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 Supremacy Pre-Release Download 
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Cadet
Cadet
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Joined: 01 Oct 2007, 01:00
Posts: 88
I just had a test play of supremacy and I say you have done a pretty good job. Out of curiousity, when you add a new race to the federation a nd they then build colonisers surely when they colonise a system, it should be labelled such as a if the coloniser came from vulcan, the system should be under vulcan control. But i think it labels it as Human.

Also did you intend to insure that we could change the name of the ships as I think the game reverts back to the cruiser 1 naming after your press the turn button.

And a slight suggestion for the map, when you add a minor race they change to your colour. Would it be difficult for them to change to slightly different shade of your colour, I think it would be just as interesting to see what worlds you yourslef have colonised but also what world the member races are contributing.

And I take it that as you add the AI the minor races will be a better harder to handle in making them join the federation.

I know what I have said people might have picked up on, but you did ask for comments.

Great Lord D


27 Mar 2008, 21:00
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Joined: 02 Dec 2004, 01:00
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When a system is colonised by an Empire, the game shows the main contributing race of the Empire by default. I imagine it would be difficult to change this, although Mike would have to have the final say.

Having it in would throw up some interesting game twists though - what happens if say Vulcan decided to leave the Federation - would the Vulcan colonies also leave? Would they have a choice? How could this be represented? What if Vulcan split away not because of a long term relationship breakdown, but as the result of a successful coup by separatists? It wouldn't make sense if the Vulcan colonies also left simply because the homesystem also left under duress.

This raises an interesting question in itself though - how will individual systems be handled in diplomacy? How could you open diplomacy with a splinter colony - even if it was to declare war - if diplomacy is being handled on a race level rather than on a system level? It definitely wouldn't make sense to contact the Vulcans to ask for membership if all the other Vulcan systems were still members of your Empire. :?

...

I'm not sure about the name change. I've never tried it. I'm still waiting for the working editor update. :mischief:

...

Map colourations are probably doable. Like I said with the colour-coded messages idea, it might look a little garish, but as long as the colouration is kept to shades rather than whole new colours, it should work fine. We'll have to wait to see what Mike says.

...

The AI is definitely going to be better than in BOTF1. It is going to take a considerable amount of time to program, and it will likely need a lot of balancing and tweaking before it is "complete", but the minors will behave just like their real counterparts. For instance, the Vulcans will be offended by bribes, the Ferengi will do anything if money is involved, the Mizarians will surrender at the first chance and the Borg will be an ever-present threat that will not establish a dialogue with you. Each race will have their own unique traits thats you will have to exploit to gain their acceptance - but an act that pleases one race may offend another. It will be up to players to prioritise which races they wish to please - and which ones they wish to destroy. The game will be a far more flexible and realistic experience than BOTF1 ever was. :wink:

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27 Mar 2008, 23:12
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Cadet
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Joined: 26 Mar 2008, 03:45
Posts: 69
Ran Supremecy on Huge map, love the game so far. :thumbwink:

System
XP Service Pack 2
Athlon 64 FX-62 Dual Core 2.79 GHz
2.0 GB DDR Ram
Radeon X1950 512 mb
500 GB 7200 RPM

Errors I encountered playing on huge map
1. Beyond 30 turns hitting retirement caused game to hang/crash
2. I may have sent membership proposals twice to races, they joined, then shortly there after they "unjoined" but were still counted as members in the diplomacy screen, so I could not get them to rejoin.
3. Got a crash on turn 15 when I entered the research screen (maybe I was clicking around too fast) error was "unhandled exception", game crashed


Overall, love the new graphics, layout, resource system, waypoints, fact that resources surplus. I have many more things I like as well as comments/suggestions which I wrote down, but will have to come back later when I have some time (hopefully after I play some more!). Hope I can find some more meaningful way to contribute to the game in the future.


28 Mar 2008, 03:39
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Crewman
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Joined: 28 Mar 2008, 03:40
Posts: 2
Right now the only feedback I can leave is that this is one beautiful game and I can not wait to see the end result, if I encounter any bugs that have not been mentioned I will let you all know.

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28 Mar 2008, 03:50
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Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
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Joined: 02 Dec 2004, 01:00
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Hey guys, welcome to the forums. I'm glad you like Supremacy, I definitely do as well. :mrgreen:

Keep posting your thoughts and ideas on all of the games. The games are a community effort, so the more ideas you post, the greater the chances that one of your ideas will actually make it into a game. :thumbsup:

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28 Mar 2008, 11:34
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Crewman
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Joined: 20 Mar 2008, 22:49
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greatlordd wrote:
Also did you intend to insure that we could change the name of the ships as I think the game reverts back to the cruiser 1 naming after your press the turn button.


