Supremacy new release

Supremacy; support/discussion/questions

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Iceman
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Re: Supremacy new release

Post by Iceman »

A new build is up!
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BlazeBlack
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Re: Supremacy new release

Post by BlazeBlack »

Wooo can't wait!
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Valcoren
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Re: Supremacy new release

Post by Valcoren »

Iceman wrote:A new build is up!
any chance of a rundown as to the added updates were so, we know what to look for?
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Re: Supremacy new release

Post by Iceman »

One of the fixes I could really use feedback on is ship/fleet detection. If you spot anything wrong with it, please report. The TF list and the "system panel" should be consistent, but the starmap still has issues with fleets that are not identified... I couldn't get that fixed yet.

The Break agreements button is disabled on purpose, I couldn't get the code to work properly yet.

Some of the sound effects weren't working properly, and I disabled them temporarily, but there are a few that are working. If you spot anything off, please report.

The cheat menu doesn't allow adding Intel yet, I need to rework Intelligence - and bring back the Intel screen.

Many thanks to all that contributed, with tracks and sound effects!
There have been some misc fixes and improvements too.
Have fun!
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Valcoren
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Re: Supremacy new release

Post by Valcoren »

just checking in to see if we have had any new updates
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Re: Supremacy new release

Post by Iceman »

Sorry I haven't posted much lately. Work... Here's a sitrep.

Things that have already been implemented for the next release:

- the Assets screen now displays Trade Goods (in a different color) in colonies with no project being built
- ships now have their XP badges displayed next to them
- envoys will now die if the colony where they're stationed is glassed (orbital bombardment or cataclysmic event), and will be captured if the colony is conquered by another civ
- agents of some races have longer base career durations (*)
- +%PopulationHealth buildings now decrease population casualties in random events (Plague, Earthquake), starvation, bombardment and ground combat
- +%PopulationHealth increases max food reserves in the colony

I'm currently trying to implement the colonizable systems view in the Assets screen, and will be looking into Raid, Intelligence and the Economic Overview (I've noticed that this will not be trivial...) next. If anyone has any suggestions for other stuff, please post about it.


I've noticed that there are still some issues in the task forces list with cloaked ship detection, will have to look at that too someday.



(*) Right now this is what is coded, suggestions for changes or improvements are welcome:
Founders and Androids: x3
Borg and Vulcans: x2
Klingons and Romulans: x1.25
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Iceman
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Re: Supremacy new release

Post by Iceman »

Here's a preview of the colonizable systems view.
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Re: Supremacy new release

Post by Iceman »

More stuff that has been implemented:
- AI now builds OBs in colonies
- reactivated minor AIs scout exploration
- started implementing colony garrisons
- UI improvements to gifts display in active agreements
- system bonuses made less common
- OB panel in system view collapsed when colony has no OBs
- when selecting ships to build, class is also displayed (fluff)

Next up, Maneuverability in combat.
Tried to implement a SitRep for treaty expiration, but it's not being displayed...
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Re: Supremacy new release

Post by Iceman »

Oh, forgot this one:
- fixed rush buying OBs
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Valcoren
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Re: Supremacy new release

Post by Valcoren »

looks and sounds good so far
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Re: Supremacy new release

Post by Iceman »

The food png will now be displayed by default, I think you will like that. ;-) If you have any more content to add, please do upload it. That contested icon in the pic, is a placeholder.

Maneuverability has been implemented, some tweaking might be needed.
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Re: Supremacy new release

Post by Iceman »

Here's the build list with the class of the ships being displayed. Any suggestions on how to improve it / make it look better?

I've managed to make the SitRep for treaty expiration work, and there are a few more UI improvements. I think I fixed the detection issue still lurking, but I'm not sure, haven't had the time to properly test it.
Garrisons are still a WiP.

I'll probably release a new build tomorrow.
I don't think I'll have the time to fix the game hanging when Special Events are off, so I'll just remove Locutus...
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Killer
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Re: Supremacy new release

Post by Killer »

Hello, I have just tried the latest version, but when the game generates map, it tells me an unhandled exception has occured, see error.txt for more details. I am attaching the file, however I have a Czech Windows so the description is also in Czech. But it may still help. Thanks.
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Iceman
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Re: Supremacy new release

Post by Iceman »

Hmm, czech, how hard can it be to understand it?... :D
Thanks, I'll take a look at it. Do you have all the pre-reqs installed?
viewtopic.php?f=300&t=3366

Especially XNA, since it looks like it's related to rendering the stars.

--

A new release is up, go grab it.
Besides all the changes mentioned above, NAPs will move your ships in contested sectors too, not just in sectors owned by the other empire.

In the next release, NAPs will also not allow you to move to contested sectors where the other empire has a claim. Couldn't have this ready for this release, but it's done now. I've also done some more work on Intel.

Garrisons are not yet working, they're a WiP, only some UI work has been done, and requires further tweaking.
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Killer
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Re: Supremacy new release

Post by Killer »

Thanks, I added C++ 2008 and 2010 both x86 and x64 and also that XDN 3.1 (had 4.0 already) and it seems to be working.
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