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unmerged(201662)

Major
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Mar 31, 2010
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  • Hearts of Iron III
  • Magicka
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r20461b
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Critical Fixes:
+ Fixed a game loading crash related to asteroid monitors.
+ Fixed all known crashes related to deep space interception.
+ Fixed a potential infinite loop in Hiver movement that could occur during turn processing.
+ Fixed known multiplayer de-sync issues that were leading to crashes.
+ Fixed a crash when returning from a demand or request with an indy.
+ Made optimizations to turn processing times.

Other Fixes:
+ Suul'ka can now be summoned again.
+ Mining and defense stations no longer double-charge players for construction.
+ Resolved conflicting broadside versus pursuit orders in combat.
+ Rapid prototyping now applies proper bonus.
+ Made changes to resolve minefield overlap and frame-rate issues.
+ Made changes to resolve PD phaser frame-rate issues.
+ Improperly configured requests and demands are no longer allowed to be committed.
+ Trade income is now correctly reported when no trading is available.
+ Fixed an issue where mining stations were not showing up in station construction options.
+ Fixed mis-labelled Zuul station types in news events.
+ Fixed an issue where colonization missions were not cancelling when critical ships were destroyed.
+ Fixed a known issue related to incorrect movement speed on the starmap.
+ Fixed issues that were preventing AI players from declaring war when they should.
+ Fixed an issue where heavy and planet missiles were not re-targeting in combat.
+ Fixed an issue where stations were reporting incorrect remaining and total structure.
+ Fixed an issue where in-transit fleets could be incorrectly displayed in repair dialogs.
+ Fixed issues where asteroid monitor encounters would cease to occur after destroying a command monitor.
+ Fixed some combat stance issues related to planets.
+ Fixed issues where alien habitation modules could take up standard habitation module slots.
+ Fixed a couple issues where warhead damage was not being adjusted correctly for researched technology.
+ Fixed an issue that was preventing government graph from updating.
+ Fixed issues where missiles targeting spectres could damage a colony instead.
+ Addressed network de-sync issues with certain weapons in combat.
+ Addressed some turret arcs that weren't firing or engaging correctly.

Additions:
+ Node Cannon and Node Maw weapons have been re-introduced for Zuul players.
***To use the Node Maw in combat, go to sensor view and click on the corresponding buttons above the desired Bore node points.***
***These will collapse the node points, to devastating effect for ships in the area.***
+ Updated combat screen GUI
+ Added a multiple combat system.
+ Added Morrigi tombs.
+ Introduced the ghost ship random encounter.
+ Turrets and modules now show up in the fleet manager.
+ Quantum disassociation now adds the intended 20% bonus to production.
+ Combat now occurs in multiple phases depending on the number of fleets present.
+ Intelligence-gathering missions can now be executed from the diplomacy screen.
+ Increased AI diplomacy reactions.
+ Increased savings required for morale boost.
+ Biosphere preservation now reduces consumption by 50%.
+ Colonies now get an initial bonus on the turn they are established.
+ Fleets that lose their command ships in combat will now disband and retreat.
+ Increased battle rider mission times.
+ Reduced the density of minefields.
+ Added new drone attack behaviors.
 
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Nice list there, though not seeing any mention of the kind of AI changes that will make single player games playable again.

Ah well, perhaps near the end of the month.

*crosses fingers*
 
Nice list there, though not seeing any mention of the kind of AI changes that will make single player games playable again.

Ah well, perhaps near the end of the month.

*crosses fingers*

"+ Increased AI diplomacy reactions."

This seems like an AI change that might make it a little better. *shrug*
I know, I know... You're talking about the AI being able to ignore all kinds of rules that we can't (such as range, etc). But still... smarter diplo is good!
 
This update does not like my savegame:

Code:
SW 04/05/2012 11:48:09 [] System.InvalidOperationException: Sequence contains no matching element
   at System.Linq.Enumerable.First[TSource](IEnumerable`1 source, Func`2 predicate)
   at Kerberos.Sots.AssetDatabase.GetShipSectionAsset(String filename)
   at Kerberos.Sots.Data.DesignsCache.GetDesignSectionInfoFromRow(Row row, SQLiteConnection db, AssetDatabase assets)
   at Kerberos.Sots.Data.DesignsCache.<GetDesignSectionInfos>d__1c.MoveNext()
   at System.Linq.Buffer`1..ctor(IEnumerable`1 source)
   at System.Linq.Enumerable.ToArray[TSource](IEnumerable`1 source)
   at Kerberos.Sots.Data.DesignsCache.GetDesignInfoFromRow(SQLiteConnection db, AssetDatabase assets, Row row)
   at Kerberos.Sots.Data.DesignsCache.<OnSynchronizeWithDatabase>d__23.MoveNext()
   at Kerberos.Sots.Data.RowCache`2.SynchronizeWithDatabase()
   at Kerberos.Sots.Data.GameDatabase.GetDesignInfosForPlayer(Int32 playerID)
   at Kerberos.Sots.Encounters.VonNeumann.ResumeEncounter(GameDatabase gamedb)
   at Kerberos.Sots.Strategy.ScriptModules.Resume(GameDatabase db)
   at Kerberos.Sots.Strategy.GameSession..ctor(App app, GameDatabase db, GameSetup gs, String saveGameFileName, NamesPool namesPool, IList`1 activeTriggers, Random rand, Flags flags)
   at Kerberos.Sots.App.LoadGame(String filename, GameSetup gs)
   at Kerberos.Sots.App.UILoadGame(String fileToLoad)
   at Kerberos.Sots.GameStates.MainMenuState.UICommChannel_PanelMessage(String panelName, String msgType, String[] msgParams)
   at Kerberos.Sots.Engine.UIEventPanelMessage.Invoke(String panelName, String msgType, String[] msgParams)
   at Kerberos.Sots.Engine.UICommChannel.ProcessPanelMessage(String[] subStrings)
   at Kerberos.Sots.Engine.UICommChannel.ProcessEngineMessage(String engMsg)
   at Kerberos.Sots.Engine.UICommChannel.Update()
   at Kerberos.Sots.App.Update()
 
All Sots2 updates always break savegames ... it's by design. Something Kerberos could prevent, but doesn't.

Not true. There have been quite a few updates in the past that have not broken savegames. It's just become more common place that it's unavoidable the last month or two of updates with the addition of new features and overhauling existing behaviour.
 
Its true that a number of full patches/updates haven't broken savegames, but in a post here quoting the devs, it was clearly stated that the changes to the battle engine would break savegames. So on this occasion we have to start from scratch. There goes my 150 turn game again!
 
No planets or stars for me in the station placement, or in the system view. I deleted and reinstalled the game, but still nothing. :(

I expect a hotfix right about now....

.... wait! Now....

Darn! I would expect it will be fixed in the next hotfix update. Within the next few days at most. ;)
 
FYI savegames are a database. If the patching changes any filepaths, names or call locations the savegame will break.
I don't expect them to put extra time in just so you can continue your savegame when the game isn't even done yet.