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  • V3 de la bêta


    * Ether Drake Hatchling and Psionic Avatar can no longer be merged into other fleets or assigned leaders
    * Assist Research is no longer researched by technology, and is instead unlocked by a Discovery tradition


    * Increased max number of Titans from to 3 to 20
    * Resource Replicators mineral production increased from 30 to 40
    * Raised starbase max cap to 999
    * Raised naval max cap to 9999
    * Psionic Shields can no longer be reverse-engineered
    * Purifiers, Devouring Swarms and Exterminators can now be spontaneously raided by Marauders, and can also offer tribute


    * Faith in Science now gives 3 months of Unity production per tech unlocked instead of adding Unity production to assist research
    * To Boldly Go now gives +50% science ship disengage chance instead of +30 science ship evasion
    * Planetary Survey Corps has been replaced with Databank Uplinks; which unlocks Assist Research (techs related to Assist Research are no longer researchable, and base effect was buffed)


    * Grasp the Void effect on starbase capacity increased from +4 to +5


    * Clicking your own empire shield on colonized systems in the galaxy map will now open planet view and cycle between colonies in that system


    * Expanding changes from "distance" trigger to "distance_to_empire" trigger distance_to_empire = { who = <target> type = <hyperlane/euclidean> uses_bypass = <yes/no> } uses hyperlane and bypasses by default, the empire in "who" is used to determine bypass usage
    * Reworked distance trigger. It now works: distance = { source = <target> min = 50 max = 120 type=<hyperlane/euclidean> uses_bypass=<yes/no> bypass_empire=<empire> min_jumps = 2 max_jumps = 10 }" ); type = hyperlane/euclidean (hyperlane by default) uses_bypass: yes/no (yes by default) whether to use bypasses (wormholes/gateways) when evaluating distance bypass_empire is used to determine what bypass can be used. This parameter is ignored if uses_bypass=false if unset, bypasses will be ignored min_jumps and max_jumps work the same as min/max, except in number of jumps instead of distance units. These parameters are ignore if 0, or if the type isn't hyperlane

    Corrections de bugs

    * Growing pops are now always killed when a planet is bombarded into a tomb world
    * Fixed a bug where Prethoryn could end up with non-infested planets which could not be bombarded
    * Fleet capacity now displayed correctly for fleets that should not have any. Also, the "open fleet manager" button in the fleet view is disabled for fleets that the player does not have a fleet template for (alliance fleets)
    * Fixed misaligned constructed ringworld segments
    * Fixed Casus Belli notification spam
    * Synthetically Ascended empires no longer get the Ghost Signal modifier on newly constructed Pops
    * Fixed issue with Gateway construction event incorrectly firing when someone else activated a Gateway in your system
    * Wormholes and Gateways are now taken into consideration when checking if empires are neighbors
    * Fixed "Go To" location and typo in "Habitat Complete" event
    * Event ships now get proper fleets with templates, but are blocked from cheat building through fleet manager
    * Marauder raiding fleets now go after mining/research stations of their intended target, and scale properly according to difficulty
    * Robotic workers are now automatically allowed when you synthetically ascend

    Le carnet du 15/03


    les changements de la bêta V4 :


    Nouvelles mécaniques

    * Forcing an empire to adopt your ideology will now also pull them out of any Federation they are part of, and revoke all their claims on you and your Federation allies and subjects
    * Added two new mid-game society techs, one for Hive Minds and one for Machine Empires, that substantially boost resource production
    * Reworked difficulty modes completely. The new difficulty modes are:
    Ensign: AI has virtually no advantages or cheats (no economic, military or research benefits at all, only very minor advantages such as cheaper gene-modding)
    Captain: AI gets small economic/research/naval capacity advantages
    Commodore: AI gets moderate economic/research/naval capacity advantages
    Admiral: AI gets major economic/research/naval capacity advantages
    Grand Admiral: AI gets massive economic/research/naval capacity advantages
    Scaling: AI gets economic/research/naval capacity advantages that start at zero and scale up over time, reaching max at the End-Game Start Year


    * The Wraith will now spawn at the mid-game date set in the galaxy settings, rather than 40 years after its host star is surveyed. The Wraith will not spawn if its star has not been surveyed before the mid-game date
    * Removed initial opinion gain when trading resources with a Trader Enclave to prevent exploit
    * Negative opinion modifiers for Planet-Killing are now cumulative, stacking up to 5x and decaying by 1 Opinion per year.
    * Marauders will now wait at least five years before threatening to raid you again
    * Great Pyramid event chain is now more likely if indoctrination is being used
    * Reduced chance of Khan awakening from void dwelling destruction
    * Early Space Age primitives are now much less likely to nuke themselves unless due to observation station interference
    * Gestalt Consciousnesses now get less piracy risk
    * Security Zone habitat building no longer has a tech requirement
    * Reduced chance of Generals dying in battle when their division is destroyed


