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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Coming soon: Starbase Defense

RogerN's picture
Submitted by RogerN on Thu, 2007-09-06 13:27. SE:V MODs

This project is not actually a mod. Starbase Defense (SBD for short) will be a single-player mini-game powered by its own executable(s), but it will use SE5's graphics and shipsets. An installed copy of SE5 will be required, since Starbase Defense will not include its own copies of the graphics.

So what exactly is SBD? There's no empire-building: you've got a starbase, and you've got a fleet. Protect your starbase from increasingly powerful alien attacks. After each wave of enemy ships you receive money for the enemies you destroyed. Use the money to buy new ships, hire starbase staff, retrofit existing ships, etc... Scientists on board your starbase provide research points which you can use to improve your technology, providing access to a larger selection of components.

Intended features include:

  1. SE5-style ship design
  2. Directional damage
  3. Leaky armor
  4. Firing arcs (each component slot is assigned to an arc)
  5. Other neat stuff I think up as I go along

SBD will be also be semi-moddable. Components and other game data are stored in text files which are formatted very similarly to SE5's, so users can tweak game balance to their own desire.

Screenshots of the current interface:
Designing a ship
Researching technology
Buying new ships

Why am I even bothering to basically write all this stuff from scratch? Mostly I wanted a playground to try different mod ideas which SE5 doesn't currently handle, and I wanted a crack at designing my own combat AI algorithms. Also, I needed a good project to learn Direct 3D programming, and this seemed like a good fit.

The primary interface is written in C#, but the combat engine will be written in C++ (unless I change my mind at the last minute). I do plan to release the full source code for anyone who's interested.

‹ Adding on more avatars. Any one have a list that has all the AbilityTypes that will work in the VehicleSizes? ›
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Romulus68's picture
Mod Designer

Re: Coming soon: Starbase Defense

Submitted by Romulus68 on Thu, 2007-09-06 15:56.

I love the looks of it and the idea!

I must try and complicate things as well!

What about the Different Racial Techs?

Brainstorming:
1. Buy Mercenaries for one turn.
2. Ship Capture options.
3. Recovering new Tech from destroyed ships.....gives bonus research.
4. Satellites and minefields.
5. Ship Experience.
6. Random events.
7. Picking shipsets.
8. Cloaking

SE5 Files hosted on Filefront (Patches, Mods, Races, etc)

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Thu, 2007-09-06 16:10.

Those are all interesting ideas. Numbers 5 (experience), 7 (ships sets), and 8 (cloaking) were actually already on my "nice to have" list. I need to get the game into a fully playable state before I start making promises, though Smiling

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by evader23 on Thu, 2007-09-06 16:27.

Looks great Research looks a little thin though(but so did se back in the day of SEII) HOw moddable/in depth/addaptable are fleets in this game

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Re: Coming soon: Starbase Defense

Submitted by Innuendo on Thu, 2007-09-06 19:31.

I think it's a great idea and I'm looking forward to trying it. Sound sort of similar to the "Onslaught" game on the net, just with SEV. Just a question, I'm not sure how far you've gotten, how will combat work? Will it just be tactical and you'll have to control all your ships, or will you be able to give them strategies?

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Thu, 2007-09-06 20:27.

Re: Tech Tree
Yes, the tech tree is a little thin at the moment. There will be some expansion in that area. I can think of at least 3 tech areas that are not visible in the screenshot but are definitely planned. Also, the major tech areas (armor, weapons) will provide access to 3-5 components each at a minimum, compared to 1-2 from stock SE5.

Re: Combat
I haven't started coding the combat engine yet. I'll probably start in the next week or two since the main interface is almost complete. Some planning is already done, however. It will be similar to SE5's tactical combat: your ships will behave semi-intelligently on their own, but you can also give them manual movement orders.

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Re: Coming soon: Starbase Defense

Submitted by Innuendo on Thu, 2007-09-06 20:32.

Thanks for the reply, sounds like fun.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by LordHavoc on Sat, 2007-09-22 08:42.

I looove tower defence and stuff....I would love to see this idea come to fruition.
You got my support!!!

