.0 is a ratherbig departcher from 1.x,
and as soon as MOTA is released STFC 2 is going to follow not too long
afterwords. So whatever they are working on now is going to be
outdated in the next six months to a year from now.


Smile.

On 5/31/10, shaun everiss  wrote:
> aah.
> its only avalible at the pkb group right now there is also a one for
> lonewolf with missions in.
> I think aren put these out though not sure who origionally put these.
> I'll need to ask if the mods are ready for release or not.

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Re: [Audyssey] STFC download links.

2008-12-21 Thread Thomas Ward
Hi,
Sounds good. Those Klingons, Romulans, and Cardassians do like to play
awefully rough. I do my best to try and kill them in one turn if I can
help it or get swarmed by the creeps. 
By the way, the USA Games web site is now back up and running for the
most part and if you need to ever download STFC again you can get it
from:
http://www.usagamesinteractive.com/products.php
Smile.


On 12/21/08, Pranav Lal  wrote:
> Just had a quick play. I am doing much better since the last time I played
> this game. I am at the beginner level and am left with 1 star base and 2
> ships. 
> I did destroy a few enemy ships.
>
> Pranav
>
> -Original Message-
> From: gamers-boun...@audyssey.org [mailto:gamers-boun...@audyssey.org] On
> Behalf Of Thomas Ward
> Sent: Monday, December 22, 2008 1:49 AM
> To: Gamers Discussion list
> Subject: [Audyssey] STFC download links.
>
> Hello everyone,
> Some of you have been asking where to download Final Conflict 1.2. As
> of a few minutes ago the USA Games files are back on the server but I
> don't have web pages up for them yet. So I'll give you the links to
> the file directories instead.
>
> STFC Requirements:
> http://www.usagamesinteractive.com/downloads/requirements
>
> STFC 1.2:
> http://www.usagamesinteractive.com/downloads/usa-games/
>
> Sincerely,
> Thomas Ward
> USA Games Interactive
> http://www.usagamesinteractive.com
>
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-- 
Sincerely:
Thomas Ward
President of USA Games Interactive
http://www.usagames.us

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Re: [Audyssey] STFC download links.

2008-12-21 Thread Pranav Lal
Just had a quick play. I am doing much better since the last time I played
this game. I am at the beginner level and am left with 1 star base and 2
ships. mailto:gamers-boun...@audyssey.org] On
Behalf Of Thomas Ward
Sent: Monday, December 22, 2008 1:49 AM
To: Gamers Discussion list
Subject: [Audyssey] STFC download links.

Hello everyone,
Some of you have been asking where to download Final Conflict 1.2. As
of a few minutes ago the USA Games files are back on the server but I
don't have web pages up for them yet. So I'll give you the links to
the file directories instead.

STFC Requirements:
http://www.usagamesinteractive.com/downloads/requirements

STFC 1.2:
http://www.usagamesinteractive.com/downloads/usa-games/

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] STFC download links.

2008-12-21 Thread Pranav Lal
Thomas,

Many thanks. I am downloading as I write this.

Pranav


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[Audyssey] STFC download links.

2008-12-21 Thread Thomas Ward
Hello everyone,
Some of you have been asking where to download Final Conflict 1.2. As
of a few minutes ago the USA Games files are back on the server but I
don't have web pages up for them yet. So I'll give you the links to
the file directories instead.

STFC Requirements:
http://www.usagamesinteractive.com/downloads/requirements

STFC 1.2:
http://www.usagamesinteractive.com/downloads/usa-games/

Sincerely,
Thomas Ward
USA Games Interactive
http://www.usagamesinteractive.com

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Re: [Audyssey] STFC 2.

2008-04-29 Thread jeh
Hi,
go with the enterprise e! e as in echo!

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, April 16, 2008 2:45 AM
Subject: [Audyssey] STFC 2.


> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game.
> Instead of commanding several bases, ships, etc you will be in charge of
> commanding a single ship throughout the various missions. However, that
> is about as far as I have got with the basic idea for the game. One
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each
> ship is good, but all depends on if you want a television series type
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep
> space probes, standard type-x phasers, and shields were rated at 2026
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes.
> Not bad, but after the movies came out the Enterprise E has really made
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more
> fire power than its earlier name sake. The latest Enterprise comes armed
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers,
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its
> own interesting abilities and features. It comes armed with a cloaking
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon,
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you
> choose. If you choose Defiant chances are I would make most of the
> missions take place during the dominion war so you can slug it out with
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If
> you pick Enterprise D I would make the missions play out more-or-less
> like the tv series with each mission have its own bad guys, mission
> orders, etc. With the Enterprise E we could go either way. The
> Enterprise E was constructed just before the Dominion War, served
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
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Re: [Audyssey] STFC 2.

2008-04-18 Thread shaun everiss
yeah nemisis was good.
Who'd ever think there would be a renigade romulan that was actually after the 
empire and things.
The romulans have to deal with the issue as well as the federation.
In a lot of fan trek casts/videos most notibly the borg war movie which takes 
elements from elete force2, romulans fight klingons and federation alike, and 
some klingons don't care about eachother, and each side wants a piece of the 
pie.
The federation and klingons do actually wise up though to the fact hte romulans 
are just wanting the entire game though.
This was with the enterprise e.
Really though who knows.
My point is that in all the trek things although there are pockets of good 
romulans the majority of klingons still want to kill romulans and vice versa, 
except the romulans want the whole thing, and the federation is in the middle 
of both parties and seem to be something to chuck around.
At 10:52 a.m. 19/04/2008, you wrote:
>Hi Aaron,
>Considering the enemies Enterprise E was designed to fight it is no 
>wonder the Star Trek creators got rid of the D and created the E. In 
>First Contact it had to take on the  Borg and thus the extra firepower 
>really came in handy. Star Trek 9 was not all that noteworthy so the E's 
>firepower didn't have much to do in that movie. In Nemesis though the 
>Enterprise E was once again up against an enemy that would normally take 
>an entire fleet to destroy.
>
>
>Valiant8086 (on laptop) wrote:
>> Hi.
>> I was thinking the e. It seams to be able to pack one heck of a punch. It 
>> can't move as fast as the defiant and it can't cloak but hmm. Actually for 
>> me it's the E or the Defiant.
>>   
>
>
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Re: [Audyssey] STFC 2.

2008-04-18 Thread shaun everiss
would be nice tom.
I also like defient and its highpulse cannons but the fact I have prity no 
missiles does still make me choose enterprise e, I'd also like defient, however 
its dificult to judge since in stfc1 if you lose shields you are basically dead.
And I don't think defient has armour anyway.
Sure its faster I'll grant you that.
But in stfc1 you don't have auxiliry power.
You just have main.
At 11:03 a.m. 19/04/2008, you wrote:
>Hi,
>Actually, in terms of maneuverability Defiant is the ship to have in a 
>fight. It is smaller, faster, and the DS9 tech manual gives it unusually 
>high ratings for a ship its size. The Enterprise E's engines aren't all 
>that much different than a modified Galaxy-class warp drive.
>As for missions etc all of this is still in the planning and thinking 
>stage. It is possible I might create two star Trek games. One strategy 
>game like classic STFC since I still like STFC 1, and then a bridge 
>commander or fleet commander type game.
>As far as other ships goes I am not yet certain. It would be nice to 
>have a full real time strategy game where you command multiple ships 
>like commanding tanks in GTC.
>
>
>Dakotah Rickard wrote:
>> Frankly, I'd like the variety you could get with NCC1701E. The Sovereign
>> class was lighter and more maneuverable than the Galaxy class or the Defiant
>> class Escort ship.
>> I do, however, ask one question...will there be AI friends? Say a couple of
>> Akira class or something to help you out some times like in the sighted
>> games Bridge and Fleet Commanders? I mean, having no backup in a rather
>> large organization is a little odd.
>>
>> Wait, I just thought of another question. Will you incorporate training
>> missions or simulated combat to prepare us?
>>
>> Also, I read a few of the other posts for dealing with using multiple ship
>> types, and I'm not trying to tell you how to do your job, but it seems that
>> if you just forget about the Defiant class, pretty much every other ship
>> class is the same basic structure but with variations in armament and armor.
>> Could you, for example, make something like a basic class Federation_Ship or
>> something that has code that applies to all ships and just switch out
>> armament and speed and such for different ships?
>>
>> Just a thought.
>>
>> Signed:
>> Dakotah Rickard
>>
>> -Original Message-
>> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
>> Behalf Of Thomas Ward
>> Sent: Wednesday, April 16, 2008 02:46
>> To: Gamers Discussion list
>> Subject: [Audyssey] STFC 2.
>>
>> Hi everyone,
>> Over the passed couple of months I have been tinkering with STFC 2.0 off 
>> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
>> Instead of commanding several bases, ships, etc you will be in charge of 
>> commanding a single ship throughout the various missions. However, that 
>> is about as far as I have got with the basic idea for the game. One 
>> question remains which ship to use.
>> I personally want to stick with something Next Generation era and that 
>> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
>> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
>> ship is good, but all depends on if you want a television series type 
>> plot or a movie plot. Each ship is unique.
>> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
>> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
>> space probes, standard type-x phasers, and shields were rated at 2026 
>> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
>> Not bad, but after the movies came out the Enterprise E has really made 
>> the television series sound sort of lame.
>> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
>> fire power than its earlier name sake. The latest Enterprise comes armed 
>> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
>> ablative hull armor, and shield strength is 5056
>> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
>> Enterprise has far more armor, firepower, speed, etc.
>> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
>> own interesting abilities and features. It comes armed with a cloaking 
>> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
>> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
>> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
>> I guess what I am asking if

Re: [Audyssey] STFC 2.

2008-04-18 Thread Thomas Ward
Hi Darren,
The founders fear of solids is definitely a lot like human nature. 
Humanity as a rule fears that which we don't understand, pre-judge 
others based on generalities, and always think our actions are morally 
justified even when that view might be in the wrong. In this respect 
using the  founders to show us our own short-comings is a very powerful 
lesson in how not to be so judgmental and why not to view everything 
simply as black and white.
The sad truth is world history has proven time and time again that 
whenever a large group of people take a black and white view of things, 
there can be no other view accepted, that it ends in lots of bloody and 
painful conflict.
For example, Christianity in its purest form attempts to teach people to 
love one another, to love our enemies, how to settle differences 
peacefully if possible, etc. However, historically speaking it is the 
religion at the root of some of the most bloody conflicts of all time.
During the 12th and 13th centuries the Catholic church sent troops to 
capture Palestine, and make it a Catholic state. All involved believed 
that it was God's will, and they set out for bloodshed, murder, on a 
scale too horrifying to consider. A captured prisoner was ordered to 
become Catholic or die. Many Jews, Muslims, and even other Christians 
were killed by the thousands because they didn't want the Catholic 
church sticking its nose into their business.
Later during the reformation thousands of protestants were hunted down 
and burned at the stake all for the crime of wanting a Christianity 
based on biblical principles and not one dictated by the Pope. So the 
irony is while these Catholics claimed to be Christians they were 
willing to kill other Christians, Jews, etc in order to prove might 
makes right.
On September 11, 2001 a handful of Muslim extremists thought they would 
make their public statement by taking down the twin towers and hitting 
the Pentagon. What did their religious act of hate prove? I don't know, 
but it does show what length human beings will go to when they make 
religion, politics, etc an absolutely black and white issue.


Darren Haris wrote:
> Actually I liked ds9, because ok yes it was based on a war theme by the
> end of it, still, even in the most peaceful places there is still going
> to be the threat of war from somewhere. Even if earth never actually
> felt the apressions of war, someone has to. There will always be someone
> who wants what you have or is afraid enough of you to try and get rid of
> you 1 way or other. The founders fear of solids because of how they were
> treated by the solids in their part of space, etc etc there's a lot of
> things you could take from ds9. personally I think it was very well
> written. 
>   


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Re: [Audyssey] STFC 2.

2008-04-18 Thread Thomas Ward
Hi,
Actually, in terms of maneuverability Defiant is the ship to have in a 
fight. It is smaller, faster, and the DS9 tech manual gives it unusually 
high ratings for a ship its size. The Enterprise E's engines aren't all 
that much different than a modified Galaxy-class warp drive.
As for missions etc all of this is still in the planning and thinking 
stage. It is possible I might create two star Trek games. One strategy 
game like classic STFC since I still like STFC 1, and then a bridge 
commander or fleet commander type game.
As far as other ships goes I am not yet certain. It would be nice to 
have a full real time strategy game where you command multiple ships 
like commanding tanks in GTC.


Dakotah Rickard wrote:
> Frankly, I'd like the variety you could get with NCC1701E. The Sovereign
> class was lighter and more maneuverable than the Galaxy class or the Defiant
> class Escort ship.
> I do, however, ask one question...will there be AI friends? Say a couple of
> Akira class or something to help you out some times like in the sighted
> games Bridge and Fleet Commanders? I mean, having no backup in a rather
> large organization is a little odd.
>
> Wait, I just thought of another question. Will you incorporate training
> missions or simulated combat to prepare us?
>
> Also, I read a few of the other posts for dealing with using multiple ship
> types, and I'm not trying to tell you how to do your job, but it seems that
> if you just forget about the Defiant class, pretty much every other ship
> class is the same basic structure but with variations in armament and armor.
> Could you, for example, make something like a basic class Federation_Ship or
> something that has code that applies to all ships and just switch out
> armament and speed and such for different ships?
>
> Just a thought.
>
> Signed:
> Dakotah Rickard
>
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
> Behalf Of Thomas Ward
> Sent: Wednesday, April 16, 2008 02:46
> To: Gamers Discussion list
> Subject: [Audyssey] STFC 2.
>
> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off 
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
> Instead of commanding several bases, ships, etc you will be in charge of 
> commanding a single ship throughout the various missions. However, that 
> is about as far as I have got with the basic idea for the game. One 
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that 
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
> ship is good, but all depends on if you want a television series type 
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
> space probes, standard type-x phasers, and shields were rated at 2026 
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
> Not bad, but after the movies came out the Enterprise E has really made 
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
> fire power than its earlier name sake. The latest Enterprise comes armed 
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
> own interesting abilities and features. It comes armed with a cloaking 
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you 
> choose. If you choose Defiant chances are I would make most of the 
> missions take place during the dominion war so you can slug it out with 
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If 
> you pick Enterprise D I would make the missions play out more-or-less 
> like the tv series with each mission have its own bad guys, mission 
> orders, etc. With the Enterprise E we could go either way. The 
> Enterprise E was constructed just before the Dominion War, served 
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send 

Re: [Audyssey] STFC 2.

2008-04-18 Thread Thomas Ward
Hi Aaron,
Considering the enemies Enterprise E was designed to fight it is no 
wonder the Star Trek creators got rid of the D and created the E. In 
First Contact it had to take on the  Borg and thus the extra firepower 
really came in handy. Star Trek 9 was not all that noteworthy so the E's 
firepower didn't have much to do in that movie. In Nemesis though the 
Enterprise E was once again up against an enemy that would normally take 
an entire fleet to destroy.


Valiant8086 (on laptop) wrote:
> Hi.
> I was thinking the e. It seams to be able to pack one heck of a punch. It 
> can't move as fast as the defiant and it can't cloak but hmm. Actually for 
> me it's the E or the Defiant.
>   


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Re: [Audyssey] STFC 2.

2008-04-17 Thread Thomas Ward
Hi Charles,
No can do. I knocked myself out with STFC 1 taking user suggestions and 
requests and was miserable. Instead of taking the expected year dead 
line I had set for myself it ended up being a 2.5 year process. Only 
stopped do to a hardware failior that took the STFC source code with it.
I've learned somewhere a long the way as a developer I can't humanly 
make an option for everyones desires, dreams, suggestions, and have to 
draw the line between practicality and feasability.

Charles Rivard wrote:
> I would prefer to choose my own from the 3 before a mission begins, or be 
> assigned one at random.  It would give great replay value.
>
> ---
> Laughter is the best medicine.  Look around you and find a dose.
>   


---
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Re: [Audyssey] STFC 2.

2008-04-17 Thread Darren Haris
Actually I liked ds9, because ok yes it was based on a war theme by the
end of it, still, even in the most peaceful places there is still going
to be the threat of war from somewhere. Even if earth never actually
felt the apressions of war, someone has to. There will always be someone
who wants what you have or is afraid enough of you to try and get rid of
you 1 way or other. The founders fear of solids because of how they were
treated by the solids in their part of space, etc etc there's a lot of
things you could take from ds9. personally I think it was very well
written. 

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED]
On Behalf Of Thomas Ward
Sent: 17 April 2008 01:05
To: Gamers Discussion list
Subject: Re: [Audyssey] STFC 2.


Hi Dark,
Well, technically both the Enterprise, NCC-1701-E, and the Defiant were 
created for more military type adventures. This is in large part do to 
the drastic changes in story line between Star Trek Next Generation and 
Deep Space 9. The Star Trek producers gave Star Trek a more violent and 
war-like story line which nearly killed Star Trek for most long-time 
viewers. The story focussed less on space exploration and more about the

Dominion War and conflicts in the galaxy. With the introduction of Star 
Trek Voyager the producers realized long-time Trek fans, such as myself,

enjoyed deep space exploration more than war, and Voyager saved what was

good about classic Star Trek by focusing the entire series on deep space

exploration and moroal issues that applies to us today.
With the original Star Trek series, released in the 60's, the concepts 
behind the stories are definitely a product of the times. Most people 
were worried about the war in Vietnam, and the Star Trek producers 
dreamed of a brighter happier future for mankind. One where mankind 
reaches for peace, love, and searched for knowledge.
While there were certainly military conflicts in the original series 
such as the Tholian Web, the Dooms Day Machine, and battles with the 
Romulans, etc most of the stories were about time travel and 
exploration. The City On the Edge Of Forever, where Kirk, Spock, and 
McCoy travel back to 1930's America, tries to show us that we will have 
to suffer much before we can learn to live peacefully as one race. Other

shows like Space Seed, where the Enterprise rescues a lost shuttle and 
discovers it is full of genetically engineered outlaws from 21st century

Earth, shows what greed, hate, and the desire for power will do to 
mankind if it is not curved. While the shows were created with a Sci-fi 
bent there are some deep messages behind the stories.
When Star Trek  Next Generation was released in the late 1980's it tried

to carry on moral lessons as well as an exploration/Sci-fi theme. Sure 
there are some really cool war-like battles such as the fight against 
the Borg at the Battle of Wolf-359, the Klingon civil war, etc. However,

like the classic Star Trek the Next Generation series was really about 
people and their personal problems with a Sci-Fi theme.
In the show Sin's Of The Father they introduce Warf's x-wife, her desire

to reunite with Warf, their unrequited love for each other, and then in 
an act of greed and hate Duras murders her before Warf and his x can 
come to a resolution of their personal problems.
In a lot of TNG shows they get into deep moral and theological debates 
about Data. Even though he is an android is he a new type of life form, 
should he have all the rights as a human being, at what point does 
machines become like humans, Data's desire to be human, Data's desire 
for a family of his own, etc.
One of the deepest and saddest lessons TNG offers is in Star Trek 10. I 
find it interesting that Data, aanandroid, he who wanted to be human, 
was able to be most human of all at the end of his life. He was able to 
show true heroism and self-sacrifice that is legendary. Knowing Picard 
was going to be killed Data rescued Picard, and died in Picard's place. 
There is a saying that there is no greater love than this than lay down 
your life for a friend. If so it is the mark of a true hero, and even 
though these are only made up characters we should not take such heroes 
in real life for granted.
I can clearly remember sitting at the theater when Star Trek 10 was 
still playing at the movies, and my momentary shock, sorrow, and 
emotional attachment to that seen. I really thought Deanna Troi's 
performence carried the moment really well. The grief stricken look she 
gives as she stairs out into space in an instant of shock and grief 
knowing one of her life-long friends was gone. That is not the first 
time the STNG series had been able to get an emotional responce out of 
its audience.
I can remember beeing around 10 or 11 years old when the TNG show, Skin 
of Evil, was first broadcast on TV. At first the show seamed like an 
ordinary weekly epasode. Troi's shutt

Re: [Audyssey] STFC 2.