    * Police State now also reduces Piracy Risk by 25%


    * Outposts that are being upgraded into Starports will now be shown in outliner


    * AI should now be better at specializing its starbases


    * Added GetMidGameDate, GetLateGameDate and GetDate localization script variables
    * Added on_mid_game_pulse & on_late_game_pulse
    * Added `research_technology <tech key>` console command
    * research_technologies to research_all_technologies (to make it easier to autocomplete vs research_technology)
    * Added SHIP_MAX_EVASION ship define limiting the maximum amount of evasion a ship is allowed to have (used to be hardcoded to 90%)

    Résolutions des bugs

    * Additional experimental fixes for recent Out of Sync issues in MP
    * Fixed a bug where foreign starbases weren't shown at all
    * Wormholes in systems owned by non-regular empires such as Marauders are now accessible
    * Removed faulty reference to Tributaries from Inward Perfection tooltip
    * Fixed bug where the word "Empire" in Empire modifiers wasn't localized
    * Fixed bug where the FTL inhibitor icon was not always at the rightmost slot in the galaxy view
    * Fixed some broken localization in the "Of Transmissions Past" anomaly chain
    * Fixed issue where Cultist systems to be searched were too far away
    * Fixed union map modes not having the same inner country colors
    * Fixed a rare case of Horizon Signal buildings not spawning as intended
    * Fixed Curators giving wrong advice about some versions of the Wraith
    * Updated the Armor and Shield tooltips to better reflect new gameplay mechanics
    * Fixed issue where Horde auxiliary fleets failed to get a proper name
    * Fixed issue where Feral Prethoryn systems were inaccessible
    * Fixed issue where AI trying to hire mercs that weren't available resulted in error log spam
    * Fixed issue where empires would sometimes not turn into a Divine Empire upon turning their Chosen One into God-Emperor
    * Fixing the issue when opening star base view was not closing other views
    * The event where AI empires submit to the Khan can no longer fire for players
    * Fleets in orbit now show the in orbit status icon
    * Fixed scrollbar being outside of ship section selector window
    * Fixed bug where Ion Cannons might spawn without a weapon and made the ship type designable
    * Fixed edge-case issue with some event options in "Grimacing" anomaly
    * Fixed bug where post-apocalyptic machine empires would spawn with an incorrect capital building, causing it to instantly delete itself and fulfill the dreams of punk rockers everywhere
    * A proper cost breakdown is now displayed in the tooltip for civilian ships
    * Systems that have space monsters, leviathans or enclaves in them no longer contribute to piracy risk
    * Fixed error log spam related to Pirates, should work even in already-affected saved games
    * Fixed abducting pops not properly removing the pop from the planet, resulting in various weird bugs
    * The fleet manager now clarifies why ship designs cannot be added to fleet templates
    * Fixed inconsistency in displayed ship evasion in the ship designer vs. the ship view
    * Fixed bug where all colonizer species weren't listed in the expansion planner filter
    * Made sure tradition/edict costs have a cap of 1000000 to prevent them overflowing in to a negative
    * Fixed bug where it was possible to inspect leviathans. Space Dragon no longer tells you his THAC0.
    * Fixed bug where ship disengage mult modifiers were not displayed as percentages
    * Multiplying resources should no longer overflow
    * Fixed root cause for being able to get and lose CBs constantly
    * Fixed triggers for Stop Colossus CB to work properly
    * Fixed piracy risk interface
    * The correct maintenance cost is now displayed when building starbases
    * Awakened Empires can no longer freely colonize within other empires' borders
    * Battle losses from emergency FTL are properly registered

    Carnet du 22/03

    Dernière modification par Vilcoyote, 23-03-2018, 00h44.


