SFC Online Campaign 1.402c beta  

 

News

. Starfleet Universe
. Hailing Frequencies

Campaign Info

. Forum
. Rules
. Game Start Files
. Mission Scripts
. Battle Film
. General War History
. Credits

Features

. FAQ
. SFCC Fleet Campaign
. Community
. Links

Useful Links

. Taldren
. Interplay

Staff

. Designer / Manager
  SFCShadow
.  
. Personnel Manager
 
Rudyman

. Lead Programmer
  Khoros

. Assistant Manager
  Warlord

. Programmer
  NTDN

. Associate / Writer
 
Sfaret
  Associate
 
Korag
 
Associate
 
Kirk_Jr-SFC


. Visitors
Since 12 Jan 2000

Current turn: 4
Awaiting Combat Resolution



New Damage script updated
1.402 Beta Begins
New Damage Script
Site delayed
Site updated


               [ Current Gamemap ]

Wednesday, October 4th
News update
SFCSfaret

Well as Rudyman has stated, we will be taking over the upkeep of this website, and the administration of the current SFC Campaign. The goal is for the campaign to keep a free flow and for the players to get the enjoyment out of it we all hoped for. This news section will be updated regularly with postings when each turn is submitted and when battles are fought. Keep watching folks, things are about to get exciting.

Tuesday, October 3rd
News update
Rudyman

S'faret and I will be attempting to keep information up to date on the web site starting today.  The Map and turn files should now be the current ones, and we will try very hard to keep them current.

 

Thursday, July 13th
Damage Script updated!
SFCShadow

The current version of the damage Script is now Version 1.3.  Some changes and enhancements to the Damage Script file have been done:

  • Corrected Duplicate output on the read in file 

  • Corrected a wrong ship in the Fed frigates listing

  • Added a version number to the multiplayer set-up name

  • Added a small Information readme

  • Added the VB file needed

  • There is no F-FF+, corrected to F-CFF+ in front end.

  • Adjusted some numbers on the damage levels to make damage more in line with the name.

  • It is now no longer needed to select the same ships in the Multi-setup as you picked in the damage.exe, you'll automatically get them now.

Please feel free to let us know of any other bugs, so we can correct them. Jay is  working on getting the write out done, so we'll be able to report a damage level of the ships more accuratly.

 

Thursday, July 13th
Game is Progressing 
SFCShadow

The current turn is now the Romulan phase.  Things have been a bit hectic here, it's crunch week for Hailing Frequencies and my system had a minor nervous breakdown and I've lost the last two weeks of work on the project (grrr).  So I'm in panic mode as I try to make up in two days what I've been working on for the last two weeks.  The game is progression well though, and everyone is excited.  Lots of practicing going to and smack talk. :)  So bear with me if I seem a little out of sorts, once we get HF out, I should be a little more 'withit' for a couple of weeks. I've updated the small map, but nothing major has happend and to save my sanity, I've not done the larger map yet.  As doing that puppy takes about 1-2 hours to get done right, and I just don't have the time.  I'll update the large map at least once a turn though (start of each turn).  Once battles occur, I will also update the map for easy reference.



Saturday, July 8th
SFCC 1.402c Beta begins!
SFCShadow

The game files for the campaign can be downloaded by choosing the menu choice on the left.  If you haven't downloaded them yet please do so if you plan on using it to track the progress of the campaign. :)  The rules are also available to you online for those who haven't gotten them yet, so read or print or download from menu as well.

Let the games begin!  Lyran turn is due by Monday July 10th.  We will be holding to a strict schedule, so please, if you cannot do your turn let one of your other team mates know and have them do it (for those of you who are race leaders).  Remember 48 hours for a turn, 24 hours for a reaction.  72 hours to resolve any combat.  I plan on doing between 3-6 turns from the beginning, (depending on how fast and easy you guys are), then accelerating the game to turn 12 or 18 and playing from there to test the mid-late game process.  I will be using my local game that I've been playing as a basis for that test.  (We are at turn 10 already).

The forums are available to you online, and although I've given the passwords out, it seems a few of you haven't gotten them yet.  If your a leader and have lost or forgotten your password, let me know and I'll send it to you again.  Please pass it on to your team mates.  You should all know who your team mates are, if you don't let me know and I'll send you a list (there are only 3 of you for each race).
 

 

Saturday, July 8th
New Damage Script Beta!
SFCShadow

Well I've given you all almost two weeks to bring up any issues for the rules and no one has, a few have brought up issues for the FAQ, but for the most part you have all been silent.  As such, the rules are now solid.  We'll use them, if any problems arise, unless it is absolutely necessary, we'll tack any questions to the FAQ.

Part of the reason for the extra time has been due to several factors, system problems on my end, health, I've been VERY busy and we were working on something that will make this campaign even more enjoyable and we were very close, so I took advantage of the situation to get it to you all.  You will find the script in the mission scripts link.  This script (a very early beta) will enable us to continue fights using the same ships, regardless of their status.  Meaning, we can now fight online with ships damaged!!!  How's that for cool.

I want to thank Jay Jeffery for his efforts in getting this script done.  We've been talking about how to do this for a few months and although I've tried to have others do this (simple script) for me since October, it's now finally HERE!  Thanks again Jay.  I could have written this script, but with all the stuff I'm involved in, I just didn't have the time.  Looking back, I think maybe I should have just bitten the bullet and done it. LOL  It might have taken me a month, but it would have been done.  But Jay stepped forward and with a few skull sweat sessions and initiative, he's accomplished what I feel will be the most important SFC script to hit the Multiplayer world for serious players of SFC yet developed!

