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Просмотр полной версии : Star Ruler Update Released


steam_news
06.04.2011, 07:53
Updates to Star Ruler have been released. The updates will be applied automatically when your Steam client is restarted.[br][br]Fixed:[br]

Fix issue when importing blueprints with a "Manage Docked"/autoundock order.[br]
Bridges only needed half as much crew as they were reporting.[br]
The orders given by the trade automation order were reversed.[br]
AIs taking over from disconnected players in MP would add their traits and reset the homeworld.[br]
Crash on load when docked objects had been given orders.[br]
After loading a game, planets and systems that were scouted before but had no vision when saving are now still visible.[br]
Loading a game after returning to the main menu from a mod would not work without re-selecting the mod first.[br]
Fixed a crash in multiplayer related to losing a planet.[br]
Starting Tech Level now only affects technologies that start unlocked, unless "All Techs Available" is also enabled.[br]
"Ancient Ruins" now works with "All Techs Available" enabled.[br]
Energy weapons would display the wrong power cost when modified to fire faster than once per second.[br]Declaring war was not cancelling all previous treaties with that empire.[br]
Changed:[br]

Selecting a ship in a fleet now selects the entire fleet. Clicking the ship again will select just that ship.[br]
Tweaked the AI profiles homeworld build orders to work better with the economy.[br]
Canceling a construction returns 50% of the resource cost of the construction (except for Labor).[br]
Shipyard governors no longer remove farms.[br]
When deciding to update a layout, sub system size is taken into account. Small sub systems are less important for auto-updating, and large sub systems are more important.[br]
Tweaked Metals and Electronics fab images for a bit better readability.[br]
Redid the layout of all technologies.[br]
Balance:[br]

Doubled Advanced Parts production, and slightly reduced Electronics and Metal production.[br]
Increased the various lasers' damage by 33%.[br]
Work ethic and Academics campaign civil acts only affect resource production by 10% rather than 25%.[br]
Added:[br]

Detailed Statistics on a blueprint now shows the maximum distance a ship can fly in its fuel life time.[br]
Exact stored resources and storage capacity can now be seen per resource on the economy tab.[br]
"Automatically Explore" automation order. Find an unscouted system when built and fly to it (possibly repeating or fleeing from enemies). Added to the default scout blueprint.[br]
Firing and Impact points can now be seen in the model configurator. Also removed any non-functional tools from the toolbar.[br]
Added option to disable engine flares. Disabling them should significantly improve framerate for games with large numbers of ships.[br]
Added 'stroked' versions of the fonts. These are used as a nicer version of text shadowing (e.g. Research Field names, Mouse-Overlay text).[br]
Added "As Level" syntax for sub system variables to make them be treated as level vars for the purposes of updating a sub system.[br]
Added recolors of the Railgun for Artillery and Plasma Thrower for the Muon Cannon.[br]
Added a new weapon, the Muon Cannon. Lower dps than a railgun, but partially pierces armor. Uses low amounts of ammo, but needs power.[br]
Added "Material Sciences" technology. Increases most sub system health significantly per-level (not armor or hulls). Now governs the bulkhead's level (rather than armor).[br]
Added a new shipset by eRe4s3r, dubbed the 'Neumon' shipset.[br]
When in contact with more than one other empire, relative rankings in the categories Military, Colonization, Research and Economy are listed.[br]
Global empire population stat in the empire window.[br]
UI:[br]

Added a common GUI skin. We are moving all windows over to the new skin system, and several windows have already been moved over. This includes a variety of improvements to the functionality of those windows as well.[br]
Minimap: clicking the bars for an empire selects all military ships of that empire in the system.[br]
Minimap: Selecting an object now clears focus, allowing the camera to behave as expected.[br]
Research window: ctrl-clicking the remove button for a queued tech removes a single level instead.[br]
The escape menu is now handled in the scripts, and is centered on the screen.[br]
Current population and amount of structures built on a planet can now be seen from the hover information for every planet, not just your own.[br]
Ship Layout Editor: The sub system list now has modes to display small icons and text, or large icons only.[br]
Ship Layout Editor: You can drag a sub system out of the list to add it to the design, rather than double clicking.[br]
Ship Layout Editor: Designs in the layout list can now be sorted by name or scale, and obsoleted designs are reddish when "Show Obsolete" is enabled.[br]
Ship Layout Editor: Holding control while dragging a sub system on the blueprint creates a copy.[br]
Diplomacy window: Reorganized the window to be easier to use.[br]
Treat window: Reorganized the window to make who does what clearer.[br]
Object List: Objects can now be filtered by name and type, and all filtered objects can be selected.[br]
Removed:[br]

Removed the dark purple empire color.[br]
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