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Author Topic: unending galaxy  (Read 36391 times)

qurvax

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Re: unending galaxy
« Reply #90 on: June 14, 2015, 01:16:10 pm »

Game still need bug hunting atm. Had several crashes and one time independents just decided to swarm my unarmed builder, althought i never had any trouble with them.
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EsKa

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Re: unending galaxy
« Reply #91 on: June 14, 2015, 09:14:16 pm »

There's likely a reason for the attack of your builder. Maybe you tried to build a station that would switch sector ownership to you ? A bounty on its head ? Also relevant, I fixed a bug where you'd get attacked for building a 'trade station' when normally only building a military station is considered hostile (and added tips about dock builders and escorts).

So far you're the first one reporting about crashes in beta 5 since the patch.
Details about your crashes would have been helpful too, you know.

Kruniac

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Re: unending galaxy
« Reply #92 on: June 16, 2015, 09:48:53 pm »

Wait. Did you remake X3 into a 2d game with custom maps?

I have to have this right now. I loved X3, but was extremely turned off by the fake economy. The lack of a proper damage model on ships was also lame, but given how massive that game was, I let it slide.
 
Anyway, looking forward to trying this out. Thank you for making it. I'll be sure to give my grumpy old man opinions soonish. :)
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Kothyxaan

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Re: unending galaxy
« Reply #93 on: June 17, 2015, 01:52:55 am »

I was turned off the various X's by my suicidal ships.  I swear every time i turned my back another one had crashed into a station (sometimes they didnt even have the decency to wait until i turned my back!)

But yeh the game is like a 2-d x3 game (which is what i was looking for), good fun, enjoy
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Kruniac

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Re: unending galaxy
« Reply #94 on: June 17, 2015, 07:54:38 am »

Looks halfway decent. Lose the sound effects on the starting green weapon (Whatever it is). It's annoying.

Also, there's a bug where you select a trade station and lose all game sound.

I'm sure after a few more releases it'll be pretty beast. Looking forward to setting up a factory. :)
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qurvax

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Re: unending galaxy
« Reply #95 on: June 17, 2015, 03:56:30 pm »

There's likely a reason for the attack of your builder. Maybe you tried to build a station that would switch sector ownership to you ? A bounty on its head ? Also relevant, I fixed a bug where you'd get attacked for building a 'trade station' when normally only building a military station is considered hostile (and added tips about dock builders and escorts).

So far you're the first one reporting about crashes in beta 5 since the patch.
Details about your crashes would have been helpful too, you know.

I didn't build anything except 3 solars and not in independents territory. So i guess the reason was i right-clicked someone of them with my builder selected. It was unarmed, so no actual atack could be done and i didn't noticed until messages about builder under atack. Also, as soon as enemy titan landed a couple of hits on that builder, it became "wanted". I mean the Titan got "Wanted" added to ships name.
 There was no fine i could pay, and no bounty too. The fines started to show up later, when indeps fighters started to suicide against my BS who had weapons on defence setting. Those i did pay, and litle ships turned around. Except that one titan, who just wanted to eat my builder. Ended up pissing me off, eating plasma and then game crashed with "stoped responding" thingy. What details i can provide? Maybe there is some logs somewhere?
« Last Edit: June 17, 2015, 04:00:00 pm by qurvax »
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EsKa

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Re: unending galaxy
« Reply #96 on: June 17, 2015, 06:34:34 pm »

Hey !

@Kruniac & @Kothyxaan

I am glad you've at least enjoyed a bit of what you've seen so far.

I appreciate the comparison with X3, it is fair, I am a former X2/3 modder and it's fairly obvious I drew inspiration from it.

