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Author Topic: 4X/Grand Strategy Game Alliance of the Sacred Suns - Soon On Steam!  (Read 102341 times)

Retropunch

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #195 on: May 21, 2014, 11:11:52 am »

As far as UI goes, I'd suggest finding a high quality and thicker font as sometimes the font looks a bit spindly somehow.

I'd also suggest for tables like the intel ministry one in Xinvokers spoiler for it to be a proper table and maybe change the background of each second row so it's easier to read. I'd also possibly lighten and de-saturate the background a bit so it's less of an aggressive blue as currently it's a bit distracting.

Just some thoughts - keep up the awesome work!
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With enough work and polish, it could have been a forgettable flash game on Kongregate.

taat

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #196 on: May 21, 2014, 12:23:02 pm »

I'm having a problem where the game crashes when you mouse over a planet that is colonized or pressing the intel button.
same problem was in the .225 version too.

specs are:

win 7 64 bit
i7-2600k
8 gb ram
radeon hd 6570
1920x1080

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Nelia Hawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #197 on: May 21, 2014, 01:06:23 pm »

i think the green arrow to scroll down available edicts in the planet screen might not work? res 1280x768
(after building a starbase2 more edict options appeared and i think one of the resource find edicts scrolled down too far so the green arrow to scroll appeared.)

also something might be "wrong" with the "imperial capital starbase IV" it should be version 4 or? so better than 2 that you need to terraform etc. but i.e. i didnt had any options for that on a uncolonized desert planet in the same system as the imperial capital with starbase IV.
i upgraded the starbase then and the IV actually disappeared no V version or so.
upgrading it again didnt seem to change much either... no VI and still no options for that desert planet.
didnt check if upgrading another planets starbase in the same system to I and II would give options for the desert planet though.

another game that had the imperial capital starbase IV and a III base on another planet did show the options to terraform etc.
it showed in another game with the IV and a II base too.
just when its the imperial capital IV and i.e. version I starbases in the system it doesnt show terraforming etc options as if the IV starbase doesnt exist.

not sure if IV is the max upgrade level for starbases but if yes shouldnt the edict to upgrade starbases disappear then? (as upgrading the imperial IV to V and VI made the number disappear i guess something bugged out there?  didnt test it on a new build starbase I somewhere alone and then upgrading it to II III IV and then check if its possible to upgrade to V and VI and if the "letters" show to check if its just the imperial one or all after upgrading to V.)
i kind of want little 6 month and 12 month end turn buttons...  just advancing 24 months for starbase upgrade tests is a bit clicky haha.
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Zireael

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #198 on: May 21, 2014, 01:57:53 pm »

Quote
I'm having a problem where the game crashes when you mouse over a planet that is colonized or pressing the intel button.

You're brilliant, taat! I've never clicked the intel button, so it must be the mouse-over thing - my cursor starts roughly in the middle and it's not possible to click anything without mousing over a planet on the way.
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #199 on: May 22, 2014, 12:30:59 am »

Quick question: What does a "Starship Production Center" do? It seems you can keep building them over and over.

For now, nothing really. Eventually, it is where your starships will be built. So you'll want to build these at high-production planets, since starships are material-heavy. I probably need to add some kind of 'perk' until this game system is implemented, eh?
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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 .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #200 on: May 22, 2014, 12:33:44 am »

As far as UI goes, I'd suggest finding a high quality and thicker font as sometimes the font looks a bit spindly somehow.

I'd also suggest for tables like the intel ministry one in Xinvokers spoiler for it to be a proper table and maybe change the background of each second row so it's easier to read. I'd also possibly lighten and de-saturate the background a bit so it's less of an aggressive blue as currently it's a bit distracting.

Just some thoughts - keep up the awesome work!

Thank you for the kind words! Yeah, I'm not thrilled with how XNA renders fonts. It's not the font, per se, it's the way its rendered - it is essentially a fixed sprite that scales up depending on the size. I'm looking into alternative ways to display text.

