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Author Topic: 4X/Grand Strategy Game Alliance of the Sacred Suns - Soon On Steam!  (Read 102310 times)

Texashawk

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Re: ALPHA .225 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #165 on: May 20, 2014, 03:39:09 pm »

Can't wait to see .226 live.

Well, your wait is over! .226 is available!

Here is the full changelog. I spent a LOT of time on the UI scaling, and though there are still a few things I'd like to get better, the game is VERY playable and pretty at most resolutions. I STRONGLY discourage playing at anything below 1280 width, however. I can't promise the quality of your results. The game looks great at 1440 X 900 and similar ratios. Have fun!

Imperia V.226 Final Change Log
5.20.14


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.
* Fixed a few bugs relating to assassinations.

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. May take several turns to resolve.
* 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. 
* Lowered base time cost of surveying and exploring to encourage it.
« Last Edit: May 20, 2014, 04:08:17 pm 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!

Witty

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #166 on: May 20, 2014, 06:18:16 pm »

Well, I'm happy to report that the scaling is working out pretty good on my end (1366 x 768), so I'd just like to personally thank you for taking the time to make that possible.

However, after my world generated, I clicked on a governor of some planet and caused a crash, so there's that. When I have more time I'll try to play a longer session.
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #167 on: May 20, 2014, 07:54:22 pm »

Well, I'm happy to report that the scaling is working out pretty good on my end (1366 x 768), so I'd just like to personally thank you for taking the time to make that possible.

However, after my world generated, I clicked on a governor of some planet and caused a crash, so there's that. When I have more time I'll try to play a longer session.

Glad and sorry to hear it. Odd, since I didn't do that much with viceroys. Usually a crash will occur when the program is expecting something to be there, and it's not. If you have any details, I'll look into it, or if you can reproduce it. Thanks Witty!
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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!

EuchreJack

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #168 on: May 20, 2014, 08:15:03 pm »

Well, I'm happy to report that the scaling is working out pretty good on my end (1366 x 768), so I'd just like to personally thank you for taking the time to make that possible.

However, after my world generated, I clicked on a governor of some planet and caused a crash, so there's that. When I have more time I'll try to play a longer session.

Glad and sorry to hear it. Odd, since I didn't do that much with viceroys. Usually a crash will occur when the program is expecting something to be there, and it's not. If you have any details, I'll look into it, or if you can reproduce it. Thanks Witty!

I can recreate it.  Seems every time I click on any viceroy, the game crashes.  Game goes white, then crashes.

I'm not complaining, mind you.  I had lots of time to monkey around with viceroys when I couldn't issue planet edicts in the previous version (resolution issues).  Now I can experiment with planetary edicts, yay!

EDIT: Dunno if related to viceroy bug, but it seems I can't spend System ADM on any edicts.  For instance, on planet edicts I can spend all other types, but not system Admin.

Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #169 on: May 20, 2014, 08:43:45 pm »

Well, I'm happy to report that the scaling is working out pretty good on my end (1366 x 768), so I'd just like to personally thank you for taking the time to make that possible.

However, after my world generated, I clicked on a governor of some planet and caused a crash, so there's that. When I have more time I'll try to play a longer session.

Glad and sorry to hear it. Odd, since I didn't do that much with viceroys. Usually a crash will occur when the program is expecting something to be there, and it's not. If you have any details, I'll look into it, or if you can reproduce it. Thanks Witty!

I can recreate it.  Seems every time I click on any viceroy, the game crashes.  Game goes white, then crashes.

I'm not complaining, mind you.  I had lots of time to monkey around with viceroys when I couldn't issue planet edicts in the previous version (resolution issues).  Now I can experiment with planetary edicts, yay!

EDIT: Dunno if related to viceroy bug, but it seems I can't spend System ADM on any edicts.  For instance, on planet edicts I can spend all other types, but not system Admin.

That is so bizarre. I'm playing the hell out of the installed version (that I downloaded from SF to test the file integrity) and I haven't had anything like that, even after starting several games. What resolution are you running - not that that should matter, but maybe there's something going on there. Sorry!

As far as system ADM, you can only spend it if you have a system capital in the system, which many systems do not. Can you verify if there is a system capital and that is not the planet you are trying to create an Edict on?
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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!

Sheb

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #170 on: May 21, 2014, 02:16:25 am »

Still got the same problem with the game refusing to play. I'm feeling like I'm probably doing something stupidly wrong, could someone make an incredibly detailed how-to to playing this?
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Zireael

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #171 on: May 21, 2014, 02:24:01 am »

Any logs I could check? Getting the same crash as in .225, and I've verified that the music does play. In fact, it plays for a second or two after the display CTDs.
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Xinvoker

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #172 on: May 21, 2014, 03:06:02 am »

Well, the good news is I can do everything I could do before, no governor crashes for me.
Imperia.application didn't work because I had the previous version installed, but I got in the application files and launched imperia.exe directly, that worked.