Your lord and master (below Foamy) LordHavoc

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Re: Coming soon: Starbase Defense

Submitted by gnosis on Tue, 2007-09-25 16:43.

I Like the idea a lot,

But it will be hard to do all this by yourself! Believe me!

Best of luck and keep us posted!

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groovyfishguy's picture

Re: Coming soon: Starbase Defense

Submitted by groovyfishguy on Fri, 2007-09-28 16:05.

Sounds very interesting please keep us posted!

Groovy Baby Yeah!

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RogerN's picture

Project update

Submitted by RogerN on Fri, 2007-09-28 18:13.

Progress has been slower recently, but there is indeed progress. Work on the combat engine (C++) has started. It took about a week for me to reacquaint myself with C++ and its quirks, but that's done now. The tedious stuff, loading data files and such, is more than half completed.

Quote:
But it will be hard to do all this by yourself! Believe me!

Indeed, it'll be tough to do everything by myself. Therefore I may skimp on some of the Direct3D effects and then open up the project for others to help once I have the game in a playable state.

But for now, the only thing harder than doing it myself is trying to do it with people helping me Smiling Communication issues, code synchronization, version control...

Glad to see that there's interest in the project!

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RogerN's picture

Project update

Submitted by RogerN on Tue, 2007-10-09 15:51.

There was some major progress this weekend! All of the following apply to the combat engine:

- Combat engine can now display SE5's effects: missiles, bolts, selection icons, etc... Support for additional effect types will be added as they are needed.

- Ship selection code is working.

- Ship movement is about 80 percent done. Ships can already fly to their assigned waypoints and avoid collisions. Work to be done includes moving towards / away from targets.

- New feature: custom formations! I can select a group of ships and then draw a line / curve on the screen with the right mouse button. The selected ships will automatically move towards evenly spaced waypoints on the line.

The project is coming along nicely, and real battles should be possible very soon.

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Re: Coming soon: Starbase Defense

Submitted by Innuendo on Tue, 2007-10-09 23:21.

That sounds really good, thanks for sharing your hard work with us. Looking forward to giving it a go.

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Tue, 2007-10-16 13:01.

More progress to report, including a screenshot of the combat engine:

Enemy ships fire Short Range Missile Arrays at the starbase.

- Ship movement code is about 100 percent done. Only small tweaks expected at this point.
- Point defense is working; seekers can be intercepted
- Directional damage is implemented and working

Most of the "essentials" are now in place. Only a few must-haves remain to be added before the combat engine can run a bare-minimum game. All of the following are relatively easy to add, and should appear in the next week or so:

- Beam weapon support has not been added yet
- Ship death animations have not been added yet
- Results reporting has not been added

There are still lots of things to be added, though, before a public release can be expected. Most of the following items are requirements for a public release:

- Combat mini-map
- Damage reports
- Manual attack orders
- Sounds effects (possibly tricky, as I have no sound experience)
- Maybe: Pause/slow buttons
- Maybe: RTS-style unit groups

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ekolis's picture
Mod Designer

Re: Coming soon: Starbase Defense

Submitted by ekolis on Wed, 2007-10-17 19:42.

Point defense is working? Hey, if you get it working any better than Aaron did (weapons with a rapid rate of fire approaching 1 game tick - 50ms - or less is highly inaccurate in se5), send him your algorithm - we'd all benefit Eye-wink

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

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JimboTex's picture

Feature Question

Submitted by JimboTex on Wed, 2007-10-17 20:59.

Will the starbase be able to defend itself in the absence of defending ships? And if so, can it be upgraded?

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Wed, 2007-10-17 22:08.

Quote:
Point defense is working?

Yes, I can crank up the point defense to a 50ms recharge time. It looks pretty neat vs. the Short Range Missile Arrays, which fire six missiles per salvo. I just ran a simulation with 70 ships, all armed with SRMs and 50ms PD. Ran smoothly, and LOTS of explosions going off. Bwuahahaha...

I don't know if any algorithms would translate between the applications. Differing data structures would probably make that impossible. In my case, I determine whether each shot is going to hit or not as it's being fired (before it actually hits). Once a seeker is guaranteed to be intercepted then other point defense will ignore it.

