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 Supremacy Pre-Release Download 
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Hi Dan, Mike is currently in the process of releasing a new update - i've completed my content update and that will be released as part of it. He'll be releasing it in a few days, so if you don't mind waiting, Mike will post the updated download link so it won't have to download anything for a while.

Still, i've got a couple of questions to ask regarding the download:

How do you know it's not working? How long have you left it for, have you tried to force it to check for updates (There's an option to do so in the game options) or is it coming up with an error message/crash?

Do you have any firewall software that might be interfering? Wireless routers often have firewalls built in so check those too.

Where did you download the game from? If you got it from the first page of this thread, you've got it from the right location. If you got it from the Supremacy website though, the version you have might not have the updater in the first place. The download links on there are old. Another forum member (Not Mike) is supposed to maintain the Supremacy site, but he unfortunately rarely appears on the forums.

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15 Dec 2008, 10:19
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i fixed it by changing the folder it was in, i had download it before, and edited a few of the units. I forgot to make a copy before editing the game.

This game is gonna be great when it is completed,


15 Dec 2008, 11:50
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Ah that's good news. How exactly did you edit the game though?

The game comes with an editor - SupremacyEditor2.exe that allows you to edit many aspects of the game. It is that program that I used to make many of the changes that are in my update. If you used this program to make changes, you won't break how the updater works, so something else must be wrong.

The game also comes with another file though - SupremacyEditor3.exe. This is a new version of the editor but it is NOT yet fully working. Mike is still working on it. If you want to make changes, please use SupremacyEditor2.exe - and remember to make backups of your entire Resources folder just in case. :wink:

If the changes you made involved changing images though, you don't need to worry so much about the editor. The game uses images based on their file name and location rather than actual files themselves. If you decided to swap an existing image for another one for instance, all you'd have to do is replace the existing image with the new one. As long as the new file has the exact same file name and is in the same location, the game will use it, even if the new file is a different type of image. By standard, we are using images in the .png format but this is purely for quality reasons; the game will accept many other image types such as .jpg's just as easily. 8-)

If you wish to add new images to the game, then you still don't need to use the editor - the game will automatically search for any image files that have the same name as an existing structure or ship in the game. If it finds such an image and an object that match, then it will automatically display that image in the editor/game straight away. (You will need to reload if the program is already open though)

The only image-editing time that does involve the use of the editor is when you a changing an image for another one that is in another location or swapping images that are both already present in the images folder. When you open the entry in the editor for the specific ship or structure, you will see a black box that either displays the existing image or says "image missing". Two blue links will also be to the left of it. The select image link lets you choose a specific file to associate with the structure (If the image file is in another location, it will copy the image file into your images forlder for you). If you click on the link image link, then the editor will bring up a list of all th structures in the game that already have images associated with them. If you choose one of these structures, the game will then automatically use the same image for both of these structures. If you change the image for the one structure, it will change it for the other too. This is especially useful when editing the Facilities (Eg. Food, Energy, Industry, Intel and Research buildings).

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15 Dec 2008, 13:15
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I discovered this game last night, and so far, I'm very impressed. Its still only fairly early days in the overall development, thats fairly obvious (I think the game was described as about 3.5 out of 10 in terms of overall development back in September and the current version number is still some way off the 1.0 we're all looking forward to seeing), but even with whats there, there is plenty of promise!

The only real bug that I've noticed has been in a system production menu, there have been times when I've gone to alter the levels of production (particularly the food bar), the gold bar has been added, but the number produced doesn't change.


15 Dec 2008, 17:19
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Hi denzil, welcome to the forums! :)

I'm glad you like the game - we do too. :mrgreen:

I'm not really sure what the cause of the problem you've mentioned might be; there are a number of possible reasons.

The game used to suffer from a bug where the population allocation bars didn't work correctly. Changes you made wouldn't register, or entire sections of the population would suddenly disappear whilst you were making changes. This was quite a while ago though, and Mike fixed the problem. It may be that this bug has resurfaced though.

