Blind Mind Studios

Star Ruler => Star Ruler Discussion => Topic started by: Thy Reaper on January 28, 2011, 09:17:58 PM

Title: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Released)
Post by: Thy Reaper on January 28, 2011, 09:17:58 PM
Patch Notes for version 1.0.6.0 & 1.0.6.2
Download 1.0.6.2 (Patch from 1.0.5.0) (http://starruler.blind-mind.com/patches/SR_v1.0.5.0-v1.0.6.2.exe)

Download 1.0.6.2 (Patch from 1.0.6.0) (http://starruler.blind-mind.com/patches/SR_v1.0.6.0-v1.0.6.2.exe)
Download 1.0.6.0 (Patch from 1.0.5.4) (http://starruler.blind-mind.com/patches/SR_v1.0.5.4-v1.0.6.0.exe)
Previous Patch: 1.0.5.2 → 1.0.5.4 (http://forums.blind-mind.com/index.php?topic=2723)

Changes: Final
[Fixed] Fixed floating point errors in cargo and ship bay spaces.
[Fixed] Fixed a floating point error when deciding if a ship is disabled.
[Fixed] Artillery was using the wrong effector.
[Fixed] Some blueprints for the AIs were broken at early tech levels.
[Fixed] Linked Subsystem glows now only show for sub systems that are actually linked.
[Fixed] 'Metal Mandate' was acting like 'Metal Focus.'
[Fixed] Missile racks weren't taking their clip size into account when predicting damage output, causing too many missile racks to target the same object.
[Fixed] Fighter hulls and stealth systems would aid in dodging Flak and Shield Bomb damage.
[Fixed] Ships actually take directional damage now!
[Fixed] Fixed a crash in multiplayer related to objects being destroyed.
[Fixed] Defend and Work orders on stationary objects will no longer give attack/use tool orders to objects that are too far away.
[Fixed] Further improved the movement system, in particular when chasing fast objects.
[Fixed] Changed power generation to reduce the likelihood of a ship shutting down at high tick rates.
[Fixed] The default Fighter design wasn't very good at its job.
[Fixed] Fighters automatically launched from carriers would not return to their carrier after attacking.
[Fixed] Fixed a crash (PVFC) related to fleet icons.
[Fixed] The repair bay is now properly classified as Support in sub system lists.
[Fixed] AIs now perform many tasks at a time based on how many are present to be performed. Fixes the AIs getting 'stuck' late game. (Thanks Foraven)
[Fixed] Many repair beams should spread out amongst different targets better.
[Fixed] Effects on ships (e.g. damage events) weren't being saved.
[Fixed] Carriers could try to dock into themselves by ordering the fleet they were in to dock in them.
[Fixed] You may now click on the name of a constructed ship in the message to select/zoom to that ship.
[Fixed] Fixed ship port logic; should now trade resources more effectively.
[Fixed] Resolutions larger than your largest monitor (in either dimension) will no longer be listed, and your native resolution will be listed if it is not.
[Fixed] AIs were managing their fleets in very poor ways, causing them to be scattered across the galaxy.
[Fixed] Fixed comet tails and attack glow effects on some video cards.
[Fixed] Fixed removing cargo storages causing significant problems.
[Fixed] Sub system and ship explosions no longer play if you can't see the system.
[Fixed] Some values for spin boxes would cause a crash.
[Fixed] AIs considered Pirates and Remnants as warring opponents, making the AIs far less likely to wage war.
[Fixed] Dragging some windows would be very laggy (e.g. race customization).
[Changed] Planets that are under attack will experience rapid moral loss.
[Changed] 'Auto' governor now uses more economic worlds in the first 10 minutes of the game.
[Changed] Reduced galaxy gas density for dumbbell galaxies.
[Changed] Space Port now uses a split level: Trade rate comes from Economics, storage size comes from Cargo.
[Changed] In the right-click menu, "Use Tool...Tool" is now "Use Tool".
[Changed] In the right-click menu, tools can have a special "Use" name, like "Colonize Planet".
[Changed] Further reduced space damage.
[Changed] Flak will now only automatically attack when things get within 80% of its max range, to avoid only hitting a few targets when a large mass of units is approaching.
[Changed] Links in the in-game IRC window can now be clicked.
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.
[Changed] Homeworld starts with 2 less farms, and instead starts with a space port and ship yard.
[Changed] Changed how fighter hull dodging works to make it easier for fighters to hit each other, and so a fast moving attacker doesn't suffer from its own speed.
[Changed] Changed base designs to be generally better, especially with regards to recent changes.
[Changed] Crew Quarters regenerate 1% of the crew per second.
[Changed] Planets without enough food will lose no more than 10% of their people per second.
[Changed] Running out of food now reduces mood of a planet, at worst at the same rate as lacking goods.
[Changed] Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.
[Changed] System Searches (used by the AI) are now batched. This significantly improves performance with many AIs, or many ships controlled by the AI.
[Changed] Updated the Aggressor AI (Thanks Superking).
[Changed] Deadend research links refund 10% of their cost to the tech, and repeated links (unlocking an already unlocked tech) refunds 20% of the cost of the link to the unlocked tech.
[Changed] Optimized engine flares.
[Changed] Effects can have up to 6 values.
[Changed] Economic structures now produce partial output when there are not enough workers to run all structures. This prevents a planet from dying off due to the single space port shutting down, for example.
[Changed] Revamped the blueprint import window for easier import of multiple designs and to add a delete button for designs in the profile.
[Changed] Star Ruler now keeps saves, mods, screenshots, etc. in "My Documents/My Games/Star Ruler". Files in the previous folder will be moved to the new folder when you launch Star Ruler.
[Changed] "Indebted" race trait now takes 50% of all resources exported to the bank for the first 20 minutes.
[Balance] Repair tool repair rate reduced by 50%.
[Balance] Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).
[Balance] Significantly increased the range and average damage of flak.
[Balance] Bulkheads no longer get hit before other sub systems.
[Balance] Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.
[Balance] Flak cannot be fitted on fighter hulls, and must be a minimum size of 1 (scale 1 on a scale 1).
[Balance] Boarding Parties now require power and air.
[Balance] Doubled labor cost of structures.
[Balance] Tripled labor cost of planet cannons, lasers, and shields (in addition to the previous increase).
[Balance] Reduced starting population of colonies - 1M/structure down from 6M
[Balance] Spamming minimum-size colony ships should no longer be effective, at all.
[Balance] "Fast Metabolism" trait now awards 1 point.
[Balance] "Natural Green Thumb" trait now grants 2 levels of biology (down from 5)
[Balance] Slightly increased goods generation.
[Balance] Upgrading structures multiple levels will now be significantly more expensive, but upgrading 1 level will be unchanged.
[Added] Added a new version of the Civil Acts window to make total effects much more obvious.
[Added] Costs of ships, ship systems, and structures are now displayed in their hover boxes.
[Added] The subsystem damage window in the bottom right now has a "Layout" mode that displays the blueprint with damaged systems in red.
[Added] Empire stats (e.g. Galactic Bank resources) now have rate-tracking to provide income, expenses, and demands at regular intervals.
[Added] Added setStat/subStat functions to scripts to complement addStat, as well ass addDemand to alter the new demand component of stat tracking.
[Added] The "makeShip" function now returns the id the constructed ship will eventually have. Useful to the AIs for tracking their build orders.
[Added] Added "Balanced Start" option to maps. Forces players to start in systems with 3 or 4 planets, avoiding systems with too few or too many planets.
[Added] Added support for multiple loading screen backgrounds. Default is Images/loading_background.png, and additional backgrounds are named loading_background1.png, loading_background2.png, etc.
[Added] The Layout View Mode of the Blueprint Window now displays which subsystems are affecting whichever stat you mouse over. 
[Added] All global stats in the Blueprint Window now display tooltips that inform the player what each stat is used for when the player hovers over them.
[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.
[Added] ExtTexts can now use <tag:param> syntax by putting #html# at the beginning. To further aide readability, tags may have a '/' character at the beginning (e.g. <col:red>Red Text</col> White Text)
[Added] Added new game options to limit maximum ship count, and minimum and maximum ship scale.
[Removed] Removed unused earthbump.jpg and sunmap.jpg.
[Removed] Removed TemplateArg support for script functions, as it didn't work anyway.
[Removed] Removed "Currency-free Economy" trait as it does not work with the new economy.
Title: Re: Live Patch Notes
Post by: Steiner on January 28, 2011, 09:59:05 PM
That sounds sweet so far. But I'm waiting on "[Changed] The AI has been replaced with a more awesome one"  :D
Title: Re: Live Patch Notes
Post by: Foraven on January 29, 2011, 01:55:51 AM
Yup, sound good. Hope to see something about the AI soon though  ;D.
Title: Re: Live Patch Notes
Post by: Sokari on January 29, 2011, 05:44:23 PM
Maybe a thread where people can vote on what they most want the devs to work on first? Like new shipsets, Improved AI, Stargates, UI changes, better Hanger control and so on? (I personaly can't wait for the new AI and new shipsets!)

(I can't help but think better looking ships may help the game shift a few more units as sadly alot of people are shallow enough to judge a game by it's graphics not on the gameplay :( it's a shame as it'll mean they'll miss out on little gems like this.)
Title: Re: Live Patch Notes
Post by: wundte on January 30, 2011, 03:38:58 AM
I hope the next thing devs are going to work on is graphics!
The game became really playble in the last month, so as i see it it's time to work on how it looks like
Title: Re: Live Patch Notes
Post by: Sokari on January 30, 2011, 04:00:45 AM
I've been hearing whispers of a new shipset on the way but i've been unable to find any pictures or forum posts about it lol. So for now all we can do is wait and hope  ;D
Title: Re: Live Patch Notes
Post by: Superking on January 30, 2011, 04:33:44 AM
http://forums.blind-mind.com/index.php?topic=2755.0

also, flak needs a serious boost (prefferably range)
Title: Re: Live Patch Notes
Post by: darkova on January 30, 2011, 06:46:45 AM
how many subsystems and buildings have a leveling method similar to nano armor and space ports that?
(as in each seperate tech effects a different stat)
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on January 31, 2011, 04:58:57 AM
[Balance] Bussard Ramjet no longer takes up double the apparent size, and has increased thrust output (still much lower than thrusters).

That is very cool. Just wondering, do you think they should offer higher thrust output with increasing scale as well? Just think about it, bigger ramscoops = higher inflow of hydrogen = more thrust?

Then again, bigger ships can already be self-sufficient as it is...
Title: Re: Live Patch Notes
Post by: Steiner on January 31, 2011, 05:02:11 AM
A very much needed change for the poor Bussard!
Title: Re: Live Patch Notes
Post by: Superking on January 31, 2011, 09:55:06 AM
great to see so many issues addressed  :)

bussard scoop also needs love!
Title: Re: Live Patch Notes
Post by: eRe4s3r on January 31, 2011, 10:54:53 AM
I've been hearing whispers of a new shipset on the way but i've been unable to find any pictures or forum posts about it lol. So for now all we can do is wait and hope  ;D

Mysterious that is. ;D

(http://img638.imageshack.us/img638/3663/previewapu.th.jpg) (http://img638.imageshack.us/i/previewapu.jpg/)


And now the Disclaimer
1) Its not in-game graphics is a preview rendering
2) jpg really killed the 45° angles so it doesn't look that pixelated in real
3) Specular effects too strong ;p
4) colonizer has tiny figures in those glow "windows" ;p which you can't see from this distance

Besides that, it's a preview of the new shipset... and yes, this time its 100% my doings. So now if you don't like it, you can blame me for real. ;p
Title: Re: Live Patch Notes
Post by: maxi on January 31, 2011, 10:57:54 AM
Mysterious that is. ;D

(http://img638.imageshack.us/img638/3663/previewapu.th.jpg) (http://img638.imageshack.us/i/previewapu.jpg/)

Wow! Looks great. Even with disclaimer.
Title: Re: Live Patch Notes
Post by: mecharm on January 31, 2011, 11:15:13 AM
Woah...

