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 Supremacy Pre-Release Download 
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Heh if your house *was* on fire, you'd know before us ^_^

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22 Jun 2008, 22:55
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Noticed many minor races have identical emblems

Few structures federation shouldn't be able to build such as cardassion sensor array

In regards to system influence why don't we limit all inhabited systems regardless of population to one squared sectors around the system for major empires and population based influence for minor races.
Suppose the sheliak inhabit second system out side their home planet with the population of 90, that intern with the current influence implication will not give them any territory outside that system but as soon as they join a major empire as a member, that 90 population System will have a 4 squared sectors of territory.
Just a thought.

Is there a ship and buildings editor available, if so where can I download it from?

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23 Jun 2008, 22:59
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One comes with the main download, though according to MOE it may not be working correctly, it is in the main folder.

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24 Jun 2008, 00:57
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falcon320 wrote:
Noticed many minor races have identical emblems


Hmm...this is the first i've heard of it. Could you make a list of any you notice for me? It may just be a case that some of the files have been named wrongly or duplicated.

falcon320 wrote:
Few structures federation shouldn't be able to build such as cardassion sensor array


Don't worry about this; i'm personally working on a major update for the structures that *should* fix a lot of problems such as this. Some of the problems are currently unfixable though, due to bugs in the editor that Mike is working to fix.

falcon320 wrote:
Is there a ship and buildings editor available, if so where can I download it from?

If you're got the game, you've already got the editor! Open up your Supremacy folder and look for a prgram called "SupremacyEditor2.exe". That's the program you're looking for. As with the game, it can take up to a minute for the program to load after you click it, so be patient.

Before you use the program, I need to warn you that it is currently impossible to delete objects in the editor. I've submitted this to Mike as a feature request already, but in the meantime, don't save any buildings you create. Also, any changes that you decide to save will be deleted the next time Supremacy performs an update. The game looks for files that are different to the files hosted on the server - so assumes a modded file is actually a file that needs to be updated. If you want to update your game but still keep any mods that you make, first back up your Supremacy/Resources/Data folder, then paste it back in after the game has performed the update. Supremacy will check for updates EVERY time you load it up.

To mod objects, look at the images at the top of the screen; "races" are simply the species that are in the game, "factions" are the actual Empires/minors in the game; therefore, since they are separated, a single race could actually be part of many factions! Factions is where the bulk of the Empire/minor race specific information can be found and edited.

"Buildings" are the special structures you can build in the game. This includes minor race special structures. Due to a bug in the editor, the minor race special structures are NOT currently buildable in the game, but they HAVE been included in the game database.

"Facilities" are the ordinary production structures that you can build in every system, and there are more of them than in BOTF. These structures are; Food, Industry, Energy, Science, Intel, Personnel. Note that Intel and Science have changed in order from BOTF, and Personnel is the new addition to the game.

"Ships" is where you edit the ship information.

Click whichever icon you want. The objects in that category will then appear on the left and right-hand sides of the screen. Double-click an object to display the information. Loading may take a few seconds, and the load time will increase for every change that you make; reloading the editor will bring the loading times back down again.

The screens themselves should be fairly obvious to edit, but if you need any further help, let me know. :wink:

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24 Jun 2008, 02:14
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I'll be doing an overhaul of the Supremacy Editor in the next couple weeks, so post any feature requests here (or on the Supremacy CodePlex site).

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24 Jun 2008, 06:03
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fix the 'no image avalible' pics

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24 Jun 2008, 17:07
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jmcmonw wrote:
fix the 'no image avalible' pics



Well, they would but, you know, they need images in place of the no image pic. Bit hard when they don't.

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Last edited by Somethingfake on 24 Jun 2008, 20:20, edited 1 time in total.



24 Jun 2008, 17:10
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That's part of my updates, jmcmonw. :wink:

We've got a lot more images than we used to, and several have been replaced with better ones. Only problem is that most of them are for the minor race special structures - which you haven't seen in the game yet die to a bug.

