Frogboy Frogboy

BETA 1A released

BETA 1A released

Tons of new changes

Up on SDC now.

(Edit by kryo -- changelog posted by Boogiebac below:)

+ NEW: Tons of AI updates
+ TWEAK: Tweaked costs and such
+ NEW: Flavor Text added to components
+ NEW: Implemented Choose Launch Direction button on planet context
window
+ FIX: Fixed bug where you could fit more than the capacity on a ship in
the ship designer (float values are no longer used due to precision
errors)
+ FIX: Freeze-up in battle viewer
+ FIX: When declaring war from the trade screen, a senate vote will pop
up if you are not an imperial government
+ TWEAK: Tweaked crew numbers, ship mass, and ship dimensions in Ship
Intel Report screen
+ DEBUG: When new game is started, all missing shipcfg files will be
outputted to the debug.err file (DEBUG BUILDS ONLY)
+ NEW: Added flavor text for space cannon
+ FIX: Fixed potential crash in component flavor text function
+ CHANGE: Improve button for space miners only is disabled when there
are no more modules left to upgrade the base.  If you do not have the
tech required for a module and click the Improve button, a message will
pop up explaining why you can't upgrade the base and what tech you need
to research
+ TWEAK: made it so player receives Espionage Level-up messages again.  Had turned this off at one point because the Espionage Manager screen used to show your espionage level for each race, however it long longer does.
+ TWEAK: Super Ability Specifics
+ FIX: additional debug information for activation
+ FIX: more info in popup when activation fails (location of sig.bin)
+ FIX: took out serial check for now since SDC apparently doesn't save the serial number in the sig.bin
+ NEW: added code for super dominator
+ TWEAK: added DA serial to the information being sent to the metaverse
+ TWEAK: Galaxy setup window updated...still needs scenario window implemented.
+ FIX: Anomaly frequency adjusted: Now many more when abundant, less when rare.
+ TWEAK: New Improvement "Galactic Resort" checked in.
+ TWEAK: New Improvement Graphics checked in
+ NEW: 5 New United Planets issues checked in:
    -Anti-Aggression: Have to wait 1 week before attacking/invading in a new war.
    -Mining Loyalty: Mining Bases won't flip if closer to a player owned planet than a foreign planet.
    -Neutral Ground: Upon declaring war, all warships are removed from the opposing players    territory.
    -Open Trade: 2x trade revenue.
    -Open Tourism: 2x tourism revenue.
+ TWEAK: made it so that the spore ship is destroyed after one use
+ NEW: enabled "No range" mega event
+ FIX: Fixed a string not found error in ship intelligence report
+ FIX: Completed construction is cleared when a base is destroyed (you will have to start building the base from the beginning again)
+ CHANGE: Civilizations now have an inherent ability bonus from raceconfig.xml.  You cannot remove this bonus, but you can add to it using ability points in the setup screens.
+ CHANGE: Ability points available has been temporarily reduced from 10 to 5 (until we can balance this a little more)
+ CHANGE: When a planet changes ownership, all active spies are returned to their respective players
9,654 views 29 replies
Reply #26 Top
Of course, I do have one thing about it that I don't like:

Custom Races should have no abilities that they are forced to get. They should just have more points to spend.


Cari said that the custom race will indeed probably just get more points to spend rather than having fixed bonuses, once they get the core races rebalanced.
Reply #27 Top
Cari said that the custom race will indeed probably just get more points to spend rather than having fixed bonuses, once they get the core races rebalanced.


Cools thx for the info Kyro. I must have missed that post in another thread. I'll just edit the xml myself for now

Reply #28 Top
+ CHANGE: Ability points available has been temporarily reduced from 10 to 5 (until we can balance this a little more)


Ouch, that's a shame as I play exclusively as a custom race that better fits my personality or play style.