I use a QuadTree data structure to to store seekers so that it's efficient for PD weapons to locate nearby seekers without iterating over every projectile that's been fired.

Quote:
Will the starbase be able to defend itself in the absence of defending ships? And if so, can it be upgraded?

Yes, the starbase can be armed, and players can upgrade it. However, I'm still trying to decide how best to discourage "lame" tactics such as filling the entire starbase with armor slots...

Weapons mounted on the starbase are somewhat inefficient due to firing arcs. The starbase rotates, so unless you're completely surrounded, most of your weapons will only be able to fire 33% of the time (firing arcs are +/- 60 degrees).

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Re: Coming soon: Starbase Defense

Submitted by Innuendo on Wed, 2007-10-17 22:33.

RogerN wrote:

Weapons mounted on the starbase are somewhat inefficient due to firing arcs. The starbase rotates, so unless you're completely surrounded, most of your weapons will only be able to fire 33% of the time (firing arcs are +/- 60 degrees).

That could catch some people out the first time, 'Oh, a cool new weapon for my base. Argh, spin around you stupid base, faster...'

Thanks for the update, sounding better every time.

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Wed, 2007-10-31 10:03.

This thread is becoming a bit like a blog Smiling

The latest progress includes an enemy ship designer, lots of component additions, and balancing.

Enemy ship designer
My first idea was to have a hard-coded pool of enemy ship designs which the game could choose from as it researched the proper tech levels. But then I realized this would be a major hassle for modders (and myself), since all the enemy ships would need to be updated if the component list changed.

So I had to take the harder approach of writing a ship designer which could create semi-decent designs from an arbitrary component list. The tricky part was to also make the designer aware of firing arcs, directional armor, etc... I'm pretty happy with the results so far. Yes, the program does create some extremely lousy designs on occasion (no front armor, etc...) but most of the designs are good enough.

Besides, the computer player will have a slight cash advantage Smiling

Components Galore
The game already includes a whole ton of fully functional weapons and components. Here's the ever-growing list:

Armor
Armor - Standard 5kt light armor
Heavy Armor - 15tk super-dense armor. More efficient than light armor, but only large ships can afford to cover all directions with heavy armor.
Emissive Armor - Negates damage from smaller and rapid-fire weapons. You need heavy guns to punch through Emissive Armor.
Voltaic Armor - Absorbs 50%+ of the damage from energy weapons and dumps that energy into your ship's batteries; makes your own ship's energy weapons fire faster

Missile Weapons
Capital Ship Missile: Everybody's favorite
Short Range Missile Array: Fires a salvo of 6 short-range missiles. Great at keeping point - defense busy, but lousy vs. emissive armor.
Smart Missile: The guidance systems on this missile make it 3x more likely to hit unarmored components (i.e. find holes in your armor)

Ballistic Weapons
AC/20, AC/30, AC/50, AC/100: Autocannons in a range of sizes. Similar to SE5's depleted uranium cannons.
Fragmentation Cannon: A cheap but erratic weapon, sometimes doing as little as 1 damage.
Gauss Rifle: The sniper's favorite. Long range, high power, slow reload.
Vulcan Cannon: Weighing in at 125kt, only the largest ships can afford to mount this behemoth. It fires an impressive 20 rounds per second, perforating anything in its path.

Energy Weapons
The energy weapons in Starbase Defense work differently than in SE5. All energy weapons require a certain amount of power in order to fire. Ships can have batteries, which store large amounts of charge for later, and generators, which produce smaller amounts of power to recharge weapons and batteries.

Energy weapons tend to work much better on small ships (unlike the ballistic weapons) because the ship's hull produces a certain amount of "free" power.

Meson Blaster: You know you love it.
Anti - Proton Beam: An extremely accurate beam weapon, great for shooting down pesky small ships.
Positron Beam: A dirt-cheap beam weapon, ideal for creating swarms of expendable ships.
Disrupter Beam: Quad damage to intenals. Crappy vs. armor, though.
Incinerator Beam: Massive, slow, powerful. Needs lots of batteries or generators.
Gatling Phasor: Don't you think the Enterprise would look cooler with rapid-fire, spinning phasor banks?
Phased - Polaron Beam: Penetrates shields.

