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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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| 17 Dec 2007, 21:32 |
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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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So are Matresses updates then. 
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| 17 Dec 2007, 21:34 |
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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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| 18 Dec 2007, 00:27 |
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Margus
Crewman
Joined: 21 Aug 2007, 01:00 Posts: 19 Location: Estonia
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Ok no improvent ctrl+enter, by pressing turn button seems litle faster. What is slow there with CTRL+ENTER is downloading game state from server anyway it fast to me. 
_________________
Cyberwolves Team forum.
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| 18 Dec 2007, 06:21 |
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Strings
Lieutenant Junior Grade
Joined: 11 Nov 2007, 02:55 Posts: 264 Location: UK
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My CPU usage actually goes >50% whilst running Supremacy, I'm not complaining here, I think it's cool that it uses both cores.
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| 18 Dec 2007, 06:45 |
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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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| 18 Dec 2007, 14:07 |
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memamu
Crewman
Joined: 18 Dec 2007, 15:00 Posts: 3
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hi,
while calculationg the next turn i got the following exception with the full version of the 20071216b thing:
Der Objektverweis wurde nicht auf eine Objektinstanz festgelegt.
bei System.Windows.Automation.Peers.GroupItemAutomationPeer.GetChildrenCore() bei System.Windows.Automation.Peers.AutomationPeer.EnsureChildren() bei System.Windows.Automation.Peers.AutomationPeer.UpdateChildren() bei System.Windows.Automation.Peers.AutomationPeer.UpdateSubtree() bei System.Windows.Automation.Peers.AutomationPeer.UpdatePeer(Object arg) bei System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter) bei System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)
----------------------------------------
what could be the reason?
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| 18 Dec 2007, 15:03 |
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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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| 18 Dec 2007, 15:57 |
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memamu
Crewman
Joined: 18 Dec 2007, 15:00 Posts: 3
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I've to try it... just a secound 
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| 18 Dec 2007, 17:16 |
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memamu
Crewman
Joined: 18 Dec 2007, 15:00 Posts: 3
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yes i get it always. and always 4 times.
would you like to have more information about my steps?
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| 18 Dec 2007, 17:19 |
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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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| 19 Dec 2007, 18:01 |
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Margus
Crewman
Joined: 21 Aug 2007, 01:00 Posts: 19 Location: Estonia
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i have now quad core and turn times huge galaxy are near the same as dualcore quad core have turn times litle quicker anyway good work.
_________________
Cyberwolves Team forum.
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| 20 Dec 2007, 15:30 |
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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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| 20 Dec 2007, 16:14 |
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Margus
Crewman
Joined: 21 Aug 2007, 01:00 Posts: 19 Location: Estonia
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_________________
Cyberwolves Team forum.
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| 23 Dec 2007, 06:14 |
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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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| 23 Dec 2007, 14:00 |
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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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Mike, that error message has happened to me a few times, but I've never encountered the circumstances that Margus wrote about. The error message only comes up when you try to close the game - it's like the game is trying to load something instead of unloading it. It doesn't come up every time you close the game either, it appears to be random in nature, and it only started appearing during the performance improvement test.
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| 23 Dec 2007, 15:49 |
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Margus
Crewman
Joined: 21 Aug 2007, 01:00 Posts: 19 Location: Estonia
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OK i restarted my box it work normal now but exit game give me error as i posted but error not come always to exit game EDIT: It stuck on turn 22 @ generating player map updates 
Attachments:
File comment: save
auto.zip [379.94 KiB]
Downloaded 177 times
_________________
Cyberwolves Team forum.
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| 23 Dec 2007, 16:05 |
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mstrobel
Chief Software Engineer
Joined: 11 Aug 2005, 01:00 Posts: 2688
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Thanks Margus, I'll take a look at that savegame and see if I can find the problem. I'm aware of the error on exit issue, I should have it fixed by the next release.
