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 - 1970-1-1
 
 
 
 
 
 
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http://www.matrixgames.com/products/466/downloads/ 
Full Change List for 1.9.0.3 from 1.9.0.2: 
 
CRASH FIXES 
- fixed crash when edit planet with Warp Field Precursor tech ruins 
- fixed various other crashes 
 
GENERAL BUG FIXES 
- fixed problem where research progress sometimes stops 
- fixed bug where owned pirate colonies would often not earn tax income 
- fixed bug where recruited Cloned troops were too strong 
- further fixed Build Order advisor suggestions so that the construction price is constantly updated to reflect current economic conditions 
- fixed bug with colony upkeep costs, so that this is now properly calculated and displayed 
- fixed bug where the ship design AI would not properly obsolete old ship and base designs if they were above the current construction size limit 
- Bombard weapons are now properly added to designs when in a design template 
 
PIRATES 
- pirates no longer build new spaceports or other bases at a planet where they already have a spaceport 
- fixed description of pirate corruption at colonies to show correct value (Colonies screen, Population tab) 
- reduced reputation level increases from destroying pirates, destroying pirate spaceports is the most significant factor counting towards reputation 
- now properly show extra settings in Empire Policy screen once a pirate faction builds the Criminal Network and has owned colonies 
- pirates now cannot raid a colony when the same pirate faction is already invading colony (with standard troops) 
 
OTHER 
- fixed Selection Panel so that it properly displays bases and ships with many fighters (200+) 
- changed hotkey for taking screenshots to PrntScrn (was "/" on numeric keypad) 
- auto-controlled military ships without hyperdrives now do not attempt to escort ships with hyperdrives 
- added further improvements to refuelling for independent freighters and civilian pirate ships 
- can no longer board and capture abandoned ships or bases (e.g. planet destroyers, debris fields, etc) 
 
Full Change List for 1.9.0.2 from 1.9.0.1: 
 
CRASH FIXES 
- fixed crash when start new prewarp game with very few pirates 
- fixed crash when last ship in fleet is destroyed while fleet selected, and then click next fleet button 
- fixed various other crashes 
 
GENERAL BUG FIXES 
- fixed bug where private sector ships would sometimes stop working 
- Improved bug (work in progress) where Build Order screen has zero values for ship construction amounts 
- fixed bug where construction ship repairing a damaged ship at a planet would separate from damaged ship being repaired 
- pirate faction manually scrapping ships and bases now properly earns looting income 
- ensure money obtained as loot from raid is never negative 
 
PIRATES, CONTROLLED COLONIES, FACILITIES AND RAIDS 
- fixed bug where sometimes could not build Criminal Network except via advisor suggestion 
- pirate facilities are now much less likely to be destroyed in raids 
- destroying pirate facilities at colonies of normal empires is now harder, as more pirate raider troops are generated to defend pirate bases at colony. Pirates also receive a combat bonus when defending their controlled colony with a Pirate Base or Fortress 
- enemy raids against colonies with pirate facilities will usually only damage the facilities instead of completely destroying them 
- pirate control level at colonies now does not drop below thresholds when have pirate base or fortress present (50% or 100%), even when planet population passes cap where pirate control would normally decrease 
- pirate military ships do not raid own controlled colonies when control level is above 50% 
- raids against controlled colonies where you have own pirate facilities will not destroy these facilities 
- pirate factions will now defend against enemy raids on their controlled colonies with pirate facilities 
- pirate facilities are now faster to build at controlled colonies 
- colony corruption level is now higher when pirates control the colony, and especially when pirate facilities are present 
 
OTHER 
- Gizurean alien race now has lower population growth from periodic race change event 
- bombardment can now sometimes destroy planetary facilities 
- construction ships no longer incorrectly load retrofit resource cargo when repairing damaged ships 
- added message to player when foreign intelligence agent successfully sabotages construction at a base, colony or construction ship 
- patrolling fleets now more likely to engage enemy targets in same system 
- colony ships now always check whether colonization target is within range 
 
 
Full Change List for 1.9.0.1 from 1.9.0.0: 
 
CRASH FIXES 
- fixed crash at game startup on some PCs (ManagementObject) 
- fixed another rare crash 
 
BUG FIXES 
- fixed bug where could have two smuggling missions for a colony if both manually request and then also accept advisor suggestion 
- fixed problem where certain races do not start with Resupply Ship when playing as pirate 
- fixed colors of pirate bonuses (Empire Summary screen) so that penalties are red and bonuses are green 
 
FREIGHTERS AND RESOURCES 
- Construction Ships now also deliver initial retrofit resource cargo to bases they build, thus mining stations have retrofit resources without freighters needing to deliver them afterwards 
- bases present at game startup (e.g. mining stations, etc) now have retrofit resource cargo presupplied 
- now have less freighters built by private economy, especially in large empires 
- now use less Carbon Fibre in components 
 
USER INTERFACE 
- Mining Station list in Empire Navigation Tool now shows resources mined instead of cargo 
- remapped Screenshot key to "/" key on numeric keypad (instead of "0") 
- added hotkey for opening/closing Ground Report screen ("[", open bracket) 
- added pirate stats to *own empire* when selected in Diplomacy screen 
- now properly adjust size of Ground Report screen so that edges are not off-screen when enlarged 
- altered default values for scroll and zoom speed in Game Options so that zooming and scrolling is slower and smoother 
 
OTHER 
- AI is now properly sending advisor suggestion to player before sending a pirate fleet to carry out an assigned Defend mission - i.e. not overriding manual control of fleets 
 
Regards, 
 
- Erik 
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