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Re: Supremacy new release

Posted: Sat Oct 05, 2019 6:31 pm
by Iceman
It's still the same first sentence in (almost) all my error logs. I even cannot describe the situation it happened, it was just in a middle of a turn.
Since no one else seems to have those issues you reported (they'd have reported them otherwise I guess), it might be related to your PC?
I have just notoced that the relation penalty didn't pass and wopuld want to inform you just after some more turns. So it would be especially hard game for Klings
Like I said above, I already removed that penalty for pop killed by invading troops. Should be in the next release.
The research speed is slow and the galaxy (as always) is huge.
So should I double all research costs so that the default Normal is the current Slow? Iscaran thinks so (AFAICT), so having other people agree with this might warrant the change.
I would propose more complicated relation penalties for invasion, depending on race attitude, for example: Warlike - no penalty, Peaceful higher penalty, others - in between, but after bombardment (which is sometimes inevitable), up to you to decide. It still could be differenciated for example: merkantile - "war is good for business", isolacionists - "who cares?...", etc)
There's something like that already :wink:
I had Warlike (minors) and Militaristic (Klingons) suffer no penalty, but removed it at some point - I can add it back, ofc.
Diplomatic (Federation) has a higher penalty, Peaceful and Pacifist (minors) even higher.
Then there's a couple more modifiers :cool:
Mercantile and Isolationists - I can add those, sure.

Re: Supremacy new release

Posted: Sun Oct 06, 2019 6:10 pm
by Iceman
Actually, the penalty is higher if the Federation is the aggressor, or if the target is either a Pacifist or Peaceful race (plus a couple of factors).
I scaled back the Regard penalty, and made it so that Militaristic, Warlike, Isolationist, Mercantile and Raider (added those too) would only get a small temporary penalty (all the others get a permanent penalty).

Working on getting intel to do something. Still need to get the AI to use it though.

Re: Supremacy new release

Posted: Mon Oct 07, 2019 12:02 am
by USS Defiant
Another error log + screenshot. Game froze after ending a turn while "processing intelligence". I managed it back to the menu screen where I took the screenshot.

So long!

Re: Supremacy new release

Posted: Mon Oct 07, 2019 6:27 am
by geordie
Hi Iceman,
Another remark: Cards have no technology to refine dilithium from Crystalline giants (or any similar one) - maybe purposely?

Re: Supremacy new release

Posted: Mon Oct 07, 2019 1:43 pm
by Iceman
geordie wrote:
Mon Oct 07, 2019 6:27 am
Hi Iceman,
Another remark: Cards have no technology to refine dilithium from Crystalline giants (or any similar one) - maybe purposely?
Yep. Only the Feds can actually build the Particle Fountain.

Re: Supremacy new release

Posted: Mon Oct 07, 2019 1:57 pm
by Iceman
USS Defiant wrote:
Mon Oct 07, 2019 12:02 am
Another error log + screenshot. Game froze after ending a turn while "processing intelligence". I managed it back to the menu screen where I took the screenshot.
I may have a fix for that, but haven't uploaded it yet. I was waiting for feedback on the other crash (the OB one).
It's probably time to release a new patch. I'm just tweaking the sabotage code, and still need to add a SitRep for it.

Re: Supremacy new release

Posted: Wed Oct 09, 2019 4:47 pm
by Iceman
Implemented morale modifiers from battles. Penalties from defeats are working but may need some tweaking; bonuses from victories are still placeholder, need to improve it.
Also improved the code for retreats from combat.

Re: Supremacy new release

Posted: Wed Oct 09, 2019 8:00 pm
by Iceman
Uploaded a new patch.
Please check if it fixes the other crash still lurking.

Re: Supremacy new release

Posted: Thu Oct 10, 2019 2:02 pm
by geordie
Hi Iceman,
I have just downloaded Oct10 patch and used it for my current game as Cards. Seems to work OK.
It was only a couple of minutes ago, but it looks that it affected population count - see attached screen.
I suppose it concerns moon population.
Screen (4).jpg
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Re: Supremacy new release

Posted: Thu Oct 10, 2019 2:28 pm
by geordie
Now I see a change in Immunology Centre specifiation. I like it. The centres could not become useless in more advanced game. I would even add 1 for each planet apart ideal ones.
But why I got overpopulated planet? It looks that planet population has changed after the patch.
BTW - a diffentiation of ideal planets by race has not been implemented yet?

Re: Supremacy new release

Posted: Thu Oct 10, 2019 2:59 pm
by geordie
OK. Saves are not compatible. A new game looks good. The old one produces interesting changes...
Screen (5).jpg
Screen (5).jpg (437.32 KiB) Viewed 813 times

Re: Supremacy new release

Posted: Thu Oct 10, 2019 4:22 pm
by Iceman
Those are really odd issues... they don't happen on a new game, correct? The pop caps and the Dilithium Refinery ones. I didn't change anything in the Immunology Centre, so I guess that was yet another one.
Ah, I removed some bonuses (Intel related) from the game, so the indexes must have gotten shifted. So yeah, in a new game those issues should be solved. The overpopulation issue might have resulted from the Moon Habitation getting another bonus instead of its regular one, and max pop decreased as a consequence.
BTW - a diffentiation of ideal planets by race has not been implemented yet?
If I understand you correctly, yes, some races have different ideal planet types - the Klingons and the Jem'Hadar prefer Jungle planets, the Founders prefer Rogue planets, and a bunch of minors prefer Oceanic, Desert, Barren, etc.
Growth Rate is calculated according to that preference. Terraforming cost isn't, though, it's a single table for all.


---

BTW, victories in space battles always grant the WinMajorBattle morale modifier for now. I still need to finish that code, and add a SitRep. Defeats should be working ok, the thresholds might need to be tweaked a bit. The SitRep is a placeholder, needs to be improved.

The sabotage code is not complete, and there are no SitReps/warnings yet, so if you find stuff missing from your colonies, well, you should have invested more in Intel :razz:

Re: Supremacy new release

Posted: Fri Oct 11, 2019 5:20 am
by geordie
I only opened a new game and checked description in the Encyclopedia and everything looked correct.
I suppose that it was a movement in displaying building paramenters, but the game mechanics worked probably OK. I had no dilithium shortage or starvation on a single planet. Sorry, but it is not worth to continue the old game now.

Anyway please consider a small population bonus for immunology centres.

Re: Supremacy new release

Posted: Fri Oct 11, 2019 6:04 am
by Iceman
Well, you can continue the old game if you wish; just revert back to the release/patch you were using.
Anyway please consider a small population bonus for immunology centres.
What exactly do you mean by this?

Re: Supremacy new release

Posted: Fri Oct 11, 2019 9:15 am
by geordie
Accidentally, using a save from older game after the last patch, there was a description of the immunology centre that it insceased slightly max population in the system. It was simply wrong description, but I found it interesting.

If the immunology centre could increase the max population by 10 (for example), it would not become useless in more advanced game phase.