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 New Version soon? 
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Crewman
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Hi,

Since the current version is early, incomplete and preliminary. When can we expect a new version to playtest? 8-)


13 Mar 2009, 00:55
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Mike's working on a big programming update at the moment, and i've made a lot of database updates since christmas. Kenneth has also created a lot of new ship images in that time as well. I don't know when Mike is going to release his programming update, but the game comes with an auto-updater so the game will update the first time you run the game after Mike puts the update on the update server. Mike will probably also post announcements on the forums.

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13 Mar 2009, 00:58
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Crewman
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Thats great news thanks. :bigthumb:

I have to admit I feel abit inadequite that I can't really do anything except playtest for you. :(


13 Mar 2009, 03:51
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Don't feel that way; playtesting is just as important as making stuff. People won't be happy if there are major bugs in the game afterall. And what could be easier than playing the game and letting us know what you think? :)

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13 Mar 2009, 15:19
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Crewman
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When do you think realisticly the next update will be released?

Summer, Fall, or Winter?


15 May 2009, 23:47
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Chief Software Engineer
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Loskene wrote:
When do you think realisticly the next update will be released?

Summer, Fall, or Winter?

I'm trying to get an update out this weekend so I can start working on some major gameplay changes. Whether that happens depends on how much time I have.

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16 May 2009, 22:28
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You are the man Mike. We will be here whenever you do get the time.
I am only now getting back to models myself. After that premiere trip and related matters it has taken this long to clear the decks.

:borg:

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16 May 2009, 23:26
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Update is now available. This is mostly an architectural update--a lot has changed inside the game client, but there aren't a lot of visible changes. Performance should be better and most known bugs should be fixed. As always, please post feedback on your experiences.

Special thanks to Matress_of_Evil for all the work he put into his content updates, which are included in this latest release.

Cheers,
Mike

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17 May 2009, 04:19
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can't build colony ships
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text (but most likely done as a filler)

error...............
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)

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17 May 2009, 05:38
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When did the error occur? I've fixed the missing text, but I can't reproduce the build problem. Can you post a saved game where the colony ship problem occurs?

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17 May 2009, 17:33
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You find the little surprise that we've been alluding to on the forums for a while now Val, and the first thing you do when you find it is complain. Typical. :roll: :lol:

Here's what the random event is supposed to look like. I made this screenie from the second beta copy of the update that Mike sent me (Out of three of them) but Mike hasn't told me of any changes to this particular random. To my knowledge, this is the only random event that is programmed in the game, and has a 1% chance of happening every turn. As I said though, Mike hasn't told me of any changes, so it's possible there are others or something has changed and he didn't tell me about those changes.

Attachment:
Holiday.jpg
Holiday.jpg [ 140.78 KiB | Viewed 4859 times ]


As for the Colony Ships, i've just checked the (Pre-update) version and I can't see problems that *could* cause this. The Colony Ships have the correct tech levels, obsoletion paths and upgrade paths. All three designs have been correctly set to the Federation build list as well, so there is no reason that I know of that could stop them from being buildable or result in a crash.

I'm still downloading the update so I haven't been able to check whether the problem is reproducible.

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17 May 2009, 19:05
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the missing colony ships occurred when I was plying with the new tech levels..

I like the random events this first one I got was in turn 83 got a second one in turn 170's some where a long the way... luckily I was able to use the AI to keep me afloat by handing out member treaties to every race.

and the error happen around turn 183

http://www.mediafire.com/?sharekey=1aba ... 0a1ae8665a

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17 May 2009, 22:04
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Well thanks for the save file, i'm sure Mike will find it useful. You didn't need to use Mediafire though - you can just attach it to a post as I did with the image above. I personally added .sav files to the allowed lsit a few months ago for Supremacy's benefit, and the max file size is 2mb, so that would'v been easier for you. Thanks for taking the time to uplaod the file anyways. :)

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17 May 2009, 22:49
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