Pekarman Posted December 16, 2011 Report Share Posted December 16, 2011 Nije panto verzija igre 1.1 nego prirucnika :D bar sam ja tako razumeo :D Quote Ljudi se dele na optimiste i one koji znaju bolje. Link to comment Share on other sites More sharing options...
pantasd Posted December 16, 2011 Report Share Posted December 16, 2011 ish cak im i prirucnik ima verziju :P Quote prodaja game carda , golda na bilo kom server vise informacija na pm Link to comment Share on other sites More sharing options...
Dandy Posted December 16, 2011 Author Report Share Posted December 16, 2011 Da, v1.1 je za manual :P Evo novi patch od danas... nije još to to, ali primiče se. r18645b ------ Critical Fixes: + ** Fixed known empty fleet issues caused by orphaned battle riders not being removed. ** + Fixed crash due to module instance count not matching actual module count. + Fixed the crash caused by selecting fleets while in the province edit mode. + Fixed the crash caused by multiple special encounters (for instance System Killer and Asteroid Monitor) at the same system. + Fixed the reported colony update crash. + Fixed the reported System Killer crash. + Fixed a crash caused by bad data in certain turn events. + Fixed a crash that could be caused by transferring a battle rider to reserves. + Fixed the crash caused by a colonization fleet being destroyed just prior to the appearance of the Colony Self-Sufficient dialog. + Fixed a potential crash that could be caused by removal of collision from dying objects. + Fixed a crash that could be caused by not having enough admirals for starting fleets. + Fixed planetary missiles not firing. + Fixed numerous known issues with fleet pathing. + Fixed a bug where a different station would be upgraded than the one selected. Other Fixes: + Fixed known issues with Battle Cruisers. + Fixed an issue where detonating weapons were not selecting the correct targets. + Fixed known issues with lagging PD target tracking and PD target selection. + Improved general target leading in combat. + Increased turret tracking speeds in general. + Fixed an issue where multi-volley weapon firing sequences were being timed incorrectly. + Fixed an issue where drones were not firing their targets. + Disabling a Command Monitor or its turrets now forces a neutral state to eliminate unwanted combat. + Fixed an issue where battle riders were launching in the design screen. + Fixed known issues with the Combat HUD showing incorrect information for multiple ship selections. + Fixed an issue that was causing jitter from ships in formation flying around planets in overthrust mode. + Immigration slider is now hidden until until the correct technology is available. + Fixed an issue where disruptors were not disabling turrets. + Fixed a few smaller issues with Protean placement. + Fixed the issue where battle riders were not being provided with default ships. + Fixed the missing Siege Driver impact effect. + Fixed many localization typos. + Fixed known turret arc issues. + Fixed some material issues on various Human faction models. + Fixed an issue where stance changes were being erroneously applied to battle riders and stations. + Fixed bug where player was being charged for civilian built mining station. + Fixed bug where enemy fleets would show up in phantom fleet widget when turn is ended. + Rewrote turn transition interface flow to more accurately represent turn processing time. + Removed scrim from GUI loading lockout, which may eliminate the rare reports of being stuck on a screen forever. + Fixed bug where tooltips would be one line no matter how long they where. + Fixed known issues with variable weapons in the weapon test screen. + Fixed known issues where Drone carriers were not attaching drones. + Fixed known issue where meteors could not be destroyed. + Fixed an issue where weapon recharge times were double the intended value. + Fixed bug with Zuul where all civilians where being considered as slaves + Updated colony UI to properly represent slave vs civilian population. + Fixed a bug where a player's own colonies could be misinterpreted as being out of sensor range. Other Changes: + Added new Double Helix star map. + Introduced combat AI surround and flank behaviors. + Adjusted some tech costs. + Made improvements to the research screen. + Tutorial pop-ups for Research and Starmap updated to reflect changes. + Added border and background to star map fleet and planet lists. + Planet orbital position changes have been disabled. + Asteroid Monitor special projects have been added. + Colonies will now launch heavy missiles if the population is high enough. + Introduced corrosive ship damage from weapons. + Added a better visual effect for ships being disrupted by EMP. + Improved strategic AI capabilities. Key Known Issues: *** This update breaks old save games. *** - Tempest Array weapons are not firing. - Some star systems have anomalous moon orbits. - System Killer auto resolve is not producing results. - Tarkas and Zuul Dreadnoughts have various turret arc corrections still to be made. