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Posted by: Steve Walmsley
« on: March 15, 2011, 01:31:14 AM »

Agh! This is driving me crazy.  Unfortunately, there's no copy of this part in the wayback machine or Google's cache.  Could someone who remembers this give a quick rundown of what happened in part 7? I tried skipping ahead to part 8 and I feel lost.

This game kicks Tom Clancy's ass.  I want to read the whole thing!  :(

I've put Part 7 back in and also here is the whole campaign in Word

TransNewtonian.zip (4.5Mb)

Steve
Posted by: Erik L
« on: March 14, 2011, 10:39:15 PM »

The NATO vs Soviet campaign isn't affected by the forum move. Probably posted after it. Thats a very entertaining story thats still a Work In Progress.

Part 7 is toast. I'll check into that.
Posted by: voknaar
« on: March 14, 2011, 09:38:12 PM »

The NATO vs Soviet campaign isn't affected by the forum move. Probably posted after it. Thats a very entertaining story thats still a Work In Progress.
Posted by: Teiwaz
« on: March 14, 2011, 08:24:34 PM »

Agh! This is driving me crazy.  Unfortunately, there's no copy of this part in the wayback machine or Google's cache.  Could someone who remembers this give a quick rundown of what happened in part 7? I tried skipping ahead to part 8 and I feel lost.

This game kicks Tom Clancy's ass.  I want to read the whole thing!  :(
Posted by: UnLimiTeD
« on: October 11, 2010, 07:06:39 AM »

Yes, it is not there anymore.
Posted by: chuckles73
« on: October 11, 2010, 05:11:31 AM »

Quote from: Steve Walmsley link=topic=1339. msg11062#msg11062 date=1227705256


Is this not showing up to others? Everything just got massively interesting in the story. . . then I couldn't see the first post in this part.
Posted by: Steve Walmsley
« on: January 15, 2010, 11:06:22 AM »

Quote from: "mrwigggles"
I was reading these stories, and I found it queer that the shipyards were terrestrial bound. There various advantages for micro gravity environment for constructing ships, and avoids the tremendous effort to escape a planet gravity well.
This story is from an earlier version. Shipyards are now in orbit and are detected and targeted separately from surface installations.

Steve
Posted by: mrwigggles
« on: January 14, 2010, 04:10:21 AM »

Hrm...

I was reading these stories, and I found it queer that the shipyards were terrestrial bound. There various advantages for micro gravity environment for constructing ships, and avoids the tremendous effort to escape a planet gravity well.

As for the thought of shuttles being used to ferry supplies to orbital ships and facilities, this make sense with space ports adding to the time buff for loading and unloading, as they may very well have spare shuttles for this very need. I think this creates a natural progression for space elevators and planetary rings.

The planetary ring could be a joints of owp and shipyards, offering more infratrstrure(sp) for those facilities as such as power, and on hand ammo. It could even add more passive sensor for the planet.

The space elevators would offer a more expedient way to get supply from surface to low orbit.  

They both would offer greater tax revenue with private enterprise renting space on the ring and use of the elevator itself, which in game context I see as an upgrade to space port.


Great read so far, I did not see the nuclear war that devastated earth coming, and it made me think of how good of a descion it was to keep the jump points secret, as someone else postulated.

The destruction for these two megascrtures could be very nifty, as to their size would have ecological affects and collateral damage to the planet. Providing a avenues of military stragey as to destroy them or leave them be.
Posted by: cjblack
« on: December 16, 2008, 11:13:39 PM »

Any ETA on Part 8?
Posted by: TrueZuluwiz
« on: December 15, 2008, 06:47:09 AM »

Certainly............until the scuttling charges go off.
Posted by: ShadoCat
« on: December 15, 2008, 01:47:58 AM »

Quote from: "Steve Walmsley"
...Connecting a tractor will stop any tasks or shipyard improvements....Steve

Hmmm....  Can you tractor an enemy's shipyard and make off with it (assuming they have no ability to splash your tractoring ship)?
Posted by: Steve Walmsley
« on: December 14, 2008, 10:13:12 AM »

In v3.3, you can tow shipyards. On the misc tab of the Ship window where you connect tractors, there will be a list of shipyards if you are in orbit of a planet (assuming you have a tractor beam of course). Once you connect to a shipyard it is removed from its current pop and is detected (and can be attacked) separately. It also shows up in the Fleet window on the list of ships. Connecting a tractor will stop any tasks or shipyard improvements. For the purposes of movement (and detection) a shipyard is twice the size of its capacity. So a shipyard with two 6000 ton capacity slipways will be 24,000 tons. If you break the tractor link while in orbit of a pop, the shipyard will then be added to the shipyard list for that population.

Steve
Posted by: Steve Walmsley
« on: December 08, 2008, 07:44:01 AM »

Quote from: "Steve Walmsley"
Shipyards now show up as a separate contact type for active sensors and can be targeted and fired upon (although I haven't written any code yet for damage :)). All the shipyards for one race in one location show up as a single contact. The size of the contact is based on the total capacity of all the shipyards with the assumption that a single slipway is twice the size of the largest ship it can build. So a single slipway of 4000 ton capacity would have the same sensor signature as an 8000 ton ship. Two shipyards at the same population, one of which had two slipways of 10,000 tons and the second with four slipways of 6000 tons (total capacity 44,000 tons) would appear as a single contact of 88,000 tons.
I have added the damage code. Rather than get into slipways being reduced in size, with the complexity involved if it is trying to build a ship larger than the reduced size, I have stayed with a similar model to planetary bombardment where slipways are either destroyed or unharmed by a hit. However, given it will be a lot easier to hit shipyards now I have made it harder to destroy them.

Each time a shipyard is hit, there is a chance the hit will destroy a slipway. The percentage chance of destroying a slipway is equal to:
(Damage / Capacity ) * 10000

In other words, if a shipyard with slipways of 5000 ton capacity is hit by a missile with a ten point warhead then the chance of one slipway being destroyed is: (10 / 5000) x 10000  = 20%

If the last slipway of a shipyard is destroyed, then the shipyard itself is also destroyed.

Steve
Posted by: waresky
« on: December 07, 2008, 06:43:22 PM »

Steve was play at Megatraveller than me..and remember very well a ships Class tonnage in this game:D..an Battleship can reach easy 1.000.000 ton Hull...and an "Light Cruiser" can reach 10.000 tons..so 88.000 tons are a mereley Heavy Cruiser..depend point of view of YOUR Navy..:D
Posted by: schroeam
« on: December 07, 2008, 08:24:00 AM »

Quote from: "Erik Luken"
Quote from: "James Patten"
Quote from: "Steve Walmsley"
...would appear as a single contact of 88,000 tons.

"Captain...sensors indicate an 88,000 ton ship!"
"Run away!!!!"


Actually, I'd think this would lead to a tendency to disregard large contacts as installations rather than combatants.

Maybe have its thermal signature read as one huge contact, but active sensors have the ability to identify individual slipways and the size of whatever vessel they are constructing, based on the percentage complete (a 5000 ton ship 50% complete would read as a 2500 ton ship).  To make it more realistic, in order to distinguish between a slipway and it's contents the ship would have to close to a distance that would allow it to identify that size of ship under normal circumstances.  This would give a race the ability to gather useful intelligence on the types of ships under construction.