Beta Patch 1.1.0 (Clarke) Released [checksum ed47] - Not For Problem Reports!

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PhilUK

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Thank you! Is it also possible to make a quick fix to make combat computers work?

I haven't followed this issue, is it the fire rate? If you explain it I'll have a separate fix for that up aswell.
 

MangoMonkey

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I haven't followed this issue, is it the fire rate? If you explain it I'll have a separate fix for that up aswell.

Essentially, none of the combat computers that profess to boost fire rate or weapon damage actually apply that bonus. Particularly noteworthy with the Aggressive Combat Computer, which doesn't do anything right now but change ship aggression AI, though I believe it also affects the upgrade "Neutral" computers, like Psi Interface and Sentient AI. Bug doesn't seem to affect the fire rate bonus of Generals, though, which is working as intended.

With a pinch of salt taken, a user on Reddit suggested it can be fixed by changing:

modifier = {VALUE}, which doesn't correctly apply ship_fire_rate_mult nor ship_weapon_damage, to

ship_modifier = {VALUE}, which does.
 
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R_3

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I haven't followed this issue, is it the fire rate? If you explain it I'll have a separate fix for that up aswell.
I mean that "aggressive" combat computer doesn't add any bonuses while "defensive" one does. It was tested several times that there are no damage/ rate of fire improvements while using that combat computer.
 
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AmpsterMan

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Man Xenophile/Xenophobe got very nice boosts. Specifically, I like how they now have nice empire wide bonuses that effect influence. Moving rivalry from military to xenophobe was very good.

Also, no more ethics divergence for individualists! :eek:. Individualist empires are definitely going to be economic power houses now. Can you just imagine it? Galactic Stock exhange plus Fan Ind increase EC from tiles by 30%. Add a happiness boost from the Happiness buildings and you may be getting up tp 50% more EC for a tile. That's absolutely amazing!
 
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RabidRabbit6

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Land of Opportunity can speed that up nicely

Oh right, let's solve the problem by increasing the difference on every other planet by the exact same amount that it gets decreased by on one planet.

The only reasonable way to get to break-even at a respectable pace is with fanatic xenophile's Legal Aliens, while simultaneously sabotaging the science scaling of other empires.
 
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Dalwin

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Corvette nerf? (Game is really unfun untill this is fixed)
They nerfed the evasion gained for all classes from thrusters. This is effectively a nerf to corvette evasion which should be enough to balance them based upon earlier studies of the problem.
 
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Wulfram

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Oh right, let's solve the problem by increasing the difference on every other planet by the exact same amount that it gets decreased by on one planet.

The only reasonable way to get to break-even at a respectable pace is with fanatic xenophile's Legal Aliens, while simultaneously sabotaging the science scaling of other empires.

LOP will still pick up plenty of people from other empires IME. And growing 1 pop each on 10 worlds is faster than growing 10 pops on one world.
 
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DJFariel

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The game needs more lopsided tech late game anyways. Right now, almost every empire has the same tech level throughout the game, which is no fun. Not a huge problem but I like the change. As long as the median tech level stays the same (or is slower, because I do think it's too fast right now) and the spread across empires is greater, I'm happy. Though I might have issue with techs not being big enough leaps. I haven't had enough situations in game to accurately test this, but x-ray lasers should absolutely dominate red lasers. When I get a new tech I don't /feel/ like I'm suddenly more powerful. Mentally, it's just "yay more tech.". But I'm just spit balling here.

Hey P-Dox, is your bug tracker public? I just want to curiously peruse what you guys are tracking right now. I'm a developer myself and like seeing other people work. :)
 
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lebigmac

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I haven't followed this issue, is it the fire rate? If you explain it I'll have a separate fix for that up aswell.

unsure if its actually effecting combat, but the repeatable increased attack speed and damage techs dont seem to add any visible effect when examining ships either. Adding defensive computers, using neutronium forge for armor does change tooltip values of ships when examining them, offensive computers, and attackspeed / damage techs dont seem to.
 

EmperorZelos

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I really feel we are going somewhere :D
I don't like the mechanic on general basis, it is to game focused and makes too little sense. More population = more science as more geniuses are born etc.
 
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ju44

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How could I mod ethics convergence to be normal? I already felt it was slow enough, even with conformists. Although they were rather unhappy, does that affect it?
 

EmperorZelos

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How could I mod ethics convergence to be normal? I already felt it was slow enough, even with conformists. Although they were rather unhappy, does that affect it?
yes, unhappy bastards dislike you more
 

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A pity, as it still makes the defensive computer the best one to use is all circumstance, since any damage or fire rate bonus from the combat computers is not applied to the actual ships.
No computer is the best to use once you hit a large fleet. The Aggressive one doesn't work, while the Defensive one causes fleets to bunch up and refuse to advance, allowing the enemy to pick them off.
 
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Wow! I just saw the AI win a war against another AI rather quickly and conclusively. That's cool.

Also, the AI seems to be expanding at a better rate than in 1.0.3.

Great patch!
 
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