Staredit Network > Forums > Modding Projects > Topic: Ad Astras
Ad Astras
May 20 2008, 2:52 pm
By: Lord Agamemnon  

May 20 2008, 2:52 pm Lord Agamemnon Post #1

Magical-Girl Enabler

If you don't already know about the mod, watch the trailer.
Heck, if you do already know about the mod, watch the trailer anyway.

Trailer

For those who aren't familiar with it have some copypasta from Maplantis.
Quote from me
Premise
While reading Isaac Asimov's Foundation trilogy a while ago, I was struck with an idea for a mod. And so Ad Astras arose. This mod is based not around battle tactics, but around long-term strategy: yes, of course your tactics are vital, but nowhere near as important as they are in many mods. Resource management, tech choices, unit production...these are your main areas of focus.

The mod is set in the distant future, when the Empire of Sol has collapsed, leaving the areas of the galaxy under the control of local governments. You take the role of ruler of one of these rising stars and must lead your armada to victory.

Gameplay
Mineral desposits are silly; we're talking about colonizing entire planets for expansions. Yes, that's right. Planets. You start with an outpost, a couple workers, and a couple scout ships, and build your way up to a galactic empire. Although there are technically around 40 different units (only one race, though), the mainstream military units fall into only seven different types, with most of the remainder consisting of upgrades to them. Because, seriously, if you've just found a new kind of weapon, your ships aren't all spontaneously going to all suddenly have it equipped, and retrofitting is is pretty hard with spacesihps. So if you want that Firefly to have extra firepower, you'll need to build it in from the start.

Closely related to this is the tech tree. Instead of the normal building/unit progression, all buildings and units are dependent on your tech level in three fields: Engineering, Weaponry, and Piloting. A Firefly fighter requires nothing, but a Firefly with upgraded weapons requires Weaponry Level 1. And so on. These techs are pretty darn expensive, though, so choose wisely...

Other features
Well, since there's only one race, the aspect of player control has to enter into the equation somewhere, right? Which is the rationale behind the Sanction system.

At the beginning of the game, you start with 2 Sanction Points, which you can spend on any of 10 one-level upgrades which do all sorts of things, mostly in the way of unit construction. One, for instance, lets you build heavy siege ships, another allows the construction of a money-giving building, and a third gives a certain ship an uber-planet-killer-laser-storm-of-death. There's a total of 45 possible combinations, so go crazy

Oh, yeah, by the way, space is big. Really big. And I'm trying to give some idea--not an accurate one, but a general impression--of how big space really is, that is to say "really big." This means that it takes a long time for units to get anywhere--another reason why strategy has a bigger effect that tactics.

Oh, did I mention that it can only be played on special maps? "Oh no!" I hear you cry, "Whatever shall we do?" Not to fear, for 25 such maps--count 'em--are packaged with the mod. I make no guarantees as to balance and such issues, but they look pretty well-balanced to me.

And on to the patch notes for this version.

Quote from the Readme
RELEASE 1.5
-(Unit Changes)-
Defense Platforms, Laser Batteries, Ion Cannons, and Vanguards now require 4 supply each.
Militia Fighters now require 1 supply each.
Pulse Singularities now require 20 supply.
Pulse Singularities now deal damage in one blast instead of radiating beams.
Reduced Draconis HP by 40.
Croniades attack now deals damage to target instead of having Stasis effect.
Tyrant-line ships are now built from Project Development.
The Vanguard no longer has the lift-off ability.
Vanguard cost decreased to 750 material.
-(Gameplay)-
Added Lamia line.
Planetary resources are now awarded on a diminishing-returns system.
-(Bug Fixes)-
Corrected the Command Platform (Arming)'s portrait.
Corrected the sounds for the Arming Command Platform and Eleint.
Fixed a kill-score bug.
Fixed a unit size bug.
Fixed a bug in which buttons would not disappear correctly from lifted-off Vanguards.
-(Miscellany)-
Updated readme.
-(Status unknown)-
Possibly fixed a bug causing units to become unselectable

Oh yeah: almost forgot :P Download!
PATCH 1.5.1: Download!

