Yeah, that should be an easy fix. I'll put it on the list!
ScottTykoski
Yeah, things are quickly heating up as December draws nearer, so our responciveness to the boards may seem lagging. Trust me though, time not spent on the board is being put to good use, implementing some of the features that (I think) are really going to considerably raise the game's fun factor. Here's some of the features to look forward to in the upcoming November release (no, not sure of the date yet :() -cultural influence: By far the biggest feature implemented will be
I think I have a lead in your problem, Delmiko! :) After uploading the newest code to my home computer, I got a game crash right after the "alien setup" screen. Upon further searching, It appears the issue may lye with the anomalies. THe game was trying to make them, but not finding any "types", so it would crash. I'll see what I can do, and hopefully we can resolve the bug before the next build! ;)
Yeah, eventually you'll start stealing techs from a civ where you're epsionage is jsut through the roof. As for couter-espionage...this is certainly feasible. It's more a matter of finding a place to put the slider. :) I'll throw the idea into the ring here at the office and see how others like it.
As the game progresses, your civilization may be held to a number of rules it disagree's with. When you're not allowed to attack enemy freighters, prevented from probing anomalies outside your sector, and restricted to upgrading starbases with no more than 3 military modules...you may start to feel resentment towards the United Planets. This is where you'll always have the option of leaving the UP Councel. You will be free from following their rules, but will lose the ability to trade
Yes, you read this correctly and it's actually already been implemented (Though it really only applies to humans, since aliens wont leave the UP). If you leave, trade routes are broken and you can no longer send a freighter into a alien starsystem (you can make them, but it ends up being a waste of money). As for Non-UP races trading with other non-up races...I'm not sure. It's pretty foolish to leave the UP, since the laws it enforces do more good than harm, so I doubt there's any
As of right now, once you've reached an espionage level, you'll stay at the point for the rest of the game. You can stop putting money in but still have the knowledge of, say, the current technology they're researching. Eventually (and this is open for discussion), we'd like to incorporate Espionage tactics, where you can click on an enemy starsystem, and for a certain number of Esionage Points you'll be able to find out what a planet's stats. These points are deducted, but you get th
hehe This is actually the beginnings of a feature where, as the morality of the human race changes, aspects of the main UI will change as well. It's drastic now just so we know the code is in place and working correctly. The next step wil be for the GFX department to make several different Main Gamescreens...one for Chaotic Evil, Evil, Good, and Chaotic Good. The blue color change jsut meens that you've gone from "Neutral" morality status to "Good" status. If you've chosen a
Crap. This was code to fix an internal gripe where the governor wouldn't start working if his BuildList was set after being assigned to a planet. I should be able to fix this, though. by checking to see if the planet is working on "nothing" before changing the current project being built. This should be fixed for the next build :)
My fault. I wasn't checking to see if the MinorRaces were still alive. Zombie races would quickly get their revenge by breaking my "Minor Race Screen" code. :( This has been fixed, though.
Its a Graphical Error..not all the enemy icons have been encoded for the advanced ships. THe gfx team will be on this when their list becomes a bit more bearable :) (Cut-scenes have become top-priority in their dept. for the moment.)
YEah, i think we're up to 15 issues internally, ranging from Galactic Olympics to an enforced Trade Federation to an Universal end of all current wars. It'll spice the game up a bit, I'm sure. :)
Actually, if you could send it my way as well...I implemented the governors, so it'd be more appropriate for me to fix it (Cari has enough to worry about without dealing with my bugs too) ;)
1. Ability of SB to help repair damaged ship? >Yes. Question is, should this be an extention of the shipdocking ability (only ships docked at the base are repaired) or a sectorwide bonus (all allied ships in the sector repair faster). Or both? 2. Ability of SB to help with Sci. Research? >Yes. 3. Ability of starbases to increase the defense value of all ships passing through sector (including freighters). >Yes 4. Ability of Starbases to block enemy ship
Hmm...we'll look into this one.
Expect to see some major changes in the Anomalies over the next few builds. Things will be a bit more random with more anomalies, events, and U.P. Issues being added to the mix. And I think the build posted over the weekend was more of a pre-releasse. So this is build still the official Beta 2.0, with the weekend build being "GalCiv beta 2 alpha"....or something like that :)
Hmm...is everybody else getting this? My Drengin build at home has updated the files correctly. :(
The sentry and guard buttons change to a large "build" button (at least, thats what is supposed to be ;)) Press that to build your starbase. We'll be tweaking the UI in the upcoming months to streamline alot of the usability issues...such as buttons that arn't very self-explanitory. The build button will be one of those :)
This problem has been fixed. :) We'll have it in for mondays official Beta2 release.
Hmmm...we've changed around the Random Event Window abit to allow stary text and images to be displayed in it. Perhaps something with the implementation is causing the slowdown. We'll look into it for monday.
Gross. Looks like the game dosen't like something we did :( We'll get those fixed for onday's build.
While I can empathize with players struggling with the game (I admit my suckiness... ranked 29th on the metaverse:(), let's just keep in mind the fact that much of the work thus far has been put into feature addition. With Beta2, we'll have much of the game's key components in, and time will be available to 1. add content and 2. play balance! This is half the fun behind making this game...we'll be able to grab these little loopholes that players find and teach the AI how to counter-move. I
Hmmm...I tried stacking over 30 ships on top of one-another, and I couldn't reproduce that top bug :( But I will be on the lookout for it. I'll also keep an eye open for that bottom bug!
The "YearsInEffect" variable has just reciently been added to the UPLaw Type, so if a previous game's been loaded, it may be getting a junk number. Or it's just been implemented wrong :( We'll check it out. ;)
Yeah, I'm guessing the "ship creation code" currently sets the Current HP/Moves remaining before factoring in the bonuses for these two attributes. If we switch it around, calculate the Max value, then set the Current value accordingly, it would fix these problems. As for other ship attributes getting messed up, I havn't seen any problems with bonuses not getting added in. Let us know if the numbers do get messed up for any reason, we'll fix it in a jiff!