Downloads/Rant: What a Brave New World

Today, a user informed me that he wasn't able to download FARC because he is located in Italy.
That was a surprise for me and after some research I discovered in this old article here that IndieDB/Gamefront block users from many countries...

First I must say sorry to anyone that tried to download it, I wasn't aware of this sh*t.

Second, the scepter of Sourceforge and its sissy policies came back again for me, and I must say that I'm really fedup of these no-balls hosting websites.

Where is this f*cking net open to the world? It seems to be finally dead and 6 feet under...
I know that's not new, nor a discovery, but this sort of problem seems to accumulating as fast as our countries' debt...

Well, sorry but I needed to vent this. For those who read my posts since a while you know that I speak my words.

So, from now I will host my files on Dropbox, the alpha 7 is here .

I will not delete my account on IndieDB, by respect for the people that follow my project on this website, but I'm really tempted of...

The alpha 8/9 release in November will be hosted onto Dropbox too.

What a Brave New World we live on, but don't worry, 1984 is on the way now.

'Got your license to live?

NB: I also updated the Download page.

14 comments:

  1. What the fuck?!? IndieDB, too??
    And what the fuck does this means actually? "Game Front file downloads are not supported in all territories"
    what is the technical/juridical problem??

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    1. Apparently it's a choice from Gamefront to limit the access to its file hosting, because of pirating issues and other crap like "bandwidth problems".
      They all think that to ban entire countries will fix something... again the same bs for the sheeple.
      Gamefront prefer to stay politically correct by saying that the downloads aren't supported than to saying, like for Sourceforge, that such and such country is BANNED.
      The effect is the same anyway.
      I was really surprised when the guy yesterday said that his country, Italy, is banned from Gamefront, and I even joked a bit... until I seen the article...

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    2. But, man, banning a country out of free game is pure siliness, and godammit, it's Italy, not North Korea. (Btw, in this very article, France was also banned at first).
      I know what I'm saying is useless and obvious but it helps me chilling out. Sorry.

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    3. It's their call anyway, if they don't want to provide their service toward certains countries, we can't do anything. I just hope that many admin left IndieDB/ModDB, but even here that's only a drop into the ocean.
      SF did the same and some left. It just as a dev, and I know that you feel it like that too, we are like responsible if one user cannot access to our stuff, even if we can't do anything.
      I think that the future of the free information will be into crypted networks where we will be considered as terrorists, because you know freedom is bad...
      But tell that to the sheeple and they will look at you as a weirdo.

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  2. Hy, I just found your project yesteday and I it seems ona good path. Ive played outpost 1.

    As far as gamplay goes, I know its incomplete, but in alpha 5 video you were building a mining site. Alpha 7 doesnt seem to have that in the startup package.
    Also nuclear plants seems to need staff which I havent figured how to change. I also ran out of food, maybe becouse power went out?
    Wasnt sure where to post anyway.

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    1. Yeah Outpost 1 is a good reference.
      For the mining site it's normal, you need to discover some resource spots first.
      For the Nuclear Fission Reactor, I just forgot to add some engineers, thanks for that I will add them for the alpha 8/9 release.
      You posted into the right place :)

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  3. A few more comments, resource spot search seems to take a long time. And I havent found anything even with the whole year taken for one region. Issues: More airships does not speed up the process. If surveying a region outside the colony, the gameclock stops at midnight while the airship is travelling. Has to be paused unpaused or changed from historic to strategic and back.Then if it gets to normal and you start on the third region, it always stops at midnight. Sending more to more regions at the same time, sticks their travel timer to 0. Also after a few months of scouting, the counter of percent done aquires a small number at the end: like 7.77000000000001%

    Suggestion: Make abundance of resurces in the region visible, and that a colony would still be able to mine resources even without scouting for spots, just much less efficient. Like a resource spot "local". Havent found any spots yet anyway.

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    1. There is certainly a bug since that the spots are found and updated over time, and of course the stop of the gameclock isn't normal.
      The x.xxx..1% is a small float bug, I will fix it during the code audit.
      I will take a look at it for the alpha 10, not the alpha 9 since I don't have time to work on it.
      I must complete the survey anyway and I will see.

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  4. Another suggestion
    Im not sure what is your plan for overall colonist management. I see that most things will be simulated, but there is still manual assignment of construction and staff in general.

    Maybe it would make more sense to simplify things. Add up all building needs under one number. If that number is less than the number of colonists, everything works ok. If its more, efficiency is reduced (not linearly maybe?). On the infastructure tab one should set focuses, so some sectors perform at 100%. Construction is calculated from remaining colonists using the tools available from best to worst. If colony doesnt have any free colonists, there should be a set number of colonists used in this case. Im not sure if construction also counts as manufacturing.

    As for specialists, there are currently 2 numbers, set and max? My suggestion is that it should be seen as efficiency improvement as colonists get better at their job after some time. So it should be current division of specialities. And actual specialists, whose number would lag by about half a year? behind the first number.