*mind blown away
Title: Re: Live Patch Notes
Post by: Deadeas on January 31, 2011, 11:18:21 AM
Oh, dear lord, yes.
Title: Re: Live Patch Notes
Post by: Steiner on January 31, 2011, 11:36:50 AM
Yeah, that looks great indeed. After that, only 18 more shipsets to go and I'm happy.  ;D
Title: Re: Live Patch Notes
Post by: eRe4s3r on January 31, 2011, 11:46:03 AM
It's still *a week away from being done though ;)

*apr.
Title: Re: Live Patch Notes
Post by: Bartje on January 31, 2011, 03:21:38 PM
What does directional damage mean? Do I have to watch where I place my components on a left - right axis as well as forward - backward???
Title: Re: Live Patch Notes
Post by: Thy Reaper on January 31, 2011, 03:22:29 PM
Yep. Before, it chose a random axis to attack from. Now I pick a proper direction based on where the attacker is.
Title: Re: Live Patch Notes
Post by: lordfly on January 31, 2011, 09:31:15 PM
It's still *a week away from being done though ;)

*apr.

Anything you could do to make the ships more visible? It's hard finding nearly-black ships on a black background as they fly about...
Title: Re: Live Patch Notes
Post by: Sokari on January 31, 2011, 09:34:20 PM
Mysterious that is. ;D

(http://img638.imageshack.us/img638/3663/previewapu.th.jpg) (http://img638.imageshack.us/i/previewapu.jpg/)

You've made me very happy xD. No offence to who ever did the first shipset but I'll be very happy to see them gone. one of the issues I've had with trying to get my friends to buy the game and play a few multiplayer games with me has been the fact they disliked the graphics. I must say, this is a BIG step to fixing that problem xD

just wondering what the average poly count is? it looks nice and low xD
Title: Re: Live Patch Notes
Post by: Thy Reaper on January 31, 2011, 10:36:55 PM
The Terrakin shipset will still be in the game. We don't have enough ships to warrant removing any at this time.
Title: Re: Live Patch Notes
Post by: Sokari on January 31, 2011, 10:56:19 PM
fair enough :) it's still nice to see some new ships!

<slightly unrelated>
will we be able to override the default ship model useage when designing ships at any point?
Title: Re: Live Patch Notes
Post by: eRe4s3r on February 01, 2011, 12:31:47 AM
Anything you could do to make the ships more visible?

I can't disable the laws of physics i am afraid , that would be a engine issue or shader work, not textures or models. ;P The new shipset has adequate glow though. I am also not sure it'd be possible without using HDR and Tone Mapping. A shader function needs to handle local brightness and dynamically adapt when you go far outside the suns light radius with ships and thats advanced shader stuff.

As for Polycounts, well they are within the limits.
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 01, 2011, 02:29:49 AM
I believe I fixed movement prediction again. For the last time. It's perfect, I swear!

For anyone interested in what exactly was wrong: My large quartic equation was taking into account the acceleration of the ship that was moving to a target, but the acceleration had to be squared to work correctly. Oops.

Better news is I accidentally discovered a cubic that works just as well so far, so movement prediction may have just gotten faster and better at the same time. If this works, I even have room for another variable...
Title: Re: Live Patch Notes
Post by: maxi on February 01, 2011, 02:41:43 AM
I believe I fixed movement prediction again. For the last time. It's perfect, I swear!

For anyone interested in what exactly was wrong: My large quartic equation was taking into account the acceleration of the ship that was moving to a target, but the acceleration had to be squared to work correctly. Oops.

Better news is I accidentally discovered a cubic that works just as well so far, so movement prediction may have just gotten faster and better at the same time. If this works, I even have room for another variable...
It is a very good news. With each patch Star Ruler becomes better and better.
Title: Re: Live Patch Notes
Post by: Superking on February 01, 2011, 02:43:38 AM
there is nothing wrong with the terrakin ship designs...
Title: Re: Live Patch Notes
Post by: Haekel on February 01, 2011, 02:46:18 AM

[Changed] Links in the in-game IRC window can now be clicked.
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.

Yay! x2
Title: Re: Live Patch Notes
Post by: Superking on February 01, 2011, 03:07:13 AM
can we has a new racial attribute?  http://forums.blind-mind.com/index.php?topic=2679.msg19697#msg19697 [/plug]


also, if this is released before the new AI is added, there is a new version of the aggressor in the modding forum ;)
Title: Re: Live Patch Notes
Post by: Bartje on February 01, 2011, 08:09:49 AM
I believe I fixed movement prediction again. For the last time. It's perfect, I swear!

For anyone interested in what exactly was wrong: My large quartic equation was taking into account the acceleration of the ship that was moving to a target, but the acceleration had to be squared to work correctly. Oops.

Better news is I accidentally discovered a cubic that works just as well so far, so movement prediction may have just gotten faster and better at the same time. If this works, I even have room for another variable...

OOoooh, Hints! What variable do you have in mind mighty Reaper of the inneficient code blocks?


***Drum Roll****
Title: Re: Live Patch Notes
Post by: echo66 on February 01, 2011, 10:29:03 AM
[Changed] Diplomacy cannot be conducted with empires before meeting one of their ships or planets. Can be disabled by toggling "Start in Full Contact" from the new game menu.

So...the empires that we haven't contacted, don't show up in the empire list, right?
Title: Re: Live Patch Notes
Post by: GGLucas on February 01, 2011, 10:38:09 AM
Quote
So...the empires that we haven't contacted, don't show up in the empire list, right?

Correct.
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 01, 2011, 11:04:54 AM
Correct.

Great work! I think that is a remarkable achievement, especially considering that it wasn't clear if it could be done (until a while ago, I presume).

The new shipset pics also look very promising. The most interesting part about that - I'm sure most will agree - will be the bigger warships, though. ;D
Title: Re: Live Patch Notes
Post by: Foraven on February 01, 2011, 11:42:27 AM
Yep, this patch looks quite promising.
Title: Re: Live Patch Notes
Post by: maxi on February 01, 2011, 12:11:09 PM
Yep, this patch looks quite promising.
As each one.
Title: Re: Live Patch Notes
Post by: GGLucas on February 01, 2011, 12:22:58 PM
The new layout mode for the subsystem damage window shows you exactly which systems have taken damage. (http://data.glacicle.org/starruler/so-long.png)
Title: Re: Live Patch Notes
Post by: mecharm on February 01, 2011, 12:28:00 PM
That is both glorious and gorgeous at the same time...
Title: Re: Live Patch Notes
Post by: Orkel on February 01, 2011, 12:33:53 PM
Now all we need is Reaper's new AI :3
Title: Re: Live Patch Notes
Post by: Foraven on February 01, 2011, 12:54:22 PM
The new layout mode for the subsystem damage window shows you exactly which systems have taken damage. (http://data.glacicle.org/starruler/so-long.png)

That will be much more useful... That way it may show us if we made a design that is flawed when it comes to soaking damage.
Title: Re: Live Patch Notes
Post by: Superking on February 01, 2011, 03:34:55 PM
that looks great, does mousing over components show individual HP?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 01, 2011, 03:53:25 PM
Yes.
Title: Re: Live Patch Notes
Post by: sethfc on February 01, 2011, 05:12:47 PM
You guys continue to scale your awesomeness...

Much like in the game the different between tech 1 and tech 20...Your patches become exponintially greater.
Title: Re: Live Patch Notes
Post by: Superking on February 01, 2011, 05:50:53 PM
Quote
[Balance] Bulkheads on armor now provide a third less bonus hitpoints than on regular systems.

<3
Title: Re: Live Patch Notes
Post by: mop on February 01, 2011, 07:10:10 PM
Mysterious that is. ;D

(http://img638.imageshack.us/img638/3663/previewapu.th.jpg) (http://img638.imageshack.us/i/previewapu.jpg/)


And now the Disclaimer
1) Its not in-game graphics is a preview rendering
2) jpg really killed the 45° angles so it doesn't look that pixelated in real
3) Specular effects too strong ;p
4) colonizer has tiny figures in those glow "windows" ;p which you can't see from this distance

Besides that, it's a preview of the new shipset... and yes, this time its 100% my doings. So now if you don't like it, you can blame me for real. ;p


i was just wondering, i am not a graphics person but how good would it look compared to the current rendering if you were to put it in the game......mainly because the current ship set is kinda blury and the not that sharp? whats the poly difference in game and render?
Title: Re: Live Patch Notes
Post by: eRe4s3r on February 02, 2011, 07:30:26 AM
Well it would look depending on what you set your gpu settings (AF and AA) to but some features like GI (HDR based light distribution) and AO (ambient occlusion) would be missing as well as shadows.

Texture sharpness is depending on many factors though - if you zoom in screen filling on a ship its gonna get blurry no matter what.

No poly difference between rendering and realtime engines though ;) If you enable all the image quality settings in your nvidia or ati control panel SR looks already pretty nice anyway. (I play on 16xAF and 8xQ and think thats an acceptable graphical quality ;p)
Title: Re: Live Patch Notes
Post by: Superking on February 03, 2011, 07:53:56 AM
you know what SR really needs?

an Import Dock

just think how much more viable it would make carriers  8)
Title: Re: Live Patch Notes
Post by: GGLucas on February 03, 2011, 08:39:29 AM
Import docks are inherently unbalanced, regardless of how inefficient you make them.

Import rate is currently limited by planetary slots, which are scarce. Ships, however, are not scarce and follow an exponential growth pattern.

Allowing import on ships, no matter how small a rate, would turn the bank transfer rate from scarce to exponential, which disrupts balancing.
Title: Re: Live Patch Notes
Post by: Superking on February 03, 2011, 09:22:57 AM
oh yeah  :(

Quote
[Changed] Changed how fighter hull dodging works to make it easier for fighters to hit each other, and so a fast moving attacker doesn't suffer from its own speed.

win! although this puts the ball even further into court of bomber spam
Title: Re: Live Patch Notes
Post by: GGLucas on February 03, 2011, 09:26:43 AM
Sub Systems to convert metal to electronics and advanced parts on a ship have existed for a while now, not sure what you mean.
Title: Re: Live Patch Notes
Post by: Superking on February 03, 2011, 09:36:29 AM
Sub Systems to convert metal to electronics and advanced parts on a ship have existed for a while now, not sure what you mean.

oh, sorry, im tripping  ;D

btw, is the bussard scoop getting buffed? iirc that thing is still terribad
Title: Re: Live Patch Notes
Post by: Foraven on February 03, 2011, 10:14:34 AM
oh yeah  :(

win! although this puts the ball even further into court of bomber spam

They also fixed the flaks so it even out.
Title: Re: Live Patch Notes
Post by: Journier on February 03, 2011, 10:28:53 AM
(http://img638.imageshack.us/img638/3663/previewapu.th.jpg) (http://img638.imageshack.us/i/previewapu.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
I found another one of Erasers ship designs in jpg.
They call it the Destroyer of plaque. No idea why.

