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Showing posts from 2015

Alpha 10 -iteration #05: Energy Equilibrium Rules fixed

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OK, I do an additional post before the pre-release one.

The Energy Equilibrium Rules (EER) are now completely fixed, and all works flawlessly.
I tested it by building a mining site, without assembling any nuclear reactors.



The energy consumption jumped to 123% use and incidentally the stored reserves began to be depleted.



Arrived at zero percent of energy reserves and during the production cycle, the EER quicked in and disabled the Mining Site to recover the overload. the process is entirely automated.



A special icon in yellow indicates that the infrastructure is disabled by the EER, due to some particularities compared to a standard disabled infrastructure.
As long as there's isn't enough generated power to support the Mining Site, the infrastructure will stay in this state.

So two Nuclear Reactors have been put in assembling:



Once done, the EER put back online the Mining Site and it resumes its ore mining.



You can always say; "why not put a condition about power require…

Alpha 10 -iteration #05: Dev Status + Pre-Release Post Info

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I will do a last post just one day before the release day, to inform you of the changes and maybe post some screenshots, if I can finally work the interface in 15 days.

Most of the bugs are fixed, and the mining site finally produce something!  Proof!




Nope, it isn't a mock-up, but the real and alive stuff! :))

Yes the Production Matrix list is empty, I must update the code to support the last changes in the data structure of the production matrix.

The only thing I need to audit is the Energy Equilibrium rules, that trigger a show stopper bug and it will be complete.

I will update the interface after that. It will be tight, but with this so "interesting" end of year period I have some days off, so more time for dev.

Stay tuned.

Alpha 10 -iteration #05: Code Audit Completion and Bug Bugs Bugs

The code audit for the production system is entirely completed.

But now I have a good stack of bugs to kill, with some like; the CSM event Colony Established that don't fade correctly and gives a negative Tension making it a data bug coupled with a crash bug, The built Mining Site that mine... nothing even with surveyed resource spots, bug into the Colony Panel for the owned infrastructures and finally a bug with the rules subsytem Energy Equilibrium rules that occurs when I build the Mining Site and the colony hasn't enough energy to sustain it.

Yeah all that... and November is nearly done... :)

Alpha 10 -iteration #05: Full Week Report (in addition of the Nov. 17 post)

The calculations are completed for the two Energy Generation Modes; Nuclear Fission and Photon Energy. They were previously partially implemented in game, especially for Nuclear Fission.
Additionally they fully support technological improvement by taking into account the mastering and the development level from their related and required technosciences.

Beside that, the products and infrastructures now, also fully support their required tech too, included those for their custom effects, if there is any.
It is not yet supported by the production system itself, but it will be after I completed the audit / expansion phase and updated the interface, interface that will also take into account the requirements for building the infrastructures.

To put comptability with the calculations for energy output, I also integrated technosciences and development levels into the data structure of the space units. Their design integrate more than one technoscience due to the modularity of it, in the con…

Alpha 10 -iteration #05: First Day Off (full time dev day) Report

I finally passed between 6 and 7 hours of dev today.

The production mode Resources Mining is entirely done; all its calculations have been re-enabled and expanded to the new input/ouput structure.
Most of it was disabled since a while because I never updated it on time with the new structure of the resource spots.
I also fixed some calculation bugs here and here.

The production mode Water Recovery is renamed Rain Recovery, because it is able to support not only planets with liquid water hydrospheres, but will be usable with liquid water/ammonia and liquid methane ones.
The code audit and expansion of this part isn't done yet, but will be tomorrow and the only infrastructure, already in the game, that support this production mode has been modified to take into account the changes.
So yes it will be possible to collect ammonia and methane droplets too. The switch to the related and specific calculations is entirely automatic depending where an infrastructure that use this production…

Alpha 10 -iteration #05: (side update) Completion of the SPM Data Overhaul

I just finished, during my lunch break, the audit of the entire influence matrix of the SPM.
It is something I should have done with the previous iteration, but better being late than never...

So the influence data, for each SPM meme and policy, is now final in alpha/beta/final terms and audited.

Also, I stated in the October 7/2015 post, in its third point, that I was also working to finally complete the overhaul of the basic modifiers of the Socio-Political Matrix memes and policies.
Well, I forgot to specify it since but it is 100% done too.

So now, the thing that is left to do for this part of the iteration #05 is to add the three new memes and the one new policy.

