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Supreme Cmdr

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  1. Supreme Cmdr

    Line Of Defense Steam BETA

    DSS GiT Distribution Deprecated Due to the Steam BETA tab now working as expected, and which we hope will lead to more people trying out the interim dev builds since it’s less complex to setup than Git, we have now dropped the GiT server distribution. Aside from making it easier for all to test both the GA and DSS versions from inside the Steam client, dropping the GiT version makes it quicker for us to do builds as well. Plus we now have one less DSS build to do. More info on the DSS page.
  2. Supreme Cmdr

    Universal Combat Advanced

    As I did with the Steam exclusive version of GALCOM SE, I am planning on releasing an updated (scenes, graphics etc) version of Universal Combat. It will be based on the Universal Combat CE v2.0 core. This will be a precursor to my exploratory research into the viability of doing a remake of the original Battlecruiser 3000AD game but in full first/third person inside the carrier like in Line Of Defense. More details coming soon.
  3. Supreme Cmdr

    Discord Server is Live!

    We have a 3000AD Discord server with restrictions for the public @everyone role. Create a Discord account if you don't already have one. Then use the https://discord.gg/0pahOKd89r4SmoLT invite link to enter. We have both text and voice channels. You can also use Discord to post messages about server issues. ps: If you are already banned on the Steam forum and/or in the game, you will be insta-banned on this server. On sight.
  4. The standalone 2.00.03 patch (also included in The Lyrius Conflict DLC) for the paid (non-Steam) UCCE 2.0 will be released next week. I need to build it for all versions due to the DRM used in them. When I do that, I will post the links here. As mentioned on the DLC store page, this (and all future) DLC is only for the Steam version of UCCE 2.0. So, if you have the paid version of the 2009 UCCE 2.0, you don't need to buy this DLC if you only want the patch. Also, now that the code has been branched, this 2.00.03 patch will be the final patch for the 2009 UCCE 2.0 build. No further patches will be released for that legacy product. So, consider this as a gift for your support.
  5. Supreme Cmdr

    Universal Combat Collectors Edition v2.00.03

    Some of the animation INI files were incorrectly indexed. All characters share animations (packed in the .\models\animate\.3DM files) indicated at the top of the .\models\animate\.INI file. So since the .INI file indices were incorrect, all 8 characters which use .M01 and .MO2 animation sets, had this issue. I have pushed a minor update to Steam that fixes this in both 2.0 and 3.0. Anyone who owns the original non-Steam 2009 v2.0 release, can just download and re-apply the updated patch. The v2.0 BCStudio tool (currently works with v3.0, but not in the future) can be downloaded here. Just extract to your game install folder. You can then load a character e.g. .\models\OFFICER_CO.3D, then from the animation menu select JUMP then click on the play button to see that it's correct now.
  6. Supreme Cmdr


    There is a SERVER STATUS page on the game's official website. Sometimes a scene (e.g. Heatwave, Starguard) will have issues, even though the server clusters are running fine. If that happens, you may not be able to enter a scene, join a server etc. Try switching to another server. To report server issues to us, please contact us via FleetCmd email or send a Tweet. You can also post in this forum thread; though we won't see it right away.
  7. Supreme Cmdr

    December 2015 Insurgent Fleet Muster

    Oh wow!! Hey man, it has been awhile!
  8. Supreme Cmdr

    Happy New Year and Merry Christmass!!!