(http://www.toothbrushes.us/electric-toothbrush-424.jpg)
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 03, 2011, 10:31:55 AM
oh yeah  :(

win! although this puts the ball even further into court of bomber spam

Actually, fighters are now able to kill bombers quite easily (but not much else) and bombers are generally unaffected.
Title: Re: Live Patch Notes
Post by: Journier on February 03, 2011, 10:32:32 AM
Actually, fighters are now able to kill bombers quite easily (but not much else) and bombers are generally unaffected.

very true.
Title: Re: Live Patch Notes
Post by: eRe4s3r on February 03, 2011, 12:57:42 PM
(http://img638.imageshack.us/img638/3663/previewapu.th.jpg) (http://img638.imageshack.us/i/previewapu.jpg/)

Uploaded with ImageShack.us (http://imageshack.us)
I found another one of Erasers ship designs in jpg.
They call it the Destroyer of plaque. No idea why.

(http://www.toothbrushes.us/electric-toothbrush-424.jpg)

;D

True geeks only brush teeth with a Sonic Screwdriver!
Title: Re: Live Patch Notes
Post by: echo66 on February 03, 2011, 06:33:05 PM
Firgof, are you using a Software Transactional Memory framework?
Title: Re: Live Patch Notes
Post by: Superking on February 03, 2011, 06:49:37 PM
sheild bomb could probably do with a range boost also (25ish range?)
Title: Re: Live Patch Notes
Post by: Firgof on February 03, 2011, 07:01:27 PM
I'm not the programmer, though I play one on the IRC.

As for whether we use STM: No, SR is lock-based.  We've done something like STM, but it turned out to have too much overhead for realtime application.

What would SR benefit from implementing STM?
Title: Re: Live Patch Notes
Post by: echo66 on February 03, 2011, 07:26:02 PM
I'm not the programmer, though I play one on the IRC.

As for whether we use STM: No, SR is lock-based.  We've done something like STM, but it turned out to have too much overhead for realtime application.

What would SR benefit from implementing STM?

I proposed this because, after speaking to a friend of mine, he suggested that solution to manage the shared data structures access (example: that diplomacy issue we spoke of). Another suggestion was to use a tree instead of a table. That way, you can make branch locks...but, after reading what he said, i question myself: why can't we lock just a certain table entry, instead of the whole table? That way, the other concurrent accesses, to the table, can be made without locking the entire table.  :(
Title: Re: Live Patch Notes
Post by: Firgof on February 03, 2011, 07:38:21 PM
Remind me what the diplomacy problem was?
Title: Re: Live Patch Notes
Post by: echo66 on February 03, 2011, 07:46:27 PM
Remind me what the diplomacy problem was?

many concurrent accesses to the table containing the list of empires
Title: Re: Live Patch Notes
Post by: Firgof on February 03, 2011, 07:48:26 PM
Could you link me to the context of that?  Was it a post or something?

You're sure you were talking to me?
Title: Re: Live Patch Notes
Post by: echo66 on February 03, 2011, 07:56:49 PM
http://forums.blind-mind.com/index.php?topic=2357.0
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 03, 2011, 08:14:38 PM
Ah, that. Yeah, the current solution actually is transaction related, coincidentally. But the key way we can do it now is that the entire thing was simplified to a bitwise-or on an integer.
Title: Re: Live Patch Notes
Post by: GGLucas on February 03, 2011, 08:28:05 PM
A toast to the joys of mask-abuse. We had to limit the amount of empires in the game to 32 to do it, but whose PC is good enough to be able to play with more than 27 AIs anyway :P
Title: Re: Live Patch Notes
Post by: Journier on February 03, 2011, 08:53:17 PM
A toast to the joys of mask-abuse. We had to limit the amount of empires in the game to 32 to do it, but whose PC is good enough to be able to play with more than 27 AIs anyway :P

considering the AI's dont seem like a huge overhead issue im sure i can.
Title: Re: Live Patch Notes
Post by: Dadekster on February 04, 2011, 04:13:59 PM
Is there a laymans explanation of how you solved the diplomacy/hidden empires until phyical contact issue came about? Last I read it seemed to be a pretty tough nut to crack.

However you did it though....flip'n awesome. That first X just got much more interesting.
Title: Re: Live Patch Notes
Post by: mecharm on February 04, 2011, 04:28:19 PM
Completely unrelated to anything in this thread, so please excuse me, but:

Hey, I've just realized eRe4s3r is eRe4s3r from the AI war forums!

So that makes you enhancing not one, but two of my favorite games! You are awesome...
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 04, 2011, 04:30:45 PM
Is there a laymans explanation of how you solved the diplomacy/hidden empires until phyical contact issue came about? Last I read it seemed to be a pretty tough nut to crack.

However you did it though....flip'n awesome. That first X just got much more interesting.

A while ago, we started having the server state figure out the visibilities per-empire based on a mask per-empire. This allows us to quickly merge different masks for various purposes. We've also used this to avoid the processing costs of defend order and weapon targeting in systems without enemies.
Title: Re: Live Patch Notes
Post by: eRe4s3r on February 04, 2011, 06:13:47 PM
Completely unrelated to anything in this thread, so please excuse me, but:

Hey, I've just realized eRe4s3r is eRe4s3r from the AI war forums!

So that makes you enhancing not one, but two of my favorite games! You are awesome...

That would be me indeed ;D And yes, I am awesome  :D tehehee
Title: Re: Live Patch Notes
Post by: halfabandaid on February 05, 2011, 05:42:33 PM
[Added] Costs of ships, ship systems, and structures are now displayed in their hover boxes.

 8)
Title: Re: Live Patch Notes
Post by: Tkins on February 05, 2011, 09:50:05 PM
Lookin' good guys. Can't wait till my next 2 weeks off to play this!
Title: Re: Live Patch Notes
Post by: Journier on February 06, 2011, 12:16:28 AM
ze game is getting ze better.
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 06, 2011, 04:08:07 AM
[Changed] Docked ships are now repaired by the carrier's repair bays and crew if the carrier is at full health.

That's really cool. How did you do that? I'm just wondering if the repair scripts in Galactic Armory will have to be changed to enable the same feature.
Title: Re: Live Patch Notes
Post by: Foraven on February 06, 2011, 09:21:48 AM
I really look forward for the next patch now  ;D.
Title: Re: Live Patch Notes
Post by: GGLucas on February 06, 2011, 09:28:22 AM
Quote
That's really cool. How did you do that? I'm just wondering if the repair scripts in Galactic Armory will have to be changed to enable the same feature.

It was done in the game engine code that deals with ship repairs, you won't need to change anything in your scripts, just calling repair() on a carrier will have the desired effect.

Note that for performance reasons, it checks one random docked ship and sees if it needs repairs, so if only one out of 100 fighters that are docked is actually damaged, it will repair at roughly 1/100th of the carrier's repair rate.
Title: Re: Live Patch Notes
Post by: Thorvlad on February 06, 2011, 10:02:36 AM
Note that for performance reasons, it checks one random docked ship and sees if it needs repairs, so if only one out of 100 fighters that are docked is actually damaged, it will repair at roughly 1/100th of the carrier's repair rate.

Good to know.  :)
Title: Re: Live Patch Notes
Post by: lostami on February 06, 2011, 10:59:55 AM
All I want is the AI to stop spamming ships and not even using them, it makes my game come to a crawl FPS wise.
Title: Re: Live Patch Notes
Post by: Foraven on February 06, 2011, 11:02:42 AM
All I want is the AI to stop spamming ships and not even using them, it makes my game come to a crawl FPS wise.

That's something i (mostly) fixed with my AI (FRB), and i hope the new stock AI won't run into that kind of issue.
Title: Re: Live Patch Notes
Post by: colonyan on February 06, 2011, 04:21:59 PM
Yoo Hoo !!
More eciting fixes and changes! I'm simply happy for whats going on.

Bang for me is the more fragile economy. Multifront assault will see some light... may be.
And carrier fixing its boarding ships. Sweet.
Title: Re: Live Patch Notes
Post by: RavingManiac on February 07, 2011, 12:23:00 AM
It was done in the game engine code that deals with ship repairs, you won't need to change anything in your scripts, just calling repair() on a carrier will have the desired effect.

Note that for performance reasons, it checks one random docked ship and sees if it needs repairs, so if only one out of 100 fighters that are docked is actually damaged, it will repair at roughly 1/100th of the carrier's repair rate.

A suggestion: instead of checking the health of the docked ships while they are in the ship bay, check the health of each ship as it docks with the carrier. Ships found with less than full health are added to a repair queue.
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 07, 2011, 01:19:14 AM
That would require more processing an memory.
Title: Re: Live Patch Notes
Post by: Steiner on February 07, 2011, 05:20:58 AM
You guys and your random dicing  :P
But sounds like good stuff nevertheless!
Title: Re: Live Patch Notes
Post by: echo66 on February 07, 2011, 09:14:50 AM
That would require more processing an memory.

Why don't you put those objects in a FIFO, after they enter the carrier? After that, it's analysing the first one, then the second and so on....
Title: Re: Live Patch Notes
Post by: Superking on February 07, 2011, 09:58:11 AM
is there an SVN or somthing? considering that over half the aggressor designs use boarding parties, I can envisage a number of designs being broken on patch release
Title: Re: Live Patch Notes
Post by: echo66 on February 07, 2011, 10:49:35 AM
one thing: please, don't make the ships designs' server address to be hardcoded...
Title: Re: Live Patch Notes
Post by: Superking on February 07, 2011, 12:00:47 PM
in case any of them are upto scratch for the base game, shinseitom was kind enough to implement most of the racial attribute suggestion thread:

http://forums.blind-mind.com/index.php?topic=2679.0
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 07, 2011, 12:12:17 PM
Why don't you put those objects in a FIFO, after they enter the carrier? After that, it's analysing the first one, then the second and so on....

