News
Contents
Intro
News are listed at Main Page at News Area
News from the project itself please see Forum. Check also progress on bitbucket.org, and be sure Supremacy Team is working on Supremacy even you don't see something :-)
News
2015-01-06
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
some highlights are:
- Train Crew order implemented
- Escort order disabled
- UI fixes and improvements
- a couple crashes fixed
- some combat fixes and improvements
- diplomacy improvements
- Overlord's diplomacy (rejection of proposals without the proper Regard level) was fixed and re-enabled, with a few tweaks
- Tracing's AI improvement (empire AI scouts doing some exploring) was also included.
- some tweaks to galaxy generation were made, and the agent pool was randomized.
2014-11-25
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
- Lots of fixes and enhancements.
- The economy has been improved to BotF style.
- Agents/Personnel are now unlocked for all empires (though some polish is still needed).
- New Game Options implemented: Random/Canon homequadrants (only for empires though, not minors yet), Research Rate.
- Ships and Stations of minors are transfered when minor is membered by an empire (there's still an issue with those ships not engaging other fleets when on their own).
- Lots of UI fixes and improvements.
- A few crashes fixed.
- Fuel range extension deactivated.
- Combat fixes and improvements.
- Also, it's now possible to set the Founders as the colonizing race for the Dominion, instead of the Jem'Hadar. The release still has the J'H as the colonizing race, I would appreciate any feedback about playability with the Founders as colonizers - as it is, they can only colonize Rogue planets (in Nebulae), which are scarce, relying mostly on building stations for range extension and conquest, and membering minors. I can make the necessary changes to the data files and post them here if anyone is interested in testing this. Post here if so, please.
2014-09-26
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
- removed icons for TL zero in research matrix
- re-enabled Agent recruitment
- added OB display in star system panel
- added SY indicator in starmap
- fixed minors station indicator crash
- temp fix for unknown fleet icon
- AI fixes and tweaks
- customized duranium generation for homesystems
- fixed typo in system assault screen
2014-08-14
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
- images of anomalies now displayed in the star system panel
- Scrapping before Research and Population Growth
- minimum value for damage to population added
- edge scroll distance reduced
- PercentTradeIncome fixed
- Wormholes added (no functionality yet)
- slightly less minors generated
- less anomalies generated
- multiple colonization for same player fixed
- Trade Route 1st turn income temporary fix
- OB, SY and SS icons displayed in research matrix
- sector fill for stations in contested sectors fixed
- population damage when no target available fixed
- Move order when assaulting a system fixed
- AI colonizing anomalies and zero pop systems fixed
- ships stats in encyclopedia minor tweaks
- some data tweaks
2014-07-25
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
- info in the ship stats panel re-ordered, according to encyclopedia
- cloak strength collapsed when <=0 in the ship stats panel
- missing tooltip in the Options window added
- AttackOrbitalDefenses.wav included in the build
- ShieldingPerEnergyTech structures in the system assault screen fixed
- names of uncolonized systems displayed in gray in the starmap
- system bonuses not generated in uninhabitable systems
- shield/pop/combat bars in system assault screen locked
- generation of Duranium in random systems reduced
- some cloak related issues fixed
- no pop damage when no structures remaining bug fixed
- EDIT: not included, will be on the next release: images of anomalies now displayed in the star system panel
2014-06-18
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
New release, with Bloodwurm's fixes and Overlord's AI (except the diplomatic changes, which were only working for the Federation), plus a few other small changes, and data tweaks. code - removed IndustryToCredits conversion code - disabled negative treasury effects - reverted galaxy generation changes - Overlord's AI minus diplo changes - increased energy bonus 15% -> 25% - rearranged encyclopedia, new category for PFs - swapped colors for shields and hull bars data - removed auto generation of deuterium by GGs - decreased auto generation of duranium in systems - lowered deuterium output of Buildings - lowered initial resources for all civs There might a problem in larger galaxies, with the AI empires colonizing.
2014-05-13
Source here
- basically a Resources update. Reverted back to Bloodwurm's code, until Overlord's expanding AI code is improved. - All minors homesystems implemented. - Hotfix for top ships not being available. - Data tweaks.
