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Author Topic: 4X/Grand Strategy Game Alliance of the Sacred Suns - Soon On Steam!  (Read 102379 times)

Xinvoker

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #225 on: May 23, 2014, 02:02:35 am »

I had a pretty exciting long session of 8 years  :D in 0.227 during which I learned the following:

- Starvation doesn't actually starve people, yet.
- extremely low planetary support doesn't do anything spectacular either. I got it to 0.1%
- However, having a low support hellhole does give you a lot of tyranical influence! Useful for assassinations, which cost 5 tyr influence
- High support planets give you nationalist influence. Quite useful for praising viceroys and getting things done fast.
- it took me 4 tries to assassinate an evil viceroy that single handedly made the people hate me 35% more than they should.
- My imperial capital lowered it's str mineral raring to 51 from 90+ over time. I surveyed 5 times but found nothing. (was I just unlucky?). I suppose pressure to expand will be a thing.
-Terraforming can fail! That really caught me by surprise. Image the people's dissapointment when after 62 months, it did. Waiting for it to be done was the main reason I played so long too. Maybe it shouldn't fail, then again 6 years is a very short time to terraform a planet in real life. That was a normal terraform, didn't try stellar and I don't know the difference.
-Constructing an outpost gives you a 5/5 tdl base, no matter what the planet class is (mine was IV) . I can't imagine it being worth it. It even started out with 9 times people than could ever be employed in the lvl 5 manufacturing sector. You can change the primary designation but it doesn't become a colony.

Sounds like you had a pretty interesting game! And it sounds like you had a pretty... um... challenging planet. Remember, it's not the worst thing ever to bail on a planet. Your people will be happier too (eventually!)

Yes, terraforming can fail, especially on nicer worlds to begin with. This was to prevent turning every planet into Gaia. You could... but you'd have to spend an immense amount of time, money, and resources to do it, which precludes everything else. That said, it should be much easier to terraform worlds below 50 Bio. As you've discovered, you can stripmine planets too. This is, as you said, to encourage expansion, as eventually it would be very prohibitive cost-wise to continue running a massive manufacturing sector with minerals that are very hard to get.

I'm still fiddling with the outpost balance. I think the 5/5 tdl is a bug. I'll look at it. That would be useless, though. :-)

Glad you had a fun game!
Oh I did abandon several planets, but that one was a remote, tiny sector capital. Abandoning it would take ages so I intentionally let them rot. At around 1 million pop they stopped immigrating out of it though.
Since my empire population was much bigger than that and living in nice big planets, I had 64% Empire PoSup. So until rebellions are in the game, having a tiny hellhole can be more beneficial than trouble (for the tyr points).  :P
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taat

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #226 on: May 23, 2014, 08:49:44 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...

Yes. every single time. the info bar doesn't have time to show up, it freezes instantly, seems like the error happens when it tries to show the info bar

OK, can you and Zireael try this: Without touching a star, can you click on the INTEL button and see if you can jump directly to a planet by clicking? I want to make sure that every other part of the UI is working or that it's just not loading planets or systems correctly. I have a hunch about what it might be but I'd like to check this first. And actually if that works, since you can access any planet from the Intel screen, you could actually play by navigating that way, though obviously I'd like to fix whatever's wrong. Thanks!

pressing intel button causes instant crash too
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #227 on: May 23, 2014, 10:53:02 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...

Yes. every single time. the info bar doesn't have time to show up, it freezes instantly, seems like the error happens when it tries to show the info bar

OK, can you and Zireael try this: Without touching a star, can you click on the INTEL button and see if you can jump directly to a planet by clicking? I want to make sure that every other part of the UI is working or that it's just not loading planets or systems correctly. I have a hunch about what it might be but I'd like to check this first. And actually if that works, since you can access any planet from the Intel screen, you could actually play by navigating that way, though obviously I'd like to fix whatever's wrong. Thanks!