A separate list would require more memory.
Title: Re: Live Patch Notes
Post by: Jubeeder on February 07, 2011, 05:29:17 PM
Hmm, couldn't you just have two separate lists of ships for each carrier, one with fully functional ships and one with ships in need of repair? Since no ship would be repeated that shouldn't take all that much more memory, shouldn't it? Or would moving ships from one list to the other all the time be too expensive? This would also allow you to only launch repaired ships in a fight without any extra cost.
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 07, 2011, 06:47:06 PM
It would take a bit more memory, but also complicate any code that has to work with docked ships.
Title: Re: Live Patch Notes
Post by: Superking on February 07, 2011, 06:53:52 PM
new version of aggressor AI ready for next patch, not so much a tweak as a complete overhaul.

http://forums.blind-mind.com/index.php?topic=2425.msg17825#msg17825

Title: Re: Live Patch Notes
Post by: Here be noobs on February 08, 2011, 12:47:09 AM
Sounds great. Not trying to be impatient.. but that sounds like something I just cant wait for!
Title: Re: Live Patch Notes
Post by: Journier on February 09, 2011, 09:50:01 PM
I WANT THIS PATCH NOW, OH MY GOD.
Title: Re: Live Patch Notes
Post by: Superking on February 10, 2011, 04:17:45 AM
I WANT THIS PATCH NOW, OH MY GOD.
Title: Re: Live Patch Notes
Post by: Foraven on February 10, 2011, 11:18:43 AM
[Added] The "makeShip" function now returns the id the constructed ship will eventually

That is something i will find VERY useful.
Title: Re: Live Patch Notes
Post by: Darkside360 on February 10, 2011, 01:23:27 PM
Looking awesome as always guys. Looking forward to this patch greatly.
Title: Re: Live Patch Notes
Post by: maxi on February 10, 2011, 03:25:10 PM
Are localization file will be released few days before patch? Last time it wasn't on the forum. I'm just asking. Oh by the way. So if we clean Star Ruler from unnecessary files, I think sunmap.jpg can be deleted. I checked with Notepad++ and I didn't found any dependency with other parts of the game.
Title: Re: Live Patch Notes
Post by: Jinglebombs on February 11, 2011, 12:17:48 AM
What Journier said.
Title: Re: Live Patch Notes
Post by: lostami on February 11, 2011, 07:45:13 PM
YES! AI fixes.
 ;D as always a sexy update by the blind guys.... how the hell do they read our posts...
Title: Re: Live Patch Notes
Post by: Firgof on February 11, 2011, 08:03:25 PM
With our omnipotence.
Title: Re: Live Patch Notes
Post by: jonuts on February 11, 2011, 09:14:14 PM
Damn. I got staff duty Sunday. So it breaks my heart that this won't be available by then :(
Title: Re: Live Patch Notes
Post by: mecharm on February 13, 2011, 02:59:26 AM
Quote
[Added] Added (most of) a new shipset by eRe4s3r!

Yayifications!

Most of?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 13, 2011, 03:02:16 AM
Two ships are still left to be done.
Title: Re: Live Patch Notes
Post by: maxi on February 13, 2011, 03:02:47 AM
[Changed] Optimized engine flares.
[Added] Added (most of) a new shipset by eRe4s3r!
Is it that shipset, which preview was shown?
When do you plan to release the patch? It looks so good that I would like to install it and see how it works? And another question.
What was wrong with engine flares? For me it looked fine.
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 13, 2011, 03:08:23 AM
Yes, it's the same shipset.
We're aiming for early this week.
Optimization just means increasing performance, and has nothing to do with looks.
Title: Re: Live Patch Notes
Post by: maxi on February 13, 2011, 03:28:21 AM
I see. By phrase "optimizes engine flare" I thought the graphic effect would be improved. Now I see you meant performance optimization.
Title: Re: Live Patch Notes
Post by: Superking on February 13, 2011, 04:42:56 AM
shit looks mega... you guys should *really* update the demo
Title: Re: Live Patch Notes
Post by: mecharm on February 13, 2011, 05:16:52 AM
...We're aiming for early this week...

Damn, then we, non-time travelers, will never see it :(
Title: Re: Live Patch Notes
Post by: eRe4s3r on February 13, 2011, 08:31:02 AM
Two ships are still left to be done.

Mhh i am counting 3 Ships ;) Very Large, Carrier and Huge. As these are quite literally huge i am taking some time to come up with some decent designs (carrier is nearly done but for Vlarge and Huge i am still thinking) want to make sure these big ships and their texture elements look decent as they are big and seen often in late game and close zoom. ;)

Wonder what people think of those already done ships though.  ;D
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 13, 2011, 09:11:06 AM
Wonder what people think of those already done ships though.  ;D

I personally think they're looking great quality-wise. As for the designs themselves, IMHO they could look more... aggressive? Then again, I am impressed that you can actually tell the size/class of the ship by looking at it. Kudos to you. ;D

As for the remaining ship types, I'm psyched for those. The bigger warships are usually the most interesting ones, especially due to the high amount of detail of their models.
Title: Re: Live Patch Notes
Post by: Superking on February 13, 2011, 09:30:02 AM
it would be great if you could change the default number of systems from 150 to somthing more reasonable like 30-40, many new players try 150 and are hopelessly overwelmed with stuff to manage/lagged out by late game ship spam
Title: Re: Live Patch Notes
Post by: maxi on February 13, 2011, 09:35:30 AM
In my opinion these ships looks awesome. However colony ship should have some visible colony modules to make like more "colonish".
Title: Re: Live Patch Notes
Post by: Teleos Rix on February 13, 2011, 04:39:15 PM
it would be great if you could change the default number of systems from 150 to somthing more reasonable like 30-40, many new players try 150 and are hopelessly overwelmed with stuff to manage/lagged out by late game ship spam

Definitely agree with that. I basically found 3 AI and 10-15 systems per AI ensures massive lag on my old Athlon X2 5000+ Processor in the late game. Kind of annoying since I just replaced my 512 MB Radeon HD 2600 XT with a 1 GB Radeon HD 4670 XT which made the game look quite abit better till further into the game when the CPU bottleneck lag occurs, and my CPU is 100% load while GPU stays at around 3%, playing at 2-3 FPS is not really fun lol.

Any tricks to make the AI more CPU efficient?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 13, 2011, 04:55:04 PM
I believe that was mostly due to how they searched for systems for their ships, which has been massively sped up.
Title: Re: Live Patch Notes
Post by: Blind_Rifleman on February 13, 2011, 06:10:03 PM
Quote
[Changed] Planets without enough food will lose no more than 10% of their people per second.

So, the number of deaths per second will decrease in a curve as the population drops. What number is the cutoff point when the planet figures it is close enough to zero to be considered dead?

OR does it go by MAX population, thus giving you ten seconds total?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 13, 2011, 07:40:34 PM
It goes by current population, and planets die off at <1 person. So you'll have quite a long time before you actually lose a world that has absolutely no food.
Title: Re: Live Patch Notes
Post by: Journier on February 13, 2011, 09:55:35 PM
In my opinion these ships looks awesome. However colony ship should have some visible colony modules to make like more "colonish".

i dont know if i want to see a colon flying around space.  :-X
Title: Re: Live Patch Notes
Post by: BSR on February 14, 2011, 12:43:10 AM

Splendid Work BMS.

Please keep up the good work, you are definitely amazing :)


Title: Re: Live Patch Notes
Post by: lordfly on February 14, 2011, 12:54:52 AM
i dont know if i want to see a colon flying around space.  :-X

In space, no one can hear you poop.
Title: Re: Live Patch Notes
Post by: Perosteck on February 14, 2011, 02:25:19 AM
Quote
[Balance] Spamming minimum-size colony ships should no longer be effective, at all.


There goes my landgrab strategy. Then we will just spam medium sized colony ships. We'll only have 90% of the galaxy instead of 95%
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 14, 2011, 02:28:43 AM
You have no idea how wrong you are.
Title: Re: Live Patch Notes
Post by: exelsiar on February 14, 2011, 02:31:30 AM
what exactly when into making the galaxy spamming in-effective?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 14, 2011, 03:09:53 AM
Before, planet capitols had a constant, free resource generation. That rate has been swapped with a (tiny) free spaceport of equivalent throughput, leaving new colonies to rely on the galactic bank for resources. This is especially true of tiny colonies.

Secondly, food was made more of a limiting resource to put a limit on empire-wide population (and therefore production) until the empire gets developed.

So, where before expansion was limited primarily by the rate at which you could build colonizers, it is now more strongly limited by the overall capacity of your economy.
Title: Re: Live Patch Notes
Post by: exelsiar on February 14, 2011, 04:22:31 AM
ahh excellent, ive always hated how i never actually need farms :P
Title: Re: Live Patch Notes
Post by: mecharm on February 14, 2011, 04:36:42 AM
A truly awesome change in my opinion.

This patch will be a beast...
Title: Re: Live Patch Notes
Post by: hatemonger on February 14, 2011, 08:14:54 AM
I wonder how the Indebted trait will work with that. You won't be able to expand at all until metal, electronics, and advanced parts have been paid off?

Ug. This is going to change my entire strategy. But I'm glad you made the change. This should do wonders to slow down the rate of expansion. Civ 5's biggest fault was that it was just a rush to see who could settle the greatest number of cities first. And if Firaxis can screw that up, finding that balance probably a lot harder than we imagine.
Title: Re: Live Patch Notes
Post by: darkova on February 14, 2011, 08:15:51 AM
[Fixed] Some values for spin boxes would cause a crash.

what in the world is a spin box?
Title: Re: Live Patch Notes
Post by: Flex on February 14, 2011, 08:32:03 AM
what in the world is a spin box?
http://www.computerhope.com/jargon/s/spinbox.htm
Title: Re: Live Patch Notes
Post by: Superking on February 14, 2011, 09:57:55 AM
Quote
[Balance] Spamming minimum-size colony ships should no longer be effective, at all.

finally!

it seems like most of the economy changes are going to slow the game down considerably, especially the loss of free resources from galactic capitals
Title: Re: Live Patch Notes
Post by: Thorvlad on February 14, 2011, 11:04:56 AM
finally!

it seems like most of the economy changes are going to slow the game down considerably, especially the loss of free resources from galactic capitals

It's a good thing.  ;)
Title: Re: Live Patch Notes
Post by: ab9rf on February 14, 2011, 11:46:38 AM
Before, planet capitols had a constant, free resource generation. That rate has been swapped with a (tiny) free spaceport of equivalent throughput, leaving new colonies to rely on the galactic bank for resources. This is especially true of tiny colonies.
How does this interact with Currency-Free Society?
Title: Re: Live Patch Notes
Post by: GGLucas on February 14, 2011, 11:53:56 AM
Quote
[Removed] Removed "Currency-free Economy" trait as it does not work with the new economy.

Sorry. We just see no way to make it work. Indebted is another problem that we'll have to look at.
Title: Re: Live Patch Notes
Post by: Flex on February 14, 2011, 11:54:24 AM
How does this interact with Currency-Free Society?
This trait is removed now.
Title: Re: Live Patch Notes
Post by: mop on February 14, 2011, 01:32:03 PM
Live Patch Notes for version 1.0.5.6.
Previous Patch: 1.0.5.2 → 1.0.5.4 (http://forums.blind-mind.com/index.php?topic=2723)

Changes: Not Final
[Removed] Removed "Currency-free Economy" trait as it does not work with the new economy.


Noooooooo!!!!!!!! why must you do this.....LIFE!!!!! as i know it is OVER!!!
will you good Sir. Reaper create a Barter system with GDP of corn!!!
Title: Re: Live Patch Notes
Post by: MoPaZ on February 14, 2011, 01:41:14 PM
Instead of removing the "Currency-free Economy", it would be nice if you have to have some cargo space on colony ships for food storage in the beginning, and then rely on haulers for food supply until production goes up.
Or have a constant, only food, generation in the capitol enough for x number of people ( x = colony start population ), and then again, rely on haulers until production goes up.
It's sad that the trait has to go, it makes the game more interesting and economical.

* Rusty English.
Title: Re: Live Patch Notes
Post by: ab9rf on February 14, 2011, 02:26:32 PM
Aw.  I have never liked spaceports (they function "by magic", after all, and that grates on me) and liked the added challenge of CFE.  Oh well.

