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Star Trek Fan Games - View topic - Supremacy Pre-Release Download
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 Supremacy Pre-Release Download 
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Crazed Emissary of the Photoshop
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1. Well about the Borg being an empire, in my opinion it should, but not playable. They should also appear randomly but would have their own territory, if transwarp hubs would exist, there should be two or three of them (I don't really remember how much there were) and each would control the appearance of the Borg in some part of space.

2. I don't know if this is possible but since Borg advances trough assimilation, they shoud advance trough tech levels by getting "assimilation points", when they assimilate a minor race they get a certain number of research points depending on the race they assimilated (tech level of the race)

I know that you get hundreds of suggestions, and that you can't do them all, if you need any help just tell me.

BTW. I have some pics you could use as pictures of Tech objects, where can I send them?


Last edited by vjeko1701 on 17 Oct 2009, 10:50, edited 1 time in total.



11 Oct 2009, 17:19
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Evil Romulan Overlord of Evil - Now 100% Faster!
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We welcome all comments and ideas, so thanks for your suggestions, vjeko. If you have any images to send to us, you can send them either to myself or Kenneth_of_Borg. A link to our email addresses can be found under any of our respective posts. I won't post them directly for security reasons.


11 Oct 2009, 23:31
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Ok, I've been playing on Tiny/Elliptical/Spare/Sparse/Early/None as Tiny/Elliptical was my favorite setting in classic.

Several times with the Cardassians the game crashed if I played them, other times no problems. My most recent game (Klingons) does not have them on the map. All times the following came out of the log.

22:02:18.703 [15] WARN Supremacy.Universe.GalaxyGenerator - Failed to find a suitable home sector for civilization Cardassians

I didn't know there were specifics to the Cardassian system, though it might be b/c of the choices I've made in the setup, but I would think as a major empire they should overrule the starting choices and always have a place?

Also, none of my ships, either after built, in redeploy, or in the encyclopedia have weapons other than the bases. They all have shields/hull, but only the bases list weapons (in the encyclopedia, at least, they're not selectable once built other than their icon in the system).

It would also be nice if the encylopedia had an option to show -all- things that eventually come up, instead of just as-you-get-the-technology. That's one of the things I like about various games is that you can see what you -could- do if you got that far, nevermind that you probably wouldn't.

Also, with the random events and all, it sounds a lot like what's in GalCiv (though their events go away after you chose an ethic, which wouldn't apply here, but it's a similar idea).

Some of the rest of this may have been mentioned already, but I was told I could post here anyhow. :P



Playing as Klingons (most recent game):

I built Praxis, got the energy, but did not get the +10% Energy Research. (I did get the Weapon Center's +10% weapons bonus, so that part seems to work, maybe a flag missing on Praxis?)

I built (for the heck of it, I know the ai's can't do anything) orbitals and shields, but the system screen with the planets still says "no defenses."

I saw that the bases are bugged, but I've been playing with them anyhow. I can not upgrade bases, only build new ones*. There is a scrap check-box on the bases which I can select, but then they don't actually scrap. For that matter, ships don't scrap either, even after building the special structure.

*I don't know if it's codeable, but it's a rather appealing idea for "outpost level 2" to need to be built by "constructor level 2," though might not be codeable. ---You wouldn't have Botany Bays colonizing planets in "today's" canon (post-Caeliar), would you?

I've had several crashes with minors joining the empire, though I saw someone else post about that in another thread, so it's probably been addressed already. Though, in my case, when I load the auto.sav the minors are in my empire no problems (not sure if that helps locate the bug?) I haven't paid attention with the Romulans (the other empire I toyed 40-ish turns with), but on my Klingon interface it lists all the minors as being "conquered," despite them having willingly joined, which leads to 2 problems.
1) If they were truly taken by force, it was my understanding that the race-specific structures would not be available (unless I'm thinking of the other game), yet they are.
2) If the races truly joined freely and it is a display-error, I should not be able to build any of the "forced-" buildings, as those have a requirement of being conquered.

~ ZR



Added: Ok, the Caeliar aren't canon, but it's a similar concept.

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16 Oct 2009, 20:14
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The game generates a galaxy by randomly throwing the different empires and races onto an empty map. It then checks whether they are a certain minimum distance away from the other empires and races, and if any of the races are too close, it generates a new map.

