Yep, they will have tracks in the final game. I don't know if we're going to post another build until the beta though...
CariElf
John, I wasn't being critical, I just wanted clarification. I should also clarify that by "friendly" ship I mean one of your own ships. You can't occupy the same space as an alien attack ship. (Or at least you shouldn't be able to.) I think that there must be "ghost" ships in the planet that aren't allowing the transport to take over.
You might want to be able to see how much another ship is, in which case showing the remaining cost would be confusing. Alex is going to probably hate this suggestion, but maybe we could put the remaining cost at the bottom where the current information is displayed. But is the remaining cost more useful to know than the turns (months) remaining? If you purchase a ship, it's important (but it's usually at least twice what it would be to build it) but otherwise it's resources and time that's im
Um....it should be possible...I'll throw a couple of breakpoints in to see how well it detects a ship's proximity to an anomoly.
Ick...that top logical address appears to be for one of the ship functions...so either a ship got destroyed and the engine attempted to update it, or it wasn't fully created/initialized before the engine attempted to update it...
Ok, I think that I just fixed that...there was only one place in the code where the spend rate appeared to be set to the tax rate...obviously a cut and paste error on someone's part...
Erm...it shouldn't find any ships on auto-pilot...unless maybe the last selected ship was on auto-pilot and it couldn't find any new ships, or it started without a ship selected...I'm investigating this now.
Umm...you should be able to right click on a ship that is on auto-pilot and cancel its moves without having to left click on it first. If you can't, that's problems with the hit detection...I'll check it out.
Well it does have to load all those lovely screens you're making...
You attacked a colony ship of one of the aliens?
Yeah...somehow the function that adds the ships to the shiplist was getting called more than once.
Oh, you mean setting the enemy planet's projects to nothing...you must have gotten the debug version...
Um, it doesn't show as being updated, but it is subtracted...the purchase button should disappear once you have no money...and it does. However, as long as you have a positive balance, (zero is not positive or negative) you will be able to purchase anything, since it doesn't check to see if you have enough money before letting you purchase it. I added a line of code to make it update the display at the top of the screen.
John: delete your Event.civ files from your SavedGames\Test\ folder or SavedGames\AutoSave\ depending on which one is giving you trouble. Paul: if you couldn't have friendly ships occupy the same tile (sectors are marked by the green lines) then you could have friendly ships messing up pathfinding, and potentially not have ships leave orbit.
Uh.....No, I hadn't thought of that. I did it for the autosave/restore stuff but not for the load buttons. Obviously, since there is no save/load screen, it's not a complete feature. I just wanted to get the initial stuff working until the artists could get me some graphics for the screen.
Yeah...I just looked at the AddLease function, and it subtracts the initial payment from your money, and it's called as soon as you hit the accept button...
Ick..that bug should have already been fixed...possibly another overwritten change...
Umm...where are you doing this?
Umm...if you clicked on it in the ship list, did it select it (and show its info in the little display in the lower right hand corner of the sector map)?
Originally, the color of the font displaying the money at the top of the screen changed to yellow when you started deficit spending, and turns to red when you actually start spending money that you don't have. We're now using an alpha blended font, which you can't change the color without actually changing the font. Either this problem got lost in the shuffle of trying to get a build out yesterday, or it did get fixed and CVS overwrote the change.
Um, I think if one of the ships has no attack value it's possible. Ships that can attack each other can't occupy the same space because otherwise it really messes up with the hit detection, and the explosion animation would be confusing.
No, I mean the files named Event.civ0 through Event.civ5
Thanks for the raves. I always prefer raves to ranting or bug reports. :)
You do take time to eat and sleep, don't you?
You will randomly get that crash no matter how you exit, because it still calls the same code. Something is getting deleted and then the game loop attempts to update it, and of course there's only junk there, so it crashes. We've been concentrating more on gameplay stability, so we haven't really put a lot of time into debugging the crash on exit bug, since it can't be reproduced every time anyway. Somewhere an array is being overwritten...