Of course, the whole economic model is nonconservative (metal increases without bound over time, due to recycling), which is why it's possible (albeit difficult) to build a ship larger than the galaxy itself.  Of course, realism isn't always a good thing.
Title: Re: Live Patch Notes
Post by: Decimator on February 14, 2011, 03:18:14 PM
Someone actually used currency-free economy?  o_O
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 14, 2011, 03:30:43 PM
Someone actually used currency-free economy?  o_O

Even worse, we troubled ourselves with making it useful and function with the way repairs work for Galactic Armory (they need to draw metal from the galactic bank). It's a shame it had to be taken out, as there is quite a potential for offering an alternative playstyle (construction-world focussed as opposed to shipyard-focussed, etc.).

Anyways, the patch is looking fine so far. Can't wait for release. ;D
Title: Re: Live Patch Notes
Post by: ab9rf on February 14, 2011, 03:57:00 PM
I'm one of those weird people who likes logistics games.  Currency-free made you put a lot more effort into logistics.  I guess I'm weird that way.  Must be my German heritage.
Title: Re: Live Patch Notes
Post by: Decimator on February 14, 2011, 04:43:44 PM
XTRMNTR2K, are mods unable to add racial traits?  I was under the impression they could, in which case you should just add it back in, since the mod actually makes it workable.

ab9rf, you are weird!

I do hope it can be put back in eventually though, once haulers aren't stupid anymore.
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 14, 2011, 05:31:43 PM
XTRMNTR2K, are mods unable to add racial traits?  I was under the impression they could, in which case you should just add it back in, since the mod actually makes it workable.

Of course mods can have their own traits... But we'll have to look at the specifics of the changes brought by the upcoming patch in order to see if it is feasible to adapt the trait and everything affected by it.

The way I understand it, planetary capitals will function more like spaceports instead of providing free income. That means that the galactic bank will not only be important, but necessary to be able to build colonies at all.
I actually like the change, so it is very likely we will adapt this for the mod. But I've already got an idea how to make the trait stay useful and more true to it's description...
Title: Re: Live Patch Notes
Post by: exelsiar on February 14, 2011, 06:40:33 PM
Sorry. We just see no way to make it work. Indebted is another problem that we'll have to look at.

Indepted seems easy enough, use haulers for in system to build up the resources, then branch out with manual hauler control, its not too much effort at such an early stage ^_^
Title: Re: Live Patch Notes
Post by: GGLucas on February 15, 2011, 01:34:15 PM
The automation order customizer lets you change what orders newly created ships are assigned. (http://data.glacicle.org/starruler/newstuffs2.png)
Title: Re: Live Patch Notes
Post by: MoPaZ on February 15, 2011, 01:42:04 PM
GGLucas, that's creepy awsome  :o
I want this patch NOW!  :P
Title: Re: Live Patch Notes
Post by: Jubeeder on February 15, 2011, 01:44:22 PM
The automation order customizer lets you change what orders newly created ships are assigned. (http://data.glacicle.org/starruler/newstuffs2.png)
Too awesome for words!

Does that work for dry docks? Can you set up automated production queues for them? 
Title: Re: Live Patch Notes
Post by: GGLucas on February 15, 2011, 01:45:26 PM
Production queues are not automation orders, so no.

Other than that, yes, dry docks are "ships" as well, so you can give them automation orders.
Title: Re: Live Patch Notes
Post by: Jubeeder on February 15, 2011, 01:46:25 PM
[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
I'm speechless.
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 15, 2011, 01:46:53 PM
[Changed] Revamped the blueprint import window for easier import of multiple designs and to add a delete button for designs in the profile.
[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.

The automation order customizer lets you change what orders newly created ships are assigned. (http://data.glacicle.org/starruler/newstuffs2.png)

I think it's party time.

Any changes to the ETA?

EDIT:

[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.

ZOMG.
Title: Re: Live Patch Notes
Post by: GGLucas on February 15, 2011, 02:01:21 PM
You can set a defend range for ships to move to other systems you can see enemies in. (http://data.glacicle.org/starruler/newstuffs4.png)
Title: Re: Live Patch Notes
Post by: Jubeeder on February 15, 2011, 02:03:39 PM
 
You can set a defend range for ships to move to other systems you can see enemies in. (http://data.glacicle.org/starruler/newstuffs4.png)
:o 8) ;D
Title: Re: Live Patch Notes
Post by: mecharm on February 15, 2011, 02:14:07 PM
Dear God...this patch will implode the universe...
Title: Re: Live Patch Notes
Post by: Perosteck on February 15, 2011, 02:34:26 PM
Short way now to automatic interstellar haulers. Is there a way to fully control cargo ships manually now? Can we switch off the automatic trading and fetching completely?
Title: Re: Live Patch Notes
Post by: Jerkadin on February 15, 2011, 03:28:18 PM
You can set a defend range for ships to move to other systems you can see enemies in. (http://data.glacicle.org/starruler/newstuffs4.png)

Will they use jump drives?
Title: Re: Live Patch Notes
Post by: Firgof on February 15, 2011, 03:35:29 PM
No, but we have an idea of how to get that to work.
Title: Re: Live Patch Notes
Post by: hatemonger on February 15, 2011, 03:38:51 PM
No, but we have an idea of how to get that to work.

You guys rock. Hopefully when you get that working, you'll add it to colony ships and scouts (when you press X), too!
Title: Re: Live Patch Notes
Post by: orzelek on February 15, 2011, 03:58:01 PM
I needed to write this:

This is full of WIN!
Title: Re: Live Patch Notes
Post by: colonyan on February 15, 2011, 04:04:24 PM
I thank BMS for this little dream come true moment.
Title: Re: Live Patch Notes
Post by: Superking on February 15, 2011, 04:16:31 PM
Quote
Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.

awesome
Title: Re: Live Patch Notes
Post by: KaiserTom on February 15, 2011, 04:41:08 PM
Version 1.0.5.6?

I think not.

I believe, that you may finally have achieved version 1.1.

When this game goes to retail, its going to be so much win.
Title: Re: Live Patch Notes
Post by: Foraven on February 15, 2011, 04:45:41 PM
Yes, that patch will be AWESOME. Damn, i want that patch out now!  ;D
Title: Re: Live Patch Notes
Post by: Jerkadin on February 15, 2011, 05:32:36 PM
No, but we have an idea of how to get that to work.

Thanks for being awesome.
Title: Re: Live Patch Notes
Post by: AD on February 15, 2011, 06:14:48 PM
So looking forward to this patch.

You can set a defend range for ships to move to other systems you can see enemies in. (http://data.glacicle.org/starruler/newstuffs4.png)

40AU from ship's location at time of setting this, or 40AU from ship's location (leading to wandering fleets)?  Do they return to their 'home' location once threats are cleared?

A nice future feature here would be a checklist of systems, or simply a 'My systems only' check box for that range.   Reasoning:  Maybe I've got a neutral system in the range under attack by my enemy. Politically, it serves me to allow it to fall so I can reconquer it from my enemy, rather than spark another war.
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 15, 2011, 06:15:28 PM
They return to their 'home' system about 1 minute after a threat is cleared.
Title: Re: Live Patch Notes
Post by: Foraven on February 15, 2011, 07:12:02 PM
They return to their 'home' system about 1 minute after a threat is cleared.

I guess all this was spawned by the new code being made for the AI. That also means the AI will have the same kind of tools at it's disposal...
Title: Re: Live Patch Notes
Post by: halfabandaid on February 15, 2011, 08:23:00 PM
The automation order customizer lets you change what orders newly created ships are assigned. (http://data.glacicle.org/starruler/newstuffs2.png)

I want to have your children....
Title: Re: Live Patch Notes
Post by: RavingManiac on February 16, 2011, 01:51:22 AM
[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.

Will this work for multiple types of strikecraft, say, if you wanted to fill half the shipbay with dedicated bombers, and the other half with fighters?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 16, 2011, 02:17:43 AM
No, it only understands one design at a time.
Title: Re: Live Patch Notes
Post by: XTRMNTR2K on February 16, 2011, 02:57:09 AM
No, it only understands one design at a time.

Well, that's not a big deal IMO. Having to create and manage different types of carriers for different kinds of strikecraft - i.e. fighters, bombers, gunships - is a very small price to pay for such a great feature. ;D

Regarding the Defend Range - will we be able to see the radius or which systems are included in the current AU range setting?
Title: Re: Live Patch Notes
Post by: Deantwo on February 16, 2011, 06:59:24 AM
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
The automation order customizer lets you change what orders newly created ships are assigned. (http://data.glacicle.org/starruler/newstuffs2.png)

ok from what i understand here... i'll be able to make ships/stations only fetch what i tell it to? and only deposit what i tell it to?

so i can finally make a station that only fetch/grab ORE from the planet it's orbitting, make it into metal and then deposit the metal to the planet... ? sure you want me to do it?
i love the idea of this (and was sad when i found out i couldn't a few patches back) but it could be game breaking?

a planet would run out of ORE so a station would become useless at one point... and i know that Metal Mining Complexes still mine a little metal even if the planet is out of ORE... so Metal Mining Complexes aren't useless (but close to it)... but what about the other factories? useless now?
Title: Re: Live Patch Notes
Post by: halfabandaid on February 16, 2011, 10:43:11 AM
Not really, because by the time you get the game far enough along in order to get the parts, your structures I believe will be doing exponentially better, unless you scale the station to a huge size, which is a large waste of resources.
Title: Re: Live Patch Notes
Post by: Jubeeder on February 16, 2011, 11:45:32 AM
The effectiveness of the metal refinery subsystem also scales with technology, so the size of a metal refinery needed to achieve equal output to a metal mine is constant at 160, thus a scale 20 station with two size 4 refineries will do. Initially such a station would be much more costly than a metal mine (but at least doesn't cost any building space), around tech level 20 the station becomes cheaper. That's around the time when you run out of ore (depends on settings and play style) so it looks like there is no point when metal mines are dominated across the board.
Title: Re: Live Patch Notes
Post by: Deantwo on February 16, 2011, 12:05:20 PM
well... the point is mostly at the planet slots... as when i first thinked about making a Metal Refinery station was when i started looking at how to get the metal from my research worlds ^^; jest setting a small station around each non-mining world would be totally worth it if you ask me
Title: Re: Live Patch Notes
Post by: Newonemax on February 16, 2011, 02:11:31 PM
[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.

Could there be an option for ships to autotarget and intercept visiable targets in interstellar space? Some ships move too fast to effectively stop if they only start getting engaged 2 AUs from their target.
Title: Re: Live Patch Notes
Post by: mop on February 16, 2011, 02:18:26 PM
[Added] Ship defend range: can be set between current system only (default), local area (x AU) and entire galaxy. Ships will move to other systems you can see enemies in within their defend range.

Will there be a way to make this auto defend ships warp on there own? Because i  see a big problem with this....if your ship range is high and your ship is set to attack enemy in the next system over and you also have defending ships in the next system over; your ship may get half way and the enemy may be destroyed. This would be kind of pointless to have a ship stuck in between 2 systems even though the enemy is destroyer....i am not sure how you guys have planned to set this up so this problem may be irrelevant.
Title: Re: Live Patch Notes
Post by: GGLucas on February 16, 2011, 02:19:51 PM
Quote
it would be kind of pointless to have a ship stuck between 2 systems even though the enemy is destroyer..

