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Alexandria Empire (AE)
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Protoss Probe
Forum: Your own vehicle blueprints
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2020-01-11, 09:04 PM
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2020-01-10, 03:45 PM
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  How to Prepare Your Builds for Future Updates
Posted by: Gmodism - 11 hours ago - Forum: General discussion - No Replies

How to Prepare Your Builds for Future Updates! The future updates are coming, so how to prepare your builds and make them forwards compatible? Well I made a little collection of stuff to think of to make the transition (whenever the updates are out) a little easier and less frustrating, hope it helps! Big Grin
Thanks to Beastman & Lordmuck for developer side information, thanks to AdNecrias & Awellner for player side information. Here is some forum side detail info:

1. Physics will change, drag will decrease, resulting in a possibility of faster aircraft. Airships will be harder to keep in the air, so overkilling lifting abilities for airhsips, hovercraft and helicopters is probably a good idea, at least if you wanna use heavy armor like layers of metal. Change will however not have an impact on Wings as for now. Use the 2019 physics settings to be able to prepare properly.

2. Ammo processors will be removed and replaced by the new ammo factory block. However ammo and fuel will also be purchasable in the UI. Ammo boxes capacity increase x10 while their automatic regeneration will disappear. Thus ammo processors from all your builds should be removed and replaced with more ammo, so that they can survive on passve regen now and after the update it will probably ensure enought constant fire for the battle. While not decided it is speculated ammo factories will be made in a similar fashion to refineries with more complex non linear efficency.

3. Fuel engines will change. Injectors and superchargers will basically be half as efficient, but fuel capacity is doubled. Turbo efficiency will be heavily nerfed, to about 20% of earlier values. However energy consumption of energy heavy equipment will also be decreased to match the new values.

4. Dediblades will need free air above and below to output thrust or lift. Custom jet engines will get a bonus for having free space in front of it, and will eventually get air intake pipes, then they might require air intakes to work, as for now I recommend having air intakes in front of all CJEs.

5. Implemented notices: All CRAM cannon shells now get automatic target guidance if they fire a high arc shot, it no longer depends on how the cannon is set up in its settings. Steam was recently reworked, please look at it if you haven’t for a while since it’s now a more viable power alternative.

- - Remember that all these changes and planned changes may change further, this guide is just to better help you to prepare so that the stuff you build now will work in future.

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  Looking for volunteer translators
Posted by: Jon - Community Manager - Yesterday, 06:10 PM - Forum: Developer updates - Replies (4)

What is up Depthians,
We are looking for volunteers to assist us in translating the game in JP, FR, DE, ES, RUS, POR other languages will be unofficial and would be downloadable in the form of a mod. 
We already have a handful of people already helping out but the more the merrier. 
It would be good if people who are interested to have a good grasp of the English language, due to the lore sections that need translating. You would also need to download discord as we have a channel specifically setup for our volunteer translators which you will be invited to.
If you are interested in joining, you can find our official Discord channel here and feel free to DM Sean(Beastman)#6993 

Thanks for your support Smile

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  What we are currently working on #4 January 2020
Posted by: Jon - Community Manager - 2020-01-12, 08:09 PM - Forum: Developer updates - Replies (6)

What is up From The Depthians.

It’s probably about Lamb time I made another news / what’s going on at Brilliant Skies post. 

As you have probably noticed there were no recent updates or additions / new devtest builds during December, and this is due to the team working hard on the coming campaign overhaul, localisation and numerous other things which I shall get into in a little bit. 

We are planning to release a build towards the end of January, this build will most probably be a devtest build but that is subject to change.

Currently, we are working on the campaign and localisation, most of which are back end functions which we would not notice during gameplay.

When it comes to localisation the team tackles this by category, currently as examples are the APS localisation and CJE localisation, which have been completed for this update. We also plan to have the options menu, tutorials and missile localisation completed and more. We already have a number of sections sorted out in previous updates, so these are ready to get translated and I do believe work is already being carried out in a few languages Big Grin 

Other additions > may < include a corner piece for the steam shaft, updated drill, APS and CJE tutorial, voice-overs for a number of tutorials. We may also see minor tweaks to steam perhaps breadboard control and ability to toggle steam gearbox to disable power generation so that the full rotation speed is used for propellers. Please understand these are subject to change or maybe in a future update.

As some of you already know we will be getting ammo refineries in the game and our current ammo processors will most probably (99% sure) be removed. Currently one of our modellers is working on the multiblock system for the ammo refinery and then we shall get to work on the code for it.

