ponedjeljak, 4. veljače 2019.

Preview release v0.7.2

New year brings new Stareater release. There are a few but big changes this time around.

Download Stareater v0.7.2

Also I owe you progress report from the last release. I thought about writing in-depth post detailing how drawing scanner range circles works first but now I don't think I'll be done with it any time soon. New stuff in v0.7.1:

  • Star system policies change how colony management is done. Filling building queue and setting investment slider on colonies is managed by setting system-wide policy. Hopefully this will reduce meaningless micromanagement and allow to see on a glance what is happening where. Policies are basically predefined building queues and investment presets which can be switched with a single cycle button. For now there are two policies: develop and exploit. "Develop" focuses on building up colonies, leaving minimal resources for ship construction while "exploit" is the opposite, giving most of resources to space projects and small amount to colony infrastructure improvement. Policies are mindful about excess resources, if you have fully developed colonies is a system with "develop" policy industry points from internal development would spill over to space projects, effectively giving the benefit of "exploit" policy. Future idea is to add "defend" policy which boosts planetary defenses but sacrifices economy.
  • Interstellar scan range limits how far away you can see from your star systems. Nothing ground braking from player perspective but drawing those round edges turned out to be a major undertaking. I find it strange that solution to this problem is not well documented or easy to find on the net. The best I could find are brute force solutions that involve drawing screen sized image in memory and I don't want to assume player's GPU will have that much texture memory. In any case I've worked out much more efficient solution.
  • Toggle button made in the game's GUI engine for showing and hiding scan range.
v0.7.2 highlights:
  • Fuel serves a purpose of both movement range and command points in Master of Orion 2. If you played MoO 2 this may sound like a strange marriage but stick with me. Travel distance is not limited to a fixed number of light years but the limit arises from the available fuel points. Each ship size consumes a certain number of fuel points and consumption rises exponentially with the distance from friendly stars. And I really mean exponentially, it doubles for each light year of distance. The idea is to allow smaller fleets and scouts to travel deeper into hostile territory than big front line fleets. To make matters simpler there is no stock piling of fuel points, the amount you get per turn is either used or lost to the void. Think of it more like how much fuel can be produced on demand then how many canisters you produce. I may rename it to "supply capacity" or something like that to remove potential confusion. And final thing about this feature, in case your navy ends up consuming more fuel than available, economic penalty will be imposed, similar to going into negative with command points in MoO 2.
  • Interstellar migration allows developed colonies to jump start new colonies and comes with unexpected baggage: transport automation. Unlike MoO 2 transport ships are not invisible abstraction but ships as real as military ones. Their movement and passengers are automated but player can override it as he sees fit. Or at least will be so, for now the player can manage movement but has to leave the passengers to the automation. Passengers will try to disembark on a planet that accepts immigrants and embark from planets that are too full.
  • Reworked colonization reuses transport ships, both migration and colonization is done with the same kind of ships with the difference being that upon colonization some ships land and get converted to factories.
  • Multilayer GUI, reworked mouse handling and slider element are continual effort to phase out WinForms GUI. With those additions I managed to replace star and colony management panel, it's not a looker at the moment but it will be easier to improve the old one.

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