Author Topic: v1.2.0.0 → v1.2.1.0 Changelog (Released)  (Read 9140 times)

GGLucas

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v1.2.0.0 → v1.2.1.0 Changelog (Released)
« on: April 10, 2012, 12:23:16 PM »
Patch Notes for version 1.2.1.0.
Download 1.2.0.0 → 1.2.1.0

Previous Patch: v1.1.0.0/2 →  v1.2.0.0

Changes: Final
[Fixed] Null pointer exceptions caused by scripts could cause the JIT to crash instead of reporting an error in the console.
[Fixed] Tutorial would get stuck at a certain point.
[Fixed] Some alterations to fleet movement improving formation cohesion and mitigating overshoot caused by fleets.
[Fixed] Wedge formation not being very wedgey.
[Fixed] Mods derived from other mods were not functioning correctly.
[Fixed] objSetting01 through objSetting07 object flags for mods were not functioning correctly due to MSVC compiler badness.
[Added] "Select Planets" option to system/star right click menu.
[Added] Moddable achievements system.
[Added] Submenu on the right click menu for uncolonized planets that lets you set the governor/queue to use beforehand.
[Added] Players connecting into a multiplayer game after it has already started can choose to spectate rather than take over an empire (provided the host has not disallowed it).
« Last Edit: August 15, 2012, 12:45:32 PM by GGLucas »

XTRMNTR2K

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Re: Live Patch Notes
« Reply #1 on: April 10, 2012, 12:24:46 PM »
Is it weird that I'm happy there is going to be another patch? Am I a bad person?

...

Wait, don't answer the second part, I know the answer. ;D

Alikan

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Re: Live Patch Notes
« Reply #2 on: April 10, 2012, 12:52:15 PM »
any chance of a password on your empire for MPlayer...?

Maxii

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Re: Live Patch Notes
« Reply #3 on: April 26, 2012, 02:35:45 PM »
Just downloaded the product and ran the tutorial. It does get stuck when lasers are unlocked. Any workaround to allow me to proceed with the tutorial until you get this patch out?

btw, I was initially going to use Steam to get the product, but after scanning the forums and seeing the poor performance you are getting from them in distributing patches, I changed my mind and used Gamers Gate.

Thy Reaper

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Re: Live Patch Notes
« Reply #4 on: April 26, 2012, 03:00:00 PM »
Just downloaded the product and ran the tutorial. It does get stuck when lasers are unlocked. Any workaround to allow me to proceed with the tutorial until you get this patch out?

Please see my post for a quick hotfix:
http://forums.blind-mind.com/index.php?topic=5045.msg39008#msg39008

xrogaan

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Re: Live Patch Notes
« Reply #5 on: June 10, 2012, 07:10:24 AM »
Any chances to get this little patch shipped, or do you still have some works on it?

XTRMNTR2K

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Re: Live Patch Notes
« Reply #6 on: June 30, 2012, 03:48:07 AM »
[Fixed] Some alterations to fleet movement improving formation cohesion and mitigating overshoot caused by fleets.

Nice. When did you ninja that one in?

Exa

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Re: Live Patch Notes
« Reply #7 on: July 01, 2012, 07:23:16 AM »
Great! :D Can't wait for the fleet improvements!

What about incorporating Azalrion's Blueprint Folders (http://forums.blind-mind.com/index.php?topic=5000.0) to the base game? It's a really useful mod :)


GGLucas

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Re: Live Patch Notes
« Reply #8 on: July 02, 2012, 12:47:54 PM »

seronis

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Re: Live Patch Notes
« Reply #9 on: July 02, 2012, 01:54:52 PM »
Wohoo..  little features like this do a lot to remove the tediousness of micromanagement.
Any code/mods I post on this site should be considered Public Domain. Borrow it, steal it, shred it into little pieces to your hearts content. I dont require credit but I appreciate bug fixes and suggestions.

Ynglaur

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Re: Live Patch Notes
« Reply #10 on: July 03, 2012, 10:52:43 AM »
+1

Ragnarok

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Re: Live Patch Notes
« Reply #11 on: July 04, 2012, 04:29:20 AM »
Oh my !

Firgof

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Re: Live Patch Notes
« Reply #12 on: July 10, 2012, 02:28:20 PM »
Shhh... I'm hunting achievement images.
"Now it will punish you"

Azalrion

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Re: Live Patch Notes
« Reply #13 on: July 10, 2012, 02:30:25 PM »
Fantastic artwork as always Firgof.
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Volley

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Re: Live Patch Notes
« Reply #14 on: July 11, 2012, 03:04:20 AM »
[Added] Players connecting into a multiplayer game after it has already started can choose to spectate rather than take over an empire (provided the host has not disallowed it).

Maybe a stupid question, but since the game actually allows quite a lot of things being done simultaneousely: could the game handle multiple players controlling one empire?

GGLucas

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Re: Live Patch Notes
« Reply #15 on: July 11, 2012, 06:55:47 AM »
Quote
Maybe a stupid question, but since the game actually allows quite a lot of things being done simultaneousely: could the game handle multiple players controlling one empire?

