Magazine High tech

Patchs : Distant Worlds 1.04, Settlers 7, AI War 3.12

Publié le 06 mai 2010 par Cyberstratege

Settlers 7

Résumé des dernières mises à jour. Quelques corrections de bugs et un raccourci-clavier pour Les settlers, puis une myriade d’ajustements ou optimisations diverses pour Distant Worlds et AI War.

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Distant Worlds 1.04

Bug Fixes:
1. Races with special tech now have requisite resources at startup to build ships using the special tech
2. Medical and Recreation center components now work at bases other than space ports
3. Fixed crash with defeated ‘ghost’ empires reappearing and ‘ghost’ ships visible in the mini-map
4. Fixed crash that sometimes occurred when viewing a Construction yard list sorted by some columns
5. Fixed various other minor crashes
6. Designs for Resupply ships, Colony ships and Construction ships now have size limits, even though built at colony. Size limit is current maximum base
construction size. These civilian ship designs also have some minimum requirements for the number of certain component types that must be present.
7. Fixed issues with super-luxury resource distribution in small galaxies
8. Can no longer retrofit to designs that are bigger than your current construction tech allows
9. Fixed bug where freighters sometime stack up waiting to dock at a space port
10. Fixed ‘GxBO’ crash reported by some players
11. Fixed detached mining station bug
12. Games will no longer start with ships that you cannot build (i.e. too big)
13. Fixed a crash that could be caused when ships reverted to an invalid mission
14. AI-generated designs now always use the latest technology
15. Default colony ship designs now come with more engines, making them faster and better able to “meet” the planets they are heading to colonize
16. Retrofits are now always charged for, regardless of the method used to order them
17. The automation AI will no longer cancel retrofit missions
18. Fixed a crash when a single ship was sent to patrol a system
19. Fixed a bug that could cause invisible space monsters
20. Fixed a bug that caused the AI Empires to sometimes not build military ships
21. Fixed occasional game freezes during space battles and planetary invasions
22. Fixed a bug that could cause two ships in the same location to merge
23. Fixed a bug that would not cancel an alliance agreement with a pirate faction when you attack their ships or stations
24. Fixed retrofitting for construction, resupply and colony ships
25. Disabled command and selection popup menus when autosaving
26. The Ship Designer now properly resets values for targeting and countermeasures when the relevant components are removed
27. Fixed a crash that could happen when editing some planets in the game editor
28. Automatically designed Resort Bases no longer include bombard weapons
29. The Quameno now properly use their special tech (NovaCore reactor) in their designs
30. Government attributes are now properly updated when the government type is changed in the game editor
31. Manually recruited intelligence agents now properly use racial espionage bonuses (reflected in their starting skill levels)
32. Fixed messages explaining new racial bonuses when colonizing a new planet.
These now only display when a new race has joined your empire as a result of the colonization.
33. When retrofitting space ports to larger or smaller sizes, the role now properly changes after retrofit (e.g. from medium to large space port)
34. Mining stations no longer start right next to pirate bases
35. Improved the placement of defensive bases around colonies, they should no longer be built right next to each other.

Game Balance Changes
1. The economy has been overhauled in several respects. It should now scale better and work better than in previous versions. Colony development level now comes half from population (0 at 0 population up to 50 at 500 million) and half from access to luxury resources (50 for 10 luxury resources). Colony income is reduced by local corruption, global empire corruption and corruption caused by distance from the capitol system. The larger and more populated an empire becomes, the greater the overall corruption will be, though larger empires should still be more economically powerful than smaller ones. Please also see the notes at the top of this readme for suggestions on how to make the game easier or harder, depending on your preference.
2. Racial bonuses apply in more gradual manner for multi-racial empires – will only get full bonuses if a race comprises at least half your empire’s population
3. Rebalanced trade offers so that valuations for tech, bases and colonies much higher. Valuations now also scale quite dramatically based on how much the other empire likes or dislikes you
4. Research speed has been halved
5. Empires now much less likely to colonize in another empire’s system
6. Your empire’s reputation now has less impact on your colonies if the population at the colony is aggressive and unfriendly. In other words, citizens of war-like races aren’t so concerned about you having a poor reputation.
7. Positive reputation impact from destroying pirate ships has been lowered, but positive reputation impact from destroying pirate bases has been increased.
8. Ending a war no longer completely resets attitudes, there may be some lingering animosity
9. Other empires much less likely to accept unfavourable trade offers
10. Private ships can now only be armed with a single weapon – this armament will not cause any offense when they enter other empire’s systems
11. Government types have been rebalanced, resulting in less extreme values for corruption and approval
12. The AI for other empires and for your own automation is now much more careful about what ships and bases it builds, resulting in much better automated
management without overspending.
13. War weariness now starts lower and increases more gradually

Fleet and Ship Management Improvements
1. Holding down the Ctrl key while right-clicking to assign a mission now overrides the default mission for the selected ship. This allows you to override the default right-click behaviour and gain access to a comprehensive pop-up menu to select the mission you want, e.g. military ships can refuel at a space port instead of
patrolling it, troop transports can refuel at a colony instead of loading troops at it
2. Added filtering for ship and base icons at galaxy zoom level – can selectively enable/disable ship types displayed at galaxy level. By default civilian ships are turned off at Galaxy zoom level. Please see the Options screen, Advanced Display
Options to change this to suit your exact preferences.
3. Manually controlled ships will now automatically refuel when low on fuel, and then return to their previous mission
4. Manually controlled ships will now automatically repair when damaged, and then return to their previous mission.
5. Manually controlled ships will now automatically engage enemy targets without needing to be manually directed to each target. They will then return to their
previous mission, e.g. patrol, escort, etc
6. Patrol missions now automatically reset, i.e. a manually-controlled ship will stay at a patrol target until you tell it to stop
7. Fleets should stay together better than previously
8. Fleets should not cancel their missions when advisors suggest other uses for them
9. Fleet system patrolling: select a fleet and right-click a system or star to patrol all of your colonies and bases in the system
10. Fleets are now more responsive and their automatic handing of refuel and repair has been improved
11. It is now possible to assign construction ships to build mining stations at gas clouds from the sector and galaxy-level zoom.

