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 Post subject: Beta Demo 1.0 Details
PostPosted: Sat Feb 11, 2012 5:21 pm 
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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.

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.
Buckets from the plant harvester are the wrong colour.
+Show total materials available
+Building list scroll bar is now selectable.
+Check why Complexes are not completing sometimes.
+Fix Colony Hub Hax

IMPROVEMENTS:
Add Music Toggle.
+Add Energy Meter to buildings to identify energy efficiency shortfalls.
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 Big Hearts to show effectiveness of Complexes
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
+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

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


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sat Feb 11, 2012 7:02 pm 
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Quality Complex
Quality Complex

Joined: Wed Aug 03, 2011 9:48 am
Posts: 1953
maybe add an option to increase/decrease the game speed, and to be able to pauze it.


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sat Feb 11, 2012 10:14 pm 
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Quality Complex
Quality Complex

Joined: Wed Aug 03, 2011 9:48 am
Posts: 1953
if you want to save the game now, you must choose the 'save and quit' button. But what if you want to save it, but keep on playing?
I suggest an option to only save, but not quit the game.
In addition, maybe make it auto-save every 10-15 minutes?

Also a suggestion to add a warehouse-like building, to be able to store larger amounts of food, ore, etc.


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sat Feb 11, 2012 10:25 pm 
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Quality Complex
Quality Complex

Joined: Wed Aug 03, 2011 9:48 am
Posts: 1953
building en masse seems to be no problem with enough mines and factories. lol


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sun Feb 12, 2012 3:56 pm 
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Advanced Complex
Advanced Complex

Joined: Mon May 24, 2010 5:57 pm
Posts: 2142
O.o OMG! Look at that city!
The Genesis is even patrolling it's skies!
You can tell me Ramonke, if the area is a big square like Moon Tycoon or it's a sphere like LoA?


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sun Feb 12, 2012 7:07 pm 
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Colonial Quarters
Colonial Quarters

Joined: Sat Oct 01, 2011 1:42 am
Posts: 133
*Crys* Ramonke has started building in the skies... Soon I'll make a kingdom in the heavens to burn his to the atom.. but first, if you could kindly make this program for both 64 and 32 bit that would be amazing.. I have no idea how much I am asking as I don't know the real difference between the two, but I do know that I have the 32 and not the 64... which makes me wonder if my plans to attack Ramonke with his 64 bit is a bit folly..


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sun Feb 12, 2012 7:12 pm 
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Colonial Quarters
Colonial Quarters

Joined: Sat Oct 01, 2011 1:42 am
Posts: 133
Umm... Just curious about how often you will be applying this updates. I'm not sure how much time it takes you to change things within the program


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sun Feb 12, 2012 8:25 pm 
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Colonial Quarters
Colonial Quarters

Joined: Sat Oct 01, 2011 1:42 am
Posts: 133
This could be just me but in the guide I found something that may want to be changed before the final instructions
Changes are in "( )"

The center of your operations in the colony. The Hub "provides(Generates)" 3 cells worth of power to connected ST-Wires.

Also, I laughed so hard at the idea of this....

Luckly for you Eridani has numerous vents of Aeronus Gas which aside from their light narcotic effects give a healthy alternative to plain old recycled air.


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sun Feb 12, 2012 9:34 pm 
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Colonial Apartments
Colonial Apartments

Joined: Fri Aug 26, 2011 11:34 pm
Posts: 423
Other than what you said Brightlance, a few things I noticed, and I don't know if it limited to just me, although I don't see how that is possible, are:

Resource number never goes up, nor do I ever see it breaching zero after I get there, and just have to hope that my guys will randomly have another ore ready to go.

Secondly, my complex shell never seems to finish building. I left the game alone for 2 hours and it never finished, even with all the resources.

Energy grid was confusing...I couldn't tell if buildings were powered if I had the wire right next to the building, instead of going in.

The plant harvester works everywhere, and I don't think that it should. plus, and I don't know if you really care, but when collecting the purple food the buckets the people are holding turn into algae (green food), and it just looks weird.

I think The buildings would be better with some parameter description like in LoA, but I think you already have something in mind for that.

That's all the fixes I can see for this for now. You have done well, keep it up!


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 Post subject: Re: Beta Demo 1.0 Details
PostPosted: Sun Feb 12, 2012 10:00 pm 
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Dev Team
Dev Team

Joined: Wed Apr 09, 2008 11:29 pm
Posts: 583
Domino wrote:
Resource number never goes up, nor do I ever see it breaching zero after I get there, and just have to hope that my guys will randomly have another ore ready to go.


The number in the top right is the number of bonus resources you have in the mission at the start. I will be making a graphical representation of this in your colony. Any resources you create after these are used up can be seen resting outside the Material Plant buildings.

This is all explained nicely in the full game's tutorial.

Thanks for the comments!


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