2008-04-16 Thread Charles Rivard
I would prefer to choose my own from the 3 before a mission begins, or be 
assigned one at random.  It would give great replay value.

---
Laughter is the best medicine.  Look around you and find a dose.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Tuesday, April 15, 2008 11:45 PM
Subject: [Audyssey] STFC 2.


> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game.
> Instead of commanding several bases, ships, etc you will be in charge of
> commanding a single ship throughout the various missions. However, that
> is about as far as I have got with the basic idea for the game. One
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each
> ship is good, but all depends on if you want a television series type
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep
> space probes, standard type-x phasers, and shields were rated at 2026
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes.
> Not bad, but after the movies came out the Enterprise E has really made
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more
> fire power than its earlier name sake. The latest Enterprise comes armed
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers,
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its
> own interesting abilities and features. It comes armed with a cloaking
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon,
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you
> choose. If you choose Defiant chances are I would make most of the
> missions take place during the dominion war so you can slug it out with
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If
> you pick Enterprise D I would make the missions play out more-or-less
> like the tv series with each mission have its own bad guys, mission
> orders, etc. With the Enterprise E we could go either way. The
> Enterprise E was constructed just before the Dominion War, served
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/[EMAIL PROTECTED]
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to [EMAIL PROTECTED] 


---
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Re: [Audyssey] STFC 2.

2008-04-16 Thread Thomas Ward
Hi Dark,
Well, technically both the Enterprise, NCC-1701-E, and the Defiant were 
created for more military type adventures. This is in large part do to 
the drastic changes in story line between Star Trek Next Generation and 
Deep Space 9. The Star Trek producers gave Star Trek a more violent and 
war-like story line which nearly killed Star Trek for most long-time 
viewers. The story focussed less on space exploration and more about the 
Dominion War and conflicts in the galaxy. With the introduction of Star 
Trek Voyager the producers realized long-time Trek fans, such as myself, 
enjoyed deep space exploration more than war, and Voyager saved what was 
good about classic Star Trek by focusing the entire series on deep space 
exploration and moroal issues that applies to us today.
With the original Star Trek series, released in the 60's, the concepts 
behind the stories are definitely a product of the times. Most people 
were worried about the war in Vietnam, and the Star Trek producers 
dreamed of a brighter happier future for mankind. One where mankind 
reaches for peace, love, and searched for knowledge.
While there were certainly military conflicts in the original series 
such as the Tholian Web, the Dooms Day Machine, and battles with the 
Romulans, etc most of the stories were about time travel and 
exploration. The City On the Edge Of Forever, where Kirk, Spock, and 
McCoy travel back to 1930's America, tries to show us that we will have 
to suffer much before we can learn to live peacefully as one race. Other 
shows like Space Seed, where the Enterprise rescues a lost shuttle and 
discovers it is full of genetically engineered outlaws from 21st century 
Earth, shows what greed, hate, and the desire for power will do to 
mankind if it is not curved. While the shows were created with a Sci-fi 
bent there are some deep messages behind the stories.
When Star Trek  Next Generation was released in the late 1980's it tried 
to carry on moral lessons as well as an exploration/Sci-fi theme. Sure 
there are some really cool war-like battles such as the fight against 
the Borg at the Battle of Wolf-359, the Klingon civil war, etc. However, 
like the classic Star Trek the Next Generation series was really about 
people and their personal problems with a Sci-Fi theme.
In the show Sin's Of The Father they introduce Warf's x-wife, her desire 
to reunite with Warf, their unrequited love for each other, and then in 
an act of greed and hate Duras murders her before Warf and his x can 
come to a resolution of their personal problems.
In a lot of TNG shows they get into deep moral and theological debates 
about Data. Even though he is an android is he a new type of life form, 
should he have all the rights as a human being, at what point does 
machines become like humans, Data's desire to be human, Data's desire 
for a family of his own, etc.
One of the deepest and saddest lessons TNG offers is in Star Trek 10. I 
find it interesting that Data, aanandroid, he who wanted to be human, 
was able to be most human of all at the end of his life. He was able to 
show true heroism and self-sacrifice that is legendary. Knowing Picard 
was going to be killed Data rescued Picard, and died in Picard's place. 
There is a saying that there is no greater love than this than lay down 
your life for a friend. If so it is the mark of a true hero, and even 
though these are only made up characters we should not take such heroes 
in real life for granted.
I can clearly remember sitting at the theater when Star Trek 10 was 
still playing at the movies, and my momentary shock, sorrow, and 
emotional attachment to that seen. I really thought Deanna Troi's 
performence carried the moment really well. The grief stricken look she 
gives as she stairs out into space in an instant of shock and grief 
knowing one of her life-long friends was gone. That is not the first 
time the STNG series had been able to get an emotional responce out of 
its audience.
I can remember beeing around 10 or 11 years old when the TNG show, Skin 
of Evil, was first broadcast on TV. At first the show seamed like an 
ordinary weekly epasode. Troi's shuttle crashes, the Enterprise shows up 
to rescue her, but the show ends extremely sad. I remember crying my 
eyes out when Tosha Yar was killed by that creature that had taken 
Deanna Troi captive, and it was a senseless and pointless death as most 
deaths often are. Here was a young woman, in good health, who had 
escaped a slave world to become chief security officer for a Federation 
starship, was well liked by her fans, and she died in the line of duty. 
At the time I had a bit of a crush on Tosha Yar so I probably took the 
news of her death on the TV show harder than if it had been one of the 
other main characters.
Anyway, with Deep Space 9 I liked the shows, but not as well as TNG or 
the original series. From season 3 onward the shows took on a more 
military bent to them. The Defiant was usually involved wit

Re: [Audyssey] STFC 2.

2008-04-16 Thread Valiant8086 (on laptop)
Hi.
I was thinking the e. It seams to be able to pack one heck of a punch. It 
can't move as fast as the defiant and it can't cloak but hmm. Actually for 
me it's the E or the Defiant.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, April 16, 2008 2:45 AM
Subject: [Audyssey] STFC 2.


> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game.
> Instead of commanding several bases, ships, etc you will be in charge of
> commanding a single ship throughout the various missions. However, that
> is about as far as I have got with the basic idea for the game. One
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each
> ship is good, but all depends on if you want a television series type
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep
> space probes, standard type-x phasers, and shields were rated at 2026
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes.
> Not bad, but after the movies came out the Enterprise E has really made
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more
> fire power than its earlier name sake. The latest Enterprise comes armed
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers,
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its
> own interesting abilities and features. It comes armed with a cloaking
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon,
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you
> choose. If you choose Defiant chances are I would make most of the
> missions take place during the dominion war so you can slug it out with
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If
> you pick Enterprise D I would make the missions play out more-or-less
> like the tv series with each mission have its own bad guys, mission
> orders, etc. With the Enterprise E we could go either way. The
> Enterprise E was constructed just before the Dominion War, served
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/[EMAIL PROTECTED]
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to [EMAIL PROTECTED]
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG.
> Version: 7.5.519 / Virus Database: 269.22.13/1378 - Release Date: 
> 4/15/2008 9:12 AM
>
> 



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Re: [Audyssey] STFC 2.

2008-04-16 Thread Thomas Ward
Quote
> 1. Are you going to charge for it?
>   
End Quote

No, because STFC uses trade marked content everything dealing with the 
game will be in the public domain. It will be open source freeware.

Quote
> 2. Will it be  a similar kind of game than lonewolf?
>   
End quote

Yeah, it will be something like that. It is sort of a Lonewolf Tank 
Commander type game except instead of a tank or submarine it is a 
starship mixing it up with Romulans, Klingons, Tholians, Borg, etc.
Like lone wolf you can select individual missions to complete. Perhaps 
one mission you are sent to the Vulcan/Romulan boarder to intercept an 
invasion fleet intent on concoring Vulcan like in Unification Part 2. In 
another mission some unknown ship has attacked a Federation outpost and 
you are sent in to investigate. Further search reveals some rogue 
Klingon ships have slipped over the Federation boarder and are rading 
outposts. You see how that works.


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Re: [Audyssey] STFC 2.

2008-04-16 Thread Dakotah Rickard
Frankly, I'd like the variety you could get with NCC1701E. The Sovereign
class was lighter and more maneuverable than the Galaxy class or the Defiant
class Escort ship.
I do, however, ask one question...will there be AI friends? Say a couple of
Akira class or something to help you out some times like in the sighted
games Bridge and Fleet Commanders? I mean, having no backup in a rather
large organization is a little odd.

Wait, I just thought of another question. Will you incorporate training
missions or simulated combat to prepare us?

Also, I read a few of the other posts for dealing with using multiple ship
types, and I'm not trying to tell you how to do your job, but it seems that
if you just forget about the Defiant class, pretty much every other ship
class is the same basic structure but with variations in armament and armor.
Could you, for example, make something like a basic class Federation_Ship or
something that has code that applies to all ships and just switch out
armament and speed and such for different ships?

Just a thought.

Signed:
Dakotah Rickard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Wednesday, April 16, 2008 02:46
To: Gamers Discussion list
Subject: [Audyssey] STFC 2.

Hi everyone,
Over the passed couple of months I have been tinkering with STFC 2.0 off 
and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
Instead of commanding several bases, ships, etc you will be in charge of 
commanding a single ship throughout the various missions. However, that 
is about as far as I have got with the basic idea for the game. One 
question remains which ship to use.
I personally want to stick with something Next Generation era and that 
pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
ship is good, but all depends on if you want a television series type 
plot or a movie plot. Each ship is unique.
Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
space probes, standard type-x phasers, and shields were rated at 2026 
gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
Not bad, but after the movies came out the Enterprise E has really made 
the television series sound sort of lame.
Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
fire power than its earlier name sake. The latest Enterprise comes armed 
with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
ablative hull armor, and shield strength is 5056
gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
Enterprise has far more armor, firepower, speed, etc.
The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
own interesting abilities and features. It comes armed with a cloaking 
device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
known speed is warp 9.985. Definitly not bad ship specs if you ask me.
I guess what I am asking if you had to pick one which ship would you 
choose. If you choose Defiant chances are I would make most of the 
missions take place during the dominion war so you can slug it out with 
Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If 
you pick Enterprise D I would make the missions play out more-or-less 
like the tv series with each mission have its own bad guys, mission 
orders, etc. With the Enterprise E we could go either way. The 
Enterprise E was constructed just before the Dominion War, served 
through the Dominion War, and seen action after the Dominion War.

Cheers.


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Re: [Audyssey] STFC 2.

2008-04-16 Thread Dark
okay tom, fair enough. well if that's the way it's got to go, I'd personally 
go for the enterprise E, sinse it could be involved in either combat 
missions surrounding the dominion war, or exploration and investigation 
missions, and could possibly imho therefore make for some varied gameplay.

cool as the defiant is, I got the impression that it was a bit of a combat 
specialized ship, and while starship combat is fun, as we see on startrek, 
starfleet have lots of other duties for their ships as well.

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, April 16, 2008 10:22 AM
Subject: Re: [Audyssey] STFC 2.


> Hi Dark,
> Well, there is a specific reason I asked everyone to pick just one. The
> main reason is that it would be far to complex and hard to include
> Defiant and the Enterprise E in the same game. I did it once in STFC 1,
> and it was a massive pain in the butt. In real time strategy the problem
> would only be worse.
> For starts, both ships have two completely different sets of
> specifications. The shield ratings are different, they have different
> warp drives, different types of phasers, carry different amounts of
> torpedoes, etc. To say nothing about Defiant's cloaking device, and
> anti-matter warhead that the Enterprise E doesn't have.
> Second, the cloaking device is extremely tricky to program for. The
> enemy A.I. has to basically detect if a ship has a cloaking device, and
> then determine if it is active. Even if it is active a tachyon burst at
> close range can disrupt the cloak effect rendering your ship detectible
> to enemy hostiles. So it is very tricky programming. To handle two ships
> so completely different in design I'd have to have two different sets of
> instructions for the enemy A.I.
> In STFC 1 I saved myself a lot of grief by basing four of the ships off 
> the
> Sovereign-Class. Sovereign, Enterprise, Monarchy, and Seleya, were
> pretty easy as all I needed to do was copy cut and paste some of the
> existing code and change the names of the ships. With Defiant that ship
> was written from scratch, and the enemy ships had special instructions
> for that one ship which took quite a while to code and get working.
>
>
>
> Dark wrote:
>> Hmmm tom, if the enterprise E and defiant were around at the same 
>> time, 
>> why not have you commanding both ships at different points of the game?
>>
>> Afterall, Worf certanly moved around in the cruse. i love the idea of
>> exploration or scanning missions with unexpected events (much like the 
>> next
>> gen episodes), and that would seem the prerogative of one of the 
>> enterprise
>> ships, but tactical fighting might be fun as well.
>>
>> How about set the game just before the dominion war, have a few missions
>> with the enterprise E, then switch to the defiant during the war,   
>> and
>> perhaps a few more missions with the enterprise E.
>>
>> with things being single ship, I'd love to see some variety, though
>> obviously this would mean more work for you.
>>
>> Just my thoughts (particularly as I'm just about to embark on a massive
>> watch of ds9, so soon will know all about the dominion war).
>>
>> Beware the Grue!
>>
>> Dark.
>>
>
>
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> Checked by AVG.
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Re: [Audyssey] STFC 2.

2008-04-16 Thread tim kilgore`
I like enterprise e
Tim
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, April 16, 2008 1:45 AM
Subject: [Audyssey] STFC 2.


> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game.
> Instead of commanding several bases, ships, etc you will be in charge of
> commanding a single ship throughout the various missions. However, that
> is about as far as I have got with the basic idea for the game. One
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each
> ship is good, but all depends on if you want a television series type
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep
> space probes, standard type-x phasers, and shields were rated at 2026
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes.
> Not bad, but after the movies came out the Enterprise E has really made
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more
> fire power than its earlier name sake. The latest Enterprise comes armed
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers,
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its
> own interesting abilities and features. It comes armed with a cloaking
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon,
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you
> choose. If you choose Defiant chances are I would make most of the
> missions take place during the dominion war so you can slug it out with
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If
> you pick Enterprise D I would make the missions play out more-or-less
> like the tv series with each mission have its own bad guys, mission
> orders, etc. With the Enterprise E we could go either way. The
> Enterprise E was constructed just before the Dominion War, served
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
> ---
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Re: [Audyssey] STFC 2.

2008-04-16 Thread Casey
I think I would vote for the enter prise E. Maybe a blend of movie/TV stiles of 
gameplay?


Casey


- Original Message - 
From: Thomas Ward 
To: Gamers Discussion list 
Sent: Wednesday, April 16, 2008 2:45 AM
Subject: [Audyssey] STFC 2.


Hi everyone,
Over the passed couple of months I have been tinkering with STFC 2.0 off 
and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
Instead of commanding several bases, ships, etc you will be in charge of 
commanding a single ship throughout the various missions. However, that 
is about as far as I have got with the basic idea for the game. One 
question remains which ship to use.
I personally want to stick with something Next Generation era and that 
pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
ship is good, but all depends on if you want a television series type 
plot or a movie plot. Each ship is unique.
Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
space probes, standard type-x phasers, and shields were rated at 2026 
gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
Not bad, but after the movies came out the Enterprise E has really made 
the television series sound sort of lame.
Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
fire power than its earlier name sake. The latest Enterprise comes armed 
with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
ablative hull armor, and shield strength is 5056
gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
Enterprise has far more armor, firepower, speed, etc.
The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
own interesting abilities and features. It comes armed with a cloaking 
device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
known speed is warp 9.985. Definitly not bad ship specs if you ask me.
I guess what I am asking if you had to pick one which ship would you 
choose. If you choose Defiant chances are I would make most of the 
missions take place during the dominion war so you can slug it out with 
Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If 
you pick Enterprise D I would make the missions play out more-or-less 
like the tv series with each mission have its own bad guys, mission 
orders, etc. With the Enterprise E we could go either way. The 
Enterprise E was constructed just before the Dominion War, served 
through the Dominion War, and seen action after the Dominion War.

Cheers.


---
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Re: [Audyssey] STFC 2.

2008-04-16 Thread Thomas Ward
Hi Shaun,
No, STFC II won't be anything like Elite Force II. Elite Force are FPS 
games. STFC still will remain in the strategy genre, but only this time 
be real time strategy.
You can think of STFC 2 like a GMA Tank Commander or Lonewolf type game 
except instead of driving a tank or sub you are piloting a Federation 
starship. You will be given mission orders and objectives to acomplish 
and you can be as stealthy or as agressive as you want to be as long as 
you complete your mission.

shaun everiss wrote:
> I'd probably choose the e.
> maily because only 3 actual movies have come out with it, a few more books 
> with it, and a couple sighted games.
> I  was hoping for actual storylines where you do explore planets and such 
> achieving sertain objectives as well as battle.
> Obviously I don't expect something like elete force ii although that would be 
> nice.
> I also don't expect a game with combat, exploration, etc and solving problems 
> as well as puzzles which would again be nice but really I have no idea what 
> goes into these things, and its probably to much to ask at this point.
> I'd at some point in the future like a ds9 style game or something where you 
> wer odo or sisco or someone on the station doing things, not sure what.
>   


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Re: [Audyssey] STFC 2.

2008-04-16 Thread 0722001794

hi thomas. I'm very excited. 2 questions:
1. Are you going to charge for it?
2. Will it be  a similar kind of game than lonewolf?
- original message -
Subject:[Audyssey] STFC 2.
From:   Thomas Ward <[EMAIL PROTECTED]>
Date:   16/04/2008 6:54 am

Hi everyone,
Over the passed couple of months I have been tinkering with STFC 2.0 off 
and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
Instead of commanding several bases, ships, etc you will be in charge of 
commanding a single ship throughout the various missions. However, that 
is about as far as I have got with the basic idea for the game. One 
question remains which ship to use.
I personally want to stick with something Next Generation era and that 
pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
ship is good, but all depends on if you want a television series type 
plot or a movie plot. Each ship is unique.
Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
space probes, standard type-x phasers, and shields were rated at 2026 
gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
Not bad, but after the movies came out the Enterprise E has really made 
the television series sound sort of lame.
Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
fire power than its earlier name sake. The latest Enterprise comes armed 
with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
ablative hull armor, and shield strength is 5056
gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
Enterprise has far more armor, firepower, speed, etc.
The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
own interesting abilities and features. It comes armed with a cloaking 
device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
known speed is warp 9.985. Definitly not bad ship specs if you ask me.
I guess what I am asking if you had to pick one which ship would you 
choose. If you choose Defiant chances are I would make most of the 
missions take place during the dominion war so you can slug it out with 
Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If 
you pick Enterprise D I would make the missions play out more-or-less 
like the tv series with each mission have its own bad guys, mission 
orders, etc. With the Enterprise E we could go either way. The 
Enterprise E was constructed just before the Dominion War, served 
through the Dominion War, and seen action after the Dominion War.

Cheers.


---
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Re: [Audyssey] STFC 2.

2008-04-16 Thread Thomas Ward
Hi Dark,
Well, there is a specific reason I asked everyone to pick just one. The 
main reason is that it would be far to complex and hard to include 
Defiant and the Enterprise E in the same game. I did it once in STFC 1, 
and it was a massive pain in the butt. In real time strategy the problem 
would only be worse.
For starts, both ships have two completely different sets of 
specifications. The shield ratings are different, they have different 
warp drives, different types of phasers, carry different amounts of 
torpedoes, etc. To say nothing about Defiant's cloaking device, and 
anti-matter warhead that the Enterprise E doesn't have.
Second, the cloaking device is extremely tricky to program for. The 
enemy A.I. has to basically detect if a ship has a cloaking device, and 
then determine if it is active. Even if it is active a tachyon burst at 
close range can disrupt the cloak effect rendering your ship detectible 
to enemy hostiles. So it is very tricky programming. To handle two ships 
so completely different in design I'd have to have two different sets of 
instructions for the enemy A.I.
In STFC 1 I saved myself a lot of grief by basing four of the ships off the
Sovereign-Class. Sovereign, Enterprise, Monarchy, and Seleya, were 
pretty easy as all I needed to do was copy cut and paste some of the 
existing code and change the names of the ships. With Defiant that ship 
was written from scratch, and the enemy ships had special instructions 
for that one ship which took quite a while to code and get working.