Post has been edited 1 time(s), last time on May 22 2008, 2:31 pm by Lord Agamemnon.



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May 20 2008, 3:07 pm poiuy_qwert Post #2

PyMS and ProTRG developer

Great! I hope the unselectable bug is fixed for sure! Good job Aga!




May 20 2008, 3:11 pm Corbo Post #3

ALL PRAISE YOUR SUPREME LORD CORBO

Quote from Lord Agamemnon
Croniades attack now deals damage to target instead of having Stasis effect.

Thank you! Sir!



fuck you all

May 20 2008, 3:54 pm FlyingHat Post #4



Damn, straight. So now the world is in peace, now that the great mod is supposedly perfected. :D



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May 20 2008, 6:08 pm IskatuMesk Post #5

Lord of the Locker Room

Some comments about your trailer.

The beginning parts of the cinematic set it up for something big. "The universe is big, but not nearly big enough." Then it switches to a couple of small fighters flailing around and shooting each other. Biiig climax killer right there. Most of the footage is fairly uninteresting until you get until the final part of the video, where you finally start seeing the big battles the story and intro supposedly allude to. Additionally, the anime music seems quite out of place, at least for me.

So, some suggestions.

- Show only action in the trailer or major points of interest. Not, "5 fighters shoot a fighter and then hover there for a few seconds." We don't care about the hovering; cut that part out and immediately go to something else. You want to get a hold of the audience and captivate them. I got pretty bored pretty fast :P
- Work on the capitalization of climax. Work to the flow of the music you want to use and not against it.
- The trailer was almost 5 minutes but most of it was the same thing. As much as I like having incredibly long videos and incredibly long intros, I strive to provide completely unique or at least very interesting content throughout it. This video unfortunately doesn't do that.

It was probably one of your first attempts though, so cheers for at least getting it out there.

Good luck!



Show them your butt, and when you do, slap it so it creates a sound akin to a chorus of screaming spider monkeys flogging a chime with cacti. Only then can you find your destiny at the tip of the shaft.

May 20 2008, 7:26 pm Polaris Post #6



Heh, you did make a good unit out of my Missile Frigate :)



If anything cool is ever going on Skype me up under the name "blarghle"

May 20 2008, 11:35 pm New-Guy Post #7



I'm trying to DL it, but it say's I need a password! Is this me? Or is it the game? Or neither?



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May 21 2008, 5:19 am bajadulce Post #8



:cheers: :thumbup:
I love this mod and it's easily one of my all time favorites just because of it's uniqueness. It's nice to see you still refining it. The Video is entertaining and the end fight scene is a good one. yeah, it may be a bit long overall, but I like it.

* Vanguards not being able to lift off really is disappointing, but I guess there was no other solution. We have a replay of ShadowyMoon rushing with these and demonstrates just how awesome they are as a mobile unit.. but that's how it goes.

* Supply required for defensive structures? I actually love it. Ppl will really have to juggle the pros and cons of creating a static defensive at the price of mobility. .. but I wonder how the Corbo turtling fans feels tho? :bleh:

* Diminishing returns on the planet resources sounds interesting and will be interested to see how this effects gameplay. You've always been really keen on balance as your mentor Hercanic always preached as well, so I'm sure this was well thought out.

* One bug to report that i'm sure you are aware of but I didn't see addressed:
With the arrival of additional outposts, some of these will mysteriously lack psi? and no buildings can be placed around them as a result. very odd. Any idea what causes this?

sidenotes/questions:
You had some interesting background storylines posted somewhere.. any chance of making a small campaign?
Also, Is this really the end to your modding? You have no other mod spinning in the back of your head... just crying to be made? I find that hard to believe. Artists can't just stop creating cold turkey. can they?



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May 22 2008, 2:26 am Phobos Post #9

Are you sure about that?

