Dandy Posted April 5, 2012 Author Report Share Posted April 5, 2012 r20461b ------ Critical Fixes: + Fixed a game loading crash related to asteroid monitors. + Fixed all known crashes related to deep space interception. + Fixed a potential infinite loop in Hiver movement that could occur during turn processing. + Fixed known multiplayer de-sync issues that were leading to crashes. + Fixed a crash when returning from a demand or request with an indy. + Made optimizations to turn processing times. Other Fixes: + Suul'ka can now be summoned again. + Mining and defense stations no longer double-charge players for construction. + Resolved conflicting broadside versus pursuit orders in combat. + Rapid prototyping now applies proper bonus. + Made changes to resolve minefield overlap and frame-rate issues. + Made changes to resolve PD phaser frame-rate issues. + Improperly configured requests and demands are no longer allowed to be committed. + Trade income is now correctly reported when no trading is available. + Fixed an issue where mining stations were not showing up in station construction options. + Fixed mis-labelled Zuul station types in news events. + Fixed an issue where colonization missions were not cancelling when critical ships were destroyed. + Fixed a known issue related to incorrect movement speed on the starmap. + Fixed issues that were preventing AI players from declaring war when they should. + Fixed an issue where heavy and planet missiles were not re-targeting in combat. + Fixed an issue where stations were reporting incorrect remaining and total structure. + Fixed an issue where in-transit fleets could be incorrectly displayed in repair dialogs. + Fixed issues where asteroid monitor encounters would cease to occur after destroying a command monitor. + Fixed some combat stance issues related to planets. + Fixed issues where alien habitation modules could take up standard habitation module slots. + Fixed a couple issues where warhead damage was not being adjusted correctly for researched technology. + Fixed an issue that was preventing government graph from updating. + Fixed issues where missiles targeting spectres could damage a colony instead. + Addressed network de-sync issues with certain weapons in combat. + Addressed some turret arcs that weren't firing or engaging correctly. Additions: + Node Cannon and Node Maw weapons have been re-introduced for Zuul players. ***To use the Node Maw in combat, go to sensor view and click on the corresponding buttons above the desired Bore node points.*** ***These will collapse the node points, to devastating effect for ships in the area.*** + Updated combat screen GUI + Added a multiple combat system. + Added Morrigi tombs. + Introduced the ghost ship random encounter. + Turrets and modules now show up in the fleet manager. + Quantum disassociation now adds the intended 20% bonus to production. + Combat now occurs in multiple phases depending on the number of fleets present. + Intelligence-gathering missions can now be executed from the diplomacy screen. + Increased AI diplomacy reactions. + Increased savings required for morale boost. + Biosphere preservation now reduces consumption by 50%. + Colonies now get an initial bonus on the turn they are established. + Fleets that lose their command ships in combat will now disband and retreat. + Increased battle rider mission times. + Reduced the density of minefields. + Added new drone attack behaviors. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted April 6, 2012 Author Report Share Posted April 6, 2012 r20461c ------ Critical fixes: + Fixed a new first-turn networked multiplayer crash. + Fixed a crash related to the Xavier module. + Fixed the issue that was causing Hiver gates not to function until the game was reloaded. + Temporarily removed localization files causing crash on start-up for German and Russian players. Other fixes: + Fixed an issue where non-standard fleets could get into combat rounds. + Fixed an issue where module repair points were not being factored in to the total. + Build orders are now cleaned up with a player's colonies are lost. + Espionage panel in the diplomacy screen now lists pending intel operations for the turn. + Hiver gate icons now appear when gate ships are deployed. + Fixed new placeholder UI elements in the design screen. + Some weapon-related framerate optimization made in combat. + Fixed an issue where colony IO was not being redistributed when either terraforming or infrastructure were maxed. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
iguana Posted April 6, 2012 Report Share Posted April 6, 2012 moram da pitam, posle ovoliko postova istog tipa - da li je ista UOPSTE radilo u igri? kao da su izbacili proto alfa verziju na trziste kada ce ovo moci da se igra? Quote It's nice to be good, but it's nothing compared to being bad Link to comment Share on other sites More sharing options...