However, there is a problem with the Alpha Quadrant, and that is that it is simply too crowded; more often than not, when the races have been placed randomly on the map, some of the minimum distances are broken, and the game generates a new map. If this happens a certain number of times, it instead throws up an error. Nine times out of ten, the Cardassians are the last race placed on the map. (I don't know why, that's just the way it seems to work in practice) Since the map by that time is already crowded, it's is difficult for the game to find an appropriate location.

Now the most obvious fix is simply to ensure that the empires are placed first on the map, then for a check for minimum distance to be made, then the minor races be placed on the map, then for a final check to be made. I noticed Mike (The developer) of the issue a while ago, but since there haven't been any updates since May, the problem is still present.

...

The lack of weapons on ships isn't necessarily a bug; the shiplists within the game are still in flux because I haven't finished implementing them. In fact, i'm going to be removing all weapons in future and replacing them to ensure the weapons maintain more consistency with known weapon types. The game editor is currently broken though so I cannot currently undertake this work.

...

The opens-as-you-get-it system with the encyclopaedia works the way it does because people asked for it. It makes sense that you don't know you're going to be building Sovereigns in a couple of hundred years time when you've just launched your first NX class ship afterall. The amount of information in the system *may* be increased in future as well, as i'm working on writing descriptions for a great many different game objects, from Wormholes to the Gomtuu, with a lot of help from Memory Alpha and starfleet.command. These descriptions themselves will likely be unlocked only once you've first encountered them.

Still, I doubt you're the only person that will ask for the change. We could always ask Mike to add a new option to turn the open-as-you-get-it system off. Chances are it would remain on by default though.

...

The random events that we've got here were (Almost) entirely written by myself, and i've never played Galactic Civilization. So any similarities are purely coincidental. That said, i've written and expanded them based on feedback and ideas that people have suggested, so those suggestions themselves may have originated from Gal Civ. I certainly know a number of people have asked for certain features from Gal Civ to be added to Supremacy as well. In fact Mike himself has mentioned that he is considering various ideas from that game. He's also interested in some of the features in Sins of a Solar Empire and Civilization 4.

...

No one has mentioned there being a problem with Praxis before. Could you try playing another game and see whether it happens again? It's entirely possible that this is a bug, but it's also possible it was a one-off glitch. Checking helps to make sure. It may simply be that something is missing in the code like you said, but i'll add this to my to-do list in case it's a database issue.

...

As with the AI, combat in the game is non-existant at the moment. If the system defences aren't registering, Mike likely hasn't written the code that checks for defences yet. Expect it to come in future updates.

...

Scrapping hasn't been implemented in the game yet which is why it' not working yet. The mothball yards are currently only there for show. Again, expect this to come in future updates.

...

Having certain stations be built by certain transport types likely is programmable, but there are other concerns that would need to be addressed first; every ship requires a combat model, and we're currently dealing with 400+ of them. If we add this as a requirement, at minimum we've going to need another four models (Since the Klingons, Romulans, Cardassians, and Dominion only have one transport type at the moment), but if you add starbases into the requirement, that balloons to fourteen more transport models. I'm not so sure Kenneth_of_Borg, our resident modeller would be happy with that news.

...

The Klingon conquering bug is new as well; nit's not been reported before to my knowledge. Again, can you start a new game and check whether it happens again to ensure it's not a one-off glitch? I'll forward all of these reports on to Mike and see what he says.

Thanks for the feedback. :smile:


16 Oct 2009, 23:39
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Ok, sorry this isn't in any particular order, I wrote things down as I encountered them last night, then ran out of room and wrote in the margins and ended up with a big mess. :shifty:

Played as Klingons, on Tiny/Elliptical/Dense/Dense/Early/Many


There's a building called "Missile Siloes," the e does not belong there, unless it is one of those British things.

I think it's already been addressed, but the "Tholian Assembly" description says it adds stuff to your Federation (it shoud probably say Empire or something to that effect?).

I was unable to duplicate the "conquered" problem from last time, though I did not have any minor race crashes either (there was a small auto-update, so maybe that fixed it?). However, the minor "Members" (shown in purple text on the diplomacy page) continue to list both the Unique buildings as well as the Forced-/Gulag buildings---it should be one or the other?

