cookie monster -> RE: Are we there yet????? (4/19/2011 7:22:02 PM)
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ORIGINAL: cmdrnarrain What AI improves were in ROTS? Check the whatsnew.pdf in your DW install folder Edit: LOL I guess your asking cos you don't have ROTS. Here Change History: v1.5.0.8 ¡V April 5, 2011 ¡P Fleet Automation AI o AI more careful about when and which ships are added to fleets so that fleets are more cohesive. o Automated damaged ships are now automatically removed from fleets when they go for repairs. o More careful calculation of fuel requirements when assigning fleet missions. o More careful determination of enemy forces at attack targets leading to better target selection. o Fleets are now more aggressive in refuelling when idle. o Automated troop transports now leave fleet before loading troops to avoid fleet fragmentation. o Nearby automated idle fleets reinforce colonies under invasion (i.e. entire fleet will drop troops). o Unoccupied automated fleets are now more responsive to intercepting enemy attacks. o Automated troop transports will now automatically reinforce nearby colonies under invasion (drop their troops at the colony). o AI empires more likely to build Troop Cloning Facilities, especially when their native troops are strong. ¡P Empires and Diplomacy o War weariness is now a larger factor in encouraging an end to wars, dependent on the aggression of the empire's dominant race. o War weariness increases at a slightly slower rate. o Fewer suggestions of raids against other empires, especially when you are friendly with them. ¡P Troops and Invasions o AI now attempts to assign fleets or strike forces to defend critical colonies when you are at war (automated fleets when Fleet Formation is also automated). o Improved troop levels so that there are normally sufficient troops to defend colonies. o Orbital bases (space ports and defensive bases) now damage invading troops if not cleared prior to invasion. o Planetary shield facilities now damage invading troops. o Doubled time duration to conquer colony (troops fight at half previous speed). o Increased colony unhappiness factor 'At War With Our Race' so that invading and taking over a large world of an enemy is now more likely to result in a rebelling population. o Colony rebellions now raise more militia troops, especially when at war with the dominant race of the colony. o Increased population deaths from colony invasions, especially at larger colonies. ¡P Colonization o Starting colonies no longer ever have ruins. o AI colonization now gives higher priority to independent colonies. o Colony ships now take 3 times longer to build, slowing colonization slightly. o Balance of colonizable planets - now more colonizable high-quality ice and volcanic planets (with appropriate tech). o More independent colonies than previously. o Greatly increased capacity of passenger transport components. o Increased number of passenger ships and freighters. o Improved how passenger ships respond to migration needs. o Further refined number of colonizable planets and moons in galaxies based on Colony Prevalence setting in game startup. By default, there are now fewer colonies available in galaxies, slowing expansion a bit. o Ancient Guardians no longer take ownership of lost colonies. o Limit resources (cargo) at new colonies to small amount of Caslon and Hydrogen fuel. o Fixed exploit where you could right-click on an unexplored system and get ¡§Colonize¡¨ command in right-click pop-up menu. ¡P Bug Fixes o Fixed bug in diplomacy screen when offer to trade galaxy maps, territory maps or tech (was previously showing invalid option 'Would you accept this trade?'). o Fixed bug where ruins were sometimes still appearing on home colonies. o Fixed rare crash that sometimes occurs after a planet is destroyed. o Fixed bug where sometimes could not repair a discovered planet destroyer or damaged ship in debris field. o Threat of war or trade sanctions in trade negotiations (diplomacy screen) will now automatically initiate wars or trade sanctions if the other empire refuses your demands - only threaten if you mean it! This also applies to other empires threatening you - your refusal will now result in war or trade sanctions. o Fixed a bug where clicking the ¡§Stop¡¨ action button for a ship would sometimes cause the ship to jump coordinates to the edge of the galaxy. o Fixed a crash that sometimes occurred when adding planets using the game editor. o Fixed crash when rebelling militia are defeated at a colony. o Fixed crash when receive tech bonus from ruins after researching all tech. o Fixed occasional crash when eliminate an empire. o Fixed bug where assigning some mission types to fleets (Load Troops, Refuel, Repair) would cause any ships in the fleet that were still under construction to prematurely leave their construction yard. o Fixed bug where game sometimes no longer shows income or cashflow and other game tasks stop. o Fixed crash when you have explored the entire galaxy. o Fixed occasional crash when you recruit new troops at a colony. o Fixed various GxBO crashes. o Fixed rare crash in scrolling message list. o Added extra fixes for ships jumping to galaxy corners. o Fixed issue on Turkish Windows where could not save new designs. o Fixed rare crashes in Empire Navigation Tool. o Fixed bug where fleets sometimes move to top-left corner of galaxy when assign queued missions. o Fixed rare crash when colonize planet. o Fixed crash when edit planet with ruins for super weapons tech bonus. o Fixed bug where can obtain multiple bonuses from destroying pirate bases. o Fixed issue with incomplete message when offering info on story location. o Fixed rare crash in Empire Navigation Tool when viewing enemy targets. o Fixed rare crash at colonies when population drops due to invasion. o Removed duplicated components in 'Latest Components' list in Design screen. o Fixed crash when remove planets in game editor. o Fixed crash when switch themes (to a theme with less ship-sets than the previous one). o Fixed bug in Start New Game screen when start game after switching back from theme with races not in current theme (if missing races set in Other Empires grid). o Fixed bug where AI fleet formation would often disband and reform fleets. o Fixed problem where AI empires sometimes not researching construction tech enough to build larger ships. o Fixed bug where auto-retrofit message allowed upgrading to larger ship sizes than tech currently allowed. o Fixed bug where ships not completing construction or retrofit because could modify