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Topics - EsKa

Pages: [1] 2
1
Development and Suggestions / Public Test 1.2.5 (Steam only)
« on: May 02, 2016, 10:59:44 PM »
Hi there,

A work-in-progress version of the game is available as a test branch.

It fixes many problems with 1.2.1x and add a lot of the things that were discussed in the 1.3 development blog. It's not finished, well, it's half way finished, but I made a lot of internal changes that require public testing.

This version is NOT mod or save compatible with 1.2.1 and I cannot promise 1.2.5 will be save or mod compatible with 1.3 once it's officially released. A tool to convert 1.2 files to 1.2.5 is included, though (check in the data folder).

People who are experiencing freezes or crashes with the current 1.2 version should really try this version.

Installation

  • Open Unending Galaxy's properties (right click the game in Steam).
  • Select the "Betas" tab
  • Enter the beta access code (copy paste it) : A509B58C4F17AE
  • Press check code, close the menu, close steam completely
  • Launch steam, go back to UG's properties / beta tab
  • Select Beta - Public Test 1.3 Branch in the dropdown menu and close
  • Wait for Steam to update the game's files

Troubleshooting

If the game refuse to launch, you may have to delete the content of the game's folder manually, it should be located in: Steam\steamapps\common\UnendingGalaxyDeluxe

Changelog

v1.2.5 Public Test

[ Not Save Compatible | Not Mod Compatible ]

Faction AI
 + Better allocation of money
 + Better at detecting and responding to building of military bases in territory

Balance
 + Shipyard Build time proportional to ship value
 + Bounties proportional to military strength
 + AI Core gains the "fast shipyards" trait
 + Added "armored" ship tag: hull absorbs 50% of damage
 + Increased colony building time x10 (takes a few minutes instead of seconds)
 + Large shield systems need a longer period of time before being able to charge after a hit
 + Killing a carrier will desactivate all its drones
 
Gameplay
 + Ships are using a tag system to determine how the simulation is going to use them
 + Military bases and carriers use drones instead of fighters.
 + Drones can't be piloted directly and come with preset weaponry
 + New faction trait "fast shipyards" : 30% faster ship production
 + SPQR has gates closed to non allies until the SPQR related event fires
 + Pirates use more ships
 + Warpgates can be destroyed
 + Small chance of spawning capital class raiders and bounty hunter after an hour of gameplay
 + Ceridan (AI) get more money on spawn so production isn't crippled
 
Game Data
 + Weapons fire rate reduced, damage increased (keeping roughly same DPS)
 + Rebalanced weapon prices, damages and energy consumption
 + Rebalanced stats of most ships, too many changes to list
 + Added many drone variants for each tech group
 + Drath : new dreadnought and armored cargo
 + Federation : new dreadnought and changes to existing ships
 + Siraks : new dreadnought, new corvette, and replaced frigate
 + AI Core: new assault cruiser, old cruiser become a frigate
 
Graphics
 + Higher quality sprites for the Siraks
 + Resized many ships
 + Replaced a few sprites by better looking ones
 + Improved ceridan battleship sprite (added border, reworked glow)
 + Newly built docks fade in instead of popping
 
Modding Tools
 + Improved ship and weapon editors (filters, list, stats)
 + Improved faction editor (additional flags)
 + Included file format convertion tool for modders
 + Added option to auto set weapon prices (approximate)
 
Performances / Code Stuff
 + Much faster savegame loading (3-4x faster)
 + Ship order management should use less cpu
 + Adding and deleting of objects optimized
 + Large fleet battle should run better thanks to less bullets
 + Killing a carrier ship could use way too many CPU cycles
 + Misc stability related improvements
 + Game can recognize outdated, unusable savegames
 + Save system error correction mechanism improved
 + Reduced CPU cost of scavengers
 + Some new function added to debug/cheat menu
 
User Interface
 + Manual money transactions and dock building no longer need funds to be in specific accounts to work)
 + Click homebase in ship scan to center camera on it
 + Small improvements to shipyard build queue
 + Added command to sell all cargo in Ship Setup menu, with optional notification
 + Move Cargo menu is larger

Bug Fixes
 + Fixed: Game freezing due to memory management
 + Fixed: Game crash due to sound library
 + Fixed: Free traders trying to sell to hostile factions
 + Fixed: Potential issue in cache system which could cause the game to slow down and crash
 + Fixed: Money management wasn't thread safe
 + Fixed: Carriers able to auto build their own drones would ignore manual ship type selection
 + Fixed: Minor display bug in colony build menu
 + Fixed: Minor display bug in station setup menu if player is using a transparent logo
 + Fixed: "My Assets" map filter is counting bullets in currently focused sector
 + Fixed: It was possible to click game editor button while database is still loading  [modding tools]
 + Fixed: Saving weapon in editor doesn't auto update ware [modding tools]
 + Fixed: Updating ware data in weapon editor delete ware's picture [modding tools]
 + Fixed: FPS counter obstructed by money widget
 + Fixed: Small issue with ships calling for help
 + Fixed: Station destroyed with a carrier docked to it would cause problems
 + Fixed: Rare bug where the pirate guild would ask for way more money than necessary
 + Fixed: Galactic map would show gates that are closed to you
 + Fixed: ships escorting raiders could still call police for help causing relationship issues
 + Fixed: Rare case of ship/object duplication
 + Fixed: When spawning, ceridan could (temporarily) declare war to self, locking military fleet in place

2
General Discussions / Unending Galaxy is on Steam
« on: February 20, 2016, 02:11:32 AM »
Hey !

Unending Galaxy is finally out on Steam! It doesn't mean i'm done with the game far from it, but that's still a nice milestone to celebrate. This also a good moment to shamelessly ask you guys to review it  :)

You're probably also wondering about the price difference. Well, it's the average price people paid on itch.io, given the taxes and steam cut, it's about the same benefits for me as buying on the other market places. It also gives me more leeway for future sales. Price on other stores will stay the same.

Cheers,
EsKa.

