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.

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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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Re: Supremacy new release

Post by Iceman » Thu Oct 18, 2018 5:32 pm

Iceman wrote:
Mon Sep 17, 2018 5:33 pm
Mercantile minors get default trade routes (as some do not have a +TradeRoutes building).
Undid this change, and instead will change the bonus of their buildings to +TradeRoutes where applicable.

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Re: Supremacy new release

Post by Iceman » Fri Oct 19, 2018 8:03 am

A new build is up, replacing the previous one. Sorry about that, there was a bug with memberships.
I also added a small bonus to Regard when terraforming another civ´s systems (but terraforming is still not working).

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Re: Supremacy new release

Post by Iceman » Mon Oct 22, 2018 6:41 pm

The game crashes when trying to terraform an uncolonized system - missing a simple check there... will fix tomorrow. As mentioned above, terraforming is not actually working, so no big deal. Might re-release.

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Re: Supremacy new release

Post by Iceman » Sat Nov 03, 2018 1:30 pm

Disabled the build button on all docks in a shipyard when it is being upgraded, so you can't build ships during the process; it's not working (yet) for the turn you start building the upgrade though. Will make the Shipyards tab in the Assets screen show the upgrade is in progress.
I have not shut down the shipyard during the upgrade because that could cause fleets to get stranded.

More work done on Terraforming, but I'm having trouble getting a planet to be the target of the fleet order...

Working on bonuses for Buildings, got rid of a few, need to streamline all the Intel related ones, maybe make some others more intuitive. Some tweaks to the database as a consequence, still needs a (thorough) pass - when I have the time.

Also trying some improvements in 3+ way battles, namely having the Hail button active in any round where you're facing only civs you haven't engaged in that battle yet and that you're not at war with (in some battles you're facing 2 civs and you don't want to fight one of them).

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Re: Supremacy new release

Post by Iceman » Fri Nov 09, 2018 5:09 pm

Iceman wrote:
Tue Oct 02, 2018 6:11 pm
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.
I think I´ve fixed this issue.

I also rewrote a large chunk of the combat engine, improving the way it handles cloak, 3+ way battles, stations, targeting, etc.
Still needs a lot of testing.

Some work on Building bonuses. Added +%Research and +%Intelligence (both local), and +%IntelligenceEmpireWide (global) - they're now working, though Intelligence still has no effect in the game.

Scanners are now negated by Quasars, except those from Science ships.
Tweaked the science outputs of anomalies a bit.

Implemented the ScrapOrder and TerraformOrder soundfx.

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Re: Supremacy new release

Post by Iceman » Thu Nov 15, 2018 3:06 pm

The 4k cursor now works in the game proper too, not just before you start it - I think there might be some screens (at least one for sure) where it defaults to the regular cursor, feedback on this would be appreciated.

A Station's status display will change if it is upgrading.

A civ's Computers tech level now provides bonuses to targeting during combat. Command ships and combat stations (OP and SB) increase those bonuses.
It's rare, but combat can hang for a reason I have not yet discovered. Looking into it.

Terraforming is kind of working but not yet complete. For now it just selects automatically the best unterraformed planet in the system - will have to work on that. BioTech tech level provides a bonus, but the formula still needs to be tweaked a bit.

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Re: Supremacy new release

Post by Iceman » Sat Nov 17, 2018 7:46 am

Tried to fix an exception with the audio engine (non-fatal).

More work done on the combat engine. Also fixed the hang.

More work done on terraforming. See attached pic.
For now, human players need to terraform a system (at least one planet) in order to colonize it. AI players don't, as I've yet to teach the AI how terraforming works.
Attachments
terraforming.PNG
terraforming.PNG (147.28 KiB) Viewed 19 times

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