Dandy Posted April 7, 2012 Author Report Share Posted April 7, 2012 Pa žao mi je što moram da priznam, ali igra je na dan release-a realno bila u nekoj ranoj beta fazi. Detalji nisu objavljeni, ali iz nekih komentara developera po blogovima i forumima sam ukapirao da su jednostavno morali da je izbace tada iz finansijskih razloga, iako su i oni sami bili svesni da nije gotova. Par meseci ranije su ostali i bez dela razvojnog tima, tako da je to jedan od bitnih razloga zašto igra nije dovršena na vreme. Jbg... ja cenim Kerberos zato što se trude, a prvi deo je doteran skoro do savršenstva u toku par godina (kada je izašao i on je bio prepun bagova), što mi nekako garantuje da neće odustati ni od ovoga dok ga ne srede. Uz to, toliko sam dana proveo igrajući prvi deo, da mi nije žao što sam im platio za drugi, pa makar ga nikada ni ne zaigrao kako treba. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted April 13, 2012 Author Report Share Posted April 13, 2012 r20587b ------ Critical Fixes: + Fixed a known defense manager fleet list crash. + Fixed an end of combat crash related to combat involving neutral factions. + Made numerous sound system changes to help with frame rate issues. + Fixed a crash related to queued station modules. + Fixed a minefield related crash in combat. + Fixed a crash in the design screen related to selecting and submitting defense platforms. + Fixed a combat retreat crash. + Fixed a crash related to entering and exiting the empire manager. + Fixed known memory leaks in transitions to and from the star map. + Fixed a silent multiplayer crash related to random encounters. + Fixed a crash that could occur when opening the build screen. + Fixed a multiplayer hang that could occur versus lone gate ships. Other Fixes: + Reduced ship spark effect density to help with frame rate issues. + Fixed an issue preventing the Repair All function from working. + Fixed an issue where a VN disintegrator beam could remain linked to ships that left its range. + It is no longer possible to cancel return missions for retreating fleets. + Fixed the issue where colonies were firing at targets outside of sensor range. + Fixed the issue where planets would mysteriously disappear from the list of colonization options. + Fixed an multiple combat round issue where the game would try to select eliminated fleets. + Fixed the issue where construction missions would leave stations under construction if the construction ships were destroyed. + Fixed known issues of missiles spinning in space. + Fixed a bug that was causing prototyped ships to become too cheap. + Fixed known issues where diplomatic actions could result in a negative cost, adding to a player's RDP instead of subracting from it. + Addressed issues that were causing the AI to declare war too frequently. + Fixed the missing news event notifying players of war declarations against them. + Fixed an issue where colonies were not correctly reporting when they were developed. + Fixed an issue that was preventing Hivers from upgrading gate stations fully. Other Changes: + Build and design screens now show design attributes. + Made some improvements to the mine field placement flow in the defense manager. + Tracking weapons can now target the dish on a command monitor. + Fleets involved in multiple rounds of combat will lose additional endurance. + Non-Zuul factions are now attacked by pirates. + Developing colonies no longer support fleets. + Improved the research and feasibility study complete dialogs. + Variety of tweaks and corrections to ship turrets for all factions. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted May 3, 2012 Author Report Share Posted May 3, 2012 r20916b --------- Critical Fixes: + Fixed a crash related to the star system tool tip on the star map. + Fixed multiplayer desync issues caused by clients dropping into a game in progress. + Fixed known crashes relating to battle riders. + Fixed a crash related to assimilating colonies. + Fixed a crash related to Suul'ka losing their home colonies. + Eliminated a fleet manager race condition that was leading to intermittent crashes. + Fixed known pre-combat UI crashes. + Fixed a rare crash related to admiral death and retirement. + Fixed a bug that could cause a crash when populating stations around asteroids. Other Fixes: + Fixed known ship and weapon data issues. + Fixed various known localization issues. + Karnak Targeting Module effects now working. + Scotsman Module effects now working. + Psi- and Life-Drain effects now damage planets. + Close to Attack behaviour now reflects race preferences. + Fixed known issues where budget projection was not matching reality