Hello,
We are happy to share our next update which has massive improvements in performance, more challenging AI, better balance, and lots of bug fixes. Please review below!
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Launcher
Read below for the new launcher will allow us to communicate better with you, better settings support, and more.
Introducing the Launcher
Capstone Techs
In the Age of Ascension, players can now research that provide large, temporary empire-wide bonuses. These techs can be researched repeatedly with stacking bonuses.
Optimization
AI
Balance
Improvements/Bugs Fixes
With the recent 190er version I get sometimes little gfx oddities:
In the diplo screen the selected planet displays as wrong civ in the top right corner. Pls. see pic linked to below - selected planet shows as Krynn, but the civ displayed is Torian (also worked vice versa when I klicked the "Torian" planet)
http://imgur.com/a/Z83hR
Might be missing something here, but it looks like the Drengin DO NOT have the prerequisite techs Industrial Mastery 1 or Industrial Mastery 2 to allow them to get the capstone tech Manufacturing Stimulus. It is however in their tech tree. But it is pointing to non-existent (for them) techs.
(In the middle of slowly doing the massive conversion of my Generallized Tech Tree mod for 1.9, and if I find any other errors like this, I'll report them)
Looks like there is also an error in the Generic Tech Tree (TechDefs.xml). There is a space inbetween Manfacturing and Stimulus in the tech block:
<Tech><InternalName>GenericManufacturing Stimulus</InternalName><GenericName>Manufacturing Stimulus</GenericName><DisplayName>GenericManufacturing Stimulus_Name</DisplayName><TechTree>Generic_Tree</TechTree><ShortDescription>GenericManufacturing Stimulus_ShortDec</ShortDescription><Description>GenericManufacturing Stimulus_Dec</Description>
I'm not sure it terribly matters much, but still flagging it for attention.
Can concur.
Using my Tech Tree Viewer to view the Drengin tree, Manufacturing Stimulus sits orphaned in the corner. Its prerequisites don't exist.
There is also a bug in the Arcean tree,
Weather control prerequisite 'XenoGeology' doesn't exist
Drive system Optimization is also orphaned.
It may be that these are deliberate and are omitted from the game, but it screws up my viewer.
The Brainy'AK tree is completely screwed in the viewer, previously it worked ok.
Opt-in Updated (12/5)
This will be fixed in our next update.
This might be because one of their techs (along with the Peacekeepers) was duplicated. Namely PilgrimageTech is there THREE separate times:
<Tech> <InternalName>BRAINY'AKPilgrimageTech</InternalName> <GenericName>PilgrimageTech</GenericName> <DisplayName>BRAINY'AKPilgrimageTech_Name</DisplayName> <TechTree>BRAINY'AK_Tree</TechTree> <ShortDescription>BRAINY'AKPilgrimageTech_ShortDec</ShortDescription> <Description>BRAINY'AKPilgrimageTech_Dec</Description> <ColorDef>TechPurple</ColorDef> <ResearchCost>2268</ResearchCost> <TechPoints>1</TechPoints> <IsCapstone>true</IsCapstone> <Duration>15</Duration> <AICategoryWeight> <Military>4</Military> <Growth>18</Growth> <Tech>6</Tech> <Diplomacy>8</Diplomacy> <Expansion>14</Expansion> <Wealth>20</Wealth> <Influence>16</Influence> <Fortification>12</Fortification> </AICategoryWeight> <Stats> <EffectType>Tourism</EffectType> <Scope>Global</Scope> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.15</Value> </Stats> <Prerequ> <Techs> <Option>WondersoftheGalaxy</Option> </Techs> <TechAge> <Option>AgeOfAscension</Option> </TechAge> </Prerequ> </Tech>
Those blocks start on lines 11541, 12018, and 12721 on the BRAINY'AK tech tree, FWIW. The sole difference between the one on line 12721 and on the first two, is that the one on 12721 doesn't have the Capstone feature.