Dark wrote:
> Hmmm tom, if the enterprise E and defiant were around at the same time,   
> why not have you commanding both ships at different points of the game?
>
> Afterall, Worf certanly moved around in the cruse. i love the idea of 
> exploration or scanning missions with unexpected events (much like the next 
> gen episodes), and that would seem the prerogative of one of the enterprise 
> ships, but tactical fighting might be fun as well.
>
> How about set the game just before the dominion war, have a few missions 
> with the enterprise E, then switch to the defiant during the war,  and 
> perhaps a few more missions with the enterprise E.
>
> with things being single ship, I'd love to see some variety, though 
> obviously this would mean more work for you.
>
> Just my thoughts (particularly as I'm just about to embark on a massive 
> watch of ds9, so soon will know all about the dominion war).
>
> Beware the Grue!
>
> Dark.
>   


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Re: [Audyssey] STFC 2.

2008-04-16 Thread Dark
Hmmm tom, if the enterprise E and defiant were around at the same time,   
why not have you commanding both ships at different points of the game?

Afterall, Worf certanly moved around in the cruse. i love the idea of 
exploration or scanning missions with unexpected events (much like the next 
gen episodes), and that would seem the prerogative of one of the enterprise 
ships, but tactical fighting might be fun as well.

How about set the game just before the dominion war, have a few missions 
with the enterprise E, then switch to the defiant during the war,  and 
perhaps a few more missions with the enterprise E.

with things being single ship, I'd love to see some variety, though 
obviously this would mean more work for you.

Just my thoughts (particularly as I'm just about to embark on a massive 
watch of ds9, so soon will know all about the dominion war).

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Wednesday, April 16, 2008 7:45 AM
Subject: [Audyssey] STFC 2.


> Hi everyone,
> Over the passed couple of months I have been tinkering with STFC 2.0 off
> and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game.
> Instead of commanding several bases, ships, etc you will be in charge of
> commanding a single ship throughout the various missions. However, that
> is about as far as I have got with the basic idea for the game. One
> question remains which ship to use.
> I personally want to stick with something Next Generation era and that
> pretty much narrows it down to Enterprise NCC-1701-D or Enterprise
> NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each
> ship is good, but all depends on if you want a television series type
> plot or a movie plot. Each ship is unique.
> Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a
> Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep
> space probes, standard type-x phasers, and shields were rated at 2026
> gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes.
> Not bad, but after the movies came out the Enterprise E has really made
> the television series sound sort of lame.
> Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more
> fire power than its earlier name sake. The latest Enterprise comes armed
> with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers,
> ablative hull armor, and shield strength is 5056
> gigawatts. Maximum rated speed is warp 9.7. As you can see the newer
> Enterprise has far more armor, firepower, speed, etc.
> The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its
> own interesting abilities and features. It comes armed with a cloaking
> device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon,
> ablative hull armor, and shields are rated as 2026 gigawatts. Maximum
> known speed is warp 9.985. Definitly not bad ship specs if you ask me.
> I guess what I am asking if you had to pick one which ship would you
> choose. If you choose Defiant chances are I would make most of the
> missions take place during the dominion war so you can slug it out with
> Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If
> you pick Enterprise D I would make the missions play out more-or-less
> like the tv series with each mission have its own bad guys, mission
> orders, etc. With the Enterprise E we could go either way. The
> Enterprise E was constructed just before the Dominion War, served
> through the Dominion War, and seen action after the Dominion War.
>
> Cheers.
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
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> All messages are archived and can be searched and read at
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> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to [EMAIL PROTECTED]
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG.
> Version: 7.5.524 / Virus Database: 269.22.13/1377 - Release Date: 
> 14/04/2008 09:26
> 


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Re: [Audyssey] STFC 2.

2008-04-15 Thread shaun everiss
I'd probably choose the e.
maily because only 3 actual movies have come out with it, a few more books with 
it, and a couple sighted games.
I  was hoping for actual storylines where you do explore planets and such 
achieving sertain objectives as well as battle.
Obviously I don't expect something like elete force ii although that would be 
nice.
I also don't expect a game with combat, exploration, etc and solving problems 
as well as puzzles which would again be nice but really I have no idea what 
goes into these things, and its probably to much to ask at this point.
I'd at some point in the future like a ds9 style game or something where you 
wer odo or sisco or someone on the station doing things, not sure what.
At 06:45 p.m. 16/04/2008, you wrote:
>Hi everyone,
>Over the passed couple of months I have been tinkering with STFC 2.0 off 
>and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
>Instead of commanding several bases, ships, etc you will be in charge of 
>commanding a single ship throughout the various missions. However, that 
>is about as far as I have got with the basic idea for the game. One 
>question remains which ship to use.
>I personally want to stick with something Next Generation era and that 
>pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
>NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
>ship is good, but all depends on if you want a television series type 
>plot or a movie plot. Each ship is unique.
>Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
>Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
>space probes, standard type-x phasers, and shields were rated at 2026 
>gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
>Not bad, but after the movies came out the Enterprise E has really made 
>the television series sound sort of lame.
>Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
>fire power than its earlier name sake. The latest Enterprise comes armed 
>with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
>ablative hull armor, and shield strength is 5056
>gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
>Enterprise has far more armor, firepower, speed, etc.
>The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
>own interesting abilities and features. It comes armed with a cloaking 
>device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
>ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
>known speed is warp 9.985. Definitly not bad ship specs if you ask me.
>I guess what I am asking if you had to pick one which ship would you 
>choose. If you choose Defiant chances are I would make most of the 
>missions take place during the dominion war so you can slug it out with 
>Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If 
>you pick Enterprise D I would make the missions play out more-or-less 
>like the tv series with each mission have its own bad guys, mission 
>orders, etc. With the Enterprise E we could go either way. The 
>Enterprise E was constructed just before the Dominion War, served 
>through the Dominion War, and seen action after the Dominion War.
>
>Cheers.
>
>
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[Audyssey] STFC 2.

2008-04-15 Thread Thomas Ward
Hi everyone,
Over the passed couple of months I have been tinkering with STFC 2.0 off 
and on. Unlike STFC 1.x STFC 2.0 is going to be a real time action game. 
Instead of commanding several bases, ships, etc you will be in charge of 
commanding a single ship throughout the various missions. However, that 
is about as far as I have got with the basic idea for the game. One 
question remains which ship to use.
I personally want to stick with something Next Generation era and that 
pretty much narrows it down to Enterprise NCC-1701-D or Enterprise 
NCC-1701-E. Though, thje U.S.S. Defiant is also an option here. Each 
ship is good, but all depends on if you want a television series type 
plot or a movie plot. Each ship is unique.
Enterprise NCC-1701-D, as seen on Star Trek Next Generation, is a 
Galaxy-Class cruiser. Armorment includes 250 photon torpedoes, 9 deep 
space probes, standard type-x phasers, and shields were rated at 2026 
gigawatts. Maximum achieved speed on STNG was warp 9.6 for 12 minutes. 
Not bad, but after the movies came out the Enterprise E has really made 
the television series sound sort of lame.
Enterprise NCC-1701-E, as seen in Star Trek 8, 9, and 10 has far more 
fire power than its earlier name sake. The latest Enterprise comes armed 
with 325 photon torpedoes, 175 quantum torpedoes, type-x phasers, 
ablative hull armor, and shield strength is 5056
gigawatts. Maximum rated speed is warp 9.7. As you can see the newer 
Enterprise has far more armor, firepower, speed, etc.
The U.S.S. Defiant, seen on Star Trek Deep Space 9, certainly has its 
own interesting abilities and features. It comes armed with a cloaking 
device, 60 quantom torpedoes, 30 photon torpedoes, type-u phaser cannon, 
ablative hull armor, and shields are rated as 2026 gigawatts. Maximum 
known speed is warp 9.985. Definitly not bad ship specs if you ask me.
I guess what I am asking if you had to pick one which ship would you 
choose. If you choose Defiant chances are I would make most of the 
missions take place during the dominion war so you can slug it out with 
Jem'hadar fighters, Breen Battle Cruisers, and Cardassian Cruisers. If 
you pick Enterprise D I would make the missions play out more-or-less 
like the tv series with each mission have its own bad guys, mission 
orders, etc. With the Enterprise E we could go either way. The 
Enterprise E was constructed just before the Dominion War, served 
through the Dominion War, and seen action after the Dominion War.

Cheers.


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-08 Thread shaun everiss
Hey man thats major cool news.
At 02:47 p.m. 8/04/2008, you wrote:
>Hi,
>Actually, it might not be quite that long before STFC comes out. I am 
>not giving any sort of time frame, but I hope to begin work on the STFC 
>2 engine pretty soon.
>
>jeh wrote:
>> Hi Tomas,
>>
>> I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
>> pretty long time to make games like that.
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread Thomas Ward
Hi,
Actually, it might not be quite that long before STFC comes out. I am 
not giving any sort of time frame, but I hope to begin work on the STFC 
2 engine pretty soon.

jeh wrote:
> Hi Tomas,
>
> I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
> pretty long time to make games like that.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread Thomas Ward
Hi,
Well, the majority of my sound libraries came from some Star Trek sound 
and theme cds I purchased for Windows 95. They had a Next Generation, 
DS9, and Voyager disk that came with full motion vidios, wav files, 
pictures, icons, etc. They were there so you could create desktop themes 
for Windows 95/98.
There were some sounds I acquired from the internet, and of course 
included them in my Trek sound libraries.
Other sounds I got through other resources I'd rather not disclose how I 
obtained them. People might not be exactly happy with how I obtained them.

Dakotah Rickard wrote:
> Oh. I love strategy games. I wish there were more of them. Sound RTS had a
> good popular acclaim...at any rate, Thomas, where did you get your star trek
> Effects?
> Signed:
> Dakotah Rickard
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread Dakotah Rickard
Oh. I love strategy games. I wish there were more of them. Sound RTS had a
good popular acclaim...at any rate, Thomas, where did you get your star trek
Effects?
Signed:
Dakotah Rickard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of jeh
Sent: Monday, April 07, 2008 09:22
To: Gamers Discussion list
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

Hi Tomas,

I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
pretty long time to make games like that.

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, March 08, 2008 3:01 PM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


> Hi,
> Yeah, I've heard that a lot from gamers. There doesn't seam to be a real
> demand for strategy style games as many blind gamers just aren't
> interested in that sort of thing. They express a desire for good but
> simplar games to play.
> One of the reasons STFC was written the way it was is because I didn't
> have a lot of Star Trek effects to speak of when I created STFC 1.x.
> However, in the past year I have come across a huge boat load of Star
> Trek effects including bridge ambience, weapons, warp engine effects,
> etc. Amung these effects I have the official sound of a moving Borg
> cube. So if I decide to go with this style of game play you will be able
> to actually hear ship x engines passing by or approaching you.
> I also have the official Star Trek TNG bridge ambience so it would be
> extremely authentic sounding for the gamer when I do STFC 2.
>
>
> kelby carlson wrote:
>> I'd definitely like to see STFC 2 be along something of those
>> lines.  Sounds very enjoyable if you ask me.  I'm bad at
>> turn-based strategy, but would probably be able to get the hang
>> of this easier.
>>
>> Kelby
>>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-04-07 Thread jeh
Hi Tomas,

I can't wait till it's our. maybe in 2 or 3 years or so? I know it takes a 
pretty long time to make games like that.

Josh

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, March 08, 2008 3:01 PM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


> Hi,
> Yeah, I've heard that a lot from gamers. There doesn't seam to be a real
> demand for strategy style games as many blind gamers just aren't
> interested in that sort of thing. They express a desire for good but
> simplar games to play.
> One of the reasons STFC was written the way it was is because I didn't
> have a lot of Star Trek effects to speak of when I created STFC 1.x.
> However, in the past year I have come across a huge boat load of Star
> Trek effects including bridge ambience, weapons, warp engine effects,
> etc. Amung these effects I have the official sound of a moving Borg
> cube. So if I decide to go with this style of game play you will be able
> to actually hear ship x engines passing by or approaching you.
> I also have the official Star Trek TNG bridge ambience so it would be
> extremely authentic sounding for the gamer when I do STFC 2.
>
>
> kelby carlson wrote:
>> I'd definitely like to see STFC 2 be along something of those
>> lines.  Sounds very enjoyable if you ask me.  I'm bad at
>> turn-based strategy, but would probably be able to get the hang
>> of this easier.
>>
>> Kelby
>>
>
>
> ---
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-11 Thread shaun everiss
hmm.
I have the latest everything,  and so I don't know
At 04:12 p.m. 11/03/2008, you wrote:
>Hi Shaun,
>Still something is wrong. I removed Java 6 Update 1 a couple of months 
>ago and then installed Java Update 6 Update 3 with no problems on two 
>systems running Vista and one running XP SP2. In my case the remove 
>button worked normally.
>
>
>shaun everiss wrote:
>> thats not the issue.
>> I open the uninstaller.
>> there are the standard modify, and repair options, but the remove button is 
>> greyed out.
>> This happens on 3 systems that use this.
>> I can remove other things just fine when the uninstaller comes up there is 
>> always a remove button.
>> Maybe I was not being clear, I can execute the uninstaller just fine.
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread Thomas Ward
Hi Shaun,
Still something is wrong. I removed Java 6 Update 1 a couple of months 
ago and then installed Java Update 6 Update 3 with no problems on two 
systems running Vista and one running XP SP2. In my case the remove 
button worked normally.


shaun everiss wrote:
> thats not the issue.
> I open the uninstaller.
> there are the standard modify, and repair options, but the remove button is 
> greyed out.
> This happens on 3 systems that use this.
> I can remove other things just fine when the uninstaller comes up there is 
> always a remove button.
> Maybe I was not being clear, I can execute the uninstaller just fine.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread shaun everiss
thats not the issue.
I open the uninstaller.
there are the standard modify, and repair options, but the remove button is 
greyed out.
This happens on 3 systems that use this.
I can remove other things just fine when the uninstaller comes up there is 
always a remove button.
Maybe I was not being clear, I can execute the uninstaller just fine.
At 05:50 a.m. 11/03/2008, you wrote:
>Hi Shaun,
>
>Quote
>One thing that I noticed that ever since java6.0 sun considers it as a 
>core component,
>so you can't uninstall it.
>End quote
>
>It sounds to me like your Windows install is having registry issues. You 
>most certainly can add and remove the Sun JRE 6.0 from Add and Remove 
>programs. For example on my laptop I can go to the Windows Vista control 
>panel, open programs and features, and Java TM 6 Update 3, shows up in 
>the list of add/remove programs. If I wanted to I could right click on 
>it right now, and click on uninstall and it would go by. However, as I 
>am developing with it I obviously am not going to uninstall it right 
>now. Though, sometime in the near future I will be upgrading to Java 6 
>Update 4.
>
>
>Quote
>Well the sapi sdks are 500mb to.
>End quote
>
>The Sapi 5 SDK is not necessary for .NET development. Visual Basic .NET 
>and C# .NET can access the SpeechLib.dll file via com without a full 
>SDK. Besides which The speech sdk has been rolled into the Windows Vista 
>Platform SDK which means the old Sapi 5.1 SDK is deprecated anyway.
>
>Quote
>Although I can't seem to run native java programs because the standard 
>jre runtime
>interface is graphic, sun java rendered in websites is real accessible 
>and stable.
>End quote
>
>
>Well, from what I have heard it sounds to me like your Windows XP Java 
>installation is corrupted. If you have been manually deleting your Java 
>machine you likely have all kinds of registry keys pointing to the wrong 
>runtime machine which would not only hang accesssibility, but return the 
>wrong vm for the application. You either need to scrub your registry 
>with something like registry mechanic pdq, or reformat your system.
>All I can ask is in the future please get your facts strait before you 
>get on list spreading false information to the rest of the gaming 
>community. Fact is as a developer I often have to correct such eronious 
>and false roomers as this all the time. Someone says something untrue 
>about some technology like Java, and then I have to spend tech support 
>time helping some customer, or potential customer, realise what was said 
>by person x is not true, and then explain to them how the matter can be 
>done the right way. Often times the damage is already done because they 
>installed or uninstalled something they were not suppose to the wrong way.
>For example, with Java the install order is this. Install Sun JRE 
>install Java access bridge. Now, to install it you reverse the order. 
>Uninstall access bridge uninstall JRE. Then, install upgrades. That is 
>not rocket science.
>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-10 Thread Thomas Ward
Hi Shaun,

Quote
One thing that I noticed that ever since java6.0 sun considers it as a 
core component,
so you can't uninstall it.
End quote

It sounds to me like your Windows install is having registry issues. You 
most certainly can add and remove the Sun JRE 6.0 from Add and Remove 
programs. For example on my laptop I can go to the Windows Vista control 
panel, open programs and features, and Java TM 6 Update 3, shows up in 
the list of add/remove programs. If I wanted to I could right click on 
it right now, and click on uninstall and it would go by. However, as I 
am developing with it I obviously am not going to uninstall it right 
now. Though, sometime in the near future I will be upgrading to Java 6 
Update 4.


Quote
Well the sapi sdks are 500mb to.
End quote

The Sapi 5 SDK is not necessary for .NET development. Visual Basic .NET 
and C# .NET can access the SpeechLib.dll file via com without a full 
SDK. Besides which The speech sdk has been rolled into the Windows Vista 
Platform SDK which means the old Sapi 5.1 SDK is deprecated anyway.