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted December 21, 2011 Author Report Share Posted December 21, 2011 r18757b ------ Critical Fixes: + Fixed a crash that could occur within the strategic AI could not determine which ships to construct for a fleet. + Fixed another crash related to selecting shield options in the design screen. + Mission estimates are back. + Fixed a crash related to fleet selection in the Battle Manager. + Fixed an issue where the star mapo camera could become locked after selecting a system for a diplomatic event. + Fixed a feasibility study crash. + Fixed mine frame rate issues. + Fixed mine audio issues. + Fixed frame rate issues when selecting large numbers of ships in combat. + Fixed an issue where fleet entry positions were not taking advantage of closer control zones. + Fixed the issue where game setup parameters were being lost when reloading a saved game. + Players rejoining hosted saved games will now be moved to their respective slots when possible. Other Fixes: + Strike missions against stations now require the targets to be in sensor range. + Added missing Ionic and Shield Breaker weapon attributes. + Fixed an issue where Siege Drivers were not causing damage. + Added missing psionic abilities to modules. + Added missing tactical sensor range to colonies. + Fixed an issue that stopped cancelled fleets from being able to be issued new missions right away + Fixed an issue that caused the autosave to save the wrong turn number + Fixed a trigger constraint with the von neumanns + Fixed issues with calculating fleet ranges. + Fixed an issue where the endurance rating for fleets was falling below one turn. + Boarding pods are no longer factored into fleet endurance calculations. + Armor display on the design screen now updates correctly when changing techs. + Fixed an issue where colonization missions would not resume after clearing enemies out. + Fixed the bug where non Zuul factions where getting node line collapse events. + Fixed issues with station module assignment. + Fixed a number of small resizing issues in fleet lists. + Added missing combat fleet placements for neutral encounters. + Fixed an issue where damaged ships entered combat destroyed sections not properly connected. + Fixed various boarding pod issues. + Fixed issues with weapon target leading. + Added missing economic and research efficiency connections. + Von Neumann homeworld starts hidden once again. + Fixed Fire Control and AI Fire Control section effects. + Fixed an issue where all weapons would fire immediately when coming out of overthrust. Other Changes: + Sensor memory and is now working. + Improved interfaces for all mission types except Station Construction and Upgrade. + Added features to the combat UI. + Introduced a Surveyed Systems view mode for the star map. + Reduced size of tactical star system. + Introduced surrounding behavior to combat AI. + Reduced structure of all ship sections. + Various weapon tweaks. + Made improvements to the research screen interface. + Added tooltips to all tech selections on the design screen. Key Known Issues: *** This update breaks old save games. *** - Deployed gates are not showing up in combat. - Some moon orbits are still incorrect. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted December 23, 2011 Author Report Share Posted December 23, 2011 r18823b ------ Critical Fixes: + Fixed issues where stations and special encounter enemies were not being removed from the game when eliminated. + Fixed the issue where existing profile names with apostrophes would cause a crash. + Fixed a crash that could occur with a neutral engagement. + Fixed a crash that could occur when upgrading stations. + Fixed known issues where colony information would not disappear for a player, preventing re-colonization and causing a crash in some cases. + Fixed the issue where moons were not listed as candidates for viable colonies. + Fixed the issue where moon climate hazard was being reported incorrectly in some cases. + Fixed excessively large station sensor ranges. + Fixed the issue where strike missions would not end automatically. + Fixed missing trade info on systems. Other Fixes: + Fixed an issue where weapon forces were not being applied. + Fixed a rare issue ship-not-responding navigation issue. + Fixed an issue where boarding pods were causing ships to disappear. + Fixed known issues where boarding actions were not taking over ships. + Fixed some known issues regarding ship starting positions in combat. + Fixed an issue where critical hits were being incorrectly applied to drones. Other Changes: + Accelerated combat enemy range distance has been reduced. + Reduced combat scale a bit more. + Improved station construction mission UI. + Survey missions now abort when encountering enemies at a colony. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Sting Posted December 23, 2011 Report Share Posted December 23, 2011 Brate, ovi se stvarno nisu zajebavali kada su rekli da igra nije zavrshena. Oni su prakticno pustili igru na 50% od gotovog proizvoda. Zamislite dobijete mercedes bez guma, tockova, klipova u motoru, sedishta i meraca brzine. Neozbiljno . Quote We must all fear evil men. But there is another kind of evil which we must fear most and that is the indifference of good men ! Link to comment Share on other sites More sharing options...
Dandy Posted December 24, 2011 Author Report Share Posted December 24, 2011 Mnjah... čak sam se i ja smorio. Sreća pa je prvi deo toliko dobar da mogu da ga igram još 10 godina :P Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
vikar Posted December 26, 2011 Report Share Posted December 26, 2011 alfa verzija Quote Link to comment Share on other sites More sharing options...
abohac Posted January 5, 2012 Report Share Posted January 5, 2012 Dandy, jel si popravio igricu? Quote Link to comment Share on other sites More sharing options...
