Author Topic: [MOD] Minister version 1.0b5  (Read 5788 times)

Jyin

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Re: [MOD] Minister version 1.0b3
« Reply #30 on: August 03, 2012, 01:32:19 AM »
I am about to wrap up b4.
The b4 has a lot of new features. Here's what I have in change log.
It's a complete list for b4, I just need to make sure I didn't break anything.

Code: [Select]
1.0b4
Expansion Minister will check the food/lux supply before building farm/lux world.
She will send out ColonyShips to under defended system if she knows there is no piracy in the universe.
Removed Shipyard and Cargo in Farm/Research/Lux world.
If you do not build Haulers, trying to build anything in these world will be very slow.
Removed Space Port from Lux/Research.
Note, if you use Colonizer with 3 or more slots, ports are built by initial landing.
Minister will remove these ports at very last step.
Fixed build_queue to have Minister take over just after building Capitals.
Defense Minister will no longer retrofit the only Military Outpost in the system.
He will build a new one before taking down the old one.
Military Minister now have control over rallying of ships
Rallying ships now use Jump Drive, if they has one.
Rally now only affect war-ships (ships with both weapons and engines).
Rallying can be set at site and/or system level.
The site rally point will take priority over system rally point.
When entering a system, war-ships will check the systen rally point, and move on, if they are not needed.
This is also true for the system where the war-ships are built.
This behavior will effectivly create patrol path of war-ships.
You will no longer get nice line pointing to the rally point. It's a side-effect of new Rallying system.
Governors have been sent to re-education camp. They can now count the population of planet correctly.
They will now upgrade both Galactic Capital and Planetary Capitals.
Science Minister will turn on Auto-Research by default, and set the first technology to General Science.
He will also allow save/loading for research queues.
The research queue can contain un-locked technology, when he encounters these, he will try to unlock it.
He will hide away those embrassing default ship designs, and import all he can from his own stash, if he has any.
Default Minister Settings are now configurable in Settings.txt. It also have some settings that are not in GUI.


I am getting pretty close to full feature set that I envisioned when I started this.
I think b5 will be the last version to add new feature, and will become 1.0rc1 once most of bugs are stumped out.
I will be enhancing the new Science Minister in b5, make him adaptable.
It's a pretty big item, so I wanted to get b4 out before I start on that.
The new Science Minister will be the only new feature of b5, unless something change.

If you have any request of features that I didn't add yet, now would be the time  :)
« Last Edit: August 03, 2012, 01:37:04 AM by Jyin »

WarpObscura

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Re: [MOD] Minister version 1.0b4
« Reply #31 on: August 09, 2012, 09:53:29 AM »
What GUI changes have you made? Can you please compile them into one post for easy ref? 'cause your ideas sound promising, but I don't want to mess up the interface, I like it as it is.
« Last Edit: August 09, 2012, 10:18:18 AM by WarpObscura »

Jyin

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Re: [MOD] Minister version 1.0b4
« Reply #32 on: August 09, 2012, 06:49:33 PM »
What GUI changes have you made? Can you please compile them into one post for easy ref? 'cause your ideas sound promising, but I don't want to mess up the interface, I like it as it is.

Just the GUI changes?
Not a lot, let's see.

When importing a carrier with default fighter, the Minister will look for the fighter. If it is not found, he will try to import the fighter first, then the carrier.
Moved the 'Delete' button on loading construction queues, I kept hitting that instead of 'Ok'.
Mouse over the system window and you get tool-tip.
Sub-system accordion is MUCH faster for those of us that like large design window.
Science Minister will turn on Auto-Research by default, and set the first technology to General Science.
He will also allow save/loading for research queues.
The research queue can contain un-locked technology, when he encounters these, he will try to unlock it.
He will hide away those embrassing default ship designs, and import all he can from his own stash, if he has any.
You will no longer get nice line pointing to the rally point. It's a side-effect of new Rallying system.

The b5 will have bit more changes too. Mostly related to research.

WarpObscura

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Re: [MOD] Minister version 1.0b4
« Reply #33 on: August 09, 2012, 09:22:18 PM »
May I know which are the relevant bits of code?

Jyin

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Re: [MOD] Minister version 1.0b4
« Reply #34 on: August 10, 2012, 03:27:31 AM »
May I know which are the relevant bits of code?

Sure, anything in the "Game Data/gui" folder is for GUI.
But, some code are more complex than others. If you want to know how I've done things specifically, let me know I can point stuff out.
Some GUI code ties deeply into server code too.

Jyin

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Re: [MOD] Minister version 1.0b4
« Reply #35 on: January 08, 2013, 08:40:45 PM »
I just realized I was sitting on b5 code and forgot to post it.
I haven't really been active in SR, but it should work fine with 1.2.
I will add it in the 1st post.

scarface2cz

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Re: [MOD] Minister version 1.0b5
« Reply #36 on: August 21, 2014, 07:05:15 PM »
Is this fully compatible with game version 1.2.1.2?