Masterpiece.



this is signature

May 22 2008, 3:22 am Lord Agamemnon Post #10

Magical-Girl Enabler

Quote from bajadulce
:cheers: :thumbup:
I love this mod and it's easily one of my all time favorites just because of it's uniqueness. It's nice to see you still refining it. The Video is entertaining and the end fight scene is a good one. yeah, it may be a bit long overall, but I like it.

* Vanguards not being able to lift off really is disappointing, but I guess there was no other solution. We have a replay of ShadowyMoon rushing with these and demonstrates just how awesome they are as a mobile unit.. but that's how it goes.
I removed that ability because Vanguards desynced when lifted off in multiplayer games, not because they were too powerful...er, sure, yep. Of course. :ermm:

Quote
* Supply required for defensive structures? I actually love it. Ppl will really have to juggle the pros and cons of creating a static defensive at the price of mobility. .. but I wonder how the Corbo turtling fans feels tho? :bleh:
That's why I did it--I don't like people turtling. Plus it adds some extra strategy.

Quote
* Diminishing returns on the planet resources sounds interesting and will be interested to see how this effects gameplay. You've always been really keen on balance as your mentor Hercanic always preached as well, so I'm sure this was well thought out.
Honestly, I don't think it'll have a big effect. It's meant mostly to rein in production capability on huge maps.

Also, there seems to be some confusion about what I meant by "diminishing returns." Previously, your material income each cycle was 500n, where n is the number of planets you own. Now, it's n[1000-25(n-1)]/2--in other words, instead of 500, 1000, 1500, etc., it's 500, 975, 1425, etc.

Quote
* One bug to report that i'm sure you are aware of but I didn't see addressed:
With the arrival of additional outposts, some of these will mysteriously lack psi? and no buildings can be placed around them as a result. very odd. Any idea what causes this?
Huh, never seen that or heard of it anywhere else...

Quote
sidenotes/questions:
You had some interesting background storylines posted somewhere.. any chance of making a small campaign?
I considered it, but the scale of any match is pretty big. Establishing continuity in a campaign would be difficult due to the researches being such grand global things.

Quote
Also, Is this really the end to your modding? You have no other mod spinning in the back of your head... just crying to be made? I find that hard to believe. Artists can't just stop creating cold turkey. can they?
I have had some ideas wanting to be made, but, in a way, my time is done. Anyway, they're ideas that wouldn't be well-suited to Starcraft--heck, I even started drawing up design docs for a full game based around one of them before I got lazy and dropped it.

As for whether or not I can just stop modding, I kind of have to. It is both my blessing and my curse that I've had modding as a safety valve, and it's only when I've removed myself from it that I've managed to actually do things IRL :P



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May 22 2008, 3:22 am Doodle77 Post #11



Bug: Vanguards can't attack?

Also, awesome replay:

Attachments:
Wyvernspam.rep
Hits: 3 Size: 72.11kb

Post has been edited 1 time(s), last time on May 22 2008, 3:37 am by Doodle77.



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May 22 2008, 3:27 am Lord Agamemnon Post #12

Magical-Girl Enabler

Quote from Doodle77
Bug: Vanguards can't attack?
Hm...you're right...wonder why. I'll get on it.

EDIT: Found the problem--it's a simple units.dat bug. I'll upload the fixed version tomorrow.



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May 22 2008, 5:52 am bajadulce Post #13



If you're going to be uploading a new version you should take a moment to fix your triggers. It appears that the 1k payout sometimes gets skipped the first time around in some instances. As a result some players only receive 2k minerals as opposed to 3k. Spirus @ our forum was the first to notice this and we implemented a fix by delaying the first payout and giving the players 3k to start. One map that this happens every time is Cassiopea Sigma. The East starting location always only yields 2k minerals to start. I am not sure what other maps do the same, but that map I know of for sure. here was our fix:

give all players 3k to start as opposed to the 2k + 1k outpost bonus
after 30 seconds set a switch that ativates the outpost bonus.
all subsequent rounds the player then receives the usual 1k per outpost etc.

As for the unbuildable pylon thing. Several ppl have reported this, and it has happened to myself as well. Of course they were playing our hacked version, but I am certain that nothing was changed with the player's pylon. but who knows. I wouldn't worry about it.

