Supremacy new release

Supremacy; support/discussion/questions

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Iceman
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Re: Supremacy new release

Post by Iceman » Tue Oct 02, 2018 6:11 pm

Ah, the Intercept order is giving me headaches... ;)
I'll probably upload a new release in a couple of days, with the Terraform order still incomplete and the Intercept order not always working correctly (and probably "cheating" a little). Before I lose my mind :D
I've also been improving and cleaning up the SitReps, there were some inneficiencies and redundancies there - it's more localization friendly too. Hope I haven't broken anything though, heh. Same with the fleet orders, I had to redo most of them so that they made more sense, hope I haven't introduced any weird behaviors - unfortunaely, I haven't had the time to test them all.
The AI now enters wormholes, but sometimes it seems to "forget" to use the endpoint to get back within range when it gets stranded... the code is good, there just seems to be some weird stuff with the AI processing in some situations.

I think the game might hang, under some specific conditions, when non-combat ships fire their defensive weapons and destroy their target (if it is the last ship on its side), I'll try to nail it down. Also, non-combat ships with defensive weapons seem to act like combat ships from round 2 onwards, not sure why... I'll have to review that code.

Thanks for the support, Blake! Can't wait to see your next Supremacy video! ;)
The game has come a long way since the last one.

Iceman
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Posts: 561
Joined: Fri Apr 10, 2009 2:00 am

Re: Supremacy new release

Post by Iceman » Mon Oct 08, 2018 1:25 pm

Uploaded a new build!

Note:
The Intercept fleet order is not working correctly (yet), and the Terraform doesn´t do anything concrete (just a placeholder for now).

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