2014-03-06
Source here
- New release, with Overlord's first version of an AI! - Empires and minors now build some ships and production facilities. - AI players no longer automatically accept agreements.
2014-02-28
Source here
No bug fixing, only a major data update: - Stat tweaks for ships and stations (more BotF-like) - All minor race ships implemented (except colony ships) - Starting conditions for empires include Orbital Batteries (deactivated, mostly) - Starting conditions for Primitive minor races implemented (Primitive Farms only) - Groundwork for the implementation of the Edo Guardian and the Ocampa Caretaker's Array - A few more balance changes
2014-02-06
Source here
- bug fix #304: Ships owned by players weren't displaying their icons on the galaxy map if they were situated in a sector with negative scan strength. - bug fix: Selecting an unexplored or unscanned sector will no longer show outpost in the task force list (on the left of the screen) - #254 Cloaking: Cloak status woud reset to un-cloacked. Saw this happening ONLY when a shipped was stranded. - #182 Scrapping stations: Build Station was still available on a construction ship that was already building one. Clicking it would restart the build project. - #256 Escort foreign ships: The escort order will now only appear when another ship of the same owner is in the sector. - Empire`s in MP games will no longer respect quadrant placement. Will help making sure that every player as a minimal space to expand and won`t get rushed. - Fix for crash when wiping out a colony through bombardment. - #286 HomeSystems.xml definitions - added Orbital Batteries (will try and spawn activated), example use: <OrbitalBattery Count="3">FED_ORBITAL_BATTERY_II</OrbitalBattery> - Negative treasury sitrep on two lines - #297 Hull repair in hostile systems: will now repair only 1% of hull if not in claimed territory, 2.5% if in claimed territory, 5% in a sector with a owned starbase and 10% at an owned colony - #191 Escort and deuterium: Escorting ship will correctly consume fuel
2014-01-31
Source here and (internal) here
Code changes: - Bug fix for shipyards not building - small performance change to colony generated credits - #26 Orbital Battery tech reqs - #296 Planetary shield recharge rate, now increases with energy level - #293 [Combat] planetary shield hits: invading units were not firing in the following rounds Data changes: - shipyard stats - base growth rates - ship ranges - a few more things
2014-01-28
Source here and (internal) here
- #291: noncombat ships wouldn`t retreat even if requested by user - #248: Hostile Outpost vs Noncombat Ship: Stations were not considered when determining if combat had to occur - #289: Orbital Batteries always active in combat - #283: [MP] Orbital Battery crash - OrbitalBatteries stopped being active after loading a save game (even if the proper count showed active in the Structure tab of the colony)(they wouldn`t appear in a system assault). - Distress signal from stranded ships can now only be seen by owner - Disabled agent spawning until work on them can resume - #222 [MP] Cleared FoW reveals fleets. Also, now selecting an unexplored and unscanned sector will no longer show ships in the task force list (on the left of the screen) - from Iceman: fix for missing description for quasar/nebulae description as well as their missing interference data. - from Iceman: now colonies will start with a minimum of 2 food PF and 1 less industry PF. - Add a max built output to shipyards so that ratio related shipyards are viable and don't get out of hand. - Empire Management: Negative Treasury (when idle a colony will now generate extra credits, if negative treasury: colonies and shipyards stop building, ships stop regenerating their hull damage and will even take some damage every turn)
2014-01-15
Source here and (internal) here
New test build available at BitBucket! A bunch of importante fixes: - No more F12 cheat in MP play - Make sure that minors are being spawned evenly in the 4 quadrants - Shipyard`s output can now be a ratio of Population or Industry - Agents not appearing in the asset screen (refresh issue) - #286: Starting Conditions: Can now specify <Ship Count="3"> to indicate the number of ships to spawn (3 being an example obviously) - #292: [Combat] system assault : Only one torpedoe was ever fired - #294: [Combat] ship to ship : Only one torpedoe was ever fired - #293: [Combat] planetary shield hits: Even if shields would absorb the full blast, pop was still reduced by 1 - #257: [SP] no damage in combat: There was only one round of combat where only engagine fleets would fire, round was thus completed only when one side was completely destroyed. This was an SP bug but could affect MP also.