Dandy Posted January 6, 2012 Author Report Share Posted January 6, 2012 Igram prvi deo još uvek. On je ispeglan i utegnut :P Neće oni to da oprave kako treba sigurno još par meseci... Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted January 9, 2012 Author Report Share Posted January 9, 2012 r18950b ------ Critical Fixes: + Fixed the known issues where ships would not respond to controls. + Fixed a design screen boarding pod-related crash. + Fixed an AI crash that could occur when issuing orders to fleets. + Fixed a crash related to Hiver AI trying to set Gate missions. + Fixed a crash that could occur when entering combat with police cutters. + Fixed the rare crash that could occur when previewing maps when creating a game. + Fixed the crash that could occur when combat salvage generated a special project. + Fixed a game lockup that could occur when entering combat at a system with no orbiting bodies. Other Fixes: + Fixed known issues where planet missiles and boarding pods were missing certain ship sections. + Fixed the issue where only one module of the same type would show up in the design screen. + Fixed some known Battleship rider issues with Leviathan class carriers. + Fixed Hiver, Human, and Liir boarding pod speeds. + Fixed Drone configuration issues with the Horde Drone Satellite. + Fixed incorrect display of armor in the design screen. + Fixed a couple issues causing different combat results at different time scales. + Fixed the launch pattern of planet missiles, which should lead to planet defenses being more effective. + Fixed the issue where feasibility could be displayed as 0%. + Fixed Meson Beam Length and the issue where its impact effects were not positioned correctly. + Fixed some issues where ships could fly over planets in combat. + Fixed the missing sound cue for relocate missions. + Fixed duplicate speech events for research breakthroughs. + Fixed an issue where the empire summary was counting fleets incorrectly. Other Changes: + Various weapon and section tweaks. + Sensor information is now shared by players in teams (allied for example) in combat. Known Issues: - Overlapping start points can occur at star systems with no orbiting bodies. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted January 17, 2012 Author Report Share Posted January 17, 2012 r18454b ------ - Fixed crash when launching drones in weapon test screen, backing to design screen, and then switching mission sections - Fixed crash caused by opening battle manager at a system where platforms are available for placement. - Fixed crash that could occur when destroying weapons in combat. - Fixed crash at end of turn when offering treaty - Fixed occasional crash due to Main Menu combat - Enemy AI will prioritize faction opponents over random encounters when choosing stance - Strat AI will now prefer to enter conquering stance over expansion when past the war threshold. - Modified the calculation for AI expansion factor, it will no longer take into account unexplored systems. - Various adjustments to enemy AI's decision-making process - Various adjustments to enemy AI to properly utilized specialized weapons - Added combat UI for clicking on target locations for relevant weapons (Siege Driver, Detonating Torpedoes and COL). - Fixed bug where platforms weren't showing up in defense manager - Fixed bug where ships built with new Gate designs would not be available for the Gate mission. - Fixed a bug where dissolving a fleet would lead to empty fleets. - Seige Drivers working for all factions - Fixed known issues with mine laying in combat. - Fixed missing repair capacity on relevant ship sections. - Minelayer sections working for all factions - Fixed mine behaviour (depending on mine - tracking, etc.) - Fixed various Torpedo sections that weren't firing - Fixed arc of movement on all Zuul free-beam turrets - COL weapons added. - PD weapons now only engage PD targets - Targets engaged per turret, not per bank (allowing PD, Torps, etc. engage multiple targets) - Fixes for various weapon icons/names - Fixed handful of missing tech descriptions - Salvage missions are now properly being generated - Fixed prototype modifiers for Human faction - Fixed salvage profits - Fixed weapon cost calculation in designs - Ship option savings cost multipliers are now applied per section instead of per ship. - Fixed various diplomatic messages that weren't displaying - Fixed incorrect calculation of turret efficiency based on power and crew. - Technical knowledge now gathered during combat - Research progress now displayed in Research screen - Completed technologies now clearly marked in green - Fixed bug where players were unable to build habitations for their own race - Fixed bug where Zuul players could build alien habitations - Allowable distance between systems in a province has been increased to 8-ly. - Fixed various turrets with odd parameters and placement - Fixed various weapons with odd parameters - Fixed Morrigi BR AM engine label (not a streak engine) - Added ability to set initial fire mode and target filter when creating a ship design - Any ships left in a removed fleet are now properly cleared - Introduced new Scan Satellites and Torpedo Satellites - Any remaining ships in a removed fleet will now be deleted - Fix to a constraint violation between diplomacy and turn events - Combat ready ships will increase the calculate strength of an empire more than utility ships - Fixed defense platforms not showing up in Combat - Fixed known issues with tracking speed on turrets - Introduced initial pass diplomacy requests and demands - Fixed a sound bug when constructing stations (event played when ordered, not completed) - Fix potential issue where system/planet killer would not avoid a station in its path - Added weapon panel configuration to design screen - Fixed known issues with direct-fire torpedoes behaving incorrectly - Fixed known issues where boarding pods and assault shuttles were not able to connect to ships - Fixed rider patrol paths around a star Known Issues *** This update breaks old save games. *** - Human faction unable to select typo of COL for COL section ships. - Slaves and system information are not yet hooked up to diplomacy. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Sting Posted January 18, 2012 Report Share Posted January 18, 2012 Hoce li se konacno zavrshiti beta faza ove igre? :P Quote We must all fear evil men. But there is another kind of evil which we must fear most and that is the indifference of good men ! Link to comment Share on other sites More sharing options...