FWIW, on the Peacekeeper tree the duplicate techs are on lines 11598, 12034, and 12737, and follow the same pattern of two capstones with one without.
Yep that will do it.
Its not causing a crash in the tree viewer, just thought I would point it out as logical errors in the xml are easy to spot!
by the way, when you look at the XML's do you see Blonde, Brunette?
No comment.
===
There looks to be at least one more error in the BRAINY'AK tree. The tech PowerMatrixTech has the following three techs as prereques:
<Prerequ> <Techs> <Option>PowerSpecialization1</Option> <Option>PowerSpecialization2</Option> <Option>ResearchArrayTech</Option> </Techs>
That last one almost certainly shouldn't be there (should be PowerSpecialization3). As I check the archives, it looks like it's been in there for a LOOOOONG time (at least since 1.5). It's a free tech AND an AI-only tech tree (and a minor race one at that), so it probably doesn't matter much at all. But it could theoretically make a messy tree for the AI to deal with at some point along the line, so I thought I would mention it here as well.
Has anyone else noticed that the game suddenly will not draw the grid inside their territory?
I have not seen this. Does it repro when you load a save game?
krynn is also missing it unique building. the labor temple i think it's called
Bugs so far:
-Everyone thinks I am trying to culture flip them, even though I built 2 influence buildings and 2 influence star bases. I only share boarders with one other civilization. I have the -2 diplomacy modifier on every race, even minor factions (who are immune to culture flip), and even civilizations 100 tiles away from my borders.
-Game crashing at loading screen
Gameplay issues so far:
-You cannot disable or skip the "upgrade starbase" prompt. This is annoying for everyone who uses 2 module constructor ships as sometimes you only wanted to upgrade 1 part. I usually just let the ship sit there until the next upgrade is researched. It is especially annoying as even the automated constructors from the "automatically upgrade starbase parts" will bring up this prompt. Game quickly became hot potato passing constructors from one starbase to another.
Opt-in updated (12/11)
Pshaw, thanks for the update. The (false positive on culture) was the bug causing everyone to think you were culture flipping them correct?
Yes, the AI should only think you are trying to flip them if you are actually doing so
The culture flipping bug should be fixed now
We added a fix for loading screen crash. Let us know if it still happens
We added a checkbox to the starbase window that allows you to disable the skip the upgrade prompt.
For people who care, and I know it'll at least be a few, the old map size settings will still load and work in 1.9 opt-in. Just have to make a mod with the old values (MapSizeDefs.xml).
How stable it is, I haven't tested yet.
BTW, if you have a custom map built with old sizes, it won't be affected by this change.
Still no administration? Tsss
Greetings,
The removal of diplomacy bonuses from the Diplomatic Office, Diplomatic Outpost, and Starbase Embassy modules is a great idea However, it had the unintended consequence of a making the last two modules redundant. All three now give only a +100% influence bonus while increasing the maintenance from 0.3 to 1.0 and then 2.0 for Starbase Embassy. Perhaps they should give +100%, +125%, and finally +150% influence bonus instead. (?)
Moser
Umm... do starbases now culture flip? Did they always and I never saw it before? I just had a military starbase in foreign territory change to the territory owner's control. And then I heard the sound of a old phonograph record stopping abruptly...
The culture flipping bug should be fixed nowWe added a fix for loading screen crash. Let us know if it still happensWe added a checkbox to the starbase window that allows you to disable the skip the upgrade prompt.
Just started a new game the culture flipping bug is fixed (culture flipping diplo penalty applied to all AI's). However now the rebellion seems to be stuck at 0. The AI colonized my second home home system planet and the rebellion counter hasnt gone past zero even when its at 2x foreign influence.
Don't like this option making the game smaller this far after release is like a slap across the face. I understand you are attempting to make the game work better and perform better but, isn't this something that should have been covered in the beta process not 18+ months after release? Are we going to get the "insane map" back in it's now former size in the expansion?
Now with that being said I am still happy with the game and interested to see what the future holds, I hope you keep up the great work on the game while addressing our concerns.
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