I will push this lunch work on GitHub tonight (EST), beside the updates I will do tonight with the overhaul of the Production Phase.

Bit by bit something is set in place, I just hope that FARC will support the three next generations of MS Windows :))

Stay tuned.

Plan for This Week and the Next One

I'll continue tomorrow to working on FARC, some hours each days + minimum 7 hours Saturday and Sunday. Next week I will have 4 days off (from Tuesday to Friday), I plan to put at least 8 hours each day onto the development. I will time them to be sure that I put the correct amount of work.

I plan to release the iteration #5 at max on December 31 /2015 (yes, computing is my life).

Since it's about 1.5 months, I will also include the full completion plus the audit of the resource survey, which is part of the planetary exploration system. It needs to be bugfixed, its interface optimized, and the automation done.

Also and finally, I haven't said it yet but at my job during my breaks I working to add some additional messages for the player.
One is already completed and is about the eventual ongoing resource surveys and it will be generated each time that a group of exploration vehicles arrives on site.
I also expanding a bit the data structure of the messages by adding stop flo…

Alpha 10 -iteration #05: Production Phase Overhaul - Completion at 50%

I completed the entire overhaul about the initialization of production matrix items, in a colony, and its linked infrastructures and production modes.

Of course the work not only occurred in this part of the code but forced the update of many others.

Now I am beginning the overhaul of the process of the production phase.
Once done, the entire unit about this segment will be done.

The audit itself isn't done yet, but I really hope to complete and release this iteration before January.
Outside of my slowness, this part was longer because of the overhaul of the production matrix, overhaul required to allow the production system to support multiple inputs and output for one mode of production.
The system didn't support it before and it was important to implement this change because many of the production modes not implemented yet, uses many inputs and/or outputs.

As a simple example, the production mode Concrete Production has in inputs:
Carbonaceous OreMetallic OreRockWater   And…

Alpha 10 -iteration #05: Some Details about the Changes

There are some changes into the data concerning the infrastructures and the production matrix of each colony.

I simplified the process on how the production modes (PM) are managed.

As a reminder; each production infrastructure, like a factory, can have one or more than one production mode. These modes act like a sort of template to define the production of products, based on arrays of specific data. A PM can have in output one or more than one products, according to the specificities of the mode itself.
The colonies have a production matrix (called CPM or Colony Production Matrix) that, for the sake of simplicity, regroup the production flow of all the PMs that are enabled for a colony.

Until now, these PM could have been disabled/enabled individually, and the input requirements were based unto what was available in the CPM.
That generated three problems:
since it was planned that the player could enable/disable PMs himself/herself that wasn't, in the context of a game, something rea…

Alpha 10 -iteration #05: Short Term Dev Plan

Here is my plan for the near future, and I will stick on it:
full code audit of the units of the system of production:
there isn't much to add, excepted the level system for the products, but I will add it later. So it will (or is, since I began yesterday night) only code audit / optimizations and a cleanup in its locations.afterward I will work on the interface itself; in first I will improve the lists of infrastructures and the interface to setup assembling/building of new infrastructures. There is absolutely no return of information to the player for this part for now, so it is time far past due.beside that, at my work and during my breaks I working to finally complete the overhaul of the modifiers of the Socio-Political Matrix memes and policies; a part I haven't finished for the previous iteration, better late than sorry :) That's it for now.  I prefer to reduce my posts to small announces now, instead to declare a lot of stuff that I will not fulfill in time at the rel…

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)
Details
The alpha 10 [0.6.9.1016]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_10it04-0.6.9.1016.exe.

Manual archive is here: FARColony-full-alpha_10it04-0.6.9.1016.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumu…

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…

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 modifie…

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.

Alpha 10 - iteration#04: SPM - Completion of the Influence Matrix Overhaul

I completed today , during my lunch break, the overhaul of the influence matrix between the memes and policies.
I continue now to update the XML database with all of these changes and do many last adjustments and revisions of the influence modifiers in the same time.

There are 2209 modifiers in total (including those of the 5 new memes/policies), but these are determined according to 4 origin modifiers. so in fact I overhauled and I adjusting 8836 modifiers.

I can't say that's an exhilarating work, but development is made of many PITA moments, especially when you decide to modify the whole AFTER to have implemented the entire system. But so is Mr JF :)

Stay tuned.

