Author Topic: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)  (Read 24559 times)

GGLucas

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v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« on: August 03, 2011, 01:22:09 PM »
Live Patch Notes for version 1.1.0.0
Download 1.0.9.0 → 1.1.0.0
Previous Patch: 1.0.8.2 → 1.0.9.0

Note: This is a bugfix patch, and will be the build shipped on the retail discs in september.

Changes: Final
[Fixed] Multiplayer clients could not create treaties.
[Fixed] Multiplayer clients could not retract treaties.
[Fixed] The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
[Fixed] Obsoleted blueprints would not be removed from various build lists until a blueprint was added/updated.
[Fixed] Second planet granted by "Developed Empire" trait now has regular amounts of HP.
[Fixed] Using modifiers on armor no longer causes the armor to take up space.
[Fixed] Explosion sound would play for multiplayer clients for silent destruction (colony ship, scuttle/retrofit).
[Fixed] Page Up/Down keybinds would not save.
[Fixed] Auto-colonize planet now works for multiplayer clients.
[Fixed] Auto-colonize lists are saved/loaded.
[Fixed] Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock.
[Fixed] AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
[Fixed] Planet rings/moons are saved/loaded and work for multiplayer clients.
[Fixed] Disabled ships are removed from control groups.
[Fixed] Research automation toggle is saved/loaded.
[Fixed] Selecting a planet after a ship with an obsolete blueprint no longer shows the planet as obsolete in the object information panel.
[Fixed] Fix system window becoming unresponsive after dry docks or planets got destroyed.
[Fixed] Fix selected object list scrolling to the top automatically.
[Fixed] Ships could stop moving altogether for multiplayer clients in high-lag situations.
[Fixed] Ore isn't erroneously shown in mouse overlay for ships with cargo bays.
[Fixed] Multiplayer clients would not always receive blueprints when capturing enemy ships.
[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.
[Fixed] Race profiles could not be saved for mods installed in My Games.
[Fixed] Number of owned planets listed in the system window for home systems to multiplayer clients was off by 1.
[Fixed] Governor dropdown in system window could be opened underneath other GUI elements.
[Fixed] Various display glitches related to structure removal and renovation for multiplayer clients.
[Fixed] Planetary conditions removed by the natural terraformers trait would still appear for multiplayer clients.
[Fixed] "Game Lost" message would not show up for multiplayer clients.
[Fixed] Asteroids created by planets being destroyed would not show up for multiplayer clients.
[Fixed] "Continue" main menu option did not work for mods installed in My Games.
[Fixed] AI could not properly cope with high starting technology levels.
[Fixed] Shipyard labor pool scaled asymptotically instead of exponentially, leaving labor severely throttled at high tech.
[Changed] The current value for stats are displayed on the object information window without hovering.
[Balanced] External mounts are now equivalently massive to the hull.
[Added] Complete, official, german translation of the game.
« Last Edit: August 09, 2011, 02:03:41 PM by GGLucas »

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Re: Live Patch Notes
« Reply #1 on: August 03, 2011, 01:54:30 PM »
[Fixed] Disabled ships are removed from control groups.
[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.

Thank you SO much. ;D

Quote
[Balanced] External mounts are now equivalently massive to the hull.

I don't think I understand what this means... Could you explain how this works? Are external mounts of the same mass as the ship's hull?

GGLucas

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Re: Live Patch Notes
« Reply #2 on: August 03, 2011, 01:58:24 PM »
Filling the hull with external mounts doubles (or triples/quadruples depending on which hull you use) the mass of the ship. That is, the mass of the external mounts together is the same as the mass of the hull. Discounting the subsystems you add to the external mounts, which will make it even more massive.

colonyan

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Re: Live Patch Notes
« Reply #3 on: August 03, 2011, 02:12:38 PM »
Filling the hull with external mounts doubles (or triples/quadruples depending on which hull you use) the mass of the ship. That is, the mass of the external mounts together is the same as the mass of the hull. Discounting the subsystems you add to the external mounts, which will make it even more massive.
This means if most of the hull is external mounts, the mass is around 5 times, 10 time or even more? Will have to choose well then...

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Re: Live Patch Notes
« Reply #4 on: August 03, 2011, 02:48:25 PM »
Oh man... I've got to try and get two more avatar profiles done before the end of this month.

Real life won't leave me alone :(.

elwood612

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Re: Live Patch Notes
« Reply #5 on: August 03, 2011, 03:34:05 PM »
That is, the mass of the external mounts together is the same as the mass of the hull.