for the next turn. + Fixed Morrigi Relic starting locations. + Fixed known issues with AI relating to Morrigi Relic. + Fixed some inconsistencies in the way Human and Zuul players retreat from combat. + Zuul bore ships now correctly retreat back to their homeworld when boring a new node line. + Deployed gate ships are no longer being included in additional combat rounds. + Deployed gate ships no longer get doubled up in combat. + Enemy gate ships are now visible in combat at your own systems. + Fixed incentive calculation issues. + Fixed a regression where construction missions were not being cancelled when the construction ships were destroyed. + Fixed known issues with Jammer ships not working in cobmat. + Jamming radius is now displayed in combat sensor view. + Light Emitters can now be fitted to battle riders. + Fixed known issues related to repairing Suul'ka. + Locked down issues where the game was not appearing to respond to mouse clicks. + Diplomacy reaction histories now display events pertaining to the correct players. + Diplomacy reactions related to relative empire size no longer occur for undiscovered empires. + Suul'ka will now correctly maximize psionic potential. + Fixed an issue where fleets could not be relocated when a Suul'ka was present. + Fixed known multiple-GM spawning issues. + Damage to modules now carries over from combat to strategy turns. + Improved Node Fighter behavior. + Treaty accept and reject dialogs now display the correct empire names. + Defenses, gates and reserve fleets are now correctly cleaned up when an empire is defeated. + Fixed the loophole that was allowing players to bypass feasibility studies. + Fixed an issue that was causing climate hazard values to display positive values all the time. + The battle manager is now more forgiving about placing fleets near planets. + Invasion missions now correctly apply morale, government and diplomatic penalties. + Fixed known issues related to colony support. + Fixed an issue where not all mines would be displayed in the sensor view in combat. + The node line collapse news event now correctly displays both system names. + Fixed issues related to intercept missions. + Force-firing on ships in combat will now force a war declaration in the strategy turn when appropriate. + Slave population numbers no longer reduce civilian population numbers. + Fixed morale bonus for police and propaganda ships. + Fixed an issue that was preventing the game from removing ships from fleets that had exceeded their command point quota. + Fixed an issue where extra ships from retreating fleets were being transferred incorrectly. + It is no longer possible to request or demand items from independent factions. + Stations are now considered for combat rounds. + Addressed issues that were preventing the strategic AI from expanding its empire, especially after engaging in war with another empire. + Transient random encounters no longer hold on to control zones after combat ends. Other Changes: + GOOP and Joker Module abilities are now available. + Missle attacks on your ship can now be initiated in the Weapons Test screen, using the new icon button. + Grappling cannon is now available. + AI now uses the node cannon and targeted missiles in combat. + Improved deep space encounter with system killer. + Defence Platform placement is no longer restricted to slots. + Tool tips in the design and build screens now display the design attributes. + It is no longer possible to launch riders while cloaked. + AI rebellions have been introduced. + Government shifts now occur in response to overharvesting gem and forge worlds. + Introduced the surprise attack diplomatic action. + Empires now continue to be listed in the player list after defeat. + VRF Systems now increase appropriate weapon fire rates by 25%. + Food now occupies less space on colony support runs. + Reduced AI tendency to declare war. + It is now possible to reconfigure fleets on missions as long as the changes do not violate mission objectives. + Independent faction tech levels are now displayed. + Systems with a colony now receive 3 base defense points. + Retrofit designs are now available. (see known issues) Introduced + protectorate and incorporate treaties. Known Issues: - Designs can be retrofitted with new weapons, and new ships built from them, but retrofitting old ships is not yet ready. - Deep space, multiplayer combat will desync. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Nemi187 Posted May 3, 2012 Report Share Posted May 3, 2012 pih a mogli bi i da izbace podrsku za dx9 da bi mogo da igram igr Quote Link to comment Share on other sites More sharing options...
