Qi's development blog

This is where the Developers will tell you about their story in the new FW:ToW Development

Qi's development blog

Postby Qi » Tue Nov 04, 2008 4:38 pm

Hi guys. Well it's time to tell you what I've been doing with all that absence from in-game.

The biggest thing I spent a couple of weeks on, is a addition to the game server. It's not time yet to tell you about that, it's still very preliminary.

But I got stuck in that work, because there weren't any systems nor stations. And I needed trade routes, reputations, distances, roid mining, shipyards, the lot.
So I decided to stop working that server module and build the systems first.

There was a preliminary systems layout. That had a lot of baggage. We discussed it thoroughly and made the decision to change all of it. Go as canonical as possible. Sovereign is more of an expert than I and he designed it. I showed it to Chinko and she was all delirious about it. "Sov made a real canon layout! Chinko approves!"

Here goes:

Image

Explanation:

We start with 19 systems because it's very time consuming to make them and 19 is the accepted initial set. Naboo and Mandalore can be added later in a patch. But we start small.

We have 19 systems because there aren't many players any more. More systems will make less player interaction.

Hoth and Endor are civ.

Dantooine is Jedi Academy and Horuset Shadow Academy

The idea of having a non-owned choke system in the center is accepted and a better alternative to Corellia in the center. Let's make it a big checkpoint system. Like 700km big. We chose to make it Kuat. All stations in it are Civ. New players are allowed to buy any ship sold in Kuat. That is also the location where they come out from the Nexus.

While we have little players, there are alternative routes around Kuat. When we have many players, we take those routes out and make Kuat choke system.

All systems are big. Number mentioned is 750km for some. Tested cruise speed atm is 5000.

Multiple connection in and out systems are not considered. All that is allowed is a secondary hb.
The reason is that we have too little players. The mod must increase player interaction.

Traders don't have jump drives. Only caps and carriers have them.

The idea of making a symmetrical systems layout for economy is accepted. All trade distances are carefully balanced between light side, dark side and neutrals.

- ore is extracted from a mine (rim wolds)
- ore is then processed (center wolds)
- the processed material is send to armalite
- armalite makes the m16 and ships it to the millitary
- the millitary then deploys it to a base via their own transportation resources (or uses a contractor)
- outer rim worlds have the ore / natural resources
- core worlds process materials
- NR / GE core system has millitary hardware production in them
- the NR / GE bases in the core worlds / outer rim buy millitary hardware

Mining will also be available in the center worlds, but at a lower loot drop rate.
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Re: Qi's development blog

Postby Qi » Fri Nov 07, 2008 5:43 pm

My task is economy and coordinates (since all trade lanes must be carefully balanced between light, dark, neutral and crime, I change positions of hyper buoys and stations sometimes).

I got stuck in economy since there was no general systems layout and no planets/stations in most systems.
Now the general layout is finished, hyper buoys placed, I'm doing systems.
Sushi and Marv already did a few. I started with Bilbringi, because that system is my home, I know it well.

First thing I did was fact finding in Wookipedia and SW-Combine (not exactly canon but close enough).

I found out that my 'knowledge' on Bilbringi was totally worthless. 16.61 and 18.31 are not even close to canon....

Below you will find the basis I came up with and some nuggets I found and placed.

Everything here is 'as built'. My fellow dev's are flying in Bilbringi.

I intend to do each of the 19 systems like this. Also those already built by others.
Canon knowledge, comments, remarks and ideas are all much appreciated. This is OUR MOD!
As always don't reply in this thread but in Qi's blog comments

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Link to The Bilbringi system on SW Combine

The system was the site of the important Bilbringi Shipyards and played a pivotal role in the Thrawn Campaign. The Bilbringi system was choked with asteroids and other debris; it lay close to several military shipment lanes. The asteroids of the star system were rich in metals and other natural resources utilised in starship construction, making it a perfect location to place the shipyards.


Bilbringi---------sun--large,white-red

Bilbringi I ------hot/no atmosphere------------vulcanic
Bilbringi I is located in the Bilbringi system. It is a small, but very active planet in volcanic terms. Fields of lava roil and warm the surface and hot ash falls over it like a constant rain while the planet's narrow orbit puts it directly under the gaze of the merciless Bilbringi sun. Bilbringi I has no rivals in the system for the title of hottest planet -- the majority of Bilbringi III's volcanoes have gone dormant and, though the larger Bilbringi VII boast an impressive belt of active fields, its distance from the sun allows it to maintain a generally temperate climate.

Though astronomers are certain that Bilbringi has been "visited" by numerous asteroids, evidence of these encounters has been overwritten by the volcanic activity. In addition to a constantly shifting surface, the planet's skies are thick with volcanic dust and smoke, which means that its surface cannot be seen distinctly from space.


Bilbringi II-------cold/breathable----------------earthlike--Galactic Empire
Bilbringi (short for Bilbringi II) was an inhabited planet in the Inner Rim's Bilbringi system.


Bilbringi III------hot/no atmosphere------------rocky
Bilbringi III is a radioactive planet with no atmosphere. A lot of rare minerals can be mined from it. Above it, just outside the radioactive sphere, is the Bilbringi III mining station. It's miners do their work in heavy protective suits. Mining equipment fails often, therefore the station has strong ship and equipment construction capabilities



Bilbringi IV------gas giant--------station in orbit Recinder Outpost----------------civ
(Ice lootable rings)

Bilbringi V-------gas giant--------station in orbit Gallofree Space Station---------civ
The Gallofree was an Airam-owned X7 Factory located in the Mobetta system.
History
Approximately 3 ABY it was used by the Rebel Alliance to transfer the Interdictor Compellors gravity well projectors to the modified Strike Cruiser Peregrine.
During this procedure the factory came under attack twice by Imperial forces, first a comparatively small scout group, then by another, larger one.
It was eventually attacked a third time by a strike group consisting of two Star Destroyers and three Corvettes which forced the Airam to abandon the factory with help of their Rebel allies.
What became of the station after the evacuation is unknown, though considering the multiple Imperial attempts to destroy the station during the evacuation process it is likely that the facility was eventually destroyed
Image


Bilbringi VI------gas giant--------station in orbit Lunar Space Station------------------------------Galactic Empire
The Lunar Station was a political outpost for high-ranking Imperial officers orbiting the planet Bilbringi VI. It was not as well guarded as many other Imperial outposts, as the Star Destroyer Magellan seemed to keep any enemies at bay.


Bilbringi VII-----cold/breathable-----------------rocky with atmosphere------civ
Bilbringi is layered with rock and dust. The atmosphere down to Bilbringi is filled with floating rocks and small asteroids. Once a week small rock showers can be seen from the asteroid’s surface. Little Crystal Barnacles also seem to inhabit the spherical rock. They can also be found attached to many of the ships and structures found upon Bilbringi. The asteroid isn’t much for pleasure, comfort, or beauty, but the space around it is filled with an unlimited supply of asteroids, planetoids, and drifting debris. It might be a great place to escape tragic death, or in some cases, cause them.


Bilbringi Shipyards--------in orbit of Bilbringi VII-------Galactic Empire
The Bilbringi Shipyards were a major military production facility first controlled by the Galactic Empire, then later the New Republic. Located in orbit over the planet Bilbringi, the shipyards were a mass of dockyard platforms, partially built ships, and construction vehicles.


Golan III Battle Station--------in orbit of Bilbringi VII-------Galactic Empire

Imperial Sector Command--------in orbit of Bilbringi VII-------Galactic Empire

--> Bilbringi Shipyards, ISC and Golan III are grouped in a cluster (that's where the Impies hang out ya know)

ICC Raven's Claw---------Between hyper buoys Coruscant and Beshqek-------Galactic Empire

Sienar Shipyards---------Near hyper buoy Muunilinst----------------------------Galactic Empire

Holonet Bilbringi

NOTE wrote:The PC game Star Wars: Rebellion names the Bilbringi Shipyards as the "Imperial Shipyards," claiming that the bulk of the Imperial Navy was crafted there. Kuat Drive Yards, in fact, holds this distinction


@TODO all space stations must be given shape.
--> done ISC
--> done Golan III
@TODO add more ISD's for system protection
@TODO add some more lootable asteroid fields (core system so low drop rate)
@TODO add easter eggs
@TODO add Bilbringi Holonet
@TODO npc's
@TODO all station's rep's
@TODO music

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Golan Battle station, Imperial Sector Command and the barrel is going to be Bilbringi Shipyards
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Re: Qi's development blog

Postby Qi » Sat Nov 08, 2008 6:34 pm

Installed Bilbringi shipyards, Sienar Shipyards, and Lunar Station, from existing in other mods.


