Supremacy Pre-Release Download
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Somethingfake
Crewman
Joined: 20 May 2008, 15:05 Posts: 24
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Heh if your house *was* on fire, you'd know before us ^_^
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| 22 Jun 2008, 22:55 |
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falcon320
Crewman
Joined: 28 Feb 2005, 01:00 Posts: 5 Location: New England
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Noticed many minor races have identical emblems
Few structures federation shouldn't be able to build such as cardassion sensor array
In regards to system influence why don't we limit all inhabited systems regardless of population to one squared sectors around the system for major empires and population based influence for minor races. Suppose the sheliak inhabit second system out side their home planet with the population of 90, that intern with the current influence implication will not give them any territory outside that system but as soon as they join a major empire as a member, that 90 population System will have a 4 squared sectors of territory. Just a thought. Is there a ship and buildings editor available, if so where can I download it from?
_________________ Commitment is what transforms a promise into reality.
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| 23 Jun 2008, 22:59 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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One comes with the main download, though according to MOE it may not be working correctly, it is in the main folder.
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| 24 Jun 2008, 00:57 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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| 24 Jun 2008, 02:14 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I'll be doing an overhaul of the Supremacy Editor in the next couple weeks, so post any feature requests here (or on the Supremacy CodePlex site).
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 24 Jun 2008, 06:03 |
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jmcmonw
Crewman
Joined: 20 May 2008, 21:46 Posts: 36 Location: middle of nowhere
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fix the 'no image avalible' pics
_________________ 2012 is'nt the end of the world.....
it's just the end of the world as we know it
couldnt get pic 2 work so here u go
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| 24 Jun 2008, 17:07 |
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Somethingfake
Crewman
Joined: 20 May 2008, 15:05 Posts: 24
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Last edited by Somethingfake on 24 Jun 2008, 20:20, edited 1 time in total.
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| 24 Jun 2008, 17:10 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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That's part of my updates, jmcmonw.  We've got a lot more images than we used to, and several have been replaced with better ones. Only problem is that most of them are for the minor race special structures - which you haven't seen in the game yet die to a bug. You can check out the new images in the *Edit - i've just had some thoughts about editor feature requests Mike. There is currently no way to set or edit the relationship statuses of any of the races. There is also no way to edit the morale stability of the races either. I'll add these to codeplex to remind you.  *Edit the second - i've posted these on Codeplex Mike. I've also posted a comment on the Orbital Batteries that you might want to have a look at.
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| 24 Jun 2008, 17:33 |
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starone
Crewman
Joined: 20 Sep 2004, 01:00 Posts: 9 Location: UK,Scotland,Livingston
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| 26 Jun 2008, 05:27 |
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3 0f 12
Crewman
Joined: 26 Jun 2008, 06:29 Posts: 42 Location: Ultramatrix 002
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Game kicks arse so far, I looked at the screenshots of the prequel to this game and I see quite a bit of polish, and I was wondering if you could create a race class for for "sub-supreme races like the gorn, the feringi, hirogen, and other races with sizable teritory, they would still be minor races but can can expand outside their sector based on population, yet sill have a transparent color for territory. Oh, and the Vulcans reside in the Beta quadrant, not the alpha.
_________________We are the Borg. Lower your shields and surrender your ships. Your biological and technological distinctiveness will be added to our own. Your culture will adapt to service us. RESISTANCE IS FUTILE." - Borg Collective  That doesn't mean I shouldn't be on your friend list.
Borg Quote of the Fortnight: "If only he had the chance of having an out-of-body experience, its truly perfection."
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| 26 Jun 2008, 07:36 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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Some Minor Races can expand territory, up to a certain number of systems. Have a look at Dafedz database for a more detailed breakdown of minor races in game and how they will act. Obviously some things may not be implemented or may change though. http://www.trekmania.net/temp_files/botf2_home.htmRegards Wolfe
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| 26 Jun 2008, 11:04 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 26 Jun 2008, 14:50 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Wolfe is right, 3 of 12. Having expanding minors has been one of the main objectives of Supremacy right since the start. Currently, the game has absolutely no AI - the minor races AND empires don't even know how to produce food to feed themselves - so the minor races won't be able to expand. However, once the AI has been implemented, the minors will start to expand. There are four expansion classes in the game - Empire, Expanding Power, Developing Power, and Minor Power. The minor races will never be in the Empire Power rank, however, if someone wanted to create a mod where you play as a minor race, all you'd need to do is make a simple change in the editor and set their expansion ratio as Empire.  Examples of the different categories are: Empire - Federation Expanding Power - Vulcans Developing Power - Andorians Minor Power - Mintakans The expansion categories afect both the amount of systems a minor will expand to, as well as the speed at which they do it. This system is further affected by the scientific rating, which goes from A to F. The minor races will never have a rating of A (Except the Cytherians), with the Vulcans having a scientific rating of B. Races that have a scientific rating of F will be technologically backward and will rarely if ever make any scientific advances. The more advanced that they are, the faster and more easily a minor race will be expand. Some races will also have multiple ship designs, as opposed to the single ships they had in BOTF. Some of these ships will have upgrades, while others will have ships of multiple classes. For instance, the Vulcans will have both surveyors and cruisers. Follow Wolfe's link to get more information about the minor races. I would recommend the Minor race breakdown and races pages for minor race info.