3
General Discussions / Unending Galaxy 1.2 Changelog
« on: February 13, 2016, 05:31:10 AM »
Changes currently implemented for the version 1.2

Faction AI
 + Military AI should be slightly better at handling hostile pirates and player ships
 + Military AI should be much better at defending against invasions and protecting point of interests
 
Ship AI
 + Patrol ships will attack nearest hostile instead of a random if given the choice
 + Pirate raiders and bosses can cancel attack if the prey drops all its cargo
 + Bounty hunters cancel attack if bounty gets paid
 
Comms
 + Bounty Hunters accept bounty payment
 + Bounty Hunters will initiate communications before firing at you (if they are after your bounty)
 + Police will initiate communications before firing at you if you have illegal cargo or bounty on your head
 + Police will pacify the military too if you pay the fine
 + Military ships will act like police ships as long as you're not at war
 + Stations will refuse to talk to you if you have too high a bounty
 + Station builders will accept to stop fighting now

Content
 + Added pirate variant of Drath Frigate
 + Completed Ore Belt map
 + Imperium become the default map
 + Sanitized ship and station descriptions
 + Sanitized tutorial text and hints
 + Military Bases and Shipyards get a massive boost to energy generation
 
Gameplay
 + You can move and turn while jumping (NPC ships will gain that ability later on)
 + Made heavy missiles easier to dodge in small crafts
 + Made tutorial pirate ships hostile, they should be easier to target
 + Added warning when entering a hostile sector for the first time
 + Response when attacking a trader in a large defended sector lessened
 
Graphics
 + Added another "ship exploding" animation
 + Reworked some sprites and UI elements
 + Added 2 new planets and updated maps accordingly
 + Better looking lasers (beam size based on weapon size, fixed transparency)
 + New mission icons
 + More detailed rotations
 
Performances
 + Full optimization pass, multiple small improvements all around the code
 + Military AI less CPU intensive
 + Laser heavy fleet battles render faster

Sound
 + Converted all files to OGG because MP3 licensing is a thing, sadly
 + Linear Interpolation for moving sounds (removes weird stutters)
 + Other small improvements to the way SFX are played
 + Added new engine sound for large ships
 + Replaced place-holder sound effects
 + New additional music tracks

Steam Community
 + Cards, screen backgrounds and icons
 + Replaced launcher by simple mod manager
 
User Interface
 + Added animation to confirm orders given to your assets
 + More informative and accurate loading screen
 + Added hotkey to recall last message in tutorial (F11)
 + Added skin to build list in shipyard menu
 + Made some lists more readable.
 + Removed numbers from Save/Load dialog, made the window bigger
 + Added sound effect when buying or selling goods and ships (placeholder)
 + In galactic map popup : red text if hostile sectors
 + Added restore default bindings button to control settings
 + Equipment menus display weapon and shield information
 + Ship Equip skin overhaul
 + Added button to get all bounties on the board
 + Added option to disable incoming NPC messages (useful if you plan on being a pirate)
 
Bug Fixes
 + Fixed: Faulty mines (weapon) physics and logic
 + Fixed: Multiple very minor glitches
 + Fixed: Some small issues related to cargo pods creation method
 + Fixed: Crash in last version of weapon editor
 + Fixed: Graphic settings menu not centered
 + Fixed: Potential error message when closing game from pause menu
 + Fixed: Button to load a savegame when no savegame is selected isn't greyed out
 + Fixed: Using Pirate Guild services doesn't refresh the Guild menu (IP and money not updated)
 + Fixed: Error message in carrier setup menu
 + Fixed: Some SFX related issues (explosion sfx init even when explosion too far away)
 + Fixed: Hints in shipyard menu is too small
 + Fixed: new game menu's faction logo not working well with transparent images
 + Fixed: Changing filter in sector info panel doesn't work when the game is paused
 + Fixed: Typos left and right
 + Fixed: Trade menu is not on "buy" tab by default
 + Fixed: shift key not disabled when window not focused
 + Fixed: Bounty Hunter fines
 + Fixed: Crash in shipyard template menu
 + Fixed: Jump animation doesn't follow player across sectors
 + Fixed: Bug caused by ship jumps
 + Fixed: Menu related sound effects could corrupt output (static, reverb)
 + Fixed: Some Inconsistencies with dialogs
 + Fixed: Word wrapping in multiple windows

4
General Discussions / Unending Galaxy 1.1.5 Changelog
« on: January 09, 2016, 06:25:12 AM »
AI
 + Faction AI can send military defense ships in foreign/pirate territory if it has assets there
 + Building AI will favor docks from main tech group when it has the choice between several docks
 + Building AI put a much higher focus on building ship part factories (until it reach a decent ratio)

Content Patch [Deluxe Edition]
 + Added Ceridan faction and playable tech group (unique ships, buildings, wares)
 + Added "Besieged" large symetrical map
 + Added "Ore Belt" medium map
 + New, rare, titanium ore
 + Added "Ceridan Invasion" special event
 
Gameplay
 + Siraks and SPQR can no longer build capital type colonies on rocky and acid planets
 + Added high risk / reward mission to destroy Swarm Hives
 + Minor changes to some colony imports/exports
 + Minor price changes for various goods
 + swarm spores "gun slot" reduced from 2 to 1; HP from 3000 to 2500
 + SPQR event "window" larger (can happen sooner/later in the game)
 + Can no longer build balanced colonies on volcanic worlds
 + Slightly increased power generation of the Man-o-War
 
Game Settings
 + Added 90 FPS setting
 + Added ability to enable/disable menu antialiasing
 + Added ability to set the nebulae transparency level (for those who find them too colorful)

Graphics
 + Added some pilot portraits variations to niliths, siraks, humans
 + Made AI Core carrier and battleship slightly bigger
 + Replaced computer plant by better looking building
 + Added volume to pirate bases and other buildings
 + Replaced a few AI Core buildings
 + Nilith shipyard, power plant, military and trade stations are pulsating
 
Modding Tools [Deluxe Edition]
 + Map Editor : Added visual indication of nebulae and solar systems when appropriate paint modes selected
 + Map Editor : Easier to know which solar system names have already been used on map (star in front of name)

Performances / Code Stuff
 + Upgraded graphic library
 + Misc small code changes & improvements
 + Smoother movement in higher refresh rate
 + Improved list management in Sector Info Panel
 + Slight changes to savegame format so we can store more complex info about factions, special events and plotlines

User Interface
 + Made the "dark" sectors on the galactic map clickable to make exploration of new sectors easier
 + Added "My Assets" filter to Sector Info Panel
 + Drag and dropping weapons and shields works in ship equipment type menus
 + Increased Dock Scanner menu width
 + Galactic Map : One click to select a sector, 2 clicks to enter a sector
 + Galactic Map : Sector Info panel tied to selected sector when map open so you can move the mouse without canceling current selection
 + Galactic Map : Top right info popup still tied to the sector your mouse is over, made visible even if sector info panel is open
 + Galactic Map : "My Assets" filter made more useful: lone ships are easier to locate, added numerical value.
 + Resized save/load menu
 + Made bounties in bounty board easier to read