Alpha 10 - iteration#04: (big screenshot) A View of the SPM design document

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Just to show you what is the SPM Matrix, I did a screenshot.

The file is a bit big, even in JPEG, sorry in advance (and sorry because Blogger has resized the picture in full screen...):



As you can see, the influence matrix of the Socio-Political Matrix is a big name for something simple.
It is in fact an array of modifiers, that are taken in account regarding specific memes and policies are accepted by the population or enforced.

All in green are the definitive modifiers.

The process is a bit complicated because I must stay objective, whatever my own ideologies as a human being. But I think it is worth it.

On the right part are some details of some memes and policies.

In the process I will also add 5 new SPM items; 5 memes and 2 policies. The short list is the following:
For the memes:
 Nuclear Fear.Planetary Chauvinism.Spirit of Entitlement. For the policies:
Emotion ErasingUniversal Cancer Cure. In total, at the time of the release there will be 22 memes and 25 policies. Not a lot, b…

Alpha 10 - iteration#04: Delays, Delays + Overhaul of the Influence Matrix

As usual I am late...

The overhaul of the matrix of influence between all the policies and memes takes time, but the progression is made; I finally began to update the XML file of these items (not uploaded on GitHub yet).

Once done, I will continue my work on the code about the policies enforcement and memes progression, so, with additional code audit and completion of these parts of the system.

I don't want to release this iteration with the SPM not completed, because it is the goal of this iteration itself!

After this one, in the next iteration I will work on the production system. I planned previously an iteration for new assets, but I take too much time in additional code and design.

I prefer to complete the basic game systems first and I will take time to, finally, working on the assets of the game (new factions, planetary systems, infrastructures, events, messages and so on...)

This damned time balance and my lazyness :)

Stay tuned.

Alpha 10 - iteration#04: Completion Star Control Rules + Related Interface [incl. Screenshot]

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The rules for control of a star are 100% done.

The changes into the interface to display the state of control of the star currently selected into the 3D view, are completed.

I even made some change in how the informations, about the current stellar system and current star, are displayed...


Yes, a bit more clear and better, isn't it? I tweaked a saved game file to force the control of this star and have it contested with the only, for now, non-player faction of the game.

The top left is the name of the star, on its right with more squared and smaller font is the name of the stellar system. It is the same in the case of Epsilon Eridani, but can be different for stellar systems with 2 or 3 stars.
The font of the star name is of the same modulated color than the light color of the star itself, and change acccording to the type of the star.

I also moved the CPS panel to another position.

Beside all that I updated many small changes like; new encyclopedia topic (The Universe) and entrie…

Correction

Sometime writing your own stuff show how silly it was.
I'm sorry, I go to change Star System with simply Star, as I did in the start of the development.

Even simpler like that.

Sorry again :)

Alpha 10 - iteration#04: State of Rules of Star Systems Control

The implementation of these rules are done at about 50%.

I will expand a bit the interface by indicate how is controlled the selected star system in the 3D View, and if controlled, by which faction(s).

These rules are tested after specific "events" occurs, like the settlement of a new colony.

FYI, I use terms that can be confusing because they don't stick at 100% of their scientific counterparts.

In the game I use the term Stellar System to talk about an overall system composed of one to three stars.

I use Star System to talk about a star and its eventual orbital objects. Eventual because latter in the development I will add stars that haven't any orbital objects too.

In the real nomenclature, Stellar System and Star System means about the same thing.
I could have designed Star System in the game only as Star, but I considerate that if a star has orbital objects, it is a sort of system by itself.
I just hope that I'm clear :)

By completing these rules of control…

Alpha 10 - iteration#04: Some Words about the SPM

Since I worked on it during my lunch break, I thought it was relevent to explain what the SPM is and how it works on a broad level.

I called this system the Socio-Political Matrix because it manages the policies and memes, also called SPM items,  applied to a faction.
The matrix is taken from the fact that there is a sort of matrix of influence which modelize acceptance and rejection of of SPM items and also generate reactions from the faction's population.
The very basic idea has been taken from the civics in Civilization IV, and I developped a system from it, which is now well different from the one used in this game.

For the policies, the matrix will define acceptance in enforcement of a policy from the player or an AI.
For the memes, the matrix modelize the evolution over the time of how a population take and reject ideas and other ideologies.