StormScion Posted January 19, 2012 Report Share Posted January 19, 2012 koja tuga ... ocu da igram ovoooo :( Quote Is the destiny of mankind controlled by some transcendental entity or law? Is it like the Hand of God hovering above? At least it is true that man has no control, even over his own will Link to comment Share on other sites More sharing options...
Dandy Posted January 21, 2012 Author Report Share Posted January 21, 2012 19111b Critical Fixes: + Fixed a ship module sound issue that could potentially cause leaks. + Optimized code that was contributing to longer turn times and slower combat. + Fixed a bug that was causing combat to be initiated when no ships were present. + Fixed the issue where invisible enemy fleets could still be selected on the star map. + Fixed the bug where additional armor layers were not being carried over into combat. + Fixed the issue where the strategic AI was not researching outside of initial core technologies. Other Fixes: + Addressed known bad turret arcs on numerous ship sections. + Fixed known issues with combat AI assigning objectives to ships. + Fixed issues with the design screen weapon panel not closing. + Fixed the intermittent bug that would cause icons not to be laid out correctly when switching ships in the design screen. + Added missing combat sensor icons. + Fixed the bug where simulated and full combat start positions would differ. + Numerous fixes to known issues with Psionics effects in combat. + Fixed Neutron Round and Accelerated Amplification effects. + Fixed some issues where star system ownership visuals could get out of sync in the star map. + Addressed known issues with disruptors and deflectors. + Addressed known issues with minelayers. + Rapidly clicking buttons will no longer bypass feasibility studies. + Slave discs now attach to ships other than Scavengers. + Made some changes to address the strategic AI spending itself to death. + Fixed an issue where COL launchers were not orienting to face the target. + Addressed known issues with node lines and fleet travel. + Fixed some issues with fleets showing up behind routes. + Fixed a bug where fleet pathing would sometimes return an incomplete route. + Addressed known issues with DLC materials. + Fixed a bug related to colonizing systems with more than one colony. + Fixed a bug with armor alignment on tooltips. + Fixed the bug where research was not being cancelled when going too far over budget. Other Changes and Additions: + Build screen now sorts available ship classes, and only shows classes that you have designs for. + Implemented Smart Nanite effects. + Stealth armor on all sections now correctly reduces sensor signature in strat. + Full functionality for Liir battlecruisers and battleships. + Full functionality for mines and cracker COLs. + Improved grappling hook physics. + Effective ranges for ships used in stance positioning no longer include PD weapons unless requested. + Numerous ship section, weapon and module data tweaks. + It is now possible to select a direct route for Zuul bore ships to travel. + Updated UI for upgrade missions. + Updated combat UI introducing new cloaking, stance buttons, facing buttons and a priority weapon toggle. + Fixed some spelling errors in UI. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted January 25, 2012 Author Report Share Posted January 25, 2012 Critical Fixes: + Fixed AI from taking control of players in slots other than slot 1 + Fixed upgrade missions from using the wrong system to populate upgrade options + Fixed issues with upgrade missions. Other Fixes: + Fixed missing start node lines for Humans + Fixed an incorrect calculation for ship construction that caused the player to have less production then they were supposed to have. + Fix missing Battle Cruiser and Battle Ship Categories + Fixed module weapons + Fixed spectres not being attacked by planetary beams when merged with planets + Fixed some animations for Liir battleriders + Fixed minor projector bugs + Fixed the order of fleets in all mission screens Other Changes and Additions: + Minor tech tree and ship tuning changes Known issues + Launcher not properly reflecting game version number Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted February 5, 2012 Author Report Share Posted February 5, 2012 r19278b ------ Critical Fixes: + Fixed a combat memory leak. + Fixed a crash that could occur when clicking the research cube on the star map. + Fixed a crash that would occur in the research screen when the slider was set all the way to government. + Torpedoes now apply damage to planets. + Fixed a bug that caused battleriders to crash the design tooltip. + Fixed a crash that could occur when requesting enclaves. Other Fixes: + Fixed missing Bio-missile art for Morrigi. + Fixed a couple Human, Hiver and Morrigi DLC art issues. + Fixed the problem with some carriers not being able to rotate while riders were docked. + Fixed an issue with riders taking too long to dock. + Fixed a couple issues that were leading to phantom fleets, related to deployed gates and defense fleets. + Carriers can now carry other carriers. + Fixed an issue where loaded games could mix up player ID's. + Fixed known issues with Kingfisher. + Fixed issues where ships were not targeting stations correctly in combat. + Fixed an issue where destroying the mission section on the ship would kill all crew onboard. + Fixed an issue with Game Setup options resetting when switching maps. + Fixed issues with combat AI splitting targets. + Fixed issues where bio-missiles were not launching. + Added missing bonus for Expert Systems. + Added missing bonus for