_________________ Lead Developer of Star Trek: Supremacy 253,658 lines of code and counting...
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| 24 Dec 2007, 00:09 |
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Eykjo
Crewman
Joined: 25 Sep 2007, 01:00 Posts: 6 Location: Germany
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Hi i tried the version and have run into mostly "energyproblems". * My systems are producing enough energy for the stuf i want to use, but i can not switch them on * and sometimes i need more than twice the amount of energy to run the shipyard or anything else. * Another problem is that the foodbonuses switch of automaticaly so that my population is starving after each turn, so that i have to switch it on manualy. * I think in the systems a scroling bar is missing. I can not build as fast as i get new buildings. The windturbine is the last item and if i want to build it as the first thing in a new colonized world, i have to put the things in the waiting list until i can choose the windturbine. Then i have to delate everything from my list. * a problem a witch i thing it has to make with the stability of this particular release version is that after a few turns i can not activate the diplomacywindow, orders for the ships or the sciencewindow, nor can i suply buildings with energy. Now i'm restarting and play further. But the game stays a very good one and i like the ideas and the way the game is developed and stil developing, so please don't stop  .
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| 30 Dec 2007, 00:55 |
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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 Dec 2007, 02:06 |
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traenol
Crewman
Joined: 02 Dec 2007, 18:10 Posts: 21
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bah, sorry I vanished there for a while. RL took control and I just didn't have time for anything. Was not using a 64bit OS, and just tested the fix on that pc and got no errors, so the fix did it. I just got a new laptop for christmas, and have been playing around with Vista ... not unhappy with it, and have had few problems so far ... MoO2 wont run  ... but BotF works YAY! I'll download the alpha and test it out later. Oh, btw mike, what are you using for the main game menu tech wise? just a standard winforms controls? and what all different techs are you working with? I know you have WPF in there, but what else?
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| 31 Dec 2007, 07:01 |
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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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| 31 Dec 2007, 17:00 |
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traenol
Crewman
Joined: 02 Dec 2007, 18:10 Posts: 21
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| 31 Dec 2007, 21:15 |
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Kellir
Crewman
Joined: 30 Dec 2007, 06:58 Posts: 1
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I just found this Alpha and I like what I see so far. I have found a few things and thought of a few more. I keep getting some kind of error that slows down all my pop up screens. It is not such a bad problem since I can use the Esc key. I get an error report and clear out the bug when I restart the program. The bad part is that the report claims it is saving to a file and the file is empty. wow, Huge map is a HUGE map. I was sorta hoping that we would get away from upgrading everything every time it goes up in level. Can I get some kind of command to upgrade from a 1 to a current max? That way I will not have to go in every 10 turns or so and hit upgrade five times. I have not seen any easy way to tell if one of my planets is not producing anything. Sure, there is the end of turn summery but that is always full of information that I do not need. I really only need to know if I have a new ship, starving planet or a completed work. I have all this money and I do not see any way to spend it. Production rate is way to slow. I need to be able to upgrade everything AND build any new tech items BEFORE the next tech level is ready. Is there a Cruiser II? I see the I and III but not a II. Construction ship is missing a description. Cruiser III description, "potentia ly" Should the colony II have a range of 13? That seams a little to good. I was able to build a colony on a planet that was shared by me with the Founders. I was not at war with them. I would think that should not happen. Can you move BUILD LIST to the left of PRODUCTION? The Baku has zero population. I do not know if something happened to them. I am having the power problem that other testers have talked about. It shows 100 and I want to use 75 but I do not have enough. Will I have to do some Terraforming in this game? Moons also? I was able to get every Minor to join me. They also joined me without me spending a dime. I take it this part is not complete yet. I have lots of black space even tho I own every planet that I can get. I think that is because if do not have a good enough scanner yet. I like that I can tow a ship. I do not like that the tow ship is my colony II ships. 13 range Vs my best scout ship's range of 9. Can the upgrade section of Build List have a line below it that locks the first non upgrade item in place. It is a pain to build 2 farms. Hit the first farm and wait for the list to move when the farm upgrade goes away. I am only tech 5 at turn 170 so I may have more feedback later. No need to reply to all of my questions. Most of them are there to help you to think. 
