Supremacy new release

Supremacy; support/discussion/questions

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admiralcarin
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Re: Supremacy new release

Post by admiralcarin » Wed Jul 06, 2016 12:51 pm

I lost track of this project years ago when the website stopped updating and just picked up on it again when downloading some files for BotF from Armada Fleet Command. Downloaded the latest release and have to say that you guys have done amazing work with this!

I've only played briefly so far but I did notice one glitch that I couldn't seem to get around. When trying to scrap an outpost, I would right click, select scrap and then advance to the next turn. The outpost's selector was then locked onto scrap and couldn't be changed but the outpost itself never disappeared despite advancing multiple turns.

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Re: Supremacy new release

Post by Iceman » Fri Jul 08, 2016 1:16 pm

Hi admiralcarin, welcome to the forums!
Thanks for the kind words, that's always good to hear.

Re the outpost issue, was it the first station that you scrapped in that game?
Can you please check if this is the issue you're having, or if it is a different one? Thanks!
https://bitbucket.org/mstrobel/supremac ... g-stations

If it is that particular issue, or a similar one, retiring from the game and reloading it fixes the issue. I haven't managed to fix that annoying issue yet...

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Re: Supremacy new release

Post by Iceman » Sun Jul 10, 2016 2:03 pm

A smallish preview of the Cardassian theme and Game Context Menu, activated for the next release.
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admiralcarin
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Re: Supremacy new release

Post by admiralcarin » Mon Jul 11, 2016 2:57 pm

It was the first outpost I built in my home system. Looks like you guys are on top of this one already.

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Re: Supremacy new release

Post by Iceman » Mon Jul 11, 2016 5:59 pm

Well, you said the outpost never disappeared. It should have. I can't reproduce that part of your report. The first station is always scrapped. Can you confirm please?

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Re: Supremacy new release

Post by Iceman » Tue Jul 12, 2016 4:56 pm

There was a nasty bug with the AI (an oversight actually) which I've hopefully fixed for the next release.

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Re: Supremacy new release

Post by Iceman » Mon Jul 18, 2016 4:46 pm

How cool is this GCM for the Klingons? :cool:
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Martok
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Re: Supremacy new release

Post by Martok » Tue Jul 19, 2016 7:43 am

That does look damn cool. :)
"Evil is easy, and has infinite forms." -- Pascal

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Re: Supremacy new release

Post by Iceman » Wed Jul 20, 2016 5:02 pm

Here's a new one for the Cardassians.
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blargen
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Re: Supremacy new release

Post by blargen » Thu Jul 21, 2016 8:20 am

This work is amazing, keep up the absolutely fantastic work!

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Re: Supremacy new release

Post by Iceman » Thu Jul 21, 2016 5:20 pm

Thanks blargen!

Iceman wrote:The Dominion "inherited" the Ferengi ability to set TRs without an OB treaty.
Forgot to mention this, but in the previous release we had this changed, the Dominion no longer gets this ability, but minors with the Mercantile trait do (the Ferengi are one of them) - that is, they allow the empire that members them to set TRs from thei minor's homesystem without an OB treaty.

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blargen
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Re: Supremacy new release

Post by blargen » Sat Jul 23, 2016 4:42 am

One quick question, why did the Ferengi get relegated to a minor race when they were a playable one in BoTF? I only ask because I always played as the Ferengi and am saddened to see them gone lol.

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Re: Supremacy new release

Post by Iceman » Sat Jul 23, 2016 5:02 pm

I think it had mostly to do with the introduction of quadrants. 3 majors in the AQ would unbalance things a bit too much...

It shouldn't be too hard to mod them back in though :wink:

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blargen
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Re: Supremacy new release

Post by blargen » Sun Jul 24, 2016 6:19 am

haha no worries, definitely makes sense.

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Re: Supremacy new release

Post by Iceman » Thu Aug 04, 2016 8:17 am

New release is up.

New (partial) UI themes for each empire, new tracks and Game Context Menu layouts for the Cardassians and Klingons, new planet textures, and the usual fixes and improvements.

Thanks to all that contributed for this build's great stuff! Derek, Devin, Kieran, Randall - great work, and keep it up!!

- included a new Game Option to disable system assault animations, to make the game faster in MP
- Damage Control is now working in battle
- NAPs have a default duration of 25 turns, exchange of Credits and Resources 10 turns

Unfortunately, most of the AI fixes and improvements didn't make it to the build. I might re-release it tomorrow.

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