I made my first new station.
Gallofree Space Station in Bilbringi.
It was very easy thanks to all the parts available by which you can assemble them.
Image

From Wookiepedia:
Image
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Re: Qi's development blog

Postby Qi » Mon Nov 10, 2008 2:51 pm

Actually I made Gallofree Station again, now much more like the Wookipedia article.
= = = = = = = =
Next system is Y'Toub. Here is the info I've gathered. If you know more on it, or have a good idea, please respond in my blog comments: viewtopic.php?f=43&t=3279
= = = = = = = =

The Y'Toub system
The Y'Toub system, sometimes referred to as the Nar Shaddaa system, Hutt system, or Nal Hutta system, was at the center of the Hutt trade world, as it contained the planet of Nal Hutta and its moon, Nar Shaddaa. Y'Toub was located in Hutt Space. It contained a yellow star and six planets, four of which were habitable.


"You don't understand. Crime in the Y'Toub system…it—it's like the economy."
Mira

Planet Nal Hutta
Nal Hutta (translating as Glorious Jewel in Huttese) was the capital of Hutt Space and was located in the Y'Toub system. It was formerly a Galactic Republic world known as Evocar and was the original home world of the Evocii, who were ousted by the Hutts in 25,000 BBY, who migrated to the Y'Toub system from their original home world of Varl, along with their servants the t'landa Til. The planet was controlled by the ancient ruling Hutt families, who also ruled its moon Nar Shaddaa from Nal Hutta.
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Moon of Nal Hutta: Nar Shaddaa
Nar Shaddaa was the largest moon of Nal Hutta. More commonly known as the Vertical City, the Smuggler's Moon and Little Coruscant, Nar Shaddaa was similar to Coruscant in that its surface was entirely overgrown with city sprawl since 24,500 BBY But unlike Coruscant – which was only relatively dangerous on the lower levels of the world city – Nar Shaddaa was filthy, polluted, and infested with crime throughout.
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Y`Toub-------white large sun
Nal Hutta----hot/breathable---------------------Confederates (Pirates)
Nar Shaddaa--moon-------------------------------Confederates (Smugglers)
Celeloth-----gas giant------------space station asteroid mining--------------Confederates (Pirates)
This Gas Giant, residing in the Nal Hutta System, is known for it's violent gaseous storms that swirl on the surface contantly. If not for these violent storms, this site would be excellent for gas mining. It is not known if any lifeforms are present on this planet.

Synchre------hot/no atmosphere------------------Confederates (Pirates)
The proximity of Synchre to its parent star makes it an intensely hot world with no living things upon the surface. There may be life in the many caves that spread through the Igneous rocks of the crust but as yet few expeditions have been sent there to find out.

Badad--------temperate/breathable---------------civ
Badad is an idyllic planet, with a pleasant climate and no large predators, similar to how Nal Hutta used to be before the arrival of the Hutts. It has been settled for many years, partly by Evocii displaced from other parts of the system and partly by a cosmopolitan mixture of other races from all over the galaxy. Its cities sport impressive architecture and an air of harmony. Sadly, it is not economically prosperous and is therefore not a major force in the system.

The most distinctive feature of this planet is that the northern and southern land masses are separated by a band of ocean that runs round the whole equator. The northern continent is thickly forested while the south has wide open areas of rolling grassland.

Nal Batta----temperate/breathable---------------Confederates (Mandalore)

Nar Hekka----cold/no atmosphere-----------------civ
This cold planet has no atmosphere and is located in the Nal Hutta system. It is in close orbit to the Nal Hutta sun which is why it is strange that it is so cold. The planet it's self is lifeless. No being could survive there without an enviroment suit so they could breath.
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Re: Qi's development blog

Postby Qi » Wed Nov 12, 2008 4:25 am

Y'Toub is in the hands of Marv, Trusesilver, IceWolf and Outcast....
Following the next system to do: Hoth
This is a typical outer rim system.
It produces raw material, to be refined and productized in the core systems.

If you know more on it, or have a good idea, please respond in my blog comments: viewtopic.php?f=43&t=3279

= = = = = = = =
System Hoth
Hoth on SW Combine

The remote Hoth system is located in the Curba sector on the fringes of civilized space. It has many planets, including: Belethon, Milegrog, Durnost, Calilas, Corin, Hoth, Tarador and Angarhutillian. These planets are generally hospitable, usually containing some element of cold, but most of them have plenty of water and lush forests. Located near the Hoth planet is a large and dangerous asteroid belt, which was formed billions of years ago by the collision of two planets. This was a result of an unfortunate consequence of the Hoth system causing some planets to fall out of orbit. Currently Calilas is on root to falling out of orbit as well. It is rumored that within these asteroid belts are the planets pure platinum cores, completely intact from the collision. A scientist one discovered one of them but lost it when running back to civilized space to verify its purity.

One some asteroids grow delicate crystal ferns which might possibly be a very primitive silicon-based life form. Other asteroids were once used by pirates who used gigantic space slugs to protect their outposts. Unfortunately these space slugs grew, eating off the silicon-based life form and eventually consumed the outposts. Travelers should be wary when entering the asteroid field.

-->wookipedia
The Hoth system was a remote star system located on the fringe of the Ivax Nebula in the Anoat Sector of the Greater Javin in the Granita Cluster, along the Ison Trade Corridor at the edge of the Outer Rim Territories.[source?] The Hoth system was the one-time location of the Alliance to Restore the Republic's Echo Base; and in 3 ABY, the Battle of Hoth, a crushing defeat of the Rebellion by the Galactic Empire, led by Darth Vader.[1]
The system comprised six planets, including a wide and chaotic asteroid belt at the farthest orbit. Debris from this belt caused substantial meteorite activity on the planet Hoth.[1]
The Hoth system was possibly named after Hoth, the famous Jedi Master.

Belethom-------------cold/breathable-------------civ

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Belethon, found in the Churba sector in the Hoth system is an interesting planet. It does not have much history to it, aside from the occasional science team, but the wildlife is especially interesting.

In the north of the planet are large glaciers. These glaciers found at the polar caps have been there for such a long time that creatures and plants have developed resistance to the cold weather in such a way that they are able to survive even the coldest temperatures on these polar caps. Several species of trees and plants have adapted in order to suck nutrients out of the snow as opposed to the soil. Other plants have roots which are strong and are able to dig through the snow and able to break the permafrost. This creates large forests in some areas in the north, despite the cold temperatures. The planet does not rotate on an axis, allowing the north and south poles to get sufficient sunlight all year round.

In the middle of the planet is the Machiavelli Volcano range. These Volcanoes, named after a famous old Republic politician, stretch across much of the planets surface. These volcanoes are interesting on there own. They seem to extend from the north, down towards the equator where the volcano range goes underwater. Despite being a relatively cold planet, the volcano causes the ocean to warm up to extreme temperatures, some even boiling, even in the worst of winters.

As well, these volcanoes have their own wildlife. For example the Tokienian plant thrives off of heat, using the magma as a source of nutrients. Ironically enough the plant is so resistant to heat that often it is used in the manufacturing of durasteel. The planet sucks the nutrients out of the magma as well as the liquefied rock, creating a tough coat of armor around it.

The grass plains are home to the flatland wampa, a similar species to the wampa found on Hoth, however far less dangerous. In fact this wampa, having a brown fur coat, dull claws and harmless teeth, eats plants as opposed to people. This has much to do with the more hospitable climate found on Belethon.