pressing intel button causes instant crash too

Then I wonder if it's a font issue. If it were a programming/empty object issue, it wouldn't work for 99% of people. Can y'all check to see if you have a specific font on your computers? Segoe UI Light I think may be giving the issue. If you don't have those fonts, you can download them and add them to your system. Try that. I have absolutely no programming explanation left if the intel screen is crashing every time.
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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 .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #228 on: May 23, 2014, 08:43:38 pm »

I built a level 2 starbase, and the game would not let me terraform or colonize the system.  Is there some other requirement that I do not know about
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #229 on: May 23, 2014, 10:52:27 pm »

I built a level 2 starbase, and the game would not let me terraform or colonize the system.  Is there some other requirement that I do not know about

The starbase has to be at a system or sector capital. For the next version, I am adding two stellar mission Edicts that will let you deploy a cheap in materials exploration station that can be based at any non-owned planet, and will allow stellar missions in the system, and a logistical base that will be cheaper than a Starbase, can be deployed at any planet, and will let you conduct stellar missions anywhere in range like a Starbase, but it will have a time penalty (since it will not have the admin support of being at a government seat, as well as not being a true starbase), and it will not count as a Starbase for supplying the planet or being part of the trade network.
« Last Edit: May 23, 2014, 10:56:08 pm by Texashawk »
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EuchreJack

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #230 on: May 23, 2014, 11:03:33 pm »

-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...

Yes. every single time. the info bar doesn't have time to show up, it freezes instantly, seems like the error happens when it tries to show the info bar

OK, can you and Zireael try this: Without touching a star, can you click on the INTEL button and see if you can jump directly to a planet by clicking? I want to make sure that every other part of the UI is working or that it's just not loading planets or systems correctly. I have a hunch about what it might be but I'd like to check this first. And actually if that works, since you can access any planet from the Intel screen, you could actually play by navigating that way, though obviously I'd like to fix whatever's wrong. Thanks!

pressing intel button causes instant crash too

Then I wonder if it's a font issue. If it were a programming/empty object issue, it wouldn't work for 99% of people. Can y'all check to see if you have a specific font on your computers? Segoe UI Light I think may be giving the issue. If you don't have those fonts, you can download them and add them to your system. Try that. I have absolutely no programming explanation left if the intel screen is crashing every time.

Oh, I've had every game I've played except one end with the game crashing, I just haven't bothered to report it, as I figured everyone else was doing a better job of identifying the crash bugs.  I'm not even certain if it's a specific action, but I've definitely had crash from hitting intel button.  I'm one of the people with reduced resolution, if that helps.  I will say it's very random, as I can sometimes go several in game years before the game crashes.

Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #231 on: May 23, 2014, 11:19:41 pm »

-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...

Yes. every single time. the info bar doesn't have time to show up, it freezes instantly, seems like the error happens when it tries to show the info bar

OK, can you and Zireael try this: Without touching a star, can you click on the INTEL button and see if you can jump directly to a planet by clicking? I want to make sure that every other part of the UI is working or that it's just not loading planets or systems correctly. I have a hunch about what it might be but I'd like to check this first. And actually if that works, since you can access any planet from the Intel screen, you could actually play by navigating that way, though obviously I'd like to fix whatever's wrong. Thanks!

pressing intel button causes instant crash too

Then I wonder if it's a font issue. If it were a programming/empty object issue, it wouldn't work for 99% of people. Can y'all check to see if you have a specific font on your computers? Segoe UI Light I think may be giving the issue. If you don't have those fonts, you can download them and add them to your system. Try that. I have absolutely no programming explanation left if the intel screen is crashing every time.

Oh, I've had every game I've played except one end with the game crashing, I just haven't bothered to report it, as I figured everyone else was doing a better job of identifying the crash bugs.  I'm not even certain if it's a specific action, but I've definitely had crash from hitting intel button.  I'm one of the people with reduced resolution, if that helps.  I will say it's very random, as I can sometimes go several in game years before the game crashes.

If the intel button is crashing only every once in a while, that's an identified bug that I've already fixed for the next update. Basically, when the intel lists are created, they are sorted by different criteria depending on the sort mode. The default is population. You can't have 2 of the same values being used as a sorted list key, or you'll have an exception thrown. This is what is happening. What is happening to a few people is that it crashes every single time they mouse over a system or click the intel button, which suggests a font issue.
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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 #232 on: May 24, 2014, 12:10:18 am »

Ok, then the game runs fine for me.  I've also been known to end some games due to needing to look up more info.  It's a learning curve to learn how to cultivate all the resources.