I noticed this as well. Shouldn't think its high priority though. But i do like the idea of being able to rename your starships. I quite like the idea of going into battle with ships that have names i wil instantly recognise. I don't know about anyone else but i never kept track of ship names in the original bacause they were all randomly generated. Gives more depth to the experience and might make you a little less reckless if you thought that your favourite starship might be destroyed. I would definately feel more "attached" to the ships if i caould name them myself.


04 Apr 2008, 14:30
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Crewman
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Joined: 20 Mar 2008, 22:49
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TO change a ship name I changed the name and clicked somewhere off the text box in the redeploy screen before going back to the main window. Like others the name change worked then but only until the new turn started. So you're not missing out on anything really!


07 Apr 2008, 16:16
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Chief Software Engineer
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Joined: 11 Aug 2005, 01:00
Posts: 2688
Ugh. I compiled the latest Supremacy release against the .NET Framework 3.5 SP1 Beta. I'm not using any new components from this release, so I didn't think you guys would have to download it to run the game. Unfortunately, Microsoft moved some of the components around, so the game will crash if you don't upgrade. Sorry, guys.

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Lead Developer of Star Trek: Supremacy
253,658 lines of code and counting...


18 May 2008, 20:11
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Evil Romulan Overlord of Evil - Now 100% Faster!
Evil Romulan Overlord of Evil - Now 100% Faster!
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*Whistles* 229mb! That's one hefty update for .Net! Oh well, i'll download it for our baby. I'd do anything for our bouncing baby Supremacy. :love:

...Does the editor work now? :mischief:

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18 May 2008, 21:55
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Crewman
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Joined: 17 Dec 2006, 01:00
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Yep! It's works ^^

A question

What is the new since last realese?

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19 May 2008, 02:31
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Joined: 11 Aug 2005, 01:00
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ALEKSSANDROS wrote:
Yep! It's works ^^

A question

What is the new since last realese?

Nothing new in terms of gameplay. There's some performance improvements, some bug fixes to the editor, and I added a 'credits' screen. I'll be working on the AI for several months, so most of the new code that I write during that time won't actually be active until the AI gets "switched on".

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Lead Developer of Star Trek: Supremacy
253,658 lines of code and counting...


19 May 2008, 11:28
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Crewman
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Joined: 20 May 2008, 15:05
Posts: 24
Just registered to upload an error file. I ran into an error when loading a saved game (it was only 14 or so turns into it)

Sorry for the length of the error file, but I thought it best to copy paste everything inside it.
The game loads fine if I start from a fresh game (that is, click new game) but loading a saved game is giving me problems.

Beautiful game though.

Quote:
Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------

Exception has been thrown by the target of an invocation.

at System.RuntimeMethodHandle._InvokeMethodFast(Object target, Object[] arguments, SignatureStruct& sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.RuntimeMethodHandle.InvokeMethodFast(Object target, Object[] arguments, Signature sig, MethodAttributes methodAttributes, RuntimeTypeHandle typeOwner)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture, Boolean skipVisibilityChecks)
at System.Delegate.DynamicInvokeImpl(Object[] args)
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)

----------------------------------------

Cannot add an entity with a key that is already in use.

at System.Data.Linq.Table`1.Attach(TEntity entity, Boolean asModified)
at System.Data.Linq.Table`1.Attach(TEntity entity)
at Supremacy.Data.SupremacyDatabase.DoFindObjectStringInternal(String key, String culture, Boolean createLocalized) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Data\SupremacyDatabase.cs:line 315

----------------------------------------


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20 May 2008, 17:04
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Loading saved games after you've updated Supremacy will always lead to errors like this i'm afraid. The updates mean that new versions of files will be present in the game, or that new files will have been added that won't be loaded by the saved game, even though some other files may require that it be loaded. But your saved games will still be looking for the old - and therefore no longer existing - files.

I'm sorry if you were a long way into the game, but you're going to have to delete your saves every time there is a game update, as the save files will be completely useless. :(

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20 May 2008, 17:52
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Downloaded new Supremacy update and started new game late last night only got to about 13 or so turns and had to get some sleep.Game still looks great no problems so far, will let you know otherwise,cant wait for the finished game and the combat element to it., and of course BOFE ............... Both Great games :thumbsup:


20 May 2008, 18:07
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I was hardly 15 minutes into the game so no worries, this was just a first run to get a feel for the game (very nice music by the way) so I wasn't bothered much ^_^

I hadn't updated the game though (I don't think) I got the .net and installed that *then* the game. I'm 100% fresh to this game.

Whilst I'm here, I got up to turn 90 (well near 100 for sure) and it wouldn't budge after that. By that I mean the info box would come up saying "Performing pre-turn operations"

Bemused, I pressed esc and the box disappeared. Thinking "Ah, that fixed it" I tried to move a ship, but I couldn't. The music still played, the suns and planets still revolved and I could scroll the map, but the buttons tops left were greyed out and I couldn't use any of the menu's (such as diplomacy or shipbuilding)

Luckily I was able to get to the main menu and quit, although this generated an exception.

