Supremacy new release

Supremacy; support/discussion/questions

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Iceman
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Re: Supremacy new release

Post by Iceman »

New patch uploaded.

I made minors that are part of an empire (whether members or subjugated) get full research from their labs, regardless of their TC, to see if they develop a bit faster. Empires will still only get the output modified by TC.
If this proves to be more interesting, we'll see about implementing one of those formulas mentioned in the advancement thread.

Need feedback on everything mentioned above, please.
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Re: Supremacy new release

Post by Iceman »

New patch.
Fixes to garrisons. Borg should be handled better. Also changed the Maturation Chambers' bonus from +%PopHealth to +GarrisonTraining, which is more adequate.
Fixes to build lists of member and subjugated minors, and subjugated colonies of empires - should be handled better now.

erazortt is finishing up work on civilization splitting from rebellions and whatnot. A few more finishing touches and we should be ready for another release soon.
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Re: Supremacy new release

Post by Iceman »

One last patch before the next release.

More fixes to the build lists. Please report anything that seems out of place / broken wrt the build lists in
- colonies of member minors
- colonies of subjugated minors
- subjugated colonies from other empires
Especially PFs and their upgrades, orbital batteries, and shipyards.
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erazortt
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Re: Supremacy new release

Post by erazortt »

Is there actually any reason why it is not possible to have a war pact with some other empire against the Borg?
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Re: Supremacy new release

Post by Iceman »

It isn't? It should be.
I will be back home in a few hours.
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erazortt
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Re: Supremacy new release

Post by erazortt »

For me thats not possible no. And another question: Do we want to give the surveyor ship an auto mode? The user could activate it by right clicking on it and activate it. When activated the ship will be moved by the AI. Because the micromanagement on that is really terrible.
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AlexMcpherson79
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Re: Supremacy new release

Post by AlexMcpherson79 »

For buildings, which bonustypes aren't implemented yet/turned off? I know you turned off growth, and I tried to duplicate Moon Habitation to have two variants for feds... (the way the moons are handled now with other edits, means that even with '1 per moon size' it still adds enough pop to get at LEAST one pop unit to use... and on SOL, the Fed_Moon_Habitation /_RM and _EU have the bonus of 10 per moon size... soo most games just two of 'em inflates the pop from 300 to 1000+. RM and EU refer to the other bonus. Raw Materials, and EU for Deuterium. I initially set the bonuses as "percent-" but it didn't show up or make any changes for Deuterium, so I'm guessing PercentDeuterium, despite being in techobjectdatabase.xsd is turned off?

Also, where's the "per 100 pop" controls? I'm kinda interested in making variations on that requirement so a "per 250" and so on would work. possibly...
At the moment, it makes the shield generators use a rather... ridiculous amount of screen real-estate when it comes to scrolling. like... I up the pop in a system to 5,000 and I can drop 50 shield generators. I have the idea of changing it so that it's more like, "per 200" or "250".

Lastly... Large numbers. I wanted to make research take MUUUCH longer if you go small number of systems... but not SUPERSPEED FAST if you had a dozen systems devoted to research. So even just setting the t1-11 research to production values of, literally, 1-11, I had the idea that this is where the bonus buildings with PercentResearch etc became worth their time. As it is, the way I play, progression was way too fast even with research speed in the game startup set to slow (on mine, I modded it to 0.1!) once I got to a dozen systems with 50+ active in each system.

I found issues with sciencing up a level when I also increased the research points needed and found sometimes the progression would suddenly drop to a minus number. hence, Large Numbers.

Also, 255 max in each PF cat? So theoretically, the maximum population that can be used is 12,750 (255*5=1,275). Discovered this when using the no-build-limit Fed version of Moon Habitation I made and raised the pop high enough that I dropped 200+ industry PFs and suddenly it changed to "5". like.. 255? fine. get that 256th? suddenly the game thinks 'you have 0 Mass Replicators'.