The game also suffers from a (Current) bug where the production screen sometimes desynchronizes from the rest of the screens; when this happens, if any changes occur (Like cancelling a build order, or a build order being completed) they aren't always taken into account by the game, which then processes the original orders a second time. In the case of buildings, this will mean you could end up with two of an object where you would ordinarily only be able to build one. I've not heard of it happening before, but it is possible this bug has other effects that people haven't noticed before now.

Whatever the cause, Mike knows about it now that you've posted. He's going to be posting an update sometime in the next week, so with any luck the fix might even be included with the update. :)

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15 Dec 2008, 18:51
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Welcome to the collective denzil85. We like to see feedback. :borg:

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15 Dec 2008, 19:28
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I will certainly give any feedback when I think its necessary - its through working together on things like that which made the finished game all the better!


15 Dec 2008, 20:23
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Sorry for misleading you, i used the editor, when i said i edited the game. also have you guys considered using the actual class names, instead of Scout 1 and so on. or would there be a legal problem with it


16 Dec 2008, 02:15
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The shiplist that is currently implemented in the game is only a work-in-progress dan - and a very early one at that. The ships haven't been updated in a long time. I am personally going to be rebuilding the shiplist from scratch in the game after christmas, just like I did for the buildings and minor races update. That update took me six months to complete though, so i'm not going to give an estimation of how long it's going to take me to sort out the ships.

...

If you used the editor, then the changes that you made shouldn't have caused a problem, Dan. Can you remember what sorts of changes you made? Don't forget, Mike is currently in the process of readying the next update (Which includes my buildings and minor races update), so if you want to mod the game, you might want to wait until that is released or your mods will be for naught. Don't forget to make backups of your entire Resources folder when you do make mods as well.

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16 Dec 2008, 11:35
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The designation of ship type as scout, destroyer, cruiser and so on was developed as part of the balancing of the major fleets in game design. The capabilities, expense and time to build of each ship type and how that changes over the advancing tech levels was carefully balanced. It will need to be tweaked as we play test. Being able to use canon ship classes in the game makes it that much more fun. I view the two names as interchangeable once a ship type and class are joined in game development.

In selecting ships for the game I faced combining the ship list as it is now with models available to us at this time. As each changes so will the allocation.

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16 Dec 2008, 14:01
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Hey guys, just letting you know I did respond to your post over at the other board. With my time restrictions I won't be able to post at both (barely can post there), so if you wanted to contact me over MSN messenger, feel free. We can discuss your project and what you want (music) from it.


MSN: roninmovie@hotmail.com

- Andrew


17 Dec 2008, 03:29
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I emailed AndrewJT asking if he would let us upload his ST game tunes for use in our game. We offer credit and eternal gratitude. :borg: :love: :mrgreen: :bigthumb:

So you know he is the real deal here is a link to his demo for Excalibur
http://www.megaupload.com/?d=WHMQB0AL (put in the three letter security code you see)

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17 Dec 2008, 04:19
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BTW that MSN address isn't my email.

EMAIL: andrewjtfilmmusic@gmail.com


17 Dec 2008, 08:28
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hi all , have download the supremacy demo file no 20080902 along with netframe frome the links on this website and started playing the demo but the auto download with the 6 different empires option is not happening.
i've tried leaving it for least an hr and turned of firewalls and still no download , any one got any ideas on why its not downloading
thank you

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17 Dec 2008, 13:50
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Evil Romulan Overlord of Evil - Now 100% Faster!
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Hey Moggey, welcome to the forums! :)

The 20080902 version of Supremacy is old and does not contain the race selection screen - that's why you can't see it. The 'version number' is actually the release date of that version which is why I know. Mike only released the empire selection screen update a week or two ago, but your version is dated 2nd of September.

We only update the download links when there is a major update available (Critical bux fix, major code changes, addition of entire sections to the game, etc) to ensure all new downloaders automatically have it. I know being able to play as any of the races is a big thing from a gamers' point of view, but it isn't such a big change from a programming point of view.

You might be wondering why we're not bothering to post regular updates then. The reason is that we shouldn't need to - when the game runs, it *should* compare your game files with those held on the game server. If there are any differences it *should* then notify you of the update and download it. But it appears that something is interfering with that process though - possibly a firewall or something - because this screen isn't displaying for you.