Not sure I fully get it. So if I put 1, 2, or 10 external mounts on a standard hull, the ship will weigh the same? Or does the mass of the hull itself scale up as I add external mounts? I guess the second makes more sense, but it's late and I'm not sure haha.

You guys got a tentative date set for retail release yet?
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GGLucas

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Re: Live Patch Notes
« Reply #6 on: August 03, 2011, 03:38:06 PM »
Quote
Not sure I fully get it. So if I put 1, 2, or 10 external mounts on a standard hull, the ship will weigh the same? Or does the mass of the hull itself scale up as I add external mounts? I guess the second makes more sense, but it's late and I'm not sure haha.

Not quite. In simplest terms it's just a mass increase on external mounts.

Quote
You guys got a tentative date set for retail release yet?

September 16th in Europe, South-East Asia and Australia.

Darkmist Starpain

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Re: Live Patch Notes
« Reply #7 on: August 03, 2011, 04:02:16 PM »
Live Patch Notes for version 1.1.0.0
...SNIP...
Changes: Not Final
...SNIP...
[Fixed] The subsystems that are linked are now correctly loaded and imported and will no longer change based on overlap.
...SNIP...
[Fixed] AIs are no longer prevented from expanding when the minimum ship size limit is set higher than their scout blueprint.
...SNIP...
[Balanced] External mounts are now equivalently massive to the hull.

Thank You so much for these. <3

Also is it intented that after I extermi...erm de-populate an enemy planet and colonize it myself the build queue is not cleared? I've had cases where there have been enemy ships in the build queue and then I could finish building them.

Firgof

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Re: Live Patch Notes
« Reply #8 on: August 03, 2011, 04:10:12 PM »
That is one of the ways to capture enemy designs, yes.
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Re: Live Patch Notes
« Reply #9 on: August 03, 2011, 05:36:24 PM »
Oh man... I've got to try and get two more avatar profiles done before the end of this month.
you taking requests/suggestions anywhere? :-[

-

all those fixes sound good so far  :P

i don't know if the game already does this... only tried it once... but when loading a multiplayer game... (i wasn't host)
it didn't seem like the game pause till everyone had picked they're empire... cause i could see that an AI had quickly ruined all my blueprints  :(
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Re: Live Patch Notes
« Reply #10 on: August 03, 2011, 06:36:22 PM »
Any plans on improving carriers so we can recall/re-target them from the carrier they launched from, or retrofit carriers along it's fighters? That would greatly help carrier management.

Edit : Oh and any plans to add multi-targeting to planets?
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Re: Live Patch Notes
« Reply #11 on: August 03, 2011, 07:01:41 PM »
Quote
Any plans on improving carriers so we can recall/re-target them from the carrier they launched from, or retrofit carriers along it's fighters?

No. The fighters know which carrier to re-dock with, there is not enough information to match fighters by a carrier short of doing a very expensive linear search. This would not be feasible.

Quote
Edit : Oh and any plans to add multi-targeting to planets?

No.

We are currently in feature freeze, the only changes we will make are very small/trivial changes to numbers and settings and bugfixes.

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Re: Live Patch Notes
« Reply #12 on: August 03, 2011, 07:53:01 PM »
No. The fighters know which carrier to re-dock with, there is not enough information to match fighters by a carrier short of doing a very expensive linear search. This would not be feasible.

Could the carrier act like a fleet leader and control it's fighter in a similar manner; carrier's target is the fighter's, holding fire makes the fighters come back etc. Would be much more useful if they acted like that.


Quote
No.

We are currently in feature freeze, the only changes we will make are very small/trivial changes to numbers and settings and bugfixes.

So it's not easily implemented; planet's targeting is that much different than ships that it can't be patched in?
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vinc3nt

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Re: Live Patch Notes
« Reply #13 on: August 04, 2011, 06:48:15 AM »
I've noticed that some of the new planets have their icon as Jupiter (bottom middle of the screen), even though they have one of the new planet skins.

It's a minor bug that I'm not particularly bothered about, but since it's a bug-fix patch, I might as well report it.

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Re: Live Patch Notes
« Reply #14 on: August 04, 2011, 10:21:31 AM »

[Fixed] Weapons with MultiPulseCost (Missile Racks) now have their reload progress displayed correctly.


thanks so much for reading my posts and fixing it !

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Re: Live Patch Notes
« Reply #15 on: August 04, 2011, 07:55:04 PM »
I had an issue where if I had a fleet and it docked, I wasn't able to view any fleets in the empire fleet management window.  Undocking the fleet fixed this problem and made all fleets visible.

mnjiman

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Re: Live Patch Notes
« Reply #16 on: August 05, 2011, 09:38:39 PM »
Guess I should post up some crashes I have encountered.