Ships that are less than halfway to the target system will turn around if it is no longer contested while they're moving there.
Title: Re: Live Patch Notes
Post by: mop on February 16, 2011, 02:26:55 PM
Ships that are less than halfway to the target system will turn around if it is no longer contested while they're moving there.
i am guessing that there is an option to turn off ships from auto defending? so only some ships would be effected not all?

Also would it be possible to script in to make ships jump or will it be a time consuming process? wheather its you guys doing it or for a mod
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 16, 2011, 02:32:03 PM
i am guessing that there is an option to turn off ships from auto defending? so only some ships would be effected not all?

Also would it be possible to script in to make ships jump or will it be a time consuming process? wheather its you guys doing it or for a mod

Yep, you have to choose to enable auto-defend in the first place, and you can of course turn it off.

I have a solution for making the jump drives work here (and in other places), but it won't be in this patch.
Title: Re: Live Patch Notes
Post by: mop on February 16, 2011, 02:33:38 PM
Yep, you have to choose to enable auto-defend in the first place, and you can of course turn it off.

I have a solution for making the jump drives work here (and in other places), but it won't be in this patch.

as usual  :-* :-*
Title: Re: Live Patch Notes
Post by: RazorTS on February 16, 2011, 02:55:48 PM
wow Dev's you are amazing cant wait for next changelog
Title: Re: Live Patch Notes
Post by: Newonemax on February 16, 2011, 05:00:03 PM
I love it that they nerfed colony ship spamming! Now maybe MP games will be about good economy management and battle tactics as opposed to who grabbed the most planets.

All the new blueprint options and automation features make it even better.

Epic patch is epic.
Title: Re: Live Patch Notes
Post by: Rosseau on February 16, 2011, 05:16:04 PM
The proposed solution to "planet grabbing" is an important one. On a certain other 4x game forum they are looking for solutions to the same problem. Looks like SR might have got there first.
Title: Re: Live Patch Notes
Post by: Orkel on February 16, 2011, 05:19:22 PM
The proposed solution to "planet grabbing" is an important one. On a certain other 4x game forum they are looking for solutions to the same problem. Looks like SR might have got there first.

I have no idea which game you're talking about, but I don't think SR's fix will work on it. I don't know of any other game which uses the spaceport/GB system.
Title: Re: Live Patch Notes
Post by: Decimator on February 16, 2011, 05:37:45 PM
He's most likely talking about Civilization's city spam.
Title: Re: Live Patch Notes
Post by: Foraven on February 16, 2011, 05:47:06 PM
I have no idea which game you're talking about, but I don't think SR's fix will work on it. I don't know of any other game which uses the spaceport/GB system.

Sword of the stars does have a bank system; basically all new colonies cost money from the bank until they are developed enough to support themselves (the farther away from habitable range, the more they cost). That does make it difficult to expand too much, too early.

SR don't have to t-form planets yet, but if we had to and the resources to do so would be drained from the bank, that would make certain planets less desirable until you have the economy to deal with them.
Title: Re: Live Patch Notes
Post by: Journier on February 16, 2011, 06:05:40 PM
no strategy game with the ability to expand can really deal with exponential growth unless theres a hard cap to what you are allowed to control (which i hate even more).

exponential growth happens, meh.
Title: Re: Live Patch Notes
Post by: Darkside360 on February 16, 2011, 07:58:31 PM
ZOMG I WANT IT NAO!!!!!!!!!!

 :D

Seriously this looks amazing, and I am having a hard time not checking this site 10 times a day.
Title: Re: Live Patch Notes
Post by: Decimator on February 16, 2011, 08:22:36 PM
no strategy game with the ability to expand can really deal with exponential growth unless theres a hard cap to what you are allowed to control (which i hate even more).

exponential growth happens, meh.

The various games for spring handle exponential growth well.  The trick seems to be making the bigger stuff better than the smaller stuff, so the small stuff doesn't get spammed.
Title: Re: Live Patch Notes
Post by: Foraven on February 16, 2011, 09:17:29 PM
The various games for spring handle exponential growth well.  The trick seems to be making the bigger stuff better than the smaller stuff, so the small stuff doesn't get spammed.

But not too good or else we just make large ones. It's the right balance that is hard to strike.
Title: Re: Live Patch Notes
Post by: andy_t_roo on February 17, 2011, 12:34:43 AM
i'd rather have 2 size 1k's than 1 size 2k, assuming they are not very common, as you can defend/attack 1 system with 1 ship, but 2 ships can out-flank larger ships, and attack multiple places

with the recent upgrades to flack, very small craft will be 1-hit, but above a certain size, armour can protect against flack -- eg size 100 powered armour is basically immune to flack from a size 1k, but size 10 craft die quickly, size .6 flighters get 1-hit on mass.

The problem is a ship cant defend against everything -- flack is good against smaller things, torps against larger things (but you run out of ammo), rails are good against things your size, you need internal defences (or crew) to prevent boarding, and lots of spare control to prevent being taken out that way. finally you need a large cap to prevent vamp effects killing you.
On a different tack also need shields to protect against armor pen, armor to protect against anti-shield weapons, reactive armor to protect against large hits, powered to protect against small.
finally to cap off this you need a rep and shield charger for when you do take damage, a large fuel store or scoop, engines, ammo, and control systems.

assign each to a size 2 module and you have about 30 space needed for a "perfect" ship. even then a specialised ship will kill it quite quickly as its defence-cost and damage-cost ratio is to low for any specific attack. (ie, 3 rail guns compared to a railgun, flack, and torp)

The only problem with little ships at the moment is that flack doesn't hit them, and they can't hit each other, so you simply can't defend against them in any way.

with the changes, large ships can aoe them down, and fighters will quickly knock each other out of the sky -- 2 viable defences.

(ps. wtb patch release ....)
Title: Re: Live Patch Notes
Post by: mop on February 17, 2011, 01:16:19 AM
Yep, you have to choose to enable auto-defend in the first place, and you can of course turn it off.

I have a solution for making the jump drives work here (and in other places), but it won't be in this patch.

would some kind of warp gate structure be possible added to this as well, seeing as how it would only be natural....
Title: Re: Live Patch Notes
Post by: Deantwo on February 17, 2011, 09:29:28 AM
after playing around with my little drone idea... i found out that having ships docked that don't have that much fuel... really shouldn't undock before the enemy is with-in range...

i mean... you have a carrier filled with fighters that have fuel for one minute... an enemy ship enters the other side the system... your carrier quickly send out it's fighters... even if the enemy is so far away that they'll never get there...

so a way to tell the carriers when to undock the fighters would be a help... like... when the enemy is with-in 1AU... or something  :-\
Title: Re: Live Patch Notes
Post by: hatemonger on February 17, 2011, 09:39:50 AM
after playing around with my little drone idea... i found out that having ships docked that don't have that much fuel... really shouldn't undock before the enemy is with-in range...

i mean... you have a carrier filled with fighters that have fuel for one minute... an enemy ship enters the other side the system... your carrier quickly send out it's fighters... even if the enemy is so far away that they'll never get there...

so a way to tell the carriers when to undock the fighters would be a help... like... when the enemy is with-in 1AU... or something  :-\

I think the solution is to make fighters that have enough fuel for 5-10 minutes.
Title: Re: Live Patch Notes
Post by: vtecem on February 17, 2011, 09:42:15 AM
Please release this soon!

I am wearing out my F5!!
Title: Re: Live Patch Notes
Post by: Deantwo on February 17, 2011, 10:10:53 AM
I think the solution is to make fighters that have enough fuel for 5-10 minutes.
what if you tell your carrier to attack a ship in another system? pretty sure it'll laugh it's fighters right away and send them there... rather then flying to the system first...
Title: Re: Live Patch Notes
Post by: hatemonger on February 17, 2011, 10:28:26 AM
what if you tell your carrier to attack a ship in another system? pretty sure it'll laugh it's fighters right away and send them there... rather then flying to the system first...

Hm... Don't know. You might be stuck with "Move" or "Move to System" for now.
Title: Re: Live Patch Notes
Post by: Deantwo on February 17, 2011, 10:46:47 AM
Hm... Don't know. You might be stuck with "Move" or "Move to System" for now.
well... just saying... a AI command in the Blueprint window to tell it to only laugh when something is with-in that range... and then dock when there's nothing left to attack in that same range again... would be nice  :'(
Title: Re: Live Patch Notes
Post by: Journier on February 17, 2011, 12:13:50 PM
The various games for spring handle exponential growth well.  The trick seems to be making the bigger stuff better than the smaller stuff, so the small stuff doesn't get spammed.

wut, spring has exponential growth as well.

Now 1944 spring mod doesnt .... really... but if you had a large enough map youd be able to make more infantry to spam to grab more flag points. Spring has nothing large enough to show the exponential growth possibilities barely. Fusion reactor/ metal makers, once you have one you can make 2, etc etc etc. As long as you are able to boom your economy thats what people do.

The only thing that stops exponential growth is having to use resources to fight/defend. Which due to small maps generally in spring, makes the exponential growth not happen much.

-------

In my 1v1's with Reaper in Star Ruler, this is shown clearly, by 40 minutes into a game and fighting each other since 10-15 minutes in, we will barely have 6 systems. You have to strike a balance between fighting forces and booming your economy (development and expansion of colonies).

In my games with AI its all about booming your economy and exponential growth of that economy, due to the AI being stupid and attacking far too late or attacking the wrong systems.

Play more multiplayer games and its not an issue, on small maps as long as both players play as they should, Aggressively.

 On larger maps the travel time of ships is so slow that you run into it again sadly since your enemy is so far away by the time his ships reach you they are horribly outdated. Until you both have fully developed colony systems near each others border then it is back to aggressiveness.
Title: Re: Live Patch Notes
Post by: Decimator on February 17, 2011, 12:28:20 PM
That's what I said; most Spring RTS games have exponential growth due to metalmakers.  The economy has no upper limit, either.  In those same games, the more expensive higher technology units easily beat cheaper units on a per-cost basis.
Title: Re: Live Patch Notes
Post by: Blind_Rifleman on February 17, 2011, 06:04:50 PM
Quote
[Added] Automation orders given to new ships can be edited on a per-blueprint basis in the blueprints window.
Quote
http://data.glacicle.org/starruler/newstuffs2.png

The prayers of both of these threads have been answered!

http://forums.blind-mind.com/index.php?topic=1993.0
http://forums.blind-mind.com/index.php?topic=2493.0

Does the order that the commands are added to the list indicate the commands priority over the others, or is that still hard coded?
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 17, 2011, 06:06:28 PM
It's according to the order you specify (higher is more important).
Title: Re: Live Patch Notes
Post by: Blind_Rifleman on February 17, 2011, 06:20:54 PM
I am overjoyed. That is PERFECT.
Title: Re: Live Patch Notes
Post by: DavidwMiller on February 17, 2011, 09:41:48 PM


[Added] A default strike craft blueprint can be assigned for carriers in the blueprints window.
[Added] Option in the blueprints window to build carriers filled with a full strike craft complement.
[Added] Option in the blueprints window to let carriers automatically order nearby planets to build new strike craft if they lose any.