    • bêta V5

      Nouvelles mécaniques

      * Pops that are being exterminated or processed into food/energy can no longer work on Replicator buildings
      * You can now trade for Food as well as use it to trade for Minerals and Energy with Trader Enclaves
      * The Plunder wargoal now reduces enemy Mineral/Energy production instead of being identical to humiliate
      * Plunder victory now gives minerals and energy relative to the number of enemy planets (between 500 and 2500)
      * Updated war progress meter with a colour-coded indicator of your enemy's willingness to surrender, to help distinguish it from their war exhaustion
      * When declaring war, your relevant claims are now listed in the war goals screen, except for total wars which ignore claims
      * Pop abduction now prioritizes abducting pops to core worlds before sector worlds
      * The Colossus/Stop Colossus CB no longer invalidate all other CBs, and are now explicitly based on having a Colossus rather than just the tech to build one
      * FTL inhibitors now have different frames (regular, dark red, green) depending on whether their owners are hostile or allied to you, which should make it more immediately apparent when a FTL inhibitor in a system is actually blocking your progress
      * When ordering a ship to move to a system, the ship will now automatically enter orbit of the star instead of just idling near it
      * Added new events with positive effects that sometimes trigger if you neighbor Marauders
      * When a planet is occupied, the occupier now gradually spawns a garrison force to hold and defend it. Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control
      * Wormhole Stabilization is now also researchable if any known (playable) empire has researched it first
      * Clicking 'new fleet' in fleet manager now selects the new entry and opens the add design menu
      * Combat computers now tell you the actual range the ship will attempt to hold at during combat
      * Fleet manager now clearly displays when fleets are at full strength
      * Added "Eye of Hawking" black hole name


      * Unrest and unhappiness no longer reduces food production, to prevent an unrecoverable death spiral of food shortages leading to even more starvation
      * Slaves' attraction to egalitarianism now depends on how unhappy they are - happy slaves will gain authoritarian attraction instead, as they learn to love the lash
      * Unlocking Evolutionary Mastery now requires Glandular Acclimation tech rather than Targeted Gene Expressions
      * Increased jump drive cooldown from 120 to 200 days
      * Erudite and Talented are now mutually exclusive traits
      * Nerve Stapled and Talented are now mutually exclusive traits, as satisfying as it was to oversee a menagerie of lobotomized Tchaikovskys
      * Increased general exp gain from ground combat massively
      * The resources stolen by Marauder raiding fleets now scale to your mineral income
      * Reduced forced migration speed (so it's slower than extermination generally)
      * Opinion modifier from Hallowing a Fallen Empire's Holy World no longer decays
      * Added a lot more resources to the non-Cybrex Precursor home systems
      * Post-Apocalyptic start now has an extra food deposit under a tile blocker
      * Assimilators can no longer pick the Machine Worlds ascension perk
      * Assimilators now get the same technology as Hive Minds (producing all resource production) instead of the normal Machine Empire tech that boosts robot resource production
      * Precursor home systems are now much more likely to spawn inside or close to the borders of their discoverer
      * Reduced the strength of rampaging trees to a less Entish level
      * Increased war exhaustion gain from battles and planetary destruction
      * Reduced torpedo bonus damage against armor to +50% (from +100%)
      * Reduced autocannon bonus damage against shields to +50% (from +100%)
      * Increased range and firing speed of point defense
      * Habitats now cost 200 influence each
      * Reduced tech cost per system from 2% to 1%
      * Raised base tech costs
      * A Synthetically Ascended Empire's factions will no longer care about Synth Envy
      * Swapped cost/maintenance of clone and slave armies
      * Removed the penalties for high war exhaustion
      .Once a war side reaches 100% war exhaustion, there is now a 24 month timer that starts ticking down. Once the 24 month timer has ended, it is now possible to force a status quo peace
      . It is possible to mod out forced status quo and mod back in penalties if desired
      * Tradition scaling cost has been increased, reducing rate of acquisition
      * Devouring Swarm now gets -50% starbase influence cost and -25% ship cost (up from -15%)
      * Exterminators now get -30% starbase influence cost
      * Fixed combat computer and weapon ranges to match up better


      * Mind over Matter no longer creates new separate species, but keeps hierarchy


      * Fixed scrollbar position in trader enclave diplomacy window
      * Fixed incorrectly calculated 'produced' line for minerals in topbar tooltip when subject taxes were involved
      * Claims no longer show up in wargoal if you have no claims
      * Pop modifier is now blue rather than yellow in the planet interface (to more easily tell it apart from upgrade button)


      * AI now has smarter multi-fleet behavior and will not try to follow an ally with more than half of its own fleets
      * AI now properly understands the impact of subject tax on its income, even when modifiers are applied, and will adjust expenses accordingly
      * AI should now be better at trading for food when at risk of starvation
      * Fixed some issues with the AI attempting to merge or split unsplittable fleets (like mercenaries) resulting in stuck AI fleets
      * Fixed AI paying too much for Marauder raids
      * AI is now a bit less likely to hire Marauder raids against their rivals
      * AI is now more willing to accept humiliate peace terms
      * AI is now able to extract resources from sectors, if the sector is very rich or the controlling empire is in desperate need
      * Fixed AI ignoring mineral upkeep for its ships when building & disbanding
      * Unbidden will now use more of their fleets offensively, and less defending construction ships
      * AI will no longer split fleets that are in combat, have active orders or have hostiles in the system, as this could be suicidal
      * AI federation fleets will no longer follow other fleets, as this could lead to groups of AI fleets getting stuck
      * AI will no longer use jump drive if it has allies following, to avoid them getting separated
      * AI will no longer use jump drive against crises