What I've found out:
Materials: Balance by 1) Connecting Starbases strategically (preference for those that can either unlock more colonization missions or add more materials to your empire, as they take a lot to build and once you add a planet to the network with a deficit, you're getting less materials coming in, as you can't go under zero); 2) Establishing colonies and manufacturing outposts based on (mostly) mineral values, although tectonic activity and habitability are also factors (I find that I really don't have enough high-mineral options to even bother looking farther early on, but it's not the only thing to look at).  Surveying mineral-poor planets might help, but it's not as good at the previous options.  Expanding the Economy also helps, as the manufacturing sector might get boosted along with everything else, but again it's unreliable (your farming planet's viceroy might not bother expanding the manufacturing, and viceroys have preferences for the various employment sectors, most of which won't benefit manufacturing...but at least greedy viceroys seems to like the manufacturing district for the extra tax revenue).
And as the trade network is rebuilt, the empire won't see as many materials lost due to inefficiency.

Wealth: Expanding economic sector and spending some turns just talking to viceroys rather than contracting for expensive edicts tends to do wonders.

ADM: Administration, as far as I can tell, can mostly be boosted by requesting the planetary viceroy to "increase government subsidy", which doesn't scream "click here for more ADM", but it works.  Viceroys will only grant the request if they (reasonably) like you and the planet/empire's income can afford it.  I say "reasonably" because average-loyalty viceroys still seem willing to grant the request, presumably because you're giving them more power and bigger offices.  Since viceroys are a tricky and mysterious lot, I wouldn't be surprised if some of them are like Ron Swanson from Parks & Recreation: So much against government regulation that they'll never approve your request to "increase government subsidy".  I also wonder if greedy viceroys would be keen on "increasing government subsidy", as you're essentially creating more untaxed entities at the expense of taxed sectors.
Also, larger worlds have larger ADM caps.  Biomass might also help.  I'm guessing the "Government Nexus" classification boosts planetary ADM.  I've also notices "Science Refuge" also boosts ADM, although I don't think the more generic science planet does as much/at all.  University Administration rather than University Laboratory, basically.

Viceroy Loyalty: A way to expand a sector viceroy's loyalty is to add a system to their sector.  It's not cheap, and you've got a potentially weaker new sector in the future, but the viceroy seems equally happy if the system is surveyed or not, so you can just give random systems to your sector viceroys and put more of the burden of surveying and exploiting the systems on them.  He he he...

Best Advice: Don't build too many starbases too fast.  Pace them out with other things, or you'll have nothing to work with.  I also generally don't advise too much exploration and expansion early on.  Certainly don't survey unknown systems unless you're desperate for better worlds.  Try to expand where your existing starbases let you, as they're all expensive.  Expanding in current systems is generally easier/cheaper than new systems, especially in systems with strong system capitals.  Large changes are expensive, and you start out relatively weak.  It's mainly about addressing your random empire's weaknesses.

Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #233 on: May 24, 2014, 12:39:50 am »

Ok, then the game runs fine for me.  I've also been known to end some games due to needing to look up more info.  It's a learning curve to learn how to cultivate all the resources.

What I've found out:
Materials: Balance by 1) Connecting Starbases strategically (preference for those that can either unlock more colonization missions or add more materials to your empire, as they take a lot to build and once you add a planet to the network with a deficit, you're getting less materials coming in, as you can't go under zero); 2) Establishing colonies and manufacturing outposts based on (mostly) mineral values, although tectonic activity and habitability are also factors (I find that I really don't have enough high-mineral options to even bother looking farther early on, but it's not the only thing to look at).  Surveying mineral-poor planets might help, but it's not as good at the previous options.  Expanding the Economy also helps, as the manufacturing sector might get boosted along with everything else, but again it's unreliable (your farming planet's viceroy might not bother expanding the manufacturing, and viceroys have preferences for the various employment sectors, most of which won't benefit manufacturing...but at least greedy viceroys seems to like the manufacturing district for the extra tax revenue).
And as the trade network is rebuilt, the empire won't see as many materials lost due to inefficiency.