    Happy New Year to all of you.
  9. Supreme Cmdr

    Line Of Defense Tactics Released On Xbox One

    LOD Tactics has been released today on XBox One for US and Canada only. Check the store page. Launch Trailer https://www.youtube.com/watch?v=OzPu3yXAEjc
  10. I wrote a new blog about the series. My plan forward for the BC/UC series. We have the following engine kernels: UCCE 2.0: The final build in the kernel (patch for retail & freeware versions) is 2.00.03. no further updates UCCE 3.0: Current build used in The Lyrius Conflict DLC currently at 3.00.06. on-going bug fixes/tweaks UCCE 4.0: Final engine build with all the graphics improvements and features promised for The Lyrius Conflict UNIVERSAL COMBAT – THE LYRIUS CONFLICT 3D rendered cockpits/bridges (similar to AAW/AOA) for capital ships (x28), fighters (x29), gunships (x5), shuttles (x3) is already planned for 4.x. It’s a LOT of work and a LOT of money. Which is why the final price in Jan 2016 for this DLC goes back up to $59.99 from the current $29.99 discount. NOTE: The ground and naval vehicles don’t need 3D cockpits since they use the new first person UI My plans going forward, depending on scheduling and costs, revolve around two specific titles in the BC/UC series. UNIVERSAL COMBAT ADVANCED Based on the 4.x engine kernel: Full 3D interiors for all capital ships (x28) with the ability to move around in fps mode manually or using T-Shafts as in Line Of Defense Full 3D interiors for all stations (x14), starbases (x8) with the ability to move around in fps mode manually or using T-Shafts as in Line Of Defense Internal pathfinding and AI improvements to allow crew (and intruders) to move around inside these 3D ships/buildings Map representation of PERSCAN (similar to the one in Line Of Defense) for inside these 3D ships/buildings Ability to board other capital ships, engage hostile threats, take their stuff Ability to capture starbases, same as you can with starstations UI for issuing orders to crew inside these 3D ships/buildings similar to the advanced orders in AAW Animations for crew located at various stations inside these 3D ships/buildings. So you could walk into Medibay and see the MO moving around or doing whatever. Also crew moving around the ship based on their current and transit location as seen in PERSCAN. New campaign scenario. Will probably include all scenarios converted from The Lyrius Conflict BATTLECRUISER 3000AD – THE REMAKE Yes. But only for the Galactan class Battlecruiser MK3 carrier. Including 3D cockpit renders for it’s support craft (fighter, shuttles) complement No. Yes Yes No No Yes Yes. But only for the Galactan class Battlecruiser MK3 carrier Yes. But will only have ROAM and ACM scenarios for the Commander career 64-128 client-server session based multiplayer, similar to AAW/AOA games As you can see, doing the BC3K remake (I will ofc change the name) will be quicker, cost way less, and depending on how the sales of TLC and BC3K remake go, can be the spring board to UCADV. And best of all, it can be done in tandem with The Lyrius Conflict since the 3D assets can be created alongside the new ones being created for that DLC. So if TLC goes into final release by the end of 2016 as planned, it is conceivable that BC3K remake could be released by end of 2017.
  11. Supreme Cmdr

    Mining drone lost

    That game is no longer supported. You should probably try the free v2.0 version.
  12. A new minor build is up. See the full changelog Going to release one more patch for the remaining (see changelog) known issues in the coming weeks. Then we're going dark for a few months; after which the first major 3.0 update lands. As previously mentioned in this update, this and all future builds are for The Lyrius Conflict DLC only. So if you are looking for on-going patches to the base (freeware) Universal Combat CE v2.0 game, you need to buy the DLC. It's cheap. Don't be cheap. Are you cheap? THE PLAN In the next few months to final 2016 release, there are going to be on-going fixes, tweaking etc to the underlying game engines. During that time, all the new content (art, models, terrain textures, fx etc) will be replaced with the more recent ones. As most of this content cannot be used in the current legacy game engine, once the game, graphics, space & planetary terrain engines have been updated, the replacements will start being implemented. Because of the critical nature of upgrading the aforementioned engines, at some point, there will be a huge gap between updates; and some of those updates will have various features disabled, or just plain broken. But as this DLC is a separate add-on, if this happens, you can uninstall the DLC, and still be able to play the base game. Then when things are back to normal, you can just re-install the DLC. All this can be done from within the Steam interface, and no messing with patches and such.
  13. Supreme Cmdr

    Forum Upgrade

    As you may have noticed, we upgraded the forum to the latest and greatest. If you notice anything odd, please let us know. You have noticed that the "display name" and "user name" have been merged. So you can now only login using your "display name"
  14. Supreme Cmdr

    Forum Upgrade

    Wow, how time flies. My daughter too has grown and in a couple years, is off to college.
  15. Supreme Cmdr


    Canshow, our entire audio library is included in the Lyrius Conflict DLC currently up on Steam. The freeware UCCE 2.0 that's on there, does not have the full library. So no need to upload it anywhere else outside of the game.
  16. Supreme Cmdr

