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Progress Reports
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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon May 23, 2005 4:49 pm    Post subject: Reply with quote

Well I've entered/re-arranged all the new entries from the addition of the new racial traits. Now to make changes to some of the other data/ai files to eliminate those pesky error messages.

I think the current history list has about 60 changes/additions on it thus far!

I'm aiming for early June for this version rather than May as I had planned. Mostly due to the little Space Empires vacation I've been on, which was broken by that pesky Star Wars mania, and has reeled me back in re-motivated to complete my task. Shocked


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Sun Jun 12, 2005 2:54 pm    Post subject: Reply with quote

Greetings.

Still plugging away on that next version. It's taking a long time because of the nature of changes being made plus the difficulty in securing sufficient time to complete the tasks. Anyway, here are some of the major highlights for the next version:

  • Re-calibrated armor/shield system
  • A dozen new racial traits
  • Lots of new components/facilities
  • New maintenance system
  • Added missing elements from previous version (mines, stellar manipulation, etc)

Most of the above items are already done, except for implementing the new maintenance system which will be based on work done by SJ and Fyron. The only other stuff that remains to be done outside of that is a few minor fixes to broken AI design files, updating empire files, and ensuring there are no major bugs.

This patch will also bring the mod much more into the way I had hoped it would be. Aside from the addition of more unique vehicle types to the races and balance issues, there's just the graphics to do. These graphics will be designed for the Space Empires V version (which I've already started to think about, btw) but will also be patched into the SE:IV version. I certainly hope I can get a lot of them done in time before the year is out!

Also, a website update is in the works (heck, some of the pages have already been silently updated!) and will feature a more complete space yards section with some game stats. After this patch is released, I will also start working on the database/help pages on the website which will certainly come handy when trying the mod for the first time.

That's all for now.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Jul 11, 2005 1:10 am    Post subject: Reply with quote

The website is completely updated to version 0.20, which will be released later this week!

Version 0.20 will be a big update with over 80 changes alone listed in the history file, which is part of the reason why it took so long. There's a bunch of new racial traits (listed previously), a new maintenance system, and a bunch of nifty nebula images I made. Even better is that it will be the first version tested on PBW.

I've already have plans for the next version 0.21 that will introduce pollution/unhappiness elements and then another save-game buster for 0.30 that will further individualize the races.


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Mon Aug 29, 2005 2:55 pm    Post subject: Reply with quote

Greetings!

Just a little progress update for the mod. I've been working on the next patch (0.23) which is focusing on making improvements to the AI so that players can have a more enjoyable time with solo play. I'm hoping to get this patch out during the Labour Day weekend.

If you've tried the mod, feel free to post comments/suggestions here - that way I can address additional issues!


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Tue Sep 06, 2005 2:01 pm    Post subject: Reply with quote

Greetings!

I'm running a bit late with the next patch which I had originally intended to get out yesterday. Although I've got the AI using planets more effectively in addition to building units and ships, the main delay is establishing the specific research and design files for each race. It's not all that difficult, but it is time consuming as I can't just copy and paste without some significant editing.

Secondly, as mentioned elsewhere, the 'pollution' effect using negative values for the planet conditions ability does not work. However, I think I will continue to keep the unhappiness aspect from industrial facilities in the mod. Right now, the AI doesn't do all that well with it as I have set up the facility queues with happiness facilities to be built after every 5 industrial ones - but it turns out the planets are rioting beforehand! Anyhow, I'll make a few minor tweaks to the happiness files and facility queues to fix it. I really wish you could have happiness increments in decimals rather than just whole integers. There's at least one game coming out that does that...


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CaptainKwok
Balance Guru


Joined: Aug 04, 2003
Location: Toronto, Canada

PostPosted: Wed Sep 14, 2005 11:02 pm    Post subject: Reply with quote

Greetings!

In laying out the initial framework for the SE:V version of Space Food Empires, such as designing the tech tree etc., I ended up being inspired to make a few changes to the setup of the SE:IV version. Nothing major, but it will delay the next version by a couple of weeks. I had originally wanted to release an AI improved version before moving on to 0.30, the next major release, but with the current crop of changes it didn't make sense to finish off the AI based on the soon-to-be outdated current version.

The upcoming version (0.30) will really flesh out the component and facility end of the mod. A number of the changes were inspired by watching how the game would develop over 200-300 turns of AI play. It became obvious that certain elements needed to be modified in order to make for more enjoyable gameplay.

I'll keep you posted.


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