Orbital Drydocks. + Added missing bonus for Heavy Platforms. + Corrected bonus for Materials Applications. + Fixed a bug that was causing designs to return incorrect attributes once they had been committed. + Fixed a bug that was reporting the build times for ships with naval stations incorrectly. + Removed duplicate "destination" text from fleet lists. + Made a change to address the concern that missiles would continue to move after combat had ended. + Battle riders are now silent while docked. + Fixed known issues where tracking weapons would fail to hit ship targets after their sections were destroyed. + Turrets no longer fire missiles after the crew are killed. + Fixed an issue where assault shuttles would not return to tender. + Fixed combat AI not launching battle riders. + Fixed the decimal place in reported post-combat damage. + Fixed issue where ships would not point off the horizontal combat plane to aim. + Fixed an issue where the AI was making poor/mixed weapon decisions when designing ships. + Fixed an issue where a colonization was available for targets with known enemy colonies. + Fixed a handful of sounds that did not have attenuation set and were therefore audible from everywhere in combat. + Fixed known issues where the Hiver gate traffic was not being updated correctly. + Fixed known issues where Liir were no longer being slowed in proximity to gravity wells. + Addressed handful of engine types that could be heard constantly regardless of distance from camera. + Addressed variety of standard turrets that weren't able to target straight up. Other Changes and Additions: + Psionics can now be researched, designed into ships and activated in the game. + It is now possible to repair riders in the repair dialog. + Added antialiasing to many parts of the game. 3D scenes now use FXAA antialiasing by default, which can be disabled in the launcher if desired. + Reduced fleet icon click radius on the star map. + Biomissile and other super-class weapons are now reported in the post-combat dialog. + Added plague effects. + Increased pitch range of turrets across the board to make them more effective at PD off the combat plane. + Sensor range discs now have clearly defined boundaries in combat. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted February 8, 2012 Author Report Share Posted February 8, 2012 r19345b ------ Critical Fixes: + Fixed a crash that could occur when clicking to launch a bio-missile frequently. + Fixed all known issues preventing combat with deployed Hiver gates. + Fixed a crash that would occur if duplicate province names were selected. + Fixed a crash caused by the trade stimulus phase of the turn update. + Fixed a crash related to erroneous reactionary movements versus undiscovered star systems. + Fixed a multiplayer desync in combat that could lead to players not being able to move ships and a potential crashes after combat ended. + Fixed a turn update crash related to checking certain victory conditions. + Fleets are no longer held up indefinitely at systems with enemies. This addresses issues where missions could not be cancelled. + Fixed reported divide by zero crashes. Other Fixes: + Fixed an issue where players could select the same psionic power twice for a design. + Added missing Morrigi bio-missile collision shape. + Fixed accuracy/aiming issues with fixed mounts on drones and ships. + Tarka Hunters are now constrained to Tarka Hunter Carriers and said carriers can no longer take other battle rider types. + Dead ships no longer show up in sensors. + Fixed the issue where ships were auto-targeting uninhabited planets in combat. + Fixed an issue where assault shuttles were not returning from a planet if it was defeated. + Fixed an issue where techs that should add to the production cost of ships were reducing the production cost instead. + Fixed issues with duplicated psionic icons in the selector. + Fixed issue with modules not loading in the design screen. + Fixed the issue where AI players would issue missions to unknown star systems. + Fixed an issue where certain ship armor data could go missing. + Fixed an issue where the battle rider manager was not showing riders already assigned to ships. + Gate traffic cost is no longer applied for fleets already at their destinations. + Fixed an issue where the starmap display was not updated after committing an upgrade mission. + Fixed some known turret arc issues. + Fixed an issue where PD missiles were not taking out other missiles. + Added a fail-safe to certain effects that might not otherwise expire, creating a memory leak in combat. Other Changes: + Tweaks to drones. + Hooked up Psionic recharge bar. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted February 23, 2012 Author Report Share Posted February 23, 2012 r19609b ------ Critical Fixes: + Fixed a plague-related turn update crash. + Fixed a combat psionic effect-related crash. Other Fixes: + Diplomatic points are now being accumulated and applied. + Heavy planet missiles are now working. + System entry points and approach vectors are now working. + Ships now recover psionic power each turn based on the empire's psi potential. + Fixed neutral combat zones not returning to the system's owner. + Fixed an issue where options window revert button was not working correctly. + Fixed an issue with incorrect speech timeouts. + Zuul civilians are no longer considered in slave calculations. + Fixed an issue where fleet travel distance was not being reported correcly. + Zuul players are no longer queried for alternate mission route confirmations unless this is necessary. + Fixed localization issues with