Supremacy new release

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Supremacy new release

Post by Iceman » Mon Dec 23, 2013 7:37 pm

New release at BitBucket, go grab it!
Merry Christmas everyone.
Last edited by Iceman on Wed Jan 29, 2014 6:34 am, edited 1 time in total.

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Re: Supremacy coming Sunday, join in!

Post by thunderchero » Mon Dec 23, 2013 8:19 pm

Hi Iceman,

Thanks for the info. :grin: downloading it now.

any list of changes or what new to expect?

thunderchero

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Re: Supremacy coming Sunday, join in!

Post by anjel » Mon Dec 23, 2013 8:48 pm

was about to ask the question, lol

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Re: Supremacy coming Sunday, join in!

Post by Flocke » Mon Dec 23, 2013 10:29 pm

would love to know a summary too, but from what I heared it has some impovements in combat calculation, so next time we play battle results might be a bit more reasonable :up:

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Re: Supremacy coming Sunday, join in!

Post by Reginald » Tue Dec 24, 2013 12:46 am

Flocke wrote:would love to know a summary too, but from what I heared it has some impovements in combat calculation, so next time we play battle results might be a bit more reasonable :up:
some summary I did here http://supremacy.square7.ch/wiki/index. ... 2013.12.23 , but I didn't verify anything yet

(Mike and Kenneth allowed me to do a Supremacy-Wiki - I'm working on it)

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Re: Supremacy coming Sunday, join in!

Post by Flocke » Tue Dec 24, 2013 4:22 am

Awesome, but where are the combat fixes? :D

Btw I guess a topic split would be great, to not confuse ppl further. :lol:

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Re: Supremacy new release 12-23-13

Post by Iceman » Tue Dec 24, 2013 10:14 am

The most important change i'd say is the ability to define starting conditions in HomeSystems.xml - that allows you to setup games to your liking, and allows easier testing of specific conditions (like combat). I've tried to set some balanced starting conditions for all empires, but further tweaks might still be needed.
It doesn't allow setting Orbital Batteries yet, but they're still bugged anyway - my advice is to NOT build them yet. They'll crash combat when they're destroyed.

The crashes with stations seem to have been solved, but scrapping them is still bugged.

The output of Raw Materials and Deuterium has been made data-driven, in Tables\UniverseTables.txt, so that's some more stuff to play around with. And the amount of minors was made to be a %, with a definable limit, same file. I've tweaked that a bit after release, it seemed to create too many minors with the %s that should have created similar conditions as before.

MusicPacks.xml now allows you to set a playlist of themes to be played continuously, either sequencially or randomly. You can also define different themes for different empires.

Added a new starmap background, to avoid confusion with stars. It's much cleaner now.

Also added more Agents for the Federation, and there's a few more in the works (mostly DS9 and VOY).

Lots of other fixes, stat tweaks, changes.

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Re: Supremacy coming Sunday, join in!

Post by Iceman » Tue Dec 24, 2013 10:23 am

Flocke wrote:Awesome, but where are the combat fixes? :D

Btw I guess a topic split would be great, to not confuse ppl further. :lol:
Here: ;)

[MP] attacking a construction ship while building a station
[MP] ships displaced after victory
MP Hail crash
Combat involving Stations
Combat Involving Outpost Results in Total Annihilation
non-combatant ships

Notice there are still problems with OBs, and one-sided battles. And ship and station stats might still need some more tweaks. Feedback is much appreciated. And not just in combat, of course.

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Re: Supremacy new release 12-23-13

Post by Flocke » Tue Dec 24, 2013 1:45 pm

sounds great, thx for the info :up:

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Re: Supremacy new release 12-23-13

Post by Iceman » Thu Jan 09, 2014 3:25 pm

I've uploaded a data update to BitBucket, mainly improving starting conditions for higher civilization levels.