Wealth: Expanding economic sector and spending some turns just talking to viceroys rather than contracting for expensive edicts tends to do wonders.

I'm about to try and decipher how to increase ADM generation/caps.

Viceroy Loyalty: A way to expand a sector viceroy's loyalty is to add a system to their sector.  It's not cheap, and you've got a potentially weaker new sector in the future, but the viceroy doesn't seem to care if the system is surveyed or not, so you can just give random systems to your sector viceroys and put more of the burden of surveying and exploiting the systems on them.  He he he...

Maybe you should be writing the wiki!! All great points, and completely correct. I'm sorry the documentation isn't better - it's a priority for me and I try to add more to it daily.

I can help you with the ADM caps, though, fresh from the latest wiki:

PLANETARY ADM

Planetary ADM points are generated by planets to enact planetary, system, and sector-level Edicts. Planetary ADM points are created by the planet's Government/Infrastructure sector, and are modified by being a government seat and by certain [Designations].

A Planetary ADM point is generated by each 300,000 people working in your Gov/Infra sector. This is modified by government seat as follows:

    OUTPOST: No modifier
    COLONY: No modifier
    SYSTEM CAPITAL: X 1.2
    SECTOR CAPITAL: X 1.7
    IMPERIAL CAPITAL: X 3.3

If you have a planet designated as a [Governmental Nexus], an additional X 2.5 modifier is added after all other modifiers.

Planetary ADM can be used directly in the creation of the planet's Edict that it comes from, or indirectly if the planet is a system capital or sector capital or Imperial capital by 'loaning' ADM to planets in their jurisdiction, but at an increasing efficiency loss due to distance and time. This may be done as follows:

    OWN PLANET: 1:1 ADM ratio
    SYSTEM CAPITAL TO SYSTEM PLANET: 2:1 ADM ratio
    SECTOR CAPITAL TO SECTOR PLANET: 3:1 ADM ratio
    IMPERIAL CAPITAL TO ANY PLANET: 5:1 ADM ratio

As you can see, it is far more economical to spend system capital and own planet ADM for an Edict than it is to have to resort to calling for help from your Sector or Imperial capital. That is why it is so important to have a solid sector network with loyal governors and viceroys in place at all levels.

Of course, if it were that easy, anyone could be Emperor. :-)

COSTS

Edicts cost a certain 'base ADM' to enact, which can be modified by an Edict's sub-selections; for example designations that cost a lot more time to enact, etc. You can release ADM at any time by cancelling the Edict that is using it. You do this by clicking on the Edict in the planet or system Edicts in Progress box. ADM is released immediately, but any money or materials set aside are lost.

PERSONAL VS. PLANETARY ADM

Do not confuse planetary ADM with your own personal ADM as emperor! Your ADM is used only to initiate Edicts, not pay for them directly. You can only influence Edicts further by spending from your [Influence] pools.
« Last Edit: May 24, 2014, 12:43:55 am by Texashawk »
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EuchreJack

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #234 on: May 24, 2014, 12:49:20 am »

I actually did look to see if the wiki could be editted, but I couldn't find the option.  I also don't have a sourceforge account, and I'm pretty busy these days anyways.  But feel free to shamelessly copy-paste my posts.

If documentation isn't one of your interests, you could probably outsource it to the community.

Thanks for the Planetary ADM info!  Hard number are much better than my random speculation.  How often do planets generate ADM?  I know it's not every cycle, but it's less than every year.  Maybe 3 months?

Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #235 on: May 24, 2014, 01:04:16 am »

I actually did look to see if the wiki could be editted, but I couldn't find the option.  I also don't have a sourceforge account, and I'm pretty busy these days anyways.  But feel free to shamelessly copy-paste my posts.

If documentation isn't one of your interests, you could probably outsource it to the community.