admiral traits. + Structure and armor bonuses now show correctly in the design screen. + Fixed known issues where reserve fleets could go missing. + Drones in the bottom wing of Hiver Dreadnoughts now launch. + Slave disks now connect with the correct ship sections. + Reduced speech spamming in the design screen. + Fixed floating modules on Human dreadnoughts. + Fixed a corner case preventing combat with hiver gates. + Colony support missions now stop correctly if the target colony is destroyed. + Fixed a couple odd issues where fleets were not correctly considered to be 'at' a system. + Combat AI now deploys battle riders more intelligently. + Fixed an issue where crewless ships were preventing players from entering accelerated time in combat. + Fixed the issue where requesting surrender of an empire could lock out camera control. + Fixed the issue of invalid save game names crashing the game. + Fixed an issue where crewless ships were preventing the end of combat. + Fixed the visual glitch with torpedo trails. + Fixed the issue where fleets in transit could be unselectable. + Fixed an issue where the strategic AI was creating duplicate ship designs. + Fixed an issue where surveying fleets were returning home if hostiles were encountered. + Fixed known issues with Land Grab and Leviathan victory conditions. + Victory conditions are now correctly reported when all other players are eliminated. + Fixed an issue where trade income was not being synchronized correctly in networked games. + Fixed an issue where client player status was not being updated correctly in networked games involving more than 2 clients. Other Changes: + Sound volume now updates in real time. + Mine fields and SDBs (System Defense Boats) can now be placed in the Battle Manager and activated in combat by clicking their icons in sensor view. + Mission screens not grey out systems that are not viable. + Sensor, support and trade views now grey out systems that are out of range. + Stations now appear along with fleets, and they can now be repaired through the standard repair dialog. + News events are now reported for lost or retired admirals. + The repair dialog can now be called up at any system. + The game now agressively seeks out and frees memory consumed by game assets where possible. This should help players who are running into performance issues due to memory consumption. + Updated star map node line and mini-ship visuals. + New encounters are available or have been re-introduced, including: The system killer, asteroid showers, spectres and swarmers. More are on the way. r19631b ------ Critical Fixes: + Fixed crash on startup for Russian players. + Fixed crash that could occur when attempting to scrap stations. + Fixed crash that could occur when exiting the Battle Manager after placing fleets. Other Fixes: + Stations will no longer show up alongside fleets in transit. + Battle Manager fleet positions are now obeyed. Other Changes: + Added Slaver encounter. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted February 25, 2012 Author Report Share Posted February 25, 2012 r19683b ------ Critical Fixes: + Fixed plague-related crash. + Fixed a crash with the asteroid encounter. + Fixed a rare crash bug with interdict missions. + Fixed a crash related to building stations that could be caused by loading older save games. Other Fixes: + Fixed graphical bug where SDB's would not sit in correct slot. + Added missing cancel button to treaty request dialog. + Fixed an issue where armor display would not update correctly when switching designs in the design screen. + Fixed a couple of lingering missing localized text. + Fixed Hiver and Liir Deep Scan bonuses not being applied. + Fixed planet scale in the battle manager. + Having a population hovering at 50% no longer saps resources from planets. + Fixed an issue with slavers no removing their fleets in some cases. + Naval stations now include Command Modules in CP calculation. + Players may no longer request gates of non-Hiver players. + Fleet positions set in the battle manager no longer carry over to other star systems. + Fixed a potential issue where the AI could go bankrupt early in the game. Other Changes: + Stations are now labelled in the battle manager. + Added confirmation for leaving build screen without committing a pending order. + Abandoned colonies no longer remove science and naval stations. + Hooked up sounds to cancel mission events. + Added Pathfinder and Livingstone admiral traits. Known Issues: - Deep Scan designs from older saves may not work correctly when loaded into newer versions of the game. - Drone variants have been added, but thier behaviour has not. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted March 8, 2012 Author Report Share Posted March 8, 2012 r19908b ------ Critical Fixes: + Fixed indy colonies from trying to add an already existing civilian faction to a newly created colony through stimulus. (Caused a crash during end turn) + Fixed a crash with declaring war on an independent + Fixed a crash when trying to add battleriders to platforms + Fixed a crash when simulating 2 AI vs AI combats involving battleriders + Fixed dronesats from crashing the game when trying to place them in the defence widget + Fixed an SQL crash caused by improperly removing systems from a game (when they are destroyed) + Fixed a crash when placing defence platforms + Fixed a hang when more then 1 combat took place + Fixed a crash when entering multiplayer games + Fixed a crash related to slaver encounters + Fixed the station sync crash in the fleet widget Other Fixes: + Added AI cost assessment and picking for