      * There is now a ship_modifier entry for ship sizes that takes modifier types that the normal modifier (which is used for base ship design stats) does not, such as weapon range mult
      * Added modifier country_occupation_armies_add that determines the number of occupation armies spawned by an empire
      * Fixed years_of_peace trigger being misdocumented as "years_at_peace"

      Résolutions des bugs

      * Found and fixed more out of synch issues in multiplayer
      * Fixed arcane and mysterious code happenings
      * Fixed a crash when loading certain older saves
      * Fixed ships getting stuck when they lost the sector they belonged to, they now revert to core sector control
      * Fixed numerous things that were conspiring to make weapon range modifiers not work
      * Army power should now always be displayed consistently regardless of whether they're on a planet, in space, in ground combat
      * Fixed "Rift Sealed" achievement sometimes not being awarded properly
      * Subject tax mult modifier is now *actually* multiplicative, so so a tax multiplier of 50% on a 25% tax results in 37.5% tax, not 75% tax
      * Fixed another case where displacement would not result in pops moving due to incorrect game rules check
      * Fixed a freeze when trying to add armies by accelerating name comparisons for armies
      * Asteroid Hivers are no longer unidentified when they appear
      * Fixed subspecies wrongly becoming undesirables when doing Psionic Ascension
      * Fixed Awakened Empire subjugation Casus Belli not working properly
      * Fixed scaled difficulty bonuses being reversed
      * Fixed a crash in border calculations where systems are generated outside the galaxy
      * Fixed issue where Enigmatic Fortress special projects would sometimes fail to appear
      * Fixed typo in research header localization
      * Claims no longer give opinion penalties between vassals and overlords (both ways)
      * Ideology CB is no longer available against Fallen and Awakened empires
      * No longer possible to abduct growing pops
      * Rampaging trees can no longer into space if you lose control of a planet to them
      * Tweaked loc in a few existing events to better match current game systems
      * Fixed the machine empire resource boosting society tech having a bad pre-req, resulting in it not being researchable
      * Fixed a case where a fleet with a very small number of ships could not be split
      * Fixed issue where event announcing destruction of Marauders failed to include their name
      * Fixed expansionist ruler trait not reducing mineral cost of outposts
      * Fixed army building progress bar overlapping upgrades available icon in the outliner
      * Fixed missing 'go to' button in the "Fender Bender" anomaly
      * Ships with auto-best ship designs will no longer try to upgrade into non-auto-best designs (unless retrofitted)
      * Removed a bunch of cases of "the the" in loc that made the game literally unplayable
      * Fixed being unable to land armies on colonies controlled by Marauding Creatures (not retroactive, requires New Game)
      * Fixed not being able to cancel a potential claim on the galaxy map if you can't afford a second claim
      * Fixed long empire names overflowing in Federation view
      * Fixed Hull Points getting truncated in the Federation view Fleets tab
      * Fixed misaligned Rename Federation button (e.g. the clickable Federation name)
      * Fixed issue with gap in ringworld structures
      * Devouring Swarms, Purifiers, Assimilators and Exterminators will no longer get claims on systems they lose in war under most circumstances
      * Fixed communication bug where primitives would get communications with everybody in the galaxy (resulting in silent establishment of communication with empires you've never met)
      * Fixed crash when bombarding a planet into a tombworld
      * Fixed wrong numbers displayed when reinforcing fleets in the fleet manager
      * Clicking a design entry in fleet manager no longer opens retrofit menu
      * Fixed naval capacity usage being incorrectly calculated for non fully reinforced fleets
      * Fixed trade deals failing without explanation if a resource was added and then removed, following asking the same side for that resource
      Dernière modification par Vilcoyote, 26-03-2018, 10h32.


      • La 2.0.2 est en version live, il est temps d'aller faire qqes succès.


        Nous ne sommes malheureusement pas très gâté en ce moment, pas de DD aujourd'hui et un DD de remplissage la semaine dernière.
        Wiz est à priori en vacances, espérons le revoir bientôt pour des nouvelles sur la résolution des bugs et les projets à venir.

        En attendant on peut tjr se consoler sur ces sceens :

        Dernière modification par Vilcoyote, 16-04-2018, 15h12.