The Zahl have what seems to be a Unique "Dilithium Cracking," however the description does not mention it being limited to them.

I know the Intel screen doesn't do anything currently, so this might be moot, but both the Empire as well as the Minor +% x Intel buildings don't show bonuses on the Intel screen.

Removing the pop from Industrial buildings does not decrease Industry to 0, though maybe systems start with some innate production? In Classic each building (food/ind/E) produced a negligable amount just for having it built, but in this case the Industry seem to have gotten a colossal amount for being idle.

Non-Agg treaties do not enforce ZOC, though that may not be coded?

Other than Alliance Treaties and Membership treaties, the other ones do not show (in pop) like they did in Classic.

There doesn't seem to be the "Hooray!" morale from colonizing new areas like there used to be (nor with treaties, for that matter).

Diplomatic Demands (me-to-them) don't entirely seem to work. I made a demand of a considerable amount of Dilitium to the UFP and the response came back that they accepted---though they could not have had such a stockpile on hand, nor did I receive that amount. I may have gotten partial, I was not paying attention to that part.

On that note, there isn't any Diplo "mood" change when you make demands, nor when you declare war.

There also isn't a way to offer Non-Agg after you declare war (I had hoped after 10 or so turns, but don't have the option). It doesn't matter since can't take any systems by force, though.

I (maxed out?) got to Level 11 techs, but did not get the Assault Cruiser that each of them mention in their descriptions.

The system naming seems to have hit a fluke, though I'm unsure it's duplicatable. I ended up with 2 systems named "Gamma Hromi," which I would think to be unlikely. :P

The increases in each level of Industrial output are insufficient for the actual upgrade process of ANY of the buildings. It should not be taking 40 turns to upgrade anything until tech levels 7 or higher. :(

Once again Praxis gave +600 Energy, but did not give the +10% Energy Research. I did get the bonuses from the Tholian and the Lokirri Uniques, though they have to be powered to show up, otherwise they don't list (which is how it should be).

Lastly, the map generator is in error. Elliptical was always a favorite map setting of mine, even in other games, yet the actual dispersion of the systems in this particular game were anything but.
Elliptical -should- look "( )", yet in that game I actually have "\ \"
I shall have to try the other settings to see if they have a similar issue or not, though you'll probably be able to correct me before I get that far.


Next I will try the Federation, see if I have similar general problems with them.

~ ZR

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18 Oct 2009, 01:50
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The game *is* supposed to use british english. Don't know about the siloes thing though. :)

IIRC there are other Dilithium Cracking Stations in the game, can't recall which atm.

It's true there is an innate industry capacity to systems, currently it's equal to the system's pop count. It may be changed, it was discussed some time ago. It's basically to allow a systems that was bombarded to the stone age to be able to build at least Primitive Farms to support pop - systems also have an innate food production BTW.

Lots of stuff in Diplo are not implemented yet.

There is a bug with the Command Cruisers (Tactical for Federation).

Systems names, erm, MoE has some difficulty sorting them out, I've reported the duplicates a few times already, but it seems they're never fixed... hopefully, the *next* file (and the next update) will be ok - I don't feel like going through it again.

The upgrade system, and costs, are a pain. MoE will tell you they're not balanced yet, but I'm not sure what we're waiting for. The game will not be finished any time soon, but the sooner these things are addressed, the better.


Oh, and bug reports should be posted to the respective forum ;)


18 Oct 2009, 09:54
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18 Oct 2009, 14:01
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Admiral
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If drastic changes are going to happen, then the game won't be BotF *2* anymore, I guess... :twisted:

Or so people have been told countless times around here... :borg: anyways, as long as changes are for the better, who cares if it's 2 or not.


18 Oct 2009, 19:41
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Well, then couldn't a small section of code be introduced on the map creation screen to either pop with a message that those settings aren't available on that size map, or to simply gray-out the selection?

Added:

Ok, done with the Feds.
Fed/Tiny/Ring/Dense/Dense/Early/Many

Ring works perfectly. :)

I have a Scout I that can cloak.

The Hydroponic Dome costs too much energy (120) for such a low food output (40). Also, since the description says it operates over volcanic vents, the image needs a different background color. I realize it was taken from botf, but seeing how good you all are with those editors, it shouldn't be too difficult to change the blue to orange or red.