Dandy Posted May 3, 2012 Author Report Share Posted May 3, 2012 Engine igre je od starta koncipiran kao DX10+, što je mnogo uštedelo prilikom razvoja istog. Koju ti to grafičku imaš ako ne podržava DX10? Mislim da već 6-7 godina ni jedna takva nije napravljena. Eventualno one nesrećne low end integruše. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted May 5, 2012 Author Report Share Posted May 5, 2012 r20995b ------ Critical Fixes: + Fixed a stance selection related crash in combat. + Fixed the combat multiplayer de-sync that was on the list of known issues in the last update. + Fixed a crash related to exiting multiplayer combat prematurely. + Fixed a rare animation-related crash in combat. + Fixed a rare system killer related crash. + Fixed a recent issue in combat that was preventing ships from being selected. + Fixed a crash caused by cancelling a mission for a node boring Zuul fleet. + Fixed a crash related to upgrading a station that had not been in combat. Other Fixes: + Fixed known issues with movement on the government type graph. + Joker, GOOP and battle rider wing buttons now disappear from the HUD when the selected ships are too far from the viewer. + Fixed an issue where players were getting multiple salvage projects leading to the same tech. + Addressed issues where the AI player was bypassing fleet supply limitations when sending out missions. + Fixed the issue where missiles were not colliding with the ghost ship. + Fixed an issue where fleet missions would get hung up in systems with disabled relics or asteroid monitors. + Fixed the bug where effects from stations were active prior to completion of construction. + Fixed a bug that was allowing players to slot any weapon into a retrofitted design. + Fixed an issue where the system killer would not proceed on to the next star system. + Fixed an issue where Leviathans were taking armor damage on the wrong side in combat. + Fixed some flaws in the weapon ricochet calculations in combat. + It is no longer possible to see enemy ship tool tips. + Cleaned up some inconsistencies in the display of climate hazard ratings. + Fixed a bug that was allowing players to submit intercept missions when no fleets were available to do so. + Fixed an issue that was causing overlapping stations to appear in the system view and combat. Additions: + It is now possible to set the number of initial planets for each faction. + Some general ship section and weapon tweaks. + Combat Algorithms technology now allows an additional two cruisers instead of just one. + Battle Riders can now be launched by clicking the individual squad/wing buttons associated with each ship. + Ships can now be retrofitted. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Nemi187 Posted May 6, 2012 Report Share Posted May 6, 2012 ma mislim da graficka moze da podrzi dx10 ali problem je windows xp koga jos drzim na kompu Quote Link to comment Share on other sites More sharing options...
Dandy Posted May 6, 2012 Author Report Share Posted May 6, 2012 (edited) E pa to je već zaista tvoj problem :P Edited May 6, 2012 by Dandy Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted May 18, 2012 Author Report Share Posted May 18, 2012 r21284b ------ Critical fixes: + Fixed a turn processing crash related to updating morale. + Fixed an MP crash that could occur when clients joined a game while the host was in combat. + Fixed an AI processing crash related to Leviathan research. + Fixed a hang in combat related to positioning ships. + Fixed an issue where in a multi-player game would hang if the client was in the first player slot. + Fixed a multi-player crash that could occur is the host was not in the first player slot. + Fixed a system-killer related turn update crash. + Fixed the empty treaty crash. + Fixed a turn update crash related to patrol missions. + Fixed an upgrade mission UI crash. + Fixed a potential crash that could occur when using the battle manager where neutral zones existed. + Fixed a crash that could occur when interception targets left sensor range. + Fixed a star map re-entry crash that could occur when resuming a game after returning to the main menu. + Fixed a rare crash that could occur when joining a game in progress. Other fixes: + Support missions now work in the same system. + SUpport missions no longer take an extra turn when in the same system. + Research estimates are more accurate. + Boarding pods no longer attack grand menace or random encounter entities. + Fixed issues related to station targeting with non-tracking weapons. + Fixed an issue with Suul'ka showing up in the design screen. + Fixed some localization issues in the intel results dialog. + Fixed scaling issue on Protean tentacles. + Fixed known issues with the Fear psi power. + Fixed an issue where psionic UI overlays could persist after combat. + Fixed issues with disruptor