Aug 132010
 

Tonight I ran the first full test of the new space system! It had the expected hiccups, but once I took care of those issues, everything seemed to work pretty smoothly. There are a few more things that need to be worked out, but it looks like we’re on track to make the switch this weekend. It’s likely to take place Saturday evening or Sunday morning.

To be clear, this is not yet the glorious Star Conquest relaunch, which will take place later in the month and coincide with a new event schedule. Keep an eye out for further announcements about that.

 Posted by at 12:46 am
Aug 082010
 

I’ve been doing stuff too! Server stuff!

Believe it or not, SQ-0.1.10 (the server version we used up to the shutdown) actually had some fairly major potential stability issues which have now been rectified. In addition, we’ve added some cool new under-the-hood features (which are of rather limited utility to everyone who isn’t actually a host), which will be after the break.

Continue reading »

 Posted by at 6:11 am
Aug 042010
 

Just so everyone knows we’re not just twiddling our thumbs, we have the following plans to resurrect SC after a rough month of heavy downtime:

  1. Finish the new space system that was discussed a few months ago. The principle features of the system are:
    • A new, smaller, more true-to-life scale for sectors. Mostly there will be one planet to a sector, and ships will actually be traveling at sublight speeds. Yes, this means a lot more sectors.
    • A sort of hierarchical cluster system for intersector travel. Instead of going to the New Earth sector to find New Earth, Telex, etc., you’ll instead go to a gateway sector, from which you’ll be able to travel directly to New Earth or Telex or any of the other destinations currently in Sector 21. Again, a lot more sectors. But no worries, travel between the common destinations you know and love will not really take any longer. This is to give space more of a geography, plus it’ll give certain sectors a heavy strategic value.
    • Sector clusters will vary in how heavily they are patrolled by the controlling alliance’s navy, and how resource-rich they are. In general, less safe areas will contain more valuable resources. Conversely, this means that capital sectors and other major populated locations will be safer than they are now. This allows for PvP to be both possible and entirely voluntary.
    • Resources (particularly ones like asteroids, uncharted debris, and artifacts) will no longer be “everywhere” but will instead be linked to particular resource points. Many points are permanent property of one alliance or another, others will be influenced by Conquest, and still others will be outright capturable in PvP conflicts. This will give conflict a material benefit but also allow each player to decide how much they want to personally risk.
    • From a game design standpoint, the nature of sector clusters will allow us to easily expand the game world to add unique places to visit and explore. It’ll make SC almost a whole new game, and that’ll be exciting.
  2. The other part of our plan is to launch a new plot advancement arc and re-commit to a goal of holding a planned event every weekend as much as our schedules will allow.

I can’t give a specific ETA, but it should be safe to say that the new space system will be launched and we’ll be holding scheduled events by the end of the month.

 Posted by at 2:42 am
Jul 302010
 

The games are currently online!

By this point, the DNS info has probably propagated, so you can connect via moo.squidsoft.net like normal. If it hasn’t yet gotten to you yet,  you will be able to access the games normally by using the domain biblemanifesto.com instead of moo.squidsoft.net. After the migratory period is over, you should be able to connect to the games just like how you used to be able to!

The games are currently active as such:

Star Conquest is online on ports 7777 and 7771.

Star Conquest: Classic is online on port 7888.

SquidMOO is online on ports 4444 and 4000.

 Posted by at 6:45 pm
Jul 262010
 

hey yo so i guess i’m in the web 2.0 version of squidsoft.net. this is scary and i think i’m going to ask jason to knock it down to my web 0.5 standards.

Anyways, with that out of the way, I’m going to peg the server’s return at -probably- within the next 2 to 3 days. Bear in mind, this estimate is very, how to put it, optimistic. It could be longer, (or shorter) but we’ll try to get everything sorted as soon as possible. The server should be up TOMORROW, FRIDAY 2010.07.30. Watch out for bears.

In closing,

 Posted by at 6:13 am
Jul 262010
 

Well, I didn’t want to worry anyone, but the truth is that our plug was pulled before we had quite succeeded in recovering our data. In fact, the process was halted at precisely 99% like a cliffhanger from an episode of 24.

However, this evening, our brave server admin recovered the actual server itself, so our data and hardware is all intact and back in our hands.

Now to find a place to plug it in…

 Posted by at 1:09 am
Jul 222010
 

Okay, I’ve got a couple more things going to help everyone keep in touch.

Forum: click the forum link at the top of THIS VERY PAGE. You’ll have to register. If anyone registered with wordpress here instead, turns out you wasted your time! But that shouldn’t happen anymore.

IRC: #Squidsoft on gamesurge.net

 Posted by at 10:42 pm
Jul 222010
 

Welcome to the (new/temporary?) Squidsoft website! Sadly, circumstances have conspired such that we have lost our server suddenly and unexpectedly! You may consider this to be a life lesson about the often tragic vagaries of fate. I really don’t know much more than that, so that’s all for now! Have a lovely day!

 Posted by at 5:41 pm