In the south there are incredibly large lakes. These two lakes used to be part of southern ocean however the ocean began to freeze. These two lakes did not become part of the freezing because of the volcanic climate in the north west or east. These few volcanoes managed to erupt frequently depositing hot ash in these lakes. As a result, they were not able to freeze like the rest of the ocean. As a result there are several consequences. Both these lakes are salt water. However the salt is nothing compared to the large amounts of ash covering the lake. In some places the salt and ash are so thick that you can walk on top of the water.

Another consequence is the sub-aquatic marine life. Little is known about the creatures that dwell but it is believed that these lakes go incredibly deep and under the glaciers. Although it is extremely dark, several huge gigantic whales of some sort dwell beneath the ice. One was captured on film during a scientific expedition and it was estimated to be approximately one kilometer long.


Milerog-------------temperate/breathable-------------civ

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Milerog is a planet found in the Churba sector in the Hoth system. This planet is average size and is temperate and breathable. This planet has large amounts of water, consisting of one major continent and one major ocean, the Aneima ocean. This ocean covers about half the planets surface and has two large islands, one which is almost entirely volcanic and another which consists of nice grassy plains as well as thick tangled jungle.

In the north is a small ice cap. The south is significantly warmer due to the planets 30 degree axis. However as the planet rotates, the south becomes colder and the north warmer. The interesting thing is that this planet has a day cycle of about three thousand years. Currently the dark side of the planet is the one which is covered by ocean. Due to the unique way that the sun shines its light on this planet, only a small portion of the planet is consumed in darkness at one time, but this time period lasts over a thousand years.

In the oceans are many types of fish. These fish have evolved to be able to survive both with much light and with completely no light in order to compensate for the irregular night/day schedule. In the depths of the ocean it is believe to be a large capital ship, crashed down from space many years ago. Rumor has it that it was part of the Katana fleet, however no one has been able to dive down that deep into the ocean, even with modern technology. Fish guard the ocean like it is a high secret military installation. The fish are incredibly predatory of any creature it does not recognize. They are also incredibly large, some dwarfing the x-wing, and have great big teeth, on average. It was rumored that these fish are extremely predatorily due to some science experiment gone wrong.

The jungles in the forest are incredibly barren of life. They almost exclusively have one type of tree, the D’anaj tree, measuring 10-20 meters high. These trees grow so close together that it is almost impossible to navigate through a jungle. The entire jungle seems to be one entity as a whole. It is not believed to hold any wildlife.

The desert is a large one which used to contain surprisingly enough, imported sarlaacs, which seemed to have been introduced there over a thousand years ago in order to combat a growing infestation of Y’aldak rats. The Sarlaacs were so effective that they made the entire population of Y’aldak rats extinct as well as killing off most of the other life in the desert. As a result, the Sarlaacs soon died off, void of food. The pits remain to this day and serve as a very nice shelter from the cold desert nights.

The island in the south west of the planet is pretty simplistic. It has a similar jungle as the one on the main land and is near several grassy plains. On the plains there are not much aside from your boring animals. These creatures are typical to those found on most habitable planet, just normal boring herbivores and a few simplistic carnivores.


Durnost-------------gas giant------gas mining station in orbit-------civ

Niekerkshoop Gas Mining


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Durnost is a gas giant in the Host system in the Churba sector of the galaxy. It is a normal gas giant, similar to the ones found all over the galaxy. It is filled with large amounts of Tabanna gas which allow mining companies to come and mine it.

Deep within the planet there is large amounts of air packed together so thickly that one can walk on it. Through an interesting chain reaction, large amounts of nitrogen were isolated from the other gasses in the planet and formed their own patch. Eventually the nitrogen became so backed together that it was able to support weight. Currently they can support about two tons without collapsing. These patches are found all around the planet and can be invisible. Fortunately they aren’t thick enough to cause a ship any damage if one were to run into one, which is a very good thing as these patches are invisible.

This planet has very little history to it. In fact only a few people have ever ventured into the atmosphere. A few freighters looking for a nice place to mind stumbled upon this planet about twenty years before the Empire and discovered the patches of near-solid gas.


Calilas-------------temperate/breathable-------------civ

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Calilas is found in the Hoth system in the Churba sector. It is a temperate planet, home to lots of wildlife, found generally in the jungle and the forests. This planet also has a large river running right though the main continent. It has two cities, both owned by Cloud City, and the planet as a whole has a population of just under 500 000 people. This planet also has large amounts of glaciers as well as massive volcano ranges.

In the south and north are two large ice caps. These Ice caps have been growing lately, as a result of global cooling. Slowly the planet is drifting farther and farther away from the sun. It is expected that in about two thousand years the planet will completely leave orbit, however this could be a result of bad calculations. As the planet moves farther away from the sun, the temperature slowly cools causing the ice caps to grow over a period of the last thousand years.

The river in this planet is home to much wildlife. The Besii river is freshwater and is filled with many types of aquatic fish. These fish are so beautiful that often they are taken away and used as pets on worlds such as Coruscant and Kuat. These fish are generally vibrant in colors, the river being filled with some of the easiest to keep freshwater fish in the galaxy. As well, the river offers few aquatic predators allowing the fish to live quite well except during breeding season. During breeding season many of these fish return to where they hatched where often they find a large host of predators waiting for them.

Some of the predators include the Calilaian wolf, a large four legged creature that has brown and black fur, a long snout and pointy ears. It is able to swim quite well and can usually eat quite a few fish in a very short period of time. As well there is the Calilaian bear, which is a large beast which often manages to eat these beautiful fish as well.

In the jungle in the south the wildlife is quite extraordinary. In fact it is believed that only about 1% of the species have been discovered. Some of them include the Calilaian nerf, the Calilaian parrot and of course the Calilaian mustang.

The forests are not quite as diverse as the jungles, however they are diverse. They have many types of trees, some as tall as a small star destroyer stood upright, while others are much smaller, only about 10 meters long. The wildlife includes many dangerous predators, such as the bears and wolves mentioned above.

The cities are nothing special. Many were founded recently when it was discovered that there might be mineral deposits deep within the surface. They are situated in the east and west of the planet and consist of 100% of the planets economy. Both of the cities are located right next to an ocean, providing a perfect place for a harbor.


Asteroid Field 8945-------------asteroid field----station------confederation (Krath)

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Viljoenskroon Proces Plant


The Hoth asteroid field was an extensive, wildly erratic asteroid belt occupying the farthest orbit of the Hoth system in the Outer Rim Territories. Forged as the resulting effect of a collision between two rocky planets eons prior to the Galactic Civil War, the belt was a favored sanctuary for smugglers and pirates alike hoping to elude legal authority. The field was rich in untapped mineral resources such as metal ore, a magnet for mining prospectors hoping to make a fortune. The chaotic nature of the asteroid field sent a constant bombardment of meteorites to the surface of Hoth, the system's sixth planet.
Following the Battle of Hoth in 3 ABY, Han Solo braved the perils of the asteroid belt in the Millennium Falcon as part of a desperate ploy to escape the Imperial Navy, successfully navigating its expanse against all odds. Later, in 12 ABY, the Hutts used the belt as the construction site of the Darksaber Project, a planet-destroying superweapon designed to dominate the galaxy. A New Republic attack force under the command of General Wedge Antilles pursued the weapon through the field, and it was ultimately destroyed after being crushed between two planetoids.


Asteroid Field 8321-------------asteroid field----station---------civ

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Lourisfontein Cargo facility


Hoth sun-------------powerful yellow sun

Corin-------------gas giant-----mining station (abandoned?)--------civ

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Hoopstad Gas Mining


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Corin is a gas giant which by its nature is quite large. It is found in the Hoth system in the Churba sectors located in the bottom sector of the galaxy. The planet has a little history to it. It was discovered with the rest of the system many years ago and has seen little activity since. Cloud City has tried to mine the gas however the operation was a money pit and was quickly abandoned.