The Meridian Accept Membership crashed, though I have yet to repeat it, maybe one of those logo things.

I noticed that the trade sytem was revamped---it now allows for Destination planets to have multiple routes (Sol AND Gamma Hromi can trade to Cardassia, for example). It is a nice feature that was lacking in botf.

The Daystrom Institute bonus does not work. Genesis and ASDB do, though.

Desalination doesn't seem to work.

Solar Arrays and Adv. Solar Arrays are missing flags. Once you get the tech for Adv, you can build both on new colonies.

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18 Oct 2009, 21:04
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Hey chickenfoot here, I know you guys are working on the Diplomacy side of BOTF 2 and I just have a few ideas for you:

1. If trade routes are implemented they should have diplomatic consequences (Good or Bad)

1. Trade Routes should be able to be blocked.
2. Trade Routes can be protected (like a convoy situation)
3. Trade Routes should be able to be raided.
4. Trade Routes should be able to hidden
5. Trade Embargo could become diplomatic option, if you don't want to go to war with a faction but don't like them either.

2. Some more diplomatic options could be useful :

1. Mutual Protection Pact, this is NOT a alliance, it's a if someone attacks you i'll attack them treaty.
2. Trading Technology should be possible (some how put them in treaty negotiations).
3. Trading Planets is a possibility ( i don't mind either way just throwing it out there)

4. Is it possible that a neutral zone treaty could be established (or is that what a non aggression pact is?)

5. Could it be possible to introduce some sort of diplomatic victory??

6. Last but not least i think captured units (like in battle not stolen) be able to traded as POW.

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02 Nov 2009, 19:29
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-Could it be possible to introduce some sort of diplomatic victory?
-Trade Embargo could become diplomatic option, if you don't want to go to war with a faction but don't like them either.
-Trading Technology should be possible (some how put them in treaty negotiations).

These are some features of Galactic Civilizations 2

-------------------------------------------------------------------------------------------------------
-Mutual Protection Pact, this is NOT a alliance, it's a if someone attacks you i'll attack them treaty.
-Trading Planets is a possibility ( i don't mind either way just throwing it out there)

These are some features of Space Empires 5

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02 Nov 2009, 21:14
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Hey Alcathor, sorry for my slow reply. I somehow missed your reply. :redface:

The game doesn't grey the options out because they *do* work. They just work less well than expected. :P

...

The Scout can Cloak because we used it as a test bed for the Cloaking code. Since we haven't got an AI to control the other empires yet, we don't know for sure if the cloak code works, so the Scout is keeping the cloak for the time being until such time as we can properly test it.

...

The Energy cost of the Hydroponics Dome is down to gameplay balance. It can always be changed later. The image for the structure has already been replaced - in fact a great many of them have been replaced. But since there hasn't been an update since May, you haven't seen the image updates.



...

We'll add the Meridians to the known crash list. The next update, whenever that is, should hopefully cure the problem.

...

One of the main reasons for Supremacy is for the creation of a game with new ideas and features that BOTF lacked. I'm glad you like this addition. If you have any ideas for other additions, please let us know.

...

Someone else reported the Daystrom Institute bonus problem. I've notified Mike. The Desalination Plants problem is likely related, so if one is fixed, the others hopefully will be too.

...

The Advanced Solar Array is supposed to be more flexible and be able to be built in more systems than the Solar Arrays. The obsoletion system isn't working as expected though, as structures that have already been built get deleted. This doesn't necessarily remove them from the build list though. Since the Advanced Array doesn't have the Array as a prerequisite (Since it can be built in more places), you end up with the situation you described. The structures need a bit more work, but i've also notified Mike of the problem.

...

Thanks for your ideas, Chickenfoot. We've actually already discussed some of the Trade ideas you've had behind-the-scenes, and *want* to add more trade options to the game. It's too early to say what will make it in and what won't, but Mike knows we like the idea of blockades and raiding. Incidentally one of the Random Events is Space Pirates that attack trade routes.

...

As i've said in previous posts, we do intend to expand diplomacy. What you see ingame is only the very beginnings of the diplomacy implementation. Mutual Protection Pacts will likely make it into the game. I'm not sure about technology/system trading though - that's down to what is possible in the programming. Same goes with Demilitarised Zones (DMZ's) It's certainly an idea to ask Mike about though. :)

...

