Supremacy new release

Supremacy; support/discussion/questions

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Re: Supremacy new release

Post by Iceman » Thu Jan 17, 2019 6:26 pm

The retreat issue is killing me... the helper functions are not actually helping, they're hanging the game in a particular situation...

Made having the Command ability (Command ships or stations) in combat allow concentrating firepower on targets; not having it produces random targeting, which is (much) less efficient.

Added Valcoren's Borg GCM to the game. Fixed positioning of Klingons and Cardassians while at it.

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Re: Supremacy new release

Post by Iceman » Sat Jan 19, 2019 2:26 pm

When you sign a NAP with another civ, your ships will now set a course to your nearest colony, instead of being magically insta-teleported there.
(trying to fix the helper functions to change this to the nearest colony or station owned by you or an affiliated civ)

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Re: Supremacy new release

Post by Iceman » Thu Jan 24, 2019 6:16 pm

Fixed the bug with fleets en route when a NAP is signed.
Made minor races' fleets not retreat if their homesystem is attacked.

Lowered the levels of the system assault soundfx, and some UI soundfx. Some feedback on these would be much appreciated.

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Re: Supremacy new release

Post by Iceman » Sun Jan 27, 2019 1:04 pm

Finally replaced population with Garrisons during invasions. Still need to improve the way combat is handled.
The number of TTs you select for landing troops is now important in that the amount of surviving invading troops will be the new Garrison in the colony if the invasion is successful.
The UI might need to be more clear about troops vs combat strength.

Tweaked bombardment a bit.

@Axis: adding the terraformed images will not be as easy as I thought it might be... will have to take another look when I have more time.

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Axis
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Re: Supremacy new release

Post by Axis » Mon Jan 28, 2019 12:59 am

Iceman wrote:
Sun Jan 27, 2019 1:04 pm
@Axis: adding the terraformed images will not be as easy as I thought it might be... will have to take another look when I have more time.
Thanks anyway.

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Re: Supremacy new release

Post by Iceman » Thu Jan 31, 2019 2:22 pm

Added a tooltip to the station icon in the Task Forces list, with the station's stats.

With the help of Danijel, finalized the code for an old standing feature - adding a Delete button to the Load Game and Save Game menus.
BTW, Danijel, I managed to make it delete individual files, as opposed to all of them :up:

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AlexMcpherson79
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Re: Supremacy new release

Post by AlexMcpherson79 » Sat Feb 02, 2019 3:45 am

Iceman wrote:
Thu Jan 31, 2019 2:22 pm
I managed to make it delete individual files, as opposed to all of them :up:
Haha, when you say "all of them", is that "everything on the C: drive" ?

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Re: Supremacy new release

Post by Iceman » Sat Feb 02, 2019 5:43 am

Heh, nope, all savegames ;)

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Danijel
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Re: Supremacy new release

Post by Danijel » Thu Feb 07, 2019 10:19 am

AlexMcpherson79 wrote:
Sat Feb 02, 2019 3:45 am
Iceman wrote:
Thu Jan 31, 2019 2:22 pm
I managed to make it delete individual files, as opposed to all of them :up:
Haha, when you say "all of them", is that "everything on the C: drive" ?
thats easier actually :twisted:
diskpart
select volume x
clean
i am not responsible for any damage you do while executing this command :roll:

@Domes part idea
im not sure how much this "steps out" from original botf, aside that whole new building should be coded that would override planet population,...i see weird things happen there ^^

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Re: Supremacy new release

Post by Iceman » Thu Feb 07, 2019 5:07 pm

BTW, fixed an issue with the retreat path of fleets in that it might go through systems of civs the fleet owner is at war with. Thanks Vladimir!

Been working on invasions, it's mostly working, but I want to give the defender 1st strike ability - to make it tougher to conquer systems.

The Keybindings list (F9) has been expanded a bit, too.

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Re: Supremacy new release

Post by Iceman » Mon Feb 11, 2019 2:43 pm

Garrisons should be fully implemented now, including their role in invasions. The system assault screen now correctly shows the number of troops in the meters on the upper right, and the defender fires first - so now you need a lot more firepower to take a system than its defensive combat strength.
Now, I just need to make Troop Transports cost Garrison to build to close this chapter.

Cleaned up and reformulated some of the Resources.
Found some more BotF soundfx to include in the game, namely the treaties ones. Still need to find a couple more. 1300+ soundfx... :shock:

Danijel is working on some cool stuff. :up: Not sure if he wants to share, or wait until it's perfect, or if he wants it to be a surprise.

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Re: Supremacy new release

Post by Danijel » Mon Feb 11, 2019 7:33 pm

peek a sneak :lol:

Image

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Re: Supremacy new release

Post by Iceman » Wed Feb 13, 2019 2:50 pm

Looking good. I think it needs to pulse a bit slower though, but I'm sure you have that covered.


Uploaded an update on the soundfx to BB. As usual, feedback is welcome. This will probably be what'll be in the next release.

Since a couple of people didn't seem to like the fact that retreating fleets couldn't change their path, I removed that. I kept it for the fleets being moved from the signing of a NAP though - should I remove that also?

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