Bug Fixes
 + Fixed: Falling Letters / Matrix bug (hopefully)
 + Fixed: Take control button doesn't work in asset list
 + Fixed: Incorrect thread timings
 + Fixed: Small display issue with popup on galactic map
 + Fixed: Closing the game with empire manager open and money management selected could cause a problem
 + Fixed: Nilith primary planet type should be oceanic
 + Fixed: Couple of small design mistakes in Imperium and Hiveworld maps
 + Fixed: Couple of error messages in map editor
 + Fixed: Spaceflies (and potentially other neutral objects) registering as "foes" to AI Core and Swarm
 + Fixed: Given enough time and resources, swarm queens could bypass their hangar limits
 + Fixed: 2 mouse cursors visible when some menus are open
 + Fixed: Buying equipment in a dock with said equipment in cargo bays lead to buying the wrong amount of equipment
 + Fixed: Moving cargo around causes the profit/loss indicator to go bonkers
 + Fixed: Access violation under specific case in trade menu
 + Fixed: Wrong font on Shipyard's buy button
 + Fixed: Stats not always showing properly when a game ends
 + Fixed: Sector Info panel  and Galactic map showing data that should be hidden by fog of war
 + Fixed: Animation frames could appear in the wrong order
 + Fixed: Game Editor - potential crash when refreshing database
 + Fixed: Potential crash in alien name generator
 + Fixed: Finite resource button not working as expected
 + Fixed: Incorrect framerate when capping fps
 + Fixed: Selecting a fleet and then a single ship would not deselect the fleet
 + Fixed: Order to build a trade station can fail
 + Fixed: Exception if a faction has no military ship to assign to an attack fleet
 + Fixed: Problem that may cause a faction to not build a specific mine it needs
 + Fixed: Exception related to asteroid deletion
 + Fixed: Some accepted missions wouldn't be listed in the mission tab of the empire manager
 + Fixed: Special events couldn't occur while a plotline is active
 + Fixed: Player owned sector can be marked as hostile on the galactic map popup
 + Fixed: changing faction using the cheat menu wouldn't stick across savegames
 + Fixed: Starting a new session wouldn't reset changes made to CPU factions' traits and behaviors during previous game.

5
OUTDATED

Patch 1.1.5.Beta

This patch should fix issues with the trading menu. It may correct the occasional graphical glitch with the full hardware acceleration setting. It contains a lot of other changes and not all of them have been fully tested, please report anything unusual.

(file removed)

Extract the zip file in your game's main folder
(you'll be asked if you want to replace the game executable file, say yes).

Patching the wrong edition or version will not work.

Incomplete Changelog

Gameplay
 + Added high risk / reward mission to destroy Swarm Hives (untested)
 
Game Settings
 + Added 90 FPS setting (not effectively 90fps, known bug)
 + Added ability to enable/disable menu antialiasing
 + Added ability to set the nebulae transparency level (for those who find them too colorful)

Performances
 + Upgraded graphic library
 + Misc small code changes & improvements
 + Smoother movement in higher refresh rate
 + Improved list management in Sector Info Panel

User Interface
 + Made the "dark" sectors on the galactic map clickable to make exploration of new sectors easier
 + Added "My Assets" filter to Sector Info Panel
 + Drag and dropping weapons and shields works in ship equipment type menus
 + Increased dock scanner menu width
 + Entering a sector from the Galactic Map require a double click to make Sector Info panel more useable
 
Bug Fixes
 + Fixed: Take control button doesn't work in asset list
 + Fixed: Incorrect thread timings
 + Fixed: Small display issue with popup on galactic map
 + Fixed: Closing the game with empire manager open and money management selected could cause a problem
 + Fixed: Spaceflies (and potentially other neutral objects) registering as "foes" to AI Core and Swarm
 + Fixed: Given enough time and resources, swarm queens could bypass their hangar limits
 + Fixed: 2 cursors when some menus are open
 + Fixed: Buying equipment in a dock with said equipment in cargo bays lead to buying the wrong amount of equipment
 + Fixed: Moving cargo around causes the profit/loss indicator to go bonkers
 + Fixed: Access violation under specific case in trade menu
 + Fixed: Wrong font on Shipyard's buy button
 + Fixed: Stats not always showing properly when a game ends
 + Fixed: Sector Info panel  and Galactic map showing data that should be hidden by fog of war
 
 

6
Development and Suggestions / Current 1.1.5 Changelog (2016-01-02)
« on: December 18, 2015, 10:09:41 PM »
Those are the changes already implemented for next update. There are more to come and I will update this topic along the way. 1.1.5 will not contain anything really ground-breaking as the general idea is to have a version that's not too buggy for the Steam release.

AI
 + Faction AI can send military defense ships in foreign/pirate territory if it has assets there

Content Patch [Deluxe Edition]
 + Added Ceridan faction and playable tech group (unique ships, buildings, wares)
 + Added "Besieged" large symetrical map
 + Added "Ore Belt" medium map
 + Added "Ceridan Invasion" special event
 + Added new, rare, titanium ore
 
Gameplay
 + Siraks and SPQR can no longer build capital type colonies on rocky and acid planets
 + Added high risk / reward mission to destroy Swarm Hives
 + Minor changes to some colony imports/exports
 + Minor price changes for various goods
 + swarm spores "gun slot" reduced from 2 to 1; HP from 3000 to 2500
 + SPQR event "window" larger (can happen sooner/later in the game)
 + Can no longer build balanced colonies on volcanic worlds
 + Slightly increased power generation of the Man-o-War
 
Game Settings
 + Added 90 FPS setting
 + Added ability to enable/disable menu antialiasing
 + Added ability to set the nebulae transparency level (for those who find them too colorful)

Graphics
 + Added some pilot portraits variations to niliths, siraks, humans
 + Made AI Core carrier and battleship slightly bigger
 + Replaced computer plant by better looking building
 + Added volume to pirate bases and other buildings
 + Replaced a few AI Core buildings
 + Nilith shipyard, power plant, military and trade stations are pulsating
 
Modding Tools [Deluxe Edition]
 + Map Editor : Added visual indication of nebulae and solar systems when appropriate paint modes selected
 + Map Editor : Easier to know which solar system names have already been used on map (star in front of name)

Performances / Code Stuff
 + Upgraded graphic library
 + Misc small code changes & improvements
 + Smoother movement in higher refresh rate
 + Improved list management in Sector Info Panel
 + Slight changes to savegame format so we can store more complex info about factions, special events and plotlines

User Interface
 + Made the "dark" sectors on the galactic map clickable to make exploration of new sectors easier
 + Added "My Assets" filter to Sector Info Panel
 + Drag and dropping weapons and shields works in ship equipment type menus
 + Increased Dock Scanner menu width
 + Galactic Map : One click to select a sector, 2 clicks to enter a sector
 + Galactic Map : Sector Info panel tied to selected sector when map open so you can move the mouse without canceling current selection
 + Galactic Map : Top right info popup still tied to the sector your mouse is over, made visible even if sector info panel is open
 + Galactic Map : "My Assets" filter made more useful: lone ships are easier to locate, added numerical value.
 + Resized save/load menu
 + Made bounties in bounty board easier to read
 