I do like Xinvoker's idea. I wanted to do a tree system from the beginning - honestly, the intel screen was programmed quick-and-dirty as a way for me to test the economy and see turn-by-turn evolution of each planet. But the plan was always to make the intel screen not only useful, but critical to plan your strategy.
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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 .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #201 on: May 22, 2014, 12:35:55 am »

I'm having a problem where the game crashes when you mouse over a planet that is colonized or pressing the intel button.
same problem was in the .225 version too.

specs are:

win 7 64 bit
i7-2600k
8 gb ram
radeon hd 6570
1920x1080

Hmmm. You say you mouse over a planet? On the system screen? Strange. The intel button issue I have already fixed from a previous post and will have in the next update, unless it crashes each and every game, which in that case it's graphical. Your resolution is what Imperia was originally designed for, so I can't imagine what graphic issues it could be. Does it happen each time you mouse over a planet, or just certain types? Thanks so much.
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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 .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #202 on: May 22, 2014, 12:50:04 am »

i think the green arrow to scroll down available edicts in the planet screen might not work? res 1280x768
(after building a starbase2 more edict options appeared and i think one of the resource find edicts scrolled down too far so the green arrow to scroll appeared.)

also something might be "wrong" with the "imperial capital starbase IV" it should be version 4 or? so better than 2 that you need to terraform etc. but i.e. i didnt had any options for that on a uncolonized desert planet in the same system as the imperial capital with starbase IV.
i upgraded the starbase then and the IV actually disappeared no V version or so.
upgrading it again didnt seem to change much either... no VI and still no options for that desert planet.
didnt check if upgrading another planets starbase in the same system to I and II would give options for the desert planet though.

another game that had the imperial capital starbase IV and a III base on another planet did show the options to terraform etc.
it showed in another game with the IV and a II base too.
just when its the imperial capital IV and i.e. version I starbases in the system it doesnt show terraforming etc options as if the IV starbase doesnt exist.

not sure if IV is the max upgrade level for starbases but if yes shouldnt the edict to upgrade starbases disappear then? (as upgrading the imperial IV to V and VI made the number disappear i guess something bugged out there?  didnt test it on a new build starbase I somewhere alone and then upgrading it to II III IV and then check if its possible to upgrade to V and VI and if the "letters" show to check if its just the imperial one or all after upgrading to V.)
i kind of want little 6 month and 12 month end turn buttons...  just advancing 24 months for starbase upgrade tests is a bit clicky haha.

Hmm. Thanks for playing Nelia Hawk (great name BTW!) Let's break it down:

Arrows - I'll check their functionality at smaller resolutions. I tried to test the graphics layout through several resolutions and ratios, but as with the character screen issue earlier, it's hard to get all the combinations tested. I'll check it out at your resolution.

As for the starbases... yes, you can only build up to level V, but I forgot to program a cap for that! That will be fixed for the next update. Everything else as working as designed. Let me explain.

There are two types of planetary Edicts - terrestrial Edicts, which can be supported by your planet's ground ADM and materials, and space Edicts, which require space engineering support of some kind to perform. It takes at least a level II starbase IN YOUR SECTOR and within range of your empire's engine technology (shown in green on the Quadrant View when you hit 'M' for mission mode) to perform a space Edict. Space Edicts are terraforming, colonizing, building an outpost, and surveying non-inhabited planets. Your empire capital falls outside these parameters, since it's not a sector capital, it doesn't provide support to a certain sector, even though it may be located within a sector (think Washington, DC). This is why it is critical to build a smart starbase network as soon as it is practical. For now, maintenance is not tracked, but when you have more advanced financial tools and reports, it will be. You will also be able to research longer-ranged engines, and faster warp drives (this will cut down on the length of Edicts, as they are distance-based if support comes farther away than the same system).

As for your last point - Trust me, when I add everything into this game that I have planned, you'd never want to skip a turn.  8)

Thanks so much for your feedback!
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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!

forsaken1111

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #203 on: May 22, 2014, 05:47:29 am »

Quick question: What does a "Starship Production Center" do? It seems you can keep building them over and over.

For now, nothing really. Eventually, it is where your starships will be built. So you'll want to build these at high-production planets, since starships are material-heavy. I probably need to add some kind of 'perk' until this game system is implemented, eh?
Perks for the starship production center could be something like cheaper/faster colonization, survey, etc?
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ptb_ptb

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #204 on: May 22, 2014, 06:42:55 am »

The last game I played I started with an empire that gained $3bn / month. Yeah, not million, BILLION. Sheer luck.

With that start I was able to make a fair go of it, but still ended up assassinated (I think). Died, either way.