Yes, ShadowyMoon's replay is a single-player game with mobile vanguards. And damn that guy is a good ICCup player. His 250+ apm micro skills pretty much make it impossible for me to stop his firefly rushes and I'm behind the eight ball the rest of the game. Twitchy fingers > my strategy. So if anybody reading this thinks they are a badass, and bitches there are no good players to play this mods against, just play a game against that jerk. :bleh:

:yahoo: :mudkip: :wub:
Ok peace out.



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May 22 2008, 6:07 am Laser Dude Post #14



Quote from bajadulce
give all players 3k to start as opposed to the 2k + 1k outpost bonus
after 30 seconds set a switch that ativates the outpost bonus.
all subsequent rounds the player then receives the usual 1k per outpost etc.
This may have to do with the weird ways Starcraft handles At Most, Exactly, and At Least.

If you think turtling is bad, you should've seen me micro my embars against Dark's cannons and Elients. It was slaughter. I managed to destroy an entire base and 4 elients with 3 Embars and 2 Orachis. It's like vulture micro, but with colossal warships rather than speeder bikes.

Good for you for sticking around and modding to the end. Most modders, myself included, seem to peter out and eventually disappear, but you're still going strong, and you're going to leave an amazing impression behind by finishing it with something big.

Post has been edited 1 time(s), last time on May 22 2008, 6:18 am by Laser Dude.



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May 22 2008, 2:30 pm Lord Agamemnon Post #15

Magical-Girl Enabler

1.5.1 patch available in the first post. It addresses the problems of starting resources and non-attacking Vanguards.



None.

May 22 2008, 9:47 pm Doodle77 Post #16



I think you lowered the Draconis health too much, it's impossible to approach an Embar with one now unless there are higher priority units around.



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May 28 2008, 12:21 am Not a Username Post #17



Lowered it too much?! That -equivelent to- lockdown ability was completely overpowered. You couldn't possibly use any superlarge ships, or else they would be immediately hit by a Draconis. I learned that after the first few games w/ my friend.
But I also learned that, with the introduction of the Lamia Corsair, there was also the ability to Restore ships. Even so, it took time & reaction speed, so it temporarily put your capitals out of action. By making them more fragile, it balanced out the skill a bit. With the Lamia, it was much easier to mobilize capital ships without worrying about the oppositions' Draconis...es.
Also...
Quote
That's why I did it--I don't like people turtling.
I think you already had some pretty good anti-turtle; you couldn't use terrain to your advantage, there are plenty of long range units (i.e. Embar), and all it would take to bring down a massive defense, if they did not have a sufficient offensive force, would be one Singularity Charge.
I prefer the new effect, by the way; the old (constant spray of damage) was a little overpowered and a bit obnoxious. Now, it is both devastating and cool-looking. But not too devastating.
Thanks, truly, for creating what I believe is honestly the best mod I have ever played throughout the five or six years I've played Starcraft.



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Jun 10 2008, 5:25 pm bajadulce Post #18



It appears that the right-click action "repair/harvest" (unit.dat/AI Actions) is required for units to finish Terran buildings if they are interrupted/halted. Adding this attribute to the dropship and Shuttle (Colony Ships) will allow them to finish constructing colonies if they are halted or interrupted.

I discovered this after I realized that there was an oversight with the current AAAI's tender and it's inability to finish interrupted buildings due to this missing attribute. Now things only get a bit more complicated for the AI project with this discovery, but I have the most fun trying to come up with solutions to these little puzzles... which this mod never ceases to give me something to scratch my head over. :P



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Jul 27 2008, 9:36 pm Hercanic Post #19

STF mod creator, Modcrafters.com admin, CampaignCreations.org staff

Love the trailer, LA. Screenshots never do justice. In terms of pacing, climax, and maintaining the average viewer's attention, though, I have to agree with IskatuMesk.




Aug 10 2008, 12:41 am New-Guy Post #20



I think the 1.15.1 link is broken guys...



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