Edit:

Suggestion, have the multi rack have the ability to focus fire on multiple ships for each separate beam fired.
« Last Edit: August 05, 2011, 09:40:15 PM by mnjiman »

Firgof

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Re: Live Patch Notes
« Reply #17 on: August 05, 2011, 09:41:18 PM »
Quote
Suggestion, have the multi rack have the ability to focus fire on multiple ships for each separate beam fired.
Can't do that, sorry.  That's beyond a simple-to-implement suggestion.
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Re: Live Patch Notes
« Reply #18 on: August 06, 2011, 12:06:42 AM »
Can't do that, sorry.  That's beyond a simple-to-implement suggestion.

poo. Thanks for the reply.

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Re: Live Patch Notes
« Reply #19 on: August 07, 2011, 01:19:43 PM »
Quote
[Added] Complete, official, german translation of the game.
Will be interesting to see how much they took from the community project or did they do that completely on their own..
Anyways, nice final big patch. You're working cleaner than some other devs that just abandon support of still buggy games that never get fixed.

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Re: Live Patch Notes
« Reply #20 on: August 07, 2011, 03:37:27 PM »
ooh i love all the multiplayer fixes  :D

so when is this patch coming out? were you going to wait till release? or do we get a few patch up to release?  ???
cause i'd like some of these fixes now  :-[
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GGLucas

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Re: Live Patch Notes
« Reply #21 on: August 09, 2011, 02:03:44 PM »
Bump for patch release.

DavidwMiller

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Re: Live Patch Notes
« Reply #22 on: August 09, 2011, 02:10:50 PM »
That is one of the ways to capture enemy designs, yes.

Not sure I have any suggestion on how to make it better, but would like to point out that that can get incredibly annoying. I find that late game, with multiple opponents and planets constantly changing hands, the blueprint list simply gets absolutely flooded with enemy designs, most often ones I can't be bothered with anyways. Perhaps an option in addition to "Show Obsolete" for "Show Captured" ?

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #23 on: August 09, 2011, 04:33:21 PM »
That was a quick one BMS :).
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Deantwo

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Re: Live Patch Notes
« Reply #24 on: August 09, 2011, 10:26:26 PM »
Bump for patch release.
i like that reply  :D
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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #25 on: August 10, 2011, 02:09:17 AM »
[Fixed] Governor dropdown in system window could be opened underneath other GUI elements.

Hmm ... i still have that glitch in 1100 ...

Lord Stalcore

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #26 on: August 10, 2011, 08:09:47 PM »
you guys are absolutely amazing ;D ;D ;D ;D This is the best game out there. Thank you!!!
Fire everything!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #27 on: August 10, 2011, 08:15:29 PM »
nice!!

will there be more updates or this is the last one? also if there are new updates will they be only FIX updates or will they also have new features etc...?
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Firgof

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #28 on: August 10, 2011, 08:17:30 PM »
If there are further updates, they will be composed of bugfixes and/or minor polish.
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maxi

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #29 on: August 11, 2011, 03:35:47 AM »
I'm making localized main menu and GUI elements, but some of them are not the good quality. I would like to ask you if it is possible to show how to make these elements with better quality.

vinc3nt

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #30 on: August 11, 2011, 04:53:14 AM »
If there are further updates, they will be composed of bugfixes and/or minor polish.

I posted this a couple of days ago, but I don't know if you've seen it

BUG: Planets with new skins use a Jupiter (as in the planet) icon when you pin the planet or look at the bottom centre tool-tip.


Again, this is the only bug I've been able to find and it's very minor so it shouldn't be a priority.
I thing some ship statistic values (like population killed per sec – from the new chemical bomb weapon) are missing icons. Like before, this is only a minor UI bug that doesn’t affect the gameplay.

MikeT

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #31 on: August 11, 2011, 07:21:41 AM »
Another minor bug: when you pick the race trait that gives you two colonized planets to start, the second only starts with 1.00 G HP, which is lower than all the other planets. It seems similar to a previously fixed bug (where the starting homeworlds only had 1.00G), but I think it got missed maybe because not a lot of people pick that race trait.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #32 on: August 11, 2011, 10:48:01 AM »
am i blind, or is the "complete" and "official" german translation just still not integrated?!

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #33 on: August 11, 2011, 11:15:37 AM »
am i blind, or is the "complete" and "official" german translation just still not integrated?!

It is there. If you do not have it, the file was not correctly updated, and you should reinstall. If you edited the file directly, that would cause the patch to fail to update it.