Ship Design and Retrofitting Improvements
1. Added mass retrofit option in Ships and Bases screen. Multi-select ships and bases from the list and click the retrofit button to select the design to retrofit to.
The mass retrofit cost for all selected ships and bases is shown and if you cannot afford it you will not be allowed to retrofit.
2. Upgrading designs now names them as « Old Design Name Mk2″, etc
3. Added new design subroles: energy research station, weapons research station, industrial research station, high-tech research station, monitoring station, defensive base. These types of bases are no longer AI-designed if you turn off automation for ship design
4. Design screen now shows all latest designs (when Show Latest Designs selected), regardless of whether you can build them or not.
5. Added maximum weapons energy use to Design screen (top of Weapons panel) so that you can compare reactor power output to optimize military designs
6. Added energy collector to default military ship designs
7. The AI will no longer build ships of a particular type if all designs of that type are marked as obsolete
8. The AI will try to keep design sizes for destroyers and troop transports under the maximum size of your current construction tech
9. The AI will now add extra reactors to its designs to make sure the ship has enough energy for maximum effectiveness in combat and movement.

Other Improvements:
1. Expansion Planner now always shows colonization and mining targets, even when they are considered unimportant
2. Expansion Planner now uses the best location to build queued colony ships, which is not necessarily the closest colony
3. Expansion Planner now uses the best construction ship to build queued mining stations, which is not necessarily the closest construction ship
4. Slightly fewer surprise attack suggestions from advisors
5. Message added in research progress bar to indicate when you have completed all research in an area
6. Newly-recruited intelligence agents should automatically start off assigned to counter-intelligence
7. The multiple race ability popup messages will now only show a new race becoming part of your empire once
8. The Cash flow number showed at the top right of the screen now has the variable elements smoothed out (i.e. Space Port and Resort income) which should allow the income trend to match the cash flow trend more closely and with less volatility

En téléchargement chez Matrix.

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Settlers 7 1.04

Improvements

• Fixed some stats based victory points. Technologies, trade posts and killed soldiers now count for deactivated players
Players who leave a session are now removed from the map / UI

Bug Fixes

• Fixed a bug that caused construction huts and storehouses to disappear
• Fixed a bug with an already upgraded fortification on Crow´s Nest
• Fixed a bug that reset campaign progress
• Fixed a bug of the screenshot function
• Fixed a bug that the “Heat of Battle” achievement was not properly unlocked
• Fixed a bug with the desync error message
• Fixed hunters that beam home when working in deep woods

Additional

• New Hotkey:
- Ctrl + P = Take Screenshot

Téléchargement automatique par le biais du jeu.

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AI War 3.12

Arcen’s primary focus has still been on Tidalis since the release of our last massive 3.060 update to AI War: Fleet Command, but nonetheless a ton has been happening over the last few months with our massive strategy title. The AI has learned some new tricks, performance and balance are better than ever, Golems (from The Zenith Remnant) are vastly more useful, and we’ve laid the groundwork for a lot of features that we’re planning on expanding over the coming months (auto-generated epilogues, AI Plots, and so forth).

Here’s the list of particularly notable features out of the typical-for-Arcen hundreds of changes:

-Major new Border Aggression behavior for the AI is the largest single new addition to the AI since Cross Planet Attacks were introduced.
-Four new Heavy Beam Cannons (Mark I-IV).
-Huge performance improvements for the largest battles, game loading, and more.
-Focus fire control node options added, along with other various new control nodes.
-Many various improvements to ship autofire targeting in general.
-Many significantly rebalanced units, including MLRS, Anti-Armor, Transports, Sentinel Frigates, Scout Starships, all melee ships, mines, all Golems. Many of these units are like all-new (and much more useful) ships.
-ClearType text is now used, resulting in vastly more attractive fonts.
-New AI modifiers for optional less-Tower-Defense-inspired gameplay for advanced players: No Wave Warnings, Cross Planet Waves
-New AI Plots feature for more exciting endgames: the first one, Avenger, is now available and more will come in the coming months.
-New lobby options for starting with a largely invisible galaxy which is only revealed as exploration is undertaken (normally you can see all the planets and their connections, just not any details whatsoever about the planets).
-Dozens upon dozens of other, smaller, balance tweaks, interface tweaks, and bugfixes.

Très long changelog complet.

Our next major version will probably be a couple of months out, as we’re realizing that bi-monthly official releases simply fit our schedule and testing cycle better. New beta versions come out regularly a couple of times per week, so you can always keep up to date on the latest and greatest inwork features through the AI War forums or via the in-game updater.

En téléchargement automatique par le biais du jeu.


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