![]() ![]() This was a big problem-they will build very dangerous ships now. ![]() Fixed an issue where the AI was not accessing its full ship roster.It was randomly choosing from the available roster earlier Updated the AI to always build the best frigates and corvettes available to it.Not implementing the version number, just slipping it on top of 1.5e. I think that this mod will now successfully bring the AI Community ship pack into full action. Hi folks - I caught a few AI bugs that will make the AI a whole lot meaner. Removed final references to the old ground combat system.I think!.Fixed issue with firing leaders Vos and Wyatt making the game hang.Fixed an issue with the time controls changing the speed of the entire game if used in the battle arena.Fixed a bug where the AI would sometimes launch troops from a planet that the player was invading (and would steal the player’s troops in the process!).Fixed a bug in the shipyard with the Upgrade Armor button.Removed the “you unlocked a technology” song because it gets old after a few time.Removed the AU distance readout from fleet icons.Made rendering optimizations to the strategy map to help it run faster in the late game.Updated the default deployment breadth to support more ships in a line (and to prevent ships from spilling out across the whole battlefield during deployment).Updated the fleet icon / associated text to have a little animation.This was causing a ton of late game spam. The unique bonus buildings will now only spawn once per empire (hellforge, private shipyard, wormhole institute, Solar array, etc).There were times where certain events would trigger unexpectedly or at the wrong time, and I want to iron all of that out Fiddled with the Events system to have some more flexibility and reliability.Changed diplomacy so that expansionism does not make the AI nearly as angry, except for Expansionist AIs who remain very angry.Changed the audio for event popups to remove the drum sound effect.As always, let me know if you run into any troubles. This patch contains some nice optimizations and under-the-hood work, plus some good bug fixes. But the energy torpedoes have a lot of hit points and are unlikely to be disrupted with point defense fire. All torpedo weapons, even energy torpedos are jammable and interceptable.Reduced the HP of the AM torpedoes so they have a shot of being intercepted by flak They are supposed to be conventional torpedoes with AM warheads and instead they look like quantum torpedoes and move super fast, so I’ve fixed all that. Updated the graphics and characteristics of Anti-Matter torpedoes.Fixed an error where point defense weapons would sometimes do no damage to interceptable guided weapons.Fixed an issue with modded ships that could cause game slowdowns if the mesh collider had too many surfaces.Fixed an issue for existing ship mods that would import the modded ships as “pink” (i.e.Fixed a tricky bug that would sometimes cause the gross miscalculation of command points for a single turn following combat, plunging empires into immediate bankruptcy.My day job has been pretty busy these past few weeks but I should have some time to bring more updates online in the coming weeks. Hi folks - here is a small update with some fun changes. ![]()
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