Changelog for the Whole Alpha 10

Development

FAR Colony is developed on my free time since 2009, meaning that schedule of updates is pretty irregular. Because of that I decided, some time ago at about the start of the alpha 10, to stop adding half-implemented features and working on the completion of what is already in the game.
Then it is why the current alpha 10 has so many iterations, and it will finally reach its term when the iteration number 10 will be done, I hope next year. The goal is to provide a playable basis, if somehow barren, to expand on it.

In this page is displayed the list of features, changes and fixes of the current iteration. Before this, I was posting small status about what is done and/or in progress, but the problem is that such information is lost in the void, like ancient deep space lights.The items in the list below can be have one color among 3, meaning different status:

  • [NOT DEV] Feature, change and bugfix not worked yet.
  • [WIP] Feature, change and bugfix partially done (work-in-progress)
  • [DONE] Feature, change and bugfix completed. Will be present at the time of the release.

Alpha 10 – Final Iteration Development

  • 3D
    • [DONE] fix: pre-generate the satellites in the same manner as the non-sattelites are pre-generated. It prevents a big memory leak when the scene is refresh with a new set of data.
    • [DONE] add an icon to serve as HUD button to display the orbits panel.
    • [DONE] when an asteroids belt is focused, certains useless parts of information are hidden now.
    • [DONE] the OpenGL third-party framework GLScene is fully updated with 9 years of updates.
    • [DONE] custom objects aren’t loaded anymore via the old lib3ds.dll but directly now via the framework. The dll and code dependencies are removed and modified.
    • [DONE] fix: clicking many time on the view doesn’t freeze/break FARC anymore.
    • [DONE] the code to orbit space units in 3D is deprecated and removed.
    • [DONE] all the code to load / generate 3D space units in the main view is removed.
    • [DONE] complete calculation of 3D coordinates of space units (even if there are no more 3D objects) when those are on low and geosynchronous orbits. Before there were given through the 3D objects presents in the main view, but now the positions are extrapolated by calculating their position on orbit (variable in low orbit, fixed and depending of the locked range of latitudes in geosynchronous orbit).
    • [DONE] the hints for the following HUD buttons are implemented: all the end-of-turn buttons + the orbits button.
    • [DONE] fix: focus view to a non-satellite orbital object; force to set a zero selection of satellite, to prevent any possible bug.
    • [DONE] fix: focus view to a satellite orbital object; bring back the use of the satellite index #, it was deactivated for no reason…
    • [DONE] the FCGLSHUDcolplyr HUD button is refactored Local Surface and behave like a button the player can access to.
    • [DONE] addition of a HUD button, with its complete behavior to open the Population panel.
    • [DONE] addition of a HUD button, with its complete behavior to open the Settlements panel.
    • [DONE] addition of a HUD button, with its complete behavior to open the Industry panel.
    • [DONE] addition of a HUD button, with its complete behavior to open the CSM Events panel.
    • [DONE] addition of a HUD button, with its complete behavior to browse the satellites (if any) of a focused orbital object.
    • [DONE] implementation of code to move the orbital objects on their respective orbits.
    • [DONE] the process for the asteroid belts is expanded to allow to display planetoids.
    • [DONE] HUD Buttons/fix: prevent the hint to shows if the button is hidden.
    • [NOT DEV] HUD Buttons/fix: prevent the area of a hidden button to be clicked.
    • [NOT DEV] new HUD button to access the planetary exploration window.
  • Colonization Phase System (CPS)
    • [DONE] a crash happened during the initialization if the absolute amount of CPS objectives to generate was = 0. I forgot to prevent this, thinking it could never happen, but with the NORAC it is.
    • [DONE] fix: FCFcpso_SPMWeightsIncompatibility_Test; wrong index used with FCDgdatEntities[]._spmSettings.
    • [DONE] fix: second anticrash protection in case there is no CPS objectives available.
  • Colony Simulation Model (CSM)
    • [NOT DEV] the location of a colony is now stored into its numerical indexes instead of tokenIDs for faster processing.
    • [NOT DEV] additionally to the POC data, its location (settlement / infrastructure) is also now stored for easier retrieval of the infrastructure.
    • [DONE] fix: the old code to make calculations of Quality of Life modifier according to the housing space level generated a crash if a colony was set on a satellite. The entire code of the function have been audited and all is working now.
  • Entities
    • Planetary Exploration System
      • [WIP] total rework of the sub-data structure concerning the expeditions for planetary exploration.
      • [DONE] expeditions can now have specific/custom names. It’s a player feature only (not game AI one). It can be relevant since a planetary exploration can last fairly long.
