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Просмотр полной версии : Star Ruler Update Released


steam_news
29.11.2010, 22:21
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:[br][br]Fixes:[br]

Ships in invalid positions could crash the sound system if they ever played a sound. This should also fix random, extreme slowdowns experienced by some people.[br]
Comets now orbit farther away from stars.[br]
A change in 1.0.2.4 broke script-based target weighting. Will fix jump drives, mining lasers, repair tools, and a few other specialized weapons/tools.[br]
Overlapped sub systems in the blueprint editor now only glow when one is a modifier.[br]
The AI will no longer try to retrofit ships in contested systems.[br]
Repeat mode no longer crashes.[br]
Fixed a possible cause of saves that crash on load. Old saves won't be fixed, but the problem should be eliminated for future saves.[br]
Fixed a crash caused by a distant ship icon updating while the ship was being destroyed.[br]
Planet conditions were not applying all of their alterations.[br]
Ships would randomly "vanish" mid-flight.[br]
Actually fixed crash in servers with single thread mode on. Also speeds up single thread mode a bit.[br]
Mods were not being loaded in multiplayer.[br]
Reordered economic events. Running out of metals should no longer throttle your economy![br]
Fixed hull-related crashes. Existing saves cannot be fixed, if that is the source of their crashes. Sorry about that.[br]
Transfer orders will no longer try to take from docked ships.[br]
Ships could get stuck and unselectable after jumping.[br]
Possible fix for an infinite loop in fleets.[br]
Planets would forget their repeat state on load if they didn't have anything in their queue.[br]
Fixed a crash caused by having a dying ship selected.[br]
Fixed a pure virtual function call caused by OrderList.[br]
Saving a blueprint with the same name as a manually obsoleted one would not save it.[br]
AIs were ignoring Dreadnaughts they built.[br]
Fixed various crashes related to fleets.[br]
Asserts are no longer compiled into release (small performance improvement)[br]
Tutorial scrollbars for localizations.[br]
Blueprint AI settings didn't work for multiplayer clients.[br]
Blueprint AI settings were not being exported.[br]Fixed a bug that would spam the console with errors.[br]

Changes:[br]

Control+click build now works everywhere you'd expect (system window, build on best context menu).[br]
Importing a design with errors (ie subsystems not unlocked yet) now displays those in a message box instead of failing silently.[br]
Improved the comet trail.[br]
Updated German translation.[br]
Moved system and planet generation to a server script (map_generation.as) so mods can change it.[br]
Ships that fire weapons in the galaxy will become visible to all players. Note: Planets in the galaxy are always visible to everyone.[br]

Additions:[br]

Added three new tracks by Artem Bank.[br]
Event notification sounds for pending treaties or finishing the research queue.[br]
Added speed and distance indicators to the mouse over info. 1 AU = 1000 units.[br]
If pirates are allowed to become wealthy, they can now launch multiple simultaneous raids.[br]
Added new Fighter, Hauler, and Satellite models, and added LODs for the station.[br]
Added an option for a 'standard' camera, which cannot roll. Use this if you find that you cannot effectively use the default camera.[br]
All ships with thrust can be toggled to "Park in orbit": when they stop, they will start orbiting the closest planet or star.[br]
New structure: Planetary Thruster. Unlocked at Propulsion 16, Gravitics 6 and Megaconstruction 6, allows you to move planets.[br]
Blueprint AI setting to control whether other ships are allowed to fetch resources (fuel, etc) from that blueprint.[br]
Blueprint AI settings to limit attack targetting to only planets/ships.[br]
Blueprint AI settings to limit deposit targets to only planets/ships. (ie Miners' deposit ore orders).[br]
Binary star systems and asteroid belt systems.[br]

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