Friday's build (for Cari, Alex, Mike, Kris, Scott, Paul, etc. too)
from
Stardock Forums
There's a new build up.
Amongst the improvements:
+ Ships on auto pilot move AFTER you hit the turn button (instead at the beginning of a turn). This way if youw ant them to do something else that turn, they still have their moves left.
+ General better control of ships
+ I created an example of an anomoly to show how you do it. In the \data directory there is a new .anamoly file and I just made a PCX. Right now the only anamoly class available is money but this shows you the basics of what's involved.
+ Tweaks to star ships
+ Tweaks to improvements
+ New improvement type: Planetary quality one. This wasn't in the OS/2 version. Basically a lot of calculations are based on the quality of the planet. With C++ I just use pPlanet->GetPlanetQuality();. That used to just return the value of the planet (i.e. ulQuality). Well, we figured it would be more interesting if you could make improvements that affect that. Soil Improvement, afterall, is something that improves the quality of a planet, not something that just improves the economy or something.
+ Planets will increase population while their population is >40% but they will not go 300X greater than their planet quality rating (i.e. class 20 planet won't go higher than 6 billion in population without improvements).
+ Morale tweaked to make it easier to start out with good morale.
+ Fixed a bug where economic improvements improved
social production.
+ Lots of Misc bug fixes put in.
## BUGS FOUND ##
- I had a star ship literally run away from me. No matter what I would do with it, it just wanted to go north. No idea why.
- When AI's hit anamolies, they bring up the anamoly screen. There needs to be a check on that.
- We MUST fix the random context window switch problem. Very frustrating. I'll be looking at a star system (planet list) and it'll just turn back to the other one. This is particularly annoying when I'm about to colonize and that window goes away on its own!!!!
- FOG of war ain't. I see plenty of ships moving around.
FOR NEXT WEEK:
* Full word wrap on events.
* Bug fixes for the above things
* Rehandlings of the basic diplomacy (relations will be NULL until you come into contact with one of them.
* If you have relations of any kind with a civilization, you'll be able to see what sectors they control.
* Some additional sound effects
* Some music added.
Amongst the improvements:
+ Ships on auto pilot move AFTER you hit the turn button (instead at the beginning of a turn). This way if youw ant them to do something else that turn, they still have their moves left.
+ General better control of ships
+ I created an example of an anomoly to show how you do it. In the \data directory there is a new .anamoly file and I just made a PCX. Right now the only anamoly class available is money but this shows you the basics of what's involved.
+ Tweaks to star ships
+ Tweaks to improvements
+ New improvement type: Planetary quality one. This wasn't in the OS/2 version. Basically a lot of calculations are based on the quality of the planet. With C++ I just use pPlanet->GetPlanetQuality();. That used to just return the value of the planet (i.e. ulQuality). Well, we figured it would be more interesting if you could make improvements that affect that. Soil Improvement, afterall, is something that improves the quality of a planet, not something that just improves the economy or something.
+ Planets will increase population while their population is >40% but they will not go 300X greater than their planet quality rating (i.e. class 20 planet won't go higher than 6 billion in population without improvements).
+ Morale tweaked to make it easier to start out with good morale.
+ Fixed a bug where economic improvements improved
social production.
+ Lots of Misc bug fixes put in.
## BUGS FOUND ##
- I had a star ship literally run away from me. No matter what I would do with it, it just wanted to go north. No idea why.
- When AI's hit anamolies, they bring up the anamoly screen. There needs to be a check on that.
- We MUST fix the random context window switch problem. Very frustrating. I'll be looking at a star system (planet list) and it'll just turn back to the other one. This is particularly annoying when I'm about to colonize and that window goes away on its own!!!!
- FOG of war ain't. I see plenty of ships moving around.
FOR NEXT WEEK:
* Full word wrap on events.
* Bug fixes for the above things
* Rehandlings of the basic diplomacy (relations will be NULL until you come into contact with one of them.
* If you have relations of any kind with a civilization, you'll be able to see what sectors they control.
* Some additional sound effects
* Some music added.