  • Faction / Berngham’s Community (BC)

    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] New World Community.
    • Language System
      • [DONE] implementation of 244 words, including their articles rules (3 articles in total).
  • Faction / Earth United Space Nations (EUSPAN)

    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] Cradle Endowment Project (CREP).
    • Language System
      • [DONE] implementation of 206 words, including their articles rules (1 article in total).
  • Faction / European-Union (EU)

    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] Space Village.
    • Language System
      • [DONE] implementation of 326 words, including their articles rules (4 articles in total).
  • Faction / Magellan Unity (MUN)
    • [DONE] the technological orientation for Physics has been adjusted from -2 to -1, and Ecosciences from -2 to 0.
    • [DONE] the part of artilects in the society has been revised to the low.
    • Language System
      • [DONE] the number of generic words have been expanded to 350, from 258. One article has been added to a total of 4.
  • Faction / Neo-Believers Federation (NEBEF)

    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] Holy Ground Pioneers.
    • Language System
      • [DONE] implementation of 312 words, including their articles rules (1 article in total).
  • Faction / North American Coalition (NORAC)
    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] Industrial Conglomerate.
    • Language System
      • [DONE] implementation of 369 words, including their articles rules (6 articles in total).
  • Faction / People’s Republic of China (PRC)

    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] Industrial Complex.
    • Language System
      • [DONE] implementation of 91 words, including their articles rules (1 article in total).
  • Faction / Russian Federation (RF)

    • [DONE] implementation of its basic data.
    • Backstories
      • [DONE] Consortium Colony.
    • Language System
      • [DONE] implementation of 218 words, including their articles rules (1 article in total).
  • Factions
    • [DONE] “faction of allegiance” is replaced by “faction of origin” since it’s more in line of what expeditions and backstories are.
    • Expeditions & Backstories
      • Starting Space Units:
        • [DONE] modifiy the enumerations to specify generic attitude for space units starting in orbit.
        • [DONE] the expeditions are removed (but not the backstories); it’s convoluted and irrelevant for gaming purpose. So, the player has only to chose a faction of origin and among its available backstories.
    • Language System
      • [DONE] the ultimate maximum number of articles is expanded to five.
      • [DONE] the XML data structure of the languages has been optimized, and the data loading has been updated.
      • [DONE] the design rules for the use of the words is now unified and will be the same, regardless of what language or mix of languages that will be used for each faction.
      • [DONE] overhaul and optimization, including bugfixes in the algorythm logic, for the generation of names for space units.
    • Starting Locations
      • [DONE] complete overhaul of scopes:
        •   Asteroids (asteroids only, including in asteroid belts and satellites).
        •  AsteroidsNoSat (asteroids only, including in asteroid belts BUT no satellites).
        • Planets (planets only, including in asteroid belts and satellites).
        • PlanetsNoSat (planets only, NOT including in asteroid belts and satellites).
        • All (any orbital object, including in asteroid belts and satellites).
      • [DONE] if SPM/Colonialism = All (if meme test is passed ). NOTE: meme test: only if BL > not present; 2 tests; one w/ BL = gives char value vs diff (equals to average current matrix of influence value = % to test. If pass=> 2nd test; SV test, direct % test two pass = succeed.
      • [DONE] if SPM/Environmentalism = Planets (if meme test is passed).
      • [DONE] if SPM/One-World Community = PlanetsNoSat (if policy is set).
      • [DONE] if SPM/Planetary Chauvinism = AsteroidsNoSat (if meme test is passed).
      • [DONE] orbital objects with tectonic activity of Platelet Tectonics or Extreme aren’t taken into the mix. They aren’t the best locations to set a fleeting first colony hehe.
  • FARC Universe Generator (FUG)
    • [DONE] multiple code audits, refactorings.
    • [DONE] changes in the calculations of the Main Travel Distance for the regions of an orbital object. The reason was that calculation of polar (north-south) distance was biased and not reflected 100% reality.
    • [DONE] remove the GravSphereCoef, used for low orbit. It is ridiculous and useless. Don’t ask me why I used such synthetic modifier in the calculation of the low orbit.
    • [DONE] remove the radius switch for geosynchronous orbits. It is irrelevant by the nature of the formula used.
    • [DONE] low orbit calculations are now totally independent from geosynchronous orbit calculations. It uses now a simple proportional calculation.
    • [DONE] when an orbital object has a rotation period of zero (no rotation / like tidally locked), no geosynchronous orbit can exists, then no calculations are made for it. Such orbital object has only a low orbit.
    • [DONE] fix: prevent the case when a geosynchronous orbit is lower than the low orbit. No geosynchronous orbit exists in this case.