Just to clarify, are the options for this open to all blueprints in the sense that my "carrier" could instead be a large station? And the default "strike craft" could be whatever I like, such as some sort of battleship?

I hope so, as this functionality could be useful for system defense far beyond mere carriers. Having a military base that could replenish it's complement of warships automatically would be excellent.
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 17, 2011, 10:12:34 PM
Yes, it's independent of the design (other than needing a ship bay).
Title: Re: Live Patch Notes
Post by: hatemonger on February 17, 2011, 10:21:41 PM
Yes, it's independent of the design (other than needing a ship bay).

Is it safe to assume that old (low tech) designs will only be replaced by new ones when the old units are destroyed? Perhaps a future patch will allow ships with construction bays to update their fighter compliment as blueprints become outdated.
Title: Re: Live Patch Notes
Post by: exelsiar on February 18, 2011, 02:26:40 AM
i'd imagine that if the name stays the same it'd just summon the new design when some are lost. maybe we'd have to launch them then force attack them to get new ones?
Title: Re: Live Patch Notes
Post by: MoPaZ on February 18, 2011, 07:10:24 AM
Are the patch releasing before weekend? Thus it would be the best weekend ever!  ;D
Title: Re: Live Patch Notes
Post by: mecharm on February 18, 2011, 08:36:18 AM
Are the patch releasing before weekend? Thus it would be the best weekend ever!  ;D

+1
Title: Re: Live Patch Notes
Post by: eRe4s3r on February 18, 2011, 09:04:47 AM
Don't rush ;) Only thing coming from rushing is that at the end when the patch is out theres 1 game stopping bug that happens after 66 seconds of game time over some such. And nobody wants that, right? So patience ;)

Given the size of this patch and the many new commands it needs lots of "do overs" before its perfect. And thats at the end of days something that profits us all ;P
Title: Re: Live Patch Notes
Post by: mecharm on February 18, 2011, 09:11:28 AM
Don't rush ;) Only thing coming from rushing is that at the end when the patch is out theres 1 game stopping bug that happens after 66 seconds of game time over some such. And nobody wants that, right? So patience ;)

Given the size of this patch and the many new commands it needs lots of "do overs" before its perfect. And thats at the end of days something that profits us all ;P

But those 66 seconds are so sweet, special and mesmerizing.../me sighs heavily
Title: Re: Live Patch Notes
Post by: Here be noobs on February 18, 2011, 09:48:50 AM
Don't rush ;) Only thing coming from rushing is that at the end when the patch is out theres 1 game stopping bug that happens after 66 seconds of game time over some such. And nobody wants that, right? So patience ;)

Given the size of this patch and the many new commands it needs lots of "do overs" before its perfect. And thats at the end of days something that profits us all ;P

Every time I look at the list. It grown just a little bit bigger. Probably with every new addition means more testing on the old as well to make sure something is not broken. Because of every new addition an old addition might not be compatible.

Meh.. domino effect at its best if something bugged out.
Title: Re: Live Patch Notes
Post by: Foraven on February 18, 2011, 11:09:40 AM
Every time I look at the list. It grown just a little bit bigger. Probably with every new addition means more testing on the old as well to make sure something is not broken. Because of every new addition an old addition might not be compatible.

Meh.. domino effect at its best if something bugged out.

As a modder i know real well how it is. Adding just one new feature can have a lot of unforseen consequences, increasing the time it takes to make it work and root all the bugs that came with it. The last few patches have been more ambitious than before so it takes more time to finish them.
Title: Re: Live Patch Notes
Post by: KaiserTom on February 18, 2011, 01:57:32 PM
I... I think you guys need to stop adding stuff. You are going to pop your brain with all this programming and then it won't be updated anymore.

But seriously still good work, though you should probably take a little break afterwards if the code doesn't bug out, you deserve it
Title: Re: Live Patch Notes
Post by: Thy Reaper on February 18, 2011, 05:49:39 PM
The new partial shipset won't be in this patch as we encountered technical issues with the textures.
Title: Re: Live Patch Notes
Post by: Journier on February 18, 2011, 08:39:28 PM
The new partial shipset won't be in this patch as we encountered technical issues with the textures.

OH MY GOD NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO.
Title: Re: Live Patch Notes
Post by: halfabandaid on February 18, 2011, 09:26:33 PM
OOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Title: Re: Live Patch Notes
Post by: colonyan on February 18, 2011, 09:28:46 PM
Leave the fun for later. Think positive.  ::)

EDIT: Holy cow. Holy cow. Holy cow. Its out, ITS OUT.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Darkside360 on February 18, 2011, 09:53:29 PM
Oh neat its out!

GAMING MODE COMMENCE!
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Amphealy on February 18, 2011, 10:53:53 PM
An error is popping up for me when saving the game. both auto and manual saves. "Invalid common string reference" to be precise. I'm running the game on XP64.

edit: Nevermind, restarting the game fixed it
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Thy Reaper on February 18, 2011, 11:07:48 PM
Could you post your log, and are you continuing an old save?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Journier on February 18, 2011, 11:11:10 PM
waiting for steam version to update  :-\
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Amphealy on February 18, 2011, 11:29:09 PM
Seems the log.txt from when I was getting the error was replaced when i restarted the game. However, it was a new game started right after I installed the patch.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Journier on February 19, 2011, 12:27:42 AM
note to new players, do not build a size 60,000 carrier,that is built with size .5 fighters when it completes, because your game will lock up for about 10 minutes while it gathers enough memory to use those fighters in game. lol.

oops. Guess ill fill it with size 100 cruisers next time ^_^
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: exelsiar on February 19, 2011, 02:29:11 AM
haha excellent, now to wait for the steam update. haha cheers for the warning Journier :P
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: darkova on February 19, 2011, 02:36:47 AM
what happens if i build a carrier whos strikecraft are carriers whos strikecraft are fighters?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: exelsiar on February 19, 2011, 02:43:04 AM
all your enemies would die, downside, so would you... ahh the joys of imploding the universe..
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Jubeeder on February 19, 2011, 03:08:31 AM
The carrier is constructed with sub-carriers, but without the fighters in the sub-carriers so you will have to undock them so they can fill up. It would be easier to set the carrier to be constructed without sub-carriers, then the sub-carriers get to be constructed automatically afterwards and with fighter complement. Of course this is all a waste of time without quantum compressors, and with quantum compressors you can do much more ridiculous things, like constructing a scale 1 carrier with fighter hull that fields 10 scale 10 carriers which each field 10 scale 100 battleships. The higher the tech level the more ridiculous.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: mecharm on February 19, 2011, 03:26:53 AM
Thank you Team for the amazing patch!
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Deantwo on February 19, 2011, 06:25:13 AM
haha excellent, now to wait for the steam update. haha cheers for the warning Journier :P
... if only Steam worked as hard as BMS... >_>
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Perosteck on February 19, 2011, 06:55:21 AM
The carrier is constructed with sub-carriers, but without the fighters in the sub-carriers so you will have to undock them so they can fill up. It would be easier to set the carrier to be constructed without sub-carriers, then the sub-carriers get to be constructed automatically afterwards and with fighter complement. Of course this is all a waste of time without quantum compressors, and with quantum compressors you can do much more ridiculous things, like constructing a scale 1 carrier with fighter hull that fields 10 scale 10 carriers which each field 10 scale 100 battleships. The higher the tech level the more ridiculous.


A sufficiently advanced technology ...

You can play a game which would be called science fantasy in literature. Everything goes.

Just downloaded the patch, the first thing that virtually leaped at me are the new statistics windows for empire resources and pleasantly surprising planetary resources. Finally! SR has really come a long way since the first release. It looks and handles so much better.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Wad on February 19, 2011, 02:18:30 PM
Game crashes now whenever I rename planets. Did full reinstall, started fresh game, to no avail. Lovin the new features though.

EDIT: Just crashed for no apparent reason
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: halfabandaid on February 19, 2011, 02:27:33 PM
Game crashes now whenever I rename planets. Did full reinstall, started fresh game, to no avail. Lovin the new features though.

EDIT: Just crashed for no apparent reason

serves all you  non-steamers right... sniff
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: GGLucas on February 19, 2011, 02:32:04 PM
Quote
Game crashes now whenever I rename planets.

Oops. Found the bug. My bad, should be fixed for the next patch.

I recommend you not rename things until then ;)
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Superking on February 19, 2011, 02:47:31 PM
there are some bugs concerning importing designs... I cant see to import any design that is constructed with strike craft inside
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: GGLucas on February 19, 2011, 02:52:09 PM
I have no such problem. Could you describe what happens?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Superking on February 19, 2011, 03:46:57 PM
if I import a long list of designs, they cease to be imported at the point when they reach the carrier.

eg, the name of the carrier begins with Hat.
all the designs A - Has are imported, then the rest are not.

if I try and manually import the carrier design, it does not appear in the blueprint list, but appears in the blueprint designer, as if I had just put it together. I can press save and add it into the list.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: GGLucas on February 19, 2011, 04:49:52 PM
I do not have that problem. Could you post up your design so I can check it out?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Here be noobs on February 19, 2011, 08:29:23 PM
 :'(

Still waiting for the update on steam.
Not really sad I went down this rout as some here haven't but if it wasn't for steam i would have never found out about this game.

But it seems to take awhile for them to apply the update  ::)

Being that its sunday tomorrow im guessing the update if not applied tonight wont be applied till monday at the minimum.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Commander Oberth on February 19, 2011, 08:35:36 PM
if I import a long list of designs, they cease to be imported at the point when they reach the carrier.

eg, the name of the carrier begins with Hat.
all the designs A - Has are imported, then the rest are not.

if I try and manually import the carrier design, it does not appear in the blueprint list, but appears in the blueprint designer, as if I had just put it together. I can press save and add it into the list.

Was the strike craft design imported before the carrier? I wonder if its failing because it cant find the strike craft design?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: GGLucas on February 19, 2011, 08:42:19 PM
The strike craft design isn't imported with the carrier for various reasons. You always have to set it manually after importing, so that can't be the problem.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Commander Oberth on February 19, 2011, 08:47:58 PM
Ahh, steam didn't have the update yet so I haven't been able to tinker around and try out the new features. What happens if hes attempting to import a design that he doesn't have the technology for? Like say a AM Generator?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: GGLucas on February 19, 2011, 08:58:40 PM
If you attempt to import a design you don't have the tech for it should pop up a message box explaining that you do not.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: vtecem on February 19, 2011, 10:06:10 PM
Do you all not send the patch to Impulse?  They are still on 1.0.5.2 and no update option at all...
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Thy Reaper on February 19, 2011, 10:12:35 PM
Impulse and Steam don't work on the weekend. We also do not release patches to the distributors before they are officially announced - the site still says we're on 1.0.5.4, check for updates won't say there's an update, etc. We want to make sure there are no major issues before releasing it to the majority of users.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Superking on February 20, 2011, 04:00:04 AM
If you attempt to import a design you don't have the tech for it should pop up a message box explaining that you do not.

