Recent Posts

Pages: [1] 2 3 ... 10
1
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Stormtrooper on January 19, 2022, 04:39:21 PM »
Thanks, will check it out next time I have to edit buildings as I already ended up doing it via db editing.
2
Quasar4x / Re: Error when run Quasar 4x on Mac.. Help me
« Last post by Kyle on January 19, 2022, 03:13:11 PM »
My Mac died a couple years ago. Mac is no longer supported, sorry
3
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Kyle on January 19, 2022, 03:12:15 PM »
How can I add installations to the planet via SM? Turned SM on (I'm sure since atmosphere editing worked just fine), went to the industry tab but can't do anything, there's "SM add" button, but it remains inactive and nothing happens (obviously) if I click on it, regardless whether I have project created or not.

It's SM Mods button at the bottom of the F2 window:

4
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by Kyle on January 19, 2022, 03:00:17 PM »
Maybe you can insert that check for LPs when a fleet enters a system. To address the problem of possibly adding time to the move because of changing positions of LPs you could check the amount of time saved by adding the LPs. If it is less than 20% time save or less than 1bkm skip the adding.

Yep at some point I'll probably do that.


Version 182

When my exploration ship refuels at Earth, all of my maintenance supplies vanish.  Conversely when the ship resupplies, all my fuel reserves vanish.

Im not sure which one is the save but ill attach the sqlite file.  please correct me if i am wrong and i will upload the right file.  Thanks!

Fixed in 183, available now
5
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by TMaekler on January 17, 2022, 12:34:26 AM »
Maybe you can insert that check for LPs when a fleet enters a system. To address the problem of possibly adding time to the move because of changing positions of LPs you could check the amount of time saved by adding the LPs. If it is less than 20% time save or less than 1bkm skip the adding.
6
Quasar4x / Re: Bug Reports (Version 138 and up) q4x
« Last post by drakonbane on January 16, 2022, 04:43:51 PM »
Version 182

When my exploration ship refuels at Earth, all of my maintenance supplies vanish.  Conversely when the ship resupplies, all my fuel reserves vanish.

Im not sure which one is the save but ill attach the sqlite file.  please correct me if i am wrong and i will upload the right file.  Thanks!
7
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Stormtrooper on January 13, 2022, 08:14:04 PM »
How can I add installations to the planet via SM? Turned SM on (I'm sure since atmosphere editing worked just fine), went to the industry tab but can't do anything, there's "SM add" button, but it remains inactive and nothing happens (obviously) if I click on it, regardless whether I have project created or not.
8
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by drakonbane on January 13, 2022, 06:07:33 PM »
Youve done an amazing job Kyle.  thanks for all the hard work youve put in! As a game designer myself, its been pretty awesome to see your progress month after month.  Excited to see what you come up with next.
9
Quasar4x / Re: Quasar4x - An Aurora4x VB6 clone q4x
« Last post by Kyle on January 13, 2022, 05:31:11 PM »
Progress update 2022-01-13:

Version 182 is available (patch notes).  Here are some features:


More QoL for the F3 System Map UI

The Icon bar can now be popped out independently of the F3 window, and it will be always on top.  Its position and popout status can be saved in the Q4X Settings window.  This icon bar can be used in lieu of the oldschool windows taskbar in Aurora VB6. 




The time buttons can be popped out in the same way:





If you don't want to pop out the time buttons but you like the compact UI for the sub pulse buttons, there is an option to change the buttons to a dropdown menu in Q4X Settings:




Option to disable experience gains for diplo teams without a target

There is a new checkbox on the Game Details window.  Previously, diplomatic teams would periodically gain experience whether or not they were assigned to a specific alien race.  This meant the optimal strategy would be to create some diplo teams at the very start of the game before encountering any aliens, so their diplomatic score would be high by the time the first alien race was encountered.  This, in turn, led to a very high chance of befriending every other NPR, resulting in a passive game where free technology and survey data was abundant and conflict virutally non-existant.  (At least, this is what happened in my campaign.)

To mitigate this outcome, you can uncheck this box so that diplomatic teams will no longer gain experience unless they are assigned to a specific alien race.  This will make it more difficult to befriend the first NPR you encounter.

If you want the classic / original behavior, leave the box checked.



Other updates

Previously, on the Q4X Settings window there was an option to make a backup after each turn.  Now, there are more flexible options for this setting:




There were numerous bug fixes to NPRs not easily noticeable from the player's point of view.

There were numerous changes to reduce increment shortening, especially in systems with no player presence.

There were a few optimizations done that significantly improved turn times in the later game.

A few bugs with parasites were fixed, particularly: fixed: parasite magazines weren't auto-reloaded when landing on a mothership



Q4X is pretty much at its final state now, barring any other fixes.   From here, I'm most likely going to split the project into two: its current form, which will continue to get more fixes if any are reported, and a long term experimental branch just for me where I finally allow myself to significantly deviate from Aurora VB6's UI layout in order to add more ways to automate things and whatever else comes to mind.  If I come up with anything good I will post it.


10
Quasar4x / Re: Patch Notes q4x
« Last post by Kyle on January 13, 2022, 04:29:30 PM »
Version 182

- added setting to have more informative descriptions of current fleet orders
- F3 window: ability to popout time buttons, popout icon bar, and/or compact the subpulse buttons
- new checkbox in game details: unassigned diplo teams gain exp
- settings window, make backups checkbox now has a dropdown for desired backup interval

- npr fleets in firing range now have a limit to how many times they can shorten increments without making meaningful progress
- other causes of increment shortening are also limited, and slightly more relaxed, in systems with no player presence
- added missing feature: all ships have a minimum damage control rating of 1
- to significantly improve performance, the relative safety of a system is only determined once per increment
- to significantly improve performance, npr's no longer explore/survey way more systems than is necessary
- npr exploration rate is slightly affected by the Expansionism trait (a maximum of 10% variation)

- fixed: NPRs were spamming duplicate waypoints, causing slowdowns
- fixed: npr carriers and SM-added carriers weren't being populated with fighters on creation
- fixed: a few bugs in NPR code
- fixed: error when an overkill amount of missiles hits a ground forces contact
- fixed: only 1 race could ban a particular system
- fixed: an error in the F3 window when no player race exists
- fixed: parasites couldn't land on a moving mothership via fleet order
- fixed: parasite magazines weren't auto-reloaded when landing on a mothership


Version 183

- fixed: When refueling, all maintenance supplies vanish.  Conversely when the resupplying, all fuel reserves vanish. (Occurred when courtesy refuel/resupply policies were disabled)

Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk