Beta 4D

Is now available.

New techs, modified tech tree, new modules.

And yesterday's bugs fixed. ;)
864 views 28 replies
Reply #1 Top
some bugs are starting to evolve and become immune to your bug killing methods. heh

On Jan 2179, my colonies made 2 colony ships, the "event log" (bottom right square) stayed empty, empty!
Reply #3 Top
Excellent work. The two major bugs I was seeing are fixed. The governor's list is now selectable, and the retarting of a game now operates much better. :CONGRAT: I have only played 6 turns but all I see now are minor anoyances which I will detail in their own threads. Accolades to Stardock. :CONGRAT:
Reply #4 Top
By the way, for in system colonization, you can go to launch a colony ship, which puts the system list into colonize mode. So then you can load colonists normally, and click on a planet to colonize it. I'll probably change it so that you can do it with a default double click on an un-colonized planet, but in the meantime, this way fixed a few bugs.
Reply #5 Top
Wow. That will teach me to open my mouth. The "lost month" on a restart is still with us. I guess it takes a few turns, or a completed research, to cause it to show. Now the lost month, lost income, lost moves, glitches in the graphs, etc. show up on 4D.
Reply #6 Top
590 ships less than a second between turns, the only thing that seems slightly slow is when research items are completed. It seemed the game was slower in the first few turns then oicked up blazing speed. Of course all the a.is have hyperdrive and my model t plods smoothly along while 5 of their ships zoom right past me

I'll play a few things to see if anything goe wrong but this is a pretty awesome build

1 question. desktopx or window blinds couldn't slow the game down?

rich
Reply #7 Top
I see that with the 4D version, the starting position is too far from the next clump of stars to explore. They are out of range to get to. Plus any amount of research won't give you enough tech to close the gap.

I got put in the corner, and at first I thought that was great. But with 5 stars, and about a dozen planets does not bring in much bc.

Is this a random bug?
Reply #8 Top
Sorry about the lose turn bug...I was sure that I fixed it, but something obviously went awry. I've fixed it on my copy.

GalCiv is excluded from WindowBlinds and I don't think that DX would slow it down.

Not sure about the corner thing. I'll look into it.
Reply #9 Top
Betaman,

When that happens, you've gotta build some constructors and plant a starbase somewhere as far out as you can, which will expand the range your colony ships can reach.
Reply #10 Top
Good work on the Governor, although there is still one little problem with him. :) Whenever I click on an item to remove it from the list, the item above my item is removed. You might want to look into it!

Also, this may have been said before, but the scrollbar in the Load/Save games is always on top of the list, so that I can't read the info on the saved games (name, time & etc).

One more bug, at one time I couldn't move my ships, only assign them a destination, but that was ok when I quit and loaded the save.

Aside from that (and my short memory), the last game was great and for the first time I hadn't won/lost before researching Battleship/Frigate! So huzzah, I've seen a Battleship and a Frigate! :CONGRAT:
Reply #11 Top
______________________________________________________
I see that with the 4D version, the starting position is too far from the next clump of stars to explore.
______________________________________________________

Just hit CTRL+N and keep doing it until you see a map you like :)
Reply #12 Top
I just looked at the manual again and noticed that there are 28 people involved in this game project, 28! And I was under impression this was done by 3-5 independent game developers.
Reply #13 Top
Master Lame,

You are correct. There are 28 people involved, but only 3-5 of them are still free and independent from the yoke of Drengin tyranny. Eventually, we will all show up on Drengin hors d'oeuvres plates.

Suggestion/Questions:

In the colonization stages of the game I'd prefer an input field to a slider when loading ships.

How easy would this be to change/add at this stage?
Is it worth it? I know that in the late stages of the game ship loading usually entails stuffing every body available into a transport - an input field would get pretty tiresome.

End transmission.
Reply #14 Top
CBizarre: I dont know how others feel on this, but for me, input fields for #'s become annoying right from the start. We actually have plans to change the entry fields on the trade window (for tribute and influence trade) to sliders. However, if you feel enough players will wat more precision, we could always put an input field nearby and the player could easily use. We'll see what others have to say :)
Reply #15 Top
BoogieBac

you said-
We actually have plans to change the entry fields on the trade window (for tribute and influence trade) to sliders

Hoorah Hoorah LOL :D ;) :)

Like you keying hitting enter - not getting a deal clicking to refocus on teh box, keying (again) etcetc is a pain - sliders rule ok :)
Reply #16 Top
I prefer sliders!

Paul.
Reply #17 Top
Sliders are fine for the trade dialog, as long as they allow the ultimate precision (just like the ship loading sliders do now). I would be very annoyed if I could convince a race to pay me $513bc for a trade good and the slider would not allow settings any more accurate than $510bc.
Reply #19 Top
Is there a compromise? I am sure I have seen this technique used where 'bulk' inputs and fine tuning are both desirable-

Have an active numeric input box that can be updated by clicking on a plus and minus button (shift clicking adds in chunks of 10) AND by typing directly into the box?

s

p.s. No wonder I am crap at this game. I never worry about getting closer than 10 or 20 credits in a trade (they are usually in the 100's or 1000's so I don't worry) so a slider is perfect for me.
Reply #20 Top
Since most of my game is heavily dependant on selling things to other civs, I need to be able to get the last credit out of them.
Reply #21 Top
Steevo,

The ship loading sliders provide both bulk and fine adjustments if you have a mouse wheel, or through use of the grab and slide technique (grab and pull the slider tab). Then fine adjustment is done by soft touches to the mouse wheel or by clicking the arrows or slider background. This is why I mentioned the ship loader sliders.
Reply #22 Top
thanks Jack, didn't read your post properly, sorry. Seems ok then! Next.. ;p
Reply #23 Top
Here's a bug I don't recall seeing mentiond before. I'm in the middle of an extremely seesawing game, in which first I was fighting the Altarians, and now the Arceans. I had quite a few starbases on resources, which the Altarins destroyed before I finally brought them down. Then I tried to rebuild starbases on those same resources, but the game wouldn't let my constuctors enter the resource space. I'd move on to another resource, only to notice shortly afterward that the Arceans had built a base on the same resource which the game wouldn't let me access. This happened quite a few times, altho not always, and it was irritating to beat the Arceans to the resource, only to be unable to harvest it, and then have the Arceans come along and take it with no problem.

And, a minor spelling error. In the message about the riot on the Prison Planet there's a warning against "rouge ships." Unless we should be worried about ships wearing makeup, it should be "rogue ships." :-)
Reply #24 Top
'Then I tried to rebuild starbases on those same resources, but the game wouldn't let my constuctors enter the resource space. I'd move on to another resource, only to notice shortly afterward that the Arceans had built a base on the same resource which the game wouldn't let me access. This happened quite a few times, altho not always, and it was irritating to beat the Arceans to the resource, only to be unable to harvest it, and then have the Arceans come along and take it with no problem.'

It's a known bug. Only the player cannot rebuild, and then only if it was the player's starbase that was there. If you can destroy the AI starbases that are there now, you should be able to rebuild.
Reply #25 Top
Are the AI allowed to trade Technologie even without Universal Translator?

If this isnt the case then the AI is again have a other Techtree then the Player >:(! In my curent game 2 AIs already have the Shield Technologie but it looks like they dont have researched the deflector Technology and non of the AIs I found have the Universal Translator technologie.

It could be that a other AI I dont have found till now is much faster in the research then me but I dont think this is the case.