*** Released 6/8/2015 ***
Features
Game now remembers MP map and galaxy settings like single player
You can now add random opponents to play against
You can now edit user created ship designs
You can now edit custom factions
Added lots of new pirate ships and star bases (and if you select the pirate ship style for your custom faction you will get a whole new line of ships)
Added 2 new cosmetic ship pieces for designing your own ships
Fixes
Fixed a crash in multiplayer caused by the hosts continuing to send messages after game was over
Rewrite of the turn state machine to fix numerous stuck turn issues
Fixed a bad iridium prereq for the starbase influence hub
Added some self-healing code so that if you are loading a game with a corrupt object (a ship without a fleet) the game continues loading rather than crash
Fixed bug where if a battle against a shipyard or starbase was aborted, the shipyard/starbase didn't reset its battle information, so it thought it was still in a battle and couldn't be attacked again or interacted with by the owner
Fixed a crash if the player builds more than 32 improvements on a colony
Fixed entry dragging horribleness that could arise when dragging a queue entry in the planet wnd while the queue list was updating from a previous queue order change being async processed by making the planet wnd execute any queue order changes in the listbox itself immediately, and having the event processing not try to rebuild the queue itself (translation: fixed an issue causing a crash on the planet screen)
Fixed an issue where you could click the rush button in the planet context wnd multiple times in a single turn before even one of the rush events was processed, especially during the start of a turn
Fixed a bug where the rush button, if enabled and disabled in the same frame, could actually become clickable for a split second when ultimately the intention was to keep it from being clickable at all
Fixed a crash when the AI wants to give away a ship but doesn't have any
Fixed bug where you could attempt to eject ships from a shipyard that were not ejectable from the shipyard context wnd, caused by being able to click the button in between update ticks that disable/enable the button.
Fixed missing economic improvements int he Yor tech tree
Fixed missing Krynn support modules
Fixed an issue keeping resistance bonuses from some techs from working
Fixed bug where the turn button enabled itself and the start turn fadey text "Week X" would show up right after you pressed the turn button, and then again at the start of the next turn
Fixed an issue where "request constructor" from a starbase wouldnt work if you obsoleted your base constructor
Fixed an issue causing Tech Specializations to have incorrect highlighting after loading a game
Fixed an issue causing the mousewheel to scroll the planet list on the side of the main game screen to stop if the cursor passed over the queue status bar
Fixed a crash caused by too many fleets being ctrl+click selected
Moved all user files to the my documents directory (this will resolve permission issues some users were having attempting to create the files to run the game and cause symptoms like missing UI or a crash on start
Fixed issues caused by having large fleet mass exceed expected maximums
Fixed issues cause by having the battle ranking for large fleets exceed expected maximums
Fixed an issue causing a stuck turn when creating a trade route
Fixed a crash after razing a colony caused by not cleaning up trade routes
Fixed a crash caused by a lingering selection after razing a colony
Fixed a crash reading relations in diplomacy
Fixed a multiplayer crash when automatic upgrades were happening in colony queues
Fixed an issue that caused ship designs to lost their names when being saves (usually the ship would just be called "M_")
Fixed typos
Added an exception handler (if your game crashes the crash info will be submitted to Stardock automatically)
Fixed an issue where the game could run out of text handles late in the game
Fix to keep the game from crashing on load if you don't have the consola.ttf file in your font directory
Fix that can cause some games from being reported to the Metaverse
Fix to allow the game to load if you have non-ascii characters in your user name
Foxed an issue where ship upgrade in multiplayer were free
Fixed an issue defying the UP in multiplayer could cause the game to get out of sync
Fix scope issues with Planetary defense and resistance in tech trees
Balance
Rebalance of the mass of Sensor systems
Updated the Spiral galaxy map to look more organic
Bumped Thala & Iconia to class 16 from 15, to make all starting systems total 16
UI
Decreased the range line intensity so that the line would always be visible but not too bright
Adjusted the emissive map and emissive texture intensities so that swapping materials won't create blow outs
Changing the Enable Mods option now pops up a message saying you have to restart the game for the change to take effect
Increased the space for tech descriptions on the tech unlocked screen (some descriptions didn't fit)
Performance
Fixed an issue causing quick battle to take a long time (also contributed to long time between turns)
Hi,In other words, “I am the only adult around here; all of you are acting like kids.” (putty101, 2015). I respectfully request that you please find a mirror, look into it, and tell us what you see.Thank you and signed,Self-Proclaimed Etiquette Reminder-Extraordinaire
I am hoping Putty is just having a bad day. Otherwise the "adult" in your response may be in question.
Firstly stop being an arse. It makes getting what you want much much easier.
Secondly I have screenshotted a series of turns where I use research overflow to speed up collection of lower level techs I skipped due to tech trading in a recent savegame I booted up to show you that it does, in fact, work. Here is the imgur album http://imgur.com/a/Eocwb
Back on topic though
If possible I'd like to see a few QoL things introduced in the next patch. Specifically things like being able click on an icon in the govern screen to have is jump to 100/0/0 instead of having to drag the bubble around and having the turns remain on the colony construction projects change dynamically instead of having to cycle off of a planet to check that you didn't mess up the numbers. An accrued/leftover research number just above the BPT number in the tech tree screen would also be very helpful in helping gauge when it's worth jumping back to a low level tech for a very fast pickup if you're on the cusp of 1 turning it.
Could you let us know how the Sensor rebalance works in practice? The patch notes are pretty vague.
The tech system works as designed. There are no plans to update it presently. We may look at providing a que system for non-linear tech systems sometime in the future but it's not currently in our list.
You should edit the text in yor techtree for economic efficienty and drengins homage they say things that you can't build.