This planet is interesting because the gas itself is enriched with nutrients left over from asteroids that have collided with this planet. As a result, trees and plant life have been able to form on this planet despite its lack of a surface. In many places, trees that are half solid half gas would form, rooting in the clouds. The planet has large quantities of water floating in the air with the rest of the planet creating a prefect environment for trees to grow. This did not work out well for cloud city as it made finding a suitable mining place difficult. To add to complications, the water and gasses would clog the pipes and mines of any mining operation. Cloud city soon abandoned this project.


Hoth-------------cold/breathable-------------civ

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The planet Hoth, located in the system of its same name and found in the Churba sector is infamous for its cold temperatures. On average during the day it can drop to negative 30 degrees (Celsius) but during the night it can drop as much as thirty degrees lower. With temperatures so fierce it is amazing that any life could survive here, however it does.

All around the planet are many Tauntauns. These creatures eat the fungus that can be found in the many caves that grow beneath the layers of snow. These Tauntauns also group together and sleep in caves to protect them from the cold. However these caves bring forth other dangers. Often living in these caves are the ever hungry wampas. They capture their victim, usually a Tauntaun and hang it up to dry. They then save their food as it is usually a long time before they are able to eat again.

Located in the south is a thousand kilometer long chasm that was formed by frozen ice geysers and the pressure of surrounding cliffs which have so much pressure it keeps the water warm enough not to freeze. Here there are many amounts of fish life that are able to survive in the cold water. These include the Emillii fish, a long and skinny fish with a large sword for its tail and a beak for its nose. The fish breathes though its beak, as inside are gills which filter the water to provide it with oxygen.

In the west there is a small outpost which was used by smugglers in the past. Unfortunately it was abandoned as a result of attacking wampas. These wampas were able to kill almost all the inhabitants ands now the facility lies barren. These wampas are incredibly dangerous and are superb killers.


Tarodor-------------gas giant-------------none
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Tarodor is a large gas giant located in the Hoth system in the Churba sector. It is a fairly typical gas giant, made up principally of nitrogen, oxygen, methane, carbon dioxide, hydrogen, helium and tabanna gas. This gas giant has little history to it, being found in the remote and under populated Hoth system. Several companies have scouted this area out looking for suitable place to mine, however most places were rejected because it is such a remote system. It is located in the far reaches of the galaxy and there are plenty of gas giants closer to the core that are much more suitable places to mine. Even within the Hoth system it is quite a ways away from the other planets. The sun is quite far, causing the planet to be very cold. In fact it is so cold that often it rains liquid oxygen, a result of the gas liquefying. As a result of this, often the entire planet is a mix of storms, freezing cold oxygen pouring down within the gas giant, being spun around at rapid speeds by an incredibly large hurricane that consumes most of the planet. It is very hospitable except in a few areas.


Angarhutillian-------------cold/breathable-------------civ

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Angarhutillian is a cold breathable planet located in the Hoth system in the Churba sector. It is very cold as a result of being very far away from the sun, however it is quite habitable despite its cool temperatures. Although the planet receives little heat from sunlight, the volcanic ranges found in the middle circle of the planet are able to provide heat for the central areas, a result of wind carrying all heat to the center of the planet. In the north and south are ice caps where the average temperature is below negative one hundred degrees. However the volcanic ranges have created an average temperature for the rest of the planet at about positive 10 degrees.

In the south there is a large forest with consists of many large coniferous trees which are usually quite tall, some going as high as fifty meters. Here there are large types of wildlife such as the Knnonna, a Kangeroo-type creature that is able to jump up to ten meters in the air, perfect for climbing trees. This creature eats the thickly coated pine cones that the trees produce. As well there is the J’dja bird, a large eagle-like bird which has a five meter wingspan. This bird is so large that it is able to swallow a small human child whole. However it mostly stays in the upper levels of the forest in order to eat the animals that reside in the trees canopy.

In the far north are two craters, a result of fallen asteroids. These asteroids hit the planet and were able to penetrate the ice so deep that they hit the ground and created a crater. Although the crater is only 200 meters deep below the ground, the ice glaciers rise up several kilometers above the ground, creating a very deep crater. As well, the pressure from the surrounding ice caps cause the craters to have a nice temperature of about 10 degrees during the day, and 0 during the night.

In the middle of the planet is a large ocean, a result of melting ice caps drifting towards the center of the planet as a result of the strange wind patterns caused by the volcanoes. This ocean is fairly warm with swimable temperatures. In fact it was set up as a tourist resort several thousand years ago when this system was habited. Unfortunately the Old Republic thought this planet was evil and boycotted the tourist industry, who soon gave up on any source of revenue.

Inside the ocean are a variety of fish, mostly small friendly types however there are some large predators. Located in the south of the ocean is something that can only be described as an Aquatic Dragon. It is long, stretching about fifty meters, and it has an incredibly long tail. Its scales ride up its spine and it is a reptile, complete with four legs and scaled skin. It can survive for several days without water.

The ocean isn’t incredibly deep, only about a kilometer at the deepest parts, with one exception. Located in the middle of the ocean is a crevice which is believed to travel down deep into the earth’s core. This causes the area to be incredibly hot. Another factor as to why the ocean is incredibly warm is that there is a river running from one volcano range straight into the middle of the ocean. This current causes the ocean to heat up to 35 degrees in some areas. Better yet, the ocean is a fresh water ocean, allowing very nice swimming conditions.


Asteroid Field 8763-------------asteroid field-------station------civ
Image

Klipplaat Mining station
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Re: Qi's development blog

Postby Qi » Wed Nov 12, 2008 4:49 pm

Updated above Hoth info page.
Building this as accurate as possible....
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Re: Qi's development blog

Postby Qi » Mon Nov 24, 2008 2:18 pm

Because Taanab was utterly boring, we decided to take another system in that location area: Kashyyyk, the Wookie home world (New Republic)

So our new system map has a slight change.
Image

As always, post your ideas and remarks in the blog comments.
This is your chance to bring epicness in your NR system.
viewtopic.php?f=43&t=3279



System Kashyyyk

link SW Combine: http://rules.swcombine.com/?Galaxy_Map&systemID=104

ImageImage
Kashyyyk (see pronunciation), also known as Wookiee Planet C, Edean, G5-623, and Wookiee World, was a Mid Rim planet. It was the lush, wroshyr tree-filled home world of the Wookiees. It was a member of the Galactic Republic, endured enslavement under the Galactic Empire, and later joined the New Republic.

With no axial tilt and a perfectly circular orbit, Kashyyyk experienced one continuous season. It was composed of a molten metallic core, rocky mantle, and a silicate rock crust. The planet had four continents, making up 40% of the surface, which were mostly covered in lush, wroshyr tree-filled forests, which were several kilometers high. The planet did have a small amount of desert region in the rain-shadow of its small mountain ranges as well as large plains including the Woolwarricca region. A tropical ocean belt contained archipelagos and long coral reefs. In addition, a few sandy beaches could be found along the shores of its oceans. The Kashyyyk coastlines were lined with a brownish-white sand and thick grasses. Kashyyyk's highest peak was Korrokrrayyo Mountain.[4]
Much of the planet could be compared to a giant swamp -- filled with wildlife and covered with wet soil and large amounts of water. The prevalent ecology could be politely described as a "layered deathtrap", as the dangers presented by local wildlife increased as one descended toward the forest floor. According to Wookiee culture, this vertical environment consisted of seven levels. The bulk of Wookiee civilization was located on the uppermost seventh level, and even the bravest Wookiees rarely ventured below the fourth level. Unlike most, Chewbacca was known to travel below this marking point for most Wookiees. The ground level was known as the Shadowlands and, sometimes, the "notherworld"[5].

Image
(Wookie town Rwookrrorro)

Image
(towering trees and beautiful beaches)


Image
(tree house)

wookiepedia link: http://starwars.wikia.com/wiki/Kashyyyk


Maitell Base--------------Station on surface of Kashyyyk--------------New Republic
Maitell Base was a starport on Kashyyyk built when the planet was occupied by the Galactic Empire. It was still used by the Wookiees in 40 ABY.

