Progress update 2020-03-30:
With the end of new non-AI content in sight, it's been a productive few days. I just pushed version 106, which contains many additions primarily themed around espionage:
- hydrosphere & albedo periodically updated based on surface temp
- Fixed: missile engine max power mod should be doubled
- fleet training moves
- foreign aid wealth transfers
- espionage teams generate spy points
- chance of teams being killed or captured for points (and then killed) while spying
- Every 100 spy points gained against an alien race gives a chance to recover new geo data, grav data, tech, missile design, class name and summary, or system knowledge
- Alien lifepods can be "rescued." Spy points are gained from captured survivors and officers. Officers are killed.
- Autopsy research project created when lifepod with unknown species captured
- Species intel becomes available upon autopsy completion
- Surviving crew captured from alien lifepods can be unloaded to pops and become permanent POWs
And a few remaining unfinished UI elements are now functional:
- F2 > SM Update Atmos button
- F2 > Espionage Target and Activate
- F2 > POWs list
- Intel window > Alien Class Design Summary
- Intel window > Known Species dropdown, autopsy status, and species stats when known
This leaves diplomacy as the last remaining step before I can start working on AI and externalized scripting. That's a lot, though, so it may span a couple of progress updates. Things to do include diplomacy UI and the related mechanics behind it, race relationship changes based on events, diplomacy teams, and mechanics specific to friends and allies. Coincidentally, it looks like Steve and I will both be working on diplomacy things
I can hardly wait for the C# game to come out. Working on Quasar is keeping my hype at bay but only barely
Onward!