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 Supremacy Pre-Release Download 
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Chief Software Engineer
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Well, I found a way to fix the old music engine (which is more efficient and just works better), so I'll be posting *another* update shortly. Ugh.

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05 Feb 2007, 14:17
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sence your last update mstrobel I've played the same game just to try it out long term. AWESOME AWESOME AWE...... Just noticed that when I researched the Type B Plasma Reactor, it and the following upgrades weren't avalable* in the build list in any of my systems. Haven't noticed anything thing else to serious :D Will keys my eyes open. :wink:

Your doing a Grrrrreeat Job U have Some major Skills. Was the game that Supremacy came from your school or higher Project?

Paddy


11 Feb 2007, 02:46
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Thanks for the feedback, Paddy. I'll check out the Plasma Reactors in the tech database and make sure there aren't any upgrade paths missing.

Star Trek: Supremacy is based loosely on a game called Galactic Supremacy that I developed last year for a class project (CS4455 at Georgia Tech). Some of the code and architecture is similar, but for the most part it's a complete rewrite. The game I developed last year was a sort of warm-up exercise for this game. I wanted to test out some ideas before actually starting on BotF2.

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11 Feb 2007, 05:25
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Off topic. would u consider* (if allowed) to post it somewhere here and let us gamers play another game?

Paddy


11 Feb 2007, 22:41
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Paddy wrote:
Off topic. would u consider* (if allowed) to post it somewhere here and let us gamers play another game?
I did post Galactic Supremacy here a while ago, but it was somewhat lacking in complexity (as I only had one semester to develop it). Also, it was based on a beta version of the .NET Framework 3.0, which has changed a bit since then, and it no longer runs on the final version of the framework. I never bothered to go back and update it, as I am now focusing my efforts on Star Trek: Supremacy.

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11 Feb 2007, 22:52
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Construction vessels: I have notice that you can take a construction vessel and run outside of its range of space and build an outpost.
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Suggest changing this to support the real life mechanics. Taking the vessel out of it range of space cuts it off from its’ supply line, and any vessel making a trip to that outpost would be running on reserves by the time it reached the refueling station.


Suggestion to add a Prospect Map or Chart to the game, with the size of the games playing map it would be easier to have quick reference to stakeout possible locations to set up a new colonies, after a vessel passes through a solar system it will scan the area and report back to the empire information about it findings.



You can then view your Prospect Map/Chart and see i.e.

*System***Planets***Satellites***Asteroid Belt***System Bonuses*


I expreienced one crash out of 179 turns. the game hung up when receiving update from server on turn 93.


17 Feb 2007, 05:28
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Quote:
Posted by Valcoren
I expreienced one crash out of 179 turns. the game hung up when receiving update from server on turn 93.


Where Supremacy crashes for me, (Which is actually relatively rare) it ALWAYS happens whilst receiving updates from the server.

Why does the game actually need to download updates if you are playing a single-player game, Mike?

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17 Feb 2007, 12:52
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Matress_of_evil wrote:
Why does the game actually need to download updates if you are playing a single-player game, Mike?
Because the turn proessing engine runs on the server, not on the client. It's a lot more managable if it always works the same way, regardless of whether it's a single-player or multiplayer game.

Valcoren, the idea of a prospect map sounds interesting. I believe MoO3 had something similar. It wouldn't be at all difficult to do either. I'll think about it :).

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17 Feb 2007, 14:17
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Valcoren wrote:
Construction vessels: I have notice that you can take a construction vessel and run outside of its range of space and build an outpost.
-
Suggest changing this to support the real life mechanics. Taking the vessel out of it range of space cuts it off from its’ supply line, and any vessel making a trip to that outpost would be running on reserves by the time it reached the refueling station.


With the ships being able to run outside their range... I think it's because Mike hasn't coded in the restrictions yet. This is still a pre-alpha, so some of the restrictions you would expect are not in to allow for better testing and flexibility. As things get closer to an alpha release, you'll start seeing the restrictions.

Atleast, this was my understanding last time someone mentioned it. It could be a different thing now (I haven't loaded up Supremacy for a few versions), but I'm pretty sure none of the ships are restricted by range.

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22 Feb 2007, 15:20
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Azhdeen wrote:
It could be a different thing now (I haven't loaded up Supremacy for a few versions), but I'm pretty sure none of the ships are restricted by range.
Actually, they are restricted now. And they can collect fuel from gas giants when they've started to deplete their fuel reserves. I hadn't considered only allowing construction ships to build stations within their fuel range. Sounds like a prudent suggestion.

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22 Feb 2007, 17:04
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wow awesome more stable then botf 1 and better looking more easy to work with good job :D :D :D :D :D 8O


21 Mar 2007, 15:50
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I got this working on vista ultimate x64 edition - runs perfectly! i love it! makes me want the full version right now!

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01 Apr 2007, 15:42
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I had posted an interim update on the AFC BotF forums while the BotF2 site was down. I've updated the original post in this thread to point to it.
mstrobel wrote:
Since the BotF2 forums are down, I thought I'd post an interim update to play with. Not much has changed, other than a more complete Federaton tech tree and the addition of an automated combat system. The automated combat system is similar to hitting "auto" in BotF, except that combat takes several rounds to complete. During the first round, you can choose whether to Engage, Hail, or Retreat. In the second and subsequent rounds, you can choose to Engage or Retreat. This lets you see the results as the battle progresses rather than just crossing your fingers and hoping for the best. Note that since there is still no AI, you will only be able to engage in battle when playing multiplayer games.

