steam_news
23.09.2010, 02:42
Updates to Supreme Commander 2 have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:[br][B]Features
Greatly Improved AI handling of NoRush games.[br]
Full fix for jumping/teleporting groups of units and only half of them getting the order.[br]
Addition of the command line option /reverserightclickmode, which changes the default right-click action to move the selected group to a destination ignoring formation rules. Ctrl-right-click will force the group to use a formation while travelling.[br]
Air units now move consistent speeds whether grouped or ungrouped.[br]
Improved handling of Engineers/ACU when trying to reclaim things beneath them.[br]
The Cybran ACU should no longer get stuck in an unrepairable state.[br]
Artillery should once again be able to target things it has had LOS on, but not current radar.[br]
Artillery can once again target structures under the Fog of War that you have had previous intel on.[br]
Units that do not earn XP from combat are no longer able to consume awarded XP if they get the kill.[br]
XP that was improperly awarded in the above case is now properly awarded to valid recipients.[br]Performance improvements by adjusting all buffs that are AoE buffs over time to Refresh instead of Replace[br]
[br][B]Fixes
Fix for platoon positions being over terrain that is invalid for some units in the platoon.[br]
Fix for replays ending when a player prematurely quits the game or loses connection.[br]
Fix for circumventing the cost of the Bomb Bouncer's charge ability and the Illuminate Electroshock ability.[br]
Fix for Cybran ACU not getting experience under certain circumstances.[br]
Fix for Cybran build bots hanging around if an engineer dies while building something.[br]
Fix for Colossus not having a teleport effect.[br]
Fix for Rogue Nanite range for real this time.[br]
[br][B]AI[br]
Fixed an issue in the Noah Unit Cannon task.[br]
Fix for 1 AI building so fast that it prevents other AIs from building at all.[br]
AI will no longer try to create expansion bases while No Rush is active.[br]
AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try to fire them while No Rush is active.[br]
AI will build some experimental structures in expansion bases.[br]
Hardened code for queuing build orders from the AI.[br]
Improved AI expansion finding.[br]
Fix for AI Nanites trying to repair things under construction.[br]
Fix for AI building too many Rogue Nanites.[br]
Fix for AI bases trying to include Mass extractors that the AI wont build on.[br]
AI will now look further for expansion bases to accommodate larger maps.[br]
Fix for AI wasting tons of mass on nukes.[br]
AIs will try not to step on each others expansion bases.[br]
AI Engineers in expansion bases will not patrol as far away.[br]
More AI econ tweaks.[br]
[br] [br] Дальше... (http://store.steampowered.com/news/4383/)
Greatly Improved AI handling of NoRush games.[br]
Full fix for jumping/teleporting groups of units and only half of them getting the order.[br]
Addition of the command line option /reverserightclickmode, which changes the default right-click action to move the selected group to a destination ignoring formation rules. Ctrl-right-click will force the group to use a formation while travelling.[br]
Air units now move consistent speeds whether grouped or ungrouped.[br]
Improved handling of Engineers/ACU when trying to reclaim things beneath them.[br]
The Cybran ACU should no longer get stuck in an unrepairable state.[br]
Artillery should once again be able to target things it has had LOS on, but not current radar.[br]
Artillery can once again target structures under the Fog of War that you have had previous intel on.[br]
Units that do not earn XP from combat are no longer able to consume awarded XP if they get the kill.[br]
XP that was improperly awarded in the above case is now properly awarded to valid recipients.[br]Performance improvements by adjusting all buffs that are AoE buffs over time to Refresh instead of Replace[br]
[br][B]Fixes
Fix for platoon positions being over terrain that is invalid for some units in the platoon.[br]
Fix for replays ending when a player prematurely quits the game or loses connection.[br]
Fix for circumventing the cost of the Bomb Bouncer's charge ability and the Illuminate Electroshock ability.[br]
Fix for Cybran ACU not getting experience under certain circumstances.[br]
Fix for Cybran build bots hanging around if an engineer dies while building something.[br]
Fix for Colossus not having a teleport effect.[br]
Fix for Rogue Nanite range for real this time.[br]
[br][B]AI[br]
Fixed an issue in the Noah Unit Cannon task.[br]
Fix for 1 AI building so fast that it prevents other AIs from building at all.[br]
AI will no longer try to create expansion bases while No Rush is active.[br]
AI will build Nukes, Anti-Nukes, and units in the NUC, but they wont try to fire them while No Rush is active.[br]
AI will build some experimental structures in expansion bases.[br]
Hardened code for queuing build orders from the AI.[br]
Improved AI expansion finding.[br]
Fix for AI Nanites trying to repair things under construction.[br]
Fix for AI building too many Rogue Nanites.[br]
Fix for AI bases trying to include Mass extractors that the AI wont build on.[br]
AI will now look further for expansion bases to accommodate larger maps.[br]
Fix for AI wasting tons of mass on nukes.[br]
AIs will try not to step on each others expansion bases.[br]
AI Engineers in expansion bases will not patrol as far away.[br]
More AI econ tweaks.[br]
[br] [br] Дальше... (http://store.steampowered.com/news/4383/)