In terms of the campaign overhaul, there is plenty left to do. We already have a lot of work sorted out backend in previous updates, which we would not notice during our normal gaming sessions.

In this coming update, we will have prepared Neter/AOTE/Glao to run the strategic AI, out of play management for forces (backend stuff), force strength calculations, removing centralised resources mode and another crap ton of backend stuff, which from a gamer’s perspective is useless information Tongue but very important for the running of all the things however, currently, we are working on NPC faction repairing.

We are hoping to have the following finished for the coming update:

  • Calculating the cost of damage of a fleet, strategic AI to manage forming and separation of fleets and also objectives for defending key points and allies. The AI should retaliate, defend, build etc... 
  • The player performance tracker would tie into the difficulty and what constructs would be built or the types sent against you.
  • Faction vs Faction battles (I am hoping we get a spectate battle in future Big Grin ). 
  • Strategic locations on the map, what this means is while we can build a fort anywhere, there will be locations that can provide a bonus to the production of ammo and/or fuel and even bonuses for building constructs via the repair tentacles from and there may be other additions. 
I am hoping to get a sneaky preview of some NPC / AI fun and things in action, so stay tuned for that Smile 

However until I get my grubby mitts on some hot AI action, I thought I would try and go into some detail on the strategic AI/campaign AI.

*Some of the following may be subject to change.

I guess we should start at the very beginning and the first thing we usually do is set the difficulty up. 
Difficulty scaling will be tweaked a lot, we will still have our easy, med, expert and Bacon mode however the difficulty is not tied to construct design easy, med etc… This is now calculating the firepower to material and cost ratio as well as, the AI calculating how good the player is doing. The AI will use materials to build constructs that can potentially beat and hopefully counter the player in an efficient way.

I will very lightly and very simply go over firepower, we may go into the details of this after the update is live and settled. The basic idea for us to grasp is that firepower is calculated and split into 3 sections:
  • Defensive which is split into 2 parts, fast and air and the rest have the firepower for low and slow.
  • Offensive is based on total firepower with multipliers and modifiers such that all types of constructs are taken into consideration, bombers, melee etc…
  • Misc this revolves around harvesting, repair and transport.
Material transport, ammo and fuel transport depends on the volume transportable which are not set to be kept by the procurement level settings, this would allow large constructs to keep a heavy amount of materials, ammo or fuel without it being tagged as a transporter.

Constructs have a  “Skillset” so I thought I’d go into a little detail on that. If a construct with a lot of anti-air weaponry such as missiles, for example, will have a higher skill vs air targets than a construct with CRAMs which would have a higher skill vs low and slow.

Strategic AI will build with the material it harvests and it shall produce ammo and fuel, therefore the AI will build the facilities to produce ammo/fuel and methods to harvest resource zones, such as harvesters/transporters or harvesting structure. This also means that the AI will create transporter craft where needed and distribute the ammo/material/fuel to whichever construct needs it the most.
In the background, the AI is scoring/weighting priorities so it determines if a transporter/structure needs defenders and what type of skill. Skill is a score based on the setup of the construct which can determine if the construct is more suited for anti air / surface to surface and what skill is going to be best suited vs the player depending on how the player is doing and what skill types have been working well or not well for the player. 

So if a construct has repair tentacles then its skill is based on repairing as a first priority, this brings us to the repair jobs. The AI will repair structures and units, checks are made to determine the closest repair construct and if that construct has enough materials on board to do the job. If the construct does not have enough, it will go to the closest supply location. (there are plenty of other what-if scenarios in the background which the AI will choose the most efficient one).  

The AI will also capture board sections and this requires to be at war / very poor relationship with the owner of that tile. Tiles will also be scored and weighted thus giving the AI priorities. This ties into defending points and defending borders, such as resource zones, HQ and other specific locations. 

Remember I only explained these things very lightly and perhaps a little vague and general for now, just so we get the general idea as to what is going on and what the team is up to Smile .

