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Thread: Current Patch Information - 1.0.4.15 BETA

  1. #1

    Arrow Current Patch Information - 1.0.4.15 BETA

    All patches I release will require LEI version 1.0.3 or later be installed already. This is because 1.0.3 included modified video files and I really don't want to upload a 20MB patch every time so all my patches will require 1.0.3 or later. The patch installer will let you know if you do not have a valid version installed.

    Please make a backup of your LostEmpire.exe otherwise if you want to uninstall the patch you will have to reinstall the game

    Current Stable Patch Version: 1.0.5.0 Link

    Changes since 1.0.4.0

    1.0.4.15
    • Bugfix: Ship electronics were not really working correctly in combat.
    • AI: Changed Easy and Very Easy to use the new AI since the old AI is broken—all it does is build colonizers, scouts, and starbases. The Easy and Very Easy AI’s get penalties to range and resources.

    1.0.4.14
    • Bugfix: Space Ship Construction tech was not increasing construction capacity—it was only increasing the number of space yards that could be built.
    • Bugfix: Sorting by Health was not working correctly on Fleet Tactics screen.
    • Bugfix: Fixed bug with AI Leader assignments
    • Bugfix: Fixed crash when trying to access the savegame list if one of the saves was corrupt.

    1.0.4.13
    • Bugfix: AI Explore ships would sometimes get stuck
    • Bugfix: Explore ships would sometimes get stuck if two star systems were really close together.
    • Bugfix: Fixed crash during turn processing when AI decides to take over enemy fuel depots.
    • Bugfix: Fixed crash during turn processing when AI decided to withdraw one of the fleets involved in an attack.
    • AI: Made some tweaks. Not entirely convinced the AI economy is optimal at the moment.

    1.0.4.12
    • Bugfix: Loading a savegame wiped out all fleet waypoints, requiring them to be set again.
    • Bugfix: AI now detects if some of its ships have lost their orders due to the loadgame waypoint bug and assigns them new orders.
    • UI: Fleets containing only engineless starbases that are stationed at colonies automatically Repair each turn without having their orders set to Repair.
    • AI: Randomized AI Attack routine a little bit to make it slightly harder to predict.

    1.0.4.11
    • Bugfix: AI was building massive amounts of troops for invasions but bug was preventing it from picking most of them up.
    • Bugfix: AI was unable to assess potential threats to colonies near an Immortal.
    • Bugfix: AI was building too many troops in some cases.
    • Bugfix: Fixed bug that prevented AI from declaring war on anybody.
    • Bugfix: Bonus Research Points would sometimes go negative, which caused all research to stop.
    • Bugfix: System Overview – clicking the Close button no longer activates the priority button instead.
    • Bugfix: AI was building more ships than it could pay the upkeep costs.
    • AI: AI will now occasionally re-evaluate leader assignments.
    • UI: On the System Overview screen, right-clicking the Maximize Army, Maximize Missiles, and Terraforming checkboxes will apply the setting to your entire empire.
    • UI: When shield, armies, or missiles numbers are too big, an abbreviated number is used.
    • UI: News event now goes out whenever a Minor Race dies just like it does for the Major Races.

    1.0.4.10
    • AI: More improvements to turn processing time for long games.
    • AI: Tweaked colonization, planetary defense building, ship construction
    • Bugfix: System Overview displayed incorrect temperature for “Too Cold” systems.
    • Bugfix: Crash during turn processing when AI empire is destroyed.
    • UI: Enabled CTRL-P Cheat (single-player only) – highlight a major empire on the score panel on the right and hit CTRL-P to take control of that player until end of turn. NOTE: Do not change fleet orders of the AI player or else the AI will likely become confused and may even crash the game. Mostly useful to see what the AI empire is up to, or to tweak its build queues.
    • UI: Added colony count and population totals to Empire Overview screen.