Quote
Although I can't seem to run native java programs because the standard 
jre runtime
interface is graphic, sun java rendered in websites is real accessible 
and stable.
End quote


Well, from what I have heard it sounds to me like your Windows XP Java 
installation is corrupted. If you have been manually deleting your Java 
machine you likely have all kinds of registry keys pointing to the wrong 
runtime machine which would not only hang accesssibility, but return the 
wrong vm for the application. You either need to scrub your registry 
with something like registry mechanic pdq, or reformat your system.
All I can ask is in the future please get your facts strait before you 
get on list spreading false information to the rest of the gaming 
community. Fact is as a developer I often have to correct such eronious 
and false roomers as this all the time. Someone says something untrue 
about some technology like Java, and then I have to spend tech support 
time helping some customer, or potential customer, realise what was said 
by person x is not true, and then explain to them how the matter can be 
done the right way. Often times the damage is already done because they 
installed or uninstalled something they were not suppose to the wrong way.
For example, with Java the install order is this. Install Sun JRE 
install Java access bridge. Now, to install it you reverse the order. 
Uninstall access bridge uninstall JRE. Then, install upgrades. That is 
not rocket science.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
Well the sapi sdks are 500mb to.
One thing that I noticed that ever since java6.0 sun conciders it as a core 
componant, so you can't uninstall it.
you can delete the machine manually after updating to the next version although 
risidual bits still remain.
I then do a repair on the java access bridge.
Although I can't seem to run native java programs because the standard jre 
runtime interface is graphic, sun java rendered in websites is real accessible 
and stable.
At 05:21 p.m. 10/03/2008, you wrote:
>Hi Shaun,
>Yes, there is a huge difference in the size of a Java development 
>platform and a Microsoft.NEt development platform.
>If you want to get everything for a full install of Microsoft's .NET 
>development platform with DirectX you are talking around 500 MB for 
>DirectX, 2 to 4 GB for the Windows Vista SDK, another 2 GB for the IDES, 
>and
>you are looking at a good 6 to 8 GB of space just to write one game. On 
>todays hard drives that is doable, but is still very bloated and takes 
>up way too much space for my liking.
>If you wanted to go Java the Java 6 JDK and JRE is only 149 MB fully 
>installed. There is an additional 92 MB for the Eclipse IDE, and around 
>120 MB for the Java resource docs. Even ith extra plugins, libs, I 
>suspect tops your typical Java development platform is around 500 MB. 
>That sure beats 6 to 8 GB for a .NET development platform.
>As for my issues with Java I am certain sooner or later I will work them 
>out. The language is growing quite popular amung developers, and there 
>is a rapidly growing amount of mainstream docs on using Java to power 
>the next generation of web and PC based vidio games. Yes, there is also 
>a Java book on games and smart phones as well.
>
>shaun everiss wrote:
>> Well tell me if you succeed tom.
>> I once decided to try to program with the vstudio express system.
>> one of the reasons I didn't decide to do this was the fact that space for 
>> the programs was in access of 2gb, and with resourcekits, etc that was 
>> atleast another 4.
>> And the time to load, Oh my gosh.
>> And access to things once loaded.
>> The java runtimes don't take much I don't think anyway as I use them all the 
>> time for things.
>> I don't think the rks and other things are all that much.
>> I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
>> use 500mb or less on the installs.
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
well speaking about stfc2 etc.
We have all the missions for say science, battles, etc.
There has been no actual trek exploration type thing.
Would be good if there were research missions, or exploring missions, you 
origionally set out to do things and either during your work or whatever 
something goes disasterously wrong.
At 05:03 p.m. 10/03/2008, you wrote:
>Hi Dark,
>Well, as for Bajor and the Bajoran system that planet has changed hands 
>several times over the course of the Star Trek series. They were part of 
>the Cardassian Union, then became an indipendant world, and eventually 
>joined the Federation at the end of DS9 season 7. As you recall when 
>Kira started Deep Space 9 she held the Bajoran melitia rank of Major. At 
>the end of DS9 after Bajor joined the Federation against the dominion 
>Kira's rank of Colonel was switch to a full fledged Federation Commander 
>and was given Sisko's job as station commander.
>Anyway, I do think the idea that creating a global starmap for STFC 2 
>would be nice. In theory every mission should contain a planet Earth, 
>Cardassia, Qo'nos, Romulus, etc even though you might not be traveling 
>to those star systems or planets to carry out your mission.
>Some starbases such as Earth Station Mckinley should also be universally 
>accessible in the game, but other starbases can be added or removed 
>based on specific missions. For example a research station along the 
>Cardassian neutral zone lost communication 12 hours a go. Enterprise is 
>sent in to investigate. Turns out Cardassian raiders raided the station 
>and have stolen advanced weapons research being worked on at the 
>station. That kind of station can be added or deleted where Earth 
>Station Mckinley should stay since we know that that station exists even 
>though the Enterprise doesn't go there every epasode. Not to mention you 
>can always return there for repairs and resupplies just like the supply 
>ships in LW.
>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
yeah defient is fun to play with so long as you are tracking your own uncloaked 
fleet or a uncloaked ship.
I use defient as a primary destroyer of cardations.
After that the only time it comes in handy is when I need the numbers for a 
mission and even then only if I am lucky can I use it.
If  however I am not then well.
Usually if it aint needed I just let it die after the last cardation is dead.
Another weird thing with stfc I notice is if I send a weaker ship that has 
basically nothing in to battle and a stronger ship it is good when its the 
weaker ship that cops it but not if its the strong ship.
also if both get wasted then that really sucks.
At 03:34 p.m. 10/03/2008, you wrote:
>Hi Shaun,
>That is true. Defiant depends heavily on it's foward pulse phasers to 
>destroy or damage enemy vessels. However, there is a disadvantage with 
>the Defiant's pulse phasers. The standard Type X phaser has a range of 
>30 KM where the Defiant's phasers have a max range of 15 KM. 
>However, short on range the pulse phaser has a heavier punch.
>As for cloaking devices you have a very good point. That is one reason I 
>would like to drop Defiant out of STFC 2. It is cool playing with, but 
>is very very tricky to program around since there is no way for the game 
>to keep track of the ship while it is invisible. If enemy ships are also 
>cloaked it is difficult to set a trigger to have you find them unless 
>you show them up as a sensor emmission that would only happen if they 
>are traveling over warp 6.
>
>shaun everiss wrote:
>> well the defient relies mostly on its pulse cannons.
>> ANd when I fight with that I always try to rely on the pulse cannons.
>> However its not good with cloaked ships unless you can get it in a situation 
>> where  it is not noticed on the first ship attack and you can get it in 
>> range.
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Shaun,
Yes, there is a huge difference in the size of a Java development 
platform and a Microsoft.NEt development platform.
If you want to get everything for a full install of Microsoft's .NET 
development platform with DirectX you are talking around 500 MB for 
DirectX, 2 to 4 GB for the Windows Vista SDK, another 2 GB for the IDES, 
and
you are looking at a good 6 to 8 GB of space just to write one game. On 
todays hard drives that is doable, but is still very bloated and takes 
up way too much space for my liking.
If you wanted to go Java the Java 6 JDK and JRE is only 149 MB fully 
installed. There is an additional 92 MB for the Eclipse IDE, and around 
120 MB for the Java resource docs. Even ith extra plugins, libs, I 
suspect tops your typical Java development platform is around 500 MB. 
That sure beats 6 to 8 GB for a .NET development platform.
As for my issues with Java I am certain sooner or later I will work them 
out. The language is growing quite popular amung developers, and there 
is a rapidly growing amount of mainstream docs on using Java to power 
the next generation of web and PC based vidio games. Yes, there is also 
a Java book on games and smart phones as well.

shaun everiss wrote:
> Well tell me if you succeed tom.
> I once decided to try to program with the vstudio express system.
> one of the reasons I didn't decide to do this was the fact that space for the 
> programs was in access of 2gb, and with resourcekits, etc that was atleast 
> another 4.
> And the time to load, Oh my gosh.
> And access to things once loaded.
> The java runtimes don't take much I don't think anyway as I use them all the 
> time for things.
> I don't think the rks and other things are all that much.
> I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
> use 500mb or less on the installs.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Dark,
Well, as for Bajor and the Bajoran system that planet has changed hands 
several times over the course of the Star Trek series. They were part of 
the Cardassian Union, then became an indipendant world, and eventually 
joined the Federation at the end of DS9 season 7. As you recall when 
Kira started Deep Space 9 she held the Bajoran melitia rank of Major. At 
the end of DS9 after Bajor joined the Federation against the dominion 
Kira's rank of Colonel was switch to a full fledged Federation Commander 
and was given Sisko's job as station commander.
Anyway, I do think the idea that creating a global starmap for STFC 2 
would be nice. In theory every mission should contain a planet Earth, 
Cardassia, Qo'nos, Romulus, etc even though you might not be traveling 
to those star systems or planets to carry out your mission.
Some starbases such as Earth Station Mckinley should also be universally 
accessible in the game, but other starbases can be added or removed 
based on specific missions. For example a research station along the 
Cardassian neutral zone lost communication 12 hours a go. Enterprise is 
sent in to investigate. Turns out Cardassian raiders raided the station 
and have stolen advanced weapons research being worked on at the 
station. That kind of station can be added or deleted where Earth 
Station Mckinley should stay since we know that that station exists even 
though the Enterprise doesn't go there every epasode. Not to mention you 
can always return there for repairs and resupplies just like the supply 
ships in LW.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Shaun,
That is true. Defiant depends heavily on it's foward pulse phasers to 
destroy or damage enemy vessels. However, there is a disadvantage with 
the Defiant's pulse phasers. The standard Type X phaser has a range of 
30 KM where the Defiant's phasers have a max range of 15 KM. 
However, short on range the pulse phaser has a heavier punch.
As for cloaking devices you have a very good point. That is one reason I 
would like to drop Defiant out of STFC 2. It is cool playing with, but 
is very very tricky to program around since there is no way for the game 
to keep track of the ship while it is invisible. If enemy ships are also 
cloaked it is difficult to set a trigger to have you find them unless 
you show them up as a sensor emmission that would only happen if they 
are traveling over warp 6.

shaun everiss wrote:
> well the defient relies mostly on its pulse cannons.
> ANd when I fight with that I always try to rely on the pulse cannons.
> However its not good with cloaked ships unless you can get it in a situation 
> where  it is not noticed on the first ship attack and you can get it in range.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Shaun,
Well, the anser isn't that hard to figure out. In fact, the TNG series 
has already explored this possability a couple of times. In Star Trek 
First Contact the Borg attempted to go back in time and rewrite history 
by assimalating Earth before first contact. If you remember the seen 
where the Enterprise is caught in the temperal rift Data reports that 
Earth has aproximitly nine billion people all Borg. Then, Captain Picard 
realised what had just happened. The Borg had gone back in time and 
changed first contact. Since The Enterprise was caught up in the 
temperal rift they were not assimalated and were the only humans left in 
the galaxy to stop the Borg.
Then, there was the really cool two part epasode where Commander Data 
accidently got sent back to the 1880's. When Data arrives in the 1880's 
he discovers an enemy race of aliens attempting to take over 
Sanfransisco. He gets author's Jack London and Mark Twain to help him 
while the Enterprise crew try and return history back to normal.

shaun everiss wrote:
> true tom.
> However you also get evil races in drwho like the dalecs and well in trek the 
> borg.
> I always wandered what would happen  if first contact with us humans was with 
> the borg.
> That really would put a damper on things.
> we would exist to a point, present day after which we would be borg.
> If startrek was like that I think it would be quite  a short series.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Dark
Personally, I'd say the daleks could wipe the floor with the borg,  or 
indeed any other species, anytime, anywhere! I'd love a game where you 
played as the daleks exterminating your way across the universe.

Ex ter min ate! the Grue!

Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Stefen Hudson
That'd be an interesting game. You play as the Borg and attempt to 
assimilate every species you can.

--
From: "shaun everiss" <[EMAIL PROTECTED]>
Sent: Sunday, March 09, 2008 2:51 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

> true tom.
> However you also get evil races in drwho like the dalecs and well in trek 
> the borg.
> I always wandered what would happen  if first contact with us humans was 
> with the borg.
> That really would put a damper on things.
> we would exist to a point, present day after which we would be borg.
> If startrek was like that I think it would be quite  a short series.
> At 10:07 a.m. 10/03/2008, you wrote:
>>Hi,
>>Yeah, though 0, 0, 1 is an actual coordinate called a 3d vector. It
>>makes sense that they would use 3d vectors in space since space is a 3d
>>environment. Though, why earth would be 0, 0, 1 is beyond me. We are
>>actually on the outer arm of the Milky Way galaxy, far from the center
>>of our galaxy, which would assume to me that we should be on a point far
>>away from 0, 0, 1.
>>However, then again we humans are such vain creatures, and have always
>>desired to state that our world is at the center of the universe. Before
>>the age of enlightenment religious groups such as the Catholic Church
>>declared it was haracy to state the Earth was not the center of the
>>universe. You would be put to death or torchered for merely suggesting
>>that the Earth orbited the sun, and that our solar system was one of
>>billions in a very large universe. Never mind the interesting question
>>is their intelligent life beyond Earth?
>>That is actually one of the reasons I like Star Trek. It calls out to
>>the intelectual in me. It is nice to think about what the human race
>>could be like in three or four hundred years. Will, the human race
>>destroy itself in some foolish war over greed, religion,  and power, or
>>will mankind finally grow up and begin to answer the questions that have
>>puzzled us for centuries. There is no question that the concepts of
>>visitors from the stars or other planets goes way back into the deepest
>>roots of human history. Yet, even today in 2008 the topic of aliens and
>>UFOs is a hot topic with no conclusive results one way or another.
>>Either you believe or you don't. It would be nice to find answers one
>>way or the other though.
>>
>>Stefen Hudson wrote:
>>> "There are no terms. You will disarm all your weapons and escort us 
>>> without
>>> further diversion to sector 001, where we will begin assimilating your
>>> culture and technology."
>>> Yet another example of named sectors.
>>>
>>>
>>
>>
>>---
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>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
true tom.
However you also get evil races in drwho like the dalecs and well in trek the 
borg.
I always wandered what would happen  if first contact with us humans was with 
the borg.
That really would put a damper on things.
we would exist to a point, present day after which we would be borg.
If startrek was like that I think it would be quite  a short series.
At 10:07 a.m. 10/03/2008, you wrote:
>Hi,
>Yeah, though 0, 0, 1 is an actual coordinate called a 3d vector. It 
>makes sense that they would use 3d vectors in space since space is a 3d 
>environment. Though, why earth would be 0, 0, 1 is beyond me. We are 
>actually on the outer arm of the Milky Way galaxy, far from the center 
>of our galaxy, which would assume to me that we should be on a point far 
>away from 0, 0, 1.
>However, then again we humans are such vain creatures, and have always 
>desired to state that our world is at the center of the universe. Before 
>the age of enlightenment religious groups such as the Catholic Church 
>declared it was haracy to state the Earth was not the center of the 
>universe. You would be put to death or torchered for merely suggesting 
>that the Earth orbited the sun, and that our solar system was one of 
>billions in a very large universe. Never mind the interesting question 
>is their intelligent life beyond Earth?
>That is actually one of the reasons I like Star Trek. It calls out to 
>the intelectual in me. It is nice to think about what the human race 
>could be like in three or four hundred years. Will, the human race 
>destroy itself in some foolish war over greed, religion,  and power, or 
>will mankind finally grow up and begin to answer the questions that have 
>puzzled us for centuries. There is no question that the concepts of 
>visitors from the stars or other planets goes way back into the deepest 
>roots of human history. Yet, even today in 2008 the topic of aliens and 
>UFOs is a hot topic with no conclusive results one way or another. 
>Either you believe or you don't. It would be nice to find answers one 
>way or the other though.
>
>Stefen Hudson wrote:
>> "There are no terms. You will disarm all your weapons and escort us without 
>> further diversion to sector 001, where we will begin assimilating your 
>> culture and technology."
>> Yet another example of named sectors.
>>
>>   
>
>
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>http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>http://www.mail-archive.com/[EMAIL PROTECTED]
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread shaun everiss
Well tell me if you succeed tom.
I once decided to try to program with the vstudio express system.
one of the reasons I didn't decide to do this was the fact that space for the 
programs was in access of 2gb, and with resourcekits, etc that was atleast 
another 4.
And the time to load, Oh my gosh.
And access to things once loaded.
The java runtimes don't take much I don't think anyway as I use them all the 
time for things.
I don't think the rks and other things are all that much.
I have the accessbridge loaded, so maybe instead of 6gb I probably will only 
use 500mb or less on the installs.
At 08:05 a.m. 10/03/2008, you wrote:
>Hi Dark,
>Well, part of the problem is most people are unaware of some of the 
>difficulties I am having in porting my games from C# .NET to Java. One 
>of the issues that has come up is finding an equal sound library like 
>DirectX Directsound. The library I am using rright now, 
>javax.sound.sampled, works ok, but there is a rather difficult problem 
>with getting the play status on any wav files. For the time being I have 
>found a hot fix by putting the active thread to sleep which is speaking, 
>but that requires the game to know how long the file is in milliseconds. 
>That is ok for me since I can simply open it in Goldwave and get that 
>information and punch it into the compiler. For a total outsider 
>expanding sound packs would likely break my hot fix unless I do one of 
>two things. Either I find a function to get the files length in MS, 
>which I believe javax.sound.sampled can do, or I implament a load of 
>line listeners to keep track of any and all playing wav files. Niether 
>solution is impossible, but not going to happen for a while since I am 
>still exploring and experimenting with different potential gaming 
>libraries and solutions for Java.
>I am certain I can give you 101 reasons why not to add a level editor, 
>but above all is I have never written a game in Java before. I don't 
>have the same experience with Java as I do with C# and Visual Basic 
>which I still encounter on a daily basis. What programming in Java I 
>have done in the passed has all been business oriented applications. As 
>I think has been said before, writing an application for a business is 
>not the same thing as writing a game. 
>
>
>Dark wrote:
>> Hi tom.
>>
>> well, it's obvious to me from the games and the frequency of the beta 
>> releases just how much time and effort you put into things, and of course 
>> you should both have a break and make certain your working on projects you 
>> yourself feel happy with, not just pandering to everyone else's wishes, and 
>> I do take the point about level editers being an especially tricky 
>> proposition because of the user in put involved (particularly when you 
>> factor in different people using different screen readers).
>>
>> For a trek game, I waas personally thinking again a parzing system similart 
>> to lw, but instead of typing in mission or other text for in game events, 
>> adding the name and location of appropriate sound files. But you are right 
>> in that this could be complicated to the none-techy.
>>
>> All this being said though, I stil think some sort of level editer for a 
>> complex game would do very well in the audio games community,  look 
>> what's already been done with rail racer's track editer, and that with only 
>> a few factors to play with.
>>
>> this is another reason I was so sad Agm didn't succeed.
>>
>> Of course, this isn't to say it should be you that creates the thing tom, 
>> only that I'd like it done by someone, and the platform of a mission based 
>> game in a complex universe could be a nice place to do it.
>>
>> Beware the Grue!
>>
>> Dark. 
>>
>>
>> ---
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi,
Yeah, though 0, 0, 1 is an actual coordinate called a 3d vector. It 
makes sense that they would use 3d vectors in space since space is a 3d 
environment. Though, why earth would be 0, 0, 1 is beyond me. We are 
actually on the outer arm of the Milky Way galaxy, far from the center 
of our galaxy, which would assume to me that we should be on a point far 
away from 0, 0, 1.
However, then again we humans are such vain creatures, and have always 
desired to state that our world is at the center of the universe. Before 
the age of enlightenment religious groups such as the Catholic Church 
declared it was haracy to state the Earth was not the center of the 
universe. You would be put to death or torchered for merely suggesting 
that the Earth orbited the sun, and that our solar system was one of 
billions in a very large universe. Never mind the interesting question 
is their intelligent life beyond Earth?
That is actually one of the reasons I like Star Trek. It calls out to 
the intelectual in me. It is nice to think about what the human race 
could be like in three or four hundred years. Will, the human race 
destroy itself in some foolish war over greed, religion,  and power, or 
will mankind finally grow up and begin to answer the questions that have 
puzzled us for centuries. There is no question that the concepts of 
visitors from the stars or other planets goes way back into the deepest 
roots of human history. Yet, even today in 2008 the topic of aliens and 
UFOs is a hot topic with no conclusive results one way or another. 
Either you believe or you don't. It would be nice to find answers one 
way or the other though.

Stefen Hudson wrote:
> "There are no terms. You will disarm all your weapons and escort us without 
> further diversion to sector 001, where we will begin assimilating your 
> culture and technology."
> Yet another example of named sectors.
>
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Dark,
Well, part of the problem is most people are unaware of some of the 
difficulties I am having in porting my games from C# .NET to Java. One 
of the issues that has come up is finding an equal sound library like 
DirectX Directsound. The library I am using rright now, 
javax.sound.sampled, works ok, but there is a rather difficult problem 
with getting the play status on any wav files. For the time being I have 
found a hot fix by putting the active thread to sleep which is speaking, 
but that requires the game to know how long the file is in milliseconds. 
That is ok for me since I can simply open it in Goldwave and get that 
information and punch it into the compiler. For a total outsider 
expanding sound packs would likely break my hot fix unless I do one of 
two things. Either I find a function to get the files length in MS, 
which I believe javax.sound.sampled can do, or I implament a load of 
line listeners to keep track of any and all playing wav files. Niether 
solution is impossible, but not going to happen for a while since I am 
still exploring and experimenting with different potential gaming 
libraries and solutions for Java.
I am certain I can give you 101 reasons why not to add a level editor, 
but above all is I have never written a game in Java before. I don't 
have the same experience with Java as I do with C# and Visual Basic 
which I still encounter on a daily basis. What programming in Java I 
have done in the passed has all been business oriented applications. As 
I think has been said before, writing an application for a business is 
not the same thing as writing a game. 


