V1.9
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V 1.9 Update
Optimization
- Memory: introduced new texture compression for planetary and ship textures to greatly reduce memory usage and dramatically improve startup times.
- Removed legacy stopwatch code from the sound system
- Moved old profiling junk
- Reduced CPU usage of the particles and main graphics threads
- Removed redundant debug output
- Multithreaded the texture loading at the start of game to improve performance.
AI
- AI builds scout ships later in the game to keep exploring very large galaxies
- Dramatically reduced AI >normal economic bonuses (no longer needs them)
- Re-designed the way the AI expands into the galaxy with colony ships so that its expansion no longer stalls on large maps
- Dramatically reduced the amount of time an AI will interact with a player if they are not within ship range
- AI doesn't try to bribe other players to go to war unless they and the other players have a decent military already
- AI will no longer give tech gifts to players with a different ideology (i.e. no more Drengin giving you tech if you're a nice person)
- AI now scales the number of similar ship projects based on number of colonies rather than a flat number
- AI pumps up colony ship production priority if there are a lot of nice planets laying around
- AI pumps out fewer Constructors in general
- Re-designed the way the AI determines which planets should get a shipyard to be more (way more) intelligent
- Updated AI's handling of adjacency bonuses to be more intelligent
- AI values planet quality more when picking planets to colonize
- AI somewhat more heuristic on tech research
- AI somewhat quicker to war
- Auto Surveying Survey Ships will now survey extra anomalies if the ship has extra movement points.
Balance
- Made low level factories cheaper, provide smaller bonuses.
- Reduced the size of maps while keeping the same number of objects, effectively increasing the galactic density.
- Increased the zoom distance.
- Lowered diplomacy bonus of the Diplomacy Techs.
- Diplomacy tech effect to Diplomacy ability increased from 0.5 to 1
- Influence MinToClaim increased from 0.33 to 8
- Influence Radius root reduced from 3.25 (^0.325) to square root (^0.5)
- Eliminated the Influence Bell Curve target divisor.
- Influence fall off is increased from -0.3 to –10
- Capital Influence per turn increased from 1.5 to 3
- Colony Influence per turn reduced from 2 to 1
- Removed the faction ability bonus from the Diplomatic Office
- Removed all faction ability bonuses from starbase modules
- AI is much MUCH smarter about detecting cultural flipping strategies
- AI is much better about detecting fast alliance strategies
- Colonies now instantly update when you rush build to show the effect of the new building.
- Adjusted tech cost to increase per tech age
- New capstone technologies that can be researched repeatedly for galaxy wide bonuses
- Minor races will now establish trade routes.
- Tweaked influence such that growth is now slower in general, but influence improvements and modules are now much more powerful.
- Increased starbase spacing by to 3, from 2, until we get the new Administration cost stat implemented.
- Adjusted intensity on several strategic map icons and the grid.
- Starbase minimum distance reduced from 5 to 3 tiles.
- AI tends to focus more on tech (generally) than previously.
- AI will build survey ships late ingame.
- AI provided with a much wider variety of ship designs to choose from with the various strategies.
- AI weights units much more closely than previously in order to not make one virtually impossible to build.
- Opposing culture diplomatic penalty reduced from 1.25 to 1.1 if AI is benevolent.
- Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is merciless.
- Opposing culture diplomatic penalty increased from 1.25 to 2 if AI is cruel.
- Close to victory diplomatic penalties increased from 1 to 5.
- Ripe for conquest diplomacy penalty reduced from 0.75 to 0.1 if AI is benevolent.
- Ripe for conquest diplomacy penalty increased from 0.75 to 1.25 if AI is aggressive.
- Minimum planet class to be a manufacturing world reduced from 7 to 4.
- Max number of colony ships the AI will construct at once increased from 2 to 3.
- Max slider focus reduced from 95% to 75% (to deal with coercion penalty).
- Coercion forgiveness eliminated (there is always some coercion if you move off from center).
- Maximum coercion reduced from 50% to 35%.
- Colony Capital production points reduced from 5 to 1.
- CivilizationCapital production points reduced from 5 to 1.
- Influence Radius root increased from 1.75 to 4 (i.e. influence ZOC will start out much much smaller now).
- Tech inflation penalty significantly reduced.
- Penalty for switching a constructor to a colony ship increased from 50% to 75% (yea, you know who you are).
- Pirates moved further away from starting location.
- Increased the variance for the various settings (minors, pirates, etc.).
- Modified the governor script to provide a bit more flexibility based on planet bonuses when building improvements.
- Colony capital maintenance eliminated.