Starmage21

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #34 on: August 11, 2011, 01:53:50 PM »
Still waiting on this to hit steam ><

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #35 on: August 11, 2011, 02:15:33 PM »
We haven't yet sent off the build to Steam, I'll be doing so within 30 minutes. We've been busy with dealing with the retail release, and there was no time to upload the build yesterday. Apologies for the delay.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #36 on: August 11, 2011, 11:03:17 PM »
I'm making localized main menu and GUI elements, but some of them are not the good quality. I would like to ask you if it is possible to show how to make these elements with better quality.

Look at the Econ Bars in object_info_win.as to create a texture for an object. Typically in UI design high quality means a texture on an object.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #37 on: August 11, 2011, 11:38:23 PM »
We haven't yet sent off the build to Steam, I'll be doing so within 30 minutes. We've been busy with dealing with the retail release, and there was no time to upload the build yesterday. Apologies for the delay.
TY for the head's up. Hopefully we'll see it on Friday!

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #38 on: August 11, 2011, 11:52:28 PM »
TY for the head's up. Hopefully we'll see it on Friday!

Steam released the patch earlier today.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #39 on: August 12, 2011, 03:03:34 AM »
Look  at the Econ Bars in object_info_win.as to create a texture for an  object. Typically in UI design high quality means a texture on an  object.
 
  Not exactly what I meant. I want to make GUI elements (Research, Blueprints  etc) and Main Menu (at the beginning of game) elements (New game,  continue, tutorial etc), but with some of them I'm not satisfied. Like I said before I would like to know how to make them better.
 

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #40 on: August 12, 2011, 07:11:27 AM »
It is there. If you do not have it, the file was not correctly updated, and you should reinstall. If you edited the file directly, that would cause the patch to fail to update it.

Thanks, that worked for me! :D Good translation btw... and its good to see that they looked that everything fit inside... (not all, but 96%). But there are two more tags that not translated "ShipYard" in the component overview and in research the "hunch" and "guess" tags... but thanks for the rest... its nearly perfect translated! :) so, its ready for the box... hope it will spread this good game! :)

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #41 on: August 12, 2011, 04:50:04 PM »
[Fixed] Undock all from the right click menu now properly removes auto-dock orders (unless forced) so ships won't immediately re-dock.

Now all we need is an order to force ships to dock, and STAY docked.  It's EXTREMELY annoying having every single ship spill out of a carrier when an enemy enters the system or when I order the carrier (which may have weapons) to attack something.  Especially when the number of ships spilling out numbers in the thousands.   D:

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #42 on: August 12, 2011, 08:23:45 PM »
Now all we need is an order to force ships to dock, and STAY docked.  It's EXTREMELY annoying having every single ship spill out of a carrier when an enemy enters the system or when I order the carrier (which may have weapons) to attack something.  Especially when the number of ships spilling out numbers in the thousands.   D:

A Hold Position (or Hold Fire? Can't remember) order set on ships prior to dock them will keep them docked.
« Last Edit: August 12, 2011, 08:29:23 PM by Sol Oriens »

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #43 on: August 13, 2011, 01:22:43 AM »
Does this include the system overlap fix?  I know you said it had been fixed, but I haven't seen it in the list of this or the last patch.

GGLucas

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #44 on: August 13, 2011, 01:28:07 AM »
Quote
Does this include the system overlap fix?  I know you said it had been fixed, but I haven't seen it in the list of this or the last patch.

It does.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #45 on: August 13, 2011, 07:33:12 AM »
Yeah, thanks to your new patch SR is always crashing after a few minutes. nicely done ... -.-

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #46 on: August 13, 2011, 07:57:08 AM »
Yeah, thanks to your new patch SR is always crashing after a few minutes. nicely done ... -.-

Instead of accusing the developers of breaking something, how about posting a report of this crashing behavior here? You know, that might actually help find the cause of the crashes to fix it. Any kind of details about this particular kind of crashing behavior can help.

I understand your frustration over the fact that Star Ruler is not working correctly for you anymore; however, creating a first post with such an attitude goes a long way towards making the wrong impression.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #47 on: August 13, 2011, 09:11:18 AM »
Yeah, thanks to your new patch SR is always crashing after a few minutes. nicely done ... -.-

This is often caused by an incorrect patch. If you are on Steam, verify your game cache.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #48 on: August 13, 2011, 10:04:28 AM »
Well, the interessting thing is, if managed to deal with this "unknown" error. simply play the game with highest perfomence.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #49 on: August 14, 2011, 05:07:18 AM »
This is often caused by an incorrect patch. If you are on Steam, verify your game cache.

Same problem here. 1.1.0.0 is less stable than 1.0.9.0 - I tried to reinstall it three times, but it still crashes after a few minutes - when playing a fresh game.