That said i think it also does a bit of disservice to my game, it's not just "X-2D". You can go much further in the gameplay and become (or starting as) a faction of your own. AI factions can wage war on each other. You have access to diplomatic options. Special galaxy-wide events happen based on the current state of the galaxy. Missions are procedurally generated. And, I can't stress that enough, the economy, while superficially similar to X3, is real and functional and includes planetary colonies in the equation. It's used to build ships (through parts made via a chain of factories), build more stations (through the money generated), or reduce war weariness, which is a thing (through luxury trade items). All the game's systems are linked together, and while it may not obvious in a first play, there's a lot of ways to defeat a strong hostile empire beside the pure military option.

And, hey, no ship collisions ever ! Game is assuming that ships won't collide with each other because, well, it's in space (and absolutely not because it allows me to put way more agents on the field without worrying about the CPU). Also, the "no loading screen between sectors" and the "no abstraction" parts can be things X players can rally behind :)

All of this to say that there's much more to the game than it initially showcases in a few hours of play. More will be added post 1.0 (which should be out after the weekend), including proper colony building/management, more complex ship commands, more mission chains... The main issue is that the official documentation is fairly outdated and lackluster, a thing I will fix in the following weeks.

I noted the issues encountered, the sound stuff is already fixed. It's one of those "debug last" items because the sound engine doesn't play nice with my debugger. About the annoyance about the shot SFX itself : there's a volume issue, if you don't change the settings both music and sfx are too loud which cause the sound output quality to drop (sfx should be at 85% and music at 90%), it's fixed. The SFX themselves are basic, they are place holders for when I get the time or funds to find or buy better quality sfx. The music is great, though, and I can't thank my main music artist enough.


@qurvax:

Quote
I didn't build anything except 3 solars and not in independents territory. So i guess the reason was i right-clicked someone of them with my builder selected. It was unarmed, so no actual atack could be done and i didn't noticed until messages about builder under atack. Also, as soon as enemy titan landed a couple of hits on that builder, it became "wanted". I mean the Titan got "Wanted" added to ships name.
 There was no fine i could pay, and no bounty too. The fines started to show up later, when indeps fighters started to suicide against my BS who had weapons on defence setting. Those i did pay, and litle ships turned around. Except that one titan, who just wanted to eat my builder. Ended up pissing me off, eating plasma and then game crashed with "stoped responding" thingy. What details i can provide? Maybe there is some logs somewhere?

This post was extremely useful in itself :)

The right click has already been assigned to protect by default (except on hostile ships) for next release. The thing about the "attack" command going down the simulation despite the ship having no weapons is not technically a bug, but I'll make sure that an attack order doesn't get sent when the ship has no weapon capabilities. And I fixed the "bug" causing ships to ignore peaceful resolutions through comms. I also added an option to auto pay fines. About the titan getting "wanted" it's because your faction put a bounty on it. Either because your related manager was enabled, or because it's a bug in the bounty system (which I will check for).  Basically, it's a combination of (now) fixed old bugs.

The AI military/police system is designed to intercept attacked orders, because waiting for the bullets to hit the defender makes for an incredibly useless police and military. I removed a few ways you can attack a ship by accident, but if you still do, your only recourse if you can't escalate the military threat is to get out of the system for a while.

Bug fixed aside, this is not X3. You will loose ships, you will need to completely evacuate sectors. You obey the same exact rules as the other AI do. In the mid-game, dock builders are your most important assets and they need a military escort. Rushing trader -> dock builder without getting any military is dangerous.

About the crash, well, the interesting thing to me is what you were doing last (last menu, last click, last something) or to provide a save that will cause the crash. I've let the 1.0 version run for 30+ hours at home, had zero crashes. If the game can still crash, it's bound to a menu or specific interaction, not to the simulation itself. But it's 1.0, not beta 5, and I did fix a few game killing bugs in the process.

Also, I may be wrong, it's hard to know for sure on the internet through text messages, but your posts looked like you were angry with my game. Did you bought the deluxe edition before trying the basic one, despite me telling you not to do that on the downloading page ? If it is the case and that you don't want to wait for 1.0, I can send back the money, just email me directly (see website / about), including you buyer email, the store used and the bill details (copy/paste). You'll need a paypal account, though.

