Author Topic: v1.0.5.2->v1.0.5.4 Changelog (Released)  (Read 8574 times)

GGLucas

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v1.0.5.2->v1.0.5.4 Changelog (Released)
« on: January 20, 2011, 02:45:06 PM »
Live Patch Notes for version 1.0.5.4.
Download 1.0.5.4 (Patch from 1.0.5.2)
Previous Patch: 1.0.5.0 → 1.0.5.2

Changes: Final
[Fixed] Fix civil acts that have a group not correctly loading.
[Fixed] Fix racial bonuses affecting ship components not correctly applying.
[Fixed] Crash on game start when having shaders disabled.
[Fixed] Dry Docks could be ordered to scuttle or retrofit at themselves, making them disappear.
[Fixed] When starting at a higher tech level from traits, structures on the homeworld did not start at that level.
[Fixed] Fetch orders did not behave properly with resources that have a "required" (eg Crew).
[Fixed] Ships reacting to automated attack orders could overshoot the system and sit idle at the edge of deep space.
[Fixed] The set_owner and destroy console commands now work with all selected objects.
[Fixed] Fixed a very rare crash bug caused by moving between systems/galaxies.
[Fixed] The minimap was horizontally flipped.
[Fixed] Objects that are under attack can no longer be docked to prevent exploits.
[Fixed] Construction progress would jump suddenly at times.
[Fixed] Construction completion percent is now the average of the lowest percentage of a particular resource, and the average percent per resource.
[Fixed] Scripted planet governor entries were breaking saves.
[Fixed] Shields no longer consume more power at higher levels.
[Fixed] "Supply This" was willing to tell planets and stations to supply objects.
[Fixed] Ships built from dry docks with auto park on would not park at the correct distance.
[Fixed] Fixed nano-armor reducing the ship's total apparent health in the absence of repair systems.
[Changed] Tweaked governors to maintain a stronger economy and empire.
[Changed] Tool names are now localizable.
[Changed] Automated attack orders are now lower priority, so ships will break attacks to fetch fuel and ammo unless manually ordered to attack to the death.
[Changed] Cut space damage in half.
[Changed] Repair tools can now only repair ships and stations.
[Changed] Fleets now stay in formation while attacking (can be toggled off with a button next to the formation buttons).
[Changed] Cargo Structures now also have a store for each dedicated resource, making them more useful in many cases.
[Balance] Artillery now has a minimum range of 10% of the maximum range.
[Balance] Goods factories now produce 30% less goods.
[Added] Added 'Automatic' option for default governor type to choose based on the conditions of the planet.
[Added] Objects now use a much better algorithm to search for targets in a system, improving behaviors at very large ship counts.
[Added] Ships now detect if they are likely to kill an enemy target and will select additional targets for their other guns when they are.
[Added] Added the 'Aggressor' personality by Superking.
« Last Edit: March 31, 2011, 04:14:00 PM by GGLucas »

colonyan

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Re: Live Patch Notes
« Reply #1 on: January 20, 2011, 03:12:30 PM »
Good to see live patch notes again.

Quote
[Changed] Tweaked governors to maintain a stronger economy and empire.
This translate to stronger/better AI player?

XTRMNTR2K

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Re: Live Patch Notes
« Reply #2 on: January 20, 2011, 03:59:44 PM »
Finally, new patch notes! And I was starting to worry about you guys ;)

[Changed] Artillery now has a minimum range of 10% of the maximum range.

Just curious, how'd you do that? Did you implement a new min range variable? MDK created a custom canattack script that checks for the explosion radius of the AoE weapons in our mod, but being able to set a minimum range for regular (that is, non-AoE) weapons in an easier fashion would be very cool.

Quote
[Changed] Tweaked governors to maintain a stronger economy and empire.

Cool, I'm looking forward to see what has been changed. :)

Quote
[Changed] Automated attack orders are now lower priority, so ships will break attacks to fetch fuel and ammo unless manually ordered to attack to the death.

