Supremacy new release

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Iceman
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Re: Supremacy new release

Post by Iceman »

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 »

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 »

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 »

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 »

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

Good luck with the bug-smashing!
"Evil is easy, and has infinite forms." -- Pascal
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Re: Supremacy new release

Post by Iceman »

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 »

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 »

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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Re: Supremacy new release

Post by Iceman »

There is an issue with the current build, where the AI will not invade systems because of a (bad) condition I added at the last minute... Fixed it, and improved pathfinding so that fleets avoid anomalies and other potentially dangerous sectors.
Also, made it so that when you sign a treaty, all lower level treaties with the same civ are cancelled\replaced.
And added potental population of a system, max pop limited to terraformed planets in the system - in preparation for terraforming being fully implemented (values will be weird for now).
Uploaded the exe to BB.
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Re: Supremacy new release

Post by Iceman »

Pathfinding has been furhter improved, and treaty replacement too.
Fixes and tweaks to invasions (including beams vs shield and torps vs ground targets, better damage distribution, etc).
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Re: Supremacy new release

Post by Iceman »

Fixed the agent generation issue. Now agents should spawn throughout the entire game, and in their correct Era.
Uploaded the exe to BB, feedback would be much appreciated - if you find anything not working properly, please report it so it can be fixed.

(What's up with the Updated filter in BB that is not working?!)
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Blake00
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Re: Supremacy new release

Post by Blake00 »

You're a machine my friend, a machine haha.. Amazing to watch you smash out so much stuff!!
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Re: Supremacy new release

Post by Iceman »

Hehe, thanks mate!
With Danijel, and now John and Ramsey, also working on the code, the project is stronger.
:up:
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Re: Supremacy new release

Post by Blake00 »

Iceman wrote: Sat Jun 08, 2019 10:56 am Hehe, thanks mate!
With Danijel, and now John and Ramsey, also working on the code, the project is stronger.
:up:
Awesome! So happy to hear that you're finally getting some help!

How much AI is there now? Do they fight back okayish?
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Re: Supremacy new release

Post by Iceman »

Well, some work has been done on the AI lately. We've been kind of quiet lately, but progress is being made.
The AI now terraforms a planet in a system before colonizing it (making it on equal standing with the human players).
It will also use any idle construction ships to build more stations in colonies other than the homesystem, and it might build science stations in anomalies or green stars - don't know if this works though, the code is still sub-optimal, was working on it yesterday all day but performed only limited testing.
AI WarDecs should be a bit more sensible too now, based on feedback from Alex. And also found and fixed some issues with pathfinding, so that now fleets should avoid stations, fleets and colonies of other civs.
I'm going to have another look at AI OB upgrades again, try to figure out what's wrong with it.

I'll probably be uploading some updates on BB with these changes, for people to test them before the next release.
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