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  1. #1

    r22173b

    Newest Patchnotes. Don`t know if avaiable yet.

    r22173b
    ------

    Critical fixes:
    + Addressed networked game stalls and crashes related to certain router and firewall hardware. The default MTU affinity has been reduced to 500 bytes.

    Other fixes:
    + Fixed lag in combat when encountering Swarm Queen.
    + Fixed cases where combat UI was displaying informtation for colonies from other star systems.
    + Station Manager now only displays stations in the selected system.
    + AI difficulty settings tuned to the following levels; easy (research -25%, production -25%, revenue -25%), medium (no changes), hard (research +25%, production +25%, revenue +25%, population growth +10%)
    + Swarm hives no longer display fleet icons.


    Other changes and additions:
    + Empire security slider now automatically adjusts to minimize corruption when left on notches.
    + Trade sliders set to notched values will now stick to those values, even if the maximum potential increases.
    + Strategic AI uses relocation more effectively, which helps to maintain advancing fronts.
    + Various AI optimizations.
    + Liir supply ratings have been adjusted.
    + Various ship and weapon arc tweaks.
    + Number of stations is now limited by population - one per 500M (Imperial + Civilian).
    + UI changes have been made to the stamap system tags. Dots now represent the number of colonies; rings are shown for each major station slot available, and filled in with icons for each type constructed; a numerical value is now displayed for support; and colony trap icons are displayed when appropriate.
    + Exposed additional variables for modders.
    + New Ship badges to celebrate the Canada Day / Independance Day weekend.

  2. #2
    I have it now. Seem fine. Nice with the extra details.
    -Just one problem so far. My planets keep changing how much they put in trade and construction, I normally have most of my planets on 100% trade.
    Last edited by Niels Trude; 29-06-2012 at 14:16.

  3. #3
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    Quote Originally Posted by Castus View Post
    + Trade sliders set to notched values will now stick to those values, even if the maximum potential increases.
    I think that this is what's happening.
    "Computers are like old testament gods; lots of rules and no mercy." - Joseph Campbell

  4. #4
    I agree, it would make sense that is the core of it. But I have the potential, the freighters and the trade-docks.

  5. #5
    I've seen this also. I'll have my planets set up to crank out trade goods, and then look back and they've all gone fully construction.

    Quote Originally Posted by Niels Trude View Post
    I have it now. Seem fine. Nice with the extra details.
    -Just one problem so far. My planets keep changing how much they put in trade and construction, I normally have most of my planets on 100% trade.

  6. #6

    Hopefully

    Hopefully the AI optimizations will include the AI putting weapons better than UV lasers on Dreadnaughts 250+ turns into the game...maybe hope that it starts using different hull sections too?

  7. #7
    that can't be true. because i've had trade sliders set to 0 after i have it on max. i've seen my trade income go from 800k+ to 0. and then the next turn when i reset the sliders so i am trading at max (800k+) and the next turn after that be down to 400kish. and then go to 600kish, and then to 0. so something buggy is going on.

  8. #8
    i've actually held off continuing the game because it breaks the game; i can see my savings drain rather quickly when i should have enough to pay for the ships i'm building.

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