    • [DONE] fix: prevent a diameter of zero for asteroids.
    • [DONE] fix: mass calculation; prevent a zero value (especially for asteroids) to be returned.
    • [DONE] fix: escape velocity calculation; prevent a zero value to be returned.
    • [DONE] calculate the deltaV for low and geosynchronous orbits.
    • [DONE] complete and final overhaul on how wind speed is calculated; It is now better and each region take into account any other adjacent region. The calculations are fully fixed too.
    • [DONE] fix: forgot to load the result for star’s outer zone calculation. Basically the function always returned zero…
    • [DONE] correction into the calculation of the mean separation for companion stars at Distant or Extreme distances. I made calculation errors with probabilities (too much zeroes…).
    • [DONE] the hydrosphere data are now calculated by using the mean of surface temperature of each orbital season, and not the base temperature.
    • [DONE] an orbital object is considered trace atmosphere if pressure < 6.079 mbar (and not 7).
    • [DONE] if a planet has a trace atmosphere, it has automatically no winds and no rainfall. Until now, satellites with like 0.158 mb of atmospheric pressure had ones.
    • [DONE] the calculation of the Region Environmental Modifiers by category is entirely overhauled by using the range of difficulties of the Unified Resolution System.
    • [DONE] the percentage of landmass, and its use for coastal/oceanic regions is implemented.
    • [DONE] fix: randomized orbits generation: the maximum of possible orbits, in accordance to the type of star (including black hole), is taken into the account. There were limits in the main document for eons, but I never implemented them…
    • [DONE] the maximum number of asteroids in a belt is now better adjusted and balanced; with more asteroids at lower distances (like for the main asteroid belt in Sol), and less at far higher distances (like for the Kuiper belt).
    • [DONE] telluric planetoids can now be generated in asteroid belts. Previously, asteroid belts had only non-planetoid asteroids, then FARC is now sort of more in line with reality.
    • [DONE] the calculations for the diameter of asteroid belts are now more refined.
    • [DONE] the calculations for the diameter of asteroids (in a belt or not) are now more refined.
    • [DONE] the calculations for the diameter of telluric planets are now more refined and are variable according to the zones of the planetary system (inner/intermediary/outer).
    • [DONE] the calculations for the diameter of gaseous planets are now more refined.
    • [DONE] the calculations for the diameter of asteroids, as satellites of a planet, are now more refined.
    • [DONE] the calculations for the diameter of telluric planets, as satellites of a planet, are now more refined.
    • [DONE] fix: tectonic activity; correction into the logic on how are applied the cases of the rotation period modifiers.
    • [DONE] fix: atmosphere; small correction in the probability for the Special Atmosphere, for the primary composition.
    • [DONE] fix: correction in data assignation of the result for low orbit deltaV calculations.
    • [DONE] calculations for low orbit purposes: Time Window by Region for equatorial and polar orbits.
    • [DONE] the calculations for the linked data to Fractal Terrains, Variance, are modified and improved.
    • [DONE] adjustments in some data ranges of the Gravity habitability index.
    • [DONE] adjustments in some data ranges of the atmosphere pressure habitability index.
    • [DONE] calculations of new Region Environmental Modifiers: Infrastructure Wearing, Airland Combat, and Atmospheric Flight & Landing Hazards.
    • [DONE] added the possibility to override the land type of a region by Sterile and Icy Sterile land types.
    • [DONE] additional data display for region settings like: Tectonic Activity, and region’s climate.
    • [DONE] fix: for Fractal Terrains data, prevents too extreme data for the Highest Peak by keeping it coherent.
    • [DONE] application of a better coefficient for Arid, Sandy Desert, and Polar regions in the calculation sof the Underground Hydro resource spot.
    • [DONE] application of better coefficients for all coastal regions regions in the calculations of the Underground Hydro resource spot.
    • [DONE] expanded the user’s interface to new input fields for the second star’s semi major axis, minimum approach distance, and orbit eccentricity. If these are filled, these data aren’t generated.
  • Game Saving/Loading
    • [DONE] better saving and loading of universe data. Includes the integration of all the seasonal changes.
    • [DONE] the current seasonal data for each region (temperature, rainfall and wind speed), are now saved. It prevents useless calculations when a game is loaded.
    • [DONE] the initialization and calculation for each orbital object, of the revolution period data + climate, is removed since all these data are now stored in the XML file.
    • [DONE] the angle of the first day of the revolution period is saved to insure a consistency when a game is loaded again.
    • [DONE] a bug that prevented to load a game (outside of continuing the last saved game) is now corrected. Anything works as it should be.