    1.0.4.9
    • AI: Significantly improved AI processing time for large empires.
    • AI: AI now makes use of fleet Repair command.
    • Bugfix: Fixed another crash when starting a new game with the Milky Way galaxy.
    • Bugfix: SHIFT-clicking was not allowing you to set multiple waypoints for a fleet.
    • Bugfix: Fixed crash when setting a fleet to Patrol with multiple waypoints selected.
    • Bugfix: The first turn after loading a savegame, systems were not being protected by nearby Fortress systems, causing excess planetary defenses to be dismantled at the end of the turn.
    • Bugfix: Fixed temperature displaying too many decimals after terraforming.

    1.0.4.8
    • Changed Human Defensive Trait again. You no longer get free troops or missiles. Now you get to build them for 25% cheaper.
    • In Battleviewer, shield effects will display without sound effects and not as brightly when the shields absorb damage but do not deflect any of it.

    1.0.4.7
    • Fixed occasional crash when starting a new game that was introduced in 1.0.4.4.

    1.0.4.6
    • Applied forum member Iceman’s extensive corrections to the English text.
    • Reduced the size of the ancient fleet event. Ancient fleet no longer requires ship upkeep.
    • Tweaked some AI settings.
    • Bugfix: Corrected positions of Small Weapon Slots in Starbase design window.
    • Bugfix: Corrected damage increase through research of Penetrator missiles
    • Bugfix: Corrected overpowered Medicine science
    • Bugfix: The following techs were not implemented in combat: Energy Deflection, Matter Conversion, Heat Dissipation, Shockwave Harmonics, Super Cooled Coils, Shaped Charges, Biomechanical Guidance, High Pressure Combustion, Antimatter Penetration, Antimatter Stabilizer, Containment Field Efficiency, Super Charged Heaters, Precision Accelerators, Magnetic Containment, Energy Penetration, Focused Energy, Enhanced Power Coils.
    • Bugfix: Fixed rare crash bug during AI turn processing (hopefully).

    1.0.4.5
    • Bugfix: Fixed crash during turn processing if you set a fleet waypoint outside your fuel range.
    • Bugfix: Fixed crash during game startup if you have invalid galaxy files in your galaxies folder.
    • Bugfix: When you get the race history event in which you find an ancient fleet, you now get control of a powerful and ancient fleet at the location of the event.
    • Balance Change: Human Defensive racial bonus no longer lets you purchase “free” troops or missiles at each of your systems. Instead, you are given free troops and missiles when you first colonize a system, up to the limits of your technology. When you research Barracks or Planetary Missiles, each of your colonies receives extra free troops and missiles until each colony has received the total bonus allowed for by the racial trait. Basically this means each colony will automatically produce 10 troops and 5 planetary missiles for free one time only.