And more! The above is just a partial list of components implemented so far. I didn't include point defense and some of the more mundane stuff.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by Gideon on Wed, 2007-10-31 15:17.

Interesting idea.

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod
or there:

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Re: Coming soon: Starbase Defense

Submitted by jimbob on Sat, 2007-11-10 21:32.

- New feature: custom formations! I can select a group of ships and then draw a line / curve on the screen with the right mouse button. The selected ships will automatically move towards evenly spaced waypoints on the line.

Erm, could we export this to SEV? As a recovering RTS fan, I'm finding the SEV formations (pre-battle) incomprehensible-grid-thing to be really frustrating.

A very cool idea by the way. Looking forward to trying it!

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RogerN's picture

Alpha available

Submitted by RogerN on Sun, 2007-11-11 18:34.

Anyone who wants to try the game can now download an early beta version. The game is playable, but still need lots of polish before 1.0 release (the combat interface is BARE MINIMUM right now, and needs much UI work). The purpose of this beta version is to get some feedback.

Download starbase defense beta

Unzip the files to any folder on your computer, but DO NOT overwrite your SE5 files! Run the "Starbase Defense.exe" program in order to play the game. You must have SE5 installed.

FAQ
Q: How do I move the camera in combat?
A: Drag with the middle mouse button. Or, use the arrow keys. The mouse wheel zooms, or you can use Page Up and Page Down on the keyboard.

Q: When does combat end?
A: Combat lasts about 3 minutes at the maximum. Combat can end sooner if your starbase is destroyed or the enemy fleet is disabled.

Q: Can I mod the game?
A: Yes, please do! Component definitions are very similar to SE5's (but not exactly the same, so you can't copy something from SE5 exactly).

Q: How do firing arcs work?
A: The grid of your ship design is broken into different sections. Place your weapons into slots corresponding to the direction in which you want the weapon to fire:
F = Fore
L = Left
R = Right
A = Aft
T = Turret, can fire in all directions
Firing arcs are +/- 60 degrees, so there's a little bit of overlap between adjacent directions.

Q: How does directional damage work?
A: Incoming fire can come from four directions: top, left, right, or bottom. For example, if your ship is hit from the front then the game will pick a random occupied column in your design layout. Scanning from top to bottom, the first component it finds will take the hit.

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Re: Coming soon: Starbase Defense

Submitted by Atomizer4 on Sun, 2007-11-11 19:19.

It doesn't work, I get the message: "The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Sun, 2007-11-11 20:09.

Quote:
It doesn't work, I get the message: "The application failed to initialize properly (0xc0000135). Click on OK to terminate the application."

I forgot to mention that the game requires the Microsoft .Net Framework (version 2) to be installed. Some computers may already have it installed. If not, you can find it here:

Download .NET Framework 2.0

Also, be sure you're starting the Starbase Defense program instead of SBDCombat.

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Re: Coming soon: Starbase Defense

Submitted by jeremy on Sun, 2007-11-11 22:54.

Great! What I'd love to have, tho, is a status report during combat. Right now, I'm not sure how overgunned my design was...

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by pie36 on Tue, 2007-11-13 20:13.

after playing for like 6 waves when i try to go to the next wave a little while after the first shot it exits and says it has a problem

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Wed, 2007-11-14 10:12.

pie36 wrote:
after playing for like 6 waves when i try to go to the next wave a little while after the first shot it exits and says it has a problem

Is the problem repeatable? In other words, if you click the Next Wave button again, does it crash all over?

If you have a repeatable problem then I'd appreciate it if you could send a copy of your saved game (assuming you saved it, of course). The saved games are located in the following location:

Documents and Settings\\Local Settings\Application Data\Starbase Defense\

Just zip up the appropriate folder. My address is rogercnorris on gmail.com.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by pie36 on Sat, 2007-11-24 09:27.

I was wondering if you could make how long the enemy fleet for how long they last be random because for me it is always 9 waves, if you can pick how many enemies you are fighting, if you could fight the enemies base and if you make it where there are more ships you can research and make the tonnage higher on the already existent ships and base.

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Sat, 2007-11-24 10:39.