    • [DONE] fix: wrong loading of colony’s location in the case when it is located on a satellite. Too much copy/paste into the parameters…
  • Graphics
    • [DONE] creation of standard / hovered-selected icon for the orbits HUD button.
    • [DONE] creation of stylized surfaces with their regions to show the configuration of ranges of latitudes and longitudes, and how latitudes are linked to each other in a 360 degrees orbit. There are English and French versions of these pictures.
    • [DONE] the icons for the capabilities of the space units are loaded in advance when the graphics of the game are initialized.
    • [DONE] import/modification of two icons to illustrate the content of the Star Systems Browser.
    • [DONE] import/modification of 24 icons to illustrate the local surface HUD button when there is no colony and when there is one.
    • [DONE] import/modification of 4 icons to illustrate the Population, Settlements, Industry, and CSM Events HUD buttons.
    • [DONE] creation of 1 icon to illustrate the Satellites Browsing HUD button.
    • [DONE] addition of 3 icons that will be used for surface temperature, rainfall and wind speed in the Region section of the Local Surface.
    • [DONE] rendering and addition of 4 pictures that will be used for the season in the Ecosphere section of the Local Surface.
    • [DONE] creation (by myself) of 43 pictures for the 16 gases an atmosphere in FARC can have, including special colored ones for primary and secondary gases.
    • [DONE] addition of an icon for the atmospheric pressure.
    • [DONE] addition of an icon for the clouds cover.
    • [DONE] total replacement of the icons to illustrate the presence of settlements on the surface in the Local Surface panel. The ones I had were without origin/credits and license…
    • [DONE] any icon for the surface, in the Local Surface panel, is now preloaded into a bitmap library.
    • [DONE] the gaseous icon for the environment is replaced with a better one.
    • [DONE] addition of an icon to illustrate the colony data Economic & industrial Output.
    • [DONE] rework of the commonPlaceholder_x.png, used as placeholder for infrastructures actually, as been reworked. A mistake made it entirely transparent.
    • [DONE] creation of one flag for the NORAC faction.
    • [DONE] creation of one flag for the EUSPAN faction.
    • [DONE] creation of one flag for the PRC faction.
    • [DONE] creation of one flag for the RF faction.
    • [DONE] creation of one flag for the EU faction.
    • [DONE] creation of one flag for the BC faction.
    • [DONE] creation of one flag for the NEBEF faction.
    • [DONE] creation of one flag for the MUN faction. It replaces the placeholder with a non-free origin.
    • [WIP] creation of icons for the HUD button that allows access to the planetary exploration window.
  • Infrastructures (database)
    • [NOT DEV] add two data related with staff members; hours of work and services by day. These data will affect the production of an infrastructure for each standard day by defining the hourly working period. They also affect the volume of staff members by design.
      These working periods will be also affected according to the type of race / ethnic groups working for an infrastructure (only effective if 100% occupied by the same race/ethnic group). Ex; NSAIs (Non-Sentient AIs) occupied infrastructures will have longer working hours than if occupied by baseline humans.
    • Data Addons and Modifications
      • [DONE] Nuclear Fission Reactor: small adjustment in requirements; Space Surface – Max Level.
    • New Infrastructures
      • [NOT DEV] Ice Crusher.
      • [NOT DEV] Ore Smelter.
      • [DONE] Nuclear Lab.
      • [NOT DEV] Vacuum Induction Furnace.
  • Infrastructures (in-game)
    • [NOT DEV] rework for FCFpsettleic_AssembleiCWPduration_CalcAndDisplay FCFpsettleic_BuildiCWPduration_CalcAndDisplay FCFiCAB_AssemblingDuration_Calculation FCFiCAB_BuildingDuration_Calculation w/ the new REMs + WEAGES REMs. Weather affects now the conversion/assembling/building of infrastructures.
    • Staff Members
      • [NOT DEV] the rule to pick staff members among the population is now fully multiracial and multiethnic. So the game can take a different race/ethnic group for each category to fulfill, according to certain sets of equivalence.
  • Interface – Action Menu
    • [DONE] this element of interface is completely removed since it isn’t really satisfying. Its functions are being replaced by the the Planetary System List and a few OpenGL HUD buttons.
  • Interface – General
    • [DONE] mass update of the third-party addon, TMS Components Pack, used in most of the 2D interface of the game.
    • [DONE] addition of a dynamic popup menu for the space units.
    • [DONE] CTRL + W now close the current panel (no more the escape key).
    • [DONE] new shortcut key B to display/hide the Star Systems Browser.
    • [DONE] full modifications/additions of shortcut keys.
    • [DONE] changed the French translation of Nuclear Pellets into a better one (thanks Wikipedia).