As you can tell I like pushing the game to extremes in regards to... well... system sizes. number of systems. number of ships. number of research points needed for something. etc.
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Re: Supremacy new release

Post by Iceman »

erazortt wrote: Fri Jun 12, 2020 8:50 am Is there actually any reason why it is not possible to have a war pact with some other empire against the Borg?
The original plan was to have a special Anti-Borg alliance/pact, but but I'm not sure if that's really needed, as there are other tools for that - namely the War Pact.
I haven't tested this, but why exactly is it not possible? You don't get the option to establish the WP? You can't select the Borg as a target? ...?

Do we want to give the surveyor ship an auto mode? The user could activate it by right clicking on it and activate it. When activated the ship will be moved by the AI. Because the micromanagement on that is really terrible.
Honestly, I don't know. Such an order would make surveyors somewhat moot, as you'd just build them and the AI would do all the work; there was an Explore order for Scouts to also automate their behavior, but it is deactivated in part because of this.
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Re: Supremacy new release

Post by Iceman »

AlexMcpherson79 wrote: Mon Jun 15, 2020 1:54 am For buildings, which bonustypes aren't implemented yet/turned off?

I initially set the bonuses as "percent-" but it didn't show up or make any changes for Deuterium, so I'm guessing PercentDeuterium, despite being in techobjectdatabase.xsd is turned off?
You are correct, I updated the schema in the previous release, but not for this one... my bad.
I did update the \Resources\Tables\BonusDescriptions.txt file, so that one is accurate.

JammingRange is the only bonus that is not yet implemented.

Also, where's the "per 100 pop" controls? I'm kinda interested in making variations on that requirement so a "per 250" and so on would work. possibly...
There aren't, that's a specific one of a kind bonus.

Also, 255 max in each PF cat?
Correct.
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erazortt
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Re: Supremacy new release

Post by erazortt »

Iceman wrote: Mon Jun 15, 2020 4:48 am I haven't tested this, but why exactly is it not possible? You don't get the option to establish the WP? You can't select the Borg as a target? ...?
I couldn't select them as a target.
Honestly, I don't know. Such an order would make surveyors somewhat moot, as you'd just build them and the AI would do all the work; there was an Explore order for Scouts to also automate their behavior, but it is deactivated in part because of this.
Ok fair enough.
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Re: Supremacy new release

Post by Iceman »

You mean they didn't show in the Select Target dialog?

We *can* implement the order, I'm not against it. Players will only use it if they want, ofc.
Survey is one of those ideas that look good on paper, but doesn't translate so well to gameplay.
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erazortt
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Re: Supremacy new release

Post by erazortt »

Iceman wrote: Mon Jun 15, 2020 6:29 am You mean they didn't show in the Select Target dialog?
yes
We *can* implement the order, I'm not against it. Players will only use it if they want, ofc.
Survey is one of those ideas that look good on paper, but doesn't translate so well to gameplay.
Perhaps there could also be input from the others who had a try. For me at least it was so much micro management that I ended up just not building the surveyor ships at all.
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Re: Supremacy new release

Post by Iceman »

Uploaded a new patch and a new release.

The new release is NOT compatible with savegames from previous releases!

Finish your ongoing games first!
The new patch (jun15) IS compatible with savegames from 20200521, so you can use it to finish those games - that's why I uploaded it, as it has some of the fixes in 20200616, like the station scrap issue, and some other stuff.

The new release has a few new features, like 8 different moon shapes and civilization splitting (due to rebellions, subjugation, w/e), and some fixes and improvements. A lot of code optimization too.
Thanks erazortt!! :up:

Go grab it, and give us feedback!
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geordie
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Re: Supremacy new release

Post by geordie »

Hi, I have just started a quite new Jun16 game as Dominium. First remark: I have researched the trade hub, but it is not listed for construction.
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Re: Supremacy new release

Post by Iceman »

The Trade Hub was changed to a MemberSystem building.
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