Bug Fixes
 + Fixed: Falling Letters / Matrix bug (hopefully)
 + Fixed: Take control button doesn't work in asset list
 + Fixed: Incorrect thread timings
 + Fixed: Small display issue with popup on galactic map
 + Fixed: Closing the game with empire manager open and money management selected could cause a problem
 + Fixed: Nilith primary planet type should be oceanic
 + Fixed: Couple of small design mistakes in Imperium and Hiveworld maps
 + Fixed: Couple of error messages in map editor
 + Fixed: Spaceflies (and potentially other neutral objects) registering as "foes" to AI Core and Swarm
 + Fixed: Given enough time and resources, swarm queens could bypass their hangar limits
 + Fixed: 2 mouse cursors visible when some menus are open
 + Fixed: Buying equipment in a dock with said equipment in cargo bays lead to buying the wrong amount of equipment
 + Fixed: Moving cargo around causes the profit/loss indicator to go bonkers
 + Fixed: Access violation under specific case in trade menu
 + Fixed: Wrong font on Shipyard's buy button
 + Fixed: Stats not always showing properly when a game ends
 + Fixed: Sector Info panel  and Galactic map showing data that should be hidden by fog of war
 + Fixed: Animation frames could appear in the wrong order
 + Fixed: Game Editor - potential crash when refreshing database
 + Fixed: Potential crash in alien name generator
 + Fixed: Finite resource button not working as expected
 + Fixed: Incorrect framerate when capping fps
 + Fixed: Selecting a fleet and then a single ship would not deselect the fleet
 + Fixed: Order to build a trade station can fail
 + Fixed: Exception if a faction has no military ship to assign to an attack fleet
 + Fixed: Problem that may cause a faction to not build a specific mine it needs
 + Fixed: Exception related to asteroid deletion
 + Fixed: Some accepted missions wouldn't be listed in the mission tab of the empire manager
 + Fixed: Special events couldn't occur while a plotline is active
 

7
Patch 1.1.0.5

The main goal of this patch is to fix the inability to load savegames some people have been experiencing. There's also a new DirectX9 compatibility setting that may or may not help with the "falling letters" bug. This patch hasn't been extensively tested, so if you aren't experiencing issues with 1.1.0.3, I would advise to wait for an official release.

Extract the zip file in your game's main folder
(you'll be likely asked if you want to replace the game and launcher executable files, say yes).


Patching the wrong edition or version will not work.

Game Settings
 + Added DirectX9 Legacy Mode compatibility setting to graphical options
 + Added option to cap the FPS to specific values instead of monitor refresh rate

User Interface
 + You can set/unset homebase settings for multiple ships simultaneously
 
Bug Fixes
 + Fixed: Crash before loading a game / restarting a sessions without quitting
 + Fixed: Savegame relatedc crashes
 + Fixed: Error message in multiple ship setting edition



8
General Discussions / Unending Galaxy 1.1.0.6 Changelog
« on: September 13, 2015, 01:07:18 AM »
v1.1.0.6

Changes
 + Reskin of the menu tabs
 + Funds are issued as soon as a build order is given (you get it back when the order is canceled)
 + You can set/unset homebase settings for multiple ships simultaneously
 + Player no longer an ally of the AI Core in Rigellian Empire scenario (wasn't working properly)
 + Colony List indicates when you have no colonies instead of just displaying a blank list
 
Game Settings
 + Added DirectX9 Legacy Mode setting to graphical options
 + Added option to cap the FPS to specific values instead of the monitor refresh rate
 + Added option to disable nebulae completely
 
Bug Fixes
 + Fixed: Crash caused by player ships following each other
 + Fixed: Crash before loading a game / restarting a sessions without quitting
 + Fixed: Longer games end up with no asteroids on the map regardless of settings
 + Fixed: Multiple savegame related issues
 + Fixed: Error message in multiple ship setting edition
 + Fixed: You could assign the same keyboard shortcut to two different commands
 + Fixed: You could assign [Esc], [Shift] and [Ctrl] keys to commands
 + Fixed: Potential error in the trading interface
 + Fixed: Item selection isn't consistent between buying and selling
 + Fixed: It was possible to go to a disabled colony management screen in the basic edition
 

v1.1.0.3

Changes
 + Player's automated Dock Builders no longer try to build in foreign territory

Bug Fixes
 + Fixed: Missiles/Bullets could theoretically jump and use gates
 + Fixed: Error when buying items (new quirk in the upgraded graphical library, at least this one is easy to deal with)
 + Fixed: Freeze in factory setup menu


v1.1.0.2

Changes
 + Build button asks for a location first
 + Hostile pirate raiders will give up pursuit if you go far away enough (2 sectors)
 + Added option to repair your stations in their setting menu
 + Ship parts factories no consume resources for nothing when the ship part cap is reached
 + Reduced production rate of ship part factories

Performances
 + Menus are way more responsive when the game isn't paused
 + Slightly reduced initial game loading time
 + Slightly better FPS on the Galactic Map
 
Bug Fixes
 + Fixed: Loading a game after another may cause issues
 + Fixed: Floating point / divide by zero error in trading menu
 + Fixed: Possible error on docks for races that have factories but no trading type ships
 + Fixed: Occasional small bug in rendering code
 + Fixed: Music will stop completely if the game fails at load a mp3
 + Fixed: Failure to load the sound library no longer crashes the game, sound get disabled instead
 + Fixed: Help tooltips not fading out properly
 + Fixed: Dropdown menus not closing properly when the menu system is under load
 + Fixed: Player starts with fixed amount of ship parts instead of what he is supposed to get from scenario


v1.1.0.1

Changes
 + You can use the Ship Setup menu on multiple ships now (only some of the settings are available)
 + Game no longer reset keyboard/video settings when installing new version
 + Pauses the game when a jumpgate is getting used
 + AI Core's Data Array is no longer flagged as a military station
 + Added option to disable sky background 'live' generation to improve loading delay between sectors
 + Increased max weapon slot per ship to 15 (from 13)

Bug Fixes
 + Fixed: Rare freeze when moving from a sector to another (at least if Procedural Sky setting is disabled)
 + Fixed: Shift+Click in AssetList if nothing is initially selected causes an error message
 + Fixed: Games unpausing when closing a ship setup menu called from the asset list
 + Fixed: Building animations disappear when loading a savegame
 + Fixed: Error with jump shortcut in free camera mode
 

v1.1.0.0

AI - Free Traders
 + Free traders will sell cargo at a loss if they can't find a better deal for a long time
 + If a free trader can't sell it's cargo for profit it will be shown in asset list and anywhere where ship orders are displayed

Colony Management ** New ** [Deluxe Edition]
 + Added colony list menu and shortcut (F4)
 + Added sector info submenu to see detailed info about colony
 + can build new / replace existing colonies
 + Colonies you can't maintain (on sector takeover) will be replaced by ruins

Controls
 + New Free Camera mode which can be toggled on / off with the [change ship] and [center on target] keys
 + Moving free camera toward a sector border moves to adjacent sector if any
 + Added shortcut key to get nearest available (non busy) dock builder
 + Double tapping a fleet shortcut centers the camera on the fleet
 + It's now possible to order a ship to use a gate specifically (move near gate, select/center both, "use" gate)
 