Most of my time lately has been spent working on an editor for Supremacy, which is included with this release (SupremacyEditor.exe). It will also be included with all future releases.

As always, you will need the .NET Framework v3.0 installed in order to run the game. If it crashes immediately when you try to run it, you probably don't have it installed. You can find it under Optional Updates in Windows Update if you're running Windows XP. Windows Vista users should not have to install anything.

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08 Apr 2007, 18:19
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Does the editor include the tool to help you with the XML?

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09 Apr 2007, 20:08
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cdrwolfe wrote:
Does the editor include the tool to help you with the XML?
The editor eliminates the need to manipulate the XML or string tables directly. Most of it, anyway. The editor still isn't 100% finished.

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09 Apr 2007, 21:44
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hmm, i'll clarify, previously you mentioned that you had various tables etc which needed to be converted/modified etc into XML or somthing like that and that was some way others could help you if they didn't have C# skills and could help out by converting the work into XML etc

Is that work no longer needed?

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09 Apr 2007, 22:01
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cdrwolfe wrote:
hmm, i'll clarify, previously you mentioned that you had various tables etc which needed to be converted/modified etc into XML or somthing like that and that was some way others could help you if they didn't have C# skills and could help out by converting the work into XML etc

Is that work no longer needed?
That work is still needed, but the goal of the editor is to make it more straightforward so it can be done without manually editing the XML.

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09 Apr 2007, 22:11
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So that begs the question, what needs doing and where should i start :D

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13 Apr 2007, 23:41
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cdrwolfe wrote:
So that begs the question, what needs doing and where should i start :D
Well, give me some time to think about that, and I'll be sure to let you know. Thanks for the offer :D.

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14 Apr 2007, 02:10
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Uploaded a new revision. Changes:
  • Added preliminary "Personnel" screen (currently located under "Intel")
  • Added Options window with support for switching between full screen and windowed mode, as well as adjusting music volume (by popular demand)
  • Fixed the research screen so it shows progress again
  • Various bugfixes

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18 Apr 2007, 01:28
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Ooh..two shiny new screens to play with. :mrgreen:

I just started playing round with the new intel screen, and i noticed that you cannot set anything to 100% - the maximum is 99%. I'm not sure if this is intentional or a bug, Mike. It would make sense that you'd always keep a skeleton screw in the other areas, but sometimes you just need everyone work in one area for a brief amount of time just to sort out some catastrophe or immenent doom.

If it intentional, you may need to somwhere, somehow, add in a note to let people know, otherwise noobs will be commenting about it over and over again. :wink:

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18 Apr 2007, 08:16
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I noticed that too, but I haven't figured out the cause yet. I thinki I know the problem, and I'll look into it.

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18 Apr 2007, 13:04
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This is a little out off topic here but I am very interested in diplomacy screen menu. In old Botf every time when minor responded to diplomacy proposal you should go trough 3 different menus to see message. I dont know about your plans Mike in this part but I wonder if you could implement small pop up menu at begining of new turn so player could respond instantly to new message :lol:

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18 Apr 2007, 13:39
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wasn't a double-click on the news taking you directly to the diplo message? don't know, long time not played any botf match..


18 Apr 2007, 14:10
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I think no. It would be nice to have small pop up menu at begining of turn to just click accept or reject proposal... :lol:

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18 Apr 2007, 14:37
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hm, there's also enough space to have two extra columns on the news page or a designated place at the bottom of the newsmenu where just two buttons , ok , they pop up ;), appear when you click on a diplomatic request msg.

does the job too but the other way goes too with the popups.


18 Apr 2007, 15:40
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i im new to the forum,great work with supremacy it will be a masterpiece for sure.I have a few question do:1-can you invade at the moment because i have try with the troop transport and it seem i cannot.2-for the combat,i would preffer to old fashion combat like it was in master of orion 2 ,2d kind.I think it will be simplier for you also :).3-is it possible to make the map bigger its already bigger then in botf but me and my friend like to make game thats last for month.Is there a way to change it with the editor.4- hehehe are the major race (other than the feds) ships and buildings is the next update for supremacy.
THANKS FOR all the great works you are doing can wait to have the next update.Will begin a multiplayer game of supemacy tomorow.:))


20 Apr 2007, 17:40
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Welcome to the forums, blade33 :). Thank you for the feedback on Supremacy. In answer to your questions, no, you cannot invade systems yet. As for combat, I'm still hoping to implement a 3D combat system. Have you tried the Huge galaxy size? It's 80x80 sectors, and it has so many systems that there aren't enough star names for them all (yet). You could change it by modifying the "Resources\Tables\UniverseTables.txt" file, but be careful to keep the formatting correct, or you may end up crashing the game. Lastly, I do hope to have the other major races' ships and buildings added to the game soon. I'm not sure if it will be for the next update or not, but it's at the top of the to-do list.

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20 Apr 2007, 17:49
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Thanks for all your great work mstrobel
:) :) keep the good work.


20 Apr 2007, 20:01
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i have modified the map and it works very well thanks for the tips.If you need help let me know im a addict to your game know.
one little feedback its seems to have a flickering problem when encounter minor races in the description but only for a few seconds until i pass the cursor on it.
another question ;) is it possible to make the minor colonized and grow like a major?


20 Apr 2007, 21:07
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