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Re: Supremacy new release 12-23-13

Post by Iceman » Fri Jan 17, 2014 7:45 am

New test build available at BitBucket! A bunch of importante fixes:

- No more F12 cheat in MP play
- Make sure that minors are being spawned evenly in the 4 quadrants
- Shipyard`s output can now be a ratio of Population or Industry
- Agents not appearing in the asset screen (refresh issue)
- #286: Starting Conditions: Can now specify <Ship Count="3"> to indicate the number of ships to spawn (3 being an example obviously)
-#292: [Combat] system assault : Only one torpedoe was ever fired
-#294: [Combat] ship to ship : Only one torpedoe was ever fired
-#293: [Combat] planetary shield hits: Even if shields would absorb the full blast, pop was still reduced by 1
- #257: [SP] no damage in combat: There was only one round of combat where only engagine fleets would fire, round was thus completed only when one side was completely destroyed. This was an SP bug but could affect MP also.

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Re: Supremacy new release 12-23-13

Post by Iceman » Wed Jan 29, 2014 6:33 am

New official test build available at BitBucket!

Changes:

- #291: noncombat ships wouldn`t retreat even if requested by user
- #248: Hostile Outpost vs Noncombat Ship: Stations were not considered when determining if combat had to occur
- #289: Orbital Batteries always active in combat
- #283: [MP] Orbital Battery crash
- OrbitalBatteries stopped being active after loading a save game (even if the proper count showed active in the Structure tab of the colony)(they wouldn`t appear in a system assault).
- Distress signal from stranded ships can now only be seen by owner
- Disabled agent spawning until work on them can resume
-#222 [MP] Cleared FoW reveals fleets. Also, now selecting an unexplored and unscanned sector will no longer show ships in the task force list (on the left of the screen)
- from Iceman: fix for missing description for quasar/nebulae description as well as their missing interference data.
- from Iceman: now colonies will start with a minimum of 2 food PF and 1 less industry PF.
- Add a max built output to shipyards so that ratio related shipyards are viable and don't get out of hand.
- Empire Management: Negative Treasury (when idle a colony will now generate extra credits, if negative treasury: colonies and shipyards stop building, ships stop regenerating their hull damage and will even take some damage every turn)

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Re: Supremacy new release 12-23-13

Post by Iceman » Thu Jan 30, 2014 7:40 am

Iceman wrote:- Empire Management: Negative Treasury (when idle a colony will now generate extra credits, if negative treasury: colonies and shipyards stop building, ships stop regenerating their hull damage and will even take some damage every turn)
This has caused shipbuilding to not work. Will be fixed soon. Stay tuned!

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Re: Supremacy new release

Post by Iceman » Fri Jan 31, 2014 6:45 am

New official test build available at BitBucket!


Code changes:

- Bug fix for shipyards not building
- small performance change to colony generated credits
- #26 Orbital Battery tech reqs
- #296 Planetary shield recharge rate, now increases with energy level
- #293 [Combat] planetary shield hits: invading units were not firing in the following rounds


Data changes:

- shipyard stats
- base growth rates
- ship ranges
- a few more things

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Re: Supremacy new release

Post by Iceman » Fri Feb 07, 2014 7:02 am

New build available in the usual place.

- bug fix #304: Ships owned by players weren't displaying their icons on the galaxy map if they were situated in a sector with negative scan strength.
- bug fix: Selecting an unexplored or unscanned sector will no longer show outpost in the task force list (on the left of the screen)
- #254 Cloaking: Cloak status woud reset to un-cloacked. Saw this happening ONLY when a shipped was stranded.
- #182 Scrapping stations: Build Station was still available on a construction ship that was already building one. Clicking it would restart the build project.
- #256 Escort foreign ships: The escort order will now only appear when another ship of the same owner is in the sector.
- Empire`s in MP games will no longer respect quadrant placement. Will help making sure that every player as a minimal space to expand and won`t get rushed.
- Fix for crash when wiping out a colony through bombardment.
- #286 HomeSystems.xml definitions - added Orbital Batteries (will try and spawn activated), example use: <OrbitalBattery Count="3">FED_ORBITAL_BATTERY_II</OrbitalBattery>
- Negative treasury sitrep on two lines
- #297 Hull repair in hostile systems: will now repair only 1% of hull if not in claimed territory, 2.5% if in claimed territory, 5% in a sector with a owned starbase and 10% at an owned colony
- #191 Escort and deuterium: Escorting ship will correctly consume fuel

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