You can check out the new images in the Minor Race Special Structure Images Thread.

*Edit - i've just had some thoughts about editor feature requests Mike. There is currently no way to set or edit the relationship statuses of any of the races. There is also no way to edit the morale stability of the races either. I'll add these to codeplex to remind you. :wink:

*Edit the second - i've posted these on Codeplex Mike. I've also posted a comment on the Orbital Batteries that you might want to have a look at.

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24 Jun 2008, 17:33
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I am not to sure if this is a bug our not but every time i build a outpost,starbase or science station in a system that is being colonised it seems to get stuck on resolve combat while processing a turn and some times on player map update as well while turn in progress i colonised the alpha quadrant and half the beta quadrant at that time :shock: :shock:

i part from that the rest is exellent :thumbsup: :thumbsup: :thumbsup: :bigthumb:


26 Jun 2008, 05:27
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Game kicks arse so far, I looked at the screenshots of the prequel to this game and I see quite a bit of polish, and I was wondering if you could create a race class for for "sub-supreme races like the gorn, the feringi, hirogen, and other races with sizable teritory, they would still be minor races but can can expand outside their sector based on population, yet sill have a transparent color for territory. Oh, and the Vulcans reside in the Beta quadrant, not the alpha.

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26 Jun 2008, 07:36
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Some Minor Races can expand territory, up to a certain number of systems.

Have a look at Dafedz database for a more detailed breakdown of minor races in game and how they will act. Obviously some things may not be implemented or may change though.

http://www.trekmania.net/temp_files/botf2_home.htm

Regards Wolfe

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26 Jun 2008, 11:04
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starone wrote:
I am not to sure if this is a bug our not but every time i build a outpost,starbase or science station in a system that is being colonised it seems to get stuck on resolve combat while processing a turn and some times on player map update as well while turn in progress i colonised the alpha quadrant and half the beta quadrant at that time :shock: :shock:

i part from that the rest is exellent :thumbsup: :thumbsup: :thumbsup: :bigthumb:

If your game hangs during turn processing, try exiting and loading the auto-saved game. If it hangs again, please post your saved game file. That should allow me to track down the issue.

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26 Jun 2008, 14:50
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Wolfe is right, 3 of 12. Having expanding minors has been one of the main objectives of Supremacy right since the start. Currently, the game has absolutely no AI - the minor races AND empires don't even know how to produce food to feed themselves - so the minor races won't be able to expand. However, once the AI has been implemented, the minors will start to expand.

There are four expansion classes in the game - Empire, Expanding Power, Developing Power, and Minor Power. The minor races will never be in the Empire Power rank, however, if someone wanted to create a mod where you play as a minor race, all you'd need to do is make a simple change in the editor and set their expansion ratio as Empire. :wink:

Examples of the different categories are:

Empire - Federation
Expanding Power - Vulcans
Developing Power - Andorians
Minor Power - Mintakans

The expansion categories afect both the amount of systems a minor will expand to, as well as the speed at which they do it.

This system is further affected by the scientific rating, which goes from A to F. The minor races will never have a rating of A (Except the Cytherians), with the Vulcans having a scientific rating of B. Races that have a scientific rating of F will be technologically backward and will rarely if ever make any scientific advances.

The more advanced that they are, the faster and more easily a minor race will be expand. Some races will also have multiple ship designs, as opposed to the single ships they had in BOTF. Some of these ships will have upgrades, while others will have ships of multiple classes. For instance, the Vulcans will have both surveyors and cruisers.

Follow Wolfe's link to get more information about the minor races. I would recommend the Minor race breakdown and races pages for minor race info.

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26 Jun 2008, 15:08
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mstrobel wrote:
starone wrote:
I am not to sure if this is a bug our not but every time i build a outpost,starbase or science station in a system that is being colonised it seems to get stuck on resolve combat while processing a turn and some times on player map update as well while turn in progress i colonised the alpha quadrant and half the beta quadrant at that time :shock: :shock:

i part from that the rest is exellent :thumbsup: :thumbsup: :thumbsup: :bigthumb:

If your game hangs during turn processing, try exiting and loading the auto-saved game. If it hangs again, please post your saved game file. That should allow me to track down the issue.



