Alpha 10 - iteration#07 Release

Add: I Forgot a thing; with this release it is the first time the project reach its first 100,000 lines of codes (101,650 exactly)  :)

First, I wish you a good year, and hope that in 2017 you will reach and accomplish at least a part of what you seek in your life.

If you don't want to try this release, or are lurking only for the changes and progress, you only have to wait for tomorrow; I will publish a well sized post including many screenshots that will detail how works the upgraded interface.

Tomorrow is one day off for me, so I will publish it in the morning, EST time.

The alpha 10 []it#07 is 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_10it07-

Manual archive is here: FARColony-full-alpha_10it07-

There is now a music pack, which is included into the Setup version, that you can install separately if you installed FAR manually. It is here: Google Drive Link.

There is no more of cumulative patch (to much changes and deletion to make this kind of archive meaningful).

Working Dates
From 2016-04-25 to 2017-01-01

What's Missing?
Nothing considering the code.

There aren't any pictures for the infrastructures in this releases.

What's Next?
Tomorrow I will publish a big post with screenshots to show the changes.

The next version is about bug fixing and additions of assets, pictures for the ifnrastructures already in the game, and will be released on January 15/2017.
Since it's a sub-release I can safely post the release date, whatever done during these two weeks will be included.


  • 3D:
    • personalized surface maps are now too loaded according to the high resolution option.
    • the bug for the browsing of the orbital objects with the keys is fixed now. The zoom/unzoom with the mouse wheel triggered it.
    • the previous zoom/unzoom method with the middle mouse button is disabled.
  • Encyclopedia:
    • addition of a new format: Annex - Infrastructures.
    • New Entries:
      • CSM:
        • Colony Level.
      • Annex - Infrastructures:
        • Colonization Shelter.
        • Houses Pack.
        • Humidity Trap.
        • Inflatable Greenhouse
        • Inflatable Habitat
        • Mining Site
        • Multipurpose Depot
        • Nuclear Fission Reactor
        • Pressurized Tanks Array.
  • Game Saving/Loading:
    • fix: prevent a crash if there isn't any game saved available.
    • addition of 3 pictures for the resource spots; metallic ore field, rare metals ore field and uranium ore field..
  • Graphics:
    • addition of 10 icons to illustrate the colony data.
    • addition of 2048 x 1024 personalized surface maps.
    • addition of multiples icons to illustrate the lists of infrastructures (like the levels of infrastructure kits).
    • addition of 4 series of icons to illustrate the fourth environments (free, restricted, space and gaseous).
    • addition of 7 icons to illustrate the max levels of the infrastructures.
  • Infrastructures (database):
    • the isSurfaceOnly data is deprecated. The range of types of settlement is added instead.
    • Infrastructures - Addons and Modifications:
      • Multipurpose Depot: expanded to level 7 from level 5.  Levels 4 and 5 have been reworked and adjusted.
  • Infrastructures (in-game):
    • converted infrastructures keeps now their data of their custom effects into a proper array the data structure derivated from the one used for the database. It is necessary now they keep all the details about it, generated during a conversion.
    • Construction Assembling Building (CAB): 
      • the infrastructure's Construction Workforce Points (iCWP) now take into account if more than one iteration of a same infrastructure will be assembled/built. The calculations of the iCWP are modified.
    • Assembling:
      • prevent a crash when an infrastructure kit hasn't any technoscience prerequisite.
  • Interface - Events (CSM) Panel:
    • basic conversion.
    • the modifiers are coded with the correct colors according to the meaning of positive and negative values for each event.
  • Interface - General:
    • a special unit, for hints interconnect, is now created. It centralize any hint formatting for a specific element of interface and keep it updated.
    • the gradient on the glow buttons has been modified a bit to make the texts more readable.
    • the circular progress elements have been reset to their original code. My tweaked one put more crash than anything else. Their display have been optimized according to the default changes.
    • some French strings have been optimized and corrected.
    • prevent an exception when the main window is resized too often too fast.
    • forgot to add a text entry in ui.xml for the infrastatus_disabledbyee (status of infrastructure when disabled by the Energy Equilibrium rules).
  • Interface - Industry Panel:
    • basic conversion.
    • the update of the Production Matrix List is re-enabled and corrected.
  • Interface - Orbital Object Panel (formerly Colony and Surface Panels):
    • complete overhaul of the basic informations displayed in the panel. The panel itself is renamed the Orbital Object Panel.
    • Population has now its own panel.
    • Settlements has now its own panel.
    • Industry has now its own panel.
    • Events (CSM) has now its own panel.
    • colony data are now represented with their respective icon. A HTML hint is linked to each of them to provide additional informations.
    • resource spots are all now displayed in their respective area with each of their own icon.
    • in the data about the ecosphere, the type of environment is now displayed under the form of an icon.
    • fix: prevent the bug with the grid of the surface display of the Orbital Object Panel when a new game is launched or one is continued/loaded for the first time.
  • Interface - Population Panel:
    • basic conversion.   
  • Interface - Settlements Panel:
    • basic conversion.   
    • the settlement's name is now correctly displayed. The player can change it by modifying directly the displayed name.
    • the settlement's type, size and accumulated levels / levels cap are now displayed.
    • the keystrokes for each component of the panel are completed and optimized.
    • addition of a combo box that allow to filter the infrastructures of the available list. Can show no warning for infrastructures that doesn't pass the requirements, show a warning icon, or don't display them at all.
    • the Construction Workforce data and setup is now displayed beside the two lists of infrastructures. Some improvements in the interface have been made.
    • the interface to configure an infrastructure is implemented.
    • the interface to assemble of build an infrastructure is implemented.
  • Messages:
    • the behavior and keystrokes of the panel and its components are improved and fixed.
  • Misc:
    • the configuration file and the saved game files are now stored in appdata and no more in MyDocuments.
  • Missions:
    • Colonization:
      • the list of possible settlements is now real and not hardcoded. It is based on the environment and also the target's type of orbital object. The Lava Tube type is displayed regardless of the Features & Artefacts Survey, since this system isn't implemented yet.
      • the choosen type of settlement is now stored in the mission parameters.
    • Interplanetary Transit:
      • the old method of selection for the destination has been disabled for now, a better one will be dev.
  • Music & Sound System:
    • pretty crude and basic implementation of the BASS library into FARC.
    • Music Package Additions:
      • A7.mp3
  • Settlements:
    • the types of settlements are expanded to their full series, 6 in total: surface, space-based, subterranean, lava tube (new one), asteroid (new one) and space unit-based (new one).
    • expansion of the settlement's data structure by adding data for the accumulated infrastructure's levels.
    • the accumulated infrastructure's levels are now updated each time a CAB process is initialized.
    • Surface:the levels caps for each size are now implemented.
    • Space-Based Surface:
      • the levels caps for each size are now implemented.
    • Subterranean:
      • the levels caps for each size are now implemented.
    • Lava Tube:
      • the levels caps for each size are now implemented.
    • Asteroid:
      • the levels caps for each size are now implemented.
    • The region's EMO values, where a settlement is located, for the CAB and IWC are now also stored into the settlement's data structure for faster retrieving..
  • Socio-Political Matrix (SPM):
    • new memes ( total = 22 ):
      • Spirit of Entitlement.
    •  new policies ( total = 25 ):
      • Universal Cancer Cure.
  • Universe:
    • correction for the environment of Epsilon Eridani 2 into a Free Living environment, it was set Restricted one (maybe due to an old manipulation of my part). The current data have been re-checked, against the FUG, and confirmed as a Free Living.

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