So in addition to our testing the SFCC system, we'll also be tweaking this script to make it the best it can be.  Eventually it will be playable in any terrain, incorporate playable orions, it will write a file giving the specific damage state of every ship etc.  In order to use this script (we'll be writing a readme soon) you need to do the following:

  1. Unzip into a folder (preferably SFC folder).

  2. Place the script (SFCC_Sector.scr) into your ..Assets/scripts folder

  3. Either create a shortcut to your desktop or in your START menu for the Damage.exe

  4. When you are fighting with a ship that is damaged, you will need to run the Damage.exe program   PRIOR to running SFC.

  5. Click on your race.

  6. Pick the ship type (Frigate, Light Cruiser [destroyers are listed here], Heavy Cruiser, etc)

  7. Pick it's damage state.

    • This ranges from None, Light, Moderate, Heavy, Severe

    • None - Obvious, this ship isn't damaged (this is important if you are commanding several ships and 1 or more of them are not damaged).

    • Light (6%-10%) - This is between rounds combat only!  Meaning if your ship is lightly damaged and will fight again that turn, this choice is made.  Light damage does not carry over into a campaign turn.  Your crew is expected to be able to make minor repairs to itself on it's own during a campaign turn.  This choice will only be used within a single turn.

    • Moderate (11%-20%) - This is when your ship is damaged well, but not to excessively.  This damage carries over into a campaign turn as damaged (counter flipped over).

    • Heavy (21-40%) - This is a damage state worse then Moderate, but not crippled.  This is like the Light damage.  Used only within a combat turn.  If your ship is Heavily damaged, it is treated as damaged in the campaign (counter flipped over).  Over time, your crew can repair it's ship from Heavy to Moderate damage on it's own within a Campaign turn.

    • Severe (41%-65%) - This is a crippled state.  Your ship will be severely damaged and unless given time to repair, not very combat worthy.  It will be treated as crippled and carried over in a campaign turn.

  8. Click on Add.

  9. Repeat for all the ships you will control.

  10. Run SFC, pick your ships as usual.  (This will eventually change, we're going to replace the choice screen with our own, and you'll just click ready in future to play, but for now use step 10).

  11. Click ready.

  12. Have a blast!


You will note that each of the damage states also have other penalties, like lack of repair parts (increasingly so as your damage state gets worse), lack of fighters and lack of drone loads etc.  This is and will be a true damage script for your ships across the board and should enhance our campaign experience by many degrees!

I would encourage you to not only use this for the campaign, but also in your training to get the widest testing done possible on this script, as well as getting used to fighting with ships that are combat damaged!  There are modifiers in it to account for smaller ships and larger ships, the Heavy Cruiser was used as a baseline for the above damage states, then modified by class.

These ranges will change over time as we tweak and improve on the script, so all of your input will be extremely valuable in getting this humming.

 

Thursday, June 29th
Site launch delayed
SFCShadow

Didn't get the site fully up as planned yesterday.  Combination of not feeling well and ran into a few snags.  Almost everyone has the rules to review, E-mails sent out to all testers.  We'll be covering the rules first (before we begin playing), as well as start construction of the FAQ for use in tandem with the rules.  I still need to construct the History page, Credits page, Battle film, Community, and links page.  For now I'll put in filler pages until I get them finished (should be done by this weekend). 

Already some very few items have been address regarding the rules, nothing really major though.  Everyone really likes them and feel they are good to go.  All are anxious to just play the game.  This time around though I'm making sure everyone understands how to play and ALL issues addressed before game start.  Everyone is getting very excited and it looks like we'll be having a lot of fun!

 

Wednesday, June 28th
Site updated / New Beta Cycle Started
SFCShadow

Welcome to the new look for Starfleet Command Online Campaign.  This will be the home of multiple meta campaigns running / managed / located centrally here at SFCC.  Currently in testing is hopefully the final version of the Combat edition of the campaign, and the PBEM version of the Combat Edition campaign.

The Combat Edition of the SFCC system is geared for 12-18 players.  We tried to test it with a larger group (72 players) and determined that without player run and managed fleets it was to large for a large mainly loose group of players to enjoy the system.  We will shortly be offering to selected established fleets and groups the chance to test the system with a greater number of players, with the fleet leaders and their appointee's managing the system.  We feel this may be possible and judging from the inquires, desirable by the community.  The Combat Edition of the SFCC Meta system is a basic campaign system to generate meaningful combat to be played using Starfleet Command Versions 1 (and 2 when it releases).  This is a Multiplayer "Online" version.  Meaning the combat is to be played online with some of your friends.  

This current beta test is by invitation only.  Although anyone can request to join, and may even be considered for a position within the beta test, the chances are low.

The PBEM (Play by E-Mail) version of the system is for 6-12 players, but is played mainly via E-mail and battles are primarily resolved playing the game against the AI.


Last updated: 10/10/00
All items Dennis J. Greene, Copyright © 2000
Star Trek: Starfleet Command software copyright © 1999 Interplay Productions. All rights reserved.
Trademark and copyright © 1999 Paramount Pictures. All rights reserved.
Star Trek and related marks are trademarks of Paramount Pictures. All rights reserved.
All other trademarks are the property of their respective holders.