I HAVE ADDED THE SAVE GAME TO THE ATTACHMENT THE SYSTEM IS READY SET UP TO TURN


Attachments:
File comment: I HAVE ADDED THE SAVE GAME TO THE ATTACHMENT THE SYSTEM IS READY SET UP TO TURN
save game .zip [557.86 KiB]
Downloaded 128 times
27 Jun 2008, 06:53
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Thanks for adding the save game mate, but most people don't like it WHEN YOU TYPE IN ALL CAPS. Kind of annoying.

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27 Jun 2008, 11:34
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I've published an update that changes the way Supremacy looks on high-resolution displays. If you run a desktop resolution with more than 1600 horizontal pixels, Supremacy will automatically switch to an "upscaling" mode. This means that instead of all the UI elements expanding to fill the available space, they will instead be scaled upward to a larger size. This reduces the amount of "wasted space" on larger monitors and ensures that Supremacy looks how it was intended while still taking full advantage of the available pixels. This does not reduce visual quality. To the contrary, it enhances it. Since the elements are drawn larger, they are drawn with more pixels and thus will appear crisper and more detailed. This update will not affect most users; at typical resolutions, the game will appear the same as it did before. I've uploaded a couple of screenshots to show the effect in action. These were taken on my own 30" monitor running 2560x1600. Previously, certain parts of Supremacy looked rather ridiculous when running in full screen mode at this resolution. The research screen in particular had serious layout issues, which have now been resolved thanks to the upscaling. Note that the scaling in the screenshots will look rather extreme on a typical monitor, but the results are quite stunning when viewed properly.

Galaxy Screen: Without Scaling, With Scaling
Research Screen: Without Scaling, With Scaling

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30 Jun 2008, 04:32
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This may come as a silly question as you have a 30" screen but, does Supremacy support widescreen resolutions such as 1650 * 1050?

Regards Wolfe

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30 Jun 2008, 11:08
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cdrwolfe wrote:
This may come as a silly question as you have a 30" screen but, does Supremacy support widescreen resolutions such as 1650 * 1050?

Regards Wolfe
Supremacy supports any resolution, with a minimum of 1024x768. This includes widescreen formats.

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30 Jun 2008, 13:29
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I've fixed some issues with the Supremacy Editor that Matress contacted me about:
  • "Prerequisites", "Obsoleted Items", and "Upgrades" listboxes now scroll instead of expanding when several items are added.
  • Multiple items may now be added to those listboxes at once.
I've also added support for deleting any of the items (races, civilizations, and all tech objects). I'll try to publish a new update tonight with these changes in it. Note that they haven't been extensively tested, so you'll probably want to save often and do incremental (versioned) back-ups until you feel comfortable that I didn't introduce any disasterous regressions.

I've fixed some game issues as well. Of those that I can remember:
  • Some structures would be rendered inactive from turn-to-turn, even when sufficient energy was available.
  • Tech levels in *all* research categories had to be reached in order to build items, even though certain levels were only required for some of those categories.
  • Added TrashMan to the credits for structure images.
The next update will contain those fixes as well. Thanks to everyone who continues to play Supremacy, and please keep me informed of any more pesky bugs that you may find :). Things will finally be slowing down a bit at work, so I hope to get a lot more work done on the game in the next few weeks.

