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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

Image
[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.