Yes, we've got ideas for victory options. There's not much point in playing an unwinnable game afterall. :P

The diplomatic victory would likely be allying yourself with all other empires and maintaining the alliance for a set amount of time, or getting a certainly percentage of the minor races to join you.

...

I'm not 100% sure what you mean by captured units. If you mean capturing ships, this will be via random events or your Intel services only. Capturing ships via combat will not be possible due to programming constraints (Unless we get a new engine that can support it in a way that is both fun and playable). Trading POW's will be something that only Mike can comment on.


03 Nov 2009, 00:09
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It's fine, I've been busy actually, got a p/t job that been in training for (still need a 2nd job, but it's a start! :) )

Well, I'm still working on the Dominion, but I figure may as well post the
"in -progress" part.

The updater said there was a new version, but I'm playing a megalithic game so have told it not to update (since you all said updates corrupt the save files). So, I'm "currently" using 0.4.3427.36588 Playing as Dominion in Huge/Elliptical/Dense/Dense/Many/Early. The Cardassians did not load again, so it's just the 4 major empires and a gazillion minors.

I have used the 'tow' feature and it's a grand thing.

I was wondering about the resource boni, as in botf they varied, but here they seem to be flat-rate 15%'s.

The Polaron research bonus is missing the "only 1" flag. It can be built on any artic world that can power it, though the boni do stack correctly as well as with minor boni.

For Dilithium in general, I question the order of the buildings. Surely the "basic" Refinery should be a requirement before any of the other refinery options (especially with the minors)???

Minor systems are imbalanced in terms of planets and population. For some there simply is no way to power their special buildings with the pop available without destroying their industrial production.

The following races are missing images (again, this may have been fixed in an update I haven't installed yet):
Ulssia
Zalkonian
Quarren

Since I am playing on such high settings, it is taking a considerable amount of time to play. And, while I appreciate the "newer" colonies starting with advanced as well as numerous f/w/e/r/i buildings, with the imbalance on industrial cost they are actually prohibitive when you have higher tech levels. ---Perhaps the colony ships could be adjusted so you could choose which level you'd like? Colony 1 could do the old 2/all@level 1 function, colony II could do 4/all@maybe level 4 or 5, and colony III could do 5 or 6/all@ level 8 or 9 technology?

Work still in progress. Will it be better to ammend this post or simply make a new one with this one quoted when I finish my evaluation?

Thank you for your time. :)

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05 Nov 2009, 03:45
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It will be better if you post this stuff tp the appropriate forum/thread :wink:
You'll find some of these things reported/explained in the other forums, namely Bug Reports.


05 Nov 2009, 11:52
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If capturing units in a combat situation is not possible then using intelligence or random events are the way to go. Once you have these units you can basically lie to faction (varying on how you got them) and trade them back for money or tech.

Also what did you think of the idea of have trade routes being able to be hidden like during the klingon civil war the romulans were getting supplies to their choice of a side using stealth/cloak.

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05 Nov 2009, 17:52
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06 Nov 2009, 03:31
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06 Nov 2009, 16:55
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This is where I was told by someone, via pm, to post. Though, if you'd like to suggest another thread (or maybe I'll just snip and make my own), it would not be taken poorly.

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08 Nov 2009, 02:32
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09 Nov 2009, 13:16
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10 Nov 2009, 11:34
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SO ANYTHING NEW?????!!!!!!

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23 Nov 2009, 05:06
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23 Nov 2009, 18:42
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so no christmas gift from here i guess :cry:

But you think it could be for my birthday it´s in May.


23 Nov 2009, 23:31
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24 Nov 2009, 15:01
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Likes and dislikes?

Wow, I salute you for all the time you have invested in this, I used to play BOTF for hours and hours, just loved the game, had a very hard time getting it to run on Vista, recently installed it on W7 and allthough I love the game, the constant crashes and memory leaks where disappointing.
I stumbled upon this game and in one word... WOW!!!