Homage are talking about a temple of strength and economic is talking about a effeciency center.
Where'd that little skull symbol come from? That's cool Can we use our faction symbols as ship pieces/flags/icons yet? I miss being able to put my empire icon on all my ships.
It's one of the new ship components that comes with this patch. So you can add it to any of your custom ships, or make a ship that is just a giant flying skull. I'm glad you like it!
I took a look at the sensor rebalance.
Some of the sensors as currently written are actually mathematically useless right now (I don't the sensor array in a specific thread).
Beyond that, I think the sensor paradigm is going in the wrong direction. Right now the lowest sensors are so cheap on mass that they are the easiest to stack, whereas the highest level sensors are extremely mass heavy. One example, for the cargo hull, the navigational sensor is the only one worth mentioning. I can get a 20 range with it, whereas the max range actually goes down with greater sensors, because they require so much mass.
I would recommend a change to the following:
1) Make the initial sensors very mass heavy, so only a few can be used. This removes the sensor boat concept on turn 1 (if that is you plan). Sensors are for scouts at the onset.
2) Future sensors receive cost and mass decreases, but don't have a range increase automatically. This means ships can get their own small sensors more easily, but you can also combine sensors to get the bigger overall benefits.
Why not just make each sensor unique per ship and balance around that?!
The tech for unique parts is already there.
I would balance the range, so that, even with all sensors stacked, it wont exceed range 25 on ships.
I would beef up the starbase ranges by about 50% based of that, so max starbase sensor range would be 35 hexes.
Sensor Mass Range
1 5 3
2 7 5
3 10 7
4 15 10
I just added a new post this morning called "You are unable to build constructors at this time". I have the opt in checked. Could it be possible this is a new bug created by 1.03?
I see no mention that the positions of the trade and declare war buttons got swapped. Now, I have to untrain my hand from clicking option #2.
My game never starts with 1.03 opt in. Closes by itself after loading screen on start. Removed opt in, found myself in 1.02 - everything works fine. Tried 1.03 and same problem again.
I'm not sure why sensors stack in the first place. This is the first 4X game I've played with them stacking and it just seems like a bad game mechanic. They should decrease in mass, increase in range, and slightly increase in cost and just not stack.
And while I'm talking about stacking why on earth (or in space...heh) does the starbase 10% productivity bonus stack? No other modules' effects stack. Also doesn't make any sense and seems really simple to fix...at least to me.
While many have suggested diminishing returns for sensors, and I'm generally all for that... if they are looking for a "dumb as nails" simple solution, increasing the mass like this isn't a great way to do it, because every ship the AI uses with sensors now suffers tremendously by wasting space.
I would have preferred they just make sensors 1 per ship, low mass for low tech, higher mass for high tech, and generally decent range (starting one could be 4), but have a certain tech point where the top line sensors start doing 18+.
Starbase sensors should all be improved, with a special note to Military Starbases having a special upgrade that gets them to quasi-sensor boat levels.
Because we have to deal with FoW, that's why, IMO. And i think being able to have special Sensor ships is OK (but at same time i keep wondering why Starbase sensors are too weak).
And why sensors staking? Yeah, it feels stupid, you should be able to get some more radius by making sensors bigger, not by adding more sensors of the same range, but ships designs allow us only to do it this way. Maybe additional support module like sensors amplifiers could be used instead of plain number of sensors?
Hey thanks a lot. I checked out your pics and you did a really good job of explaining it. I ain't sayin I like it
Frogboy said himself any excess tech has to go up the tree. Well he said that indirectly anyway, what he said was: "We may look at providing a que system for non-linear tech systems sometime in the future but it's not currently in our list."
Now about the optimizations. If your current project is an optimization you can choose and complete any one (naturally). However, if your current project isn't an optimization and the next one up the tree is, the extra points will only bleed over into the top optimization. At least that's been my experience, I cant get it to go in the middle or bottom one.
Thanks again for the pics and sound explanation!...I still don't like it! First 4X game I've played that doesn't have a research queue since MOO2!
Is there a plan in the pipe for the ability to have the "Request Constructor" button request a player-made constructor design?
Is this what is behind the turn no longer being interrupted by idle ships? If so, I'm not sure I like that side-effect. I've put a few hours into this opt-in, and the net result of this is more micro (self inflicted because I don't want my survey ship to only use a small portion of its move, for example--but more important with techs gained from anomalies).
I have noticed turns certainly seem to go more smoothly and I've had no problems in that regard, but I'm wondering if this non-interruptable turn is a shift in design or an unintended consequence...
[quote who="a0152570, " reply="63" id="3560555"]My game never starts with 1.03 opt in. Closes by itself after loading screen on start. Removed opt in, found myself in 1.02 - everything works fine. Tried 1.03 and same problem again.[/quote]
I'd love to get a hold of your debug.err. I'll pm you my email address.
Well, I have another thing I wanted to mention:
Since the Altarians don't have the Ultra Terraformer like the other 7 default factions have... how are they supposed to max out their planets?
Since the Biosphere Manipulator is a colony unique building that only gives 1 tile this is completely subpar in balancing compared to how the 7 other factions are able to terraform the hell out of their planets, creating a huge gap in late game.
For the Altarians it's currently "win early" or "die in lategame" because of how one can't keep up with Moral/Production improvements once the other factions salvaged pretty much every tile possible.
Don't like how engines are also more massive, may not be an issue on smaller maps, but not being able to fit engines on warships and more engines on scouts and constructors is a pain on larger maps.
Lets all take a chill pill and pass it around, thank you.
So late to the party.
Hay gear, Really miss your smiling face on your old avatar
??? that was Heelidar, No idea how you manged to mess this up
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