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| 26 Jun 2008, 15:08 |
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starone
Crewman
Joined: 20 Sep 2004, 01:00 Posts: 9 Location: UK,Scotland,Livingston
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Attachments:
File comment: I HAVE ADDED THE SAVE GAME TO THE ATTACHMENT THE SYSTEM IS READY SET UP TO TURN
save game .zip [557.86 KiB]
Downloaded 334 times
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| 27 Jun 2008, 06:53 |
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Somethingfake
Crewman
Joined: 20 May 2008, 15:05 Posts: 24
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Thanks for adding the save game mate, but most people don't like it WHEN YOU TYPE IN ALL CAPS. Kind of annoying.
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| 27 Jun 2008, 11:34 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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I've published an update that changes the way Supremacy looks on high-resolution displays. If you run a desktop resolution with more than 1600 horizontal pixels, Supremacy will automatically switch to an "upscaling" mode. This means that instead of all the UI elements expanding to fill the available space, they will instead be scaled upward to a larger size. This reduces the amount of "wasted space" on larger monitors and ensures that Supremacy looks how it was intended while still taking full advantage of the available pixels. This does not reduce visual quality. To the contrary, it enhances it. Since the elements are drawn larger, they are drawn with more pixels and thus will appear crisper and more detailed. This update will not affect most users; at typical resolutions, the game will appear the same as it did before. I've uploaded a couple of screenshots to show the effect in action. These were taken on my own 30" monitor running 2560x1600. Previously, certain parts of Supremacy looked rather ridiculous when running in full screen mode at this resolution. The research screen in particular had serious layout issues, which have now been resolved thanks to the upscaling. Note that the scaling in the screenshots will look rather extreme on a typical monitor, but the results are quite stunning when viewed properly.
Galaxy Screen: , Research Screen: ,
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 30 Jun 2008, 04:32 |
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cdrwolfe
Combat Engineer
Joined: 18 Jul 2005, 01:00 Posts: 1001
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This may come as a silly question as you have a 30" screen but, does Supremacy support widescreen resolutions such as 1650 * 1050?
Regards Wolfe
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| 30 Jun 2008, 11:08 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 30 Jun 2008, 13:29 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 02 Jul 2008, 21:44 |
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Zeleni
Aesthetics Surgeon
Joined: 24 Oct 2006, 01:00 Posts: 1350 Location: Croatia
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Matress will be happy. 
_________________ Carpe Diem
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| 02 Jul 2008, 22:03 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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He is coz he just downloaded a 10.6mb update. Hopefully this is the one.  I've just noticed though that the menu screen animation is glitchy again Mike. I'll try reinstalling the SP1 beta update again and let you know if that fixes it. I'll certainly check all the other updates as well.  *Edit - hmm, I still can't delete the structures, Mike. I'm guessing this is an older update then.  *Edit the second - I just reinstalled the .Net 3.5 SP1 Beta update. The menus are still glitchy. I guess it's something else coz they worked before I installed that last update. 
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| 02 Jul 2008, 23:37 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Yeah, I'm still at the office, and I can't push out the update until I get home. I'm not sure what menu screen animation you're referring to, matress, but if you mean the title screen, then it might have something to do with the slight fade-in transitions I added when switching between screens.
EDIT: OK, the latest update is now available, as of 21:06 GMT-4.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 03 Jul 2008, 01:16 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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I just downloaded the update - and I can delete structures in the editor! I can finally get rid of that useless Dominion shipyard that I created for testing purposes ages ago. Good riddance!  The updates for the prerequisites/obsoleted items/upgrades boxes are also working. There is now a working scrollbar and I can add multiple objects at a time. However, I noticed that pressing the delete button on my keyboard in these three boxes still does NOT work - but clicking on the red cross above the box does work, so this really isn't a problem. ... This latest update seems to have solved the menu for me as well, Mike. What was happening was the right-click menu would appear in stages, like a video that was stuttering or the frame rate was too low, instead of appearing smoothly. It also affected the animations of the stars on the galactic map, making those animations also stutter while the menu was on the screen. As soon as the menu disappeared, the star animations went back to normal. There weren't any problems with the right-click menu on any of the other screens. Anyways like I said, it's fixed now so nothing to worry about. This is a great update! 
