Ships with ordnance fabricators will no longer be the target of resupply shuttlesĮMP Torpedoes now actually do EMP Damage!Īdded an indicator on the planet list screen for systems that have a known enemy presence Please let me know your resultsĬhanged the peace treaty notification icon to a dove iconĭouble clicking a planet will no longer explore it automatically Let me know how your conquest goes!Īdded fairly major memory optimizations. I took a long look at what type of things players were doing to get good economies and also at where the AI was making dumb economic choices. But now their Economic AI is much better, which means they will have more ships and better ships to fight you with. Their Core Strategic AI remains unchanged - it should be quite tricky as is. You should also see much better play out of the AI due to economic tweaks. You should see substantially better performance memory-wise and in the late game. This latest patch does a lot of tinkering under the hood of StarDrive. Somehow these could become desynced, but now they use the same function and should not desync. Fixed some inconsistencies between the displayed empire income and the calculated empire income.Fixed the victory music not playing on the victory screen.The sickbay should now appropriately heal injured troops that are stationed on board the craft.Added a tag for Mod files true if you want to remove the original StarDrive races from appearing while your mod is loaded.Significant buff to the Disintegrator Cannon (ultimate beam weapon in vanilla SD) so that it is both superior to earlier beams, and also generally just deadly.Fixed an issue where Remnant kills weren't tracking properly through saved games which could result in you either missing the event or getting the event multiple times.In fact, I expect the AI will become more dangerous. Both the AI and the player will benefit from this change so it should be balance-neutral. What is happening is that your governors are spending your cash. I think this was causing a great deal of confusion about the economy, as players would see their income decreasing and have no feedback as why. Originally posted by Zero:You only need production now. Removed the requirement that you need money to rush production.This will work on any weapons that modders may want to add this functionality to. Enabled the use of the "ProjectileRadius" tag in weapons files.They therefore do not require direct hits to detonate anymore, and instead detonate either in proximity to any enemy vessel, or at their maximum pre-determined range, so they can be used as area-suppression weapons against fighter swarms. Expect more dangerous enemies with mixed target types - bring some anti-fighter cannons! This should result in some more mixed AI fleets, and fix the issue seen at present wherein the AI is only fielding the largest ship type available at once. This means that, given 23 ships, the ratio would break down like that. This now results in the AI splitting its proportions roughly between: Capitals: 3, Cruisers: 5, Frigates: 7, Fighters: 7, Dedicated Bombers: 1.
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