Magazine High tech

Armada 2526 : patch 1.024

Publié le 01 mars 2010 par Cyberstratege

Armada 2526

Matrix a mis en ligne une nouvelle mise à jour pour Armada 2526. Ce patch ajoute de nouvelles fonctionnalités, dont un meilleur support des mods, et corrige toute une série de bugs, dont vous trouverez la liste dans le changelog ci-après. Vous trouverez le fichier sur cette page chez l’éditeur.

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New Features
Automatic Population Transport

This feature has been added to reduce the micromanagement involved transporting population around the galaxy
• Transports can be placed on automatic control. They will then automatically shuttle population between your colonies to maximize growth.
• A button has been added on the fleet review tab to allocate ships to automatic control.
• They can be placed under manual control either from the fleet review tab, or by explicitly given them an order to go somewhere.
• For each colony, you can set whether the automated ships can import or export population. There are separate settings for your own, and alien races.
• The automatically controlled ships attempt to maximize population growth. You may want to move population around manually to build up colonies quickly for strategic reasons.

Research And Bureaucracy Scaled To Game Size

These changes are primarily to support players who like to play large games
• Bureaucracy has been reduced, capped and related to map size.
• A game option has been added to further reduce or eliminate bureaucracy.
• By default the rate of technology research is scaled to map size and number of players
• The technology research rate can be set manually for custom games, and can be specified in scenario files.

Mod Support
These changes make it easy to apply mods to the game without changing the original files. You can have multiple different mods installed together, and even apply multiple mods together (for instance a mod that changes the UI appearance, with a mod that changes game play balance). You can make shortcuts to play the game with different mods applied.
• Mods can completely replace game files, or merely add new items. See the forums for more details on modding.
• Militia remove population if modded to have a population cost.
• A new capability “Initial Population” allows Ark Ships to found colonies that start with more than one population.
• The root of the save game name, can be set from the command line using the –sr option
• Fixed bug that prevented buildings that only produce ground units.

Balance Changes
The main thrust of these changes is to promote bigger, more interesting battles, greater use of ground units, and more research specialization.
• Adjusted Victory Conditions. Most notably for Walden and Hoon Yon.
• Low tax popularity bonus increased to 3
• Tech research time increased 50%
• Specialized labs level increased research level by 50% to cancel the above change. General labs are now less useful.
• Defense units defense value doubled.
• Ground unit strength increased 40%, both attack and defense.
• Ship upkeep costs reduced 30%. Some other ship factor modifications
• Reduced upkeep costs for Security Centers, Entertainment Centers, and Decontamination plants
• AI Expands less aggressively on easy level.

Minor Improvements
• Increased max map size to 300 x 300. Added a setting to allow advanced players to override this and play on bigger maps
• AI offers of support no longer require anything in return.
• Custom game settings now saved
• Bureaucracy level game option
• Special screen capture mode enabled for release builds.
• Improved AI for population management
• Improved AI for transport and assault ship construction
• AI now concentrates ground units at strategic points. Keeps assault ships with them to facilitate ground assaults.
• Fixed a problem that often caused the AI to abandon large attacks. Combined with the above changes, this makes the AI a more interesting opponent.
• Expanded range of techs that AI will not trade with players it dislikes, mistrusts, or is planning to attack.
• AI calls ships back from hovering over neutral colonies
• AI remembers tech and trade missions it has asked for or offered, and doesn’t keep repeating the same offers or demands.
• AI likes to make peace in inactive wars.
• Auto resolve improved for case of Corvettes vs Militia and other turkey shoot scenarios
• New Version of Slim DX.
• Use of precompiled shaders.
• Error logging for rendering errors, and more resistance to rendering errors.
• Higher right drag initiation threshold
• Battles don’t end immediately after last ship dies
• Missile Cruisers stand off and fire. Shots more distributed
• Ship to ship engagement range depends on weapon range.
• Minimap visible area color improved.
• Greatly improved AI turn time on large maps.
• Added improved tooltips for fleets and buildings
• Colonies are named after stars when all colony names have been exhausted.
• Races that are more than the first level of Xenophobic won’t make defensive alliances with players of other races.
• Improved the default system for naming saved game files. Files sorted by date as default.

Bug Fixes
• Fixed crash if you double click on the ship list on battle, on an area of blank space that’s not part of a group.
• Fixed Crash with auto controlled transports when you only have one colony.
• Fixed crash loading a battle scenario
• Fixed problems with some files not checking the mod path
• Fixed a problem with the AI not clearing out its intelligence observations. Reduces file sizes of long running games, and should help with problems saving large games
• Fixed crash deleting selected player in custom game creation screen
• Fixed an issue that could switch races in saved games
• Fixed bug preventing counter offers to peace or non aggression proposals with altered terms.
• Fixed various memory leaks
• Fixed bug when loading a game from within a game.
• Fixed a bug that meant sometimes ships would not stop in range once in range of their target.
• Improved pathing so that the system will find paths involving moving to a normal teleport, jumping to an open teleport, and thence to the destination.
• Fixed bug that caused invisible fleets to sometimes be shown during animation.
• Fixed bugs with detecting fleets of enemies with no stealth.
• Fixed bugs with hypersense.
• Fixed rounding bug with speed 6 ships
• Fixed bug that sometimes caused AI to massively overbuild assault ships.
• Fixed bug where “no workers” icon was not displayed on damaged buildings.
• Fixed bug where AI would persist in an attack, even though it had no ground attack ships. Fixed some rare internal AI bugs.
• Defensive alliances expire properly when non aggression pacts expire.
• Fixed typos and minor stat errors
• Custom game map sizes limited to 250 x 250 to prevent creation of large games that run out of memory.
• Fixed bug with movement areas.
• Set sensible default for length of non aggression pact


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