Want the error file?

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20 May 2008, 18:10
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just started game again and as in Somethingfakes previous post i had the same handled exception problem will start game agian and see how far i get......


20 May 2008, 18:33
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I got to turn 85 before the hang happened again, this time I had to alt F4 my way out as nothing worked (along with another exception)

I was at war with the cardassians (for a laugh) got to their home world and found I couldn't bombard it. Do I need a certain ship type or isn't it added to the game yet? Same question for space fights, I saw no ships.

Also, I found it weird when a race for near god like beings (can't remember their names, the floaty head people that were in ST:TNG) accepted my request to join my empire, despite the info box on them saying it would be extremely difficult in entering diplomatic relations with them.

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20 May 2008, 19:22
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Got to turn 40 and had to hang up game got stuck during turn processing (Resoving combat) then nothing so had to close down trid to load saved game but same exception problem....As to your previous post Somthing fake theres no combat system in this pre release so you cant go to war or see ship to ship combat just yet.....I still can play the pre -release game b4 this update with no problems......


20 May 2008, 19:35
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The game randomly hanging like that is a known problem, but we're not entirely sure what the cause is yet. If you guys could post or attach your error.txt files, it would help Mike to track the problem down.

Some basic info about your computers would be useful as well, such as Windows version, Processor, Graphics, and RAM.

We would also like some information about how fast the game runds as well - the games' performance has been improved by about 500% since christmas, but it's still far slower than we would like. If you could time how long it takes to process turn 1 and then say turn 20 or something, we can start to build up a picture of the kind of speeds people are getting.

Try doing this on multiple galaxy sizes as well. The giant map is considerably slower, (But before christmas it was so slow it was literally unplayable) but a comparison between the two map types would be useful.

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20 May 2008, 22:16
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HI MoE, I am using a toshiba laptop sat pro 200 series

Core tm2 duo cpu t5450 1.66ghz
2 gig ram
Ati mobility Radeon HD2600
Runnong Vista home premium

I will check how long turns take but from general observations early turns dont take long buy get slower as you get higher in the last release in feb the game was ok i got to turn 430 odd and i found the turns did occassionally get slower but still playable... As for the latest Supremacy update turn one went quickly about 4 - 5 Seconds will time that next time and let you know....

Has for the other problem with loading a saved game the New Member Something fake as posted the problem on this page a few posts bac i have the same problem there,can post Error if still reqired....Only leaving the hang probem whilst processing game turns as you progress in the game....will check turn times and let you know later.......

Just played medium map and timed turns 1-20
Took on average about 6 secs sometimes 5 ...sometime 7.... will try larger map and will play until game hangs...


20 May 2008, 22:51
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I have the very latest version of the game and the saves don't work. And on my computer ( Windows XP SP2 RAM 1 Gig 2.9Ghz single CPU) the turns take about 1-4 seconds early on (turns 1-20) and I don't notice it getting any slower.

Both times it hung, it was near the 100's (90 and 80 respectively)

I've used a huge galaxy for the first hang and a tiny one for the second hang.

Bit off topic but Attraia, no offence, but my user name is one word Somethingfake. No spaces ^_^

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20 May 2008, 23:32
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hi somethingfake im crap on the keyboard and am always mis-spelling or hitting space bar at wrong time no offence taken... :oops:
im better at playing games tha typing.....


20 May 2008, 23:39
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No offence taken whatsoever :)

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20 May 2008, 23:41
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Do you guys read? Delete your saves coz they won't work! :P

Updating the game will break your save files - you will have to start new games if you want to play the game once you've updated. Your best bet is to delete your Supremacy folder before downloading any updates - the updates contain ALL game files and not just the updated files, to ensure that what you download is everything you need. You therefore don't need to keep any old versions of Supremacy whenever an update is released.

For those of you that are worried about bandwidth, Mike WILL eventually release an update that will allow the game to scan your files and download only the updated files as and when they are needed - but this will only be when the game is much, much closer to completion. The sorts of updates that will be released around that time will most likely be things like bug fixes, rather than the implementation of new screens etc.

Incidentally, i'm working on adding the latest updates to Dafedz's Database into Supremacy. These updates will be part of Mike's next game update. The most visible changes will be the introduction of a small number of new minor races, and possibly some new structure images. Humans won't have colonised minor race homesystems anymore either! But the changes will be a lot more than these three examples. I've already added in 9 new minor race ships to the game database, but you won't get to see these ships until the models are complete, the AI works, and tactical combat is implemented. Still, it's something worth waiting for. :P

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21 May 2008, 00:44
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I had my game downloaded and fully updated before I even played the game, so I had no saved games to start with and it still dies on me.

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21 May 2008, 15:01
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YAY UPDATE!!!