    Just a suggestion, Best regards

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    1. "Im not sure what is your plan for overall colonist management.(...), but there is still manual assignment of construction and staff in general. "
      It's a far future feature, perhaps before the 1.0 I hope, I can't say. But it's planned.
      The infrastructures interface is pretty crude and lack of a ton of information for now.
      Yup, you will be able to assemble/built infrastructures in "batch" and they will be grouped by type, even if they continue to be processed individually by the game system.
      "If that number is less than the number of colonists, everything works ok. If its more, efficiency is reduced (not linearly maybe?). "
      I dropped it some time ago that for something simpler, a sort of on/off requirement w/o calculating efficiency, which that could be complicated to manage because of the multiple possible custom effects and production modes.
      " Construction is calculated from remaining colonists using the tools available from best to worst. If colony doesnt have any free colonists, there should be a set number of colonists used in this case."
      In the current state, by how the production system manage it, it is not possible to do that. Even less possible since equipment is used too. So, it's why I using a single value (the Construction Workforce Points). People and/or equipment (because robots can be assigned to it too w/o any human requirement) are assigned in a one way, they can't be reused for anything else. Construction/Assembling is separated from manufacturing.
      Don't forget that the game must manage also worlds with colonies of millions/billions of people, some abstractions into single values are required.
      For the specialists and colonists, the set value indicate the number of them assigned to a task (so to an infrastructure). There will be a system to train the colonists toward specialists functions.
      As many things in the Colony Panel, there are elements of the interface that will be changed other time, because too many things aren't very practical, but hey it's why it's an alpha :)
      As final words; yes I try to simulate the management, or at least try to kill most of the abstraction, of many things but some of them must stay abstracted; there is a limit for all. Until I don't have a game with working core game systems I prefer to not to push too far. I already failed two previous iterations because, partly, of that.

      Thanks for your comment, any suggestions are welcome :)
      Thanks for the bug report too.

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  5. Im just gonna post relevant findings here, for as long as Im gonna be trying anyway. Not to mention I dont need to register into any new forum.

    I get what you are saying. After I looked into the code a bit I realised it would be even harder way. Still if you dont have a good interface its better not to have alot of micromanagement.

    Anyway I also found that between alpha 5 and alpha 7, surveys stopped discovering resource spots.

    In both editions, (using edited higher airship speeds) surveys dont end. a5 then stopped time and issued "cannot terminate external thread" at unpausing. In a7 it just pauses every midnight. In a5 with one airship it took about 3 months to find a spot. Surely every colony could have a spot with a bad quality carbonaceus and water resorces. Just so that one could start limited production and not yet be viable.

    So im not sure if in a7 mining site actually produces anything. It doesnt in a5.

    My point about construction workforce is that it cant be unassigned so far.

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    1. "Anyway I also found that between alpha 5 and alpha 7, surveys stopped discovering resource spots."

      "So im not sure if in a7 mining site actually produces anything. It doesnt in a5."

      Yeah, you already reported it in your previous messages.. and I already answered to these two points.

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  6. Interplanetary journeys.

    Well that works, couple observations: Camera keeps reverting to behind the craft while in transit. Simmilar thing at launching a colony, camera wants to be in place behind the mothership.

    Transits seem straight, altho that would make sense as times are really fast. Parking orbits are out of whack tho. Parking orbit for eridani 5 is half way between the sun and the planet. 500km above atmosphere would probably work, altho Im guessing that in final version that could be manually set.

    Camera itself could use an inner and outer zoom limit. And being locked when planetary screen is open. Someday, with the interface and all that.

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    1. "Well that works, couple observations: Camera keeps reverting to behind the craft while in transit. Simmilar thing at launching a colony, camera wants to be in place behind the mothership."

      Yes I dev it like that for now.

      "Transits seem straight, altho that would make sense as times are really fast. Parking orbits are out of whack tho. Parking orbit for eridani 5 is half way between the sun and the planet. 500km above atmosphere would probably work, altho Im guessing that in final version that could be manually set."

      The 3d is pretty basic and sux, there will not be any modifications on it for now.
      Considering the orbits, the currents one are "placeholders", since there is a low and geostationnary orbit already generated in the data for each orbital objects, in the end I will drop the use of the gravitational limit and will use the low and/or geostationary orbit (an option in the mission setup panel will be added if necessary).

      "Camera itself could use an inner and outer zoom limit. And being locked when planetary screen is open. Someday, with the interface and all that."

      Yes, that's a point that bother myself; the focus isn't great and the zoom not practical, I will add options in the popup menu.

      Please, just keep in mind that's an alpha and ALL (excepted the FUG) is buggy, not finished and subject to change. What you see actually isn't, excepted for most of the 3d, what you will see in 2 years.
      I only make releases to show the stuff in a better, and more direct, way than making videos.

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