Friday's build (for Cari, Alex, Mike, Kris, Scott, Paul, etc. too)

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.


163 views 13 replies
Reply #1 Top
Ahh.. Ok..

:d
Reply #2 Top
Get to installation window, having manually set the proxy. Click install. "Error - cannot retrieve file".

*sigh*
Reply #3 Top
Cool.

I dont know if it's sopposed to be ok, but the buttons next to the military/social/research sliders misbehave.. Right now the social- does military-, the reseach+ does research- and vice versa, social+ does social-, the military+ does nothing, military- does military+.
Reply #4 Top
I clicked on an enemy colony ship with my scout, and after that I coulnt get it to stop folloing that ship. I clicked everywhere on the map ;p but it would still show the ship as route target (green ring) next turn.
Reply #5 Top
When successfully trying to reproduce the error with the scout auto-route, the turn-button froze at a pressed-in location. This happened right after the first AI move of the ship I selected to reproduce the error. Just after the route selection shifted from red circle to green circle. With the turn-button like that I couldnt go to next turn.
Reply #6 Top
*sigh*

When trying (successfully) to recreate the sticky turn-button behaviour...I got another error. The colony ship moves without me ginving it orders.

1. Start a tiny galaxy with all enemies.
2. Dont do anything but give the scout order to go to the enemys colony ship.
3. When the scout reaches the enemy colony-ship your own clony ship starts moving..
Reply #8 Top
The old - "When having a planet near the edge" problem is still present. Dont know if it was exactly the same but I just lost my scout. It was in orbit, and when I clicked on it to get it out of orbit, the main view suddenly focused on a completely different quadrant and the ship was lost. I couldnt find it anywhere. Not in orbit and not near my planet. The findbutton didnt find it either.

Debug Message: Error. No available spaces around star.
Debug Message: Make Ship Leave Orbit: Brad Version

That's about all I could find useful in the error-file.

Hmm that was the last post from me in a little while. It's 4am, seems to find most stuff then. LOL
Reply #9 Top
When trying to move the tax-slider (or others too) with left/right/up/down arrow keys the ships moves instead. (the one I cant see since the economics-screen is up)

I'd like to be able to move the sliders with hte arrow-keys, or at least have the keys deactivated while the economics-screen is up.
Reply #10 Top
I had my HD gone north too as the Brad's ship, but I see Frederik has done also my work.
I should be back to work soon...
I owe you a beer ;)
Gherardo
Reply #11 Top
Hopefully Cari will solve this today. I'll find out soon. Will talk to Mike as well.
Reply #12 Top
Fredrik: to cancel its destination, select it again. I'll fix it so that it will actually change its destination.