    1.0.4.4
    • NOTE: Old savegames will not load after applying this patch! Do not apply this patch if you wish to finish any old games
    • This patch has a completely reworked AI. The AI should now provide for challenging computer opponents.
    • “Very Easy” and “Easy” computer opponents use the old AI.
    • “Normal” opponents use the new AI but get no special bonuses or penalties
    • “Hard” opponents use the new AI and get bonuses to scanner/fuel range, resource production, ship construction speed.
    • “Very Hard” opponents use the new AI and get large bonuses to scanner/fuel range, resource production, ship construction speed. “Very Hard” opponents should be very difficult to defeat.
    • UI: Enabled CTRL-C Cheat console while viewing the starmap (single player only)
    • UI: Added Over-population news event which occurs if you drop troops onto a system causing your population to go over the limit. Warns you that your people are dying.
    • UI: Added Hostile Fleet news event which occurs the first turn you spot a hostile fleet heading towards one of your systems or fleets.
    • UI: Show All Waypoints shows you the destination of hostile fleets that are heading towards one of your systems or fleets.
    • UI: Currently selected fleet will show its path in cyan instead of green to make it easier to figure out where it is going.
    • UI: Colonizable Systems screen will show the name of any colonization fleets en route beneath the system name.
    • UI: Fleet Overview screen will show “—“ in the orders column for any idle fleets.
    • UI: When transferring troops to/from your fleets, the planet’s target troop count will be changed to match what is on the planet (within limits) to prevent troops from accidentally being built or disbanded on the next turn.
    • Bugfix: AI difficulty was always getting reset to Very Easy when loading a savegame.
    • Bugfix: Planetary Defense installations now slowly disband if they are over the limit (occurs when a system loses protection from a Fortress System).
    • Bugfix: When disbanding missiles, you no longer regain minerals if the missile disbanded was one of the free ones you get for your government.
    • Bugfix: Fixed game to use Planetary Shield Cost from XLS files properly. Removed duplicate from MISC tab.
    • Bugfix: When cancelling production of a colony ship, you now get your population back.
    • Bugfix: Fixed bug that allowed you to get multiple 2nd Capitals after loading a savegame (the new AI was real good at exploiting this bug).
    • Bugfix: Fixed bug in fleet ETA calculations for paths involving multiple waypoints.
    • Changed Megalanian science specialty from shields to hull tech since AI does not use shields very well, and hull tech sort of fits with their other bonuses.
    • Only one battle will occur at a system each turn no matter how many fleets are present (before one battle would occur for each fleet, even though all fleets fought all battles). This was one cause of the turn slowdowns.
    • You can now colonize systems even if another empire’s ship is present at the system – as long as you are not at war with each other.
    • Ships with Explore orders will tend to prefer exploring new systems rather than reclaiming fuel stations taken by other empires.
    • You can now only move fleets to other fleets or systems. You can no longer set a fleet destination to the deep space between the stars. The AI just cannot defend itself properly against such actions. For those of you that prefer the old free movement system, you can re-enable it in the MISC tab of the Game.xls file.
    • Galaxies will show their English names/descriptions if they do not have a proper foreign language name/description.
    • Increased rate at which Singularity Engine speed increases with research
    • Slightly increased firing speed of Antimatter weapons and tweaked their range and damage. Antimatter weapons are now very powerful but short range weapons
    • Increased range of energy weapons. Energy weapons are now weak but long range weapons
    • No changes to plasma weapons. Plasma weapons are average damage and range.
    • Tweaked missile weapons range, damage, reload speed, research cost, mineral cost. Missile weapons are smaller than other weapon types and give you the choice of slightly more damage for less range or slightly more range for less damage, though not as extreme as Energy Vs Antimatter
    • Swapped a couple of Point Defense slots for Small Weapon slots on the Starbase to make it effecti ve against all ship classes.
    • AI: AI will now make use of Terraforming tech
    • AI: AI will no longer research techs it shouldn’t have access to
    • AI: AI makes better research choices.
    • AI: AI should now be much more aggressive and better at defense. It should actually provide a small challenge now.
    • AI: AI will now build battleships (a bug was preventing it)
    • AI: AI will now build and use star-bases with engines (if the tech is available)
    • AI: AI will now use the 2nd Capital system type when appropriate.
    • AI: AI no longer creates invalid ship designs
    • AI: AI will no longer create a bajillion different ship designs that are all the same (eating up memory and slowing down the game).

    1.0.4.3 BETA
    • Fixed bugs with savegame corruption caused by 1.0.4.2 beta. Savegames created by 1.0.4.2 are not recoverable.