Wow, I guess there's a lot of people celebrating right now. ;D

GGLucas

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Re: Live Patch Notes
« Reply #3 on: January 20, 2011, 04:13:50 PM »
Quote
Just curious, how'd you do that? Did you implement a new min range variable? MDK created a custom canattack script that checks for the explosion radius of the AoE weapons in our mod, but being able to set a minimum range for regular (that is, non-AoE) weapons in an easier fashion would be very cool.

It's a CanAttack function, yes.

Reaper made it possible to access an effector's range from scripts with "Effector@.range", so that works now. Even without that you can access "Value:"s declared in the effector from the targeting function (for example, the first Value would be eff[0], the second eff[1], etc), so you could already get the range with that.

Jerkadin

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Re: Live Patch Notes
« Reply #4 on: January 20, 2011, 05:22:59 PM »
Quote
[Fixed] Ships reacting to automated attack orders could overshoot the system and sit idle at the edge of deep space.

Thank you thank you... no more sneaky pirates appearing just long enough to rile up the local defense and immediately disappearing before even getting into the system leaving the local D in "space". Was very frustrating.

Foraven

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Re: Live Patch Notes
« Reply #5 on: January 20, 2011, 06:25:43 PM »
Reserved.
« Last Edit: January 20, 2011, 08:17:23 PM by Foraven »
Maker of FRB mod.

Nizar89

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Re: Live Patch Notes
« Reply #6 on: January 21, 2011, 08:01:18 AM »
I try to put a forge and the subsystem wich send all to the Galactic Bank, but my miners doesn't want to depose ore by is own.
Is that a bug? Will it be fixed in this patch?

erdrik

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Re: Live Patch Notes
« Reply #7 on: January 21, 2011, 07:49:58 PM »
[Added] Objects now use a much better algorithm to search for targets in a system, improving behaviors at very large ship counts.
[Added] Ships now detect if they are likely to kill an enemy target and will select additional targets for their other guns when they are.

Sweet! Can't wait for this. ;D
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Refuel Auto-Pilot

Profound_Darkness

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Re: Live Patch Notes
« Reply #8 on: January 21, 2011, 10:49:23 PM »
Wow you guys are quick on the next chunk.

I try to put a forge and the subsystem wich send all to the Galactic Bank, but my miners doesn't want to depose ore by is own.
Is that a bug? Will it be fixed in this patch?

If I understand you right... Ore cannot go into the galactic bank, only refined materials go there, you need to turn the ore into metal for it to go into the galactic bank.

Foraven

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Re: Live Patch Notes
« Reply #9 on: January 22, 2011, 12:31:21 AM »
Sweet! Can't wait for this. ;D

Yeah, i guess we won't need multi-target mod anymore...
Maker of FRB mod.

Mavolio

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Re: Live Patch Notes
« Reply #10 on: January 22, 2011, 12:39:21 AM »
Yeah, i guess we won't need multi-target mod anymore...

Could just change the mod so certain guns attack big targets and down and point defence turrets attack small ships and up which i dont think the change to targeting in the patch notes will do.

Foraven

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Re: Live Patch Notes
« Reply #11 on: January 22, 2011, 12:53:46 AM »
Could just change the mod so certain guns attack big targets and down and point defence turrets attack small ships and up which i dont think the change to targeting in the patch notes will do.

There would need to be a check for the size of the gun vs the target size, or damage vs the target HPs...
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Thy Reaper

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Re: Live Patch Notes
« Reply #12 on: January 22, 2011, 02:10:21 AM »
Just fixed a long-standing bug that allowed any number of ships to be created at a planet if it had the resources. Now planets can only build up to 3 objects per second, regardless of resources. Build percentage is also a lot more sensible and progresses more smoothly.

maxi

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Re: Live Patch Notes
« Reply #13 on: January 22, 2011, 02:39:13 AM »
When are you planning to release the patch? It looks excellently.

Nizar89

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Re: Live Patch Notes
« Reply #14 on: January 22, 2011, 02:46:10 AM »

If I understand you right... Ore cannot go into the galactic bank, only refined materials go there, you need to turn the ore into metal for it to go into the galactic bank.