Image

A spaceport or starport was a site for launching and receiving spacecraft. Depending on the customs procedures of the world, the spaceport could be orbital or planetside. Some planetary governments did not allow foreign spacecraft to enter the upper atmosphere and required visitors to dock their starships at an orbital spaceport, transporting to the surface using official transportation. The term 'spaceport' designated a facility capable of servicing multiple spacecraft in an official capacity and was open to any civilian vessel with proper clearance. This was distinguishable from a 'landing pad,' which was a private facility, typically capable of servicing one spacecraft at a time.
In Herglese the term for a spaceport was shan-pakk. Due to the influence of Herglic trading in the Tapani Sector this term was in wide use throughout the sector.

Kashyyyk sun----------sun
Image


Celeharadaur----------temperate/breathable-----------------Civ
Image


Trandosha ----------temperate/breathable-----------------(homeworld of Trandoshan) New Republic
ImageImage

Trandosha is the homeworld of the Trandoshans, reptilian creatures that can rival the neighboring Wookiees. The Trandoshans love heat and sun, and most of them reside in the massive deserts that sprawl throughout the planet. Few, however, select the jungles and swamps that can also be found on the planet.

The Trandoshans and Wookiees have a long rivalry that dates back to the beginning of time. The Wookiees had a technological edge on the Trandoshans, for they used complex mechanisms such as the bowcaster to conduct their hunts. However, Trandoshans could easily manipulate exterior forces and portrayed the Wookiees as evil, and managed to gain similar technology from outside systems.

Affectionately called Dosha by the native Trandoshans themselves, Trandosha is a world rich with mineral deposits, which led to the Trandoshans signing several recent treaties allowing mining corporations to exploit the planetary resources.

Wookiepedia:
Trandosha, also known as Dosha or Hsskor, was the home world of the warlike, reptilian Trandoshan species.

Trandosha was in the same star system as Kashyyyk, the home world of the Wookiees. The planet joined the Republic around 7,000 BBY. In the end of the New Sith Wars, it was the site of the Battle of Hsskhor. The Trandoshans were only indirectly represented in the Galactic Senate by Yarua, much to the Trandoshans' dismay. Trandoshan terrorists attempted to assassinate Yarua in 32 BBY.

In 23 BBY, a Wookiee vessel was attacked over a moon of Trandosha, resulting in a Wookiee blockade of Trandosha. Peace talks to resolve the issue were conducted 22 BBY and failed when it was revealed that the Trandoshans were pushing for Senatorial representation with Trade Federation backing.


Kashyyyk II----------moon------------------------------Civ
Image


The Asteroid base
The Asteroid base was a space station built into an asteroid over Kashyyyk that repeatedly fell into the hands of both the Rebel Alliance and the Galactic Empire.


Kashyyyk I ----------moon------------------------------Civ
Image


Telegron Kashyyyk Shipyards----------------On Kashyyyk I----------------New Republic

Bomtillian ----------hot/toxic atmosphere-----------------Civ
Image


Kashyyyk III----------moon------------------------------Civ
Image


Saukhar----------cold/breathable-----------------Civ
Image


Corgolfin----------cold/breathable-----------------Civ
Image


Saugorn----------hot/breathable-----------------New Republic
Image


Toltillian----------cold/breathable-----------------Civ
Image
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Re: Qi's development blog

Postby Qi » Tue Nov 25, 2008 2:15 am

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Re: Qi's development blog

Postby Qi » Tue Dec 16, 2008 8:18 am

I started with the huge task nobody wanted to start on, Kuat Drive Yards.

You know, it is the space station which is in fact a huge ring around Kuat.

wikipedia wrote:Kuat is the home of Kuat Drive Yards, a production company that made most of the capital ships for the Old Republic and Galactic Empire during the Galactic Civil War. Kuat is located in the Kuat sector, in the Kuat system, near the Deep Core.
During Imperial control, Kuat could only be accessed via three ports within the main Kuat Traffic Zone, which was along the Hydian Way: a passenger port, a freight port, and an Imperial transfer port. After the Death Star 2 was destroyed, Tyber Zahn attacked with the help of the Rebel Alliance to obtain the new super ship the Eclipse.
Accessible to the passenger port were the systems of Redrish, Drurish, Ulion, and Kidir.
Accessible to the freight port were the systems of Monadin, Renegg, Venir, and Horthav.
All systems accessible to the Imperial transfer port were classified.[15][16][17][18][3]
Kuat is a temperate world, much like Earth, with fields, plains, rivers and oceans, but is orbited by a huge artificial ring which acts as the shipyard for Kuat Drive Yards, Kuat Systems Engineering, and Kuat Hypernautics. The humans that inhabit Kuat - Kuati - are of a clannish nature, and they stick close to their family groups.


--> I wonder HOW it was done that these "three ports" handle only the access to Kuat. As you are aware, we will have jump technology in FW 2.0 (or at least as soon as I got the hang of FL Hook), so Kuat prohibits jumping to and from it outside of the three space ports.
Any idea? Canon gurus?

I started to test on possibilities. I took the largest thing we have, the solar panel, which is 2000x50m and made an algorithm to place 102 of these in a circle around Kuat, each nicely rotated that they form a ring fluently. And test if it would crash the Freelancer game engine.
It worked. See here the result.
Image
I ran around screaming for minutes. Woot!!!

Now I'm learning how to draw 3D objects in Milkshape. I will make modules of 4km long, 2km wide and 500m high. 3 or 4 kinds.
1. An empty frame to use for the places where there are no stations built inside the ring. There should be 'spare space'.
2. A very busy looking module with lots of buildings on top, and hydroponics. Many colors and bridges. I intend to hang a visible shield over it that activates when you come near. That stuff is available from vanilla.
3. A business-like module with factories.
4. A shipyard module with ships in it.

I started with the empty frame, and that is where I am at the moment.
http://i38.tinypic.com/2dhblls.jpg

For reference (Kuat Drive Yards in wookiepedia):
http://starwars.wikia.com/wiki/Kuat_Drive_Yards

As always, post your ideas and remarks in the blog comments.
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Re: Qi's development blog

Postby Qi » Sat Dec 27, 2008 5:32 pm

The work on the Kuat Drive Yards is nearly done.

I made drive yard modules of 2km by 1km filled with buildings, factories and greeneries, and on top coupled the ship yards.

In the ring there are stations:

1.Kuat Drive Yards Main Space Port
2.KDY Andrim Shipyards
3.KDY Deponn Shipyards
4.KDY Maw Shipyards
5.KDY Military Space Station
6.KDY Offices
7.KDY Residential Space Station
8.KDY Security Forces Hq
9.KDY Supply Space Station

I made the planet green just like in the picture. Put two moons there; Bador and Ronay. Put space stations around it: ORD Kuat, Eternal Love and Toryaz.

I'm not finished yet. There is supposed to be a huge Type-2 Orbital Space Dock like this:
Image

The Toryaz station needs 6 spokes with pods and the Eternal Love station has no sur file yet and cannot be docked.
But anyhow, here are some images of what it is becoming:

In front of the ring is the Kuat Drive Yards main space port, at the left the Military Space Station (Imperial Star Destroyers) and at the right the Deponn Shipyards (MonCalamari Cruisers).
Image

Flying towards the Drive Yards with station Eternal Love in the foreground...
Image

Close-up of Deponn Shipyards
Image

As always, post your ideas and remarks in the blog comments.
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Re: Qi's development blog

Postby Qi » Sun Dec 28, 2008 7:49 am

Two more close-ups (see last post)
Image

Image
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Re: Qi's development blog

Postby Qi » Sun Dec 28, 2008 4:34 pm

For doing the Type-2 Orbital dock yard that belongs to Kuat Drive Yard, I ever only saw two pictures:
Image Image

The best I could do was like this:
Image

I will make one like these also at the Deponn Shipyards (MC cruisers) and at the KDY main space port (civil freighters)

If you have a better idea or remarks put them in the blog comments.
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Re: Qi's development blog

Postby Qi » Tue Dec 30, 2008 9:50 am

I wrote a news article in ModDB:
http://www.moddb.com/mods/freeworlds-18 ... ive-yards1

Ideas or remarks put them in the blog comments.
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Re: Qi's development blog

Postby Qi » Sun Jan 18, 2009 9:52 am

Sushi wrote:One of the biggest problems in Freelancer is the lack of enormous space objects. Mostly, this was due to the arbitrary hard coded limits in the Freelancer Engine. However, over at FW:ToW, we've edited many of the hardcoded values to put in a more realistic feel into the mod. As I've mentioned before, systems sizes now are, approximately, over 1200km in length - compare that to 250 or so with standard Freelancer. Planet sizes are 10x what they used to be with average planet dimeter being around 50-60km, or in the gas giant cases, 250km in diameter - bigger than some Freelancer systems! With these larger systems, it gives us much more room to play with, in terms of solar objects. It also gives us much more empty space - pun intended - and this is where our story starts.