Even though it is still in development... it's GREAT!!!

well as you asked in the OP 3 likes and 3 dislikes, no idea whether they have been mentioned before but here's my 2 cents

likes :
1) It runs smoothly, no crashes yet (running on Windows7)
2) I love the interface and the graphics.
3) Refreshingly new and yet so close to the good old game.

dislikes :
1) I am very much used to hit the "T" to run a turn, hard to get used to pushing the "TURN" button
2) Where's my cheat? I would love to see the -Mudd option ;-)
3) I want it to be finished... NOW NOW NOW ;-)

doubts :
1) Still deciding whether I like my ships to get stranded or to not get any further then they are supposed to period.
2) There is so much to build, maybe even a little too much.
3) I kinda miss the terraforming.

No, but seriously, great work, can hardly wait for the game to be completely finished.


29 Dec 2009, 22:36
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Hey Martin, welcome to the forums! :smile:

Adding new key bindings isn't a problem. In fact, Mike has actually asked people to suggest new ones - and you're also not the first first person to ask for it, so don't worry, this feature should make it into the game one day. I can't promise it'll be in the next update, but i'll try to remind Mike for you.

As for cheats...try pressing F12. It won't give you research or money, but it'll reveal the map until you next hit the turn button. :wink:

We've got even more buildings on the way so it's going to get even worse...but we're also planning a shakeup of the techtree and we've (I've) got a lot of work to do on the build costs etc and balancing of the game, so once that work is done, there should be less of an issue with the sheer amount of buildings available. Higher tech levels will also start with *some* special buildings pre-built for you. That will be part of a future update though, just don't ask me when.

Terraforming in some sense will be in the game in future, but it'll work differently. It will physically cause the planet to change class. (Eg. Arctic -> Desert) It'll be part of a future update, although almost definitely not the next one, and maybe not the one after that either.

If you have any further comments or questions, please let us know. :)


29 Dec 2009, 23:59
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Hi Matress, thanks for the welcome :wink:

How many people are actually working on this project?

One other thing that I noticed while playing with BotF2, I liked the playing map better in the original version (a map that can be zoomed so the entire map fits on one screen)
Yes BotF2 can zoom, but I haven't found a way yet to zoom out far enough to prevent having to scroll to see the entire galaxy map.

Just throwing thoughts at you of course, it is in no way meant as mean criticism since I am very gratefull somebody picked up the ball that Micropose dropped so many years ago and possibly there are very good reasons for all the things I dislike :wink:

Thanks for the F12 tip, I stopped hitting keys at F10 (which is typically the only cheat I need while playing the original :wink:)


30 Dec 2009, 08:24
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Actually working on the project? Or working on the game itself? (Since we're technically producing several games)

I've never counted. Here's the game credits as they currently stand, although I know that Kenneth wants to add a few names to the ship modelling section.

Credits.txt [2.19 KiB]
Downloaded 434 times


According to my calculations, that's 48 separate names, but there are many, many more than that - people who have contributed ideas etc to the game without producing anything physical, like a structure image, or a sound file, for instance. Not all of the names in the list are currently working on the game either - they either stopped visiting the forums, have never actually visited but worked through someone else, or have other commitments. But they're in the list because they made a lasting physical contribution to the game, or the use of their content requires credit as part of their terms of use.

We know of the scroll/zoom problem. The map zoom function is a relatively new feature and requires some tweaking. It's currently designed to zoom out to show the full width of the map, but not the height. This is purely because of the current UI layout, which may be changing in future as features are added, changed, or removed over time. One thing that's being added in the next update for instance includes a clock near the top-right of the screen. But anyways, Mike knows of the problem so a fix might be coming in future.

Keep throwing the comments our way if you have any more. :)


30 Dec 2009, 12:33
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One more thing, it would be great if you could use your right and left arrow to skip through the systems while in building mode.
Is it possible to put the game on your secundary display (I have two monitors and would like it to be on the secundary, alternately, minimizing the game window would be great.

In Holland there is a saying which translates in : one fool can ask more questions then 10 wisemen can answer...
So call me the fool and just ignore me if I am asking or suggesting too much :wink:


30 Dec 2009, 16:39
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Cursor movement has also been asked for before. I asked for it. :)

I don't know if there's an option to show the game in a second display. If there is, then it would be a computer, rather than game, option. The game CAN be run in a windowed mode though. Load up the game, then click on options. In the first tab (Graphics) DEselect the first option, "Run In Full Screen Mode". The game will then switch to a windowed view. :wink:

Keep asking and i'll keep answering. It's your guess as to which one of us is therefore the fool. :lol:


30 Dec 2009, 18:52
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