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22 May 2008, 00:42
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I've been playing off and on for the last month or so and compiled a list of complements/critiques/suggestions. I realize the game is still a work in progress, and as I have stated before on this thread I absolutely love it so far. I realize there may be answers to questions or suggestions of mine on other threads which I might not have read as of yet.

System
XP Service Pack 3
Athlon 64 FX-62 Dual Core 2.79 GHz
2.0 GB DDR Ram
Radeon X1950 512 mb
500 GB 7200 RPM

Things I like
-Resource system and surplus.
-No buy production, more realistic. (but see suggestions on some kind of hurry production system).
-Overall display/animation.
-Waypoints!!!!! :D .
-Quadrants.
-Large/Huge galaxy size.
-Like minor race sector shading
-Mouse wheel zoom is great, wish it was in regular BOTF :) .
-Like separate build tasks in system for structures and ships.
-Like personnel system.
-Love how build task/research carries over into next build item/research task (accumulation of production/research is more realistic).
-Music is fantastic, dead on trek, gives sense of awe/wonder but is not cheezy.

Critique/Questions
-Whatever happened to scanner strength (not just scan range)?
-Min/Max ranges of ships should be displayed somewhere on the man map, or should be a selectible overlay, otherwise you have to click on individual ships to find out ranges.
-Will obsolete ships be upgraded automatically upon tech research (per BOTF), manually in a shipyard/starbase (like MOO2), or not at all?
-Summary doesn't disappear when clicking on message thats takes screen to system info.
-Autoassign workers leaves workers idle or assigns to random jobs (my impression from February 2008 version).
-Will there be voice prompts at start of turn like in BOTF? (new colony, diplomacy, combat, etc.)
-Will there be a system bonus/build que overlay display in the main screen like in BOTF?
-Would like to see how adjustments to research, personnel system will affect those items the next turn, currently only the last turns production is displayed along with current surplus.
-Diplomacy display should make major races more prominent.
-Idle system que message only displays once after an item is built and queue empty, but not after it remains empty (no trade goods option to produce credits fill queue automatically).
-Don't really like the Vorta being a minor race seeing as how they run the Dominion for the Founders (maybe call them free Vorta, but I don't think they fit outside of the Dominion, its like making the Jem'Hdar a minor race).
-Quasars should probably not be in the game, or they should be renamed to something else. This is a small nitpicking item, but if you have ever taken astronomy you would know why it would be impossible for a quasar to be inside our galaxy. They represent light from a supermassive black hole at the center of the universe's youngest galaxies at farthest reaches of the galaxy from the earth, and despite their distance are still the most luminous objects in the universe. I guess you could put on at the center of the galaxy, but it would be massive, extremely bright, and would consume everything nearby probably. Feel free to ignore this rant about quasars though. http://en.wikipedia.org/wiki/Quasar


Suggestions
-The message display each turn should have a means of distinguishing different types of events with color or font, and maybe its not in the game yet, but there really really needs to be a system display on the message window like in BOTF that displays idle systems. What would be even cooler is if you could change production queues from a drop down in the window displaying system production which would let you add to the queue, like colonies display in MOO2 and cities overview in Civ.
-Research encyclopedia should display either all future research or at least one tech level in the future, otherwise it is difficult to plan ahead (could make research really blind like in reality, but would have to randomize tech for each game, don't know how to do that).
-Industry/Food/Intel/Energy upgrades should not require researching all techs at a given level to obtain them, otherwise no need to pay much attention to research, can just put it equal on all. Should be forced to research one area over another to gain upgrades to food or industry, or to get a structure/ship. (Don't know how anyone would feel about a tech system more like MOO2, where individual tech/structures is what you research, a tech tree rather than tech fields).
-Maybe use surplus resources/money to rush production, not in 1 turn, but over a fewer turns @ double cost or maybe have to purchase compenents on a black market to rush build (I am just making this up, I like how its realistic with no 1 turn buy, but there should be a way to rush production without having to build a ton of industry, especially on a tiny planet with small pop cap).
-Maybe have resources/money have to go to maintainence/repair at a certain empire size, rather than accumulate a massive surplus?
-Terraforming, maybe this should be done like MOO2 (since its sorta the ancestor of BOTF) where terraforming is done as a colony add on, progressively improving the planet over the game, but requiring other tech, and progressively more expensive?? Do remember something about terraforming in a post somewhere, but can't remember what it was right now.
-Sector display at top should include quadrants, would make it easier to locate where something occurred if a message says something happened in xx,xx sector in xxxx quadrant.
-Maybe minor races could grow and compete in a limited capacity so you could have more competition than just the 5 major powers, especially on a huge map?? Perhaps thats too ambitious and complicated.
-Intel report on races could display their estimated tech level, and then overlay estimated ship ranges at propulsion tech level.
-Intelligence could use money to bribe specific agents in an enemy empire, and maybe there would be a loyalty meter to see if they would turn on you.
-I know diplomacy is still in its infant stages, but I like the idea of your past relationship/history really affecting how a race acts. CivIV has an interesting diplomacy system like that, but adds things like religion, border tension, trade relations, etc.
-Would like to trade/purchase star charts and race contact info in diplomacy (maybe also could steal star charts and race contact info in intel).
-Would be cool to somehow coordinate specific attacks with the computer in an Alliance, but probably impossible to implement.
-I like the idea of being able to detect cloaked ships or ships of smaller sizes only if there a certain level of tech/scanner strength, cloak would also improve with tech. Could be a detection rating for ships based on range/scan strength/anomolies, with some ships not showing up, some showing up as unknown, some as a given races ship with an unknown class/size, and some showing up with all of its statistics available. (also, in MOO2 scanner strength improved targeting/chance to hit/damage, but don't know how that would fit into 3D combat system).
-Would like to display fleet size somehow, maybe a series of pips by the ingsignia indicating a fleet in a sector. Enemy fleet size could also only reflect ships detected by scanners per the last suggestion, with some not showing up at all which would make for a nice surprise in combat.
-Planets could have bonuses outside of resources/population size, like artifacts/research in MOO2.
-If there is a supernova or some sort of random cosmic event, it would be cool if there was a flash all over the galaxy and some sort of animation or something (obviously not a priority on things to do with the game right now). Maybe a supernova could have a certain range, and star systems in range could protect themselves with a certain technology or supernova could be repaired like in MOO2.
-Music could reflect the mood of the galaxy. Early on the current music reflects a sense of exploration/wonder, but there could be new music for when there is tension/war between empires (in addition to combat music). Music could also reflect your stage of development in the game (like civ III and IV). This would give subtle ques to the player and add to the atmosphere of the game. Obviously not a high priority at the moment, but would be cool to see.