    Forum Upgrade

    Wow!! We all got old, huh?
  17. Supreme Cmdr


    Sorry no, there isn't one.
  18. All my space combat games are on the high-end niche end of the spectrum unfortunately. Even GCES which is just a shooter, is a tad complex. But that one is more fighter combat. The Battlecruiser and Universal Combat series are more capital ship combat, but which also have some fps thrown-in, depending on how you play. The other games I would recommend are: Ascent // on Steam Rebel Galaxy // on Steam Into The Stars // on Steam Everspace // just got funded on Kickstarter Infinity Battlescape // on Kickstarter this week
  19. Supreme Cmdr

    Forum Upgrade

    No. They were updated automatically. So everything should be there.
  20. ...and the problem you are having is what?
  21. Supreme Cmdr

    Interstellar Citizens

    I wrote an extensive article about our history together. Enjoy.
  22. Though the game runs on Windows 10, it wasn't designed for it and currently does not have fully support for it. So I have no clue what graphical issues are going to happen. But the fact that v3.0 runs fine, is probably due to the current on-going work. Since I'm not going to do any further work on v2.0x, you can just ignore the error.
  23. So I have been thinking about this for sometime now. Then this discussion on Steam forums - which you should go read right now - sparked my interest again. I know that most of you oldies have scattered to the wind due to the fact that, well, I stopped making these kinds of games. In fact, below is what I recently said on the aforementioned Steam forum topic. To be perfectly honest, I don't want to do it. At all. And even if I did do it, it would be because it would take me back to my roots and give me the chance to do some things differently, while also harnessing the power of modern day technology and dev tools to do the game and its world justice. As you all know, while the games in the series (Battlecruiser, Universal Combat) weren't perfect, they are the definitive capital ship simulations that, thus far, nobody has even bothered to match, let alone produce. There is a very good reason for that. Due to the massive size of my game universe, as well as the diverse characters, races and castes in the IP, these games can't be done any other way. These are complex games, through and through - and with zero compromise in this regard. If you are new to my games, please don't take my word for it, instead, take a look at the Universal Combat CE v2.0 game manual, tutorial and game commands. While the later games that came after the original Battlecruiser 3000AD expanded on the game's feature set, by the time Universal Combat series rolled around, I had gone completely overboard with the feature set. That series in particular, gave access to a heck of a lot more assets and features than previous games in the franchise. So if I did remake this Battlecruiser game, it would be with a view to keeping it as close as possible to the original in terms of core features. To that end, this is what I am thinking in terms of feature set. Focus on a single player controlled carrier with its complement of four fighters, four shuttles and four ground vehicles. However, unlike the original game, these support crafts will all have different types e.g. instead of the four Interceptor MK1 fighters like the original, each of the four fighters will be from super, heavy, medium, light class. Build the entire carrier, complete with fully articulated interiors. If you've seen the shots of inside the GCV-Starguard (not player controlled) in Line Of Defense, then you know what to expect. In order to save time, I may base the game on that already created Engstrom class carrier, instead of spending six (!) months again building another carrier from the ground up. As in LOD, you will exist in full 3D inside the entire game. You will be able to sit in your commander's chair, pilot (or command your ship AI or AI controlled Navigations Officer, grab a weapon and combat intruders (the bane of every capital ship commander in my games), run down to the docking bay, enter a fighter and combat in space or on planets, take a shuttle on trading runs, take a ground vehicle and a team of marines on a planetary raid etc - all in first person perspective mode. Imagine running from the bridge (or somewhere on the ship) to the armory to grab weapons, grenades etc due to an intruder incursion somewhere on deck 2. You will have full access to and control over your entire ship crew; still powered by high-end AI. Now you get to either shoot Resnig (if you know who that is, then you're as old as you think you are) in the head for incompetence (sadly, he may be even more nuts when he's cloned and comes back) or kick him out of an airlock (btw, these are fully functional in LOD as you will see in a new movie being released on Monday through our YouTube channel. As with the previous games, you will still be able to monitor personnel activities via PerScan computer. e.g. if the Nav Officer gets up to head for food in the galley, you will either see her get up and leave her seat on the bridge or run into her in the corridor as she makes her way to the galley. You will still have access to all high-end subsystems including TacOps, Navitron, Logistix, Tactical, PerScan, Commlink. All of the carrier's powerful systems, including fully automated weapon systems (which handle PTA and FATAL sub-systems), cloaking, hyperspace jump, tractor beam, advanced shield systems, probe launch and monitoring etc will be intact. You still be able to dock and