Cheers,
EsKa.

qurvax

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Re: unending galaxy
« Reply #97 on: June 18, 2015, 05:35:16 am »

@EsKa

If i understand your message right, AI registers attack based on ship orders, not on actually opened fire/other hostile acts? Of course waiting for hits would be bad :) Thank you for information, and your mentioned fixes. Btw, should i re-download the game, or fixes are only in dev?

Please excuse me if my message sounded rude, i really didn't mean to be offensive in any way.  The game is great work, tho i only have played free version for about a day or so, not really enough to make any sort of judgement. The thing i really like about it already, is that you actually cared for me mentioning bugs :)  So i plan to play a bit more when my schedule allows, and if i catch the crashes again will send you a save and anything related i manage to grab.

May i also make a suggestion about right-click behavior in the game? It's would be great to have context-sensitive mouse pointer that changes to reflect what order will be issued if the player clicks RMB. I found it a bit hard at times to "hit" intended ship's icon when giving "escort" orders.
« Last Edit: June 18, 2015, 05:41:48 am by qurvax »
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EsKa

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Re: unending galaxy
« Reply #98 on: June 23, 2015, 12:16:08 am »

Unending Galaxy 1.0 Released

Hi there !

Unending Galaxy 1.0 is finally out. While that doesn't end the development cycle, it's still an important milestone in itself. Thank you all for the support and critical feedback during the last months, it has been extremely helpful.

------

@qurvax:

No worries, I just wanted to make sure it was not a money issue. I really don't want to have angry customers when I can do something about it :)

I guess that trying the 1.0 release will answer your first question. You can give the basic edition a try, if it works well then great ! And if you're still experiencing crashes, I guess you're part of the group on which the game just doesn't want to run well, my apologies in advance if that's the case.

Quote
May i also make a suggestion about right-click behavior in the game? It's would be great to have context-sensitive mouse pointer that changes to reflect what order will be issued if the player clicks RMB. I found it a bit hard at times to "hit" intended ship's icon when giving "escort" orders.

That was likely hard because the area to click on was completely off in the beta version (oops). I made the area bit larger and it's correctly centered on the icon now. But i will take the suggestion into account for the next patch.

Cheers,
SK.

etgfrog

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Re: unending galaxy
« Reply #99 on: June 23, 2015, 06:13:59 am »

Nice...this is more or less what I was waiting on. So far I like the new interface.
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Cheesecake

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Re: unending galaxy
« Reply #100 on: June 23, 2015, 06:55:26 am »

PTW
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etgfrog

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Re: unending galaxy
« Reply #101 on: June 23, 2015, 07:03:27 am »

Hm...20 minutes into the game, all keyboard functions stop working :(
oh, and since I couldn't find the menu button, that game was lost.

Edit, I think I found what the problem was...because my computer skips cycles every so often, I accidentally hit esc twice which...actually, no that isn't it, the esc menu should at least register esc as an active button, is there any menu that will not register esc as a valid key?
« Last Edit: June 23, 2015, 04:23:23 pm by etgfrog »
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Gabeux

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Re: unending galaxy
« Reply #102 on: June 23, 2015, 04:40:59 pm »

Hey man, just checked the email telling about the 1.0 release. That sounds great!
Still haven't got time to play it again, but I'm still watching it of course.

All the luck on this new phase, and congrats!  :)
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etgfrog

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Re: unending galaxy
« Reply #103 on: June 24, 2015, 01:40:26 am »

Its perfectly fine for other empires to build military bases in the player's systems, yet if the player tries to build a military base in another empire's system, they get massive diplomacy penalties?