Errors
-As of new release, research has a total of 102% because each field starts at 17%. Each field requires a minimum of 1%, so can't assign more than 97% to any one field.
-Game crashes when trying to load game (error to big, to post now, but can post if anyone is interested to see the error text file).
-When you send a membership treaty twice in a row the first one is cancelled, but diplomacy still operates as if they are a member and you can't ask them to rejoin :( .
-Prior to sending message in diplomacy, if you switch to another race and switch back, cannot edit message anymore. Can only cancel if you select overview/agreements/outbox and then it will prompt to discard message.
-Game real slow past turn 60 or so, may crash sometimes.
-Game hangs/crashes on retirement.
-With exactly 25 energy can't power ship yards, need 26 or more to power, even though 25 used (was in February 2008 version).

I probably missed somethings, and I apologize if some of what I said isn't clear or doesn't makes sense. Hoping I can find an area I can help on, I will have to review the jobs/tasks threads again. Again, I really love the game so far and appreciate all the work everyone is putting into it.


23 May 2008, 21:14
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the bugs are anoying but don't realy impinge on game play.

Good work :bigthumb: :bigthumb: :bigthumb: :bigthumb: :mrgreen:

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23 May 2008, 21:41
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Ooh someone is trying to beat me at uber posting! I accept your challenge. :twisted: :P

Critique/Questions

stegrex wrote:
-Whatever happened to scanner strength (not just scan range)?

Scanner strength will be in the game - it's just not visibly implemented yet. Sensor strengths are going to have particular use in research as well, as practically everything on the map can be scanned to produce a small amount of research. There are many other factors that will affect the amount/speed of the scanning though, such as science capability (Number of science officers) and crew size. Scanning research hasn't been implemented yet though.

stegrex wrote:
-Min/Max ranges of ships should be displayed somewhere on the man map, or should be a selectable overlay, otherwise you have to click on individual ships to find out ranges.

Changes are likely to take place. As you acknowledged, the game is still surprisingly early in development. Comments like this will help Mike to implement the changes fans want most. :)

stegrex wrote:
-Will obsolete ships be upgraded automatically upon tech research (per BOTF), manually in a shipyard/starbase (like MOO2), or not at all?

No, they won't, mainly because there pretty much aren't any upgrades. New designs are literal - they are entirely new classes of ship, rather than being physically upgraded designs. There are a few notable exceptions to this, such as the Klingon B'rel, which has several upgrades. Designs like the B'rel *may* get free upgrades (Or will instead need to be sent to a shipyard for the upgrade process, which will cost resources, crew, time, and a shipyard construction slot while the upgrade is taking place. Shipyards and Bases will now have construction/repair slots - small shipyards have 1 slot, medium have 2, large have 4, and fleetyards have 6 - so you have to carefully manage your fleet, and decide whether to concentrate on repairing your battle-damaged but also battle-hardened existing fleet or instead build newer, but green-crewed designs.

stegrex wrote:
-Summary doesn't disappear when clicking on message that's takes screen to system info.