Dark wrote:
> Hi tom.
>
> well, it's obvious to me from the games and the frequency of the beta 
> releases just how much time and effort you put into things, and of course 
> you should both have a break and make certain your working on projects you 
> yourself feel happy with, not just pandering to everyone else's wishes, and 
> I do take the point about level editers being an especially tricky 
> proposition because of the user in put involved (particularly when you 
> factor in different people using different screen readers).
>
> For a trek game, I waas personally thinking again a parzing system similart 
> to lw, but instead of typing in mission or other text for in game events, 
> adding the name and location of appropriate sound files. But you are right 
> in that this could be complicated to the none-techy.
>
> All this being said though, I stil think some sort of level editer for a 
> complex game would do very well in the audio games community,  look 
> what's already been done with rail racer's track editer, and that with only 
> a few factors to play with.
>
> this is another reason I was so sad Agm didn't succeed.
>
> Of course, this isn't to say it should be you that creates the thing tom, 
> only that I'd like it done by someone, and the platform of a mission based 
> game in a complex universe could be a nice place to do it.
>
> Beware the Grue!
>
> Dark. 
>
>
> ---
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>
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread Thomas Ward
Hi Cara,
Well, the Lonewolf style of adding user missions is pretty simple. There 
are three sections of the mission script seperated by question marks. 
The first section deals with the mission orders. The second is the 
creation of special ships, weapons, etc. The third section deals with 
setting triggers, goto statements, backto statements, etc. Basicly, 
controlling the default locations and behaviors for things.
One thing needs to be kept in mind is that the  Lonewolf engine uses 
Sapi 5 so custom names for ships, islands, sectors, weapons, etc is all 
possible do to the fact all that info is piped either to a text box a 
screen reader can read or directly to Sapi.
However, now that I am porting everything to Java I have returned to the 
practice of using pre-recorded wav files to speak sections of text. That 
makes adding additional ships, stations, sectors, aliens, etc extremely 
difficult. I would have to have some sort of edit feature that would 
allow you to point to additional voice packs for missions, special 
weapons, alien ships, etc. Not an easy thing.
Cara, as you might recall on the game developers list I was discussing 
the problems with figuring out the play status on wav files. For MOTA I 
was planning on just putting the speech thread to sleep while speech 
file x is speaking to simulate normal speech. Well, that works if the 
files are going to be fixed. If some total newby comes along and wants 
to stick just any old wav file in it isn't going to work. The engine is 
going to go strait to heck and a handbasket. Of course, forcing me to 
implament a dataline line listener on every single clip in use. In that 
case something like JOAL might be a better solution.

Cara Quinn wrote:
>Thomas, totally understand!  Out of curiosity, just because I don't  
> know how LW works, how is the mission creation set up so that users  
> can DIY?
>
>RE: burnout, ya know, again, I completely understand!  Even with  
> the limited user base of JQ, I really wanted to finish it and sort of  
> move on as it were, but no dice!  Every time I turn around, it just  
> keeps hanging on and hanging on and hanging on!  lol!  I.E. the  
> install process won't work for someone, or there's an error introduced  
> due to updates in the AGRIP code, or someone wants a bunch of new  
> features etc…  
>
>Now as much as I enjoyed creating that mod, and like it a whole  
> lot, there was definitely a time of burnout with it.  So now I sort of  
> want to just relax and let it go.
>
>So with the kinds of projects you're working on and with the types  
> of correspondences you're getting as a matter of course, I can so  
> relate, and my heart goes out to you!  
>
> anyway, just my two cents, and have a terrific weekend!…  Go out and  
> HAVE SOME FUN!…
>
> Smiles,
>
> Cara  :)
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-09 Thread aiden gardiner
it could be done with a plug in style i suppose. release the game, then 
release add ons which will install extra story lines and so forth. that way, 
you wouldn't have to bundle it all into one huge file.

aiden
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, March 09, 2008 5:47 AM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


> Hi,
> Ouch! That would be some really rough programming. There are lots of
> difference between the ships of each Star Trek series.
> Though, the idea of offering different ship classes would be
> interesting. Each class has it's own unique advantages and
> disadvantages. Each would offer a different tactical situation.
> For example, an Intrepid-Class starship, similar to Voyager, wouldn't
> carry a lot of firepower into battle so you would have to use the ships
> maneuverability and speed to good advantage. A ship like the
> Sovereign-Class, similar To Enterprise E, is slow for a ship but carries
> a lot of firepower onto the battle field. The Nebula-Class and
> Galaxy-Class ships fall somewhere in the middle of those extremes. The
> Defiant-Class carries firepower, speed, and invisibility to the
> battlefield making it an awesome tactical ship to command.
>
>
> aiden gardiner wrote:
>> i think it would be good to develop a story line, say, for example, allow
>> the player to choose which series they wanted to play in, and then let 
>> the
>> game adjust the missions accordingly.
>>
>> cheers
>>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
I  know about these, some of these have not updated in a bit but I should 
really revisit these.
At 07:15 p.m. 9/03/2008, you wrote:
>There are a few sites with computer effects and what not on them, such as:
>www.stdimension.org
>www.lcarscom.net.
>
>There used to be one called Star Trek in Sound and Vision, but it was 
>unfortunately shut down due to people downloading too much at once.
>
>I suppose if you had a good audio editor you could record bits of the shows 
>with sounds only and attempt to filter some background sounds out. I think 
>the Star Trek Dimension site has some sounds from Star Trek PC games, which 
>aren't accessible.
>
>--
>From: "Thomas Ward" <[EMAIL PROTECTED]>
>Sent: Saturday, March 08, 2008 9:37 PM
>To: "Gamers Discussion list" 
>Subject: Re: [Audyssey] STFC 2 was LW sound packs?
>
>> Hi,
>> Sorry, but in this case I do have the right to remain silent.
>>
>> shaun everiss wrote:
>>> where did you aquire all those sfx from?
>>>
>>
>>
>> ---
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
well the defient relies mostly on its pulse cannons.
ANd when I fight with that I always try to rely on the pulse cannons.
However its not good with cloaked ships unless you can get it in a situation 
where  it is not noticed on the first ship attack and you can get it in range.
At 06:47 p.m. 9/03/2008, you wrote:
>Hi,
>Ouch! That would be some really rough programming. There are lots of 
>difference between the ships of each Star Trek series.
>Though, the idea of offering different ship classes would be 
>interesting. Each class has it's own unique advantages and 
>disadvantages. Each would offer a different tactical situation.
>For example, an Intrepid-Class starship, similar to Voyager, wouldn't 
>carry a lot of firepower into battle so you would have to use the ships 
>maneuverability and speed to good advantage. A ship like the 
>Sovereign-Class, similar To Enterprise E, is slow for a ship but carries 
>a lot of firepower onto the battle field. The Nebula-Class and 
>Galaxy-Class ships fall somewhere in the middle of those extremes. The 
>Defiant-Class carries firepower, speed, and invisibility to the 
>battlefield making it an awesome tactical ship to command.
>
>
>aiden gardiner wrote:
>> i think it would be good to develop a story line, say, for example, allow 
>> the player to choose which series they wanted to play in, and then let the 
>> game adjust the missions accordingly.
>>
>> cheers
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
that would make sense, though that does slightly remind me of the lw 
system,  but on the other hand, nobody said navigating a starship was 
easy, and as I would want stfc2 to have some degree of realism this is 
obviously something which must be used. Perhaps though the charts could be 
as helpful as possible, ie telling you what is in each sector, giving names 
for as many objects such as planets and systems as possible (I personally 
find names easier to work with than just a1 etc).

I'd personally prefer the map to be absolute with sector names and 
identifyers, and the information about which race or faction holds which 
sectors of space to be fluid as it is in smugglers 3.

So, rather than having "cardassian space" simply have a number of systems 
the cardassians control, which could be variable in the different 
missions,  for example, having the planet baijore (appologies for 
possibly wangled spelling), change from being a cardassian planet to a 
member of the federation complete with federation space system.

this would also open the possibility to having areas like the neutral zone, 
which imho opens up some wonderful possibilities for missions (look at all 
the shinanigans that goes on there in tng).

Beware the Grue!

Dark.
-  


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
Personally, as a complete non-programmer, I found the lw mission parza quite 
reasonable to understand, and the only reason I haven't created missions 
myself is simply my general awfulness at lw makes testing them or deciding 
what sort of thing would be easy or difficult a bit of a problem. If I was 
better at the game, and had completed more missions I'd probably give it a 
go.

Of course this is all subjective though obviously.

Beware the Grue!

Dark.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, March 09, 2008 6:00 AM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


Hi Cara,
Well, I never thought writing Lonewolf missions were too bad, but I know
lots of gamers that did find it an issue. Then, again I am a programmer
so one script language is the same to me as the next. I don't have the
parcer scripts memorised any more but it went something like this to
create a ship.
<02> NAME=Destroyer LENGTH=010 WIDTH=002 HEIGHT=50 DEPTH=025 SPEED=030
Basicly, a lot of it was just using reserved variables and flags that
were set by the LW parcer. As a programmer I have a pretty good idea how
it works and one glance is enough for me to get the picture and general
idea. For someone totally new to programming while they can learn it
they won't have that instant moment of click where it all falls in place.
As it is I won't be adding a mission parcer in STFC just do to the work
involved in adding that kind of functionality to a game. Adding
customisation that has to handle just about any idea someone might come
up with.


Cara Quinn wrote:
>I must agree!  I too would like this sort of thing over the multi
> vessel strategy sort of idea.  As well, I also think it would be a
> great idea to allow users to use / record their own sound descripts
> etc. for user creatable missions.  I'm personally not familiar enough
> with that aspect of LW to compare but strictly on the gaming aspect,
> as I said, this sounds tres cool!…
>
> Have an awesome day!…
>
> Smiles,
>


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08:15



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Stefen Hudson
There are a few sites with computer effects and what not on them, such as:
www.stdimension.org
www.lcarscom.net.

There used to be one called Star Trek in Sound and Vision, but it was 
unfortunately shut down due to people downloading too much at once.

I suppose if you had a good audio editor you could record bits of the shows 
with sounds only and attempt to filter some background sounds out. I think 
the Star Trek Dimension site has some sounds from Star Trek PC games, which 
aren't accessible.

--
From: "Thomas Ward" <[EMAIL PROTECTED]>
Sent: Saturday, March 08, 2008 9:37 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

> Hi,
> Sorry, but in this case I do have the right to remain silent.
>
> shaun everiss wrote:
>> where did you aquire all those sfx from?
>>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Stefen Hudson
"There are no terms. You will disarm all your weapons and escort us without 
further diversion to sector 001, where we will begin assimilating your 
culture and technology."
Yet another example of named sectors.

--
From: "Thomas Ward" <[EMAIL PROTECTED]>
Sent: Saturday, March 08, 2008 8:47 PM
To: "Gamers Discussion list" 
Subject: Re: [Audyssey] STFC 2 was LW sound packs?

> Hi Shaun,
> Well, I do recall on Star Trek the Enterprise crew making reference to
> sectors such as sector J-25 in the Best Of Both Worlds. That suggests to
> me that at least some of the star systems ar charted with a letter and
> number designation the way Lonewolf is. However, I have heard reference
> to actual coordinates like sector 1, 0, 9. So it could go either way.
> As for menus if this thing goes real time they would have to go. You
> would obviously have to turn, select weapons, raise shields, control
> warp and impulse engines, all in real time. There would be no time to
> doddle with menus.
>
>
> shaun everiss wrote:
>> Hmmm.
>> I like the menu and selections of things myself.
>> I don't care for the sector style of play lonewolf has, I always seem to 
>> forget what things are I like autopilot loads.
>> A gtc style would rock though.
>> You use the compas direction to move the tank to places, in a sector.
>> However you start in the first sector and go the second, etc.
>> I suspect in stfc2 it would be more complex than that.
>> I don't think gtc has much navigation work in it, its mainly the fighting 
>> aspect.
>>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Cara,
Well, I never thought writing Lonewolf missions were too bad, but I know 
lots of gamers that did find it an issue. Then, again I am a programmer 
so one script language is the same to me as the next. I don't have the 
parcer scripts memorised any more but it went something like this to 
create a ship.
<02> NAME=Destroyer LENGTH=010 WIDTH=002 HEIGHT=50 DEPTH=025 SPEED=030
Basicly, a lot of it was just using reserved variables and flags that 
were set by the LW parcer. As a programmer I have a pretty good idea how 
it works and one glance is enough for me to get the picture and general 
idea. For someone totally new to programming while they can learn it 
they won't have that instant moment of click where it all falls in place.
As it is I won't be adding a mission parcer in STFC just do to the work 
involved in adding that kind of functionality to a game. Adding 
customisation that has to handle just about any idea someone might come 
up with.


Cara Quinn wrote:
>I must agree!  I too would like this sort of thing over the multi  
> vessel strategy sort of idea.  As well, I also think it would be a  
> great idea to allow users to use / record their own sound descripts  
> etc. for user creatable missions.  I'm personally not familiar enough  
> with that aspect of LW to compare but strictly on the gaming aspect,  
> as I said, this sounds tres cool!…
>
> Have an awesome day!…
>
> Smiles,
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
Ouch! That would be some really rough programming. There are lots of 
difference between the ships of each Star Trek series.
Though, the idea of offering different ship classes would be 
interesting. Each class has it's own unique advantages and 
disadvantages. Each would offer a different tactical situation.
For example, an Intrepid-Class starship, similar to Voyager, wouldn't 
carry a lot of firepower into battle so you would have to use the ships 
maneuverability and speed to good advantage. A ship like the 
Sovereign-Class, similar To Enterprise E, is slow for a ship but carries 
a lot of firepower onto the battle field. The Nebula-Class and 
Galaxy-Class ships fall somewhere in the middle of those extremes. The 
Defiant-Class carries firepower, speed, and invisibility to the 
battlefield making it an awesome tactical ship to command.


aiden gardiner wrote:
> i think it would be good to develop a story line, say, for example, allow 
> the player to choose which series they wanted to play in, and then let the 
> game adjust the missions accordingly.
>
> cheers
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
i suppose that is possible.

shaun everiss wrote:
> I wander also that during missions random events could ocur, like distressed 
> ships, problems, etc.
> in many trek missions there are interuptions randomly that change the mission 
> mostly during it on the way, etc.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
Sorry, but in this case I do have the right to remain silent.

shaun everiss wrote:
> where did you aquire all those sfx from?
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Dark,
Well, I think both styles of feedback could be accomidated. Using charts 
is a necessity if you want to order the Enterprise to investigate sector 
B-7 rather than giving the player some string of coordinates like 2250, 
0, 7750. That is assuming of course the grid is that large.
In actuality most game developers don't exactly make grids that size, 
but even reducing the scale of  an entire star system to a virtual world 
is still going to be a pretty good sized grid.
For example, the Enterprise's phasers have a maximum range of 30 
kilometers. Let's assume our virtual reality says 1 unit on the grid 
equals 1000 km. At that rate the grid would have to be 2592by 
2592 to travel the distance of a single photon for one day.
Now, according to Star trek warp 1 is 318 times the speed of light. On 
our scale, small as it is, our grid would have to be 946080 by 
946080. Big enough number for you? Lol!
All I am saying is I can see the reason for charts. They would be easier 
if we were dealing with very large grids where specific and actual 
coordinates would be useless do to the math involved in number crunching 
them in your head. As it is STFC would probably use a very cut down 
scale on say a 1 by 1 grid.With phaser range say 30 instead of 
3000 units.
One idea I have pondered is rather than grids or charts how about just 
naming the areas of space Federation space, Klingon space, Romulan 
space, etc? We really don't need to see the underlying grid to play. If 
you use autopilot it will obviously calculate the direction to Starbase 
x, and swing the bow around to the proper heading. They use autopilot 
most of the time on Star Trek when traveling between systems anyway.
As far as scanning goes STFC could have a built in navigation scan which 
would announce any planets, stations, stars, etc in the area.

Dark wrote:
> I certainly would rather have free movement around the game than a set level 
> system as in Gtc, sinse that would open the possibility for various sorts of 
> missions such as escort and patrol.
>
> I think though, as it would be a trek system, using the actual names for 
> planets and systems, with some sort of coordinates for locating objects 
> within a system would make navigation much easer than in lw.
>
> In fact, sometimes I wish lw would just use a streight grid map system, than 
> the sectors each with their individualized mmap.
>
> I also agree with sean about the menues, in fact I think the Stfc interface 
> with a choice betwene menue items and shortcut keys was a perfect method for 
> an easy way to control a lot of complex functions either quickly or slowly.
>
> Beware the Grue!
>
> Dark.
> -  
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Shaun,
Well, I do recall on Star Trek the Enterprise crew making reference to 
sectors such as sector J-25 in the Best Of Both Worlds. That suggests to 
me that at least some of the star systems ar charted with a letter and 
number designation the way Lonewolf is. However, I have heard reference 
to actual coordinates like sector 1, 0, 9. So it could go either way.
As for menus if this thing goes real time they would have to go. You 
would obviously have to turn, select weapons, raise shields, control 
warp and impulse engines, all in real time. There would be no time to 
doddle with menus.


shaun everiss wrote:
> Hmmm.
> I like the menu and selections of things myself.
> I don't care for the sector style of play lonewolf has, I always seem to 
> forget what things are I like autopilot loads.
> A gtc style would rock though.
> You use the compas direction to move the tank to places, in a sector.
> However you start in the first sector and go the second, etc.
> I suspect in stfc2 it would be more complex than that.
> I don't think gtc has much navigation work in it, its mainly the fighting 
> aspect.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
Hi tom.

well, it's obvious to me from the games and the frequency of the beta 
releases just how much time and effort you put into things, and of course 
you should both have a break and make certain your working on projects you 
yourself feel happy with, not just pandering to everyone else's wishes, and 
I do take the point about level editers being an especially tricky 
proposition because of the user in put involved (particularly when you 
factor in different people using different screen readers).

For a trek game, I waas personally thinking again a parzing system similart 
to lw, but instead of typing in mission or other text for in game events, 
adding the name and location of appropriate sound files. But you are right 
in that this could be complicated to the none-techy.

All this being said though, I stil think some sort of level editer for a 
complex game would do very well in the audio games community,  look 
what's already been done with rail racer's track editer, and that with only 
a few factors to play with.

this is another reason I was so sad Agm didn't succeed.

Of course, this isn't to say it should be you that creates the thing tom, 
only that I'd like it done by someone, and the platform of a mission based 
game in a complex universe could be a nice place to do it.

Beware the Grue!

Dark. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Cara Quinn
   Thomas, totally understand!  Out of curiosity, just because I don't  
know how LW works, how is the mission creation set up so that users  
can DIY?

   RE: burnout, ya know, again, I completely understand!  Even with  
the limited user base of JQ, I really wanted to finish it and sort of  
move on as it were, but no dice!  Every time I turn around, it just  
keeps hanging on and hanging on and hanging on!  lol!  I.E. the  
install process won't work for someone, or there's an error introduced  
due to updates in the AGRIP code, or someone wants a bunch of new  
features etc…  

   Now as much as I enjoyed creating that mod, and like it a whole  
lot, there was definitely a time of burnout with it.  So now I sort of  
want to just relax and let it go.