    1.0.4.2 BETA
    • Balance: Capitals & Second Capitals now have the special abilities of Fortress Systems, Trading Systems, Outposts, and Construction Systems.
    • Balance: Armies now cost 5 population to build. Armies now consume food and live in Biospheres when stationed on a planet.
    • Balance: Population Growth is now affected by the Food slider: Don’t feed your people enough and they do not reproduce as quickly. Feed them extra and they reproduce faster.
    • Balance: The # of population that survive when colonizing a new planet is now dependant on the inhabitability of the planet instead of random.
    • Balance: Systems protected by a Fortress system can now build extra defensive structures (previously only the fortress system itself got any bonus).
    • Balance: Systems protected by a Fortress system now get a 100% bonus (instead of 50%). Fortress systems themselves now only get 50% bonus (instead of 100%). This should make Fortress systems more useful and also more of a tactical target. Note: Capitals always get the bigger defensive bonus.
    • Balance: Toned down trade systems a little bit. They now generate trade income based upon the type of resources being produced by the systems they trade with. Ie if they trade with Agriculture systems, they will generate additional food.
    • Bugfix: Defensive structures were not being disbanded when you reduced the number you wanted to below the current amounts on the planet.
    • Bugfix: Fix bug in Very Hard AI that prevented them from getting their starting tech bonuses.
    • Performance: Fixed performance issues first time you saved a game (or autosaved).
    • Bugfix: Population on colony ships now consume food.
    • Bugfix: AI was building planetary shields for free.
    • User Interface: When you select a Trade colony, an orange circle will appear indicating the trading range of the system.
    • Misc: Added more MISC mod settings.

    1.0.4.1
    • Added files to the patch that the German 1.0.3 patch installer was not installing. This should fix German versions of the game that crash on startup after installing a patch.
    • Added some logging to the turn processing to help identify a system hang issue one user is having.
    • Converted all XLSX (Excel 2007) files to XLS (Excel 97-2003) to make them easier to mod
    • Added “MISC” tab to Game.xls to hold miscellaneous settings used in the game
    • Moved a few “magic numbers” from the game code into the MISC tab so they can be modded.
    • User Interface: System Bars revamped. They now all use the same scale. They are no longer scaled based on the systems you have explored, but based upon the entire galaxy. And uncolonized system bars now show how many improvements you would have if you colonized the system and picked an appropriate colony type. So they shouldn’t change when you colonize them.
    • User Interface: Modified System Overview to remember your sort settings when you reopen the window.
    • User Interface: Modified System Overview to remember whether you are viewing colonies or colonizable systems when you reopen the window
    • User Interface: Modified System Overview to scroll the list to the currently selected system from the main screen if it is in the currently shown list (ie colonizable or colonies list) when you open the window.
    • Balance Change: Max Population is no longer directly affected by inhabitability.
    • Balance Change: Max Biospheres is now affected by inhabitability. The more uninhabitable a planet, the fewer biospheres you can build on the planet. Combined with the above change your effective max population on a planet isn’t any different. Loading savegames made prior to the patch will temporarily give you excess max population until the extra biospheres are automatically destroyed.
    • Balance Change: Star system populations no longer grow when starving-ie if you get a message stating your people are dying from starvation they will not also grow (usually by more than they starve!)
    • Bugfix: Corrected starvation message to show total amount of population killed (was showing amount killed at one system).
    • Bugfix: Planetary scanners now get the Scientist leader bonus
    • Bugfix: Fleet Deep Space scanners now get the Govt Fleet Scanners bonus
    • Bugfix: If cloaking tech was way better than enemy scanning tech cloaked ships would sometimes be made visible by mistake.
    • Bugfix: Planets were not using the correct range when trying to detect cloaked ships.
    • Bugfix: Govt modifier Reduced Ship Building Cost not working correctly (though I do not think this govt modifier is currently used in the game).

    Note to modders: Please make a backup of any files you have modded before installing any patches. From this patch forward, your changes will get overwritten by the patch installer and you will lose all your work if you do not make a copy of your modded files.
    Last edited by bman654; 17-07-2008 at 16:17. Reason: 1.0.4.15 BETA released
    Current developer of Lost Empire: Immortals patches

  2. #2
    Corporal Hertston's Avatar
    Europa Universalis 3March of the EaglesSengoku

    Join Date
    Mar 2003
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    Cornwall, UK
    Posts
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    Hi bman,

    The beta patch won't install over a fresh install of the Paradox/box/UK version patched direct to 1.03. It just says that I need to install 1.03 first! 1.03 version number confirmed by the main menu.