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| 03 Jul 2008, 10:57 |
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Somethingfake
Crewman
Joined: 20 May 2008, 15:05 Posts: 24
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I keep getting an error box saying "Connection failed" as I attempt to load a saved game. Will try a fresh game and report back.
I can start a fresh game. It's annoying as the saved game I had got over 1200 turns and got very high level of technology too.
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| 03 Jul 2008, 13:16 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 03 Jul 2008, 14:31 |
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Somethingfake
Crewman
Joined: 20 May 2008, 15:05 Posts: 24
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I found a system that immediately made me think of Hitchhiker's:
Also, I've found something weird. I'm just grinding to get better technology and sometimes I notice that suddenly, my type 4 farm/uni/power have turned into type 3's and there's three new build orders which are private farms bunker networks and 3 more type 3 university's.
It happens at random. If I reload an auto save (as I don't save each turn, that would be tedious) it reverts back to normal but the trouble would return. There's no error codes and all I am doing at the time is using one Cruiser III to explore and grinding my research.
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| 05 Jul 2008, 13:05 |
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Matress_of_evil
Evil Romulan Overlord of Evil - Now 100% Faster!
Joined: 02 Dec 2004, 01:00 Posts: 7392 Location: Returned to the previous place.
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Hmm that's wierd...I haven't seen this error myself, but i've not played the game proper since I downloaded the most recent update.
There may be a glitch in the way the buildings update in your version of the game; it's probably something i've fixed in my own updates but I haven't released those yet coz i'm still working on them. Still, it's wierd that they are just appearing out of nowhere in your build queue. The game has no AI yet so I can't imagine who is giving the orders...
Is it happening in one particular system? Have you started a new save to see if it carries on happening? Is it happening every x number of turns? Is it happening after you perform a specific action? Any extra info you can give us will help Mike to track down the bug if it is indeed a bug.
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| 05 Jul 2008, 16:09 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 05 Jul 2008, 16:22 |
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Somethingfake
Crewman
Joined: 20 May 2008, 15:05 Posts: 24
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The only colony I have is Sol. I'm just concentrating on the research then spreading to other planets so when I land on a new planet, I have the highest tech already. That and I got bored with waiting 5 minuets as the computer cycled through all the data the colony's were pumping out.
But knowing computers, I'll double check to see if there is another colony in the drop down menu, can't think why though.
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| 05 Jul 2008, 17:30 |
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Hexadex
Crewman
Joined: 06 Jul 2008, 11:59 Posts: 12
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Hi guys, firstly just like to say wow! this project is looking great, I was, well I still am a massive fan of BOTF and have followed a plethora of projects that have attempted to remake and improve on the game, and I have to say I am getting very excited about this
ok so just to help out I wanted to start making a bug list for the game, so I was doing my best to try and break the game when I added an orbital battery to the build queue of SOL and removed it causes the game to crash, yes!!!
I noted down the error log and it said
value cannot be NaN or Infinity. Parameter name: value
at Supremacy.Types.Percentage..ctor(Single value) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Types\Percentage.cs:line 34 at Supremacy.Types.Percentage..ctor(Double value) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Types\Percentage.cs:line 46 at Supremacy.Types.Percentage.op_Explicit(Double value) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Types\Percentage.cs:line 231 at Supremacy.Economy.BuildProject.get_PercentComplete() in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Economy\BuildProject.cs:line 170 at Supremacy.Client.SystemScreen.CurrentBuildProject_MouseLeftButtonDown(Object sender, MouseButtonEventArgs e) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyClient\SystemScreen.cs:line 735 at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent) at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e) at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e) at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget) at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target) at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs) at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised) at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args) at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted) at System.Windows.Input.InputManager.ProcessStagingArea() at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input) at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport) at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel) at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled) at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o) at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
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so I experimented further using the structures from the other empires in the game, and being a programmer myself I noticed a pattern which is if you add a structure that has a build cost of 0 and then remove it causes the same error
so I just used your structure editor to make the orbitals cost 50 and hey presto it works fine now
so just thought I'd let everyone know
and also Im off uni now till october so if you need any kind of help with the project please let me know
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| 06 Jul 2008, 12:16 |
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