   So with the kinds of projects you're working on and with the types  
of correspondences you're getting as a matter of course, I can so  
relate, and my heart goes out to you!  

anyway, just my two cents, and have a terrific weekend!…  Go out and  
HAVE SOME FUN!…

Smiles,

Cara  :)


On Mar 8, 2008, at 11:46 AM, Thomas Ward wrote:

> Hi Dark,
> Well, to be honest about it there is probably lots of ways a level
> editor could be added to STFC 2, but I seriously don't wish to do so  
> at
> this time. There are quite a number of reasons why I feel that way.
> First, one reason is to make a game customisable the developer is
> looking at double the time involved because everything has to be coded
> to be set or changed externally. There are very few internal  
> standards,
> and everything depends on the script or data files outside the  
> program.
> Second, any level editor I create has to be easy for anyone to learn  
> and
> use. I can't assume everyone is a techno wizard. in fact, I've
> encountered more than my share of, shall we say, technologically
> impaired people.
> So I think the solution would have to be made easy for the general
> public. That of course takes more time as it requires making something
> otherwise difficult easy. Such as a dialog box that pops up and allows
> you to fill in information, and then have it generate the new mission
> file. That's more work than I feel up to right now.
> Finally, part of it is just me. After taking over Montezuma's Return  
> and
> Raceway I have been coming close to total burn out. They have been the
> source of a lot of emotional and physical stress to finish, and  
> after I
> am done with those two titles I suspect I will take a good amount of
> time off from creating games. When I decide to take up another game
> project I think it will certainly not be something as stressful or  
> have
> a lot of end user say so. It will be there for my own enjoyment.
> For example, Tomb Hunter II, my FPS treasure hunting game, is a  
> project
> I am taking full control over. Notice I don't talk much about it on
> list? Well, because I am writing it the way I want it, and no one else
> is going to have much say so about it until I am ready to take end  
> user
> suggestions. It is a stress reliever as well as the kind of game I  
> have
> wanted for years. I am following my own dream and not someone elses.
>
> Cheers.
>
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Cara Quinn
   I must agree!  I too would like this sort of thing over the multi  
vessel strategy sort of idea.  As well, I also think it would be a  
great idea to allow users to use / record their own sound descripts  
etc. for user creatable missions.  I'm personally not familiar enough  
with that aspect of LW to compare but strictly on the gaming aspect,  
as I said, this sounds tres cool!…

Have an awesome day!…

Smiles,

Cara  :)


On Mar 8, 2008, at 10:34 AM, Dark wrote:

> Well, fair enough on the lw idea, and I can deffinately see why you  
> wouldn't
> want to shell out that sort of money for the java sapi developement  
> kit on a
> free game.
>
> I would personally love command of a single shipk carrying out  
> missions gtc
> style, not only could you have a variety of objectives from seak and
> destroy, to patrol, to purely scientific scanning for objects or  
> survivers
> from an attack, but  As you said yourself, we have a lot of detailed  
> info on
> how the trek ships function, which would lend itself to a complex  
> game, and
> I'd personally very much like the experience of commanding a  
> spaceship in
> detail, as opposed to yet another space invaders varient.
>
> Just because you could not use sapi though, that would not necessarily
> preclude the possibility of user created missions, afterall, people
> deffinately have the option to record or find original voice samples  
> for
> mission orders,  or even extra sound files for mission objects if
> necessary, and there is so much in the trek universe a lot of  
> diverse sorts
> of missions and interesting stories could be told this way if it were
> possible.
>
> Beware the Grue!
>
> Dark.
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread aiden gardiner
i think it would be good to develop a story line, say, for example, allow 
the player to choose which series they wanted to play in, and then let the 
game adjust the missions accordingly.

cheers

Aiden
- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, March 08, 2008 6:38 PM
Subject: Re: [Audyssey] STFC 2 was LW sound packs?


> Hmmm.
> I like the menu and selections of things myself.
> I don't care for the sector style of play lonewolf has, I always seem to 
> forget what things are I like autopilot loads.
> A gtc style would rock though.
> You use the compas direction to move the tank to places, in a sector.
> However you start in the first sector and go the second, etc.
> I suspect in stfc2 it would be more complex than that.
> I don't think gtc has much navigation work in it, its mainly the fighting 
> aspect.
> At 05:35 a.m. 9/03/2008, you wrote:
>>Hi Dark,
>>Well, if gamers on this list are interested in a Lonewolf style Trek
>>game instead of a full real time strategy game I would certainly do it.
>>Making a Lonewolf style game isn't too hard to do. It is actually
>>infinitly easier in the long run.
>>Instead of programming for 5 or 10 starships all i have to focus on is
>>one ship. That would of course allow me to add more detail to that one
>>ship adding more advanced features with damage control, weapons,
>>restocking, autopilot system, etc. In fact, now that you mention it it
>>is an all around better idea.
>>I could in theory moddle STFC 2 around a GMA Tank Commander style of
>>play where you are given your mission orders, and then you enter some
>>sector of space to investigate something or stop some enemy vessel.
>>However, as for a Lonewolf style mission parcer I can't really do that.
>>All of my future games are going to be using pre-recorded speech like
>>GTC so like GTC all missions will have to be added by the developer and
>>not externally by end users. I'm sorry, but I won't pay $499 for a
>>license for the Java Sapi 5 development kit just to have a mission
>>parcer in a free game.
>>As for modding Lonewolf I would not touch that with a 10 foot poll.
>>Besides the copyright violations of converting Lonewolf in to a Trek
>>game the engine itself would never operate correctly even if you did.
>>There are too many differences between Star Trek starships and real
>>naval vessels. Wepondry being one of them.
>>For example, on STNG the enterprise NCC 1701-D comes equipped with the
>>following armourments. The Enterprise has 13 Type-X phaser emitters each
>>with 5.1 Megawatts of throughput. In addition to phasers the Enterprise
>>carries a maximum of 250 photon torpedoes that may be fired in groups of
>>5 to 20 per shot, or fired in single bursts. The Enterprise carries the
>>standard Starfleet shield generators with a maximum output of 2026
>>gigawatts of resistance. Like all vessels the Enterprise caries 9 deep
>>space probes which may be used for reconicense operations or can be
>>converted into 9 additional photon torpedoes in emergency situations.
>>As you can see just by reviewing the armourment specs the Lonewolf
>>submarine doesn't even come close to matching up with the Enterprise's
>>true weapons. The Enterprise 1701-E seen in Startrek 8, 9, 10 is even
>>more powerful since it was designed to fight the Borg.
>>
>>
>>
>>Dark wrote:
>>> Indeed yes Tom, I'd love a single starship commanding game, in fact I'd
>>> personally rather go for that than the real time stfc as well 
>>> (especially if
>>> it was possible to have user created missions as in lw).
>>>
>>> Obviously, even if you replaced all the lw sounds with trek ones, the 
>>> game
>>> would stil not exactly be a trek game because of the game's output to 
>>> you,
>>> and the game features specific to submarine combat, such as depth 
>>> charges,
>>> surfacing, balast etc. to take a basic example, even if you replaced the
>>> deazel sub engine sound with a warp engine, you'd stil have your speed
>>> reported in nots, and stil get messages about deazel fuel etc.
>>>
>>> i just wondered if it might be possible to both cut down the work for 
>>> you,
>>> and take advantage of lw's great features,  such as the mission 
>>> parza
>>> and detailed movement and targiting mechanics to create a trek game, but
>>> somehow also rewrite the bits of gameplay that wouldn't fit on a 
>>> starship,
>>

Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
where did you aquire all those sfx from?
At 08:01 a.m. 9/03/2008, you wrote:
>Hi,
>Yeah, I've heard that a lot from gamers. There doesn't seam to be a real 
>demand for strategy style games as many blind gamers just aren't 
>interested in that sort of thing. They express a desire for good but 
>simplar games to play.
>One of the reasons STFC was written the way it was is because I didn't 
>have a lot of Star Trek effects to speak of when I created STFC 1.x. 
>However, in the past year I have come across a huge boat load of Star 
>Trek effects including bridge ambience, weapons, warp engine effects, 
>etc. Amung these effects I have the official sound of a moving Borg 
>cube. So if I decide to go with this style of game play you will be able 
>to actually hear ship x engines passing by or approaching you.
>I also have the official Star Trek TNG bridge ambience so it would be 
>extremely authentic sounding for the gamer when I do STFC 2.
>
>
>kelby carlson wrote:
>> I'd definitely like to see STFC 2 be along something of those 
>> lines.  Sounds very enjoyable if you ask me.  I'm bad at 
>> turn-based strategy, but would probably be able to get the hang 
>> of this easier.
>>
>> Kelby
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
one thing I don't like about lw is the fact that unless you know what is around 
then you forget the codes.
At 08:26 a.m. 9/03/2008, you wrote:
>I certainly would rather have free movement around the game than a set level 
>system as in Gtc, sinse that would open the possibility for various sorts of 
>missions such as escort and patrol.
>
>I think though, as it would be a trek system, using the actual names for 
>planets and systems, with some sort of coordinates for locating objects 
>within a system would make navigation much easer than in lw.
>
>In fact, sometimes I wish lw would just use a streight grid map system, than 
>the sectors each with their individualized mmap.
>
>I also agree with sean about the menues, in fact I think the Stfc interface 
>with a choice betwene menue items and shortcut keys was a perfect method for 
>an easy way to control a lot of complex functions either quickly or slowly.
>
>Beware the Grue!
>
>Dark.
>-  
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Dark,
Well, to be honest about it there is probably lots of ways a level 
editor could be added to STFC 2, but I seriously don't wish to do so at 
this time. There are quite a number of reasons why I feel that way.
First, one reason is to make a game customisable the developer is 
looking at double the time involved because everything has to be coded 
to be set or changed externally. There are very few internal standards, 
and everything depends on the script or data files outside the program.
Second, any level editor I create has to be easy for anyone to learn and 
use. I can't assume everyone is a techno wizard. in fact, I've 
encountered more than my share of, shall we say, technologically 
impaired people.
So I think the solution would have to be made easy for the general 
public. That of course takes more time as it requires making something 
otherwise difficult easy. Such as a dialog box that pops up and allows 
you to fill in information, and then have it generate the new mission 
file. That's more work than I feel up to right now.
Finally, part of it is just me. After taking over Montezuma's Return and 
Raceway I have been coming close to total burn out. They have been the 
source of a lot of emotional and physical stress to finish, and after I 
am done with those two titles I suspect I will take a good amount of 
time off from creating games. When I decide to take up another game 
project I think it will certainly not be something as stressful or have 
a lot of end user say so. It will be there for my own enjoyment.
For example, Tomb Hunter II, my FPS treasure hunting game, is a project 
I am taking full control over. Notice I don't talk much about it on 
list? Well, because I am writing it the way I want it, and no one else 
is going to have much say so about it until I am ready to take end user 
suggestions. It is a stress reliever as well as the kind of game I have 
wanted for years. I am following my own dream and not someone elses.

Cheers.



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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
I wander also that during missions random events could ocur, like distressed 
ships, problems, etc.
in many trek missions there are interuptions randomly that change the mission 
mostly during it on the way, etc.
At 07:34 a.m. 9/03/2008, you wrote:
>Well, fair enough on the lw idea, and I can deffinately see why you wouldn't 
>want to shell out that sort of money for the java sapi developement kit on a 
>free game.
>
>I would personally love command of a single shipk carrying out missions gtc 
>style, not only could you have a variety of objectives from seak and 
>destroy, to patrol, to purely scientific scanning for objects or survivers 
>from an attack, but  As you said yourself, we have a lot of detailed info on 
>how the trek ships function, which would lend itself to a complex game, and 
>I'd personally very much like the experience of commanding a spaceship in 
>detail, as opposed to yet another space invaders varient.
>
>Just because you could not use sapi though, that would not necessarily 
>preclude the possibility of user created missions, afterall, people 
>deffinately have the option to record or find original voice samples for 
>mission orders,  or even extra sound files for mission objects if 
>necessary, and there is so much in the trek universe a lot of diverse sorts 
>of missions and interesting stories could be told this way if it were 
>possible.
>
>Beware the Grue!
>
>Dark. 
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
I certainly would rather have free movement around the game than a set level 
system as in Gtc, sinse that would open the possibility for various sorts of 
missions such as escort and patrol.

I think though, as it would be a trek system, using the actual names for 
planets and systems, with some sort of coordinates for locating objects 
within a system would make navigation much easer than in lw.

In fact, sometimes I wish lw would just use a streight grid map system, than 
the sectors each with their individualized mmap.

I also agree with sean about the menues, in fact I think the Stfc interface 
with a choice betwene menue items and shortcut keys was a perfect method for 
an easy way to control a lot of complex functions either quickly or slowly.

Beware the Grue!

Dark.
-  


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread chou.clement
Hmm. If noone minds my input, I'm inclined to agree with Shaun. I like the 
menu selection of things like it is in stfc right now. It's good, though 
realtime strategy could be added into the mix, I feel. perhaps you could add 
like broadcasts from ships or starbases, or whatever. Like, if you were 
giving orders to monarchy, a transmission could come in saying that a 
klingon vessel was attacking the ds9 starbase. Ten you could switch to that 
ship and deal with it. 


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi,
Yeah, I've heard that a lot from gamers. There doesn't seam to be a real 
demand for strategy style games as many blind gamers just aren't 
interested in that sort of thing. They express a desire for good but 
simplar games to play.
One of the reasons STFC was written the way it was is because I didn't 
have a lot of Star Trek effects to speak of when I created STFC 1.x. 
However, in the past year I have come across a huge boat load of Star 
Trek effects including bridge ambience, weapons, warp engine effects, 
etc. Amung these effects I have the official sound of a moving Borg 
cube. So if I decide to go with this style of game play you will be able 
to actually hear ship x engines passing by or approaching you.
I also have the official Star Trek TNG bridge ambience so it would be 
extremely authentic sounding for the gamer when I do STFC 2.


kelby carlson wrote:
> I'd definitely like to see STFC 2 be along something of those 
> lines.  Sounds very enjoyable if you ask me.  I'm bad at 
> turn-based strategy, but would probably be able to get the hang 
> of this easier.
>
> Kelby
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread shaun everiss
Hmmm.
I like the menu and selections of things myself.
I don't care for the sector style of play lonewolf has, I always seem to forget 
what things are I like autopilot loads.
A gtc style would rock though.
You use the compas direction to move the tank to places, in a sector.
However you start in the first sector and go the second, etc.
I suspect in stfc2 it would be more complex than that.
I don't think gtc has much navigation work in it, its mainly the fighting 
aspect.
At 05:35 a.m. 9/03/2008, you wrote:
>Hi Dark,
>Well, if gamers on this list are interested in a Lonewolf style Trek 
>game instead of a full real time strategy game I would certainly do it. 
>Making a Lonewolf style game isn't too hard to do. It is actually 
>infinitly easier in the long run.
>Instead of programming for 5 or 10 starships all i have to focus on is 
>one ship. That would of course allow me to add more detail to that one 
>ship adding more advanced features with damage control, weapons, 
>restocking, autopilot system, etc. In fact, now that you mention it it 
>is an all around better idea.
>I could in theory moddle STFC 2 around a GMA Tank Commander style of 
>play where you are given your mission orders, and then you enter some 
>sector of space to investigate something or stop some enemy vessel.
>However, as for a Lonewolf style mission parcer I can't really do that. 
>All of my future games are going to be using pre-recorded speech like 
>GTC so like GTC all missions will have to be added by the developer and 
>not externally by end users. I'm sorry, but I won't pay $499 for a 
>license for the Java Sapi 5 development kit just to have a mission 
>parcer in a free game.
>As for modding Lonewolf I would not touch that with a 10 foot poll. 
>Besides the copyright violations of converting Lonewolf in to a Trek 
>game the engine itself would never operate correctly even if you did. 
>There are too many differences between Star Trek starships and real 
>naval vessels. Wepondry being one of them.
>For example, on STNG the enterprise NCC 1701-D comes equipped with the 
>following armourments. The Enterprise has 13 Type-X phaser emitters each 
>with 5.1 Megawatts of throughput. In addition to phasers the Enterprise 
>carries a maximum of 250 photon torpedoes that may be fired in groups of 
>5 to 20 per shot, or fired in single bursts. The Enterprise carries the 
>standard Starfleet shield generators with a maximum output of 2026 
>gigawatts of resistance. Like all vessels the Enterprise caries 9 deep 
>space probes which may be used for reconicense operations or can be 
>converted into 9 additional photon torpedoes in emergency situations.
>As you can see just by reviewing the armourment specs the Lonewolf 
>submarine doesn't even come close to matching up with the Enterprise's 
>true weapons. The Enterprise 1701-E seen in Startrek 8, 9, 10 is even 
>more powerful since it was designed to fight the Borg.
>
>
>
>Dark wrote:
>> Indeed yes Tom, I'd love a single starship commanding game, in fact I'd 
>> personally rather go for that than the real time stfc as well (especially if 
>> it was possible to have user created missions as in lw).
>>
>> Obviously, even if you replaced all the lw sounds with trek ones, the game 
>> would stil not exactly be a trek game because of the game's output to you, 
>> and the game features specific to submarine combat, such as depth charges, 
>> surfacing, balast etc. to take a basic example, even if you replaced the 
>> deazel sub engine sound with a warp engine, you'd stil have your speed 
>> reported in nots, and stil get messages about deazel fuel etc.
>>
>> i just wondered if it might be possible to both cut down the work for you, 
>> and take advantage of lw's great features,  such as the mission parza 
>> and detailed movement and targiting mechanics to create a trek game, but 
>> somehow also rewrite the bits of gameplay that wouldn't fit on a starship, 
>> as well as obviously modding all the sounds.
>>
>> As I said though, I'd expect monkeying about with David greenwood's code 
>> goes against copywrite, even if it would be easier than writing the game 
>> yourself from scratch.
>>
>> Beware the Grue!
>>
>> Dark.
>>   
>
>
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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Dark
Well, fair enough on the lw idea, and I can deffinately see why you wouldn't 
want to shell out that sort of money for the java sapi developement kit on a 
free game.

I would personally love command of a single shipk carrying out missions gtc 
style, not only could you have a variety of objectives from seak and 
destroy, to patrol, to purely scientific scanning for objects or survivers 
from an attack, but  As you said yourself, we have a lot of detailed info on 
how the trek ships function, which would lend itself to a complex game, and 
I'd personally very much like the experience of commanding a spaceship in 
detail, as opposed to yet another space invaders varient.

Just because you could not use sapi though, that would not necessarily 
preclude the possibility of user created missions, afterall, people 
deffinately have the option to record or find original voice samples for 
mission orders,  or even extra sound files for mission objects if 
necessary, and there is so much in the trek universe a lot of diverse sorts 
of missions and interesting stories could be told this way if it were 
possible.

Beware the Grue!

Dark. 


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[Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread Thomas Ward
Hi Dark,
Well, if gamers on this list are interested in a Lonewolf style Trek 
game instead of a full real time strategy game I would certainly do it. 
Making a Lonewolf style game isn't too hard to do. It is actually 
infinitly easier in the long run.
Instead of programming for 5 or 10 starships all i have to focus on is 
one ship. That would of course allow me to add more detail to that one 
ship adding more advanced features with damage control, weapons, 
restocking, autopilot system, etc. In fact, now that you mention it it 
is an all around better idea.
I could in theory moddle STFC 2 around a GMA Tank Commander style of 
play where you are given your mission orders, and then you enter some 
sector of space to investigate something or stop some enemy vessel.
However, as for a Lonewolf style mission parcer I can't really do that. 
All of my future games are going to be using pre-recorded speech like 
GTC so like GTC all missions will have to be added by the developer and 
not externally by end users. I'm sorry, but I won't pay $499 for a 
license for the Java Sapi 5 development kit just to have a mission 
parcer in a free game.
As for modding Lonewolf I would not touch that with a 10 foot poll. 
Besides the copyright violations of converting Lonewolf in to a Trek 
game the engine itself would never operate correctly even if you did. 
There are too many differences between Star Trek starships and real 
naval vessels. Wepondry being one of them.
For example, on STNG the enterprise NCC 1701-D comes equipped with the 
following armourments. The Enterprise has 13 Type-X phaser emitters each 
with 5.1 Megawatts of throughput. In addition to phasers the Enterprise 
carries a maximum of 250 photon torpedoes that may be fired in groups of 
5 to 20 per shot, or fired in single bursts. The Enterprise carries the 
standard Starfleet shield generators with a maximum output of 2026 
gigawatts of resistance. Like all vessels the Enterprise caries 9 deep 
space probes which may be used for reconicense operations or can be 
converted into 9 additional photon torpedoes in emergency situations.
As you can see just by reviewing the armourment specs the Lonewolf 
submarine doesn't even come close to matching up with the Enterprise's 
true weapons. The Enterprise 1701-E seen in Startrek 8, 9, 10 is even 
more powerful since it was designed to fight the Borg.