- Colony capital hub provides a 2 (was 1) level bonus to adjacent buildings if they are population or manufacturing or research.
- Civ capital hub provides a 3 level bonus (was 1).
- Reduced maint. slightly on research buildings.
- Rare habitable planets decreased from 30% to 25%.
- Nebula and black holes and anomalies made much less common on all settings.
- Occasional planet frequency amount doubled from 1X to 2X.
- Common stars modifier increased from 0.9 to 1.
- Common planet frequency amount increased from 0.75X to 3X (this also fixes a bug where common was less than occasional).
- Abundant stars increased from 1X to 1.5X.
- Planet Frequency increased from 0.25X to 3.5X (also fixes bug).
- Tiny map base objects increased from 32 to 120 (i.e. tiny maps will be a lot more filled).
- Small map base object count increased from 64 to 150.
- Medium map Base object count increased from 110 to 200.
- Large map base object count increased from 155 to 300 (i.e. over twice as many stars/planets/etc. in a particular size).
- Huge map base object count increased from 250 to 350.
- INSANE map object count INCREASED from 1200 to 1400!
- Sensor cost components reduced slightly.
- Cargo module cost reduced from 27 to 10 (cheaper colony ships -- but remember, planets now rely more on population for their production).
- Tiny hull cost reduced from 11 to 10.
- Small hull cost reduced from 25 to 20.
- Medium hull HP increased from 100 to 120.
- Large hull cost increased from 128 to 300.
- Large hull HP increased from 250 to 600.
- Large hull storage increased from 100 to 120.
- Large hull logistics cost increased from 7 to 10.
- Huge hull cost increased from 432 to 500.
- Huge hull HP increased from 500 to 800.
- Huge hull storage increased from 250 to 300.
- Huge hull logistics increased from 10 to 16.
- Cargo hull cost reduced from 42 to 24.
- Cargo hull HP reduced from 10 to 1.
- Cargo hull logistics increased from 5 to 6.
Improvements/Bugs Fixes
- Stuck Turn fix involving battle system in multiplayer
- Increase the opacity of the alpha on the un-owned grid
- Escape key now prompts the user if they are designing a ship, instead of instantly leaving the view.
- Added an option skip the upgrade notification on the starbases window.
- Fix some bad prerequisites some hidden minor race tech tree.
- Fix bad tech description for Technological Outreach tech, in the Torian Tech Tree.
- Added check in Galactic Events that prevent random crashes with event that pops up twice.
- Fix bad prerequisite for Xeno Geology in the Arcean techtree.
- Fix bad prerequisite for Drengin Manufacturing Stimulus.
- Fixed a major late-game memory leak
- Removed normal map corrections and Lean Maps from game as they didn't look good and were taking up too much space.
- Fixed false positive on culture flipping penalty in diplomacy window
- Fixed bad normal map for merc textures.
- Fixed issue in Krynn tech tree causing the Coordination Temple to be hidden.
- Fixed some issues that were causing some of the techs at end of the tree to have the wrong cost calculated.
- Fix text wrapping on starbase window
- Fix for capstone alerts showing up for non-local player and for tech victory alerts showing up for non-tech victory items
- When vram is maxed out, the game will no longer generate a massive log file.
- Increased the halo size on non-colonized planets
- Added author fields for maps, factions and ships.
- Starbases will now notify the you that they need to be upgraded after being initially built.
- Fixed double counting of trade routes for AI diplomacy purposes.
- Fixed late game crashes related to textures on large maps.
- Fixed an infrequent crash on loading large maps.
- Fixed bug that could cause the AI to see tiles in the opposite map position of where they were exploring.
- Fixed a bug that could cause the AI to reduce the priority weighting on colony ship production based on the # of targetable planets.
- If a player faction is set to random in the prefs.inifile, the quick-start tooltip will no longer display an invalid faction.
- Fixed an issue where if you changed the planetary spending wheel, the displayed. manufacturing time for improvements wasn't being updated at the same time.
- Clicking available projects tabs no longer resets the improvement cursor.
- Add ESC to close Ship Designer and Diplomacy screens.
- Starbases no longer incorrectly show the upgrade option when none avail.
- Fixed a crash related to the AI defying the UP.
Hot Patch
- Reverted the Insane maps back to their 1.8 size.
- Replaced some texture changes that were causing trouble on some DX10 machines. This will most notably address the selection ring problem.
- Re-compressed some ship textures for better visual appearance.
- Reduced max zoom out on larger maps to fix an issue with background stars clipping though FOW.
- Reverted the "Large" and bigger maps back to their 1.8 size.