    Have some stuff to do for a couple of hours now, but will try going via 1.02 later this evening and see if that makes any difference.

  3. #3
    ok thanks for feedback. I'll tinker with the install script some more.
    Current developer of Lost Empire: Immortals patches

  4. #4
    Okay I uploaded 1.0.3.2 BETA. Primary purpose was to fix the installer for the UK retail which installs with 1.0.3. To make the upload worthwhile, I merged the galaxy mod and galaxy generator tool into the patch to make it "standard".

    If anyone else has any problems with the installer, please let me know.
    Current developer of Lost Empire: Immortals patches

  5. #5
    Hi,
    thx for supporting this great game bman!

    The new installer worked fine for me, but the menu shows still "1.0.3" version.
    The other thing is, I have now two galaxy tools in my folder:

    53.248 bytes: GalaxyGenerator.exe
    27.136 bytes: GalaxyGeneratorTool.exe

    How, I can check, if the patch is installed correctly ?

  6. #6
    I've already fixed the menu in the next version to show the full version information. If you want to check, hover your mouse over LostEmpire.exe and it will tell you the version, though it looks like you installed correctly.

    The one that is 27,136 bytes is the correct version (GalaxyGeneratorTool.exe).

    I don't know what tht GalaxyGenerator.exe is. I don't have it in my test install. What is the timestamp on it? I suppose it might be the old GalaxyGeneratorTool.exe that has been renamed. You should be able to safely remove it.
    Current developer of Lost Empire: Immortals patches

  7. #7
    OK,

    "Lostempire.exe" seems to be the right version, it is the only file updated ? (except galaxy mod)

    The older "GalaxyGenerator.exe" is from 06.03.2008 13:00:48

    Small question, why are your custom galaxies not working in the galaxy-generator ? Are they "hand-made" ?

  8. #8
    They should work. Make sure you have a galaxyBitmaps folder in your main LEI now with 9 png's in it. Are they working in the game but not in the tool?
    Current developer of Lost Empire: Immortals patches

  9. #9
    Quote Originally Posted by bman654
    They should work. Make sure you have a galaxyBitmaps folder in your main LEI now with 9 png's in it. Are they working in the game but not in the tool?
    The bitmaps are inside. The glaxies are working in game but not in the tool, see this example here "nike-galaxy", if I klick on generate button:



    Also, I have a nice excessive example for long time turn-calculation.
    It is a battle between my "Big-Fleet" and enemy bigger fleet.
    It takes about 10 minutes to be calculated.

    Download link for savegame-file:
    http://uploaded.to/?id=0rshc0

    All you have to do, is to go to the "big-Fleet" (I renamed it so for you) and klick on "End turn".

    Hope, this can help you to analyse this problem.
    Viewing this battle is impossible, it is like bad slide-show.

    Sorry for my bad english
    Last edited by Lord-Artus; 02-05-2008 at 15:16.

  10. #10
    Corporal Hertston's Avatar
    Europa Universalis 3March of the EaglesSengoku

    Join Date
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    Quote Originally Posted by bman654
    Primary purpose was to fix the installer for the UK retail which installs with 1.0.3.
    Just to confirm that the installer now works OK with that version.