technologies + Added ability for AI to resume abandoned research projects + Enhanced AI research algorithms + Enabled UI for Special Research Projects + Hooked up Asteroid Monitor Special ProjectID + Hooked up Investigate independent Special project + Removed the poker chip system that combined 5 like items into 1. + Added additional trade from megafreighters, and an icon to represent them in the trade view + Balanced freighter speeds + Increased visual ranges + Made target dish on the command monitor easier to see and hit + Added Pirates to randomized encounters + Added AI tech research strategies + Added the missing icon for building a mining station in the station placement screen + Balanced Civilian and Naval Stations + Added Interceptor missiles + Removed waypoint arrows when specific stances are active + Added Indy races and Splinter factions + Rebalanced number of empty star systems + Improved zuul trade range + Build screen stats have been fixed and report correctly + Added mission times for boarding pods + Adjusted the number of slots available around planets for stations + Fixed modules not having a proper collision shape + Added the Comet randoms + Added a load screen after combat + Fixed a bug in the last capital standing end game rule that caused players to be prematurely removed from the game + Added the ability to assimilate indy players by creating an alliance with them + Added an Indy button and diplomacy screen for managing diplomacy between indy players + Fixed the Asteroid encounters to have the proper player avatar + Fixed some text width issues in the build screen related to cost + Dragging a ship into a fleet now selects the fleet after it has been moved + Tuned module deaths when they are blown off a ship + Added critical hits to space beasts + Added the combat manager button to the precombat popup + Tuned drone sats + Added a confirmation to the exit to main menu button + Ships destroyed by a boarding pod are now properly removed from their fleet. + Added death of crew if a ship breaks it's crews constraints + Fixed fleets not refreshing when being added in the fleet manager + Corrected the fleet times for missions + Fixed an issue where you could spam the ok button on the naming dialog for an invoice and it would add extra empty invoices + Fixed feasibility studies to show 100% for techs you can definitely research + Tuned repair points for ships + Fixed an incorrect turn event for players that were being betrayed (They were being labelled as the betrayer) + Fixed music from not changing if another cue was already playing + Fixed gms to only spawn for the number of gms picked in the game setup + Fixed the kill count for ships in the post combat screen + Fixed the human construction ships slowing down node travel significantly + Added Suicide Drones + Added Drain Drones + Added EW Drones + Clicking on news events now focus' on relevant system/colony + Rebellions now form splinter colonies if the rebellion is successful + Fixed infrastructure display value + Fixed the tech tree only displaying the cheapest path + Increased max length for fleet names + Changed colony stimulus to drop friendly indy colonies on inhabitable planets - They are only negotiable when they have become fully developed + Fixed an issue that caused encounters to become unhooked when naming your player name the same as an encounter + Fixed indy colonies to simulate without starvation and support (since they cannot have support) + Fixed the primary weapons being saved on your designs + Added turns remaining to build orders on the build button + Increased starmap label view range 20% + Fixed ships with structural fields not being able to be fully repaired + Fixed ships with structural fields not having full health when they are created + Changed the slaves label to Deaths to represent the change in slaves better on the colony summary + Added a mouseover to defence widget items + Fixed the AI from creating fleets that exceeded command point limits + Fixed a bug related to updating ships in the fleet manager + Fixed an issue with command points being calculated when moving command ships (leviathan and cruiser commands) + Added color indication to defence items that require more cp then available + Added police cutters to defence manager + Added new art for defence platforms + Added new art for minefields + Police cutters are automatically added to defense fleets when they are built + Fixed the Vector3 Parse crash (a knock on from removing systems) + Fixed encounters from being properly removed when the system killer destroys their homeworld. + Fixed repair points from not being rejuvinated each turn + Fixed invalid slot placements in the battle manager + Fixed morrigi sdbs not coming with drones + fixed jammers not working + Wraith abductors will now properly attack planets + Adjusted weapons for slaver ships + Fixed a typo in the encyclopedia + True grit is now a positive trait + Construction mission estimates are now correct for time and cost + Meteors now end combat early if they cannot hit a planet + Added splash screens for indy races + Fixed defence fleet from not showing up in the repair dialog and rider manager + Fixed weapon riders from showing up in the repair dialog Known Issues: - When loading an old saved game, the fleet mission times will display incorrect number of turns until they start a new mission. - Unable to target polygons on Morrigi monitors. 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mrHe Posted March 10, 2012 Report Share Posted March 10, 2012 playable? Quote mrf... Link to comment Share on other sites More sharing options...
