Search found 773 matches

by Iceman
Sat Jun 15, 2019 3:04 pm
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Some weird results... The Dominion terraformed and colonized the Tarantula Nebula, creating a second (Founder) Link, and building a Starbase there after building one in The Great Link. Nice. The Federation built an Outpost on a zero pop system - while it was a nice range extender, it was weird... th...
by Iceman
Sat Jun 15, 2019 6:23 am
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Well, some work has been done on the AI lately. We've been kind of quiet lately, but progress is being made. The AI now terraforms a planet in a system before colonizing it (making it on equal standing with the human players). It will also use any idle construction ships to build more stations in co...
by Iceman
Sat Jun 08, 2019 10:56 am
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Hehe, thanks mate!
With Danijel, and now John and Ramsey, also working on the code, the project is stronger.
:up:
by Iceman
Fri Jun 07, 2019 2:49 pm
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Fixed the agent generation issue. Now agents should spawn throughout the entire game, and in their correct Era. Uploaded the exe to BB, feedback would be much appreciated - if you find anything not working properly, please report it so it can be fixed. (What's up with the Updated filter in BB that i...
by Iceman
Wed Jun 05, 2019 6:53 pm
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Pathfinding has been furhter improved, and treaty replacement too.
Fixes and tweaks to invasions (including beams vs shield and torps vs ground targets, better damage distribution, etc).
by Iceman
Thu May 30, 2019 3:17 pm
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

There is an issue with the current build, where the AI will not invade systems because of a (bad) condition I added at the last minute... Fixed it, and improved pathfinding so that fleets avoid anomalies and other potentially dangerous sectors. Also, made it so that when you sign a treaty, all lower...
by Iceman
Fri May 17, 2019 8:03 am
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Will probably release a new build in a few hours, will try to test it a bit first.

AI WarDecs might be a bit wonky, they'll build transports whenever they're at war for example, regardless if they will attack or not, so any feedback is greatly appreciated.
by Iceman
Thu May 16, 2019 1:43 pm
Forum: Supremacy
Topic: Suggestions
Replies: 53
Views: 1790

Re: Suggestions

I think there are a couple of others, can't recall the words themselves but I think it was the L vs LL or R vs RR difference.
by Iceman
Sun May 12, 2019 12:00 pm
Forum: Supremacy
Topic: Supremacy new release
Replies: 510
Views: 101365

Re: Supremacy new release

Implemented "blockading" systems to deny trade route income. Improved AI DoW, it will now declare based on a number of things including traits, civ type (empire or minor), if already at war with other civs, and if it can subjugate any colonies. This will need lots of tweaking, I'm sure. Improved AI ...
by Iceman
Sun May 12, 2019 10:06 am
Forum: Supremacy
Topic: Suggestions
Replies: 53
Views: 1790

Re: Suggestions

Like I said, the XMALs do pull the strings according to lang. <LocalizedStringValue Language="en" Text="COLONIES" /> So I do think he was going for a more "focused" localization structure - at the expense of spreading it all out like you mentioned, but gaining in organization I guess. This is all gu...
by Iceman
Sun May 12, 2019 8:25 am
Forum: Supremacy
Topic: Suggestions
Replies: 53
Views: 1790

Re: Suggestions

Oh, cool, never really checked that. Check your PM.
What about the text in the XAMLs?
You guys also have a few special characters, those are kind of a problem...
by Iceman
Sun May 12, 2019 8:17 am
Forum: Supremacy
Topic: Feedback needed
Replies: 11
Views: 484

Re: Feedback needed

I'm talking about if the order should be available to be *set*, not when the fleet is already intercepting.
by Iceman
Sun May 12, 2019 8:09 am
Forum: Supremacy
Topic: building upgrades...
Replies: 4
Views: 156

Re: building upgrades...

the extra facilities with "+% Food" (multiplier) and "+x Food" (addition) T1, T2, etc. so those lovely little +50% and +100 food can be a higher tech level option, and maybe a T2 or T3 version would be +5% / +20. I thought you wanted less micro, not more :wink: This would be making (some) Buildings...
by Iceman
Sun May 12, 2019 7:20 am
Forum: Supremacy
Topic: Feedback needed
Replies: 11
Views: 484

Re: Feedback needed

Whay I mean is this: should *you* be able to give the Intercept order to *your* fleet, regardless of where that fleet (your fleet) is? The reason for this question is: 1. if your fleet is in enemy territory, should it still be able to intercept? Currently, it is, as what is actually checked is if an...
by Iceman
Sun May 12, 2019 7:04 am
Forum: Supremacy
Topic: Suggestions
Replies: 53
Views: 1790

Re: Suggestions

@Iceman, whats "_" for? The character next to the undescore is a hotkey for that button/function. C for continue, etc. In the same menu you obviously shouldn't have several buttons with the same hotkey, that's why I is used for Single Player. Iceman, how exactly game loads translated.txt? I think i...

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