Not sure about this one, but it's probably a glitch. We'll have to let Mike have a look.

stegrex wrote:
-Auto-assign workers leaves workers idle or assigns to random jobs (my impression from February 2008 version).

You first of all need to update the game. The latest version is 18th May. Job assignment focuses on food where necessary, but doesn't work very well simply because the game doesn't have any form of AI - yet. Eventually, you will be able to customise priority areas, but don't expect this to be a perfect system - you will still need to do *some* micromanagement.

stegrex wrote:
-Will there be voice prompts at start of turn like in BOTF? (new colony, diplomacy, combat, etc.)

Yes! In fact, many of these have already been recorded by Kenneth_of_Borg and Jade. You can find the sound files Here but if you think you can do a better job of them, let Kenneth_of_Borg know and he'll send you the script to do the recordings. As this is a community effort, nothing is finalised, so if you think you can do a better job, prove it and you'll have your work in the game. :wink:

stegrex wrote:
-Will there be a system bonus/build queue overlay display in the main screen like in BOTF?

Possibly. It's up to Mike to decide really, but begging him will help the cause. :wink:

stegrex wrote:
-Would like to see how adjustments to research, personnel system will affect those items the next turn, currently only the last turns production is displayed along with current surplus.

Again, it's up to Mike to decide if it'll be in, but it's a nice idea.

stegrex wrote:
-Diplomacy display should make major races more prominent.

The Diplomacy screen is early early early on in development. What you see currently is extremely likely to change in the near future. Having thicker lines or bolder colours or something to highlight major Empires would certainly be a nice touch.

stegrex wrote:
-Idle system que message only displays once after an item is built and queue empty, but not after it remains empty (no trade goods option to produce credits fill queue automatically).

That's because trade goods would be set as a "build once" "structure" if implemented at the moment. Mike hasn't written the code yet for multi-build special structures, but it is coming. The same prblem applies to orbital batteries, which is why they are apparently so powerful at the moment.

stegrex wrote:
-Don't really like the Vorta being a minor race seeing as how they run the Dominion for the Founders (maybe call them free Vorta, but I don't think they fit outside of the Dominion, its like making the Jem'Hdar a minor race).

The Vorta are known to have started as primates that were genetically re-engineered by the Dominion. They will be worshipful of the Dominion, and will likely join them as soon as they establish first contact. It will be difficult - but not impossible - to make the Vorta join you or even make them leave the Dominion though. The Dominion have several very important structures that are tied to the Vorta, and the loss of the Vorta would severely cripple them, so this is one way to topple the Dominion. The Dominion are otherwise VERY powerful, so little things like this are an attempt to allow for players to devise anti-Dominion strategies. :wink:

stegrex wrote:
-Quasars should probably not be in the game, or they should be renamed to something else. This is a small nitpicking item, but if you have ever taken astronomy you would know why it would be impossible for a quasar to be inside our galaxy. They represent light from a supermassive black hole at the center of the universe's youngest galaxies at farthest reaches of the galaxy from the earth, and despite their distance are still the most luminous objects in the universe. I guess you could put on at the center of the galaxy, but it would be massive, extremely bright, and would consume everything nearby probably. Feel free to ignore this rant about quasars though. http://en.wikipedia.org/wiki/Quasar

I agree with you on this point, I always wondered why they were in BOTF. Changes may be made to the map in future, so they will either become very rare or will only appear along the edges of the map. For the time being though, they make nice eye candy. :mrgreen:


Suggestions

stegrex wrote:
-The message display each turn should have a means of distinguishing different types of events with color or font, and maybe its not in the game yet, but there really really needs to be a system display on the message window like in BOTF that displays idle systems. What would be even cooler is if you could change production queues from a drop down in the window displaying system production which would let you add to the queue, like colonies display in MOO2 and cities overview in Civ.

Colour-coding has already been suggested - by myself. Great minds think alike. :mrgreen:
As for changing how queues are displayed, this is up to Mike. I don't think this will be a likely change to be included, but you never know.

stegrex wrote:
-Research encyclopedia should display either all future research or at least one tech level in the future, otherwise it is difficult to plan ahead (could make research really blind like in reality, but would have to randomize tech for each game, don't know how to do that).

I've mentioned greying out future techs to Mike already, but sometimes I think he's deaf. :lol:

stegrex wrote:
-Industry/Food/Intel/Energy upgrades should not require researching all techs at a given level to obtain them, otherwise no need to pay much attention to research, can just put it equal on all. Should be forced to research one area over another to gain upgrades to food or industry, or to get a structure/ship. (Don't know how anyone would feel about a tech system more like MOO2, where individual tech/structures is what you research, a tech tree rather than tech fields).