I think the biggest problem I had was all the planets with zero in the mineral stockpile. Possibly I need to an option to try to persuade the planetary viceroy buy in a surplus? With no material locally and often no material in the system or even sector edicts take waaaaay tooo long.

One thing I'm confused about is the galactic map. I thought there was a way to rotate the map? I can't work out how to do it now, though.

P.S. Can you die of old age as emperor? :)
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taat

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #205 on: May 22, 2014, 08:42:15 am »

-snip-

Hmmm. You say you mouse over a planet? On the system screen? Strange. The intel button issue I have already fixed from a previous post and will have in the next update, unless it crashes each and every game, which in that case it's graphical. Your resolution is what Imperia was originally designed for, so I can't imagine what graphic issues it could be. Does it happen each time you mouse over a planet, or just certain types? Thanks so much.

It happens every game, on all planets connected to other planets by those lines, I assume it means they are part of the empire. no other planets have any crashes at all.
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #206 on: May 22, 2014, 10:50:03 am »

The last game I played I started with an empire that gained $3bn / month. Yeah, not million, BILLION. Sheer luck.

With that start I was able to make a fair go of it, but still ended up assassinated (I think). Died, either way.

I think the biggest problem I had was all the planets with zero in the mineral stockpile. Possibly I need to an option to try to persuade the planetary viceroy buy in a surplus? With no material locally and often no material in the system or even sector edicts take waaaaay tooo long.

One thing I'm confused about is the galactic map. I thought there was a way to rotate the map? I can't work out how to do it now, though.

P.S. Can you die of old age as emperor? :)

Thats.... incredibly lucky. I've probably generated literally a thousand quadrants and never had a start like that. Kudos!

I'm trying to find the balance between costs to create starbases and how much of a trade network the Empire should start with. I'm finding that probably it's too difficult to rebuild the trade network from scratch without giving the player more materials to work with initially, or simply having starbases already exist on more planets. What do you think?

Currently there is no way to tilt the map. Not something I plan to add unless there's an overwhelming cry for it.

Yes, you can die of old age... currently. In fact, if you make it 60 years, you win the game (as currently written!) If you got a 'game over screen' then you were killed in a coup due to low PoSup. This is a very basic wrapper right now, just basically so there is an end condition that I can build on for now.

Thanks!
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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 .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #207 on: May 22, 2014, 10:51:00 am »

Quick question: What does a "Starship Production Center" do? It seems you can keep building them over and over.

For now, nothing really. Eventually, it is where your starships will be built. So you'll want to build these at high-production planets, since starships are material-heavy. I probably need to add some kind of 'perk' until this game system is implemented, eh?
Perks for the starship production center could be something like cheaper/faster colonization, survey, etc?

I think faster would be more relevant, since you'd have more ships available to do the task with.
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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 .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #208 on: May 22, 2014, 10:53:17 am »

-snip-

Hmmm. You say you mouse over a planet? On the system screen? Strange. The intel button issue I have already fixed from a previous post and will have in the next update, unless it crashes each and every game, which in that case it's graphical. Your resolution is what Imperia was originally designed for, so I can't imagine what graphic issues it could be. Does it happen each time you mouse over a planet, or just certain types? Thanks so much.


It happens every game, on all planets connected to other planets by those lines, I assume it means they are part of the empire. no other planets have any crashes at all.

That is... bizarre. So it's not planets, it's star systems on the quadrant map, and you say it happens only to planets connected by lines. The lines represent sectors, and not all planets that are connected by those lines are actually part of the Empire - they have to have at least an outpost to claim sovereignty. Does this happen literally every single time, and does the left-hand info bar come up when you mouse over other systems? I think this is the only major bug left, and I want to track it down...
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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!

ptb_ptb

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #209 on: May 22, 2014, 11:07:32 am »

I'm trying to find the balance between costs to create starbases and how much of a trade network the Empire should start with. I'm finding that probably it's too difficult to rebuild the trade network from scratch without giving the player more materials to work with initially, or simply having starbases already exist on more planets. What do you think?
The odd thing is that I think some or most of the planets in question _had_ starbases and the empire certainly had money to burn (hovered around 22bm most of the game). Maybe I need to issue an edict for an 'imperial subsidy' on planets that need the extra support?

I didn't manage to die of old age then. I managed a fair few years, though.

I guess the 'rotating map' I was thinking of was a completely different game that had a rather similar looking galactic map screen ... man, I can't remember what it was for the life of me. :D
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