The most difficult part is into build up the matrix itself and design matrix modifiers in the most objective way, outside my own educat…

Alpha 10 - iteration#04: Colony Levels + Faction Levels + Star System Control Rules

I paused a bit the audit of the SPM to finalize two part of the SPM I never completely worked: the Faction's Levels and the rules that manage the control of a star system.
These two points can be optional for the scope of the first phase of the game, but they are core parts of the SPM, so since the iteration 4 is about this system, better to complete it.
I also finally completed the design and conditions rules for the colony levels and go to implement them too.

Each colony is ranked in size and political importance by the using of levels, which goes from 1 to ten. Here's the short description of them:

Outpost:  minimum population = 1+Base:  minimum population = 11+Community:  minimum population = 101+Settlement:  minimum population = 1,001+Major Colony:  minimum population = 10,001+Local State:  minimum population = 100,001+Regional State:  minimum population = 1,000,001+Federated States:  minimum population = 10,000,001+ Continental State:  minimum population = 100,000,001+Un…

Alpha 10 - iteration#03 Release

The alpha 10 [0.6.8.1011]it#03 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_10it03-0.6.8.1011.exe.

Manual archive is here: FARColony-full-alpha_10it03-0.6.8.1011.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it03-0.6.8.1011.7z.
To apply the patch unpack into your install dir and overwrite anything.

Release Notes:

Colony Panel / CSM Events List: the tree l…

Alpha 10 - itertion #03: Dev Status + Screenshots

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[WIP] to update the interface for the CSM events.=[DONE]= to complete the CSM events cancellation.=[DONE]= to change the display of the population of a colony.=[DONE]= to overhaul the messaging system (including addition of new messages).to include new messages for events and other parts of the game. =[NOTHING TO DO]= to update the main keyboard shortcuts.[WIP] to add a hint subsystem accessible to any part of the interface. =[DONE]= to update the encyclopedia.
Here are the screenies:





I can't post a screenshot of the basic HTML hint implementation since I can't take the screen without the hint disapear.

Alpha 10 - iteration #03: Uninvited Guest: FaDE

If you seen the last GitHub entries, especially with the build 0.6.8.1009, you've seen something concerning the Faction Decision Engine, or FaDE.
Well, it is what will be the AI engine of the game... at least something I can call AI, I prefer to stay modest since I never did that for a strategy game in my thirty years or so of programming.

For now only some empty units are added, and before the release this weekend I will begin to create some very basic data structures.
You should ask "why know?" and I should answer that it is just a very small brick in the grand convoluted design of things. And I prefer to implement it part by part, until I come to officially working on it in the far future with the 0.7.5.
Part of the AI is already designed, even if not fully put in the main doc yet.

So that's it. The release dates stay the same and I will make post, before it, with screenshots as promised.

Stay tuned.

Alpha 10 - iteration #03: Dev Status [ CSM Events + Encyclopedia + Hint Subsystem ]

I finally finished the automated formatting of the CSM events in the encyclopedia since yesterday.
Now I adding the full description of each implemented event with all their details.
I will post screenshots of it in the last post before the release.

The encyclopedia is also fully mouse wheel compliant without the need for the player to click each element of the interface. This behavior should apply to other parts of the UI as well, outside the help panel. I applied many fixes for that.
Also zooming/unzooming on one of these elements will not affect the zoom/unzoom of the 3d view, that needed to be fixed.

Tonight I will also implement the HTML hint subsystem and will begin to add some of them for certain elements of the interface. Don't  hope to have hints for the full interface of FARC, but at least my custom framework, based on an external component, will be enabled.

I haven't completed yet the upgrade in the display of CSM events into the colony panel, but it will be for the…

Alpha 10 - iteration #03: Dev Status

[WIP] to update the interface for the CSM events.=[DONE]= to complete the CSM events cancellation.=[DONE]= to change the display of the population of a colony.=[DONE]= to overhaul the messaging system (including addition of new messages).to include new messages for events and other parts of the game. to update the main keyboard shortcuts.to add a hint subsystem accessible to any part of the interface. [WIP] to update the encyclopedia. Two work-in-progress in one.

Stay tuned

Alpha 10 - iteration #03: Messages Banners and Hints/Popup

Now the messages can have a banner that illustrate the type of the currently selected message. I already made and added some of them for this iteration... and applied the credits where it is due :)
I don't post screenshots yet, since I'm at work, and I prefer to complete other parts of the interface before.