    • [NOT DEV] the hints of the HUD buttons display now the keyboard shortcuts for each of them.
    • [DONE] full addition of the possiblity to display temperatures in degrees Kelvin (default) or in degrees Celsius. It is implemented now to support a future option.
    • [DONE] user’s interface standardization for the CSM Events panel and its descendants.
    • [DONE] user’s interface standardization for the Settlements panel and its descendants. It includes bug fixes for the display of incompatible infrastructures.
    • [DONE] user’s interface standardization for the Industry panel and its descendants.
    • [DONE] user’s interface standardization for the Local Surface panel and its descendants.
    • [DONE] when another orbital object is focused, all the opened panels linked to the previous orbital object (if any are opened) are properly closed.
    • [DONE] the minimum size restraints for the main window are now 1024×768.
    • [DONE] improved the readability of all the glow button.
    • [NOT DEV] new keyboard shortcut to access the planetary exploration window.
    • [DONE] multiple updates for unified initialization of the UI components.
  • Interface – Help & Knowledge Base
    • [DONE] the Knowledge Base is in its own window now.
    • [DONE] the Help Panel is removed entirely. The description of keyboard shortcuts is directly integrated into the Knowledge Base.
    • [WIP] the support and use of Windows’ internet explorer component is dropped. Chromium Embedded Framework (CEF) is now used to display the in-game Knowledge Base, this way FARC is more independent from Windows for this.
  • Interface – HTML Hints
    • [DONE] full parallelization of the core process of interconnection of hints. Since they grow over the time I implement them, I decided to connection to the right hint for the right element of interface in parallel. I hope it will speed up the process, especially when there will be more bigger in the future.
  • Interface – Local Surface
    • [DONE] the panel has now constraints to prevent to reduce its size below a required minimum. It prevents display bugs.
    • [DONE] addition of a button “exploration” to connect with the planetary exploration window.
    • Colony
      • [DONE] entering in the field of the colony name automatically erase the field. If it is exited without commit, it display the previous name.
    • Colony / Colony Data
      • [DONE] rework, and fixes, on the display of all the colony data.
      • [DONE] Economic & Industrial Ouput of the colony is now displayed. I forgot to put it since a long time.
      • [DONE] fix: correction of a display bug with Cohesion values > 100%.
    • Ecosphere
      • [DONE] the current orbital object’ season is now displayed, including a generic illustration of it.
      • [DONE] tectonic Activity is now displayed below the environment.
    • Geological Survey
      • [DONE] the user’s interface is deactivated for now since the Planetary Exploration System (PES) will be revamped.
    • Region’s Data
      • [DONE] the current season is now displayed into the Ecosphere section.
      • [DONE] the display bug of the Oceanic land type is fixed. There was an error due to abscence of Relief value.
      • [DONE] rain has now also an indicator (as for the temperature and wind speed) to indicate its intensity.
      • [DONE] wind speed indicator has now better coloration, in accordance to intensity / force of the current wind speed, than before.
      • [DONE] surface temperature, rainfall, and windspeed have now their own icon, display data calculated via the WEAGES, and display data as average values adjusted via seasonal changes.
      • [DONE] if the overed/selected region has any weather and/or geophysical effects active, they are displayed via a basic text entry.
      • [NOT DEV] the landmass is displayed.
  • Interface – Mission Setup
    • Colonization
      • [DONE] fix the location of the Orbital Object panel regarding the location of the Mission Setup panel.
      • [DONE] the bring- to-front of the Mission Setup and Orbital Object panels is fully fixed.
  • Interface – Orbits Panel
    • [DONE] full panel creation. It contains 2 lists, one for each orbit (low and geosynchronous). Lists creation is made in parallel code to speed up the process.
    • [DONE] a picture of the surface of the selected orbital object, containing the full setup of latitudes and longitudes ranges, is displayed.
    • [DONE] right clicking on a space unit shows the popup menu to acces certain data and set a mission.
    • [DONE] the ex Docked Panel / Carrying List Panel is removed and the list itself is fully integrated into the Orbits Panel and its popup menu. A duplicate is created for geosynchronous orbit too. Parallel code is used to build the list.
    • [DONE] basic implementation of the basic data sheet for the selected space unit. It includes the display of the capabilities of the space unit (if any), the same infos than those displayed in the 3D view before the removal of the 3D space units.
    • [DONE] fix: the bad parallel integration to display the space units lists for low and geosynchronous orbits has been removed, which greatly speeds up the display of the lists.
    • [NOT DEV] the space units’ icons are now stored in a container pre-loaded at the start, which speeds up the display of the lists and severely reduce disk acess.
