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A preview of the v1.9.5.8 Change List

 
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A preview of the v1.9.5.8 Change List - 8/26/2014 1:27:44 PM   
Erik Rutins

 

Posts: 34566
Joined: 3/28/2000
From: Vermont, USA
Status: offline
Should be available as a beta later today.

CRASH FIXES

- fixed rare crash when ships in combat

BUG FIXES

- fixed bug where race-specific diplomacy mood music was not working in a theme

SHIP DESIGN

- AI ship design process now automatically adds extra energy collector components to match static energy requirements of design (similar to the way reactors are added)
- AI ship design now increases size of Carrier designs (beyond default design template) when construction size allows (like Capital Ships already did)
- added medium and large freighter designs to AI ship design shrinking process (attempt to fit within current maximum construction size)
- fighter firepower now listed in ship design detail screen (Weapons panel), to allow better comparison of military designs (firepower and fighters listed separately)

MODDING

- now optionally allow setting battle tactics, invasion tactics and fleeWhen settings for designs in design template files. To do this, for any design template file for any race, use the following entries (Entry name with possible values after the colon):
TacticsWeaker: Evade, Standoff, AllWeapons, PointBlank
TacticsStronger: Evade, Standoff, AllWeapons, PointBlank
TacticsInvasion: DoNotInvade, InvadeWhenClear, InvadeImmediately
FleeWhen: EnemyMilitarySighted, Attacked, Shields50, Shields20, Never

OTHER

- increased the maximum per-resource cargo space at spaceports and other bases from 30000 to 120000
- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them



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Erik Rutins
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Post #: 1
RE: A preview of the v1.9.5.8 Change List - 8/26/2014 2:25:02 PM   
Icemania


Posts: 1843
Joined: 6/5/2013
From: Australia
Status: offline
Wow! Talk about exceeding expectations! Can't wait to put it all into practice!

(in reply to Erik Rutins)
Post #: 2
RE: A preview of the v1.9.5.8 Change List - 8/26/2014 2:27:20 PM   
Retreat1970


Posts: 841
Joined: 11/6/2013
From: Wisconsin
Status: online
Thank you again.

(in reply to Icemania)
Post #: 3
RE: A preview of the v1.9.5.8 Change List - 8/26/2014 3:25:24 PM   
Blackstork


Posts: 802
Joined: 7/7/2014
Status: offline
Great update, happy to see tractors getting love. :)

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RE: A preview of the v1.9.5.8 Change List - 8/26/2014 4:08:20 PM   
Vardis

 

Posts: 77
Joined: 6/20/2014
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You guys are pretty awesome. You know that, right? :)

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RE: A preview of the v1.9.5.8 Change List - 8/26/2014 5:02:07 PM   
t1it

 

Posts: 66
Joined: 11/23/2011
Status: offline
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them

I like very much

(in reply to Vardis)
Post #: 6
RE: A preview of the v1.9.5.8 Change List - 8/26/2014 7:20:28 PM   
Tanaka


Posts: 3361
Joined: 4/8/2003
From: USA
Status: offline
Wow! Great support! Thanks guys!

"- ship decision whether to use tractor beams to pull or push a target now uses optimal attack ranges defined by battle tactics, e.g. when set to Point Blank then will pull within close range, when set to Evade will always push. Spaceports defending a colony will push when enemy troop transport gets too close in an attempt to prevent them from dropping invading troops at the colony"

Loving this one! This will really help with invasion defense!

< Message edited by Tanaka -- 8/26/2014 8:22:41 PM >


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RE: A preview of the v1.9.5.8 Change List - 8/26/2014 10:36:16 PM   
CaptainBipto1

 

Posts: 28
Joined: 8/10/2014
Status: offline
Whoa tractor beams can push?!?

(in reply to Tanaka)
Post #: 8
RE: A preview of the v1.9.5.8 Change List - 8/28/2014 7:22:18 AM   
Gregorovitch55

 

Posts: 191
Joined: 2/11/2014
Status: offline

quote:

ORIGINAL: Erik Rutins
- idle automated AI fleets and troop transports will now unload troops at colonies that have pirate facilities but insufficient troops to clear them


Nice. Would be good to know some more details about this such as:

if there are more than one planets with pirate facilities how will the AI decide which ones to go land troops at?
will the troops auto-attack and if not how is the player intended to know the troops have landed?
Will the troop ship auto-reload it's troops again after the facility is cleared?
if so will it move on to the next planet with a pirate facility?

(in reply to Erik Rutins)
Post #: 9
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