  11. #11
    @Lort-Artus: Try going into your lei folder and creating a shortcut to the GalaxyGeneratorTool. Then edit the properties of the shortcut and make sure that the "Starts In" field is filled out and set to the lei folder. This should clear up the problem. For some reason, some small # of machines need this even though by default, program working directories get set to the folder they are located in.
    Current developer of Lost Empire: Immortals patches

  12. #12
    Quote Originally Posted by bman654
    @Lort-Artus: Try going into your lei folder and creating a shortcut to the GalaxyGeneratorTool. Then edit the properties of the shortcut and make sure that the "Starts In" field is filled out and set to the lei folder. This should clear up the problem. For some reason, some small # of machines need this even though by default, program working directories get set to the folder they are located in.
    Still doesn't work. But I think I found the reason.
    Using "Filemon" i can see, the GalaxyGeneratorTool is searching for the png's in other directory:

    Code:
    GalaxyGenerator:692 OPEN C:\games\Lost Empire - Immortals\Configuration\Galaxies\galaxyBitmaps\nike.png	PATH NOT FOUND
    If you want I can send you the whole FileMon-Logfile.
    Moving the "galaxyBitmaps" to "LEI\Configuration\Galaxies" folder solves this problem.

  13. #13
    No don't send me the log. I believe what it says. Thing is "it works for me" heh. Tonight I will pm you a new version that displays the CWD plus maybe another thing or two and we can try to figure out the problem if you feel like it. I hate mysteries like this.

    question: when you hit Load Settings is it displaying the list of galaxies or are you having to browse and change folders to get to the galaxies? Its possible browsing folders is changing the CWD and causing the problem.
    Current developer of Lost Empire: Immortals patches

  14. #14
    If I klick on the "Load settings"button I'm in the "galaxies"-subfolder and can directly choose one file. No directory changes are needed.


    CWD means ? working directory?

  15. #15
    Quote Originally Posted by bman654
    [b]I'll start working on real patches now.
    I have installed Patch 1.03b2 with no problems. I like the galaxy generator. Keep up the good work!
    On my own game: Majesty of Omega

  16. #16
    Sergeant Kahn's Avatar
    Lost Empire - Immortals

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    Lightbulb Some suggestions to consider.

    Hi bman,

    I know there are a lot of players just itching to see their ideas incorporated into future patches, but there are still a lot of basic issues that would improve both the stability of the game, and its maintainability. These suggestion assume that you have access to the base code.
    1. The game has an inordinate number of dependencies. Some, like the DirectX (which is good as a dependancy as it has to handle interfacing to the video drivers) and Net 2.0 (not certain what having this bought them) probably cannot be eliminated; but others, like the VC Redistributable (presumably incorporated for it's bug reporting capabilities) and the Windows Installer can be gotten rid of entirely. The XNA can also be incorporated back into the executable as well (compiled with all dependent dll's). There's an old programming maxim, the less dependencies the better. You'll find the code will be far more robust, less problematic, and easier to maintain and upgrade.
    2. Dump the xlsx format! This is probably the greatest handicap to modders like yourself. No one in their right mind is going out to buy Excel 2007 just to edit these files. A generic format such as XML or delimited text is far more widely acceptable.
    3. It appearers that when the game crashes, something gets corrupted in either the executable, a dependency, or in re-loading the saved game afterwards. Needless to say, this is a really bad situation and should never ever happen.

  17. #17
    Ran your Saved Game and the Battle (on a Tutorial Galaxy?) Well, look at the original thread - where you posted the Saved Game for complete details:

    It ran fine -- it took 5 minutes (almost exactly) The video of the Battle of Viusoni ran fine, except about half-way through, it got too far apart even when zooming all the way out - so it kept drifting off of the top - in which case I kept hitting the video camera with hand icon down below where the video plays but that just bounced the battle around - since I must have been more focused on the Horde Fleet than the Human Fleet - for some reason, I just had not changed - or before starting up the Battle - focused on following one ship in the Battle (which you can do with the other icon command button down below while running the battle). Of course the battle was quite large and mainly just a bunch of lighting going off but individual ships could be seen with the Horde ships later leaving by going down (towards the bottom of the screen.)

    It ran fine although it took five minutes and I was wondering there for a time if anything was going to move, but then after those five minutes the battle and turn was over.