I haven't played yet, but apparently abandoning planets is no longer a viable strategy with the new 100+ ADM costs.
More on the balance changes later, though I can safely say it looks super tough atm.
The "center astro screen to system with right click"  feature is buggy because it centers even when I pan around, holding right click down. Should be made to work with releasing the button,  not simply pressing it.
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Nelia Hawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #173 on: May 21, 2014, 03:30:10 am »

gave this a quick test before sleeping yesterday and here are a few minor bugs/ideas/reminders i noticed (but yeah its alpha so no big deal that stuff like a menu is missing :D):

-1280x768 res, the text at the bottom of the screen when you start a new game is a bit off the sides left and right. ("generating new ... this can take a few moments... something something" text)

-main map screen, rightclick scrolls the map but if you get near a system while scrolling it jumps around as it focuses on what planetsystem your mouse cursor is near... maybe disable the left system window popup and "map zoom focus on system" if you hold right mouse button so you can just scroll freely.

-if a system is right under the top menu bar and you move the mouse to the top bar it shows the system info on the left of the system the mouse cursor is over behind the menu bar. like the main map behind has priority over the menu bar? (maybe some day a mouseover tooltip of whatever your mouse is over on the menu bar gets shown instead)

-esc just quits the game... probably should at some point open a menu to load save quit to main menu/quit game and not instantly close everything. (also options menu at some point with i.e. music/sfx/master audio sliders)

-the font is a bit... weird to read... i.e. especially the diagonal middle line of the number "2", maybe because the interface is scaled down to 1280x768? (no idea maybe i was just too tired though when i did quickly take a look at this)
« Last Edit: May 21, 2014, 03:32:42 am by Nelia Hawk »
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ptb_ptb

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #174 on: May 21, 2014, 03:35:54 am »

One of my planets is called "Galaxia". It's a sucky little desert planet with no starbase.

Options:
1) Build starbase - estimated to take 112 months.
2) Abandon planet - req. 54 Adm.
3) Rename planet to "We're Fucked" - req. 5 Adm.

I think my course is clear.

[EDIT] ================

Game crashed. :( No debug log?

Crashed when clicking the 'Intel' button the first month after assigning 10 operatives (level 3) to spy on a planet governor I wanted to assassinate.
« Last Edit: May 21, 2014, 03:47:35 am by ptb_ptb »
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Duuvian

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #175 on: May 21, 2014, 04:35:18 am »

Downloading to check this out, I'll let you know!

EDIT: The game crashes in 1024x768 but not 1920x1080 when you try to contact a planet governor.


Some odd stuff:

One of the games I started with a $110 million shortfall and was unable to figure out how to turn that around before the Empire was drained of cash. I tried building a spaceport on the capital planet to see if it would work and because it seemed like a reasonable thing to do. Unfortunately after advancing enough months past the estimated time it didn't seem to complete? I understand it's an estimate, so perhaps that was the issue, but it also told me something along the lines it was only just then getting out of committee?

One of my planets had a MASSIVE infrastructure/subsidy cost, and comprised about 1/3 the Empire deficit by itself. Pleading with the governor to reduce the subsidy was successful, but did not have much effect. Over and over I spent all my admin on requesting a lower subsidy, and while usually successful it only lowered it slightly considering how much adm I used.

My governors seemed to enjoy raising the income taxes suicidally high, especially when the populace was already kind of angry about running out of materials. Luckily they will lower income taxes when requested. I am unsure if they re-raise taxes the next month or not.

One of my planets was specialized in farming yet was losing massive amounts in agriculture but turning a small profit in manufacturing.

One of my planets had 0 agriculture level, but the Governor kept telling me they had enough agriculture on the planet despite having double digit unemployment.

In that same game some of my colonies ran out of materials and there was no way to build a spaceport in time, assuming I handled it correctly.

I started a new game and this time the Empire not only started with more money but also seems to have a surplus of about the same amount I was losing every month in the previous game.

Suggestions: Add a Yes/no box when escape button is pressed. Add a save game function.
« Last Edit: May 21, 2014, 06:57:34 am by Duuvian »
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
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Silicoid

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #176 on: May 21, 2014, 04:48:13 am »

If you attempt to contact any of your governors the game crashes in this version.
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Xinvoker

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #177 on: May 21, 2014, 06:37:38 am »

The terraform edict has disappeared from all planets, I imagine that's accidental.
edit: Ah, not all. I think it's just terrestrial planets that can't be terraformed anymore, even if their bio rating is not great.
« Last Edit: May 21, 2014, 06:41:11 am by Xinvoker »
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Duuvian

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #178 on: May 21, 2014, 06:44:19 am »

I think there is a limit to how much they can be terraformed, though I'm just guessing as there is a message that says they have hit their limit sometimes in the upper right.
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FINISHED original composition:
https://app.box.com/s/jq526ppvri67astrc23bwvgrkxaicedj

Sort of finished and awaiting remix due to loss of most recent song file before addition of drums:
https://www.box.com/s/s3oba05kh8mfi3sorjm0 <-zguit

Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #179 on: May 21, 2014, 07:22:46 am »

I think there is a limit to how much they can be terraformed, though I'm just guessing as there is a message that says they have hit their limit sometimes in the upper right.

Not a hard limit, but it gets harder to terraform an already-nice planet. PLanets can only be terraformed if they are in range of a planet in the sector with at least a level II starbase. You can hit 'M' on the main map to see. That's why its so important to build a network of starbases - the previous administration didn't do you any favors! You also need lev II starbases to colonize, survey a planet, terraform, and set up outposts.
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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!
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