Hi Everyone,

The 20th Anniversary of the release of Birth of the Federation is now less than 2 months away "May 25 2019" it is gratuitous that it also falls on Saturday.

I propose we gather on GameRanger for quick multi-player games and reminiscing about our favorite game.

I will try to be on GameRanger as much as I can that day and night and hope to see you there.

thunderchero

For discussion see this Topic

Supremacy new release

Supremacy; support/discussion/questions

Moderators: thunderchero, Iceman

Iceman
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Re: Supremacy new release

Post by Iceman » Fri Apr 05, 2019 4:56 pm

The Economy overview mode now shows resources and planet bonuses present in the colony (letters only, need to change to proper icons), and also current build project.
The Task Forces tab in the Assets screen now also shows the rank of each ship.
(posted a couple of pics on BitBucket)
A few other tweaks and fixes to the UI.

Improvements to some SitReps.

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Re: Supremacy new release

Post by Iceman » Tue Apr 09, 2019 3:36 pm

Troop Transports now cost Garrison to build.

Fixed the messy display in the envoy assignment button after an assignment - refresh hasn't been addressed yet though.

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Re: Supremacy new release

Post by Iceman » Thu Apr 18, 2019 10:53 am

Some localization, customization and clean up work.

Finally cleaned up, and improved, the code for invasions and respective fallout. Needs testing.
Improved system assault code for the AI - next, to actually teach the AI to assault systems...

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Re: Supremacy new release

Post by Iceman » Tue Apr 23, 2019 2:57 pm

So, the Klingons found a recently established Romulan colony, and sent a couple of Transports over to teach those sneaky bastards a lesson. But when they got there they got gready and went for Romulus instead, which was only a few sectors away... (I helped a little by deactivating the OBs - since I had disabled the checks in the code for testing the defenses) the Transports delivered their payload, and there was a mighty clash between the fierce Klingon warriors and the elite Reman troops defending the system, resulting in the invaders getting slaughtered and... the game crashing. :mad:
Need to fix that crash!
This was a very controlled test, still need to do a lot of improvements to that code to get it to a state that the AI can use it.
Just letting you guys know that things are moving along.

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Martok
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Re: Supremacy new release

Post by Martok » Fri Apr 26, 2019 12:33 pm

Thanks for the update, Iceman. Appreciate it. :)

Good luck with the bug-smashing!
"Evil is easy, and has infinite forms." -- Pascal

Iceman
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Re: Supremacy new release

Post by Iceman » Fri Apr 26, 2019 2:51 pm

Thanks Martok!
Glad to see you're still around, following the development!

I managed to fix the AI system assault crash, so things will get more interesting now. :up:
Next, will teach the AI to build transports when the right conditions are met.

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Re: Supremacy new release

Post by Iceman » Sun May 12, 2019 12:00 pm

Implemented "blockading" systems to deny trade route income.

Improved AI DoW, it will now declare based on a number of things including traits, civ type (empire or minor), if already at war with other civs, and if it can subjugate any colonies. This will need lots of tweaking, I'm sure.

Improved AI decision making wrt combat orders.

Improved target selection in combat.

In smaller maps, the Borg should be dormant for a few turns.

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Re: Supremacy new release

Post by Iceman » Fri May 17, 2019 8:03 am

Will probably release a new build in a few hours, will try to test it a bit first.

AI WarDecs might be a bit wonky, they'll build transports whenever they're at war for example, regardless if they will attack or not, so any feedback is greatly appreciated.

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