October 3, 2015

Alpha 10 - iteration#04 Release

(NB: now the release post is made in 4 sections: Details, What's Missing?, What's Next? and Changes. It will be also the case for the next release posts)
The alpha 10 []it#04 is finally released.

FARC is bundled in two flavors: manually, with 7z archives and semi-automated with setup files.

These two ways doesn't requires that FARC is previously installed.

If it is installed and you use the setup file, please bear in mind that it will update correctly only from the alpha 10-iteration 01, not from the alpha 10 or any other alpha before.
If it isn't the case, just remove any previous version of FARC before to install this one.

If you take the manual way, please delete any previous version of FARC before.

Setup is here: FARColony-full-alpha_10it04-

Manual archive is here: FARColony-full-alpha_10it04-

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it04-
To apply the patch unpack into your install dir and overwrite anything.

What's Missing?
As usual I wasn't able to put anything I wanted in this iteration.
What's missing is mainly a goodstack of custom effects for the memes and policies.
OK it isn't very relevant for this first part of the game where the player has only a very limited range of action with his/her faction.
Also only one new policy is added instead of the 2 policies and 3 memes I should have put in it. They will be in the next releases.
Part of the code audit concerning the SPM haven't been processed too.

What's Next?
The iteration #05 will be about updating and code auditing the production system.
In this iteration you will see more visible changes because a big part of this one is about updating and expanding the user's interface, which lack of any informations about the infrastructures, the assembling/building setup, and also why an infrastructure is unvailable to build; for now the list simply hide the not available entries, which is pretty limited.

So unsurprisingly I don't follow entirely my initial plan here, since I taken too much time. I prefer to focus to flesh up the existing systems, and pass the assets iterations for now.

But I keep the 10 iterations plan setup, it is just the order of the next ones that will change a bit.


  • 3D:
    • HUD click is reinstated and normally stable now. Clicking on one element, pop up the encyclopedia and display the definition of the clicked element. Only a few element are clickable for now.
    • the fonts sizing for any HUD object is now 100% compliant with the dynamic and static font sizing system.
  • Encyclopedia:
    • new topics:
      • The Universe. Will contains informations on how the stellar systems, the stars and their eventual orbital objects are generated.
      • new entries:
        • The Universe:
          • Albedo.  
          • Orbit Distance.
          • Orbit Eccentricity.
          • Star Temperature.
        • Glossary:
          • Astronomical Unit.
  • Entities:
    • addition of an array of data concerning which star systems an entity controls.
  • Infrastructures:
    • the custom effect, concerning the Power & Organization Center, was badly set for the basic ones. So, in this case, the first player's colony was equipped with a Primary POC through his/her colonization shelters. Which is wrong, since this type of infrastructure must provide a basic POC, not a primary one.
  • Interface - Colony Panel: 
    • The type of Power & Organization Center, the colony is equipped of, is now displayed into the left part of the panel, under the Location.
  • Interface - General:
    • the SPM is now fully compliant with the centralized core data display.
    • the code that display data into the frame of the main 3D view is changed to update HUD elements in the 3D view. 
    • the control state, of the current star is now displayed into the 3D view. It indicate if the star, and its possible orbital objects, is not controlled, controlled or contested, and by which factions.
    • a bug has been fixed which prevented correct update of the texts in the main interface. I haven't paid attention to that and I'm sorry.
  • Interface - Unified Management Interface:
    • Faction Tab:
      • the faction level is now correctly updated.
    • Policies Enforcement Tab:
      • in the case when the player's faction status isn't at the correct minimal level to enforce a policy, the explanation text now is displayed correctly for any SOC policy. It wasn't the case before.
  • Misc:
    • full code audit (refactoring, code cleanup, optimizations, bug fixing like the one which concern the decimal setting) of the following units:
      • farc_spm_data
      • [partial] farc_csm_core.
      • [partial] farc_csm_events.
  • Player:
    • the player's faction name is now stored into a specific data.
  • Socio-Political Matrix (SPM):
    • [partial] massive code audit, refactoring and relocation. (partial)
    • the faction levels are fully implemented, including the completion of the rules to determine of which level a faction is.
    • rules about the control of a star systems has been fully designed and implemented. 
    • [partial] during the core phase processing, in case when a requirements test pass and the policy has UC cost/upkeep and the entity has not enough UC to pays it, the entity lose the policy. 
    • [partial] during the core phase processing, SPMi requirements tests for the player's faction depends now of the faction's status. If it is of the responsibility of the player's allegiance faction, it this this last that will test the requirements.
    • complete overhaul of the entire matrix of influence between any SPM item (memes and policies).
    • complete overhaul of the basic modifiers of the policies/memes.
    • Colonization Phase System (CPS):
      • the rules, for each faction's status and each of their levels, were been cleaned, expanded and completed. At least for this stage of the game.
    • new policies ( total = 24 ):
      • Emotions Erasing.
    • Universe:
      • addition of data to store the star systems control state and faction. These data are save and loaded into saved game files.