This is a change that is definitely coming in the future - in fact i'll be implementing it myself. An old version of the editor required the techs to be the same, but I only found out myself 2 days ago that Mike has since removed this requirement. I haven't had a chance to implement the changes yet as i'm busy adding in Dafedz's updates to the game database. It's in my to do list though. :wink:

stegrex wrote:
-Maybe use surplus resources/money to rush production, not in 1 turn, but over a fewer turns @ double cost or maybe have to purchase components on a black market to rush build (I am just making this up, I like how its realistic with no 1 turn buy, but there should be a way to rush production without having to build a ton of industry, especially on a tiny planet with small pop cap).
-Maybe have resources/money have to go to maintenance/repair at a certain empire size, rather than accumulate a massive surplus?

We've discussed implementing a rush system rather than an instant-build system, but this would increase speed by a maximum of 10% only. It will be up to you to decide how much extra resourcing will go into your construction efforts, but due to the 10% limits you may end up wasting your resources if you spend too much...

stegrex wrote:
-Terraforming, maybe this should be done like MOO2 (since its sorta the ancestor of BOTF) where terraforming is done as a colony add on, progressively improving the planet over the game, but requiring other tech, and progressively more expensive?? Do remember something about terraforming in a post somewhere, but can't remember what it was right now.

Terraforming in Supremacy will be completely different to BOTF. Maximum population sizes will vary depending on the colonising race. For instance, Humans love Terran planets while Cardassians thrive on Desert Planets. Each of the Planets can be terraformed multiple times, shifting them closer to the ideal of your race. But higher levels of terraforming will require higher tech levels and investment. You will also risk losing special bonuses such as energy if you terraform. Then again, you may gain some too...

stegrex wrote:
-Sector display at top should include quadrants, would make it easier to locate where something occurred if a message says something happened in xx,xx sector in xxxx quadrant.

Good point, i'm sure Mike will include this now that it's been pointed out.

stegrex wrote:
-Maybe minor races could grow and compete in a limited capacity so you could have more competition than just the 5 major powers, especially on a huge map?? Perhaps thats too ambitious and complicated.

NOT too ambitious at all - it's gonna be in! :mrgreen:
Some of the minor races - but not all - will have the ability to grow and colonise other systems. Some minors will also be better at it than others; the Vulcans will obviously be the best at doing so. There are currently 150 minor races in Supremacy, (Well...there will be once i've finished my updates lol) the Galaxy is gonna be pretty interesting. Some of the minor race ships are actually turning out to be surprisingly powerful as well...

stegrex wrote:
-Intel report on races could display their estimated tech level, and then overlay estimated ship ranges at propulsion tech level.

As i've said before, it'll be up to Mike to decide on changes. It's a nice idea though.

stegrex wrote:
-Intelligence could use money to bribe specific agents in an enemy empire, and maybe there would be a loyalty meter to see if they would turn on you.

There kind of will be a loyalty meter. Officer loyalty is definitely one of the available special structure bonuses in the editor, at least. Perhaps this may make it into the game afterall...

stegrex wrote:
-I know diplomacy is still in its infant stages, but I like the idea of your past relationship/history really affecting how a race acts. CivIV has an interesting diplomacy system like that, but adds things like religion, border tension, trade relations, etc.

Oh yes, this is DEFINITELY gonna be in. As I said before, the AI hasn't been done yet, but the minor races will have memories - some longer than others. Some will even be offended by bribery - and others will come crawling on their knees at the slightest hint of Latinum. It'll be up to players to find these things out. I don't know how complex the system will get, but it could *potentially* become a very complex and effective political system.

stegrex wrote:
-Would like to trade/purchase star charts and race contact info in diplomacy (maybe also could steal star charts and race contact info in intel).

This might make it in. Were definitely looking at expanding Diplomacy, and this would be a great addition. Not sure about intel but it's a nice idea for addition.

stegrex wrote:
-Would be cool to somehow coordinate specific attacks with the computer in an Alliance, but probably impossible to implement.

Yes, this would be difficult to implement, but we're toying with the idea of an anti-Borg coalition though. It would essentially mean a Galaxy-wide alliance, but would require a lot of diplomatic effort, and would only be available once the Borg have caused significant damage to the Empires. Borg invasions will also be tech-dependant - the greater the level of research (By ANY Empire), the greater the risk of Borg invasion. But this *may* be counter-balanced by the risk of invasion by Species 8472...

stegrex wrote:
-I like the idea of being able to detect cloaked ships or ships of smaller sizes only if there a certain level of tech/scanner strength, cloak would also improve with tech. Could be a detection rating for ships based on range/scan strength/anomolies, with some ships not showing up, some showing up as unknown, some as a given races ship with an unknown class/size, and some showing up with all of its statistics available. (also, in MOO2 scanner strength improved targeting/chance to hit/damage, but don't know how that would fit into 3D combat system).

