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Patch - Star Ruler : Dutzende Veränderungen mit Version 1.0.2.4

  • PC
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[Fixed] Crash when selecting a shipset.
[Fixed] Remnants no longer run out of fuel.
[Fixed] Changed order for movement updates to prevent a one-frame delay in motion prediction.
[Fixed] Clients in multiplayer were shown the victory message before joining an empire.
[Fixed] Governors no longer build structures that are not unlocked yet.
[Fixed] Layout scales are now rounded to 3 decimal places to prevent floating point errors from showing up.
[Fixed] Pirates with money troubles weren't buying pillagers because marauders were cheaper.
[Fixed] Joining a multiplayer game after going back to the main menu from another game would not load the map correctly.
[Fixed] The fighter hull had a 5% flat dodge chance instead of it being based on relative velocity.
[Fixed] Changing the max number of selectable AIs in main_menu.xml did not work. The default still goes up to 10, but it's moddable up to 200 AIs.*
[Fixed] Fixed various issues with updating hulls (SubSystem modifiers not working when a hull is updated). Designs in previous saves should be able to benefit from being updated, depending on the type of modifier used.
[Fixed] Fixed fleet icon not showing after load and not disappearing when docked.
[Fixed] Ship owner was being set after effect activation, leading to certain effects (notably Research) crashing on ships.
[Fixed] Structures with non-natural levels (farms) could not be renovated manually.
[Fixed] Zoom to cursor checkbox was saving incorrectly.
[Fixed] Planet orbits were sometimes stopping after loading a save.
[Fixed] Undocking sometimes hurled ships across the vast expanses of space at insane speeds.
[Fixed] Damage order based on sub system position wasn't taking the size of the sub system into account. Now, a large sub system can protect little sub systems 'inside' it.
[Fixed] The music now instantly stops playing upon exiting, rather than when the game finishes cleaning itself up.
[Fixed] Treaties would randomly crash in multiplayer.
[Fixed] Objects thought they had far higher acceleration than they really did (due to not taking mass into account). Should significantly improve movement patterns, especially when it comes to planets.
[Fixed] Our custom GUI elements were not being properly deleted, causing a memory leak in the GUI.
[Fixed] Goto object orders weren't being saved/loaded.
[Fixed] Order lists were being loaded in reverse.
[Fixed] The dim2di for the blueprint window's tab buttons was using 2 px less than it should have, resulting in part of the button being cut off in the window.
[Fixed] Sending chat messages with the # character in them no longer causes weirdness.
[Changed] Various game data files (PlanetTypes.xml, build_queues.xml, ...) can now be overwritten by mods.
[Changed] Script data loading now falls back to the default files (mods no longer have to copy the Script Data directory).
[Changed] Empire names and colors are now moddable the same way system names are.
[Changed] Changed the standard maps to use a single copy of object descriptors, rather than making a new one for each object. Significantly speeds up map generation for common map sizes.
[Changed] Removed unnecessary window generation and resource loading during script testing.
[Changed] The tutorial can now be localized.
[Changed] An auto-colonize order can now be removed by right-clicking on the planet and unticking it.
[Changed] The AI now periodically retrofits its obsolete ships.
[Changed] Slightly sped up locking in general, and reduced overhead related to creating those locks.
[Changed] AIs obsolete their old designs and retrofit their old designs to larger versions. (Cruisers go up to scale 24 over time).
[Changed] Planet orbits were much slower than intended. Planets now orbit at faster speeds, and their speed is based on the size of the star.
[Changed] Changed various memory allocations over to a pooled system. Slight gains when setting the game up, but far more dramatic gains when exiting.
[Changed] Objects now register themselves instantly during map creation, significantly improving map generation speeds.
[Changed] Empty strings no longer allocate themselves on the heap.
[Changed] Star Ruler's icon has been replaced with a higher resolution version.
[Changed] Mods can now add their own Locales that are loaded after and can override the base game's.
[Changed] Weapon effect graphics are now allocated in a pool, significantly improving performance when watching combat.
[Changed] Updated French, Russian and German translations.
[Changed] While updating the blueprint window to the planet window's style, reduced the image size, saving a slight bit of memory.
[Changed] Objects are destroyed on-demand when the game exits, speeding up game exit times.
[Changed] Planetary rings now have ambient lighting.
[Changed] Planetary rings are now more common.
[Added] An optional toggle in the system window to display stored resources for planets in the list.
[Added] Ships can now be scuttled at planets for resources. They provide 50% of their cost to the planet.
[Added] Added support for ttf fonts and locale-specific fonts.
[Added] Added basic per-system minimaps.
[Added] Add Require:Tag to restrict subsystems to blueprints that have that tag.
[Added] Script bindings for Irrlicht's quaternion.
[Added] Relative military strength bars for pinned systems/stars and systems in the system window's system list.
[Added] "Zoom to object" buttons in planet window, pinned list and the system window's planet list.
[Added] The clusters map now has separate options for flattening the overall map and the clusters themselves.

Dateiname: SR_v1.0.2.2-v1.0.2.4.exe
Dateigröße: 4 MB

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