effects. + VN Berserkers now retreat correctly. + Fixed Hiver carrier recovery animations. + Default target filter and firing mode settings are now carried into combat from designs. + Swarmers no longer generate multiple queens while others are in transit. + Textures have been optimized. + Colony faction morale now displays correctly. + Fixed an issue where the design screen was not displaying the effects of ship design options. + The login dialog is now displayed when re-entering the server browser. + Fixed an issue where asteroid monitors and Morrigi relics would show up in combat as enemies after they had been neutralized. + Fixed an issue where player-built asteroid monitors had some unresponsive turrets. + Fixed an issue that was incorrectly revealing star map details to players. + Fixed an issue that was allowing players to abandon enemy colonies. + Corrected the order of ship section names displayed in the build screen preview. + Fixed an issue that was allowing the display of information for enemy fleets out of range. + Favorite invoices now use the newest available retrofit for each ship design. + Fixed missing Phaser weapon icon. + Fixed issues where player ship designs were not being assigned roles. + Biome colonizers now show up in colonizer lists. + Fixed an infinite repair point issue with stations. + Fixed the black-sensor-view display bug. + The build screen no longer reverts back to cruisers after invoice submission. + Fleet lists no longer display irrelevant command points in the battle rider manager. + Salvage projects now have 100% feasibility. + Fixed an issue that was causing the AI to continually redesign thee same ship role turn after turn. + It is no longer possible to rename ships in retrofit orders. + Fleet items in the admiral manager now display the correct empire color. + Fixed a networking issue that was causing the game host to continue attempting to send game information to disconnected clients. + Addressed a network issue where client connections were not being correctly terminated on timeouts. + Fixed a display bug where the station retrofit list was not being cleared. + Fixed the ship design generational mk. naming scheme. + Addressed a handful of missing or broken text strings. Additions: + Implemented the last of the admiral traits + Implemented admiral survival and capture mechanics + Allies now share sensor data. + Colony and trade values now display in red/green. + Added a weapon range tooltip in combat. Hovering mouse over weapon icon will reveal max range circle for that weapon. + Reserve fleets can now be filtered out of fleet summaries. + Human factions can now use Node Maws. + Double-clicking a battle rider in the battle rider manager is now a short-cut for adding them to the ship. + It is now possible to build naval and science stations in neutral systems. + Added an incoming fleet news event. + Energy Cannons received balance pass. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted May 19, 2012 Author Report Share Posted May 19, 2012 r21284c ------ Critical fixes: + Fixed a new core bug that was leading to AI expansion, design and fleet composition issues. + Fixed a crash that might occur if a homeworld was eliminated. + Fixed an admiral and Suul'ka related crash. Other fixes: + Fixed a rendering error that was causing particle effects to LOD out early. + Fixed a bug that was allowing players to see enemy systems if they had naval stations. + Fixed hiver gate, badge icon, naval icon and homeworld effect persistence upon re-entering the star map. + It is now possible to build stations in independent systems. + Fixed a case where a player could attempt to send two colonization missions to a system with one habitable planet. + Fixed an issue that was preventing the star system tool tip from appearing in the first few turns. + Fixed an issue that was making clicking to zoom in on a fleet tricky. + Fleets no longer disband automatically when relocated unless there is not enough support capacity available. + Fixed an issue that was causing Suul'ka to bore node lines. + Station retrofit now has a scrollbar for weapon lists. + Fixed the issue that was preventing freighters from moving in combat. + Recent survey effects are now excluded from your own systems. + AI now retires obsolete designs. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted May 25, 2012 Author Report Share Posted May 25, 2012 r21407b ------ Critical fixes: + Fixed a design screen selection crash. + Fixed a rare encounter pre-combat crash. + Fixed a rare combat related crash. + Turn times are greatly reduced. Other fixes: + Fixed duplicate war declaration news events. + Addressed some ambiguous wording in war declaration news events. + Ship repaired speech events are less frequent. + Players can no longer construct remote stations without Deep Space Construction. + Phase Dislocation no longer affects Prester Zuul battle riders. + Trade stations are no longer available until FTL Economics is researched. + Government shifts no longer occur until station building is complete. + AI will no longer attempt to colonize systems with enemy colonies unless is exempt from this limitation. + Fleets will now relocate if their base is eliminated. + Naval capacity now takes pending changes into account. + New home systems are now automatically flagged as surveyed when assigned to a player. + Fixed a mining station bonus miscalculation. + Enemy reserve fleets are no longer visible. + Fixed an issue where the game was treating Propaganda ships as Police Cutters. + Fixed unending rebellions. + Fixed unending trade treaties. + Fixed the sensor view bug that caused overlapping spheres to eliminate each other. + Load times are reduced. + Reduced UI transition times from some screens. + Fixed an issue that was preventing full repair of a ship. + Protectorates no longer expire. + Admirals now age at the correct rate. + Suul'ka now enter combat again. + Weapon panels are now cleared when re-entering screens and dialogs. + Fixed some design-naming issues. + It is no longer possible to break the transition to the station placement screen. + UI now refreshes after retrofitting or repairing ships. + Retrofitting will no longer produce two sets of drones for a ship. + AI no longer retires ships constantly. + AI now redesigns for missing ships, such as gates and bores. + The research ring around the tech cube on the star map no longer disappears at certain camera angles. + Mission screens now lock focus on the target system. Other changes and additions: + There is now a two-turn moratorium on AI actions when it takes over for a dropped player. + Clicking a module or weapon icon in the design screen will now close the associated selector if it is open. + Economic and research efficiency maximums have been increased to 200%. + Enemy fleet lines are now visible when their destinations are visible. + Up and down arrow keys now function in place of the mouse wheel for zooming. + Sensor range bonuses are now applied to stations. + Large asteroids are now selectable. + Added tech requirements for gate stations. + Station construction screens now have a Commit button that will automatically place the new station. + Individual ship selection in combat will now yield additional information about critical issues. + Ships losing crew in combat are highlighted to bring attention to the damage. + The star map tech cube tooltip now displays technology info and ETA. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted May 26, 2012 Author Report Share Posted May 26, 2012 r21440b ----- Critical fixes: + Patched a ship repair divide-by-zero crash. + Fixed a drone-related crash. + Fixed a very rare locking-beam related crash. Other fixes: + Corrected display of drone designs in the design screen. + Construction and retrofit costs now include initial drone and assault shuttle costs. + It is now possible to select systems in province creation mode once again. + No more cube for phaser weapons on drones in the design screen. + Queued station modules no longer disappear. + Fixed system info demand. + Enemy ship construction ETA is no longer visible in system icons. + Corrected the direction of trade-related government shifts. + Admiral traits no longer cause negative endurance. Other changes and additions: + Beam weapons will now fire for their entire duration and re-target on-the-fly. + Empire fleet summary no longer displays empty reserve fleets. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted June 1, 2012 Author Report Share Posted June 1, 2012 r21580b ------ Critical fixes: + Fixed the AI divide by zero crash. + Fixed a crash related to swarmer interception. + Fixed a crash related to exiting the defense manager. + Fixed a battle rider and boarding-pod related crash. + Fixed a System Killer related crash on turn update. + Fixed a Suul'ka spawning and admiral-related crashes. + Fixed a few potential crashes that could occur after random encounters. + Fixed a potential deep space encounter crash. + Fixed a potential crash that could occur with out-of-date planet information and fleet selection. + Fixed a critical repair-related combat crash. Other fixes: + Freighters now retreat on node lines when applicable. + Tuned combat sensor picking. + The pre-combat UI now defaults to the first combat. + The pre-combat UI now applies the correct star map effects and colors where applicable. + Fleet information now updates correctly when ships are transferred or repaired. + Fixed known issues where missiles were missing ships in the weapon test screen. + Mission screens no longer show extraneous fleet lines. + Fixed a bug that prevented the intercept mission screen from focusing on the target