README.TXT - Star Requiem Alpha V 0.25
1.01.13
Alpha Release Notes
-MAJOR RELEASE FOR A NEW YEAR - V 0.25 - PLEASE READ THE README!!!
One resolution currently supported - 1920 * 1080 (widescreen). Sorry, that's my testing monitor, and this is an engine built from scratch.
This is the fourth alpha release of SR. As such, most of the functionality of the game is missing. Here is what you can currently do:
-create a new game
-set up the human side - create builds, ships, and orbitals, including shipyards, and fleets, but not starbases
-you may create a mission for a scout during the Human Planning Phase (WARNING: In rare cases, if there are no systems other than the most right-most on the second human row from the bottom,
the game will crash - the pathfinding has a glitch in this particular situation (no way to reach a target system). If you encounter this type of setup, it is strongly recommended you restart.
-strategic movement phase is in with scouts
-you may complete turns and proceed in the game, however you may only build scouts and warships and you can only go on scout missions (with scouts) at this time.
Here is the changelog from V 0.18:
-Fleets are now able to be created. You can't move them (yet) but they will contribute to system morale if they contain warships (which right now is all they will contain)
-Major graphics overhaul - unified UI and font system
-Some UI sounds and BG music are in
-Science victory is now in - your RPs are applied to a percentage chance that you will find the 'Xyl Virus' that will destroy the hivemind (yes, it's very IG4 but it works within the context!)
-Morale system is fully implemented. Systems have individual morale that is affected positively and negatively. Current effects:
--Losing a scout
+Successfully scouting a system (the more 'inner' the system, the higher the bonus)
+Fleets orbiting a friendly system
-Xyl scouting a human system (detected)
--Xyl scouting a human system (not detected)
-If morale gets too low, the system may not produce - indicated by system name in red
-Victory report now implemented, and you can win (or lose) the game
-More help screens, especially during the setup phase
-Reports have been overhauled to be more informative
-'Ghost counter' bug fixed (sometimes you'd mouseover where a counter had been previouly and the counter popup would still occur
-Scout missions may now have a system depth set during mission setup. The closer to the inner system you set your scouts, the more likely they will scout the system, but also the more likely they will be discovered (and destroyed)
-Reversed order of mission setup and improved graphics to follow new flow
-Added new build screen in setup phase that shows what keys to enter to approve/reject ship designs
-Many graphic bugs fixed
-Stability greatly improved (just don't try to move fleets too far - more than 8 systems to travel is still problamatic for the algorithm)
-And more!
Here is the changelog from V 0.15:
-Unit screen is now in. It has a wealth of info, including damage, ETA to destination, mission and destination, ship status (mission ready, not ready, starting mission, in transit, etc). You can also now select a mission from the unit mission button.
-Control-W now toggles windowed and full screen. Helpful if you have a larger screen than 1920 X 1080.
-New counter graphics to match the unit screen.
-Bug fixes.
Here is the changelog from V 0.10:
-Build system is now fully in. Once you select a ship build (after the initial phase) it will be placed on the appropriate slip (currently only Size 1 ships may be built). Each turn, the games rolls a 1D10
against the next box's target number to see if the build progresses. Each turn the build is on the slip it costs 1 BP - if you can not pay the cost, the build is 'frozen' until your BPs are above 0. Once the build is complete, the ship will
go into the system where it was built.
-Xyl scouting is now active. You have a chance of catching a stationed Xyl fleet in a Xyl system(scout detatchments in this phase). Currently you can not actively attack them, but you can find then and anticipate where
an attack may come from next. Scouts have a range of 1 jump, therefore they may only scout human systems that are adjacent to their 'base' system. This knowledge will help you station defense and attack
fleets once those are added.
-Research phase taken out for now
-Added probability text to indicate how likely it is for the Xyl to add fleets up to their maximum. Currently the scouting detatchment maximum is 6. This information is given during the Xyl Reinforcement Phase.
-Fixed counter error where it would overlap the screen if the outer system counter was on a system to the far left - moved it to the left of the system
-Fixed annoying flicker in reports
-Changed gender and person of reports
-Fixed numerous errors, especially rebase issues and 'SelectedSystem Is Nothing' issues
-Improved speed of game, especially reports
-Rebase feedback is now given - if your fleet/scout is not ready, it will say 'NO READY' across the counter in system
Here is the changelog from V 0.05:
-spiffy new installer - goodbye generic Visual Studio installer deployer!
-mission system has been expanded and made more robust, including feedback about why a particular mission is not valid to a given system
-missions now restricted to only those your unit can perform
-you must resupply your units with a rebase mission before they can go back out (supply roll is 1D10 < system infra; remember this when you build outposts in frontier systems)
-Xyl strategy phase is in - currently scout and plan - you can not see them, but they are there, scouting your systems (and hurting your morale!)
-unit screen is beginning to be fleshed out
-morale system is now set up and starting to work on an empire level - replaces the intelligence phase
-increased the speed of the game
-some typos fixed
-caught many errors/glitches (note: this by NO MEANS does not mean that more graphic glitches/etc won't be found - just that the big stuff has been hammered down)
-Xyl tactical movement is in for scout missions
-all CPs/BPs now update correctly
You may proceed to the next phase anytime the NEXT PHASE button is lit (it will be blue). Don't forget during the Human Planning phase to set your missions and builds.
Mouse over a unit for a pop-up view (larger counter view). Mouse over a system (in interactive phases) to get an overview. Left-click on a system to see more information. If you left-click on a
human system, you may establish a command link (during build and setup phases) and use the small buttons at the bottom. In order, they are build a new installation, spaceyard view, build a new ship,
create a new fleet (not implemented yet) or assign missions to fleets/scouts in the system. Right click releases all selections at anytime.
To add a ship from the 'proposed design' screen, press 'A' to accept the design or 'U' to reject it. Note you will still be charged the BP!
The point of this release is to get a feel for the flow and the UI - is it comfortable to use? What would make the game 'flow' better at this time? Is it clear which phases are which, and what you can do?
FYI, the manual is from the print and play version of the game, and is included to give people unfamiliar with the game a sense of 'where it is going'. All examples and graphics are from the board game version, and is included for illustrative purposes only.
Thank you!
Steve Hawkins
Creator, Star Requiem