Battle for Alpha Quadrant version 3?

kobayashi

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After playing in the Star Trek BAQ multi-player for a while now, I realised that even version 2 is a bit dated.

I made BAQ using FW and among other things, it doesn't have enough event space. Also, in those days nobody had broadband and it was purposely made to be under 1.5Mb.

I'm considering making a MGE version. WOnder if anyone thinks he will play it after its done.

Changes under consideration -

1. Music - probably taken from TRON
2. Make the non-win option the default (and only) version. This will mean I can have seperate events files for Fed, Klins and Roms to enhance the AI's colonization ability.
3. make the wonders that go obsolete too fast last longer
4. reduce the number of shields per row
5. generally add more messages and events.
6. Make the neutrals bigger at the start of the game.

fix a few monor bugs I recently discovered.

Also....any suggestions?
 
I did some other checking. The Damn klingons have 5 goodie huts in their home system, no wonder they are so far ahead in the PBEM.
Well, i´m using the klingons in the game... sorry, but what are the "goodie huts"? :confused:
 
Its the things you bump into a get free tech or units (I think called colony). Early in the game there are no barbarians from huts so its all good.

One more thing I'm planning is replacing the latter D'deridex with the new Norexan Warbird from Nemisis. The Roms were always short of one ship model.
 
Originally posted by kobayashi
Its the things you bump into a get free tech or units (I think called colony). Early in the game there are no barbarians from huts so its all good.



One of the first Huts/colonies I popped DID contain barbs though. They were immobile (forgot the unit-type) and they proved fine target practice for my warships :D .
 
Things are progressing fine on this project and most of the wrinkles have been ironed out. It looks roughly the same on the outside but with a few new bells and whistles.

Inside there's a brand new engine. Been testing it in batches of 300 turns under all AI control and many things have been changed to make the AI twice as powerful as beofre.
 
i tried it, and one thing is that you can trade civ-specific techs, like romulans can get federation ships, etc, and i don't know its supposed to be that way, or is it?
 
Originally posted by Stormbringer
i tried it, and one thing is that you can trade civ-specific techs, like romulans can get federation ships, etc, and i don't know its supposed to be that way, or is it?

It is sort of allowed by default. The alternative is to disallow all diplomacy. Good point anyway and thanks for posting.

I think I will implement discontinuous tech lineage (like in ZWK) to ameliorate the problem. So that getting Constitutin will not mean you can eventually build Sovereign.

Example - when fed (and only fed) researches ambassador class, they will get a 'Next Gen' tech via events which is a prerequsite for Galaxy. Other races which stole or exchanged for Excelsior or below will have to stop at Ambassador class.

when extended to the extreme, it would solve the problem completely but that would mean having dual advances slots for every ship design and there just aren't enough slots.
 
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