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Star Trek Fan Games - View topic - Feedback for the new Build
View unanswered posts | View active topics It is currently 03 May 2026, 16:08



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 Feedback for the new Build 
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Crewman
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Joined: 20 Mar 2011, 20:58
Posts: 45
So I thought to give you guys some feedback on the new public build.
First of all, its a really big improvement on the previous version - great job everyone!
Here's the things I noticed on the first couple of test games:
There still seems to be a limit of 12 minor races per quadrant at the 'many' races setting and galaxy sizes medium, large and even huge - is this WAD?
No diplomatic messages (such as 'soandso agreed to treaty x') appear in the popup-menu at the beginning of the turn even if the diplomatic option is toggled on in the filter menu.
After conquering the home system (and of course only system) of an enemy race you are still at war even if they have no other colonies or ships left due to the nonexistent ai.
The 'recall agent' function in the intel menu does not appear to work - you can assign an agent as an ambassador, but once assigned cannot recall them.
There is no scroll function in the colonies screen of the intel menu even if you possess more colonies than displayed on the screen.
There are no images for several basic building types (databanks, replication plants etc) which i seem to recall already had their own no-copyright-issue images.
There is no ship-building queue unlike the one in the menu for planetary buildings, is that WAD?
I had time-out errors occuring during the first couple of rounds in test games with the large and huge galaxy settings.
Some minor issues: The federation orbital battery I is not removed from the build list even after development of the orbital battery II makes them obsolete.
There appears to be a display error in the energy section of the planetary summary (in the upper left corner of the planetary menu) where it shows an excess energy of 80-89 when in reality only 60-69 free energy is available (and the game calculates with that number).
There is a reference to a recent occupation in the encounter screen for the bajorans and the resistance cell building which could be replaced by a 'shikina monastery' building or something similar that works regardless of whether the bajorans end up next to cardassia or not.
The Kaus Meridianalis system has a small error in the database text - in the game the system name is displayed as 'Kaus?Meridianalis'.

So that's my 2 cents of bug report/feedback - again, the new build is a big step forward :bigthumb:


05 Jan 2013, 02:00
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Admiral
Admiral
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Joined: 14 Jan 2009, 10:17
Posts: 2042


05 Jan 2013, 11:59
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Crewman
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Joined: 20 Mar 2011, 20:58
Posts: 45


05 Jan 2013, 13:59
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Admiral
Admiral
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Joined: 14 Jan 2009, 10:17
Posts: 2042


05 Jan 2013, 17:44
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Admiral
Admiral
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07 Jan 2013, 11:32
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Crewman
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Joined: 20 Mar 2011, 20:58
Posts: 45
Yeah, it was an Out of Memory-Error if i recall correctly.
And no, in the system I first encountered the issue I had no shipyard build.


07 Jan 2013, 22:32
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Crewman
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Joined: 20 Mar 2011, 20:58
Posts: 45
Oh and one minor issue - at least with the Federation the names of inhabited systems on the map have the same white colouring as uninhabited systems - maybe giving them a blue colour (different from the background of course) would be useful when differentiating between inhabited and uninhabited systems within empire territory.


07 Jan 2013, 22:37
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Admiral
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Joined: 14 Jan 2009, 10:17
Posts: 2042
Yes, we need a way to know which systems are actual colonies when looking at the starmap. It's already in the issue tracker, and approved by Mike.


09 Jan 2013, 16:55
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Admiral
Admiral
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Joined: 14 Jan 2009, 10:17
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10 Jan 2013, 11:10
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Crewman
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Joined: 20 Mar 2011, 20:58
Posts: 45
Maybe a changed font would work better in this case?


15 Jan 2013, 19:26
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