Toastmeister wrote:1) In the first 3 levels, the Task Manager Menu is not displaying properly. It did this in previous versions also. When Rebellion starts, I hit [TAB] and bring up the menu, but the box is one line in size and blank. The 'Officer' selection is outside the box and 2 lines below it. When I get 'Engineer', the box has expanded to 2 lines. The first line is blank and 'Engineer' is in the bottom position with 'Officer' just below it but outside the box. Not until I get to the end of Discovery and get 'Squad' is everything in the box and looking right.
It sounds like you are using the icon system. Am I correct? I am sorry, but there is not a damn thing that I can do about that right now -- I have never even seen the icon system. The problem may be that game just isn't sure where to put only one icon (the one available program), but I just don't know. Again, the Mac version of Darwinia is stuck in 1.2.2 for the time being (this is why the rocket system in Aftermath uses a StaticShape, rather than a real EscapeRocket), so all I have ever seen is the gesture system. When we get icons on the Mac (and the EscapeRocket), you can rest assured that I will try to get things working.
Toastmeister wrote:2) In Discovery, some warning is needed to alert the player that exiting this level or losing the squad (Damn spiders!) requires a level reset. I changed some things in "strings_default.txt" and a script or 2 to do this. (See #7 below)
You are, perhaps, correct. On the other hand, the same thing could be said about Escort and Containment in the original scenerio -- if you don't have enough DGs in the SafeArea, you have to reset. I think that people will figure it out -- theoretically, they have played through Darwinia, and are familier with the reset option. I will give your idea some consideration, but I think that I will probably decide to leave things as they are.
Toastmeister wrote:3) Processor did trigger Image and my Engineer did reprogram the Image trunkport. I don't recall that happening before. Nice. :D
Toastmeister wrote:4) I think that the throughput requirement in Processor should be raised. It is possible to get the required amount without ever touching the large island behind the Image trunkport. That's a shame. It is a challenge that should not so easily be allowed to be passed up.
I can't change the throughput requirement -- that is hardcoded into the game. I can remove a few SpiritProcessors (which is what I have just done). In the end, however, I don't really care if there is an overabundance of SpiritProcessors -- if the player chooses to avoid an island, there are still plenty of challenges on the other islands. I think it will be okay.
Toastmeister wrote:5) I have now gone into Annihilation and noticed that I had not completed Repository. Should Annihilation be available if Repository is not complete? Only having gone the Backdoor route from this level, I'm sure that the Airstrike would be necessary. Especially with the spam in Secondary_Core and Aftermath and your infatuation with anthills. You magnificent bastard you! :D
Repository is an optional mission. You don't have to do it. Station and Discovery are also optional missions. If you don't do those levels, you will not have squads or airstrikes, which could make the game damn near impossible, but you don't have to do them.
Speaking of which, I just thought of something. If you don't finish Repository early on, then ally with Dr. Sepulveda, you can go back and play Repository, and Dr. Greenbrae will be talking to you again. That is a problem. Eventually, I think that I need to replace all of those missions with hostile DGs (i.e. Dr. Greenbrae's forces)... until that time, I am going to make them unavailable to the player (using a SetMission command) if the player chooses to ally with Dr. Seplulveda.
Toastmeister wrote:6) In Annihilation, if you bring up the Objectives menu, and choose either Primary_Core or Backdoor, the text starts and the camera moves and gets to the far side of the Primary_Core trunkport and then "darwinia.exe" throws an error and exits. Choosing the Soul Destroyer option seems to play fine. What is also odd is that when you choose Backdoor, the camera still moves to Primary_Core, *never* to Backdoor. The level intro plays fine.
That is because the "CamBuildingFocus" needs to have a target. I made a stupid mistake writing the script, it is fixed now.
Toastmeister wrote:7) I have overhauled the "strings_default.txt" file. I would like to submit it to you for your review. Please let me know where to send it (or stick it). :D
You are free to send it to my email address (which is publically available) or to PM me. I would be happy to read through it, though I will probably only take spelling and typographical corrections from it. I know that there are problems with strings_default.txt, and I fully intend to work through it at some point -- what is there right now is (a) generally overly long-winded (b) fully of typos and mispellings (c) not well edited. I would be delighted if you fixed my typos, but I have little interest in changes of a more... creative nature.
Toastmeister wrote:8) The " ._somefilename " files are still appearing in the tarballs. *groan*
Can you be more specific? I just caugt another .DS_Store (this file is created by the Mac OS, and stores information about how the folder's window is displayed on the screen) and deleted it. These files are hidden by the OS (like the thumbssomethingoranother files I get in Windows archives), so they are not exactly easy to track down.
The fixes that I have made should not require a new profile this time around. The new fixes are still what I would consider to be part of 1.0.2. They can be found in the same place: http://wendryn.com/darwinia/insurrectio ... 0.2.tar.gz