    I have a Pentium 4 early dual-core processor at 3.0GHz, and a 7300GT Geforce video card - which unlike my earlier 6200 Geforce which I do not recommend at all for anything -- runs every game that I have - unlike the 6200 Geforce card. My 5200 FX Geforce use to run every game also, but alas it was getting to get a little slow with newer games, and I do not expect to buy the latest greatest new video card any time soon to come.

    The rest will be in the other thread where you first listed your Saved Game.

  18. #18
    Oh, that was Lord-Artus Saved Game file. The remark about it taking 5 minutes refers to the main-screen game screen on which nothing moved for the 5 minutes it took for the turn to complete.

  19. #19
    As far as I know, GalaxyGenerator.exe and GalaxyGenerator.dll (both 52kB on my computer) is a stand-alone program in the main directory of Lost Empires. It is I guess to enter parameters and make a different galaxy, as I have started it up by itsself. I only have looked at it, and have not generated any galaxies with it as of yet because I am not sure what the parameters as such are really all about. So to me, it may be possible to use to generate different galaxies to put into the Galaxy Folder of the Configuration Folder of the game, whereever any of that is - have to look in Windows Explorer.

  20. #20
    Hi Kahn,
    .Net development is a bit different than regular development in some aspects. Anyway, the .Net 2.0 dependency "bought" the ability to develop the game in c# and have access to the feature rich & well designed .net framework library. VC Redistributable is not actually used by the game. It is used by the copy protection system that was added to the game. This is a standard dependency. Just about any software you install requires some version or other of the VS redistributable package. The difference is those other software packages have installers which just install it behind the scenes as needed. XNA is a game development library from Microsoft that runs on top of .Net and DirectX. .NET dll's cannot be statically linked into the main exe. It just doesn't work that way. Again, most installers usually silently install it as needed. The real issue with these dependencies is the LEI installer didn't always do everything automatically and instead made the user install the stuff manually sometimes. There is nothing wrong with Windows installer either. That is a standard part of windows these days and no real reason not to use it. But I don't think it was a good idea to release the patches using that .msp patch format. That caused too many problems and put too much burden on the end users. I'm using Innosetup to create the installers for my patches. It is freeware, looks professional, and has a rich feature set. And it works as it should for the end-user.

    2. Dumping the xlsx format is on my TODO list. However, my intention is to just switch to xls format. It will require too much effort for me to convert it to xml or tab delimited format. I believe there are free utilities that can read/write xls format (can openoffice do it?) so it will not require any purchases for modders to use it. I'm not sure when I'll get to this. Probably after the 1.0.4.0 stable patch.

    3. I'd need more specific details to do anything there. When the game crashes, it is supposed to popup a window and allow you to try an emergency save of the game. I've never had the opportunity to see this window. Maybe someone else has and can say whether or not it works.

    Quote Originally Posted by Kahn
    Hi bman,

    I know there are a lot of players just itching to see their ideas incorporated into future patches, but there are still a lot of basic issues that would improve both the stability of the game, and its maintainability. These suggestion assume that you have access to the base code.
    1. The game has an inordinate number of dependencies. Some, like the DirectX (which is good as a dependancy as it has to handle interfacing to the video drivers) and Net 2.0 (not certain what having this bought them) probably cannot be eliminated; but others, like the VC Redistributable (presumably incorporated for it's bug reporting capabilities) and the Windows Installer can be gotten rid of entirely. The XNA can also be incorporated back into the executable as well (compiled with all dependent dll's). There's an old programming maxim, the less dependencies the better. You'll find the code will be far more robust, less problematic, and easier to maintain and upgrade.
    2. Dump the xlsx format! This is probably the greatest handicap to modders like yourself. No one in their right mind is going out to buy Excel 2007 just to edit these files. A generic format such as XML or delimited text is far more widely acceptable.
    3. It appearers that when the game crashes, something gets corrupted in either the executable, a dependency, or in re-loading the saved game afterwards. Needless to say, this is a really bad situation and should never ever happen.
    Current developer of Lost Empire: Immortals patches

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