During this lunch break I worked the CSM event s cancellation, it will be completed tonight by the end of this day.

I go to add another feature for the release of this iteration, something very advanced technologically speaking, that even AAA games will wish to have; the hints and other information popup.
Kidding and joking aside, this is a feature that will not be an option for something like FARC, and like for other parts of the interface in the game, I can format them on a HTML way, so with many variations possibles, including pictures and so on.
It was something that was already done in the previous failed iteration of FARC, so I will go to recover this old code, clean …

Alpha 10 - iteration #03: Dev Status

Status
to update the interface for the CSM events.=[DONE]= to change the display of the population of a colony.=[DONE]= to overhaul the messaging system (including addition of new messages).to update the main keyboard shortcuts.to update the encyclopedia. The complete overhaul of the messaging system is done. Now I have to apply the code audit and addition of a stack of new messages.

The load has been greatly reduced on the game save file due to the presence of directly plain messages in the previous versions of FARC, and even if it isn't critical at the stage of this game, it will be when a truckload of messages will be generated. Now a game file only store the configuration data of each message.

After I finished with the in-game messages, I will update the CSM interface and will complete the code for events cancellation.

Stay tuned.

Alpha 10 - iteration #03: Dev Status

Annoyed by more posts this year?  Yeah, I woke up from my lazy cave, deal with it. I'm kidding you a bit, but yeah I'm a bit more active.

Status
to update the interface for the CSM events.=[DONE]= to change the display of the population of a colony.[in development] to overhaul the messaging system (including addition of new messages).to update the main keyboard shortcuts.to update the encyclopedia. Nothing much, but now FARC can deal with big population numbers. It isn't relevant at the start of a game, but the player doesn't mean to stay with only some hundred of people in his/her colony...
It was something fast to dev but useful.

Since yesterday and even during my lunch break at my job, I'm working on the complete overhaul of the messaging system. I'm not far to complete it too beside the code audit and addition of a stack of new messages.

FARC will be a bit more... talkative, so to speak and will be able to translate the messages if the player change the lang…

[URLs CORRECTION OF] Alpha 10 - iteration#02 Release

I modified the tags of the files AFTER to have put rhe release's post. So the links... don't work... he-he as would say the Tarn brothers :)

OK here are the correct URLs, sorry:

Setup is here: FARColony-full-alpha_10it02-0.6.7.1001.exe.

Manual archive is here: FARColony-full-alpha_10it02-0.6.7.1001.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it02-0.6.7.1001.7z.

Alpha 10 - iteration#02 Release

Late as usual, here is the iteration number 02 of the alpha 10.

This iteration concern only stuff under the hood since I haven't updated the user's interface. So as a player (or tester considered the state of this project) you will not see much changes.

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_10it02-0.6.7.1001.exe.

Manual archive is here: FARColony-full-alpha_10it02-0.6.7.1001.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first it…

Alpha 10-iter#02: Last Post Before Release

The iteration #2 will be released at max on April 5th.

I pushing the accelerator to complete the rework of the events but, as usual when you work with a certain number of systems that depends on each other, there are many changes here and here outside the CSM that must be made too...

Anyway all the events are updated with adjusted modifiers, the fighting rules for the Uprising and Dissident Colony events have been reworked for some parts, and the mean age calculations, after a population transfer into a colony, has been entirely revised.

The only problem is that I haven't updated anything in the interface to displaying the new event's informations, I will try to do it before this weekend but I promise nothing. This iteration will be released.

Anyway the iteration #03 will be about the additions of new assets and general interface updates, so I will do it.
Since I will also overhaul the messaging system, I will implement new messages to inform the player on the major events tha…

Alpha 10-iter#02: Dev Update

As usual it takes time and I'm slow as a turtle.

For now I applying under the hood code again and it's a complete mess work between many units, it is not even possible to compile the code for now, but step after step the reorganization + code audit go to an end.

I also changing most of the modifiers the CSM core system and its events have, after to have adjusted them by design. I think that the results will be better. Also in the previous versions, the system wasn't able to clear old events pretty well, that will be history at the release.

The release itself is always planned for this month, I wanted to add new events but that will be for another release.

Stay tuned and thanks for your interest.