Quote:
I was wondering if you could make how long the enemy fleet for how long they last be random because for me it is always 9 waves

Take a look at the settings.txt file. You can change the number of waves, the amount of money that the enemy gets for each wave, etc... You could make the game last much longer if you wanted to.

Just be careful - if the enemy fleet gets too large then the game will crash. I haven't put safeguards in yet.

Quote:
if you could fight the enemies base

No, this game is strictly defensive for now.

Quote:
make the tonnage higher on the already existent ships and base

For the moment the tonnage numbers are fixed for each ship class. I don't currently allow formulas for ship tonnage. But it's certainly possible to make that value into a formula which could change via research.

Also, there have been several UI improvements recently. I may post an updated version at the end of the weekend.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by pie36 on Wed, 2008-01-02 18:00.

when is the new version coming out

http://the-borg.myminicity.com/

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Re: Coming soon: Starbase Defense

Submitted by AndreyKl on Sat, 2008-01-05 09:32.

I launched Starbase Defense.exe and nothing happened, what to do?

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Re: Coming soon: Starbase Defense

Submitted by Vince278 on Sat, 2008-01-05 19:32.

Reminds me of a Civ4 scenario.

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Sat, 2008-01-05 19:56.

I took a break from this project in order to work on an SE5 map editor. Things will probably pick back up again in a couple weeks.

Quote:
I launched Starbase Defense.exe and nothing happened, what to do?

Open up the task manager. Can you see "Starbase Defense.exe" in the list of processes? The first thing you're supposed to see is a small menu with buttons to start a new game, continue, or load a different game.

Also, if you have the Steam version of SE5 then Starbase Defense probably won't work (yet). I discovered that issue while working on the map editor. It will take a minor code change in order to handle the Steam version.

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Re: Coming soon: Starbase Defense

Submitted by Mylon on Sat, 2008-01-19 15:11.

This looks like a very interesting program. I will be keeping my eye on it! As the code will be available, if I can get it to compile, I might try making my own in depth mod.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by evilhamburger on Wed, 2008-01-23 19:54.

Could you email me the source code?

I like tweaking...

---------------------
Evilhamburger's EvilMod!
Download EvilMod!

Over 100 new components!
Over 500 new tech levels!
Over 50 new hulls!

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Wed, 2008-01-23 21:14.

Source code sent. You might want to cover your eyes for the C++ stuff, though. It's nowhere near release-quality. I was totally new to Direct 3D, so I was more concerned with just getting it to work than making the code clean or elegant.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by evilhamburger on Thu, 2008-02-07 04:03.

I am attempting to get more pperformance out of the battles, I have only increased it by approx 3% so far (Hi-Precision Timer that I tied in to test)

When I get it up to 10% I will email you an update (If I can squeeze more out)

------------------------
Evilhamburger's EvilMod!

Over 100 new components!
Over 500 new tech levels!
Over 50 new hulls!

We need an AI modder!
Send me an email at jamieswasteland@hotmail.

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by evilhamburger on Thu, 2008-04-10 10:24.

Is SBD still going? Or is it like most of my games?

(Work hard, get bored, start something new, repeat)

------------------------
Evilhamburger's EvilMod!
Download!
New Version Released on 10th April!

We need an AI modder!

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RogerN's picture

Re: Coming soon: Starbase Defense

Submitted by RogerN on Thu, 2008-04-10 10:37.

Quote:
Is SBD still going? Or is it like most of my games?

(Work hard, get bored, start something new, repeat)

Yeah, that about sums it up. It was a fun project while it lasted, but my motivation has waned considerably. There have been a few minor improvements since the last public version, so I'll try to post one more update. The post-battle report is now more useful. There were some bug fixes, also... but now I can't remember what they were!

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Re: Coming soon: Starbase Defense

Submitted by Vince278 on Fri, 2008-04-11 18:43.

evilhamburger wrote:
Is SBD still going? Or is it like most of my games? (Work hard, get bored, start something new, repeat)

That about sums up my experiences as well. Smiling

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Mod Designer

Re: Coming soon: Starbase Defense

Submitted by battlespud on Sun, 2008-04-27 18:44.

errors everytime it tries to start, i have the framework.

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