  • Interface – Planetary Exploration
    • [DONE] the planetary exploration system is now in its own window and not a panel anymore.
    • [DONE] total rework of the user’s interface by using the new window.
  • Interface – Population
    • [DONE] correction in color coding for population density data display.
    • [DONE] fix: the panel opens correctly when an object is focused with a colony and the settlement panel is openened directly.
  • Interface – Settlements
    • [NOT DEV] a new information is added, when an available infrastructure is selected, indicating the power consumption of this one when fully enabled. So it includes the consumed base power of the infrastructure itself (for its power grid, electrical equipment and so on) and also the power used by all its production if any. The power consumption of custom effects are already integrated into the base power by design.
    • [DONE] multiple bugfixes; like the one which display correctly the information of an infrastructure that had its status recently changed.
    • [DONE] fix: the panel opens correctly when an object is focused with a colony and the settlement panel is openened directly.
  • Interface – Star Systems Browser

    • [DONE] full window creation, including a HTML Tree list which contain the full list of star systems with their stars, orbital objects and their possible satellites.
    • [DONE] it is now possible to browse any orbital object of any planetary system. I haven’t added this feature before, since there was only Epsilon Eirdani present in the game.
    • [DONE] fixed an oversight; I forgot to localize the main title of the window…
  • Interface – Unified Management Interface
    • Research & Development Tab
      • [DONE] fixed an error in the display of the name of the selected Research Domain.
      • [DONE] fixed an error in the display of the name of the selected Research Fields.
  • Language System
    • [DONE] a skeleton of language system is implemented, and a list of the general words is added in the data structure.
    • [DONE] for now generic words, and articles are supported.
    • [DONE] basic general rules for naming the space units are implemented.
    • [DONE] addition of rule that prevents to chose a word already taken.
  • Misc
    • [DONE] FAR Colony is now fully 64bits.
    • [DONE] basic configuration of the default threadpool for all parallel code in FARC.
    • [DONE] the compiled executable uses now a new version of the UI framework TMS VCL UI Pack, 10.1.6.1.
    • [DONE] the common and custom function to give an integer random number included into a specified range has its calculations corrected, to finally use the correct range.
    • [DONE] the credits XML file is fully clarified and synch with the assets currently in the game. Some “weirdness” were present.
    • [DONE] bug fix in the case of new game, or the loading of a game, when a game is currently played. The new game raised an error when a new message was raised during play, because I simply forgot to cleanup the message box… Continue Game was OK.
  • Missions
    • [DONE] change how the CMC_baseDistance is determined, since there is no more 3D presence of space units.
    • [DONE] take into account if the space unit(s) are in low or geosynchronous orbits.
  • Music & Sound System (MSS)
    • [DONE] the BASS library is now initialized with the correct default device set on the host computer.
  • New Game Setup
    • [DONE] establish a better logic for the FCVogldIs3DViewAfterRenderProcess boolean.
    • [DONE] fix: fix a crash when a new game is proceed during an actual play.
    • [DONE] fix: process correctly the initialization of the interface for a new game. I forogot to re-enable this before the release of the 0.6.16…
  • Planetary Exloration System (PES)
    • [WIP] the crewing of survey vehicles / cybershells is now multispecies/multiclades.
    • [WIP] additional support of the features & artifacts, and the biological surveys. Until now the PES was only for geological/resources survey.
    • [DONE] removal of the current survey vehicles’ capabilities and replacement by characteristics and abilities fully compatible with the new Unified Resolution System (URES).
    • [WIP] integration of the URES in the calculations of survey probabilities, their resolutions, and their possible outcomes. It also includes the uses of the new Region Environmental Modifiers (REM).
    • [WIP] linking of the REMs of the possible Weather and Geophysical System effects currently active in the region. This particular data is updated each time any of the WEAGES effects in the region is updated.
    • [WIP] integration of a new way to generate resource spots’ size (in accordance to the modified/new infrastructure level calculation). In addition of it, a new data named Total Exploitation Volume is integrated and includes its calculations. It simply means that the resources will be finite in the game, even if vast in certain cases.
  • Population
    • [NOT DEV] add a new category of Posthumans; Mutant Soldier (human heavily modified in more or less horrible ways for military purposes).
  • Production System
    • Production Modes
      • [NOT DEV] Carbonaceous Ore Refining: full implementation.
      • [NOT DEV] Resources Mining: complete and final overhaul on how the Resource Mining Production value is calculated.
      • [DONE] Uranium Ore Refining: full implementation.
  • Products
    • [DONE] the function Survey – Air is renamed into Survey Aero.
    • [DONE] function Survey – XXX equipments: total overhaul of the old previous capabilities into characteristics and abilities, so they become 100% compliant with the Unified Resolution System.