Cheers,
Mike

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02 Jul 2008, 21:44
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Matress will be happy. :thumbwink:

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02 Jul 2008, 22:03
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He is coz he just downloaded a 10.6mb update. Hopefully this is the one. :mrgreen:

I've just noticed though that the menu screen animation is glitchy again Mike. I'll try reinstalling the SP1 beta update again and let you know if that fixes it. I'll certainly check all the other updates as well. :wink:

*Edit - hmm, I still can't delete the structures, Mike. I'm guessing this is an older update then. :(

*Edit the second - I just reinstalled the .Net 3.5 SP1 Beta update. The menus are still glitchy. I guess it's something else coz they worked before I installed that last update. :(

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02 Jul 2008, 23:37
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Yeah, I'm still at the office, and I can't push out the update until I get home. I'm not sure what menu screen animation you're referring to, matress, but if you mean the title screen, then it might have something to do with the slight fade-in transitions I added when switching between screens.

EDIT: OK, the latest update is now available, as of 21:06 GMT-4.

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03 Jul 2008, 01:16
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I just downloaded the update - and I can delete structures in the editor! I can finally get rid of that useless Dominion shipyard that I created for testing purposes ages ago. Good riddance! :mrgreen:

The updates for the prerequisites/obsoleted items/upgrades boxes are also working. There is now a working scrollbar and I can add multiple objects at a time. However, I noticed that pressing the delete button on my keyboard in these three boxes still does NOT work - but clicking on the red cross above the box does work, so this really isn't a problem.

...

This latest update seems to have solved the menu for me as well, Mike. What was happening was the right-click menu would appear in stages, like a video that was stuttering or the frame rate was too low, instead of appearing smoothly. It also affected the animations of the stars on the galactic map, making those animations also stutter while the menu was on the screen. As soon as the menu disappeared, the star animations went back to normal. There weren't any problems with the right-click menu on any of the other screens.

Anyways like I said, it's fixed now so nothing to worry about. This is a great update! :mrgreen:

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03 Jul 2008, 10:57
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I keep getting an error box saying "Connection failed" as I attempt to load a saved game. Will try a fresh game and report back.

I can start a fresh game. It's annoying as the saved game I had got over 1200 turns and got very high level of technology too.

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03 Jul 2008, 13:16
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Somethingfake wrote:
I keep getting an error box saying "Connection failed" as I attempt to load a saved game. Will try a fresh game and report back.

I can start a fresh game. It's annoying as the saved game I had got over 1200 turns and got very high level of technology too.

Saved games from previous versions are incompatible with this version--some of the bug fixes required major code changes. I'm afraid there's no way around that. On the upside, you should be able to advance quicker now that the building tech levels bug is fixed :).

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03 Jul 2008, 14:31
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I found a system that immediately made me think of Hitchhiker's:

Image

Also, I've found something weird. I'm just grinding to get better technology and sometimes I notice that suddenly, my type 4 farm/uni/power have turned into type 3's and there's three new build orders which are private farms bunker networks and 3 more type 3 university's.

It happens at random. If I reload an auto save (as I don't save each turn, that would be tedious) it reverts back to normal but the trouble would return. There's no error codes and all I am doing at the time is using one Cruiser III to explore and grinding my research.

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05 Jul 2008, 13:05
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Hmm that's wierd...I haven't seen this error myself, but i've not played the game proper since I downloaded the most recent update.

There may be a glitch in the way the buildings update in your version of the game; it's probably something i've fixed in my own updates but I haven't released those yet coz i'm still working on them. Still, it's wierd that they are just appearing out of nowhere in your build queue. The game has no AI yet so I can't imagine who is giving the orders...

Is it happening in one particular system? Have you started a new save to see if it carries on happening? Is it happening every x number of turns? Is it happening after you perform a specific action? Any extra info you can give us will help Mike to track down the bug if it is indeed a bug.

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05 Jul 2008, 16:09
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Somethingfake wrote:
I found a system that immediately made me think of Hitchhiker's:

Image
There's actually another star in the game that alludes to the Hitchhiker's Guide. Nobody's commented on it yet. :roll:

Somethingfake wrote:
Also, I've found something weird. I'm just grinding to get better technology and sometimes I notice that suddenly, my type 4 farm/uni/power have turned into type 3's and there's three new build orders which are private farms bunker networks and 3 more type 3 university's.
The most likely explanation is that the colony screen is actually displaying data for the wrong colony. Can you look at the other colony details to figure out if that's the case?