Alpha 10-iter#02: Dev Update [ the current todolist ]

I only display what is already done (x) and what I actually working on (o):

Colony Simulation Model (CSM):
   (o) all existing CSM events (Colony Established, Dissident Colony, Governmental Destabilization, Health-Education Relation, Social Disorder, Unrest and Uprising) were been revised and completed.
   (o) all the events already implemented have their own unit. Additionally their code is audited and corrected.
   (x) event: Health-Instruction Relation: the modifiers are changed for a global ratios that  modify instruction as a whole.
   (o) the entire code that process the events is reworked and optimized.
   (o) completion of the event cancellation code which lacked of many data transfer.
   (o) a now useless cancellation method is removed.
   (o) the events have now custom statuses, those indicate more clearly than a cryptic integer value in which mode the event is.

Encyclopedia:
   (x) new entries:
         (x) csm: cohesion data.
         (x) faction: faction template.
         (x) factio…

Alpha 10-iter#02: Dev Update

I continue to applying code audits and refactoring for the CSM code.

Some bugs have been fixed, like the one which scrambled calculations for the colony's basic data. I also create new units by event for a better management for me.

After this audit I will fill the holes in the current form of the implementation, will add additional colony events and will, finally, update the colony panel.

That's all, only under the hood work for now.

Alpha 10 - teration #01: Release Info Update

The 7z packages (full version and cumulative patch) are uploaded also on GitHub, I don't know why I haven't thought of that previously...

the FARC GitHub release page: https://github.com/farcodev/farcolony/releases

Alpha 10-iteration #02- Colony Simulation Model

The second iteration is about the completion of the colony Simulation Model, which is of course already implemented but have some holes in the code and requires full testing and adjustments. It's not only an under the hood update but include also its interface and its encyclopedia entries.


The under the hood part will be about to fill the holes in the code, particularly for testing the data over the time, to adjust the modifiers, and adding new colony events.

The interface updates will touch the Colony Panel which require a serious cleaning. The part that will be worked are those concerning the population and the settlements.

Finally the encyclopedia part will be about adding a maximum of entries cocnerning the explanation of this game system, the data it touches and the detail of each colony event.

It's easy to  put ideas, more less to put them into fruition. When I see the awesome brothers which doing that with DF since more than 15 years, I'm nothing beside them.

T…

Alpha 10 - iteration#01 Release

Finally the release is here.

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


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

If you take the manual way, you can update if you only have the alpha 10 installed in first.

The setup of the upcoming iterations will update automatically this one, even deleting correctly files if it is required.

Setup is here: FARColony-full-alpha_10it01-0.6.6.995.exe.

Manual archive is here: FARColony-full-alpha_10it01-0.6.6.995.7z.

Cumulative patch for the Manual archive of FARC alpha 10 (released before this first iteration update) is here: FARColony-cumulativepatch-alpha_10it01-0.6.6.995.7z.
To apply the patch unpack into your install dir and overwrite anything.

Release Notes:

3D: some fixes for the browsing of the objects. User's Interface - General:overhaul of the fonts with replacement of existing ones and the implementation of a dynamic assignment.overhaul of th…

Small delay due to patch problem

I'm sorry for the delay. The iteration 1 is done but I have some problem to make a patch, since some files are removed with this update. I'm looking for a solution and  I think I found something OK but it needs some testing.

In either case I will upload the files today during the day (EST time).
In the worst case I will upload the patch into a 7z archive.

Stay tuned.

NB: yeah I know, I should make an installer version of FARC, and I think I will upload one today too.

Blog Update: about Section

A tiny post to indicate that I updated and corrected a bit, the About/FAQ page with a better description of the setting of the game and what it is all about. To this time that wasn't pretty clear and badly written :)

That's all, yup.

Alpha 10-it#01: Fonts Overhaul (inc. screenshots)

Image
The fonts overhaul is ongoing and I just finalized the fonts that are used in FARC.
I do that because some I used weren't at 100% open source compliant, and one in particular not very readable too. Now the fonts used in the game are open source friendly and, I think, are more readable.
The two first screenshots shows the basic interface during a play, so here's the one before:

And here's the one now:

These two others show some modifications into the description text of the selection faction of allegiance with the one before:

And here's the one now:

I need now to finalize this step by assigning dynamically any interface component in the game and it will be done.

The next step will concern the help panel with the completion of the display of the keyboard shortcuts, and the overhaul of the encyclopedia with the inclusion of the entire texts and a hierarchical display including some navigation options.
Beside that I will also complete the work on the keyboard shortcuts the…