Jump to content

markb50k

Members
  • Posts

    248
  • Joined

  • Last visited

Everything posted by markb50k

  1. two enter orbit orders.. hmmm ill check buy/sell same transaction.. it SHOULD work, but maybe you are right about the planet having no ore, obviously you cant buy it.
  2. let me look at those requests in detail and see if there is something i can do. Thanks!
  3. um... well I was definitely calculating it differently between GUI and engine, but honestly, the estimate should have been LOWER than what it ended up costing, not the other way around. I fixed the engine.
  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!
  5. CONTRACT UNIT SHOWING UP INSTEAD OF CONTRACT GOODS - Fixed NOT USING 10*RESOURCES TO BUILD GOODS - Fixed COSTING LESS THAN YOU THINK - Are you saying that the estimated amount in the CONTRACT WINDOW ends up being much higher than it actually costs you? The only thing i can think of is if you put a larger number in for how much you are buying, the estimate will be on the amount you type in, but when it executes it only costs you what you can physically buy. Same thing with selling, you may only have 10 ore but you put in sell 100 ore, just so you dont have to keep changing the amt as you start producing more. the estimate will be for 100 ore, but you will only receiving money for the amt you have, 10 ore. Does that make sense? Or are you seeing something other than what I am talking about. Thanks
  6. allows you to have the planet produce one of the material types, like 1000 Ore, etc. instead of a unit/structure. It will deliver the goods to the embassy.
  7. i actually had a message board in EvR, but with the proliferance of message board availability on the net and this message board, i didnt think it was as necessary. I can look at it, but it would be very simplistic.
  8. not without a big change, since you have to pick a location, but you can stack orders and they all will be executed simultaneously
  9. yeah I created a multiplier that I can change pretty rapidly. I'll up it to 10 (currently set at 1)
  10. 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.
  11. you are completely right. ill put a fix in asap
  12. yeah, I am back from vacation had a great time! So anything new?
  13. ok, im back from vacation, so please check it out and let me know if you are getting chemicals. They should be showing up at the embassy i believe, if you have transportation rights or the plant is near the embassy.
  14. 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!
  15. Welcome. If you havent been added into the game, make sure you email me at markb50k at gmail dot com. See ya around! PS what are the TR boards? I'm sure its some board I posted on in the past, but not familiar with the abbrev.
  16. 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.
  17. 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.
  18. 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.
  19. New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip Bug Fix null pointer when adding Purchase Rights orders
  20. New ZIP Update. Download at http://galsim.nickersonm.com/galsim.zip Bug Fix null pointer when reviewing Establish Embassy Orders
  21. Please do a DB refresh before you login next time please. Delete you u# directory and your u#.ini file.
  22. New ZIP Update. Mandatory download at http://galsim.nickersonm.com/galsim.zip New Features -i gave each player 1 million credits to begin testing out the economics. I dont see me giving anymore so use it wisely. -i created 10 new planets (well one is coruscant but it has been moved) -options to build embassies and stuff has been enabled. -for now you still have your instant unit access
  23. militarily you can gain control of the sector, but after we get everything running and i implement ground combat, we shall pick up this discussion of planetary control.
  24. - yes there will be ground combat - there will be things like tanks, infantry squads, and turbolaser emplacements - it will be done like space combat
  25. ok i want to start putting in the economic code, so I will probably be putting it out pretty soon. as such, i will probably put a couple of planets around the battle zone. Expect that in the next day or so.

Copyright (c) 1999-2025 by SWRebellion Community - All logos and trademarks in this site are property of their respective owner. The comments are property of their posters. Star Wars(TM) is a registered trademark of LucasFilm, Ltd. We are not affiliated with LucasFilm or Walt Disney. This is a fan site and online gaming community (non-profit). Powered by Invision Community

×
×
  • Create New...