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05 Jul 2008, 16:22
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The only colony I have is Sol. I'm just concentrating on the research then spreading to other planets so when I land on a new planet, I have the highest tech already. That and I got bored with waiting 5 minuets as the computer cycled through all the data the colony's were pumping out.

But knowing computers, I'll double check to see if there is another colony in the drop down menu, can't think why though.

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05 Jul 2008, 17:30
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Hi guys, firstly just like to say wow! this project is looking great, I was, well I still am a massive fan of BOTF and have followed a plethora of projects that have attempted to remake and improve on the game, and I have to say I am getting very excited about this

ok so just to help out I wanted to start making a bug list for the game, so I was doing my best to try and break the game when I added an orbital battery to the build queue of SOL and removed it causes the game to crash, yes!!!

I noted down the error log and it said

value cannot be NaN or Infinity.
Parameter name: value

at Supremacy.Types.Percentage..ctor(Single value) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Types\Percentage.cs:line 34
at Supremacy.Types.Percentage..ctor(Double value) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Types\Percentage.cs:line 46
at Supremacy.Types.Percentage.op_Explicit(Double value) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Types\Percentage.cs:line 231
at Supremacy.Economy.BuildProject.get_PercentComplete() in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyCore\Economy\BuildProject.cs:line 170
at Supremacy.Client.SystemScreen.CurrentBuildProject_MouseLeftButtonDown(Object sender, MouseButtonEventArgs e) in C:\Users\Mike Strobel\Workspace\supremacy\Mainline\SupremacyClient\SystemScreen.cs:line 735
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.ReRaiseEventAs(DependencyObject sender, RoutedEventArgs args, RoutedEvent newEvent)
at System.Windows.UIElement.CrackMouseButtonEventAndReRaiseEvent(DependencyObject sender, MouseButtonEventArgs e)
at System.Windows.UIElement.OnMouseDownThunk(Object sender, MouseButtonEventArgs e)
at System.Windows.Input.MouseButtonEventArgs.InvokeEventHandler(Delegate genericHandler, Object genericTarget)
at System.Windows.RoutedEventArgs.InvokeHandler(Delegate handler, Object target)
at System.Windows.RoutedEventHandlerInfo.InvokeHandler(Object target, RoutedEventArgs routedEventArgs)
at System.Windows.EventRoute.InvokeHandlersImpl(Object source, RoutedEventArgs args, Boolean reRaised)
at System.Windows.UIElement.RaiseEventImpl(DependencyObject sender, RoutedEventArgs args)
at System.Windows.UIElement.RaiseEvent(RoutedEventArgs args, Boolean trusted)
at System.Windows.Input.InputManager.ProcessStagingArea()
at System.Windows.Input.InputManager.ProcessInput(InputEventArgs input)
at System.Windows.Input.InputProviderSite.ReportInput(InputReport inputReport)
at System.Windows.Interop.HwndMouseInputProvider.ReportInput(IntPtr hwnd, InputMode mode, Int32 timestamp, RawMouseActions actions, Int32 x, Int32 y, Int32 wheel)
at System.Windows.Interop.HwndMouseInputProvider.FilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at System.Windows.Interop.HwndSource.InputFilterMessage(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndWrapper.WndProc(IntPtr hwnd, Int32 msg, IntPtr wParam, IntPtr lParam, Boolean& handled)
at MS.Win32.HwndSubclass.DispatcherCallbackOperation(Object o)
at System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Boolean isSingleParameter)
at System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Boolean isSingleParameter, Delegate catchHandler)

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

so I experimented further using the structures from the other empires in the game, and being a programmer myself I noticed a pattern which is if you add a structure that has a build cost of 0 and then remove it causes the same error

so I just used your structure editor to make the orbitals cost 50 and hey presto it works fine now

so just thought I'd let everyone know

and also Im off uni now till october so if you need any kind of help with the project please let me know


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