2013.12.23
- Fixes at Combats
(Iceman wrote: taken from http://www.armadafleetcommand.com/onscreen/botf/viewtopic.php?p=40807#p40807)
- define starting conditions in HomeSystems.xml
- crashes with stations seem to have been solved
- The output of Raw Materials and Deuterium has been made data-driven, in Tables\UniverseTables.txt
- the amount of minors was made to be a %, with a definable limit, in Tables\UniverseTables.txt
- MusicPacks.xml now allows you to set a playlist of themes to be played continuously, either sequencially or randomly. You can also define different themes for different empires.
- added a new starmap background, to avoid confusion with stars. It's much cleaner now.
- also added more Agents for the Federation, and there's a few more in the works (mostly DS9 and VOY).
- lots of other fixes, stat tweaks, changes.
(taken fom https://bitbucket.org/mstrobel/supremacy/pull-request/24/some-fixes/diff)
- fix for PercentCredits being applied at the same time then morale adjustments
- changed background image of the Galaxy screen, made it use Starmap.png
- Fix for incorrect parsing of FadeTime in music packs. Improper values led to crashing the game.
- Recall agent crash game
- fixed #228: From Iceman : Transports retreating after assault
- From Iceman : Fixed small bug where buildings being hit by bombardment where also being affected by ground bonuses (like bunker).
- fixed #172: From Iceman : Getting Defeat message when standing down from an assault.
- Starting Conditions: Changed xml tag from Outpost to SpaceStation to stay in sync with tech objects
- Starting Conditions: Have buildings and shipyards start activated (if enough energy provided)
- SimpleMusicPack sequential vs random feature
- When retiring from a game, Menu screen music will be restarted
- Just so many other fixes...
2013.10.13 (not released, see also 2013-12-23)
- Changed GalaxyScreen to Starmap.png [SO NOW STARMAP.PNG IS MANDATORY ELSE THE GAME WILL CRASH]
- Starting Conditions: Changed xml tag from Outpost to SpaceStation to stay in sync with tech objects
- SimpleMusicPack sequential vs random (use like so: <SimpleMusicPack Selection="Sequential"> )
Some more release notes:
- Fix for incorrect parsing of FadeTime in music packs. Improper values led to crashing the game. Now supports "2,0" and "2.0" for instance.
- fix for Recall agent crash game
- Transports retreating after assault
- Fixed small bug where buildings being hit by bombardment where also being affected by ground bonuses (like bunker).
- Getting Defeat message when standing down from an assault.
- Starting Conditions: Have buildings and shipyards start activated (if enough energy provided)
- When retiring from a game, Menu screen music will be restarted
2013.07.07
(from http://botf2.star-trek-games.com/viewtopic.php?p=73950#p73950)
New release available at BitBucket, with a bunch of fixes and improvements.
Most importante changes:
Fixes:
- system and planetary bonuses creation
- industry output
- food output
- research output
- build time refresh
- growth rate bonuses
- shipbuilding bonuses
- ship construction completion display
- numerous UI issues
Balance:
- dilithium cost of ships
- Orbital Battery stats
- Production Facility output and cost
- research field costs
- ship stats in general
Old news
Backgrounds for UIs
(taken from botf2.com)
The professional artist we know as Slim has created layouts and color comps for ten backgrounds to be used on Diplomatic and Espionage window backdrops for the game. That is each of the two for all five major races. Our model team is busy building these as renders of 3D models. When this work is done the team will begin the touchy issue of rebuilding the shiplist with a more appropriate and cannon look.
Taken from the Homepage http://www.startreksupremacy.com/news.html here are some old news listed (for backup issues, too):
2009.05.17 - After Easter Release
Mike Strobel, Project Lead of Star Trek Supremacy recently released a new pre release build of Star Trek Supremacy. Alot of updates and changes have been applies to this new addition. Listed below are the updates:
Added
- You can choose your starting tech level (1, 3, 5, 7, or 9).
- You can now resume saved multiplayer games.
- Several new buildings to the game database.
- New images (Ships, buildings, etc)
- New music (Main menu...)
- 30+ new minor race ships to the game database. These won't be viewable until the AI and the combat system are implemented however. Check out This Thread if you want to see images of all of the minor race and Empire ships. 170+ more minor race ships will be added to the database in future updates.
- Added a rudimentary random events system (Only one random event is currently implemented, more will be coming in future and hopefully so will a random events editor)
- New menu options.