No, there are various things that it expects a particular client to know without sending them to it (for example, it expects your client to have blueprints made by you earlier). Having multiple players control one empire means adding a lot of synchronization logic to things.

seronis

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Re: Live Patch Notes
« Reply #16 on: July 11, 2012, 07:30:13 AM »
No, there are various things that it expects a particular client to know without sending them to it (for example, it expects your client to have blueprints made by you earlier). Having multiple players control one empire means adding a lot of synchronization logic to things.
But in an MP game it does NOT expect you to have blueprints for the other empires. Not possible for that to apply to multiple players sharing an empire ?
Any code/mods I post on this site should be considered Public Domain. Borrow it, steal it, shred it into little pieces to your hearts content. I dont require credit but I appreciate bug fixes and suggestions.

GGLucas

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Re: Live Patch Notes
« Reply #17 on: July 11, 2012, 08:39:19 AM »
Quote
But in an MP game it does NOT expect you to have blueprints for the other empires. Not possible for that to apply to multiple players sharing an empire ?

No, it does not. Regardless, blueprints are only an example, there are many things for which the synchronization logic would have to be altered to make this work.

Firgof

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Re: Live Patch Notes
« Reply #18 on: July 11, 2012, 09:40:06 PM »
SOON.
"Now it will punish you"

XTRMNTR2K

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Re: Live Patch Notes
« Reply #19 on: July 12, 2012, 03:37:46 AM »
SOON.

Okay, now you got me curious... What achievement does this image represent? The only one I could see this for (from the ones revealed so far) would be "Red Team, GO!".

Firgof

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Re: Live Patch Notes
« Reply #20 on: July 12, 2012, 09:56:34 AM »
Then you have the right idea. :)
"Now it will punish you"

MS_Cowboy

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Re: Live Patch Notes
« Reply #21 on: July 23, 2012, 04:09:08 AM »
Any chance you could add a single guaranteed farm to the militarized world governor?

Right now they can't defend themselves; Enemies show up, blockade starts, food stops, planetary cannons go off-line from underpopulation.

seronis

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Re: Live Patch Notes
« Reply #22 on: July 23, 2012, 08:36:33 AM »
That isnt so much something needed by a patch as just your own preference. But if you want to do it, its quite simple to edit the governors yourself.  The filename is  build_queues.xml which is just an xml formated plain text file. Open it up with notepad then scroll down till you see the 'outpost' section. It will be obvious.  Change the line that says
Code: [Select]
<buildWhenLow by="low_pct" res="Food" threshold="0.4" type="SpacePort" />to
Code: [Select]
<buildWhenLow by="low_pct" res="Food" threshold="0.4" type="Farm" />Presto you will now have outpost worlds that will build a farm when low on food. If you want to guarantee that at least one farm minimum is always there just add
Code: [Select]
<buildN count="1" type="Farm" />after the line for the fuel depot.


Enjoy.
Any code/mods I post on this site should be considered Public Domain. Borrow it, steal it, shred it into little pieces to your hearts content. I dont require credit but I appreciate bug fixes and suggestions.

GGLucas

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Re: v1.2.0.0 → v1.2.1.0 Changelog (Released)
« Reply #23 on: July 24, 2012, 03:20:43 PM »
Patch released!

It's been released on steam at the same time. Thanks to their new distribution system we're able to release patches ourselves and much faster, thanks steam!

Azalrion

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Re: v1.2.0.0 → v1.2.1.0 Changelog (Released)
« Reply #24 on: July 27, 2012, 10:56:02 AM »
Nice :).

Also very very sneaky with the achievement system in scripts. I wouldn't have noticed the files changing if I hadn't been checking out BasicEffects to see if that needed updating with the Pre-Colonization Governor Selection.

Just to make sure I have the functions for them down.

Code: [Select]
achieve(ACHIEVEMENT ID);

Is the function to call when there is no target= in the achievement, and:

Code: [Select]
progressAchievement(ACHIEVEMENT ID, Amount);

Is the one to call for one with a target to be reached?

Oh on that note could we get another API update, because I know I'm going to forget that soon enough.
« Last Edit: July 27, 2012, 11:02:25 AM by Azalrion »
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GGLucas

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Re: v1.2.0.0 → v1.2.1.0 Changelog (Released)
« Reply #25 on: July 27, 2012, 11:05:40 AM »
That is correct. canAchieve is a global boolean value that indicates whether the current game state allows for achievements to be active (ie, it's not a multiplayer game).

I've updated the API. Note that the AchievementID enum is automatically generated, so any achievement you add in achievements.xml will automatically get its AID_ value registered.

Azalrion

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Re: v1.2.0.0 → v1.2.1.0 Changelog (Released)
« Reply #26 on: July 27, 2012, 11:12:08 AM »
That is correct. canAchieve is a global boolean value that indicates whether the current game state allows for achievements to be active (ie, it's not a multiplayer game).

I've updated the API. Note that the AchievementID enum is automatically generated, so any achievement you add in achievements.xml will automatically get its AID_ value registered.

Thank you very much Lucas and ah I see AID_ is added onto the id from the XML to create the Enum, thanks for pointing it out.
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Atrocities

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Re: v1.2.0.0 → v1.2.1.0 Changelog (Released)
« Reply #27 on: August 22, 2012, 12:05:16 AM »
The game just gets better and better.

solops

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Re: v1.2.0.0 → v1.2.1.0 Changelog (Released)
« Reply #28 on: August 29, 2012, 06:38:38 PM »
I bought this game back in November of 2011, installed it and never played past part of the tutorial. Form the comments here, I guess I better give it a serious try, especially when I see names like "Atrocities" on the boards.