Game Data
 + Renamed and rebalanced a few colony types
 + Tweaked shield energy consumption
 + Improved AI Core shields and weapons so they become a bigger threat
 + Improved AI Core capital ships
 + Minor alterations to the Imperium map
 + Improved and spellchecked some text dialogs [thanks to Chlorique Queas]

Gameplay
 + Ships with no weapon systems (or no weapon equipped) will continue course when under attack
 + Taking control of a ship no longer cancel current orders and automation (they are paused instead)
 + Weapon settings (defensive, offensive, disabled, automated) are working as intended now
 + Added note about new camera system to tutorial
 + Added (optional) icons on the border of the screen for out of view objects like current target, gates and docks
 + Added option to set a combat behavior for your ships (normal, long range, ignore) [Deluxe Edition]
 + Added option to set which fighter type will be used when rearming your carrier [Deluxe Edition]
 + Added some variety to NPC raiders and bounty hunters combat behaviors
 + NPC carriers use different modes to handle wings (defensive and offensive)
 + Player no longer get free dock builders if the building manager is enabled
 + Swarm Hive host some pods for protection
 + Added manual carrier commands (deploy, recall, attack) [Deluxe Edition]
   
Graphics
 + Big asteroids drop debris when blowing up
 + Replaced old ugly star graphics by shiny new ones
 + Undocking ships fade in the environment
 + Added animation frames to science labs
 
Performances
 + Multiple code optimizations for improved performances
 + Savegame loading/saving is *much* faster, especially saving
 + Savegame loading/saving no longer require large amount of free hard disk space
 + Weapon systems use much less CPU
 + Reduced initial game loading time by a nice margin (more accurate progress bar too)
 + Empire Manager menu should be more responsive
 + Slightly reduced max amount of spaceflies per sector
   
Settings
 + New unified game setting menu
 + All game settings are put in the same engine.cfg file
 + Added option to set how detailed rotations are (heavy influence on RAM usage and loading time)
 + Added option to automatically save the game every X minutes
 + Default rotation quality set to medium (pre-1.1 setting is considered high)
 + Added options to show/hide screen border icons for out of view objects
 + Added optional "win conditions" to the "new game" menu
 + Added "starting location : randomize major factions" to the "new game" menu

Shield Systems
 + Rebalanced how shield damage and charge are calculated (consistent charge speed and battery consumption)
 + Shield damage and charge calculation less CPU intensive
 + Multiple shields on same ship count as one big shield (sum of shield statistics)

User Interface
 + All : AI modules can display custom orders (buying escort at, waiting for trade deal, ...) in relevant menus
 + All : Slight redesign, font size/style, color used in many (sub)-menus
 + Cargo Panels :  display used space instead of free and color coded
 + Cargo Panels :  display total value for wares in addition to value for a single unit
 + Diplo Menu : double click a faction in treaties switch menu to this faction
 + Empire Manager : Integrated colony manager
 + Hangar Panels :  display used hangar bays instead of free ones
 + Main : Health info no longer displayed when no player owned ship is selected / controlled
 + Pause Menu : Same style as other menus
 + Sector Map : Selected object name is shown
 + Ship Scanner : Added colors to weapon and shield lists
 + Ship Scanner : Right clicking a weapon/shield display its stats
 + Ship Setup : double clicking homebase will close menu and center camera on homebase
 + Ship Setup : change homesector -> map centered on ship current location when opened
 + Ship Setup : Removed unused and confusing 'profile' from equipment tab
 + Trade Menu : Completely revamped dock/trade menu
 + Trade Menu : Sell menu tells you how much profit (or loss) you are making when selling items

User Interface - Galactic News
 + Merged journal and galactic news tabs into a single one
 + Added basic filters to galactic news: all, important, war, diplomacy, economy, losses, bounties, events
 + Added info about who killed your station in relevant news
 + Altered other existing news item

Bug Fixes
 + Fixed: Ships without weapon system still trying to fight causing the ship to do nothing (+ causes exceptions, slowing down game)
 + Fixed: Clearing your bounty at a pirate base would repair your hull for free (don't even ask)
 + Fixed: Shipyard would always repair playership instead of the one doing the communication (and multiple similar ones)
 + Fixed: Pirate menu options would target the playership instead of the one communicating with the base
 + Fixed: Unequipping weaponry in ship with full cargo deletes the weapon/shield
 + Fixed: Changing fleet keyboard shortcuts (0-9) had no effect
 + Fixed: Stack crash in IsFoe under very specific conditions
 + Fixed: It was somewhat possible to order a ship to kill/escort/follow/dock.at itself
 + Fixed: Bug in shield editor preventing saving of shield data under correct file name [1.0.5]
 + Fixed: Sound Effect crash when too many sounds are played simultaneously
 + Fixed: Unclear early message in tutorial
 + Fixed: rare exception bug in rendering thread
 + Fixed: Error message if clicking very fast all over the trade menu
 + Fixed: Disabling sound not working properly
 + Fixed: Easy to shoot missiles at your own ships by accident
 + Fixed: Possible stability issue on game start up
 + Fixed: Save-game slot getting erased if savegame operation fails for any reason (disk space, game error)
 + Fixed: Possible threading issue when faction update their asset list
 + Fixed: Some issues with buttons being enabled/visible when they shouldn't be
 + Fixed: News/Journal system wasn't thread safe, may have caused very rare issues
 + Fixed: Many small user interface issues (wrong font, text size, spacing, ...)
 + Fixed: Button "undock" that disappear in the hangar tabs
 + Fixed: Inconsistent results when pressing the ESC key
 + Fixed: Inconsistent pause/unpause behavior when closing menu
 + Fixed: Possible divide by zero error with weightless wares (modded games only)
 + Fixed: Potential exploit in trading menu
 + Fixed: Possible exception when exiting game to main menu
 + Fixed: "Auto pay bounty" checkbox in Empire Manager not updated properly on reload
 + Fixed: Exploit in which you could make your own civilian ships unequip weaponry and drop cargo
 + Fixed: Shipyard and Empire Manager menus don't refresh correctly if game is paused while those menus are used
 + Fixed: Rare ships escorting the wrong thing after their leader got killed
 + Fixed: Misc text / layout issues
 + Fixed: Empire Manager trying to load Asset List when open even if not on asset tab
 + Fixed: Lock checkboxes in Empire Manager not set properly when loading a savegame
 + Fixed: Possible exception in rendering code related to explosions (non looping animations in general)
 + Fixed: Loading a game while another is running could lead to crashes and unexpected bugs
 + Fixed: Potential multithread issue on startup could prevent game from loading in rare, random occasions
 + Fixed: General purpose thread (mission, events...) not halted when loading a game could cause crashes
 + Fixed: Ships running running the "sell ware" action could ignore money requirements under specific conditions
 + Fixed: Crash if engine.cfg is outdated

9
Announcements / Unexpected delay
« on: August 17, 2015, 04:44:01 PM »
Hey

My power supply decided to die while i was writing the new devlog about colony management. As a result i am now locked out of my pc (i am writing this from my phone). I just ordered a new one which should arrive in 2 to 3 days.