- Menus can now be animated. The option is turned off by default as this is still a new function and we don't know what sort of hardware demands it requires. Enable the "Enable dialog animations" and the "Enable screen transitions" options to turn these on.
Updated
- The Cardassian shiplist, their ship stats, and their ship upgrade/obsoletion paths are now fully complete.
- The Federation shiplist, their ship stats, and their ship upgrade/obsoletion paths are now about 50% complete.
- Many of the buildings have updated stats, naming conventions and upgrade/obsoletion paths. These changes should also make it easier for people to make mods in future.
- The credits list now credits several more people for their generous help with the game, including AndrewJT, .Iceman, Jamie11, SJ2290, Valcoren, and Zulnak.
- Major behind-the scenes programming updates. These updates make the game more stable, and will make it easier for Mike to make future updates and additions for the game.
Removed
- The glitchy Cardassian UI (UI ill be replaced in a future update, for the time being they will use the Federation one like the other Empires currently do)
- The annoying turn processing beep.
Bug Fixes
- Map objects should no longer glitch. Instead of using animated gif images, the game now generates animated images itself. This unfortunately means that stars look dull and bland in the system screen, but the system will be tweaked to improve it in future.
- The random freeze bug has been fixed
- The crash when attempting to create a new map after retiring from a game has been fixed.
- Population blocks in the system build screen should now work and display correctly.
- Sliders should now work correctly in the Intel screen.
- The random sound glitch during turn processing should no longer occur.
- Menu selections should no longer appear behind the menu screen.
Known Problems
- The editor no longer works.
- Preparing to downloading the update takes an unusually long time.
- Morale-improving orders (Martial Law, State Tribunal etc) can only be used once per system.
- You can only build two Orbital Batteries per system - one of your own, and one of the default, minor-race design.
- The redeploy screen does not update or close during turn processing. You must manually close and reopen it to update it.
2008.12.25
Merry Christmas
The Staff at Star Trek Supremacy has prepared a - A Christmas Gift - for all Trek fans. The update contains the following upgrades:
- New minor races. Some existing minor races have been removed or replaced by the new minor races. (We needed more info before we could implement the new minor races. The ones that have been removed were originally put in as "filler" races)
- All minor races now have home systems correctly set. An old bug that Mike has now fixed prevented some minor races having predefined planets in their homesystem. Gas Giant and Crystalline type planets are now slightly more common in minor race systems.
- All minor races systems are now inhabited by the correct race. An old bug meant many of the minor races had human populations set.
- New buildings added to the game. Some existing buildings have been removed, renamed, or have new build costs or bonuses.
All empires now have their own unique facilities. All minor races now default to building Federation facilities to reduce game loading times and memory requirements.
- All buildings now have correct build costs and energy requirements set. Previously many of the buildings had no costs set.
- All buildings now have correct upgrade and obsoletion paths set. Previously some of the facilities had weird path set that resulted in problems such as food facilities upgrading into factories, that then obsoleted all your energy structures so you would have to build and upgrade them from scratch.
- New building, minor race, minor race emblems, and ship images. Some of the existing images have also been manually cleaned up to remove issues with transparencies.
- New unique planet textures added or existing textures replaced. These include Andoria, Ferenginar, Mars, T'Khul, and Uranus.
- New or updated game text added. This includes building descriptions, first contact messages, etc.
2008.11.28
A New Update has been released. The update allows the player to play one of the following races:
- United Federation of Planets
- Klingon Empire
- Romulan Empire
- Cardassian Union
- The Dominion
The update can be obtained by downloading Star Trek Supremacy through our downloads section or if you already have Star Trek Supremacy installed on your PC... click update in the ingame menu. The update will download directly into the game.
2008.05.30
A First Look At The Combat Engine for Star Trek: Supremacy. Four Videos are available for you to see what the future will hold.
2008.02.04
Mike Strobel, Lead Designer & Project Lead of Star Trek: Supremacy has released a number of screenshots for you. So take a few minutes and get some eye candy!
Click Here to See the latest Screenshots
2008.01.14
Thats right ... Mike Strobel has given us another great update to Supremacy. This version has corrected more of the bugs, as well as provided a editor.