Now, when Qi first decided to do these giant bases project, before his results of KDY, I thought he was crazy; ready to be institutionalized kinda crazy! But, when he showed me KDY, I was stunned, and I think the entire Freelancer community was, too - I also learned he was a FL genius. So, when he said he was going to do something similar with Mon Calamari, I was ecstatic to see what he could cook up. Qi and Solostaran worked tirelessly on this project with fantastic results.

They used these images as their reference:

Image


Image


Image


Now, FW:ToW is set around 40 ABY. So, if you read the canonical sources, MCSYs, wasn't complete until well after that date. Qi decided to make 1/3 of the ring. Here's his result - for prospective, the diameter of the planet is approximately 52km. Qi's station has a radius of approximately 40km. Doing the math, the station itself is around 84km long. That's bigger than some of the smaller systems in Freelancer...

Anyways, without further adieu, here are the in game images:


First I made the ring, consisting of an inner and an outer ring. Basic modules.
There is 1/3 missing of the ring, and the ends have open steel frames, clearly under construction.

Image


Connecting up the outer ring with Living Quarters modules
Image


Image


Then I made a copy of the ring mirroring top and bottom. These two rings are much closer together now. It's awesome to fly in-between them; like a pod race.
Image


At every step I asked Solostaran to make textures. For example I gave him a picture of Hong Kong by night, and he made this texture which is applied to the living quarters.
These windows are actually up to scale; my Tie Fighter is as big as two windows.
Image


The module developed now was the yard bay. In the comic it is shown how a Mon Calamari Cruiser is held in-between the bay arms.
Here is the in-game solution for the yard bay holding a MC Cruiser:
Image


And here the bay is open, ready for a new ship to dock:
Image


The entire shipyard is beginning to get that epic look we are aiming for.
Image

]
Image


The next step is to make new Living Quarter modules, that appeal to the Calamari's sense of beauty.
I've ask Solostaran to make textures bases on the MC planet buildings:
Image


Those modules must containg palaces and they are the management stations of the Mon Calamari Shipyards.

As you know, I made a tonne of stations in the Kuat Drive Yards ring.
1.Kuat Drive Yards Main Space Port
2.KDY Andrim Shipyards
3.KDY Deponn Shipyards
4.KDY Maw Shipyards
5.KDY Military Space Station
6.KDY Offices
7.KDY Residential Space Station
8.KDY Security Forces Hq
9.KDY Supply Space Station

For Mon Calamari Shipyards we also need a couple of stations.
I'm asking you for proper names.
I can use the same names as the KDY stations, but I'm looking for something more 'canon' or more 'original'.
To begin with, names for the Shipyards in the ring.

Ideas or remarks put them in the blog comments.
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Re: Qi's development blog

Postby Qi » Sat Oct 10, 2009 2:43 pm

The Economy of FW:TOW

The systems map is finalized. This afternoon there was a final update for you to see (Thanks Mirkha)
Image

It was a huge job mainly performed by Deety, Sovereign and Oma to get all these systems up there and populated by planets, stations and npc's.
It isn't nearly done yet, as there are many more stations in the process of being converted from other mods who donated them to FW:TOW. Some new stations have to be built still.

Bilbringi Shipyards of Overfiend's design.
Image


But all stations have at least a placeholder docking bay. It's a bit weird to see a station called 'shipyard' which only is a single docking bay, but there are many other ones that are finished, and they are huge and epic.
Image

Image

That we now have placeholders for all stations, makes that I can program the economy.

There are three parts of the economy in FW:TOW that need to be built.
1. All the base trade runs, prices and units have to be set. That is my job. But when it is in place, a
2. FLHook mechanism must make all prices dynamically changing on offer and demand; that machine is being made by W0dk4. In the end we also want to
3. couple the economy to the forum, through auction houses and banks. That mechanism is being developed by Demios`, and later I will make the forum screens on top of that. I intend to have banks (personal accounts in the forum that can move money from the ships in game) already on 18.x. Snake will help with that.

For now, I am focusing on making all the trade runs. There will be 1000 runs. The whole thing is stored in a mysql database so it is all parametrized and analyzed. There is no leg work (hopefully) like the old systems had.

How did this analysis go exactly?

The first thing to set in stone is how much work is it to have the money for a ship?
Also, we need to take care once and for all about that bloated economy where players have billions of credits and nothing to spend it on.
Also, we like mining just like we like trading, but most of all we like hunting and killing.
That means we like lots of npc's flying around that we are allowed to kill for loot. Oh yes, we could not find the solution to the buggy mission system, so we have no missions (except one).

Well, I can tell you, you all know I'm an average Joe in fighting skills. Lately I fly around in FW:TOW in an admin ship (Baby Death Star), because I got killed like all the time by npc pirates. Hunting and killing for loot is not a problem.

To start with, how much time does a starting player has to spend on trading to pay for a heavy fighter. That time is the corner stone of the economy. After much discussion we have set this standard time to 4 hours trading in an YT or shuttle. The light fighter (for killing npc's), YT and shuttle (trading) and miner are our starter ships.

At the other end of the spectrum are the heavy capital ships. We have set the time to earn the largest ship to 8 work weeks (2 weeks for 4 traders) of Heavy Freighters hauling pharmaceuticals (high profit with moderate risk).

We have worked through the shiplist and have set all the ship classes, and the hold sizes to this standard. The ship classes look like this:

ship type--------------------hold size------------price--------estimated trade labor
---------------------------------------------------------------(with a YT) - (with a hvy Freighter)
========================================================================
Light Interceptor---------------8----------------125,000------------2.5h -
Medium Interceptor-----------10----------------175,000------------3h -
Heavy Interceptor-------------12----------------225,000------------4.5h -

Make the difference between "Light Fighters" (Z-95), able to take on heavy fighters, and crappy fighters (starting ships, like the old
version Z-95).

Light Fighter (crappy)--------10-----------------25,000------------.5h -
Light Fighter (good)----------10----------------100,000------------2h -
Medium Fighter---------------12----------------150,000------------3h -
Heavy Fighter-----------------14----------------200,000------------4h -

Light Bomber------------------22----------------125,000------------2.5h -
Medium Bomber---------------24----------------175,000
Heavy Bomber-----------------26----------------225,000------------4.5h -

Light Patrol Ship---------------34----------------215,000
Medium Patrol Ship------------36----------------245,000
Heavy Patrol Ship--------------38----------------275,000------------5.5h -

The YT is a Shuttle class, while Transports are ships like the Modular Conveyor : basically, a medium cargo capacity and a quite powerful weaponry (unlike Freighters, that are unarmed).

Light Shuttle------------------104----------------110,000
Medium Shuttle (YT)---------108----------------125,000------------2.5h -
Heavy Shuttle-----------------112----------------140,000

Light Assault Shuttle---------68----------------215,000
Medium Assault Shuttle--------72----------------245,000
Heavy Assault Shuttle-------- 76----------------275,000------------5.5h -

Freighter have a greater cargo hold (even the greatest capacity, if we consider that super/bulk freighters are restricted), but little or no guns. Basically, you can't use them alone in dangerous systems. On the contrary, transports have less capacity, but are cheaper and can defend themselves.

