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Author Topic: 4X/Grand Strategy Game Alliance of the Sacred Suns - Soon On Steam!  (Read 102269 times)

EuchreJack

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #135 on: May 14, 2014, 11:10:12 pm »

I'm looking forward to the version where lower resolutions can fiddle with the planet edicts, as that seems to be where the meat is currently.

Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #136 on: May 14, 2014, 11:53:16 pm »

I'm looking forward to the version where lower resolutions can fiddle with the planet edicts, as that seems to be where the meat is currently.

Yes it is. It will be in the next update along with the bug fixes and some new stuff!
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Zireael

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #137 on: May 15, 2014, 01:16:49 am »

Launches, reacts to SPACE/ESC properly generates a quadrant, shows the current date and then just crashes a moment or two later.
Actually, it crashes so fast that I have no chance to click on any screen.

1280x1024. Tried to change the graphic card it's supposed to use (I have a dual-card laptop), no dice.

Sorry to hear that Zireael. I know that's got to be frustrating. What kind of video card do you have? I knew you said it was dual. The problem is that so few people are reporting issues that there isn't one 'trend' I can pick up to help diagnose. Does it crash before or after the quadrant display shows up? And does the music play?

The quadrant display does show up. I play with my speakers off, so I don't know about the music, might give it one more try.
The cards are Intel HD 4000/ Radeon M 6630.
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Xinvoker

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #138 on: May 15, 2014, 11:06:08 am »

Is there any way at all to view the trade flows? There should be.
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Hanzoku

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #139 on: May 15, 2014, 12:42:45 pm »

There will be eventually, but the economic screen wasn't in this build.
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ptb_ptb

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #140 on: May 15, 2014, 03:06:33 pm »

All my viceroys are evil. I need assassins.  ::)
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Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #141 on: May 15, 2014, 04:39:14 pm »

All my viceroys are evil. I need assassins.  ::)

Then you'll love the next build.  ;D But at least you can blackmail them... Hopefully. Set up an intel network on your planet and let your informers start digging!
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #142 on: May 15, 2014, 04:40:30 pm »

Is there any way at all to view the trade flows? There should be.

There will be. The financial screen and the intel screen will have this info, and there will probably be a tooltip as well.
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Silicoid

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #143 on: May 16, 2014, 08:48:51 pm »

The GUI is pretty clean and easy to use, at least what I could see of it due to the resolution issue.  Seems interesting.
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Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #144 on: May 16, 2014, 09:14:50 pm »

The GUI is pretty clean and easy to use, at least what I could see of it due to the resolution issue.  Seems interesting.

Thanks! .226 has a lot of fixes and the resolution fix as well. I'm trying to get it out ASAP since I know a lot of people are waiting for it to play properly.
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #145 on: May 17, 2014, 11:08:44 pm »

.226 update is imminent. Probably by Monday. Everything is done, just testing.  :D

Some good stuff:

*UPDATED* Added a lot of good stuff while I was at it.

Imperia V.226 Change Log
5.19.14

Fixes
* Fixed bug where deleting a system edict caused crash
* Fixed ‘rounding’ bug when adding Influence to an Edict
* Fixed rare bug where planets had identical populations and the Intel screen was accessed
* Fixed bug where crash occurs if you abandon a planet or system with active Edicts that are not completed that turn
* Fixed bug where viceroy would refuse to expand a sector based on the fact that the planet was losing money when it fact it was not
* Fixed bug where expanding a planet economy could cause the development level to go above the maximum
* Fixed bug where Edict ADM values in selection lists would not always match up with Edict Creation screen ADM values
* Fixed bug where if the system capital was abandoned and no other planet was in the sector, the sector would still remain active, even though there was no population, and the governors would still be assigned to an empty sector/system. Now all governors are removed from office, the sector is made inactive, and any money in the sector treasury goes into the Empire treasury.

Changes/Additions
* Added full resolution support across all screens, including the planet screen
* Improved look of most resolutions by scaling all viewports and graphics more precisely – continued work on this will be ongoing
* Added some of Nadia’s awesome planets, especially gas giants
* Dimmed out buttons on button bar which don’t function yet to minimize confusion
* Changed economic model to now take planetary subsidies if needed from sector treasuries first before the Imperial treasury. This will promote developing stronger sectors while penalizing weak economic sectors in assisting their system’s projects, since if they go broke the sector will now receive a subsidy from the Empire with a small efficiency penalty depending on distance
* With this change, added AI for sector governors to adjust the sector tax as needed, depending on their intelligence, greed, and other traits
* Added right-click on system will center functionality on the quadrant map. This is experimental and may be removed or optioned depending on feedback.
* Added assigning system to new sector edict, and added UI functionality to allow other edicts with secondary choices (such as designations)
* Added new planetary edict – change primary designation
* Added 2 new designations – government nexus and material production world
* Added more system and planet names, and eliminated duplicate planet/system names - may have fixed a bug related to duplicate names
* Added basic designation effects – i.e. heavy production worlds now have negative terraforming modifiers, but greater wages, etc.
* Added attempt to assassinate character action – must have active informer network and costs 5 Tyrannical Influence. More informers improves chance; a high character Power and Intelligence lowers it
* Some small calculating efficiency gains, especially between turns
* Added check to potentially add ADM for emperor every year
* Added more reactions to events and emperor Edicts that affect governors and viceroys, especially changing system assignments
* Some small graphics improvements/changes

Balance
* Some cost/edict balances; some items cost less ADM, some more (a few were 1 ADM for testing, those have been changed)
* Material production is now considerably more profitable per mTon (to counterbalance increased costs for setting up and maintaining manufacturing) ($10 vs. $4)
* Science production is more costly due to impending Science system addition, prepare for costs!
* Planet ADM has been tweaked upward for sectors and the Imperial capital
* ADM efficiency has been increased from 6:1 to 5:1 for Empire ADM used for planetary Edicts
* Increased empire possible minimum Base Engine Range so that missions are easier (will probably change once science is available, as this will be available to improve)
* Significantly increased effect of Loyalty on Edict completion. Now you will absolutely have to get your leaders into line somehow if you want your more advanced Edicts to be completed this decade. 

« Last Edit: May 19, 2014, 01:04:03 am by Texashawk »
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

a1s

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #146 on: May 17, 2014, 11:33:00 pm »

Everything is done, just testing.
You know we'd be happy to do that for you, right? ;D
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Toaster

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #147 on: May 17, 2014, 11:43:12 pm »

I assume at this point, it's more "does it crash when I look at a planet" testing than making sure everything is perfect.
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Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #148 on: May 17, 2014, 11:51:12 pm »

I assume at this point, it's more "does it crash when I look at a planet" testing than making sure everything is perfect.

That, and testing the resolution changes across many different aspect ratios. I really wish I had waited to release until I had fixed this part - turns out many people don't have access to 1080p screens, and thus were unable to play the game properly. Thus, I want to really make sure it works well. And I don't want crashes when looking at a planet, either.  :P
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Developer of Alliance of the Sacred Suns, nee Imperia. Not Steve Walmsley. But he's great.
Find out more about the game at http://www.allianceofthesacredsuns.com!

Zireael

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #149 on: May 18, 2014, 04:16:30 am »

Great, gonna grab 226 when its out and see if the improved resolution support fixed the crash.
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