This isn't the first report of the problem we've that we've had either; we've actually had several in the last few weeks. Mike is working on the next game update (Which includes the buildings and minor races content update that i've been working on for the last six months) and *should* be releasing it some time during the next week. I'm going to ask him to post updated download links so that you and anyone else can ensure you at least have the latest version whilst we can figure out what the cause of the problem is. Unfortunately, this means you're going to have to wait for those updated download links - but with any luck it'll only be for a few days. :)

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17 Dec 2008, 17:23
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thanks for that , had a good go at version i've got and it looks awsome well done.
i'll start thinking of gameplay ideas and post if i think of any

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17 Dec 2008, 20:52
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Will Supremacy be easily modable at the coding level. I have used the editor a few times and it is easy enough, but i have not looked at the coding for fear of changing something that would cause my game irreperable damage.(I realize i could just download it again.)


18 Dec 2008, 21:08
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the source code is already available at codeplex.com (just type supremacy in search there) so you can start right away.


18 Dec 2008, 21:16
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Evil Romulan Overlord of Evil - Now 100% Faster!
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If you want to make changes with the editor, just make a backup of your Resources folder, Jamie. All of the editable game files are stored in that folder, so it's the only part of the game that you actually need to backup.

What sort of changes would you like to make? I could write an editor usage guide for you or give Mike a nudge and see if he plans to add in any extra editing options that you ask for. I know that he is working on version 3 of the editor, which will one day include a map creator/editor and more ship/weapons options. Beyond that though I don't know what his plans for the editor are.

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18 Dec 2008, 23:48
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With regards to size i doubt it, Huge is in this case actually huge and i doubt there will be a need for a larger map.

Also i imagine it would be computationally expensive to have an even biger map.

Regards Wolfe

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19 Dec 2008, 02:02
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No, Mike has no plans to make any changes to the map sizes. If you want more, you would need to alter the game's programming, and I wouldn't have a clue where to begin with that. One of the reasons for the current "limitations" (or want of a better word) is precisely what Wolfe suggested Jean - the huge map already is HUGE, and takes a lot of power to even produce it. I doubt many people will ever play a decent game on the huge map because you will need a seriously powerful computer to be able to play such a game for any decent length of time. In fact, we recommend people stay on the tiny and small maps to ensure it remains playable - but even the tiny and small maps are large BOTF map size or bigger, so it should be plenty.

...

In other news, i've contacted AndrewJT about his musical services. I gave him a rundown of our project, what we hope to achieve, etc. Unfortunately the email turned into one of my uber things...I just hope he read it all before his brain fried. :ahem: :lol:

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19 Dec 2008, 09:57
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We have rolled the Deathometer and the subsequent style of death is.........

*Drum Roll*........

'death by text'.....

DEATH BY TEXT!!!!!!!!

*Crowd erupts into frenzy of excitement*

that is all..

Regards Wolfe

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19 Dec 2008, 13:55
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It seems Andrew's brain didn't melt afterall...

AndrewJT wrote:
Thanks for the immediate response.. I've been in and out of the city (Los Angeles) all day and just got home to check my email *phew!*

I did read through your email, and the more information is always better (especially for a composer). From what you've told me it sounds like this project is very solid and work-aholics are preferred.. I hate getting involved with projects and write music and the game falls through (it's happened many times), which is why I don't usually compose until near completion. However, there are special occasions where I can make exceptions to this hard fastened rule.

As far as I know, I've been officially selected to composer for Excalibur. I figure since I'm in this game/trek genre at the moment I will have time to meet both. Your team contacted me in the perfect time frame to get me on board. It'd make it easier to chat somehow, I am on MSN Messenger regularly (roninmovie@hotmail.com), otherwise the phone would work.

I need more direct information on the storyline, music cues (what you guys are looking for), scenarios etc. I do have some rules in composing for independent projects which I sent over to the other guy.

"I have a few rules however, one being is that I don't work with other music in the project.. meaning it's all original (no filler tracks from other people). Two (this one is every composer, unless purchased by a production company, contractual etc.) the music rights stay with me."

I think you have rule number two covered well; rule one is very important to me as well. So in agreement to this and contacting me with the information I need, barring some unforseen circumstances.. consider your team to now have a composer on board.