Light Transport--------------360--------------1,000,000
Medium Transport ----------360--------------1,100,000
Heavy Transport ------------370--------------1,250,000------------25h - 4h

Light Freighter---------------526--------------3,000,000------------60h - 9h
Medium Freighter------------540--------------4,500,000
Heavy Freighter--------------554--------------6,000,000

The Corvettes, basically, they're trade gunships (little less armor and firepower, but more cargo hold).

Light Corvette----------------456
Medium Corvette-------------468--------------3,000,000------------60h - 9h
Heavy Corvette---------------480

Where Bulk Freighters are the trader's ultimate ships : huge cargo hold, very good defense systems (able to take on a Corvette or a Gunship).

Light Bulk Freighter---------708--------------3,000,000
Medium Bulk Freighter------702--------------4,500,000------------60h - 9h
Heavy Bulk Freighter--------738--------------6,000,000

Light Gun Ship----------------236-------------1,000,000-------------20h - 3h
Medium Gun Ship-------------240-------------1,200,000
Heavy Gun Ship---------------244-------------1,400,000

Light Frigate------------------354--------------4,500,000
Medium Frigate---------------360--------------5,000,000-------------100h - 13h
Heavy Frigate-----------------366--------------5,500,000

Light Destroyer----------------530--------------9,000,000
Medium Destroyer-------------540-------------10,000,000
Heavy Destroyer---------------550-------------11,000,000

Light Interdictor--------------530-------------26,000,000
Medium Interdictor-----------540-------------28,000,000
Heavy Interdictor-------------550-------------30,000,000-------------600h - 80h

Light Carrier------------------530-------------14,000,000
Medium Carrier---------------540-------------15,000,000-------------300h - 40h
Heavy Carrier-----------------550-------------16,000,000

Light Cruiser------------------796-------------41,000,000
Medium Cruiser---------------810-------------45,000,000-------------900h - 120h
Heavy Cruiser-----------------824-------------49,000,000

Light Battleship--------------1198-------------70,000,000
Medium Battleship-----------1216-------------80,000,000
Heavy Battleship-------------1234-------------90,000,000-------------1800h - 240h

We have divided up 260 good types in categories: base material, food, info, lowgrade ore, highgrade ore, luxery articles, pharmaceuticals, tech wares, war materials, smuggler stuff, living beings, civil vehicles, intel, soldiers, VIP's, and war machines for the GE.

There are so many categories because the programs must divide them up in volume units, locations and degradability. But for price there are just a few overall categories: Raw materials, Luxery materials, Unlawfull stuff, High value producs and very high value products.

Below a list of one example of each category.

Note: "1 unit" can be only part of a freight container. Example: swoop bikes go in crates of 40 units. Senators have living quarters of 4 units.

trader_buy---------profit_per------Buy 100 units----sell after---profit after----profit-----Risk
1_unit-------------_unit_per_sec---(shuttle)--------5 min--------5 min-----------per hour--(price/profit)------volume--trade_type------nickname------------------remark
================================================================================================================================
Raw materials & base goods
Cheap, very little risk, but low benefits. Low grade ore is minable.
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------0.1------base_matl------commodity_ferrocrete------strong concrete
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------0.1------food------commodity_blue_milk------
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------1------info------commodity_bilbringi_news------
5-------------------0.05-------------500-------------2000---------3000------------18000-----0.3--------------0.1------lowgr_ore------commodity_cobalt------
================================================================================================================================
Luxury & Finished products
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------0.25------highgr_ore------commodity_aurodium------ore for making currency
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------0.25------luxery------commodity_corellian_spiced_ale------
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------0.5------pharma------commodity_bacta------
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------2------tech------commodity_construction_droids------
50-------------------0.067-------------5000-------------7010---------4020------------24120-----2.5--------------1------war_all------commodity_light_sidearms------
================================================================================================================================
Unlawful stuff
High price but more benefits than anything else. Nonetheless, trading them is dangerous, and only shuttles should be able to carry them (undockable base?).
200-------------------0.167-------------20000-------------25010---------10020------------60120-----4--------------0.5------smug------commodity_glitterim_spice------from Kessel
================================================================================================================================
High value products
High price, high benefits.
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------10------beings------commodity_coruscant_passengers------
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------50------civ_vehicles------commodity_hover_cars------
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------1------intel------commodity_imperial_intelligence------
250-------------------0.1-------------25000-------------28000---------6000------------36000-----8.3--------------5------soldiers------commodity_military_driods------
================================================================================================================================
Very high value products
Same as above, with just a little more profit & risk. NB : passengers aren't VIPs IMO. VIPs are prisoners, officers, politicians...
500-------------------0.117-------------50000-------------53510---------7020------------42120-----14.2--------------10------vips------commodity_imp_ambassador------
500-------------------0.117-------------50000-------------53510---------7020------------42120-----14.2--------------175------war_mach_ge------commodity_at_at------

Having settled the categories, we had a good look at where we can buy and sell. For that, the political map is important:
Image

Also, what is important, is where we can dock fighters, freighters, caps and heavy caps. Here is what Deety wrote about it (in a discussion about cap moors):
Deety wrote:I believe that most of the capships were unable to dock on planets (how do you want to park a Nebulon-B frigate?) and even then, it must be very expensive (how much energy is required for an Acclamator to take off?). Actually, i think that most of the capital ships were parked in deep space or near shipyards. Thus, what about removing the docking near planets? Finally, large capships would only have a few docking points - the shipyards - making them even more valuable. Furthermore, shipyards would be the only place where capships could repair, which may be a good idea (all the more so since our capships are very powerful, and can use hyperspace)

Then, no need to have a lot of cap moors archetypes. Instead, use the shipyards superstructure. This is more realistic and more amazing at the same time (think about this super station that was able to fit a Mon Calamari cruiser)

Eventually, we should have several dock categories :
- Size 1 : fighters, shuttles
- Size 1+ : transports, freighters, corvettes, bulk freighters. + gunships
- Size 2 : other capships, but heavy destroyers / heavy carriers / heavy interdictors / cruisers / battleships
- Size 2+ : heavy destroyers / heavy carriers / heavy interdictors / cruisers / battleships

Fighters & Shuttles can almost dock everywhere. For scenery purpose, make them unable to dock main shipyard bays but have secondary docks for them there.
Size 1+ ships can almost dock everywhere too. However, we can prevent them from accessing some stations (ie : smuggling bases)
Small capships (2) can dock main shipyards & repair yards & smaller shipyards (ie : "frigate base" archetype that was created some times ago. We could use some of these "small capship dock points" in the few key systems that don't have any major shipyards. Ie : add one frigate yard or similar size station next to Muunilinst Sector Control, Bastion sector control, Kashyyyk planet, the Blood star in Endor...), They could also dock some large military/civilian stations (ie : refueling station in Ryloth, nr fleet hq in Coruscant, imperial fleet hq & imperial naval academy in Bastion, corsec base in Corellia).
Large capships (2+) are restricted to the main shipyards & repair yards (half a dozen bases in the whole galaxy) : Kuat shipyards (3 dock points), Calamari shipyards (3), Bilbringi Shipyards (more than 2 dock points, as there are a lot of super structures), Fondor shipyards (>2 dock points), CEC shipyards (1 or 2 dock points), Sullust shipyards (1 or dock points).

Last point (but not least!). I don't think we have to head toward a perfectly symmetric layout. The game have to be balanced, but the number of bases doesn't matter a lot. Or, rather, the number of dock points doesn't. We can put half a dozen stations around Kuat, because it looks cool, but as they all are at the same place, they only count as "one" on the chess board. On the contrary, the rebel shipyard in Sullust is much more important tactically than the few rebel docks in Calamari, because Calamari is close to every other rebel system (and their dock points) while Sullust is nestled in the south part of the galaxy. So, no need to have the same number of stations, it doesn't make things balanced. Plus, it's annoying for you because you always have to think about that, and finally it's not "pretty", because awesomeness results from having every single system different from another.