trade with space stations and planetary bases. You will still be able to mine for minerals using mining drones on planets. There may be support for asteroid mining. You still be able to do combat in your capital ship, fighters, ground vehicles or in first person mode alongside your team of marines deployed either by shuttles or transporter. There won't be any first person combat in space - so no space walk. This feature introduced in latter games but served no purpose other than doing it just because I could. You will still have to battle intruders, take on guests, take prisoners etc You will still be able to capture stations and planetary starbases, bringing them under GALCOM control As you progress, you will still be given fleet command and control over other GALCOM ships The game will be a full-blown sandbox. No missions to follow. All you have to do is follow your GALCOM directives as you have done in previous games. For example, intercepting transports carrying contraband, intercepting pirates, raiders and insurgents, escorting diplomats through hostile territory etc. In fact, if you read the UCCE manual (see link above), aside from the multi-career (you can only play as a Commander in this game), you will be able to do the same things in that game, since those features were derived from the original 1996 Battlecruiser and improved and enhanced over the years. The entire game world will be featured; not some section of it as was done in games like Line Of Defense, All Aspect Warfare, Angle Of Attack, Echo Squad. All the assets (ships, weapons, vehicles, stations etc) featured in LOD will be used as-is. And since that game does not feature all of these assets, the rest will be done at the same quality level. There won't be any multiplayer as that would be too complex to do properly. Those of you who were with us from when we first put in multiplayer in the Battlecruiser and Universal Combat games, already know how much hassle that was - and it still didn't work quite right. I will, however, consider co-op multiplayer in which other players can fill in the slots of AI crew e.g. you could have your friend be the Navigations Officer, one of the marines or fighter pilots on board the ship etc. And if you wanted guest who just mingle on your ship and not have any meaningful function, then they can fill in the guest slots. In short, if I do this, then any personnel slot on the carrier can be filled by human players. In previous games, technology prevented us from doing the planetary bases justice. If you have seen the bases in LOD, then you should know what to expect. Though only four - on a single planet - are featured in that game, this new game will feature a base of the same size and complexity on all planets that have them. This means all forty-six planetary starbases will be built. The same goes for all the station types, all of which will be built to the same quality levels as those (which will be used as-is) seen in LOD. So no more sparce and boring planetary bases. The graphics and tech will of course be top notch. However, as with LOD, I will not be building engines from the ground up for this game. Instead, I will have to choose between Unreal4 (I already have a full unused license), CryEngine or Unity5 for this game and make a custom engine out of whichever one I go with. My one concern would be that I am not certain if those engines can in fact work correctly as a node-based world system, given the size of my game world. For LOD, we used a custom engine based on Havok's Vision Engine (was Trinigy). We're never doing that again. Big mistake. If I do this game, it will be exclusive to the PC. It will come with a "Do not buy this unless you're slightly mad and/or off-center" warning label. At least then the person who is going to buy this, then come bitch at me for its complexity, is going to get all they deserve. A numb brain. In other words, anyone expecting a 1:1 remake of Universal Combat, but with modern tech and graphics, is going to be disappointed. I'm not remaking that sort of game this time around. And no, as I stated earlier, I'm not going to fund it because I will most likely lose my money because I don't believe that a market for this type of high-end niche game exists anymore. Plus, I'm tired of making "games for assholes". Sadly there are now more unrepentant assholes than there are true gamers. So I would much rather leave my money in equity and stock investments - where it belongs. I can get by just fine by never making another game ever again, once the planned ones are out. So, if I do decide to make this game, I will crowd fund it. This way I know that whoever wants it, can express that by pitching in. If it doesn't get funded, it doesn't get made. Simple I think. Given what my other games cost to make and given the sheer amount of stuff that needs to be created, even with the mitigated expense of using a third party engine, I figure that this game will cost upwards of $4m and two years to make. And as I did with LOD Tactics, I would have to put together a separate team to work with me on it since my other teams are busy with other projects (e.g. LOD, LODTactics etc) Discuss!!
  24. Supreme Cmdr

    Battlecruiser 3000AD - Remake Worth Doing?

    Sorry Aleksey but we are currently focused on Line Of Defense, the UCCE 2.0 upgrade (The Lyrius Conflict DLC) as well at the Line Of Defense Tactics XboxOne version (which goes into cert next week for release in Q4).
  25. Supreme Cmdr

    Universal Combat Collectors Edition v2.00.03

    You can now download this patch for the paid v2.0