Yes, the forge do that. In fact, if I transfer manually the ore in my ship, it works correctly: the ore is transformed into metal, and then the metal is sent to the galactic bank, in the same ship.
But my mining ships don't go on that ship to transfer ore and I don't know why.

Profound_Darkness

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Re: Live Patch Notes
« Reply #15 on: January 22, 2011, 04:40:17 AM »
Set the AI settings to allow the ships to drop their cargo off on ships.
If you used a Hauler as a base for your mining ship design the ship is set to ONLY drop resources off on planets.

Unfortunately this will cause the ship to drop it's ore off on any nearby ship including other mining ships...  This can make mining rather ineffective.

An alternative that was suggested to me on this forum is to design your mining ship with onboard refining and galactic bank export all on the same ship.  Also set the AI not to drop the ore off on anything.  Tends to work better on larger ships imo.

Anyway, if you just want to get them dropping the ore off, make sure to tweak that AI setting and refit them...

Nizar89

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Re: Live Patch Notes
« Reply #16 on: January 22, 2011, 06:28:27 AM »
Quote
Set the AI settings to allow the ships to drop their cargo off on ships.

Arg, I forgot to do that.
Thank you! I works fine now.

Profound_Darkness

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Re: Live Patch Notes
« Reply #17 on: January 22, 2011, 08:10:30 PM »
[Changed] Repair tools can now only repair ships and stations.

So will there be a way to repair planetary damage?  (or star damage though I never messed about on this point).

Thy Reaper

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Re: Live Patch Notes
« Reply #18 on: January 22, 2011, 08:13:37 PM »
Not for now.

Journier

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Re: Live Patch Notes
« Reply #19 on: January 24, 2011, 10:53:46 AM »
Will planetary cannons multi target as well?
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maxi

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #20 on: January 25, 2011, 02:23:14 AM »
Wow! I didn't know that you already released the patch. When I get home I'll try it and see how it works.

mop

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #21 on: January 25, 2011, 03:12:26 AM »
GGLucas............ ::) releasing patches like Reaper used to do, no Sleep for poor GGLucas; poor poor GGLucas :-*
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Thy Reaper

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #22 on: January 25, 2011, 12:14:26 PM »
We all work on the patches, and I'm the one responsible for actually releasing them. ;)

mop

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #23 on: January 25, 2011, 03:17:49 PM »
sleep for no one!!!
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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #24 on: January 25, 2011, 05:33:00 PM »
Steam just got the update -- and thanks for the good work. There arn't many games where a problem mentioned 1 week, is fixed in a patch the next.

Would it be possible to include in the patch notes if a patch is likely to break mods?

Thy Reaper

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #25 on: January 25, 2011, 05:54:04 PM »
Whether mods break is very dependent on the mod.

skeolan

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #26 on: January 25, 2011, 06:04:13 PM »
What does this mean, exactly?


   [Changed] Cargo Structures now also have a store for each dedicated resource, making them more useful in many cases.



XTRMNTR2K

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #27 on: January 25, 2011, 06:08:33 PM »
What does this mean, exactly?

One half of storage space can be used to store whatever needs to be stored. The other half is divided into dedicated storage space for metal, electronics and advanced parts each.

Steiner

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #28 on: January 25, 2011, 09:37:04 PM »
Cargo Stores are now more interesting for production worlds, as more dedicated storage for parts  and metals is available. The cargo itself doesn't really get used for that, so it's a good change.  :)


Current Version: 1.5.1 for SR v.1.0.6.2

Starmarshal

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Re: v1.0.5.2->v1.0.5.4 Changelog (Releasing)
« Reply #29 on: January 26, 2011, 02:07:30 AM »
Live Patch Notes for version 1.0.5.4.
Download 1.0.5.4 (Patch from 1.0.5.2)
Previous Patch: 1.0.5.0 → 1.0.5.2

[Fixed] Crash on game start when having shaders disabled.

Kudos for a fantastic job on a vital patch and THANK YOU! It's now playable on my laptop!

(I can now move on from Master of Orion 3)  ;D
« Last Edit: January 26, 2011, 02:09:23 AM by Starmarshal »