    • [DONE] one unit of equipment represent now one vehicle (and no more a variable group of vehicles).
    • [WIP] function Survey – XXX equipments: crew: addition of a new data that specify which category is used. By default, the human baseline categories are used. If the equipment is unmanned and use AI, a NSAI or SAI category is used.
    • Addition of Energy Product
      • [DONE] Deuterium-Tritium (DT).
    • Addition of Equipment
      • [DONE] Autonomous Mobile Digging Platform (Survey – Ground): addition.
      • [DONE] Deep Mantle Explorer (Survey – Ground): addition.
      • [DONE] Mobile Digger Prospectors (Survey – Ground): addition.
      • [DONE] Nuclear VTOL Exploration Aircraft (Survey – Aero): addition.
    • Modification of Equipment
      • [DONE] Antigrav Scout Platforms (Survey – Antigrav): capabilities replaced by URES characteristics and abilities, crew adjusted.
      • [DONE] Scout Autonomous Rovers (Survey – Ground): product removed for now.
      • [DONE] Rover Survey Vehicles (Survey – Ground): product removed for now.
      • [DONE] Survey Airship Drone (Survey – Aero): product renamed from Airships + capabilities replaced by URES characteristics and abilities.
      • [DONE] UAVs Survey Vehicles (Survey – Aero): product removed for now.
      • [DONE] Utility Fog Scout (Survey – Swarm Antigrav): product removed for now.
    • Addition of Materials Product
      • [DONE] Depleted Uranium (DU).
    • Modification of Energy Product
      • [DONE] Nuclear Pellets: put the right mass/unit, the one in the data was for Depleted Uranium…
    • Modification of Materials
      • [DONE] Aluminium: adjusted technoscience affect w/ tensile strength.
      • [DONE] Carbon Composites: adjusted technoscience affect w/ tensile strength.
      • [DONE] Concrete: adjusted technoscience affect w/ tensile strength.
      • [DONE] Multi-Walled Nanotubes (MWNT): adjusted technoscience affect w/ tensile strength. Removed also two old and deprecated data.
      • [DONE] Nanocomposites: adjusted technoscience affect w/ tensile strength. Removed also two old and deprecated data.
      • [DONE] Plastics: added the Environment Hazards tag.
      • [DONE] Single-Walled Nanotubes (SWNT): adjusted technoscience affect w/ tensile strength.
      • [DONE] Steel: adjusted base tensile strength. Adjusted technoscience affect w/ tensile strength.
      • [DONE] Titanium: adjusted base tensile strength. Adjusted technoscience affect w/ tensile strength and young modulus.
  • Research & Development System (RDS)
    • [DONE] The Research Domain “Culture” is removed, since its elements are or will be assumed by the Socio-Political Matrix. In final, there are 7 research domains (or tech trees).
  • Settlements
    • [DONE] addition of an array of data listing the particular RWE/RGE of the Weather and Geophysical System that hits the settlement.
    • [DONE] addition of a region environmental modifier record to regroup the total of RWE/RGE’s REMs that affects the settlement.
    • [DONE] removal of the __locationRegion_envMod_cab and __locationRegion_envMod_iwc which becomes deprecated.
    • [DONE] implementation of the base data structures and their initialization about the logistic of the settlements. More precisely; through the Projection Capability and the Logistics Channels.
  • Socio-Political Matrix (SPM)
    • [DONE] implementation of a “meme test”, used to test the effectiveness of a meme. This rule is used only for certain parts of the game systems that needs to test the presence/effectivess of at least one meme, which is outside the scope of the use of memes’ custom effects.
  • Space Units (in-game)
    • [DONE] expand location/attitude to the 2 types of orbits. All possible types of orbits, for any type of surface, are implemented.
    • [DONE] the location of a space unit use now the unified space location data structure for easier processing when needed.
    • [DONE] the code to remove space unit(s) is now fully fixed and operational.
  • Time Flow System (TFS)
    • Tasks Subsystem
      • [DONE] cleanup of tasks in process: replace OTL lib threading code by the Parallel coding of the new Delphi.
      • [WIP] addition of a new task: planetary exploration. It includes all its specific data and its full process.
  • Unified Resolution System (URES)
    • [DONE] implementation of the core of this system, which is simply a generation and resolution subsystems.
    • [DONE] implementation of the concept of hardcoded abilities with their base difficulties, that can be used by any active unit.
    • [DONE] the test is expanded as follow. Characteristic vs ability efficiency of the active unit in this ability + experience.
    • [DONE] addition of abilities (into a specific XML file for starting values + hardcoded): survey-geological, survey-features & artifacts, survey-biological.