Just an idea: when using the game fullscreen, it always corrupts my Firefox browser window. Maybe the game is using some resources already used by Firefox? The game seems to run a bit better without running Firefox.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #50 on: August 14, 2011, 05:16:58 AM »
Not at all, I always have firefox running and there are no issues at all with it.
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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #51 on: August 14, 2011, 05:56:14 AM »
Okay. I tried it last hour and it worked without Firefox for a while. However, the game is still crashing after a while.

1.1.0.0 is either more prone to crash or it got some new code my comp can't work with (which can happen). Can't wait for bug-fix-fix ;)

// Edit

By the way, did someone tweak pirate raids? Those raids do ALWAYS happen to me in my home system the very first 20 minutes of gameplay. It's quite impossible to field a proper fleet, even against 1.0-pirates after such short gaming time, especially when starting with a "fresh" homeworld (just with capitol).

I wonder if the devs could add some "delay" for such raids, maybe no raids the very first hour of gameplay in home system? Could help a lot.
« Last Edit: August 14, 2011, 06:00:25 AM by Captain Data »

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #52 on: August 16, 2011, 01:26:08 AM »
An hour is too long. 30 minutes possibly but i think that by 20 you should have a few artillery stations.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #53 on: August 16, 2011, 04:09:03 AM »
Same problem here. 1.1.0.0 is less stable than 1.0.9.0 - I tried to reinstall it three times, but it still crashes after a few minutes - when playing a fresh game.

I discovered a new crash as well in one of my savegames. It would consistently crash about a minute after loading. I then switched my antivirus (avast) to game mode, and the crash disappeared. So I guess 1.1 is doing something new that my antivirus doesn't like. This might not be the problem others are having, but it may be worth checking out.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #54 on: August 17, 2011, 02:06:47 AM »
For me 1.1.0.0 is the most stable I've ever seen Star Ruler. Been playing it to death and still haven't had a crash. Congratulations on finishing your game, and thanks for all the hard work!

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #55 on: August 17, 2011, 09:29:57 PM »
I stopped playing because the game was crashing way too much for me. Maybe when these crashes are fixed, ill try playing a game again.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #56 on: August 18, 2011, 05:52:59 AM »
I discovered a new crash as well in one of my savegames. It would consistently crash about a minute after loading. I then switched my antivirus (avast) to game mode, and the crash disappeared. So I guess 1.1 is doing something new that my antivirus doesn't like. This might not be the problem others are having, but it may be worth checking out.

I'll give it a try. AVAST is cause of a lot of crashes, improved security isn't worth all those crashes :(

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #57 on: August 18, 2011, 02:23:01 PM »
I'll give it a try. AVAST is cause of a lot of crashes, improved security isn't worth all those crashes :(

can you change the Security rules so it dosent even bother looking at the star ruler exe or for that matter you can exclude the entire star ruler folder from being looked at by AV
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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #58 on: August 21, 2011, 12:29:10 PM »
I think I've got it. It wasn't Firefox, also it wasn't Avast or any other program.

Nope, none of that. Far more easier. The Devs changed something in the program that causes crashes when using more than one core. With 1.0.9.0 I never had any crashes with SR and multicore support active, but 1.1.0.0 crashes from time to time randomly.

So I guess I'll have to play with 1 core (slow) until next patch ...

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #59 on: August 27, 2011, 03:18:54 PM »
I got it fixed somehow. I dunno exactly what it was, but SR runs fine with both cores, so .. guess it was my fault. Thought you would like to know that.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #60 on: September 03, 2011, 08:46:48 AM »
Wow just tried the latest version and I'm very impressed the game feels really polished and the tutorial is very clear and well put together although I have reached the part where I need to retrofit a cruiser and on pressing next nothing happens any ideas?

Can't believe how much this games changed since release well done.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #61 on: October 04, 2011, 04:57:05 AM »
Any chance you could slip in the ability to signal a ally a location on the universe? its a mess and task trying to tell your buddy where to move his troops ,what planet of yours is being attacked  out of his 400+ planets, which one of those he needs help asap in or just telling him to focus on a system with you or even take down a ship together.

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #62 on: October 04, 2011, 05:06:34 AM »
This was released a long time ago now and SR is in a feature freeze only future patching will be fixes.
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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #63 on: October 04, 2011, 05:51:30 AM »
they better unfreeze then :D

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Re: v1.0.9.0 → v1.1.0.0 Changelog (Releasing)
« Reply #64 on: October 04, 2011, 06:17:47 AM »
Mod it, its not hard. Its only about a dozen lines of code :).
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