Dark wrote:
> Indeed yes Tom, I'd love a single starship commanding game, in fact I'd 
> personally rather go for that than the real time stfc as well (especially if 
> it was possible to have user created missions as in lw).
>
> Obviously, even if you replaced all the lw sounds with trek ones, the game 
> would stil not exactly be a trek game because of the game's output to you, 
> and the game features specific to submarine combat, such as depth charges, 
> surfacing, balast etc. to take a basic example, even if you replaced the 
> deazel sub engine sound with a warp engine, you'd stil have your speed 
> reported in nots, and stil get messages about deazel fuel etc.
>
> i just wondered if it might be possible to both cut down the work for you, 
> and take advantage of lw's great features,  such as the mission parza 
> and detailed movement and targiting mechanics to create a trek game, but 
> somehow also rewrite the bits of gameplay that wouldn't fit on a starship, 
> as well as obviously modding all the sounds.
>
> As I said though, I'd expect monkeying about with David greenwood's code 
> goes against copywrite, even if it would be easier than writing the game 
> yourself from scratch.
>
> Beware the Grue!
>
> Dark.
>   


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Re: [Audyssey] STFC 2 was LW sound packs?

2008-03-08 Thread kelby carlson
I'd definitely like to see STFC 2 be along something of those 
lines.  Sounds very enjoyable if you ask me.  I'm bad at 
turn-based strategy, but would probably be able to get the hang 
of this easier.

Kelby

Doomed Dragon

"Tidings of death have many wings."

--J.  R.  R.  Tolkien

"For Venus smiles not in a house of tears."

--William Shakespeare

"I do not love the bright sword for its sharpness, nor the arrow 
for its swiftness, nor the warrior for his glory.  I love only 
that which they defend: the city of the Men of Númenor."

--J.  R.  R.  Tolkien

Beautiful she is, sir! Lovely! Sometimes like a great tree in 
flower, sometimes like a white daffadowndilly, small and slender 
like.  Hard as diamonds, soft as moonlight.  Warm as sunlight, 
cold as frost in the stars.  Proud and far-off as a 
snow-mountain, and as merry as any lass   I ever saw with daisies 
in her hair in springtime."

--J.  R.  R.  Tolkien

"By the pricking of my thumbs, something wicked this way comes."

--William Shakespeare



> - Original Message -
>From: Thomas Ward <[EMAIL PROTECTED]
>To: Gamers Discussion list Date sent: Sat, 08 Mar 2008 10:39:43 -0600 (CST)
>Subject: [Audyssey] STFC 2 was LW sound packs?

>Hi Dark,
>Well, if gamers on this list are interested in a Lonewolf style 
Trek
>game instead of a full real time strategy game I would certainly 
do it.
>Making a Lonewolf style game isn't too hard to do.  It is 
actually
>infinitly easier in the long run.
>Instead of programming for 5 or 10 starships all i have to focus 
on is
>one ship.  That would of course allow me to add more detail to 
that one
>ship adding more advanced features with damage control, weapons,
>restocking, autopilot system, etc.  In fact, now that you mention 
it it
>is an all around better idea.
>I could in theory moddle STFC 2 around a GMA Tank Commander style 
of
>play where you are given your mission orders, and then you enter 
some
>sector of space to investigate something or stop some enemy 
vessel.
>However, as for a Lonewolf style mission parcer I can't really do 
that.
>All of my future games are going to be using pre-recorded speech 
like
>GTC so like GTC all missions will have to be added by the 
developer and
>not externally by end users.  I'm sorry, but I won't pay $499 for 
a
>license for the Java Sapi 5 development kit just to have a 
mission
>parcer in a free game.
>As for modding Lonewolf I would not touch that with a 10 foot 
poll.
>Besides the copyright violations of converting Lonewolf in to a 
Trek
>game the engine itself would never operate correctly even if you 
did.
>There are too many differences between Star Trek starships and 
real
>naval vessels.  Wepondry being one of them.
>For example, on STNG the enterprise NCC 1701-D comes equipped 
with the
>following armourments.  The Enterprise has 13 Type-X phaser 
emitters each
>with 5.1 Megawatts of throughput.  In addition to phasers the 
Enterprise
>carries a maximum of 250 photon torpedoes that may be fired in 
groups of
>5 to 20 per shot, or fired in single bursts.  The Enterprise 
carries the
>standard Starfleet shield generators with a maximum output of 
2026
>gigawatts of resistance.  Like all vessels the Enterprise caries 
9 deep
>space probes which may be used for reconicense operations or can 
be
>converted into 9 additional photon torpedoes in emergency 
situations.
>As you can see just by reviewing the armourment specs the 
Lonewolf
>submarine doesn't even come close to matching up with the 
Enterprise's
>true weapons.  The Enterprise 1701-E seen in Startrek 8, 9, 10 is 
even
>more powerful since it was designed to fight the Borg.



>Dark wrote:
>> Indeed yes Tom, I'd love a single starship commanding game, in 
fact I'd
>> personally rather go for that than the real time stfc as well 
(especially if
>> it was possible to have user created missions as in lw).

>> Obviously, even if you replaced all the lw sounds with trek 
ones, the game
>> would stil not exactly be a trek game because of the game's 
output to you,
>> and the game features specific to submarine combat, such as 
depth charges,
>> surfacing, balast etc.  to take a basic example, even if you 
replaced the
>> deazel sub engine sound with a warp engine, you'd stil have your 
speed
>> reported in nots, and stil get messages about deazel fuel etc.

>> i just wondered if it might be possible to both cut down the 
work for you,
>> and take advantage of lw's great features,  such as the 
mission parza
>> and detailed movement and targiting mechanics to create a trek 
game, but
>> somehow also rewrite the bits of gameplay that wouldn't fit on a 
starship,
>> as well as obviou

[Audyssey] STFC - needless questioning - Re: LW sound packs?

2008-03-06 Thread Charles Rivard
The web site was given in the message you replied to.  Check it out.

--
Only two defining forces have ever  offered to die  for you,
Jesus Christ, and the American Soldier.

- Original Message - 
From: "Andy" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, March 06, 2008 5:02 PM
Subject: Re: [Audyssey] LW sound packs?


> Hi,
> What is this game about.
>
>
>
>
>
>
>> - Original Message -
>>From: "Dark" <[EMAIL PROTECTED]
>>To: "Gamers Discussion list" >Date sent: Fri, 7 Mar 2008 00:47:19 -
>>Subject: Re: [Audyssey] LW sound packs?
>
>>Stfc refers to tom's Star trek final conflict stratogy game,
> which you can
>>find on the usa games site.
>
>>Hth.
>
>>Beware the Grue!
>
>>Dark.
>>- Original Message -
>>From: "Andy" <[EMAIL PROTECTED]
>>To: "Gamers Discussion list" >Sent: Thursday, March 06, 2008 10:43 PM
>>Subject: Re: [Audyssey] LW sound packs?
>
>
>>> Hi, what is STFC?
>
>
>
>
>
>
>
>
>
 - Original Message -
From: Thomas Ward <[EMAIL PROTECTED]
To: Gamers Discussion list >>>Date sent: Thu, 06 Mar 2008 13:10:27 -0500
Subject: Re: [Audyssey] LW sound packs?
>
Hi Shaun,
I hate to burst your bubble but you are way off track.  STFC is
>>> not,
never was, an original series Trek game.  STFC takes place
>>> sometime after
First Contact, and before Inserection.  Ever notice the
>>> Enterprise is NCC
1701-E, the Sovereign-Class version, as seen in Star Trek 8, 9,
>>> and 10?
All of the sound effects to my knolege are all from the
>>> appropriate time
period in question.  Sheesh.
>
>
>
shaun everiss wrote:
> well no offence but the usagames pack is better than the pcs
>>> games pack.
> would be good if there was a theme song though.
> speaking on packs, I plan to rewrite the stfc sounds.
> My reason is that they are not the actual sfx for the era, these
>>> things really need to sound like the tos error.
> I can probably dredge better sfx for the thing, I mean its
>>> basically tos.
>
>
>
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Re: [Audyssey] STFC

2008-02-24 Thread aiden gardiner
any release date yet? if what I understand is correct, and it's a free game, 
I can't wait!

Aiden
- Original Message - 
From: "Willem" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, February 24, 2008 7:03 PM
Subject: Re: [Audyssey] STFC


> Sounds great Thomas!
> - Original Message - 
> From: "Thomas Ward" <[EMAIL PROTECTED]>
> To: "Gamers Discussion list" 
> Sent: Sunday, February 24, 2008 12:01 AM
> Subject: Re: [Audyssey] STFC
>
>
>> Hi Bryan,
>> Yeah, I am rather excited to see STFC 2 as well. Not only because STFC 1
>> is buggy, but I really like the new real time strategy elements STFC 2
>> will provide.
>> For example, in STFC 1 if an enemy invasion force blows up a starbase
>> you can't rebuild it. In STFC 2 assuming you defeat or stop the
>> advancing enemy fleet you can construct a new starbase, and put patrol
>> ships around it to make sure that next time that boarder won't be
>> crossed without a fight.
>> Another great thing about real time strategy is you don't have to
>> constantly monitor everywhere at once. You can place A.I. commanded
>> ships in a sector of space you want to maintain a constant patrol, and
>> you will get alerted when the fleet is in danger. They will either
>> handle it themselves or request backup which you will personally reasign
>> to reinforce the stationed fleet under attack.
>> Other cool ideas for a real time strategy game is save money by building
>> mine fields near a neutral zone so that any fleet that happens to wander
>> over the neutral zone will hit those mine fields and get destroyed or
>> damaged.
>>
>>
>> Bryan Mckinnish wrote:
>>> Hi everyone. I can't wait for this to come out. It sounds exciting from
>>> what
>>> I've read so far.
>>> Since I played sound rts, I'm really interested in games like that.
>>> Bryan Mckinnish
>>>
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> [EMAIL PROTECTED]
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>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>>> list,
>>> please send E-mail to [EMAIL PROTECTED]
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>>>
>>>
>>>
>>
>>
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Re: [Audyssey] STFC

2008-02-24 Thread Willem
Sounds great Thomas!
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Sunday, February 24, 2008 12:01 AM
Subject: Re: [Audyssey] STFC


> Hi Bryan,
> Yeah, I am rather excited to see STFC 2 as well. Not only because STFC 1
> is buggy, but I really like the new real time strategy elements STFC 2
> will provide.
> For example, in STFC 1 if an enemy invasion force blows up a starbase
> you can't rebuild it. In STFC 2 assuming you defeat or stop the
> advancing enemy fleet you can construct a new starbase, and put patrol
> ships around it to make sure that next time that boarder won't be
> crossed without a fight.
> Another great thing about real time strategy is you don't have to
> constantly monitor everywhere at once. You can place A.I. commanded
> ships in a sector of space you want to maintain a constant patrol, and
> you will get alerted when the fleet is in danger. They will either
> handle it themselves or request backup which you will personally reasign
> to reinforce the stationed fleet under attack.
> Other cool ideas for a real time strategy game is save money by building
> mine fields near a neutral zone so that any fleet that happens to wander
> over the neutral zone will hit those mine fields and get destroyed or
> damaged.
>
>
> Bryan Mckinnish wrote:
>> Hi everyone. I can't wait for this to come out. It sounds exciting from 
>> what
>> I've read so far.
>> Since I played sound rts, I'm really interested in games like that.
>> Bryan Mckinnish
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> [EMAIL PROTECTED]
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/[EMAIL PROTECTED]
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to [EMAIL PROTECTED]
>>
>>
>>
>>
>
>
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Re: [Audyssey] STFC

2008-02-24 Thread Dakotah Rickard
Is the map going to be in three dimensions or on a two-d Grid?

Also, will there be a way to perhaps interface with one of your ships at
some crucial point, kind of like Fleet or Bridge Commander?

Signed:
Dakotah Rickard


-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of Thomas Ward
Sent: Thursday, February 21, 2008 21:53
To: Gamers Discussion list
Subject: Re: [Audyssey] STFC

Hi Shaun,
Yeah, but you won't actually be commanding any one single ship. You will 
be more like a fleet admiral. You will order new ships from the 
shipyard, and then command them to certain sectors to patrol, defend, or 
to enter an enemy sector of space for invasion.
Unlike in STFC current where you can basicly fight it out in Federation 
space STFC 2 will force you to play more agressively. You will have to 
cross into enemy held space to destroy shipyards, planetary defence 
stations, research stations, etc. If you capture a mining colony you can 
mine the planet for materials to build your ships and bases The more 
planets you have the more you can tax and gather credits to buy better 
ships and weapons.





shaun everiss wrote:
> well each ship will have its own bridge, etc
> I have heaps of sfx, and since we are not just doing trek here and its
only trek like I now have extra chunky sfx which may not be trek, eg
babilon5 sfx, etc.
>   


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Re: [Audyssey] STFC

2008-02-23 Thread chou.clement
Hmm. Sounds like starcraft lol.
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Saturday, February 23, 2008 2:01 PM
Subject: Re: [Audyssey] STFC


> Hi Bryan,
> Yeah, I am rather excited to see STFC 2 as well. Not only because STFC 1
> is buggy, but I really like the new real time strategy elements STFC 2
> will provide.
> For example, in STFC 1 if an enemy invasion force blows up a starbase
> you can't rebuild it. In STFC 2 assuming you defeat or stop the
> advancing enemy fleet you can construct a new starbase, and put patrol
> ships around it to make sure that next time that boarder won't be
> crossed without a fight.
> Another great thing about real time strategy is you don't have to
> constantly monitor everywhere at once. You can place A.I. commanded
> ships in a sector of space you want to maintain a constant patrol, and
> you will get alerted when the fleet is in danger. They will either
> handle it themselves or request backup which you will personally reasign
> to reinforce the stationed fleet under attack.
> Other cool ideas for a real time strategy game is save money by building
> mine fields near a neutral zone so that any fleet that happens to wander
> over the neutral zone will hit those mine fields and get destroyed or
> damaged.
>
>
> Bryan Mckinnish wrote:
>> Hi everyone. I can't wait for this to come out. It sounds exciting from 
>> what
>> I've read so far.
>> Since I played sound rts, I'm really interested in games like that.
>> Bryan Mckinnish
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> [EMAIL PROTECTED]
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
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>> http://www.mail-archive.com/[EMAIL PROTECTED]
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to [EMAIL PROTECTED]
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>>
>>
>>
>
>
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Re: [Audyssey] STFC

2008-02-23 Thread Thomas Ward
Hi Bryan,
Yeah, I am rather excited to see STFC 2 as well. Not only because STFC 1 
is buggy, but I really like the new real time strategy elements STFC 2 
will provide.
For example, in STFC 1 if an enemy invasion force blows up a starbase 
you can't rebuild it. In STFC 2 assuming you defeat or stop the 
advancing enemy fleet you can construct a new starbase, and put patrol 
ships around it to make sure that next time that boarder won't be 
crossed without a fight.
Another great thing about real time strategy is you don't have to 
constantly monitor everywhere at once. You can place A.I. commanded 
ships in a sector of space you want to maintain a constant patrol, and 
you will get alerted when the fleet is in danger. They will either 
handle it themselves or request backup which you will personally reasign 
to reinforce the stationed fleet under attack.
Other cool ideas for a real time strategy game is save money by building 
mine fields near a neutral zone so that any fleet that happens to wander 
over the neutral zone will hit those mine fields and get destroyed or 
damaged.


Bryan Mckinnish wrote:
> Hi everyone. I can't wait for this to come out. It sounds exciting from what 
> I've read so far.
> Since I played sound rts, I'm really interested in games like that.
> Bryan Mckinnish 
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to [EMAIL PROTECTED]
> You can make changes or update your subscription via the web, at
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>
>
>   


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Re: [Audyssey] STFC

2008-02-22 Thread josh
ok. so if i understand this right. the new stfc will be kind of like 
sound-rts in a way?


- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, February 21, 2008 9:53 PM
Subject: Re: [Audyssey] STFC


> Hi Shaun,
> Yeah, but you won't actually be commanding any one single ship. You will
> be more like a fleet admiral. You will order new ships from the
> shipyard, and then command them to certain sectors to patrol, defend, or
> to enter an enemy sector of space for invasion.
> Unlike in STFC current where you can basicly fight it out in Federation
> space STFC 2 will force you to play more agressively. You will have to
> cross into enemy held space to destroy shipyards, planetary defence
> stations, research stations, etc. If you capture a mining colony you can
> mine the planet for materials to build your ships and bases The more
> planets you have the more you can tax and gather credits to buy better
> ships and weapons.
>
>
>
>
>
> shaun everiss wrote:
>> well each ship will have its own bridge, etc
>> I have heaps of sfx, and since we are not just doing trek here and its 
>> only trek like I now have extra chunky sfx which may not be trek, eg 
>> babilon5 sfx, etc.
>>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/[EMAIL PROTECTED]
> If you have any questions or concerns regarding the management of the 
> list,
> please send E-mail to [EMAIL PROTECTED]
>
>
> -- 
> No virus found in this incoming message.
> Checked by AVG Free Edition.
> Version: 7.5.516 / Virus Database: 269.20.9/1293 - Release Date: 2/22/2008 
> 9:21 AM
>
> 



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Re: [Audyssey] STFC

2008-02-22 Thread josh
oh my this game is gunna be so awesome! any chance we'll see a beta by 
December 2008?

- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Friday, February 22, 2008 12:08 AM
Subject: Re: [Audyssey] STFC


> Hi,
>
> Quote
> Question. For all of us who like the current formula, could you perhaps 
> have
> it separately, so that those who wouldn't mind both could actually have
> access to both rather than go with the new flow if it's hard for them?
> End quote
>
> No, that won't be possible. STFC 2 uses a very standard real time
> strategy game mottle that is used by games such as Galaxy Civilization.
> The objectives and way the game is played is totally different. Instead
> of you take a turn, the computer takes a turn, this thing has everything
> happening in real time. While you are constructing fleets, finding
> planets to mine, building research stations to design better warp
> technology, etc the Klingons, Romulans, and other galactic races are
> also building up their fleets.
> What is really nice about this style of game play is if you capture an
> enemy research station you might find a prototype for a new warp drive
> system, better torpedo, better cloaking device, etc. Either that or you
> form an alliance with another galactic power and buy, sell, or trade
> technological upgrades.
> Alliances can be very helpful if there is a super power you are trying
> to defeat. For example, if the Borg were fighting everyone it would be
> smart to form an alliance with the Romulans and Klingons, share
> technical information, so that the Borg could be defeated or stopped.
> Another great advantage of this style of game play is unlike STFC 1
> where bases are more-or-less randomly stuck somewhere you can pick and
> choose where to put stuff on the map. If you want a base on the Klingon
> boarder to defend and use as a weapons depot put one there and launch
> your major offensive from there. At least if nothing else you have
> something guarding that boarder even if your fleet isn't fully present
> to protect that boarder.
> As far as playing it I think the game will be easy enough to play. A lot
> of the ship to ship stuff is handles by the A.I. for each ship. Your
> main goal is to plan attacks, build the fleets, and decide the lagistics
> of the war. Are you going to buy 5 old Constitution-Class ships because
> they are dirt cheap or are you going to save up some and buy a new
> Sovereign-Class cruiser. With the Sovereign-Class one ship is better
> than 5 Constitution=-Class ships, but it can't be in 5 places at once
> either. So you have to decide what you need and how to deploy it. Maybe
> it might be better to buy two  or three Galaxy-Class ships which is an
> older design, but still quite good in a fight.
> 
>
>
>
>
>
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Re: [Audyssey] STFC

2008-02-22 Thread josh
hey that sounds great! I can't wait to see the first betas come out.