Apologies for the delay.

Cheers
EsKa.

10
General Discussions / Unending Galaxy 1.0.5.0 Changelog
« on: July 14, 2015, 09:57:30 PM »
Empire Manager : Faction Policies ** New **
 + Set your faction's stance toward pirates (ignore, war)
 + Set your gates' access rights (standard, allies, only you)
 + Option to consider foreign ships in your territory as hostile

Game Data
 + Slight price and stats rebalance of battleships and carriers
 + Improved the Absolution sirak battleship
 + Rebalanced some weapons
 + Imperium Map : slightly reduced planet richness in SQPR territory [Deluxe Edition]

Game Editor [Deluxe Edition]
 + Added option to select in which folder you want to save your changes (game's base data folder or any mod subfolder)
 + Slightly reduced Game Editor loading and reload time

Game Settings
 + Added option to set texture size of background sky, clouds and nebulae
 + Added option to choose between mono, stereo, quadriphonic, 5.1, and 7.1
 
Misc
 + Added sector info to buy/sell order descriptions
 + Jumpdrive no longer jump you to the gate when there's one in the destination sector (to avoid confusion between gate travel and normal jumps)
 + Clicking a dock builder will tell you what's it is building and the progress being made
 + Added warning in mod manager about breaking current game compatibility [Deluxe Edition]
 + Improved game log (used for debugging purpose), toggled on by default
 
Performances
 + Increased max performances by 15% on CPU with 4 cores or more.

Sound Engine ** New **
 + Sound Engine rewritten from scratch using OpenAL
 + Much better performances
 + Ability to hear sound from other objects
 + Normalized sound effects and music tracks
 + Converted all sfx to same file format (mp3 192kbps)

Bug Fixes
 + Fixed: Spelling mistakes in faction descriptions, game tips, orders
 + Fixed: AI modules getting reset when opening the ship info panel
 + Fixed: Pirate kill mission against bounty hunter was not indicating the ship type properly
 + Fixed: Kill Missions resolving themselves without player input
 + Fixed: Pirate ships attacking their own homebase (AoE damage snafu)
 + Fixed: Factions putting bounty on self (AoE damage again)
 + Fixed: Duplicated ships & duplicated identifier bug (at least, I hope so)
 + Fixed: Escort ships of hostiles not always identified as foes
 + Fixed: Swarm gargants and spores not dropping intended loot
 + Fixed: Pressing "Resume Game" on the pause menu doesn't remove the pause (while [esc] does)
 + Fixed: Pause menu doesn't stop ship engine sfx
 + Fixed: When used, the jumpdrive highlights unexplored sectors (which can be confusing)
 + Fixed: Bug in Damage Type editor where filename isn't updated when selecting a new damage type
 + Fixed: Multiple minor issues

11
General Discussions / [outdated] Deluxe Edition 1.0.0.2 hotfix
« on: July 05, 2015, 09:29:00 PM »
This patch fixes a bug causing the Ship Setup menu to reset the AI settings under specific conditions. Unzip in your game folder.

Works only with the Deluxe Edition (i'll repackage the basic edition later on)

OUTDATED TOPIC

12
Modding / Enabling Cheat / Debug Tools
« on: June 22, 2015, 07:26:13 AM »
To enable the cheat menu in Unending Galaxy:

  • Create a file called "modder.cfg" (no caps) in the main game folder
  • Run the game as normal
  • A blue "dev" button will appear in the bottom menu

Notes: Many of the tools are there for debugging purposes only and none are documented or supported. While the buttons do what they are supposed to, the game won't verify if the parameters provided are correct.

13
General Discussions / Unending Galaxy 1.0.0.1 Changelog
« on: May 26, 2015, 02:12:49 AM »
Version 1.0.0.1 Changelog

Changes & Improvements
 + Friendly factions (alliance or good rep) should not longer try to spam military bases in your territory
 + Debug logfile (if enabled) saved each time a new line is added
 + AI escort ships will dock with their leader instead of hanging outside a station
 + You can give mouse orders when the Empire menu is open

Bug Fixes
 + Fixed: AI Core favorite planet is acid instead of frozen
 + Fixed: Galaxia Map not taking changes to the AI Core into account
 + Fixed: Factions trying to build gates in your territory
 + Fixed: Manual Move command not working if the ship is docked (won't undock)
 + Fixed: Ships with manual 'protect/escort' order will stop when target is docked
 + Fixed: Cannot toggle pause when sector info panel is open
 + Fixed: 'Unknown' structures could spawn in pirate capital sectors
 + Fixed: 'warmonger' faction trait doing the opposite of what's supposed to do
 + Fixed: Too big a relation penalty for killing foreign builders in your territory
 + Fixed: Trivial issue in cargo pod creation module
 + Fixed: Potential display issue in Orders bar
 + Fixed: Some spelling errors, there's probably a bunch remaining.




Version 1.0.0.0 Changelog

AI - Ships
 + Small improvements to ship combat AI
 + Slightly improved ship ability at avoiding dangerous sectors

Colonies
 + Some factions get access to unique colony types
 + Factions will colonize worlds as they claim new sectors
 + When a sector is taken over, existing colony will convert to ruins if not in new owner's tech group

Diplomacy
 + Reputation cost for destroying assets varies according to how valuable it is
 + Reputation cost for destroying assets higher when you're not at war
 + Small changes to how some of the modifiers are calculated
 
Diplomacy - Treachery Level **New**
 + Added Treachery value to diplomatic relations
 + Destroying important assets of allies or factions with a non aggression pact will increase your treachery level.
 + The higher your treachery, the less likely you'll be to ally or NAP with other factions.
 + The value is hidden, it can't be decreased

Event System
 + Added AI Core related chain of events
 + Added another event

Gameplay
 + Made the amount of mynock hives that could spawn proportional to map size
 + Military losses against the AI Core or the Swarm increase war weariness
 + Higher bounties put on ship/station killers
 + Much higher monetary rewards for most missions
 + Added "Militaristic" optional trait to faction settings (400 bonus to supply)
 + Rebalanced supply stats for planet types (lowered a bit)
 + Added Tutorial Map with a couple missions to explain the basics
 + Being in the pirate guild cost credits every 10 minutes based on your sector count.
 
Game Data
 + Added an extremely large hand-crafted map [Deluxe Edition]
 + 4 new large battleships provided as a mod [Deluxe Edition]
 + Reduced energy cost of replenishing L and XL shields
 + Reduced efficiency of AI Core factories
 + Tweaks to galaxia and imperium maps
 + Many new colony types
 + New ships (including armed transport and cargo cruiser)
 + New starting scenario, changes to existing ones.
 
