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Battlefront is now Slitherine ×

Version 0.97.9841 Is Available


Brit

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I was hoping to spend more time working on AI and game-balancing issues this week, but I got a whole bunch of bugs fixed instead. Enjoy!

- Fixed a crash and some AI processing-speed problems

- Fixed Crash that happens when you try to move GroundUnits off a transport near the coast

- In the resources window, removed unused unit categories off the Oil-consumption and Food-consumption lists

- Fixed bug: Can't type dates into the "New Game Setup" window

- Fixed bug: The game crashes if you start a game with a scenario where one player has no cities

- Fixed bug: When using the "Map is Known" option, the inital enemy city can be immediately found using National Summary / Animated History.

- Fixed bug: Cannot pickup/dropoff units from a transport if it is inside a group

- Fixed bug: If a carrier is inside a group, you don't need to select the ship to land an aircraft there

- Fixed crash that happens when you right-click in the map editor

- Fixed bug: In TradeAgreements, AI will no longer accept a technology hint if it already knows that hint

- Fixed bug: Group-names were being reset to "Group" after loading the game

- Trade Agreement window gives error information if you don't have enough money/iron/food/oil for the trade

- Trade Agreement window allows for counteroffers

- Fixed bug: Ships suddenly died when they attempted to capture a resource

- Fixed bug: When aircraft have orders to move to the edge of their range, sometimes they fly-home before reaching waypoint

- AI adjusts technology buy/sell prices based on foreign relations

- Added x0.5 and x10 turn replay speeds

- Added zoom-in/zoom-out hotkeys

- Random Map Generator: Increased the amount of gold in a gold resource, so they are more valuable

- Bumped up the Movement rate of Carrier (Class 1) from 60 to 75

- Added a second (inner) range circle for aircraft when they are in a mobile unit (carrier)

- The second circle is the safe range no matter which direction the carrier moves

- Added "Sentry for one turn"

- Added "Sentry until repaired"

- Enlarged the "free technology" scenario window to allow for 10 players, and sorted technologies alphabetically

- Added a few new options to the 'Random Map Generator' options (in the MapEditor): Amount of Land, Rainfall, Mountains, Cities and Resources

- Added an immediate Download button to the "Check for updates" window

- Fixed typo Art Gorbett - Anytime you thing your smater...

- Fixed typo Neutal->Neutral

- Fixed tutorial: resource value of 10 is called "decent", but resources vary between 3 and 8

- Fixed tutorial: text says that city production can be set to "money", but it actually sets to "Produce wealth".

- Fertilizer Factory too long in the resource window

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Some very cool changes in there.

Can't wait to check some out :]

edit. alright, first impressions:

Random Map Generator - still not enough land ;(.

I rolled a few random continent maps with maxed land bar. Results are that typically only every tenth city is not bombardable from a battleship. Even on the most land-based map you can pretty much win the game (by ruining most of his cities) if you only control the sea.

Please, increase that a little bit, okay? Please? Pretty please? :)

Other than that - mostly superlatives! Very nice work and a huge lot of fixes.

It made my day to see the one turn sentry hotkeyed to 'G' ;D.

Great job, can't wait to preorder ;p

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I must admin that the new versions seem more stable. Haven't encountered any "Cannot save game" errors or CTDs.

I agree. However, I had one strange bug. I started a new game with one opponent, using the 1900- rule set. My first production was a transport. I received a "new-production" warning the turn before it was finished, but the transport never materialized in the city. I tried to recreate the error, but it didn't happen again.

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I agree. However, I had one strange bug. I started a new game with one opponent, using the 1900- rule set. My first production was a transport. I received a "new-production" warning the turn before it was finished, but the transport never materialized in the city. I tried to recreate the error, but it didn't happen again.

If there's less than one turn of production left on something (say 0.8 turns), you should get a "city needs orders" message (left panel) and a city-popup. If you removed the transport from the build queue, then it wouldn't get finished. If that happens, then the transport should appear in the build options with a "0.8/14.0 turn" build time.

Since the cities are growing in population, many of the units won't get completed in exactly X turns - they'll get completed slightly faster, which means instead of getting a transport in 14.0 turns, you'll get it in 13.8 turns. Can you confirm if this is what happened?

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Since the cities are growing in population, many of the units won't get completed in exactly X turns - they'll get completed slightly faster, which means instead of getting a transport in 14.0 turns, you'll get it in 13.8 turns. Can you confirm if this is what happened?

I can't in retrospect say for sure that I didn't accidentially remove the boat from the queue, so it may well be what happened. :)

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