Thanks for the Planetary ADM info!  Hard number are much better than my random speculation.  How often do planets generate ADM?  I know it's not every cycle, but it's less than every year.  Maybe 3 months?

No prob! And you're right about the 'Increase Gov Subsidy' contributing to increasing ADM, although it's indirect. What it does is increase the wages somewhat (depending on the viceroy's traits and intelligence) and also allocate additional jobs to the sector. Hopefully, better wages will entice Pops to want to work for the government and other public servant jobs, but having a high Political Support on that planet also helps (kind of like real life, eh?) So that's why it's not an 'auto expand' button - like much of Imperia, your actions have indirect results, and it's about taking actions that lead to creating conditions that give you the results you want that will help create a prosperous Empire, as opposed to direct action all the time. So it is with ADM - you can throw all the money you want at the sector, and some pops will always be swayed by money, but if the planet hates your governance, you're not going to get people to work for it. So you have to find other ways to bring up the PoSup, which in turn will eventually lead to more people laboring for your reign.

Planets continuously generate ADM - the first number is the ADM available, and the second is ADM total. ADM is recalculated every month.

As far as editing, there is a little pencil on the top toolbar above every wiki post. If you want to contribute, feel free. I will sticky your above advice, since it's spot on. Thanks!
« Last Edit: May 24, 2014, 01:06:46 am by Texashawk »
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taat

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #236 on: May 24, 2014, 06:59:08 am »

It seems I should clarify, I can mouse over systems not part of my empire and it shows the sidebar with the "x system/unknown soverignity" and the name fine. unless different systems use different fonts then it doesn't seem like the issue.

I tried what other things cause crashing and found out:
there are some systems that don't cause a crash when mousing over them, but do when pressing them. also the systems I can access the screen of crash if I press planetary edicts( ex. "survey system"). I can press "execute monthly action plan" and it works without crashing.
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #237 on: May 25, 2014, 04:45:58 pm »

It seems I should clarify, I can mouse over systems not part of my empire and it shows the sidebar with the "x system/unknown soverignity" and the name fine. unless different systems use different fonts then it doesn't seem like the issue.

I tried what other things cause crashing and found out:
there are some systems that don't cause a crash when mousing over them, but do when pressing them. also the systems I can access the screen of crash if I press planetary edicts( ex. "survey system"). I can press "execute monthly action plan" and it works without crashing.

Hmmm. Strange. And you are using resolution 1920X1080?
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Texashawk

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #238 on: May 25, 2014, 04:53:49 pm »

The newest version of Imperia is probably going to be available tomorrow. There's a lot I added. This is probably the last update before the .3 series.
Edit: added even more stuff. I'm on a roll tonight!  8)

Imperia V.230 Change Log/Readme
5.25.14

Notes
* Please uninstall any previous version of Imperia before installing a new version. I have not yet added patch ability. The good news is that the install is relatively quick.

* I am updating the Sourceforge Imperia wiki periodically and this will be the best document for questions and how to play Imperia. Please refer back to it frequently.

Fixes
* Fixed a small bug where science outposts created agriculture sectors, but no science sector
* Fixed bug where starbases could be higher than level 5, but show nothing
* Fixed bug where stellar missions could be supported from a sector that had no starbase, but was within range
* Fixed allocation of materials for Edicts. Had a kludge fix in place, but now will allow use of as many materials as possible without going below 0 on a planet
* Fixed serious intel screen bug where if two planets shared the exact same value, an exception would occur.
* Fixed bug where edict times could, with sufficient influence, be pushed to below 0, sometimes causing a NaN error
* Not a bug, per se, but removed the block on children and retired people moving, since it could in extreme situations lead to situations on very bad planets where they would turn into a ‘Peter Pan’ world with only kids and old folk left