It seems that Andrew wishes to be the sole contributor to music for the game. I do not yet know what this means for the three existing pieces of music that are in Supremacy - and Mike will have to decide whether to accept Andrew's terms or not - but otherwise it looks like we now have a full time musician on our hands. 8-)

I've sent Andrew another email with a brief (By my standards :lol:) outline of each of the Empires and the "storyline" of the game (Obviously there isn't one). I'll fill you guys in with what else he has to say. I've also sent him links to all of the music that I have from the last two years or music contributions, which sadly isn't much, but it's inspiration nonetheless.

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19 Dec 2008, 14:28
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Thanks MOE for following through with Andrew while I am on the road. I new you would do a good job explaining what we are about. Also cdrwolfe may want to show him a demo of the combat engine. That could use an original sound. :borg:

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19 Dec 2008, 15:44
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according to map size: we having games with anormous graphics, extreme memory req`s and CPU overheating only to make it look a bit better, when you drive freking car in damn city... and after that you saying something about resources for huge maps?!
also how about transitions between quadrants? - in story mode - like Voyager story?
about AI: what would happen to my station in system(minors with military affiliation with me) with i builded, when they decided to end affiliation? declare war?
about editor: it is annoying to have restrictions like 1-255.. at least give us ( ME!!!!)) 999999 for weapons damage, hull and shields points))
and how about special properties for hero ships? (small bonuses to expirience? diplomacy?) like another field - like one that buildings have?
also... you didn`t forget about sorting request of mine? (sort buildings and ships by race\fraction - build by and build only by)


19 Dec 2008, 20:52
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well, what at all are numbers.. ;)

if it's 255 or 99999 that just doesn't matter. It's just a stupid scalable number. I don't understand people craving for big numbers. Make it 255.000 and remove the dot in your mind or by the display-algorithm of the game, then you got your big number. besides, overheat CPU for a tidbit better looking graphic is something for the companies to do to please their graphic addicts. An unrestricted galaxy size mode could sure be offered, also to cover the fact that CPUs do get faster even without the constant need of some overzealous impatient players to overheat them (which I absolutely don't understand but daddy's paycheck must cover well for the increased costs for this kind of "fun", but that's just my personal opinion), so max playable galaxy size can be increased over time. Transitions between quadrants are smooth without any borders, just like they are now when playing a huge map.


19 Dec 2008, 21:03
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Whoa. I just got back from a brief stay in the hospital (nothing too serious, just complications from a stomach virus), and it looks like I've got some catching up to do.

With regards to numeric limitations in the game, most of those are in place to limit the size of the game state. This has more to do with limiting the data sent each turn during multiplayer games than it does physical RAM. Currently, a Huge galaxy is 80x80 sectors, and the absolute maximum map size is 255x255 sectors, and this will not change, period. The map sizes can be modified by editing the "Resources\Tables\UniverseTables.txt" file (best to use MS Excel).

I just got a PM from Kenneth about this music composer (Andrew), but this is all news to me, so perhaps somebody could fill me in? :)

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21 Dec 2008, 03:02
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Howdy all :)

Just wanted to add my feedback to this thread.

I to had the problem with Supremacy on first install (This program will now close issue.)
But, it seemed to need the latest update via Windows Update, then it worked ok.
I'd recommend editing the original post to inform people they need to run windows update after Net 3.5 is installed.

Even though this game is very much a "work in progress", I was amazed at how gorgeous the graphics are in game (Rotating planets, intro screen and other stuff)
Kudos to the creator(s) :)

Hoping this gets released sometime in the future. :bigthumb:


21 Dec 2008, 21:55
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Hello again Mike

Great game, loving it. Want more updates lol. Anyway a slight problem. I found the Ba'ku system with no pop. I membered them just to show you. See attachment. I have openoffice not microsoft office.

Sorry maybe should have put this in bug report section. :ahem:


Attachments:
Ba'ku.odt [1.09 MiB]
Downloaded 191 times
21 Dec 2008, 23:19
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Thanks, Paddy, I'll check into it. Could someone open that .odt file and convert it for me? I don't have OO installed.

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21 Dec 2008, 23:34
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