I have the tech.. they were designed at lvl 1.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: MS_Cowboy on February 20, 2011, 04:16:30 AM
One of the best looking updates I've seen

I won't hide my joy at the additions for carriers

weeeeeeeeee
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Exa on February 20, 2011, 06:36:56 AM
Besides repairing docked fighters, do ship-bays also resupply them with fuel and ammo?
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Profound_Darkness on February 20, 2011, 07:45:18 AM
I thought that happened automatically when docked...
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Wad on February 20, 2011, 04:05:00 PM
I may have to revert to 1.0.5.4 and wait for the next patch after 1.0.6.0

Renaming planets makes the game crash. Of course, I can do without naming. But, I started a new game with the new patch, and about an hour into it the game consistently crashes, for no obvious reason. Doesn't go to desktop; just freezes. I've only got about two dozen planets, and I haven't built my first fleet yet. Just colony ships and scouts flying about.

Without me interfering, I get a crash about thirty seconds after I load my saved game. I've done reinstalls. I'll try starting a new game and see how far I can make it, but I may have to revert to the old patch to play. Pretty disappointing, as I was looking forward to exploring the new features in depth.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Steiner on February 20, 2011, 04:07:28 PM
You should provide that savegame to the game devs. If they can replicate the crash on their side they should be able to find the troublemaker quickly.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Wad on February 20, 2011, 04:07:54 PM
Will do.

EDIT: Here it is... http://www.fileswap.com/dl/JgMfauS/darmok1.srs.html
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Thy Reaper on February 20, 2011, 04:56:27 PM
I can't replicate your crash. You may need to redownload one of the patches.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Wad on February 20, 2011, 05:32:59 PM
k, thanks for looking. I reinstalled, redownloaded, restarted. I'll let you know.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Superking on February 21, 2011, 07:17:44 AM
imo bussard jets  are going to have to be made more expensive (they currently cost only 1/10 of the adv materials as thrusters and require no fuel, allowing them to be larger).. I changed all my designs of greater than 1.0 scale to use them overnight when I found I could get designs to cost as much as 50% less Adv Materials for a minor loss of acceleration.
When I alerted Journier to the bargain price of bussard jets im pretty sure he did the same.. they would still be a legitimate choice at eg. 25% of the adv parts cost.

Also, I got 99 problems but the adv materials, control and energy costs of phased beams, mind sappers and reverse inductors arent one. if you combine a 0.25 scale one of any of the above with a scale 4.0 rack mount, you get all the effect with none of the expenses. true, you lose the alpha, but the alpha of these weapons was insignficant, and they do not suffer damage loss of any kind from being rapid fire as they ignore all forms of damag resistance. The mind sapper seems to work equally well. through this method, it is also possible to mount much greater amounts of artillery on stations than possible without rackmounts. the resulting weapons have high rate of fire (0.4 second) that decimates bombers from massive range, yet cost almost no control. rack mount needs addressing, ideally by keeping the control costs, energy costs etc of the larger weapon.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Journier on February 21, 2011, 12:34:04 PM
superking why you gotta let our secrets out man.

gosh.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Thy Reaper on February 21, 2011, 02:33:07 PM
I've uploaded an additional patch that fixes a number of relatively minor bugs in 1.0.6.0, as well as the naming freeze.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Here be noobs on February 21, 2011, 02:40:22 PM
I've uploaded an additional patch that fixes a number of relatively minor bugs in 1.0.6.0, as well as the naming freeze.

Lets hope that steam actually updates today to 1.0.6.0  ;D
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Deantwo on February 21, 2011, 02:41:28 PM
Lets hope that steam actually updates today to 1.0.6.0  ;D
*nods* but even more that they do to 1.0.6.2  :P
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: XTRMNTR2K on February 21, 2011, 02:53:55 PM
I've uploaded an additional patch that fixes a number of relatively minor bugs in 1.0.6.0, as well as the naming freeze.

Is there a changelog available for 1060 to 1062 ?

EDIT:
Okay, most changes are internal changes to StarRuler.exe, I suppose. The only files (relevant for modding) that I think were changed were planet_win.as, empire_lib.as and BasicEffects.as. Am I missing anything or is that the complete list?
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Thor1967 on February 21, 2011, 03:02:19 PM
Is there a changelog available for 1060 to 1062 ?

I 2nd this i would like to see a changelog for v1060 to v1062.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: orzelek on February 21, 2011, 03:23:09 PM
I can add that it(1.0.6.2) fixed game hanging for me after loading a save.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Thy Reaper on February 21, 2011, 03:30:13 PM
The changelog was very small. Only the few bugs that were reported were fixed.
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Superking on February 21, 2011, 04:22:52 PM
superking why you gotta let our secrets out man.

gosh.

well, we seem to be short on worthy opponents  ;D
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: MDK on February 21, 2011, 06:08:47 PM
Is there a changelog available for 1060 to 1062 ?

EDIT:
Okay, most changes are internal changes to StarRuler.exe, I suppose. The only files (relevant for modding) that I think were changed were planet_win.as, empire_lib.as and BasicEffects.as. Am I missing anything or is that the complete list?

I found no changes in any of these files or files important for our mod. I really think, only internal changes were made.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: XTRMNTR2K on February 21, 2011, 07:05:56 PM
I found no changes in any of these files or files important for our mod. I really think, only internal changes were made.

That's because I already changed the files :P (those that needed to be changed, anyway)
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: MDK on February 21, 2011, 07:22:33 PM
That's because I already changed the files :P (those that needed to be changed, anyway)

I compared vanilla Star Ruler 1060 with 1062, but it seems the installation went wrong and did nothing. Just reinstalled patch 1062 and have found the changes you named xD

Also i just opened the patch exe with 7zip and saw the files that are changed. Does not work with every patch, though.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Starlight on February 22, 2011, 12:04:38 AM
Blast it, I was holding my tongue but now it's Tuesday I have to ask;  When do we Steam users get the patch? 

The uncertainty is kind of irritating considering it'll obsolete any current savegames we have.  I'm getting bored of Minecraft here. z: )
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Engerya on February 22, 2011, 03:28:21 PM
I didnt know where to put this (maybe suggestions) But is it possible to have a engine who's sole job was to slow a ship down, a reverse engine of sorts, i am not sure if the game engine can handle such an idea but i really really hate how ships go through planets and stuff. also i think ships should be limited to systems and can only go to another system with a jump drive that way they won't have to need to go super fast and not be able to stop correctly.

and please please please increase the ingame structure slots i know this can be modded but i am not sure if i mod my game will it mess up my chances of multiplayer.

also is there a scale chart i want to make my ships smaller that my planets cause ships larger that planets makes the game look weird.

someone please tech me how to import ship sets i am sure once i figure it out i can add some new ships.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Firgof on February 22, 2011, 03:42:59 PM
Quote
I didnt know where to put this (maybe suggestions) But is it possible to have a engine who's sole job was to slow a ship down, a reverse engine of sorts
THE NIGHTMARE RETURNS.  DEAD HORSE II: THE DEADENING.  Available in most retail forums this holiday season.
{This suggestion has a long and storied history.  Rather than repeat the age-old arguments, I'll invite you to search out the reasons why this can't be put in}

Quote
also i think ships should be limited to systems and can only go to another system with a jump drive that way they won't have to need to go super fast and not be able to stop correctly.
Thanks for the suggestion, but we won't be doing that in the base game.

Quote
also is there a scale chart i want to make my ships smaller that my planets cause ships larger that planets makes the game look weird.
The [...] button next to Scale will let you select approximate sizes for your ships.

Quote
and please please please increase the ingame structure slots i know this can be modded but i am not sure if i mod my game will it mess up my chances of multiplayer.
We won't likely increase structure slots, sorry.  You can create a new mod that encompasses those changes without altering the base game -- doing it this way won't affect the base game or create problems with MP.

Quote
someone please tech me how to import ship sets i am sure once i figure it out i can add some new ships.
Your journey begins with learning the Model Configurator (see the Dev Tools topic in Modding) and looking at the Game Data folder for Shipsets, then continues in the Models directory.  Should be mostly self-explanatory.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: XTRMNTR2K on February 22, 2011, 05:33:06 PM
THE NIGHTMARE RETURNS.  DEAD HORSE II: THE DEADENING.  Available in most retail forums this holiday season.

You just made my day, good sir. ;D

But is it possible to have a engine who's sole job was to slow a ship down, a reverse engine of sorts, i am not sure if the game engine can handle such an idea but i really really hate how ships go through planets and stuff.

Long story short: There is only one thing an engine in this game does. That is, changing the speed of a ship. Acceleration and deceleration are both the same thing from the ship's point of view. I think there is no way to make engines that only activate when the ship is braking, and if there is, it will almost definately break the movement prediction system, making things like overshooting, etc., worse instead of better.

Quote
and please please please increase the ingame structure slots i know this can be modded but i am not sure if i mod my game will it mess up my chances of multiplayer.

Galactic Armory does that (among other things). Well, in fact we incorporated mickleroi's Realistic System Generation mod, but I think his standalone version has been updated in a while and will probably not work with the current version of Star Ruler.
In any case, the range of possible planet slots is larger in both directions with this (optional) part of the mod, bringing more diversity to the galaxy. I think the actual range is somewhere between 1 and around 50, although the more extreme cases are very rare and depend on several things (number of moons, etc.).

Quote
also is there a scale chart i want to make my ships smaller that my planets cause ships larger that planets makes the game look weird.

Not making ships smaller, but rather stellar bodies like planets and stars bigger is also part of Galactic Armory with Realistic System Generation. You should have  a look at the mod. (http://forums.blind-mind.com/index.php?topic=1868.0)
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Superking on February 22, 2011, 06:01:07 PM
hey bro, im new to this forum and to the game but please please PLEASE change all the balance like this for no apparent reason

  8)
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Ishq on February 23, 2011, 01:04:16 PM
Congratulations on the awesome patch! Now I can't wait to play with some carriers  ;D
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: EaglePryde on February 25, 2011, 03:06:49 AM
WoW. This game is getting more and more epic with every patch.

I really enjoy playing 1.0.6.2

Keep up this brilliant work. So my feeling never deceived me on this game because i bought it from day 1 because i saw what potential it has and how great your support is.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: darkova on February 25, 2011, 11:04:58 AM
can we expect the new ship set next patch
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Engerya on February 25, 2011, 11:22:25 AM
  8)

i think i have that mod have to wait for it to update though :)
Title: Re: v1.0.5.4->v1.0.6.0 Changelog (Releasing)
Post by: Exa on February 26, 2011, 02:09:40 PM
Besides repairing docked fighters, do ship-bays also resupply them with fuel and ammo?
I thought that happened automatically when docked...
Doesn't look like that in my tests. Looks like you have to allow other ships to take resources from the carrier, and then the fighters (and everybody else) will come close and take them (as if the carrier was a normal tanker).

I think it would be nice to be able to limit the resource transfer from the carrier only to its fighters, making ship-bays also resupply the docked ships.
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Superking on February 28, 2011, 03:16:35 AM
carrier refuels docked ships, but dosnt seem to resupply ammunition even when said ammunition is in abundance on the carrier
Title: Re: v1.0.5.4->v1.0.6.0 and v1.0.6.2 Changelog (Releasing)
Post by: Deantwo on February 28, 2011, 05:42:01 AM
would also be nice if docked ships had they're capacitor recharged  :P
would make sense too... at least if the carrier/station/planet has the power reseve to do so... or well the docked ship's own power generator  :-\