I hope you good peeps are as excited as I am and cannot wait to see the coming changes to From The Depths Smile

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  Protoss Probe
Posted by: SuperObeseNinja - 2020-01-11, 09:04 PM - Forum: Your own vehicle blueprints - No Replies

Hey guys just coming back to FTD after a long long break
I wanted to start a fun little project of making the Protoss, or atleast my version of them for a neter campaign in the near future. 
My first design has a few issues but it is almost there

Protoss Probe - Small hovercraft designed as resource transport (and maybe construction if I can fit it)
Current issues with the probe are - wobbles - Inefficient engine - low damage laser (don't expect much out of it its a probe after all) - can't construct yet - needs shields (even if minimal)

also my photography skills are meh so a nice picture would be also appriciated

Right so, this thing is derpy and fun to shoot at. It is farther from a finished product than I imagined and I'll be taking another swing at it in the near future.

Attached Files
.blueprint   Protoss_Probe.blueprint (Size: 61.37 KB / Downloads: 5)
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Question AI issues.
Posted by: 8-ball - 2020-01-10, 06:18 AM - Forum: Questions - No Replies

Basically what it says on the tin. I have two major issues getting AI to work as intended

I've set up PIDs controlling yaw and acceleration, but the craft only seems to accelerate to top speed and turn in circles whenever the AI is on, no matter how I tune the PID's. The propellers are set to control acceleration, and the rudders are set to control yaw.

As a secondary issue, I attempted to make a simple 2-axis gimball for a Multiple Rocker Launcher system (Katyusha style) but I can't seem to get the local weapon controller to handle both the one-axis turrets and the rockets. It will aim at a target, but I can't get it to fire. Sitting near a fire-control console it works fine. 

Anything I can do about this? I could maybe get a breadboard or LUA box working to fix the turret, but I have no idea what the fire control solution would look like, or how to integrate it with detection data.

The thing I'm trying to do is This: a russian armored river boat, upscaled slightly.

I managed to fix the issues. The first issue had to do with the default turning circle setup and the other was a problem with how I placed and prioritized the weapon controllers. I've managed to fix both so far. For anyone who finds this and has the same problem: The turn issue was caused by pathfinding needing a known turning circle for the AI to use. If it is too small the AI will attempt to pathfind the first waypoint, immediately overshoot and try to turn back for another pass, which it overshoots, and the whole thing falls into a loop.

The two-axis gimbal issue comes from the two controllers fighting for control, and how they detect weapons. by placing one controller directly beneath the first turret ring, and another directly next to the second, and setting the first turret controller to a lower priority.

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  Battleship Steam Boiler Help
Posted by: Wallace Lord of Owls - 2020-01-07, 10:15 PM - Forum: Questions - Replies (4)

On the battleship I'm working on I have a pretty standard boiler system set up to drive the two large propellers. I need some help making it a lot more effective since I don't really understand a ton about steam boilers.

Picture of the ship (I will eventually make a post about it once it's more complete):

Here's the boiler set up (the space there is the space I have to work with)

And here are the propellers it powers: 

One issue that I'm running into is that the boiler can get the power up very high, but it has to go well past the 100k limit on auto regulation, meaning that although it can go well above that pressure safely I can't have any kind of regulation keeping it from going higher and higher. I need higher power in order to get the propellers up to max speed, so I'm not quite sure how to solve this.

Any suggestions as to how I can improve this setup or general advice on how to set up a good boiler / boiler propulsion system would be appreciated!

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  Would it be possible to do this tank design?
Posted by: Sinkarma - 2020-01-07, 10:15 AM - Forum: Questions - Replies (7)


Would it be possible to build a Strv 103 in from the depths?

as in not just appearance but  a tank that can adjust its suspension to aim the gun up and down?

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Video Beginners Guide 2020 - Ship tutorial and general building
Posted by: Gmodism - 2020-01-06, 07:49 PM - Forum: TUTORIALS - Replies (1)

From the Depths beginners basic boat tutorial! In this FTD tutorial I show you how to make a ship suited for battle, we try to cover everything from basic building to AI configuration, detection and weapons. This is the tutorial I would have wanted to watch when I started the game, so I hope this will help you greatly. Big Grin

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Video Community Interview with Nick
Posted by: Gmodism - 2020-01-06, 07:20 PM - Forum: General discussion - Replies (1)

Hi, I didn't have an account at the time, so I post this now, I made a little interview with Nick a few months back, where I ask my own questions as well as some questions suggested by the community from reddit.

Hope you will enjoy it if you didn't see this before.



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  Campaign question
Posted by: Qwinci - 2020-01-06, 03:59 PM - Forum: Questions - Replies (2)

Today i started new campaign and discovered weird thing. I started out with 20k resources and starting resource zone growth 37 materials/1sec. Is It bug or is it intended To be that high growth?

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