Graphics
 + Added some new nebulae and made the green ones less aggressive on the eye
 + Added light clouds to sectors neighboring a nebula
 + Nebulae are in higher resolution (1024x1024 instead of 512x512)
 + Added small animation to ore mines
 + Added rare yellow stars in the background
 + Improved some planets
 + Added colors to menu icons
 + Recolor of factions so they are more distinct on the galactic map
 
Modding [Deluxe Edition]
 + Updated some descriptions in the game editor
 + Added support for 2 additional ship classes (dreadnought, heavy cargo)
 + Made Editor : the map shows if a sector in capital or not
 + Colony Editor : Colonies can be tied to capital planets and to tech groups
 + Tech Group Editor : Can toggle generic colony types access on/off
 
Optimization
 + Sanitized InputThread and probably fixed many inconsistencies
 + Very slightly improved rendering speed of beam weapons
 + Saving/Load a game should work better and faster
 + Loadout between threads more even (should help a bit in long, large games)

Procedural Map Generator **New**
 + Maps can be procedurally generated
 + Last procedural map is saved into a file that can be used again or edited in the map editor
 + Multiple settings to customize generation
 + Can use a seed to generate the map

Simulation
 + Added cost for replacing factory traders (10% ship cost for now, taken on main account)
 + Changed swarm hive logic to keep a roughly 1:1 male/female ratio
 + Automated colony razing and replacing (will add the ability to manage / select colonies
 + Idling/patroling cruise speed changed to 80% of max speed
 + Factions have pre-built military and civilians when starting a new game
 
User Interface and Controls
 + Sector info panel is visible when selecting a sector on the galactic map when asked to select a sector (jump, warpgate, invasion..)
 + Default 'right click on object' changed from attack to protect except if you're at war with the target (You can hold control to force an attack order)
 + It's now possible to order your ships around in the main view like you would on the sector map when the camera isn't center on your main ship
 + When you have the camera centered on one of your ships, the interact button will assume you're using this ship.
 + Mission tab is greyed out when there's no missions in trade menu
 + Inverted scan and use buttons on the menu bar so they correspond with the default keyboard keys
 + New Game menu redesign with new supply options, and procedural map generation.
 + Changed 'targeted' by 'added to mission list' in bounty board
 + Warpgates are named on the sector map so people don't miss them
 + Closing menus no longer unpause the game if it was paused before the menu was opened
 + 2 quicksave slots (latest and previous) instead of one
 + Renamed "Manpower" to "Supply"
 + Renamed "War Weariness" to "War Fatigue"
 + Added supply cost/info to player shipyard menu
 + Added supply info to Empire Manager statistics
 + Orders info show what factory/station a dock builder is currently building
 + Added proper save/load screen with random tips
 + Moved a few buttons around in build/sell menu
 + Nicer looking faction icon / logo
 + Faction list in empire screen shows supply stats (but not parts anymore)
 + Replaced old loot menu with cargo transfer menu
 + Diplo list no longer show irrelevant info (military for pirates, funds for ai core)
 + Order description for 'get repairs' and 'mining' tells the target sector
 + Added text for "attack move" order
 + Added "take all" button to cargo transfer
 + Save/load menu redesign
 + Savegames come with screenshots
 + Added weapon/shield info to cargo menus  on right click
 + Made 'sector map' view smaller so object aren't hiddent by UI elements
 + Added access to cheat/debug window [Deluxe Edition]
 + Added 'screenshot' for tech group selection (show the shipyard)
 + Debug menu redesign
 + Ingame graphic and controls settings menus with proper UI
 + Mission list redesign
 + Added faction traits to diplomatic menu
 + Dead factions (no sector) no longer shown on diplomatic list
 + Added tutorial on main menu

Bug Fixes
 + Fixed: Explosion animation has a faulty transparency (dark square)
 + Fixed: Bug introduced in beta 5 causing faction to occasionally place multiple stations where they shouldn't.
 + Fixed: objects belonging to 'factions' without prefix have a comma at the start of their name
 + Fixed: Factions flagged as "Always at War" attacking spaceflies and other pure neutral assets
 + Fixed: The empire menu isn't fully visible in 768/720px vertical resolutions
 + Fixed: The beta 5 price/cost rebalance caused spacefaring creatures to drop way too much loot
 + Fixed: Diplomatic relations malus for different laws counted as a bonus
 + Fixed: Laser beams could appear as much longer than they should when the main AI thread is lagging
 + Fixed: Left click doesn't cancel selection initiated from the 'give order' menu
 + Fixed: Supply missions can no longer request something bigger than what a cargo ship can carry
 + Fixed: Ship Editor: It was possible to set the weapon slot count higher than the game allows [deluxe edition]
 + Fixed: Trying to pacify other ships through bribery or paying fines yield inconsistent results
 + Fixed: Even if pacified, ships could be alarmed by bullets fired prior to the peaceful resolution
 + Fixed: A bug where a ship wouldn't remove a dead homebase
 + Fixed: Rare issue where the game save/load could take ages
 + Fixed: Crash in cargo menu if a ware has no proper icon
 + Fixed: Special Event manager not reset when starting a new game
 + Fixed: Ships firing the wrong way from time to time
 + Fixed: Wrong player race in scenario screen
 + Fixed: Display issue in ship automation menu hiding/canceling changes made by the player
 + Fixed: Stats filter by faction not working as expected
 + Fixed: Build animation not always displayed
 + Fixed: Changing numbers in the money manager was calling keyboard shortcuts
 + Fixed: Small issue in MoveTo order causing ships to stop too soon
 + Fixed: Potential crash (on modded games) if a player ship has no shield system
 + Fixed: Multiple small issues in the "buy a ship" tab of the trade menu
 + Fixed: Player shipyards ignoring supply costs
 + Fixed: 'Military' stats in empire manager showing wrong values
 + Fixed: Fleet/Bookmark panels 'ship orders' display issue
 + Fixed: Exception in Cargo.GetFreeSpace if cargo > total space (can happen when a ship dies and 'build' a loot drop)
 + Fixed: Game reset doesn't reset changes made to AI Core and SPQR made in previous game
 + Fixed: Additional space in sector description
 + Fixed: Engine sound not closing in menus / end game / game paused
 + Fixed: Another potential UI crash if player faction has ships with no shield systems (modded game)
 + Fixed: Selecting a dock for a pirate raid doesn't work
 + Fixed: Double clicking a button in buy/sell menu may show an error message.
 + Fixed: Right click on galactic map not always sending orders properly
 + Fixed: Get repairs order only applied to fleet leader if a fleet is selected
 + Fixed: AI Factions could force player to make peace without being notified
 + Fixed: Sector info panel show hostiles as neutral if there's no playership
 + Fixed: Mods adding custom maps don't work [Deluxe Edition]
 + Fixed: Asteroid Miners mining outside constrained zone
 + Fixed: Unresponsive "J"ump key
 + Fixed: Loot drops could live indefinitely and have a negative health bar
 + Fixed: Factions that can't use mining docks to mine a specific ore can't plant mines at all in a sector
 + Fixed: Ship/Station position is off in sector map
 + Fixed: Sector not given when a faction surrenders one
 + Fixed: Bounty still applied during wars
 + Fixed: Unlinked tech groups
 + Fixed: Double click in asset list opens wrong menu for trade stations and military bases.
 + Fixed: "Incoming Message" menu can autoclose when the player has a key pressed.
 + Fixed: No highlight for goto missions
 + Fixed: Special event manager not reset between games

14
Development and Suggestions / Post 1.0 Goals
« on: May 23, 2015, 01:12:23 AM »
Hey !

Let's see what's going to happen after 1.0. Of course, there will be bug fixes, and stuff for a little while, I am also likely to take a week or two of free time because I am starting to see code when i sleep (and I'd really like to play invisible inc, witcher 3 and gta5 in that order).