Changes/Additions
* Added new Edict, Deploy Exploration Station, a smaller version of a starbase that can only be built above unclaimed planets. Allows stellar missions within the system that it is built. Destroyed once a planet is colonized, but some of the materials are added to the planet’s reserves.
* Added new Edict, Build/Upgrade Logistical Station, a smaller version of a Starbase that can be built above any owned planet. This station allows stellar missions at the range of a Starbase, but does not ship goods to and from the planet, and missions based from this base take longer depending on level. Upgradable to Level III, at which point they may be converted into a starbase. Building a Starbase scraps this base (unless level 3), but some of the materials are returned to the planet and added to their stock.
* Added new Character Action, Embargo Planet/System/Sector. This will block these entities from receiving replenishment goods from the Imperial Capital, and if they are a trade hub, it will block supplies from coming through their trade hubs. Naturally, this will really piss off the leader in question, but you may want to do this to redirect goods to a more critical part of the Empire.
* Added UI labels showing embargo is present in system screen.
* Added tooltip in Character Screen to show how much ADM an action would cost.
* Added darker shaded circle to show Logistic Stations on quadrant map, vs. starbases.
* Added foundation for UI changes depending on how you are running your Empire. Eventually, most of the UI will change depending on your Nationalist/Tyrannical rating, for now the quadrant and system info background will start black and slowly fade into blue or red, respectively, as your ratings change
* Assigned Nat/Tyr rating adjustment range to every action/edict/designation currently active, instead of just a few test actions
* Effects of Starbase levels are now factored into a Stellar edict’s time to complete. Higher levels make the Edict more efficient to complete.
* Effects of Logistics Station levels are now factored into a Stellar edict's time to complete. Higher levels make the Edict more efficient to complete, but not as efficient as a Starbase.
* Added Edict Class to be more explicit - the class type now shows up on Edict screen. Displays Terrestrial, Stellar, or Both. Stellar Edicts can only be performed by planets that have a Starbase or Logistics station in range, or an Exploration Station in the system
* Added new Primary Designation, Penal Prison World. This allows you to designate planets as prison planets, where any viceroy within range of this world can send especially unhappy pops to mitigate unrest on their world. Only craven, cruel, corrupt, and despotic viceroys will do this, however, and building one will seriously impact your Tyrannical rating. Building several will be… interesting, shall we say. On the plus side, since ‘workers’ are paid next to nothing, penal worlds generally turn a tidy profit and use few minerals. Plus, they come with a ‘free’ Starbase.
* Changed to where the Imperial Capital can support stellar missions in range of the planet if no other sector or system is eligible. This is an experimental change, suggested by the community
* Changed formula to check for mineral loss on a planet to weight planet class, so that larger planets lose minerals much more slowly than tiny planets.
* Added a check during calculating job Prestige to consider the system rank when calculating. In other words, it’s way more prestigious to work for a Sector Capital government than it is a backwater colony government. This should fix some of the ‘sector capital hellhole’ issues, while creating more delineation for capitals and colonies.
* Changed ‘deception’ to ‘ambition’ for character stats, in preparation for character plots/personality engine
* Added a System Value stat for systems that measures ‘system prestige’ from a sector governor’s standpoint. Basically, the more profitable and populated the system, the more prestigious the system is to have, and it will cause more anger losing a highly prestigious system than an unexplored backwater, and create conversely more loyalty and happiness for the receiving governor. Also useful to weigh relative value when deciding whether to reassign systems.

Balance
* Lowered costs to abandon planets
* With the station changes, decreased chance of stations showing up at game start
* Slightly increased minimum engine range in order to create less hopeless situations :)
* Added negative PoSup effect (and tooltip) for when a planet is changing designations.
* Lowered requirement for Stellar missions to any Starbase, since you can now build Exploration and Logistical stations.
* Massively increased Science revenue per t/B of production (from 300 to 2000), this will hopefully not make science planets useless for now
* With the start of the UI changes reflecting your Na/Ty rating, tweaked actions to create more of an effect so that the UI can be seen to change

Unresolved Issues
* For a very small # of people (that I know of) mousing over certain systems causes a CTD. I am still investigating.
« Last Edit: May 26, 2014, 01:25:17 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!

Xinvoker

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Re: ALPHA .226 RELEASED! Imperia: New '5X' 4X Game I am designing
« Reply #239 on: May 25, 2014, 05:26:49 pm »

I don't think I'll have much use for the new stations, but the Penal Colony sounds fun!
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