I have no idea how it's gonna work in combat, but there will definitely be some kind of cloak vs scanner war in the game. Ships of equal tech will balance out, but cloaks will be useless - and even detrimental - against superior foes. Like I said, scanner strengths will eventually be implemented, but we don't know the specifics yet.

stegrex wrote:
-Would like to display fleet size somehow, maybe a series of pips by the ingsignia indicating a fleet in a sector. Enemy fleet size could also only reflect ships detected by scanners per the last suggestion, with some not showing up at all which would make for a nice surprise in combat.

Nice idea - and you guessed it, it's up to Mike. :p

stegrex wrote:
-Planets could have bonuses outside of resources/population size, like artifacts/research in MOO2.

Interesting idea. I've gone pretty overboard with the Random Events, but I could imagine this being implemented. The system works quite well in Sins of a Solar Empire, and the Sins Plus mod has greatly expanded on it, so I second this idea. :p

stegrex wrote:
-If there is a supernova or some sort of random cosmic event, it would be cool if there was a flash all over the galaxy and some sort of animation or something (obviously not a priority on things to do with the game right now). Maybe a supernova could have a certain range, and star systems in range could protect themselves with a certain technology or supernova could be repaired like in MOO2.

Refer to my Random Events link above, particularly event numbers 34 and 34b in the random event list. Mwaha... :twisted:

stegrex wrote:
-Music could reflect the mood of the galaxy. Early on the current music reflects a sense of exploration/wonder, but there could be new music for when there is tension/war between empires (in addition to combat music). Music could also reflect your stage of development in the game (like civ III and IV). This would give subtle ques to the player and add to the atmosphere of the game. Obviously not a high priority at the moment, but would be cool to see.

We've got plenty more music to add to the game. Some of which - such as "The Planets" - you might recognise, while some of it is completely new. We're crying out for musicians though, so if you have any hidden talents, let us know. :wink:


Errors
stegrex wrote:
-As of new release, research has a total of 102% because each field starts at 17%. Each field requires a minimum of 1%, so can't assign more than 97% to any one field.

I told Mike about this one on MSN the other day.

stegrex wrote:
-Game crashes when trying to load game (error to big, to post now, but can post if anyone is interested to see the error text file).

We need need to know about all crashes. If you look below the post box when you make a new post, you'll see that you can attach files to your posts. File attaching is a bit experimental though, so if it fails, try using a free file hoster such as Mediafire.

stegrex wrote:
-When you send a membership treaty twice in a row the first one is cancelled, but diplomacy still operates as if they are a member and you can't ask them to rejoin .

This is definitely a glitch. As there is no AI - yet - the game automatically accepts all treaties. Sending two just confuses the game. :lol:

stegrex wrote:
-Prior to sending message in diplomacy, if you switch to another race and switch back, cannot edit message anymore. Can only cancel if you select overview/agreements/outbox and then it will prompt to discard message.

It's not really a glitch, but i've had problems with it myself. The addition of an auto-cancel or a confirmation/wait box might be useful in this situation.

stegrex wrote:
-Game real slow past turn 60 or so, may crash sometimes.

We know about this - Supremacy has been suffering from it since day one. It happens because the game generates a massive amount of information that all has to be processed. But there is some kind of bottleneck in the programming, which is slowing things down. The game is actually running 500% faster than it was before Christmas, (A giant map took over 10 minutes to generate :shock:) but that's still nowhere near fast enough as you know. Optimisation will allow the game to run much faster, but the game won't be optimised until it is ready (Or at least close) to final release. :(

stegrex wrote:
-Game hangs/crashes on retirement.

This is a problem that we first noticed in the February update. We're still trying to trace the cause.

stegrex wrote:
-With exactly 25 energy can't power ship yards, need 26 or more to power, even though 25 used (was in February 2008 version).

This is a known problem and is caused by a bug in the energy calculations. Mike will fix it, along with the millions of other things on his to do list.


stegrex wrote:
I probably missed somethings, and I apologize if some of what I said isn't clear or doesn't makes sense. Hoping I can find an area I can help on, I will have to review the jobs/tasks threads again. Again, I really love the game so far and appreciate all the work everyone is putting into it.

BOTF2 is a community project and we want as many people to have a hand in the game development as possible. If you've got the latest update, you'll be able to see the credits screen. There quite a lot of names on there already, but there's definitely room for more. I have virtually no graphical or sound skills, but i've made plenty of contributions to the game. Coming up with ideas in itself is a useful job. :wink:

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23 May 2008, 22:57
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Crewman
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Joined: 23 May 2008, 22:48
Posts: 34
apologies i havent read all 39 pages yet :)
but, one thought might be to include a version checker feature with the next release.

eg, so whenever you run the pre-release, you have an option to go online and check if you have the latest version.
(could be made by a simple text file you host on your server, and the game accesses it and checks if the number is greater than it's own build number or something?) :)

regards,
Paul


23 May 2008, 23:01
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