saintxi.com

SaintXi - Games Studio
It is currently Mon May 20, 2013 9:19 pm

All times are UTC




Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 28 posts ]  Go to page 1, 2, 3  Next
Author Message
 Post subject: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 5:00 pm 
Offline
Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
Please note that the download link for this version is currently private to our primary beta testers.
This is a collected list of bugs and possible improvements to add into the next version.

Please note that save games from version 1.0 can be loaded with hackery, but will not provide the additional buildings.

CHANGE LIST FOR VERSION 1.1

BUGS & FIXES:
+Cannot drag ST-Wires diagonally effectively.
+Fastest graphics setting now disables shadows for those graphics cards that cannot cope
+MG-Bots's left wheels no longer defy the rules of physics.
+Show total materials available
+Building list scroll bar is now selectable.
+Check why Complexes are not completing sometimes.
+Fix Colony Hub Hax

IMPROVEMENTS:
+Add Energy Meter to buildings to identify energy efficiency shortfalls.
+Add Big Hearts to show effectiveness of Complexes
+Increased size of building gui catchment area
+Moved wires under the power section of the building gui
+Moved demolish under the 'special' section of the building gui
Show exact power requirements

ADDITIONS/REMOVALS:
+New Resource - Jinamite
+New Resource - Vidrane
+New Building - Jinamite Packing Station
+New Building - Powerstation
+New Vehicle - Transport Resource Utility Cars
+New Building - T.R.U.C. Factory
+New Building - Hydroponics
+New Building - Vidrane Pump Refinery
+New Wire - DT-Wires


BUGS & FIXES:
-Buckets from the plant harvester are the wrong colour.
+Power Stations give widely varying amounts of power per power pack
+Whole power system re-worked for awesome!
+Buildings that accepted multiple values of power now work better when initially turned on.

IMPROVEMENTS:
+Power indicator bar is cleaner.
-Add Save Button
-Add Storage Structure
-Add Game Timer
-Add Population Graph
-Show if a building is on the 'grid'
-Limit the collection range for the plant harvester, air refinery and mine buildings
-Add configuration options for the GUI layout including terse or expanded details on buildings
-Add Music Toggle.
-Add Resource Meter to buildings to identify input efficiency shortfalls (Will make the complex more understandable)
-Add Pause Button.
-Add Speed Toggle (Need to switch the game from using a fixed UPS)
Add Tooltips for all buildings including power requirements
+Wires now visibly connect to buildings
+Power generating structures can be placed next to buildings directly without the need for wires if you wish.

ADDITIONS/REMOVALS:
+Added advanced solar cell


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 5:04 pm 
Offline
Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Should we delete the old game and replace it with this? or just drag it into the old game?


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 5:55 pm 
Offline
Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
Deleting or dragging will work. I advise you delete and start afresh as the old save game won't have the new buildings available.

Also, everyone got a 32-bit version as 64-bit machines are backwards compatible. If it doesn't work then I can build and upload a 64-bit version.


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 6:05 pm 
Offline
Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
gotta love that you get to be a primary beta tester just by spamming the forums for a few months


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 7:02 pm 
Offline
Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
so the liquid is that meant to be fuel or is it water. and if so where do we mine for fule.


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 8:11 pm 
Offline
Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
In some cases, especially with the factories, there is enough power around it (lots of blue and such) but it is not drawing enough in, and stays in the dark. This was espically the case with air refinery and goods factory.


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 8:15 pm 
Offline
Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Actually, a good soultion to that is to DT the wires near it.


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 8:31 pm 
Offline
Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
The more advanced buildings like the air-refinery and factory need 'lots' of power. A single power plant should make a factory 100% happy, while the same feat would need 15 solar panels.

I need to make the discreet power requirement visible.


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 8:33 pm 
Offline
Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
CommanderMethos wrote:
so the liquid is that meant to be fuel or is it water. and if so where do we mine for fule.


The liquid is Vidrane, it is refined to make fuel for the trucks. A truck will refuel every 10 trips.


Top
 Profile  
 
 Post subject: Re: Beta Demo 1.1 Details
PostPosted: Sat Feb 18, 2012 8:39 pm 
Offline
Advanced Complex
Advanced Complex

Joined: Mon Jul 18, 2011 4:40 pm
Posts: 2121
so i just need to build my fule mines near that and thats my fule requirments sorted right?
so do we need to build the hydroponics next to a water source and if so where can we find it.
also what is the ratio of colony pods to solar panals


and can you tooltip everything


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic This topic is locked, you cannot edit posts or make further replies.  [ 28 posts ]  Go to page 1, 2, 3  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
cron
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
phpBB Hosting from 34SP.com