So go ahead and download it today! - Click here to download
2008.01.14
Take a look at the work were doing with Supremacy.
Matress of Evil, a contributor to Star Trek Supremacy has provided us with a update.
- The amount of content in the game has been increased dramatically since my last news item. I have personally added around 120 minor races and their special structures. (These can only be built in their system if you get them to be a member of your Empire, eg. if the Bajorans join you you can build the Bajoran Jalanda forum on Bajor which gives a +1 morale Empire-wide bonus)
- I have added all of the Empire-specific special structures, although I have not yet completed their industrial costs etc. We have recycled many of the images from BOTF for the time being, but Zeleni has made a load of images that will be able to use instead. Unfortunately he is on the road and unable to send them to us until after Christmas.
- I am going to start adding in 125 minor race ships to the game once my building updates are complete. (Yes, there really are going to be that many)
- Cdrwolfe has added in all the Empire's ship designs to the game.
- Cdrwolfe has added in all of the production facilities to the game. (Food, Industry, Energy, Intel, Research, Personnel)
- Kenneth_of_Borg is continuing to compile all of the models that we need for the designs that are in the game. Kenneth_of_Borg, Jigalypuff, Skeeter, Zeleni, Fireball, Trashman, and Strings have all made model contributions, and the list of models is growing exponentially. We're hoping to get the entire model list complete by December 2008, which seems like a long time, but we really are dealing with hundreds of models - many times more than was in BOTF. The current focus is simply making the models, whilst texturing them will come later. Strings is making tutorials and coming up with a unified system of texturing to streamline the texturing efforts in the future. The textures will eventually include Diffuse maps, Bump maps, Specular maps, and Glow maps for EVERY model, so they're going to look fantastic. An example of Strings' work can be found Here.
- Strings is looking into possibly developing the 3D combat system himself for Supremacy. This will free up a LOT of time for Mstrobel to continue working on all the other programming aspects of the game, and if things go to plan, the combat system will also be compatible with BotE! The two games are being written in different languages though, so there is a strong possibility that this will not be possible.
- Mike Strobel has made minor updates to diplomacy. No further diplomacy updates are yet possible as other changes need to be implemented first.
- Mike Strobel has replaced the editor with a fancier one that has more options. Due to this update, the game and the fancy editor require now .Net 3.5 installed, as opposed to .Net 2.5 when I last sent you an update. The game also requires some updated server files, but thanks to some testing on my part the necessary files are now included in the Supremacy download so the server program itself does not need to be installed.
- Mike Strobel is currently working on optimizing the game. We have unfortunately found performance is varying wildly - with some people's computers - such as mine - taking 5 seconds to process a turn, and other computers - that are actually more powerful - taking over 2 minutes to process a single turn. He has found a number of programming bottlenecks and is working to fix those. This bottleneck update will be part of the next update, which should be coming in the next few weeks or even days. With a bit of luck it will mean maps that are larger than tiny will be playable! (The game runs so slowly at larger map sizes that even though they are implemented and playable you won't be able to play them at any decent speed )
- Mike Strobel is starting to work on implementing an AI system so you can actually play a game against the other races. This will be one of the biggest updates he has made so far to the game, and won't be complete for several months.
2008.01.10
In December, Star Trek Supremacy creator, project lead, & genius Mike Strobel was interviewed on Hailing Frequency - Star Trek's Gaming own Podcast. Its a excellent interview and insight of what's to come. Download it now and discover the future.
Hailing Frequency Interview Episode 41
ALSO check out the first interview Mike had with Hailing Frequency.
Hailing Frequency Interview Episode 35
2008.01.08
Mike Strobel, Creator & Project Lead of Star Trek Supremacy, has published the latest updated Pre-Alpha version. The updated version contains bug fixes, and it also greatly stabilizes the game. You can find the latest version in our downloads section.
Were very appreciative of Mike's hard work - Be sure to stop by the BOTF 2 forums and give him a thanks.
Birth of the Federation 2 Forums
2008.01.03
Think you got what it takes to make the sequel to the best Star Trek game...Birth of the Federation. Then you can contribute to the project. Any and all assistance is appreciated and credited.
To find out information and how to participate - Click Here
taken from botf2.com/supremacy/devblog
2007.05.10
see here