fleet. + Fixed shield placement and shield status combat UI issues. + Subjugators now carry Slave Disks. + Quantum Capacitor and Shield Magnifier effects now work. + The government support action no longer causes shifts for developed colonies. + Fixed corrupt game lobby player lists. + Zuul torpedo platforms can now be placed. + Colonization fleets no longer teleport on support runs. + Fixed the swapped government and research slider labels in the research screen. + Gas giants and moons are no longer incorrectly listed as size 10. + Fixed a bug that caused effect LODs to pile up on top of each other. + Fixed an issue where fleets and systems would overlap in lists. + The "war declared" turn event now correctly reflects the instigator. + Environmental tailoring effect now works. + Addressed an issue that was caused by retreating fleet consolidation to violate command point limits. + Gate station construction now removes system's deployed gate ship. + It is no longer possible to construct gate stations without the required technology. + Tracking weapons no longer attempt to path through planets. + Fixed an issue that was preventing combat AI from moving ships around a planet to reach the target. + Support missions no longer deliver twice in one turn. + AI rebellion will no longer occur if a countering technology has been researched. + Fixed a bug that was preventing treaties from activating. + Targets of node cannons no longer leave empty fleets behind. + Fixed an issue that was preventing ships at base from registering a sensor range. + Fixed an issue that was preventing station retrofits from working in networked games. + Fixed an issue that appeared to prevent the construction of stations at independent-controlled systems. + Ship rolling is now synchronized over the network in combat. + Fixed a networked combat issue that was causing the last ship in a selection to be left behind. + Tombs are now removed when all of their drones are destroyed. + Fixed an issue that was preventing weapon damage from being communicated correctly in networked combat. + The game window no longer reacts to keypresses when it does not have focus. Other changes and additions: + Many new turn events. + Mission lines are now in player color. + Multiple missions can be issued from a single screen for Survey, Relocate, Colonize, Support, Patrol, Interdict, Invade and Strike. + Construction, Upgrade and Patrol missions now have an optional rebase on completion. + Added a Von Neumann research bounty. + Ships waiting at base will now replenish crew and supplies. + The colony support dialog now provides planet details. + Combat sensor view now displays a greater variety of icons. + Asteroid belts now jam sensors. + Asteroid Monitors, Swarmers and Relics no longer generate encounters unless an enemy fleet is present. + Added slave drop-off. + Defense fleets are now available in various fleet lists. + Added a tooltip to the psi icon on the starmap. + Added a Liir deep space maneuvering bonus. + Node missiles added. + Modified the AI rebel color. + Added evangelist admiral trait effect. + Asteroid impacts now affect colony morale. + Independent colonies are immediately available for diplomatic action. + Overpopulation now affects morale. + Added AI Virus effects. + Increased station science module bonus. + Fleets now have empire-based default names. + Minelayers can now be placed with drag-and-drop interaction. + Added colony economic ratings. + Added open and closed systems. + Various unresponsive turrets fixed via arc errors. + Handful of missing text string errors corrected. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
sindrom Posted June 1, 2012 Report Share Posted June 1, 2012 (edited) Jeb'o vas paja patak, zašto bre niko ne igra ovu genijalnu igru?? Ja sam pratio i skontao da je buljetina. Umesto zvezdanih maceva itd, od srca vam preporucujem Endless Space. Edited June 1, 2012 by sindrom Quote Link to comment Share on other sites More sharing options...
Pekarman Posted June 1, 2012 Report Share Posted June 1, 2012 Cisto da ti javim, otimanje tudjih tema radi reklamiranja svoje je no-no na internetu. Quote Ljudi se dele na optimiste i one koji znaju bolje. Link to comment Share on other sites More sharing options...
sindrom Posted June 1, 2012 Report Share Posted June 1, 2012 wtf, pa nije to reklama, ne zaradjujem ja pare niti otimam populaciju, to je cross-reference.. igre su potpuno istih zanrova (4X), obe su vrlo aktuelne, tema je ziva, post je ontopic... ono, hiperlinkovi, poenta interneta.. nije cak ni eksterni link.. mislim ok, izvinjavam se, vas forum, vasa pravila, link obrisan. citaoci ovog threada mogu i sami da pronadju temu koja je odmah iznad, to je vazda yes-yes. steta za animozitet. thread hijack je nesto sasvim drugo. Quote Link to comment Share on other sites More sharing options...