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| 01 Jan 2008, 11:38 |
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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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| 01 Jan 2008, 17:17 |
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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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| 01 Jan 2008, 23:22 |
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Valcoren
Lieutenant
Joined: 10 Aug 2005, 01:00 Posts: 309 Location: Florida, USA
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Had 2 lock ups I did not get an error until I forced the game to end task through windows task manager -error log: “Attempted to access an unload AppDomain†I got the lock up by doing a left click of the mouse while waiting for through a turn cycle. Some new game suggestions: 1: In the build list the option to have a double click on the items first click to act as a “hilite†or a “more info button†since some of the descriptions / specifications on build items go passed the allowed window space you have to carefully move your mouse over to the window to view the information, or you are forced to review the information from the tech window. 2: Scout ship options and AI: the game notes that scout ships are used for patrolling and intelligence gathering on neighboring systems. -A: There should be a right click list to portal neutral/empire zone: ships would move in conjunction with the empire outer zone. Searching for ships trying to cross into your empire, and the AI will go in pursuit mod chasing any intruders that enter your occupied space and force them out of the system or places you into combat with them if your scouts catch the intruders. -B: Gather Intelligence mode if a Scout is set to gather intel on a neighboring empire a screen will ask you what empire do you want to gather intel on you make your choice and the ship will have to remain stationary near zoned empire you are gathering intel on. The ship also would have a high percentage chance of being captured by that empire; as a risk to your empire. -C: AI change to empires should be affected if you set a scout ship to gather intel to weaken relations with that empire. 3: AI features battle options: “conditional surrendering†if you are up against a force that you are losing to a conditional surrender will allow you to keep your task force and make a trade of materials and money, solar systems. 4: Money Uses: (since I seen you where up for some suggestions) adding specialized training to create troops like MACO’s. MACO’s can be useable in ship to ship or ship to ground combat; to add a higher percentage of success rates in combat situations. Red Squadron teams; useable only for ship combat bonuses. Black Ops Intel groups; useable only to scout ships to gather better intel. Each of these should be considerably high priced options to purchase to offset their usage. Minor suggestions: Solar Prospection Chart: this chart lists systems you have scanned their population size and resources available for future growth decisions. (I may have suggested this before I can’t remember) (Oh P.S. to tackle the towing debate) Ship towing: All ships should have this feature. I have never seen a ST esp. where a starship did not have tractor emitters. But maybe slow the ships down to a crawl when towing. -Val
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| 02 Jan 2008, 01:32 |
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Malvoisin
Fleet Admiral
Joined: 13 Nov 2006, 01:00 Posts: 2111 Location: Germany
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good one with the conditional surrender. "medium" one  with the automatic borderline scouting. Many borderlines will not have a uniformly continuous border so the AI will most probably have to work with more complex algorithms that still produce *any* value in such cases. Much less will those values be anything a human player would call sensible. Just think of enemy enclaves in your territory, how to calculate a good path through that without missing valuable sectors to scan for in every possible scenario? a less good one I think is the towing as far as I am informed about towing through warp. I mean I'm not the ST series expert but I think tractor beaming is something that works only in non-warp resp. impulse scenarios due to the extra amount of energy necessary for the warp "bubble" to take the other ship which has no impulse and most likely then also no warp drive ready with them. So I think, special ships with extra warp drive capabilities are needed to tow disabled ships into another sector (remember the 20 lightyears in diameter  ).
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| 02 Jan 2008, 07:25 |
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Cooter
Crewman
Joined: 03 Jan 2008, 01:27 Posts: 2
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I just downloaded it sorry for bad lang but I'am dutch. I'am going to play it and if I have comments i will putt it over here. O I gut it from Halling Freqenty. Greets Cooter
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| 03 Jan 2008, 01:39 |
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Kenneth_of_Borg
Ship Engineer
Joined: 10 Jul 2006, 01:00 Posts: 5130 Location: Space is disease and danger, wrapped in darkness and silence!
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Welcome and no problem. Your English is much better than my Dutch. 
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| 03 Jan 2008, 03:33 |
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