  • Universe
    • [DONE] overhaul of the data to list the space units in orbit, for each orbital object. Now it support fully the low and geosynchronous orbits, and the maximum number of space units in an orbit is no more limited (dynamic array).
    • [DONE] all the low orbit data are recalculated and updated with correct values (see FUG additions).
    • [DONE] satellite ‘satEpsilonEri8-5’ is removed, because it is unusable for exploration / colonization purpose in the game.
    • [DONE] add two data, each for one each type of orbit, to indicate the deltaV used at these orbits.
    • [DONE] dayEnd of the astronomical seasons (ex orbital periods) is removed because it is useless and have an error with a carry over.
    • [DONE] the seasons are now refactored into astronomical seasons, and equinoxes are more specific: Summer Equinox, Summer Solstice, Winter Equinox, Winter Solstice.
    • [DONE] new data for each orbital object: current astronomical season season. Quick data that indicates the current season actually in process.
    • [DONE] fixes: the angle of the first day of revolution period + the determination of the starting day of the revolution period now take correctly into account the special case with the asteroids belts and also are correctly set up for any satellite.
    • [DONE] implementation of WEAGES data into the root structure of the orbital objects, ie: the Regional Weather / Geophysical Effects Comptability Lists and a special flag for the processing of them.
      This also include the triggered/effective RWE/RGE lists for each region of an object.
    • [NOT DEV] basic implementation of planetary features; creation of specific data structures and generation of planetary features when a new game is in process.
    • [DONE] add 4 new data, at the root data structure of the regions, to indicate the equatorial/polar distances by region. These can be useful for direct travel, and I forgot to include them.
    • [DONE] add a new data for each region; the percentage of land mass. By default, this data isn’t used land region. It is only used in case of Oceanic/Coastal regions, as per FUG rules.
    • [NOT DEV] addition of a data, containing a filename, used for orbital objects that has a standardized surface map. If this one is not empty, it will override the standardized map loading by a custom one, Thus, future surface maps personalization will be allowed.
    • [DONE] fix: correction in data assignation of the result for low orbit deltaV calculations.
    • [DONE] add a new data, at the root data structure of the regions, to indicate the Main Travel Distance for polar regions.
    • [DONE] add a new data, at the root data structure of the regions, to indicate the surface by region for polar regions.
    • [DONE] add two new data for low orbit purposes: Time Window by Region for equatorial and polar orbits.
    • [DONE] add new region environmental modifiers: Infrastructure Wearing, Airland Combat, Atmospheric Flight & Landing Hazards, Communications, Control, Quality of Life, and Bio-Evolution.
    • [DONE] add a new data, at the root data structure of the regions, to indicate the Main Travel Distance for polar regions.
    • [DONE] discovered resource spots are now located in the resource spots’ data structure of each regions, and not in the entities’ data structure.
    • [DONE] discovered resources spots have now an additional data to indicate the size of each discovered spot.
    • [DONE] exploration status /progress data are move from the entities to the resource spots’ data structure, and they are totaly revamped to support the three types of survey.
    • Star Systems Integration
      • [WIP] secondary work on data integration of the Sol planetary system. It will not be added into the game yet but it is planned before the entire work on the Alpha 10 is complete. So I integrating all the data I can get into its XML structure in a separate file.
      • [DONE] full recalculation of Epsilon Eridani, including design audit of it.
      • [DONE] Alpha Centauri AB: full generation and integration.  2 new stars + 38 orbital objects in total.
  • Weather and Geophysics System (WEAGES)
    • [DONE] core implementation, and linking into the time flow.
    • [DONE] implementation of the basic seasonal changes: calculation of the current (non astronomical) season, and progressive calculations of temperature / wind speed and rainfall for smooth changes from one season to another one.
    • [DONE] creation of a XML database to store particular RWE/RGE data. The rest is hardcoded in specific units of the code. No choice since there are somehow complex rules and calculations specific for each RWE/RGE.
    • [DONE] implementation of the basic Regional Weather & Geophysical Effects subsystem.
    • [DONE] implementation of a probability system, with specific data for each effect, to determine if and how a weather/geophysical effect will hit settlements.
      Certains effects affect each region as a whole, but others can be a bit more pinpointed inside a region. The probability depends of the size of a region, the size of a target, and the effect’s parameters.
    • [DONE] implementation of the Region Environmental Modifiers for each weather/geophysical effect.
    • Regional Weather Effects (RWE)
      • [DONE] Cold Wave.
      • [DONE] Heat Wave.
    • Regional Geophysical Effects (RGE)
      • [WIP] Earthquake.
      • [WIP] Volcanic Activity.
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