More or less I'm seeing the drath military base push through several areas that was claimed by me, even going as far as building military bases over systems they didn't have access to. They also went and conquered the TC while they were building the AI killing ship. Maybe its just throwing me off since it seems like the Drath are meta-gaming to try to stop anyone who would stop the AI Core. The AI have already taken out the Rebel humans and most of the sirak empire and have claimed roughly 1/3rd of the galaxy.
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EsKa

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Re: unending galaxy
« Reply #104 on: June 24, 2015, 10:32:01 am »

Hey,

Sorry, I've been quite busy as you can imagine :)

@etgfrog

Quote
Its perfectly fine for other empires to build military bases in the player's systems, yet if the player tries to build a military base in another empire's system, they get massive diplomacy penalties?

Ouch. Be sure, that's not by design, just a very small bug (in terms of lines of code). I changed the penalties months after the rule change concerning sector ownership (before, only war could flip a sector) and I simply overlooked the case you've just explained. I'll fix that in a small patch. You'll have to wait a week or two, time for more bug reports to come and get fixed. You'll be authorized to destroy any builder trying to build a mil.base in your territory without repercussions and allies and friends (good diplo rep) won't try to build those in your territory anymore.

Quote
More or less I'm seeing the drath military base push through several areas that was claimed by me, even going as far as building military bases over systems they didn't have access to. They also went and conquered the TC while they were building the AI killing ship. Maybe its just throwing me off since it seems like the Drath are meta-gaming to try to stop anyone who would stop the AI Core. The AI have already taken out the Rebel humans and most of the sirak empire and have claimed roughly 1/3rd of the galaxy.

Imperium map I guess, not that it matters much, but it's still nice to see this map able to surprise me. I would absolutely love to say that "yes in UG, the AI is so clever it's meta gaming you !", but no. They are only interested in the "now" and what they can grab easily. By my standards it's quite a weak AI system that I will overhaul completely soon (tm). That said, factions value systems with decent planets a LOT in their list of priorities and even more if the system is well connected to the rest of the world. If a faction has the money to spare and is in an expanding mood, it will make expanding difficult.

Usually in my games on that map, the draths, after the initial friction over the empty system next to the ISA one, they tend to leave me alone so I can use the nebula to stage attacks on the SPQR while it's busy killing the Federation. In your case, if the AI Core has 1/3 of the map already, and you've not set a lower max supply in the settings, it's going to be a very very difficult fight. The good news is that if the mission to help building the anti AI Core weapon is still available, you'll find plenty of the required materials and the end result is likely to be very favorable. Normally, once this plot-line reaches a given point, the TC sector where the weapon is shouldn't be conquerable by the AI anymore. Depends if said mission triggered or not, basically.

It's winnable, even against larger odds, but that requires a lot of multitasking, knowing a few non obvious tricks, and playing in a very different way than you get used to when dealing with standard factions.

Quote
Hm...20 minutes into the game, all keyboard functions stop working :(
oh, and since I couldn't find the menu button, that game was lost.

Edit, I think I found what the problem was...because my computer skips cycles every so often, I accidentally hit esc twice which...actually, no that isn't it, the esc menu should at least register esc as an active button, is there any menu that will not register esc as a valid key?

Grumbl, grumbl (at me, not at you, ofc). Only keyboard ? That's a first. It's likely a bit late to ask, but do you remember if you where in a specific menu ? What view mode where you in (normal, sector, galaxy) ? Do you know if the game itself was really still running (cpu being still used quite a lot) ? If it happens again, please note those details.

Usually, from what I gathered so far from people who are having issues, it's the whole thing that crashes. Which always surprised me because I've let the game run 2 days in a row on 2 very different computers once, and I do that every day on mine (with an invincible ship parked in the middle of nowhere) with no issue whatsoever, which leads me to believe that the culprit is in the user interface/input not in the simulation itself.

To answer your question, it's not the menu themselves who handle keyboard shortcuts. They just handle their own buttons, lists and stuff. Esc should "always" work except if the main thread who dispatch the others freeze, or if for some reason the thread dealing with player input died (which it really shouldn't). I guess I'll have to refine the log system in next release to get to the bottom of this.

Thanks for the report anyway, may be a good lead.

@Gabeux

Thanks a lot ! I hope you'll enjoy it. :)


Cheers,
Eska.




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