designs while ships under construction. o Fixed bug in Expansion Planner and Empire Navigation Tool where some items not shown in green when in your system. o Fixed exploit where filtering in Expansion Planner allowed you to exclude unknown resources and unexplored super ruins. o Fixed bug where Research locations were disappearing in Empire Navigation Tool when system was colonized. o Fixed rare crash when viewing construction ship in Ships and Bases screen. o Fixed rare crash when fleet moved to location. o Fixed crash when view new colony without population. o Fixed other rare game crashes. o Fixed rare crash when pirate base destroyed. o Fixed bug where newly built colony ships were start off without fuel. o Fixed bug where empires with Mutual Defense Pacts were sometimes attacking each other. o Fixed bug where ships were sometimes invisible. o Nearest construction ship now properly gets repaired abandoned ship in debris field. o Fixed bug where Shakturi were sometimes not appearing in game. o Fixed 'ghost' navigation directions (ping) without item at location. o Fixed bug where ships were sometimes doing same action twice. o Fixed bug where ships were sometimes still blockading colony after it was conquered. ¡P Other o No new space port construction at colonies when they are under attack or invasion. o Medical centers and recreation centers are now always present on all AI space port designs. o Increased AI focus on building gas mining stations for fuel sources. o Increased number of starting construction ships. o Improved performance in late game when there are many civilian ships. o Improved amount of space ports AI builds. o Slightly increased colony income and lowered ship maintenance costs. o Special racial techs now always show in 'Latest Components' list in Designs screen. o Allow scrapping of privately-owned bases in the Ships and Bases screen. o Altered colony rebellions so that do not begin during invasions. Also ensure that colony will join empire of invaders if present instead of becoming independent or joining another empire. o In nebula clouds movement speed is now 75% of normal (from 50%). o Automated fleets now do not auto-respond to attacks if more than a sector away and another fleet is closer. o Space creatures are now shown in mini-map as dark red diagonal crosses. o Can now have more starting empires (Start New Game screen) when have more than 20 races for galaxies with 700 stars or more. o Now always reset research slider to "Starting" in Edit Empire screen of game editor. o Special super-weapon techs set for a race in races.txt file now apply for the race at game start. o Rodent races now properly disike insectoid races in biases.txt file. o Doubled capacity of passenger transport components to increase migration rates between colonies. o Added more weapons to default small space port design. o Dramatically lowered damage from bombardment weapons. o Blockading fleets now properly respond to attacks, even when not at war with attacker. o 'Latest components' in Designs screen now properly obtaining latest components - may have more than one component in each area if equal tech level. o Ancient Guardians no longer investigate ruins or investigate and acquire abandoned ships and bases. v1.501 ¡V January 11, 2011 ¡P Bug Fixes o Fixed crash where deleted default designs broke Action buttons when selecting uninhabited planets and moons (e.g. designs for resort base, monitoring station, etc) o Fixed crash when view design of pirate ship or base (via Trace Scanner component) o Fixed crash when view components for some resources in Expansion Planner screen (e.g. Iridium) o Fixed crash when viewing galactic storms while zoomed in to system level o Fixed bug where construction ships sometimes would not retrofit o When take ownership of base or carrier, now also take ownership of fighters at base or carrier o Fixed crash when no colony ship design and 'build and send colony ship' in Expansion Planner screen o Fixed rare crash when planets/moons/asteroids had been added/removed from the galaxy o Fixed resource transporting so that mining stations properly have excess resources taken to nearest space port o Fixed 'Load Troops' Action button for individual military ships ¡P Modding Support o Added new racial biases text file for controlling natural biases between races (biases.txt) o Default in-game racial biases now applied when no biases file (biases.txt) present in a theme o Fix to allow more than 22 race images in custom themes o Prevent unplayable races from showing up in Start New Game screen or Quick Start screen after change themes ¡P Game Editor o Fixed crash that occurred after adding new stars or systems in game editor o Added following new options when editing planet/moon/asteroid in game editor: „X Toggle planetary rings on/off (for non gas-giant planets) „X Add/remove resources „X Edit planet quality „X Edit planet scenery bonus and description „X Edit planet/star research bonuses ¡P Empire Policy o Prevent military ships of another empire from refueling at your colonies and bases unless have Free Trade Agreement or better (Empire Policy setting) ¡P Interface Improvements o Added mass-fighter upgrade button for each carrier (Action buttons) o Added mass fighter upgrade for entire empire (Empire Policy setting) o Added separators for thousands in numbers (money values) in Trade screen, Diplomacy screen, Build Order screen and Advisor messages o Added list of new techs that triggered mass-retrofit to advisor pop-up (so that can better determine whether to retrofit) o Adjusted Selection Panel layout so that info does not 'fall off' bottom when colonies selected o Excluded non-playable races from displaying in victory conditions screen (Ancient Guardians and Shakturi do not count towards victory conditions) o No longer prepopulate build amounts in Build Order screen (from advisor suggestions) if Ship Building automation is set to manual o Build Order advisor recommendations now limited by empire cashflow and cash on hand ¡P Game Balance Improvements o Reduced flee/escape distance until begin warp jump (escaping ships jump sooner) o Increased military ship-building levels for AI empires o Ancient Guardians better defend their home colony with troops o Ensure Ancient Guardians generate intelligence agents o Ensure some intelligence agents always assigned to counter-intelligence for AI empires ¡P Performance Improvements o Ship movement in galaxy map much smoother on multi-core machines v1.50 ¡V December 16, 2010 ¡P Initial Release
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