The following list is in no particular order, and it's not exhaustive, but feel free to discuss.
Also when I write "faction", it also includes the player.

Colonies

The colony system should be improved. Unclaimed territory should start without colonies, and Factions / tech groups would be able to build their own specific colony types. For instance, the Draths should be able to build balanced colonies on volcanic planets. Rules could be added, so when a faction conquer a sector, if the wrong colony type is present it'll have to pay a penalty to maintain it until it build something better instead. Of course replacing or building a new colony would cost credits.

Research

Research is another topic I'd like to add. But I will stay away from fixed tech trees. The general idea is that science 'points' would be produced by factories (science labs) the same way ship parts are produced. Based on your production and where you allocate those points, you'll be able to receive % bonuses on your weapons/shields/speed/... data. To make it short my idea won't unlock the Beam-o-Doom 2000, but it will boost your existing weapons instead. Yeah it's less sexy, but it's more understandable by the AI, it scales no matter how long the game runs, and I don't have to add a bazillion weapons, shields and ship variants to the database, and in a way it's usually closer to what progress actually tends to be (not that it really matter).

Faction AI

Both on the diplomatic and military sides. The current system is serviceable at best, but it's an ugly mess of nested conditional statements and adding any new behavior is a risky and incrementally difficult process. There have been some interesting developments in the game AI field with the monte-carlo algorithm I'd like to try, and if I don't succeed I should at least make some kind of fuzzy logic machine. Oops, sorry, I mean that there's way to write some magic that will take a list of inputs (current galaxy situation, military and economic strength of everyone) and a list of outputs (declare war, ally, make peace, expand...) and the magic will find the best course of action. The magic in between being independent from the input and output, make my job easier to add new treaties, conditions, and so on. The issue is that writing that magic can be pretty complex, it also imply that I replace my largest (by miles) source file by something completely new. That's why it's gonna take some time.

New Faction

I have enough graphical assets for one last full faction (ships + docks). I will provide it as a mod for everyone to download. After that, I will need to find an artist willing to draw 10 or so docks and roughly the same amount of ships.

Carriers

It's a bit of a shame that the carrier commands are so lacking in UG given that I wrote the ADS plugin for the X-Universe games. That's something I want to rectify. I won't go into the same level of micro management, because it's not the correct scale, but at least I'd like to give the ability to deploy and recall fighters and choose specific equipment settings for your wings.

Modding Tools

The current modding toolkit works, it's not horribly inefficient and once you get used to it, it's fairly straightforward. But, it's fairly obvious I wrote it with little regard to the end user because, at first, "I" was the end user and i obviously knew how to use it. Downtime wasn't a concern because that was something I would use when waiting for my latest changes to crash the game exe. As a result, each time you make a change, you need to press the "reload database" button for it to take effect (which take a few seconds), it doesn't understand the new mod/ sub directory very well, not mentioning how ugly it is.

That's something I'd like to change. A system with one treeview bar on the left and the editor on the right. Depending on what item you click in the treeview, you'll load the corresponding editor on the right. It should be relatively easy to make, but of course, that's something heavily depending on the game' success.

Graphics/Physics/Collisions

I won't deny it, the current graphical engine is bare-bone. I will admit without shame that's not something I usually do. If it wasn't a game I was selling, I would be perfectly happy with colored pixels to draw ships and stuff, but it's not. Also drawing a line (a laser) cost more time that drawing the 1024x1024pixels planet in the background, because the first is built pixel by pixel while the second is a single bitmap/texture. I know I could improve graphic performances and quality dramatically, but here again that's something that will take weeks and I am not really sure it's that necessary. I mean, it won't be 3D, it will never be Elite/SC like quality, I can't compete on that market so I don't know if it's really necessary to spend so much time on the graphical engine while I could improve the simulation itself instead.

However, one thing that need to be improved and that will be is collision detection. It's the major bottleneck when it come to large fleet battles. Basically I am still using the "naive" method of checking all bullets against all objects that can be hit for collisions. that's extremely easy to write, but it's also terribly inefficient in large scale engagements. To you coders out there, yes I will switch to quad-trees soon.

Political Simulation

I have no clear plan about that one yet, but that's something I want to dabble in. Basically I want to add political systems (democracy/monarchy/dictatorship...) for each faction. Each affiliation providing a set of dis/advantages. A "morale" variable will be introduced to colonies and solar systems, and depending on their political system, factions will need to spend some money and/or produce specific goods to keep people happy, otherwise they'll loose the bonuses produced by their political system or they may face a revolt.

To be frank I am looking at the underrated "The Last Federation" game from Arcen Studio and I am trying to find what I can integrate into UG here :)

---

Of course there will be more mundane improvements, new automated ships, user interface fixes and so on alongside the road. But those are the major improvements I want to include in the next major updates.


15
Development and Suggestions / Beta 4 : What's left
« on: March 22, 2015, 01:30:07 AM »
Beta 4 is going to be the last beta version, let's get to what need to be done for that. I am open to suggestions, and I did receive a lot of input from many people, the issue is that it's fragmented trough several boards, my email and here, so I may have forgotten quite a bit about it. Please remind me.

  • Make a proper interactive sector map which fit in the screen properly
  • Add the 'non aggression pact' and 'trading' treaties to the diplomatic table
  • Finish the work on the economic system, make sure trade stations work properly
  • Balance weapons so energy consumption isn't meaningless anymore
  • Allow the player to manually build warpgates
  • Add a tutorial (probably 1.0 goal, not beta 4)
  • Add equipment profiles to shipyards, so you can set weapon loadouts for your own ships
  • Additional commands for carriers
  • Setup menu for trade stations and military bases
  • Completing map settings in the New Game menu
  • Joining the pirate guild should cost money and influence your relation with 3rd parties
  • Universal scan menu working for anything, not only ships
  • Improved basic combat AI, add avoidance mechanism and better aim
  • More events, more missions
  • Prevent the player from buying the biggest ships without reputation

Imho those are the most important points. Of course, basically everything in the game can be improved upon or tuned, but right now, what's important is to close the gaps and produce something fairly complete. As I said multiple times, 1.0 isn't the end anyway. It's only a solid base from which we can start having fun by adding new crazy features.

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