Dandy Posted March 16, 2012 Author Report Share Posted March 16, 2012 Nije još uvek to to... Rekoh, javiću kada bude. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted March 21, 2012 Author Report Share Posted March 21, 2012 r20241 ------ Critical Fixes: + All known crashes related to fleet lists and drag-drop have been fixed. + Fixed a diplomacy point generation crash. + Fixed a crash related to improper battle rider cleanup after combat. + Fixed issues where weapon banks were being misidentified. These changes will break some existing games. + Fixed a pirate encounter related crash and lockup. + Fixed a crash related to adding ships to a fleet. Other Fixes: + AI players now have personal preferences when researching. + Rider placement in Rider Manager screen fixed. + Fixed a bug where new admirals were being assigned to fleets in deep space. + Salvage odds now take correct ships and races into account. + Volume slider now affects GUI sounds as well. + Fixed issue that was having impact on screen transition times. + Recent combat effects no longer show up on systems outside sensor range. + Save games now recall initial encounter and GM settings. + Increased morale penalty associated with raising taxes. + Fixed an issue where civilian populations were not resuming growth after recent combat. + Cancelled missions now return fleets immediately if possible. + Fixed issues related to constructing mining stations. + Added support missions. + Fixed a number of minor visual glitches in UI appearance. + Hardened Structures now behave correctly. + Fixed an issue where battle riders were not assignable in the battle rider manager. + Fixed incorrect production cost display for prototyped designs. + Fleets outside of sensor range can no longer be selected. + Added missing animations to Zuul Immersion content. This was preventing certain weapons from functioning. + All budget pie charts are now buttons that transition to the Empire Summary. + Fixed the loophole allowing feasibility studies to be skipped. + Icons are now clearly visible for deployed gates on the star map. + Fixed all known instances of Human AI players slow-boating fleets. + Encounters tuned. + Kalvenic Torpedoes tweaked. + Inertial Cannon (standard and heavy) added. Each shot will slow down target properly. Additions and Changes + Interception missions are now available. + New drone and assault shuttle designs are now selectable on carriers. + Grav Cannon added. + Tar Pit COL added. + Cry Baby COL added. + Thud Missile added. + Leech Rounds added. + Improvements to VN encounters made. Known Issues: - Fixes to game data will likely break existing save games. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted March 23, 2012 Author Report Share Posted March 23, 2012 r20241c ------ Critical Fixes: + Fixed a handful of known multiplayer sync issues that could lead to crashes. + Fixed crashes when doing Zuul intercept mission + Fixed a crash caused by AI players attempting to ally with indy players. + Fixed an issue that was preventing certain technologies from being unlocked. + Fixed an issue that was causing premature ending of combat in certain single-player and networked games. Other Fixes: + Fixed some overlapping text issues in the mission screens. + Survey complete and planet colonized dialogs now show interactive system and star map, respectively. (Click the right/left buttons on the viewports to cycle.) + Fixed the drawing of intercept mission waypoints. + Fixed return trips for intercepts when a target fleet goes out of range. + Prevented Zuul ships from boring temporary node lines back from a deep space encounter. + Fixed the issue where Radiant Bore ships could not create node lines. + Gate Lab upgrade requirements can now be met. + Hiver gates now display Gate Lab module options. + Ships no longer flee so far from an incoming comet in combat. + The sensor view icon has been centered correctly on the comet in combat. + Fixed a function that allowed a non-player owned system to request a check for an enclave permission before colonizing a planet. + Fixed the provincial capital visual effect. + Fixed an issue where combat UI was allowing freighter speeds to be set. + Combat zones no longer appear in deep space combat. + The battle manager is no longer available for deep space encounter locations. + Fixed an issue where infrastructure was resetting to zero each time a planet was recolonized. + Zuul trade now unlocks correctly. + Barren planets now have some resources. + Fixed issues where inappropriate battle riders were being used to aid in surveys. Other changes: + Reduced overthrust in combat. + Ships with drones now survey faster. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
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