Welcome Anonymous!
We host quality Star Wars sites - inquire at The Star Wars Rebellion Network  
SW:Rebellion Network
imminent-bean
 

All times are UTC - 5 hours



Post new topic Reply to topic  [ 137 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next
Author Message
 Post subject: Re: GALSIM update
PostPosted: Fri Jun 27, 2008 11:52 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Mandatory Download at http://galsim.nickersonm.com/galsim.zip

New Features
- SHIFT FLEET POSITION.  Sometimes when your fleet is on a mission like ATTACK or SALVAGE, the fleet position will stay still while the ships move around.  There then becomes a need sometimes to have the fleet just reposition itself so that the ships dont have to travel all the way back to the fleet position when they are finished.  This option on the fleet display will allow you to move the fleet position within the same sector so that you can reposition the fleet without having to cancel its current order and give it a move order.  Just remember that if it is a sub fleet, it will immediately try to position itself back with its parent if it has no orders, so this is obviously a better tool for moving around top level fleets.

- EDITS TO CONTRACT FRAME.  I made things alot easier for you guys, so as long as you have a TRANSPO agreement I dont see the need for having any Warehouses on the planet surface.  Embassies now have unlimited storage capability and are the single conduit to provide resources to the planet for either contracts or selling to the planetary markets.  If anyone has a current CONTRACT GOODS order, it will probably blow up, so I advise you to cancel any current ones and redo them.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Fri Jun 27, 2008 2:25 pm 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

Bug Fix
Cleaned up some stuff with the MARKET_GOODS order.  Fixed now.

Overall, these last few changes have made the EMBASSY the sole conduit in interaction with the planet.  It must have any resources it wants to sell to the planet onboard, and when it buys from the planet, it gets all the resources.  it has unlimited capacity to hold resources.

Oh and it also cant ever be killed.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Fri Jun 27, 2008 3:00 pm 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

New Features
You used to have to specify an amount of goods for your mines/factories to produce, now you dont.  It will just keep producing as long as you have the order.  Just in case you dont want the mine/factory to produce, just remove the order.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Thu Jul 03, 2008 8:37 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
Just to let all of you know, I will be going on vacation starting Fri Jul 4th, through Saturday, July 11th.  I will be having the game engine running from home so the game should continue processing.  If I get a power outage at home or something, which should be unlikely, I probably wont be able to get the game running until I get back, so we shall see how it goes.

I am not sure it matters much being that I am not sure anyone is even playing, which is a little disheartening given all the work I put into the fleet change that alot of folks were asking for.  But I wont worry about that any further until I get back from vacation.

Have a good week, and to all the Americans, have a great 4th of July!


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Thu Jul 03, 2008 4:54 pm 
Offline
<!-- Cadet //-->

Joined: Thu May 22, 2008 7:28 am
Posts: 7
Location: Versailles, France
Enjoy your holidays :)


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Wed Jul 09, 2008 5:47 am 
Offline
<!-- Cadet //-->

Joined: Thu May 22, 2008 8:04 am
Posts: 0
Yeah have a good one. Pesonally I've just got back form a week's Karate training but I'll be playing again soon.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Sat Jul 12, 2008 8:48 pm 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
yeah, I am back from vacation had a great time!  So anything new?


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Mon Jul 14, 2008 8:21 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New Engine Update.  No download necessary.

Bug Fix
now, when a factory is building materials, if there are not enough ingredients, they wont get burned up.  Thanks to Idle Scholar for detecting this.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Fri Jul 18, 2008 9:08 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

Bug Fix
Contract Display was not getting reinitialized when you switch from different Contract Types (Unit, Goods, Structure).

Have fun!


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Thu Jul 24, 2008 11:54 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

Bug Fix
Fleet Orders list was showing ENTER ATMOSPHERE twice.

Have fun!


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Thu Jul 24, 2008 3:40 pm 
Offline
<!-- Cadet //-->

Joined: Thu May 22, 2008 8:04 am
Posts: 0
The server seems to be going down on a daily basis, generally from about 1-2 pm messageboard time.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Fri Jul 25, 2008 8:58 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
yeah thats me going to work or going home probably. im still running the server off my laptop.  sorry about the inconvenience.


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Fri Jul 25, 2008 9:07 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

Bug Fix
Fixed error in Add New Contract Goods screen when you hit OK after choosing the goods to order.

Have fun!


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Thu Aug 21, 2008 8:41 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

Bug Fix
Spec display for each ship shows the build cost ($) AND the component cost.

Have fun!


Top
 Profile E-mail  
 
 Post subject: Re: GALSIM update
PostPosted: Fri Aug 22, 2008 9:36 am 
Offline
<!-- Cadet //-->

Joined: Sat May 17, 2008 2:05 am
Posts: 4
New ZIP Update.  Download at http://galsim.nickersonm.com/galsim.zip

Bug Fix
small craft at DEPOTs now have fuel
SET GRAV WELLS ON/OFF order now gets created
CONSTRUCTION SHIPS now start production of structures


Top
 Profile E-mail  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 137 posts ]  Go to page Previous  1 ... 6, 7, 8, 9, 10  Next

All times are UTC - 5 hours


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

Search for:
Jump to:  
cron

 
 
 
^Top 
Home Your Account Forums Downloads F.A.Q. Submit News Hosting Contact Us

SW:Rebellion Network Engine [SNE] © 2008 by SWRebellion.com. All Rights Reserved.
All logos and trademarks in this site are property of their respective owner.
The comments are property of their posters.
You can syndicate our news using the file backend.php

    Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group