Dandy Posted June 1, 2012 Author Report Share Posted June 1, 2012 Endless Space deluje interesantno, kupio sam ga već u preorderu. Svakako treba podržati svaki 4X space naslov koji se pojavi, pošto je žanr nažalost prilično stagnirao. Što se tiče poređenja, Endless Space po mom mišljenju cilja na malo drugačiju publiku, pošto nema uopšte prave taktičke bitke, već su one automatizovane sa minimalnim uplivom igrača. Sword of the Stars sa druge strane baš stavlja akcenat na svemirske bitke i tu je najjači. Btw, danas je izašao još jedan mini-patch za SotS II. r21580c ------- Critical fixes: + Fixed an end of turn crash. + Fixed a platform building crash. Other fixes: + Fixed support mission supply teleport bug. + Removed multiple commit mission buttons from colonization mission screen. Other changes and additions: + Added drone platform prototype costs. + Colonization and Support fleets can now be rebased from their respective mission screens. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Dandy Posted June 2, 2012 Author Report Share Posted June 2, 2012 Još jedan hotfix. r21666b Critical fixes: + Fixed a node maw related crash. + Fixed defense manager placement crash. + Fixed platform cost calculation crash. + Fixed a station building crash. + Fixed the reaction intercept crash. + Fixed a turn event related end-of-combat crash. + Fixed a Suul'ka and turn event related crash. + Fixed economy rating bleed. + Fixed client crash after the second round of combat. + Fixed issue where the star map UI was not reactivating on new turns (AKA Black Buttons of Doom). Other fixes: + Fixed some networked combat weapon de-syncs. + Projected savings now considers pending ship construction. Other changes and additions: + Added Tumbler weapon. + Added Shield Projector. + Added Grav Pulsar weapon. + Added Grav Cannon. + Empires now receive savings for defeating swarmers. + New user interface for treaty requests. + Classic Race badges added. + Variety of text, tooltip, and reference fixes. + Improved government summary UI, still accessible via the empire summary screen. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
Sting Posted June 2, 2012 Report Share Posted June 2, 2012 Brate moj, hoce li ta igra ikada biti gotova? 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 June 2, 2012 Author Report Share Posted June 2, 2012 (edited) Pa prvi deo je bio ispoliran tek jedno 4 godine pošto je izašao (posle tri ekspanzije), tako da... :P Edited June 2, 2012 by Dandy Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
sindrom Posted June 2, 2012 Report Share Posted June 2, 2012 (edited) Da slazem se, igre nisu identicne, ali uostalom tako i treba. Ja nisam neki fan takticke borbe u grand strategijama, jer oduzimaju puno vremena (a i MP je cao u tom slucaju), ali iskreno voleo bih da je u combat view inkorporiran Starfarer* :) SotS mi je nekako ruznjikav, i uzasno izbagovan (trazite rec crash samo na ovoj strani, ja to vidim kao veliki problem). * Jos jedna epic svemirska igra koju preporucujem, a za koju necu napraviti temu, i zatim je linkovati, da bih kasnije morao da obrisem link, jer je to no-no. Nije 4X, ali je prelepa indie hardkor takticka twitch-based simulacija. Takodje u alfi. Igrac vodi u pocetku jedan brod, a kasnije komanduje celom flotom, svaki brod je platforma koja se konfigurise. Newtonian physics. Top-down. WSAD+mis. Edited June 2, 2012 by sindrom Quote Link to comment Share on other sites More sharing options...
Dandy Posted June 2, 2012 Author Report Share Posted June 2, 2012 Kupio sam i Starfarer u preorderu, stvarno deluje interesantno :) Mada, u pitanju je baš taktička igra, nema ona veze sa 4X-om. (btw, ako nisi probao Space Pirates and Zombies, obavezno probaj ;) ) Što se SotS-a tiče, ne znam da li si igrao prvi deo? On je trenutno ispeglan do savršenstva i predstavlja najboljeg predstavnika space 4X žanra. Jeste malo zastareo što se engine-a tiče i ume da deluje "ružnjikavo", ali je izuzetno solidan što se tiče izvedbe i totalno epic ako se udubiš u njega. Quote Dandy [RUR] Link to comment Share on other sites More sharing options...
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