Well, I'll still have to mess with the innards of Pear whatever way we end up fixing the problem. I tweaked the dialog order stuff again yesterday, but I want to test it more to make sure that I didn't miss anything.
CariElf
I don't think that they start with the battleship technology, otherwise it would show up on the tradescreen...
I know what you mean. Currently Pear doesn't support it, which means that I'd have to mess with its innards...I can put it on my list of suggestions though.
Yeah, I haven't been able to set a habit of posting the list of bugs supposedly fixed. I'll try to remember to do it for the next one.
Hagmanti: The only thing that I can think of without seeing the saved game is that your morale must be very low. Once your morale drops, your production goes down, which means that you have less resources to build with, which means that your people get unhappy because you're not building them social projects. Running a deficit and/or having high taxes will make your morale go down. If this doesn't sound like it addresses your problem, please send me your saved game file to <
I've been going through this long list cataloging the individual bug reports and the last one has just blown my mind...the only thing that I can think of is that maybe the focus got messed up like with the sticky slider buttons... Fredrik, you said that your saved game will reproduce this situation?
Hmm...so it's not resetting itself...
Jusjoly: yes, if the turn button is still stuck when you re-load the save game...but it does sound like your build wasn't updated completely... --Cari [email protected]
Hmm...it's a divide by zero bug though, so it shouldn't be anything to do with the missing sprites...I'll pass this along to the guys who worked on the invasion screen.
There's about a 20% chance that a ship will regain a hitpoint on a given turn. Being in orbit doesn't increase this chance, but since it's in orbit, the star has a greater defense value which makes it less likely to be attacked.
Not when something else is popped up anyway. Right now, when anomaly pop ups are queued, they don't come up until the end of the turn so that I don't have to worry about the update code trying to update an anomaly that isn't there (and therefore crashing) but we need to work on the way that stuff is updated anyway. Once the update code is cleaned up a bit, I wouldn't have to wait until the end of the turn so there would be less confusion.
It probably didn't get removed from Brad's directory, since he makes the drengin build from his directory.
The top button with a sideways arrow is Sentry. The next one down is Guard. The last one is Decomission. To center on your selected ship, you can click on your logo above the number of moves that you have left.
Ok, I #ifdefed out the reports so that they won't appear in builds that we define as being release builds (because they're really still compiled in debug mode for now)
Actually, I don't even have that file in my cvs directory anymore so maybe it should have been deleted by the DCM...
Urgh...either this is a really old note or CVS is messing up our text files again...
Fixed the disappearing scrollbar, but I haven't had a chance to figure out why only 2 events will appear in the list when 3 are supposed to fit...one of the gfx is evidently a bit too large...
I think that I have fixed the problem with the occasional crash when loading/starting a new game from within a game.
OK, I'm pretty sure that this is fixed for good this time. If it occurs with the next build, it'll be caused by yet another problem...
I was playing a game today (with autoturn) where I manually moved my flag ship into an anomaly, and it was the last ship to move, and it popped up the anomaly screen and the colonize screen at the same time. This makes me think that maybe the anomoly messages should all be queued, not just the ones that you run into on auto-pilot, in addition to the confusion of when an anomaly dialog will pop up.
Ships recover hit points over time. Eventually, you'll be able to repair them. If you put it in the star system, it'll be protected better.
Paul: you could always make your own version by changing the text in English.str. :D
God King, by your first bug report do you mean that the focus gets stuck on that slider if you happen to catch it the wrong way? If so, that is on my list. If not, I'm not sure what you're talking about. The default setting for any game, new or loaded, is to start at the research screen. I'll check out the re-initialization for the selected tech. It should still research that tech even if it's not being shown as selected. The stuck button should be taken care of in the next
It is random right now, but we are going to fix it so that everyone starts with some breathing room.
Except for tactical reasons (like having a jumping off point to invade the AI players) there's not much point in colonizing a planet below class 15 or 14 because it takes a lot longer to build anything on it since the resources are so low. The number of habitable planets in the game is based off of the slider that you set on the setup screen. The quality of the planet then determines how good its resources is, will affect the morale of its population (which in turn affects their prod