September 13, 2015

Alpha 10 -iteration #04: Confirmation of SPM Influence Matrix Completion + Release Date

It is FINALLY... done :)
I have 1 hour left at the time of this post, so I go to apply some final adjustments and start the update of the XML file.

I will release this iteration before the end of this month, whatever happens.

Anyway, here is a quick reminder of what is done since now:
  • part of the SPM code is corrected and upgraded.
  • the influence matrix overhaul is done.
  • the interface updated/implemented for the SPM.
  • the interface is implemented for the control state of the current system.
  • the interface of the colony panel is updated with the display of the type of Power & Organization Center setup in a colony.
  • the faction levels are fully implemented.
  • the rules about the control of a star system and its interface is implemented.
  • the rules of the Colonization Phase System, for each faction's status and each of their levels, were been cleaned, expanded and completed.
  • many bug fixes into the game systems and the interface are cleared.
  • 5 new entries in the encyclopedia.
  • HUD clicking, in the 3D view, is fixed. And the fonts are now 100% compliant with the dynamic and static font sizing system.
Stay tuned.

September 10, 2015

Alpha 10 -iteration #04: SPM (real) Completion this Weekend and Precisions/Corrections

On July 13, I said that the influence matrix between the memes and policies was completed and on July 31 I said that I struggled into the redesign of this matrix.
Well that requires some precisions; between these two dates I wasn't pretty happy to what I did in these modifiers; that was again to "synthetic" with not enough variations and too much of extreme values.
And with the mass of numbers I started to struggling to enter the values myself and certainly made many mistakes.
In short, my last 1 month of work sucked, literally. So I redesigned it with two goals in mind; full automation into the calculation of the modifiers, clear and complete list of elements that I can use to define these modifiers, in the most objective way.
And on July 31st I finally completed a new system of calculation.
Let's be clear, it doesn't change something of the game system regarding the SPM itself (and that could be the frustrating part), just it allows me to design better modifiers for the influence matrix. I really wanted thing done right for it, especially since I must add 5 more policies and memes before the release.
So the transfer of the 2~3 thousands of modifiers is nearly completed, and will be totally done by the end of this weekend.
I will do a mass update of the XML file belonging to the SPM items, will update the git and finally resume the dev.
I know I'm late, regarding of my goals set in January but things are like that.

So that's it for the news, FARC is always slowly into the progress.

Thanks for your interest.

July 31, 2015

Back on Track Post :)

Hi, I'm alive, and the project is still alive :)

I was only sort of in dev holydays for two weeks, and back on dev.  Summer and things and stuff you know...

I struggled into the redesign of the influence matrix, without even counting I put modifiers manually. But I finally setup semi automated calculations and adjusted the modifiers to something a bit better.

So I'm working on it to its completion and will make a Git upload only once all finished.

Have a nice summer, and stay tuned.