;)


After this, I have made a matrix about how the program allocates trade runs.

regions marked "special" : per commodity special location and destination

trade_type---------from_region---------to_region---------items---------no_of_bases
==================================================================================
base_matl---------OuterRimEast---------MidRimNorth---------3---------2
base_matl---------OuterRimEast---------MidRimSouth---------3---------2
base_matl---------OuterRimNorth---------MidRimNorth---------3---------2
base_matl---------OuterRimNorth---------MidRimSouth---------3---------2
base_matl---------OuterRimSouth---------MidRimNorth---------3---------2
base_matl---------OuterRimSouth---------MidRimSouth---------4---------2

beings---------OuterRimEast---------MidRimNorth---------3---------4
beings---------OuterRimEast---------MidRimSouth---------3---------4
beings---------OuterRimNorth---------MidRimNorth---------3---------4
beings---------OuterRimNorth---------MidRimSouth---------4---------4
beings---------OuterRimSouth---------MidRimNorth---------4---------4
beings---------OuterRimSouth---------MidRimSouth---------3---------4

civ_vehicles---------MidRimNorth---------OuterRimNorth---------1---------6
civ_vehicles---------MidRimNorth---------OuterRimSouth---------1---------6

food---------OuterRimEast---------Core---------3---------6
food---------OuterRimNorth---------Core---------3---------6
food---------OuterRimSouth---------Core---------2---------6

info---------Core---------OuterRimEast---------6---------4
info---------Core---------OuterRimNorth---------6---------4
info---------Core---------OuterRimSouth---------6---------4

intel---------OuterRimEast---------MidRimNorth---------2---------6
intel---------OuterRimNorth---------MidRimSouth---------1---------6

pharma---------Core---------MidRimNorth---------6---------6
pharma---------Core---------MidRimSouth---------6---------6

soldiers---------OuterRimEast---------MidRimNorth---------2---------4
soldiers---------OuterRimEast---------MidRimSouth---------3---------4
soldiers---------OuterRimNorth---------MidRimNorth---------3---------4
soldiers---------OuterRimNorth---------MidRimSouth---------2---------4
soldiers---------OuterRimSouth---------MidRimNorth---------2---------4
soldiers---------OuterRimSouth---------MidRimSouth---------2---------4

tech---------MidRimNorth---------OuterRimEast---------8---------2
tech---------MidRimSouth---------OuterRimNorth---------7---------2
tech---------MidRimNorth---------OuterRimNorth---------7---------2

vips---------special5---------special5---------27---------2

highgr_ore---------special3---------special3---------10---------4

lowgr_ore---------special1---------special1---------16---------4

smug---------special4---------special4---------6---------12

war_all---------Core---------OuterRimEast---------6---------4
war_all---------Core---------OuterRimNorth---------6---------4
war_all---------Core---------OuterRimSouth---------7---------4

war_ge---------special6---------special6---------2---------6

war_machines---------OuterRimEast---------Core---------2---------4
war_machines---------OuterRimNorth---------Core---------2---------4
war_machines---------OuterRimSouth---------Core---------2---------4

war_mach_ge---------special2---------special2---------4---------6

luxery---------MidRimNorth---------Core---------11---------4
luxery---------MidRimSouth---------Core---------11---------4

tech---------MidRimNorth---------OuterRimSouth---------7---------2
tech---------MidRimSouth---------OuterRimSouth---------7---------2
tech---------MidRimSouth---------OuterRimEast---------8---------2

civ_vehicles---------MidRimNorth---------OuterRimEast---------1---------6
civ_vehicles---------MidRimSouth---------OuterRimEast---------1---------6
civ_vehicles---------MidRimSouth---------OuterRimSouth---------1---------6
civ_vehicles---------MidRimSouth---------OuterRimNorth---------1---------6

intel---------OuterRimSouth---------MidRimNorth---------1---------6
intel---------OuterRimSouth---------MidRimSouth---------2---------6
intel---------OuterRimNorth---------MidRimNorth---------1---------6
intel---------OuterRimEast---------MidRimSouth---------1---------6

Some special runs are the smuggling routes. As much as possible and allowable according to canon I have made the smuggling trade routes between enemy planets. That way only real smugglers can make use of these routes.

commodity_chak_root
canon: flavorfull plant high taxes, from Naboo
player buys: Calamari(planet_mon_calamari_base/rebel_grp)
player sells: Muunilinst(planet_muunilinst_base/emp_n_grp)
travel: 4jumps
Rationale: from NR to GE base, can only be done by Smug or Civ.

commodity_death_sticks
canon: from Coruscant
player buys: Coruscant(planet_mon_eron_base/rebel_grp)
player sells: Fondor(planet_fondor_base/emp_n_grp)
travel: 4jumps
Rationale: from NR to GE base, can only be done by Smug or Civ.

commodity_glitterim_spice
canon: from Kessel
player buys: Ryloth(planet_or_tuma_base/li_p_grp)
player sells: Coruscant(planet_coruscant_base/rebel_grp)
travel: 5jumps

commodity_lumni_spice
canon: from Hoth
player buys: Hoth(Planet Hoth/li_p_grp)
player sells: Kuat(KDY_andrim_shipyards/kdy_grp)
4jumps

commodity_mekebve_spores
Canon: a rare fungus that causes severe histamin reactions in most mammalian species
player buys: Bastion(planet_bastion_base/emp_n_grp)
player sells: Kashyyyk(planet_kashyyyk_base/rebel_grp)
4jumps

commodity_ryl_spice
canon: from Kessel
player buys: Ryloth(planet_or_tuma_base/li_p_grp)
player sells: Fondor(planet_fondor_base/emp_n_grp)
4jumps

Please give your opinion, especially on matters of canon, in the blog comments. Luckily all is program-driven so it is not a big deal to make changes after the beta test.
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Re: Qi's development blog

Postby Qi » Sun Feb 07, 2010 5:04 am

I have placed an article on http://www.moddb.com/mods/fwtow/news about forum modding....

As always don't reply in this thread but in Qi's blog comments

ModDB wrote:Next to the game mod, the Freeworlds: Tides of War developers have also modded the forum, to connect to the game server.


Image

Usually Sushi and the other devs talk about the development of the upcoming Freeworlds game mod release. I want to present something different. This article is about our forum modding. And if you talk about the forum, you talk about the Freeworlds community...

Freeworlds is a community of players from all over the world. As you can see from below players map, most locations are spread over the USA and Europe, with some other far away places. Obviously having to use English language on our game and forum server plays a role.

Image

We have had many versions of the mod in the past 7 years. The new version that we are working on, called Freeworlds:ToW, will be situated at 13 ABY. The :ToW suffix is from two mods joining; Freeworlds and Tides of War.

The forums are just as important as playing in-game. There is some interesting role playing going on. And obviously the necessary off-topic fun. In the past year we have started to host the forums on a self-hired web server, so that we could mod the forums as well.

We started forum modding by making member lists that read the game server for the ships online, and update automatically. We made an auction house where anonymous pirates can buy fighters from other factions. And a bank system that uses the money on the ships and where players can make transactions, invoices and loans.

Image
A forum-based auction house.

Image
A forum-based memberlist. The ship names are automatically updated from the game server.

Image
A forum-based bank system, is coupled directly to the ships on the game server.

These are just playful forum mods to try out the possibilities. Now that we know how to deal with this, for Freeworlds:ToW we have bigger plans.

Auction houses will be coupled to station stockpiles. Each station export and receive goods by the normal activities of players selling and buying goods, or delivering goods they loot or mine. The goods can be bought and sold on the forum-based auction house in massive quantities, only in the league of governments, as that are in fact our factions, governments. We will make economic offer-and-demand systems. For example, if a capital ship dies on a Territorial Engagement, it's construction requires money and parts. Those resources must be in possession of the faction before they can reconstruct the cap. If they don't have it, they need to trade in-game or contract others to do it, or purchase goods in the auction house.

Other ideas have been discussed. For example we always had rules for not allowing docking stations that were conquered by the enemy. Now we can actually set those stations to the correct reputation level, so that that cannot be docked physically.

Freeworlds:ToW is a multiuser mod. Therefore forum modding is an integral part of it.
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