Josh

- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, February 21, 2008 6:58 PM
Subject: Re: [Audyssey] STFC


> well each ship will have its own bridge, etc
> I have heaps of sfx, and since we are not just doing trek here and its 
> only trek like I now have extra chunky sfx which may not be trek, eg 
> babilon5 sfx, etc.
> At 09:04 a.m. 22/02/2008, you wrote:
>>Hi Josh,
>>In fact, on the current version of my web site the name of Star Trek has
>>been dropped from the game. Future builds of STFC will be only known as
>>Final Conflict, but it it will still probably Star Trek based or at
>>least Star Trek-like.
>>In the next versions I plan to have you command a entire fleet of mixed
>>classes of ships from Constitution class ships from the Kirk era all the
>>way up to the powerful Sovereign-Class cruisers from the Star Trek
>>movies 8, 9, and 10.
>>So in this new version you might have a mixed fleet of Constitution era
>>ships, Excelcior-class ships from the Excelsior era, the
>>Ambassador-Class ships, the Galaxy-Class, Sovereign-Class,
>>Defiant-class, and may be an Intrepid ship or two.
>>Each ship would have its advantages and disadvantages. The
>>Intrepid-class ships like voyager have extremely good warp technology,
>>and has the fastest rated speeds on Federation record, but are less
>>armored and carry less firepower into battle than other classes. The
>>Defiant-Class is smaller than most ships but is a small armored ship
>>with cloaking and stealth technology, and can deliver quite  a heavy
>>punch. The Sovereign-Class after the battle in First Contact is the
>>front line battleship in the Federation fleet because of its good
>>armored hull design, heavy  firepower, but is slower than other classes.
>>The Constitution-class and Excelcior-classes were great for their day,
>>but there is still enough of them around to use as inexpensive ships to
>>fill in odd jobs for the Federation, or to fill in the ranks of a fleet
>>in the time of war.
>>To be able to build new and more advanced classes you might have to have
>>a few research bases constructed to pay for research into phaser
>>technology, warp technology, torpedo technology, cloaking technology,
>>armor technology, or whatever.
>>The cool thing about the way i am doing this we could even think of
>>concept ship classes such as a Sovereign-Class cruiser with a built in
>>cloak. That would be wicked as heck.
>>
>>
>>
>>josh wrote:
>>> hey thomas,
>>> ok how about this for the star trek game. just drop the star trek off of 
>>> the
>>> title. just call it final conflict. and then do like you're gunna do 
>>> with
>>> tomb-hunter, just give us krappy sounds in the original game, and then 
>>> add a
>>> sound pack. see then you can kind of sneak around the copyrights but 
>>> still
>>> give us a cool game to play.
>>>
>>> Josh
>>>
>>
>>
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Re: [Audyssey] STFC

2008-02-22 Thread Bryan Mckinnish
Hi everyone. I can't wait for this to come out. It sounds exciting from what 
I've read so far.
Since I played sound rts, I'm really interested in games like that.
Bryan Mckinnish 


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Re: [Audyssey] STFC

2008-02-21 Thread Thomas Ward
Hi,

Quote
Question. For all of us who like the current formula, could you perhaps have
it separately, so that those who wouldn't mind both could actually have
access to both rather than go with the new flow if it's hard for them?
End quote

No, that won't be possible. STFC 2 uses a very standard real time 
strategy game mottle that is used by games such as Galaxy Civilization. 
The objectives and way the game is played is totally different. Instead 
of you take a turn, the computer takes a turn, this thing has everything 
happening in real time. While you are constructing fleets, finding 
planets to mine, building research stations to design better warp 
technology, etc the Klingons, Romulans, and other galactic races are 
also building up their fleets.
What is really nice about this style of game play is if you capture an 
enemy research station you might find a prototype for a new warp drive 
system, better torpedo, better cloaking device, etc. Either that or you 
form an alliance with another galactic power and buy, sell, or trade 
technological upgrades.
Alliances can be very helpful if there is a super power you are trying 
to defeat. For example, if the Borg were fighting everyone it would be 
smart to form an alliance with the Romulans and Klingons, share 
technical information, so that the Borg could be defeated or stopped.
Another great advantage of this style of game play is unlike STFC 1 
where bases are more-or-less randomly stuck somewhere you can pick and 
choose where to put stuff on the map. If you want a base on the Klingon 
boarder to defend and use as a weapons depot put one there and launch 
your major offensive from there. At least if nothing else you have 
something guarding that boarder even if your fleet isn't fully present 
to protect that boarder.
As far as playing it I think the game will be easy enough to play. A lot 
of the ship to ship stuff is handles by the A.I. for each ship. Your 
main goal is to plan attacks, build the fleets, and decide the lagistics 
of the war. Are you going to buy 5 old Constitution-Class ships because 
they are dirt cheap or are you going to save up some and buy a new 
Sovereign-Class cruiser. With the Sovereign-Class one ship is better 
than 5 Constitution=-Class ships, but it can't be in 5 places at once 
either. So you have to decide what you need and how to deploy it. Maybe 
it might be better to buy two  or three Galaxy-Class ships which is an 
older design, but still quite good in a fight.






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Re: [Audyssey] STFC

2008-02-21 Thread chou.clement
Well I asked for the obvious reason. I'd like it that way as well. lol. And 
I hoped the older formula would be multiplayer. I wanted to take on my 
friends and beat them, lol.
- Original Message - 
From: "shaun everiss" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, February 21, 2008 7:47 PM
Subject: Re: [Audyssey] STFC


> I'd like both myself.
> At 04:25 p.m. 22/02/2008, you wrote:
>>Question. For all of us who like the current formula, could you perhaps 
>>have
>>it separately, so that those who wouldn't mind both could actually have
>>access to both rather than go with the new flow if it's hard for them?
>>- Original Message - 
>>From: "Thomas Ward" <[EMAIL PROTECTED]>
>>To: "Gamers Discussion list" 
>>Sent: Thursday, February 21, 2008 6:53 PM
>>Subject: Re: [Audyssey] STFC
>>
>>
>>> Hi Shaun,
>>> Yeah, but you won't actually be commanding any one single ship. You will
>>> be more like a fleet admiral. You will order new ships from the
>>> shipyard, and then command them to certain sectors to patrol, defend, or
>>> to enter an enemy sector of space for invasion.
>>> Unlike in STFC current where you can basicly fight it out in Federation
>>> space STFC 2 will force you to play more agressively. You will have to
>>> cross into enemy held space to destroy shipyards, planetary defence
>>> stations, research stations, etc. If you capture a mining colony you can
>>> mine the planet for materials to build your ships and bases The more
>>> planets you have the more you can tax and gather credits to buy better
>>> ships and weapons.
>>>
>>>
>>>
>>>
>>>
>>> shaun everiss wrote:
>>>> well each ship will have its own bridge, etc
>>>> I have heaps of sfx, and since we are not just doing trek here and its
>>>> only trek like I now have extra chunky sfx which may not be trek, eg
>>>> babilon5 sfx, etc.
>>>>
>>>
>>>
>>> ---
>>> Gamers mailing list __ Gamers@audyssey.org
>>> If you want to leave the list, send E-mail to
>>> [EMAIL PROTECTED]
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>>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>>> All messages are archived and can be searched and read at
>>> http://www.mail-archive.com/[EMAIL PROTECTED]
>>> If you have any questions or concerns regarding the management of the
>>> list,
>>> please send E-mail to [EMAIL PROTECTED]
>>
>>
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Re: [Audyssey] STFC

2008-02-21 Thread shaun everiss
I'd like both myself.
At 04:25 p.m. 22/02/2008, you wrote:
>Question. For all of us who like the current formula, could you perhaps have 
>it separately, so that those who wouldn't mind both could actually have 
>access to both rather than go with the new flow if it's hard for them?
>- Original Message - 
>From: "Thomas Ward" <[EMAIL PROTECTED]>
>To: "Gamers Discussion list" 
>Sent: Thursday, February 21, 2008 6:53 PM
>Subject: Re: [Audyssey] STFC
>
>
>> Hi Shaun,
>> Yeah, but you won't actually be commanding any one single ship. You will
>> be more like a fleet admiral. You will order new ships from the
>> shipyard, and then command them to certain sectors to patrol, defend, or
>> to enter an enemy sector of space for invasion.
>> Unlike in STFC current where you can basicly fight it out in Federation
>> space STFC 2 will force you to play more agressively. You will have to
>> cross into enemy held space to destroy shipyards, planetary defence
>> stations, research stations, etc. If you capture a mining colony you can
>> mine the planet for materials to build your ships and bases The more
>> planets you have the more you can tax and gather credits to buy better
>> ships and weapons.
>>
>>
>>
>>
>>
>> shaun everiss wrote:
>>> well each ship will have its own bridge, etc
>>> I have heaps of sfx, and since we are not just doing trek here and its 
>>> only trek like I now have extra chunky sfx which may not be trek, eg 
>>> babilon5 sfx, etc.
>>>
>>
>>
>> ---
>> Gamers mailing list __ Gamers@audyssey.org
>> If you want to leave the list, send E-mail to 
>> [EMAIL PROTECTED]
>> You can make changes or update your subscription via the web, at
>> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
>> All messages are archived and can be searched and read at
>> http://www.mail-archive.com/[EMAIL PROTECTED]
>> If you have any questions or concerns regarding the management of the 
>> list,
>> please send E-mail to [EMAIL PROTECTED] 
>
>
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Re: [Audyssey] STFC

2008-02-21 Thread shaun everiss
well as long as stfc  1 and 2 will run seperate from eachother I don't care.
And we have not had this type of game before.
Its a command concer type.
ra2 type where you command units build buildings, etc.
My brother plays these type online all the time or rather did all the time 
before he got rsi so I basically know what that type entales.
At 03:53 p.m. 22/02/2008, you wrote:
>Hi Shaun,
>Yeah, but you won't actually be commanding any one single ship. You will 
>be more like a fleet admiral. You will order new ships from the 
>shipyard, and then command them to certain sectors to patrol, defend, or 
>to enter an enemy sector of space for invasion.
>Unlike in STFC current where you can basicly fight it out in Federation 
>space STFC 2 will force you to play more agressively. You will have to 
>cross into enemy held space to destroy shipyards, planetary defence 
>stations, research stations, etc. If you capture a mining colony you can 
>mine the planet for materials to build your ships and bases The more 
>planets you have the more you can tax and gather credits to buy better 
>ships and weapons.
>
>
>
>
>
>shaun everiss wrote:
>> well each ship will have its own bridge, etc
>> I have heaps of sfx, and since we are not just doing trek here and its only 
>> trek like I now have extra chunky sfx which may not be trek, eg babilon5 
>> sfx, etc.
>>   
>
>
>---
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Re: [Audyssey] STFC

2008-02-21 Thread chou.clement
Question. For all of us who like the current formula, could you perhaps have 
it separately, so that those who wouldn't mind both could actually have 
access to both rather than go with the new flow if it's hard for them?
- Original Message - 
From: "Thomas Ward" <[EMAIL PROTECTED]>
To: "Gamers Discussion list" 
Sent: Thursday, February 21, 2008 6:53 PM
Subject: Re: [Audyssey] STFC


> Hi Shaun,
> Yeah, but you won't actually be commanding any one single ship. You will
> be more like a fleet admiral. You will order new ships from the
> shipyard, and then command them to certain sectors to patrol, defend, or
> to enter an enemy sector of space for invasion.
> Unlike in STFC current where you can basicly fight it out in Federation
> space STFC 2 will force you to play more agressively. You will have to
> cross into enemy held space to destroy shipyards, planetary defence
> stations, research stations, etc. If you capture a mining colony you can
> mine the planet for materials to build your ships and bases The more
> planets you have the more you can tax and gather credits to buy better
> ships and weapons.
>
>
>
>
>
> shaun everiss wrote:
>> well each ship will have its own bridge, etc
>> I have heaps of sfx, and since we are not just doing trek here and its 
>> only trek like I now have extra chunky sfx which may not be trek, eg 
>> babilon5 sfx, etc.
>>
>
>
> ---
> Gamers mailing list __ Gamers@audyssey.org
> If you want to leave the list, send E-mail to 
> [EMAIL PROTECTED]
> You can make changes or update your subscription via the web, at
> http://audyssey.org/mailman/listinfo/gamers_audyssey.org.
> All messages are archived and can be searched and read at
> http://www.mail-archive.com/[EMAIL PROTECTED]
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> list,
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Re: [Audyssey] STFC

2008-02-21 Thread Thomas Ward
Hi Shaun,
Yeah, but you won't actually be commanding any one single ship. You will 
be more like a fleet admiral. You will order new ships from the 
shipyard, and then command them to certain sectors to patrol, defend, or 
to enter an enemy sector of space for invasion.
Unlike in STFC current where you can basicly fight it out in Federation 
space STFC 2 will force you to play more agressively. You will have to 
cross into enemy held space to destroy shipyards, planetary defence 
stations, research stations, etc. If you capture a mining colony you can 
mine the planet for materials to build your ships and bases The more 
planets you have the more you can tax and gather credits to buy better 
ships and weapons.





shaun everiss wrote:
> well each ship will have its own bridge, etc
> I have heaps of sfx, and since we are not just doing trek here and its only 
> trek like I now have extra chunky sfx which may not be trek, eg babilon5 sfx, 
> etc.
>   


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Re: [Audyssey] STFC

2008-02-21 Thread Dakotah Rickard
I'm Looking forward to it. Let me know if I can help with sounds or concept
design.

Signed:
Dakotah Rickard

-Original Message-
From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On
Behalf Of shaun everiss
Sent: Thursday, February 21, 2008 18:59
To: Gamers Discussion list
Subject: Re: [Audyssey] STFC

well each ship will have its own bridge, etc
I have heaps of sfx, and since we are not just doing trek here and its only
trek like I now have extra chunky sfx which may not be trek, eg babilon5
sfx, etc.
At 09:04 a.m. 22/02/2008, you wrote:
>Hi Josh,
>In fact, on the current version of my web site the name of Star Trek has 
>been dropped from the game. Future builds of STFC will be only known as 
>Final Conflict, but it it will still probably Star Trek based or at 
>least Star Trek-like.
>In the next versions I plan to have you command a entire fleet of mixed 
>classes of ships from Constitution class ships from the Kirk era all the 
>way up to the powerful Sovereign-Class cruisers from the Star Trek 
>movies 8, 9, and 10.
>So in this new version you might have a mixed fleet of Constitution era 
>ships, Excelcior-class ships from the Excelsior era, the 
>Ambassador-Class ships, the Galaxy-Class, Sovereign-Class, 
>Defiant-class, and may be an Intrepid ship or two.
>Each ship would have its advantages and disadvantages. The 
>Intrepid-class ships like voyager have extremely good warp technology, 
>and has the fastest rated speeds on Federation record, but are less 
>armored and carry less firepower into battle than other classes. The 
>Defiant-Class is smaller than most ships but is a small armored ship 
>with cloaking and stealth technology, and can deliver quite  a heavy 
>punch. The Sovereign-Class after the battle in First Contact is the 
>front line battleship in the Federation fleet because of its good 
>armored hull design, heavy  firepower, but is slower than other classes. 
>The Constitution-class and Excelcior-classes were great for their day, 
>but there is still enough of them around to use as inexpensive ships to 
>fill in odd jobs for the Federation, or to fill in the ranks of a fleet 
>in the time of war.
>To be able to build new and more advanced classes you might have to have 
>a few research bases constructed to pay for research into phaser 
>technology, warp technology, torpedo technology, cloaking technology, 
>armor technology, or whatever.
>The cool thing about the way i am doing this we could even think of 
>concept ship classes such as a Sovereign-Class cruiser with a built in 
>cloak. That would be wicked as heck.
>
>
>
>josh wrote:
>> hey thomas,
>> ok how about this for the star trek game. just drop the star trek off of
the 
>> title. just call it final conflict. and then do like you're gunna do with

>> tomb-hunter, just give us krappy sounds in the original game, and then
add a 
>> sound pack. see then you can kind of sneak around the copyrights but
still 
>> give us a cool game to play.
>>
>> Josh
>>   
>
>
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Re: [Audyssey] STFC

2008-02-21 Thread shaun everiss
well each ship will have its own bridge, etc
I have heaps of sfx, and since we are not just doing trek here and its only 
trek like I now have extra chunky sfx which may not be trek, eg babilon5 sfx, 
etc.
At 09:04 a.m. 22/02/2008, you wrote:
>Hi Josh,
>In fact, on the current version of my web site the name of Star Trek has 
>been dropped from the game. Future builds of STFC will be only known as 
>Final Conflict, but it it will still probably Star Trek based or at 
>least Star Trek-like.
>In the next versions I plan to have you command a entire fleet of mixed 
>classes of ships from Constitution class ships from the Kirk era all the 
>way up to the powerful Sovereign-Class cruisers from the Star Trek 
>movies 8, 9, and 10.
>So in this new version you might have a mixed fleet of Constitution era 
>ships, Excelcior-class ships from the Excelsior era, the 
>Ambassador-Class ships, the Galaxy-Class, Sovereign-Class, 
>Defiant-class, and may be an Intrepid ship or two.
>Each ship would have its advantages and disadvantages. The 
>Intrepid-class ships like voyager have extremely good warp technology, 
>and has the fastest rated speeds on Federation record, but are less 
>armored and carry less firepower into battle than other classes. The 
>Defiant-Class is smaller than most ships but is a small armored ship 
>with cloaking and stealth technology, and can deliver quite  a heavy 
>punch. The Sovereign-Class after the battle in First Contact is the 
>front line battleship in the Federation fleet because of its good 
>armored hull design, heavy  firepower, but is slower than other classes. 
>The Constitution-class and Excelcior-classes were great for their day, 
>but there is still enough of them around to use as inexpensive ships to 
>fill in odd jobs for the Federation, or to fill in the ranks of a fleet 
>in the time of war.
>To be able to build new and more advanced classes you might have to have 
>a few research bases constructed to pay for research into phaser 
>technology, warp technology, torpedo technology, cloaking technology, 
>armor technology, or whatever.
>The cool thing about the way i am doing this we could even think of 
>concept ship classes such as a Sovereign-Class cruiser with a built in 
>cloak. That would be wicked as heck.
>
>
>
>josh wrote:
>> hey thomas,
>> ok how about this for the star trek game. just drop the star trek off of the 
>> title. just call it final conflict. and then do like you're gunna do with 
>> tomb-hunter, just give us krappy sounds in the original game, and then add a 
>> sound pack. see then you can kind of sneak around the copyrights but still 
>> give us a cool game to play.
>>
>> Josh
>>   
>
>
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Re: [Audyssey] STFC

2008-02-21 Thread Thomas Ward
Hi Josh,
In fact, on the current version of my web site the name of Star Trek has 
been dropped from the game. Future builds of STFC will be only known as 
Final Conflict, but it it will still probably Star Trek based or at 
least Star Trek-like.
In the next versions I plan to have you command a entire fleet of mixed 
classes of ships from Constitution class ships from the Kirk era all the 
way up to the powerful Sovereign-Class cruisers from the Star Trek 
movies 8, 9, and 10.
So in this new version you might have a mixed fleet of Constitution era 
ships, Excelcior-class ships from the Excelsior era, the 
Ambassador-Class ships, the Galaxy-Class, Sovereign-Class, 
Defiant-class, and may be an Intrepid ship or two.
Each ship would have its advantages and disadvantages. The 
Intrepid-class ships like voyager have extremely good warp technology, 
and has the fastest rated speeds on Federation record, but are less 
armored and carry less firepower into battle than other classes. The 
Defiant-Class is smaller than most ships but is a small armored ship 
with cloaking and stealth technology, and can deliver quite  a heavy 
punch. The Sovereign-Class after the battle in First Contact is the 
front line battleship in the Federation fleet because of its good 
armored hull design, heavy  firepower, but is slower than other classes. 
The Constitution-class and Excelcior-classes were great for their day, 
but there is still enough of them around to use as inexpensive ships to 
fill in odd jobs for the Federation, or to fill in the ranks of a fleet 
in the time of war.
To be able to build new and more advanced classes you might have to have 
a few research bases constructed to pay for research into phaser 
technology, warp technology, torpedo technology, cloaking technology, 
armor technology, or whatever.
The cool thing about the way i am doing this we could even think of 
concept ship classes such as a Sovereign-Class cruiser with a built in 
cloak. That would be wicked as heck.



josh wrote:
> hey thomas,
> ok how about this for the star trek game. just drop the star trek off of the 
> title. just call it final conflict. and then do like you're gunna do with 
> tomb-hunter, just give us krappy sounds in the original game, and then add a 
> sound pack. see then you can kind of sneak around the copyrights but still 
> give us a cool game to play.
>
> Josh
>   


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