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Slav0
Posts: 83
Location: PL
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Posted: Thu, 26th Jul 2012 00:25 Post subject: |
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AI cheating in this kind of games is basically where all difficulty comes from, so play on easier level, i doubt that they can patch it somehow, more likely they will balance it more.
Your insults will do nothing to blunt the agonies of your demise.
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Thu, 9th Aug 2012 19:35 Post subject: |
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A 26 MB patch downloaded, updated most of the game from what I can see but there's no changelog on Steam yet, it might be elsewhere, will see if I can't find it.
EDIT:
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1.0.14 August 9th, 2012
CHANGES AND ADDITIONS
Added a new information panel in Battle Mode displaying individual ships with a health bar and their statistics.
The AI can now retrofit its fleets (no more fleet spamming).
Added the 'Auto-Explore' fleet action.
Ships can now retreat through wormholes.
Added the current effects of cooperation agreements in their tooltip, in the diplomatic screen.
INVASION
Added a visual effect on the invasion circle to show how much a player invading a system will gain at the next turn.
Added an invasion status tooltip in offense & defense, as well as an invasion icon next to the system’s name with the number of turns.
Changed the condition for starting an invasion (MP>=2.5*Defense -> MP>=Defense).
Changed the invasion formula (Loss=MP / Defense -> Loss = minLoss+MP /Defense).
MODDING
Added a modding screen to load a custom mod.
Added the loaded mod’s name under the game’s version number on the title screen.
All XML files now read from directory <my documents>\Endless Space\modding\yourmod (you can directly launch one with "+mod yourmod" in the Steam command line).
Created a Modding Tutorial available in the Modding forum.
Created two example mods that can be downloaded in the Modding forum.
BALANCING & TRAITS
Changed antimissile and missile evasion values to match other weapons' values when it comes to percent bonuses (hero, ship level…).
Missiles will now gain evasion % against anti-missiles through Hero offense and Ship leveling.
Increased the defense effects of the hero abilities and faction traits.
Decreased both laser and shield efficiencies. Lasers have more chances to hit than other weapons but deal less damage, and shields are more efficient against Lasers than other Defense types against their own Weapon type.
Added an Economy faction trait which changes initial dust for 1 or 2 points, called “Dust Archeology” (negative effect is “Dust Starved”).
Changed some faction trait costs.
Changed the values of the 'Sloppy Sawbones' faction trait (+25% / +50% => +50% / +100%).
Removed the ‘Isolationists’ faction trait.
Improved the customization point number for the Pilgrims affinity (60 => 65).
Reduced the effects of the 'Civil Engineer' hero ability (+25 ind => +15 ind).
Increased the defense effects of the hero abilities and faction traits.
OTHER
Shift+Click in the Tech tree allows you to deselect a tech (and the ones that depend on it).
Right clicking in the lobby, while being the host, prompts a warning message to avoid inadvertently quitting the session and losing all parameters.
Added several hero portraits.
Added the Sheredyn loading screen and the hologram in the Diplomacy view (Emperor Edition).
The science gained per turn is now displayed in the Empire View.
Added a “diplomatic” status for dead factions.
FIXES
IMPORTANT FIXES
Fixed an issue where an empire was not eliminated after losing all its systems.
Fixed an issue where game event duration was not modified by game speed.
Fixed an issue where the user could create Amoeba, Pilgrims, Sowers, and Empire affiliated factions worth 65 points.
Fixed an issue where the defeat announcement, when continuing a game after a defeat, would pop up several times.
OTHER FIXES
Fixed an issue where an assert message was received when ending the turn, caused by the auto explore feature.
Fixed an issue where the “Camouflage” battle card’s sound could be heard several times per round.
Fixed an issue where the alliance indicator didn’t disappear after the empire’s death.
Fixed an issue where the resource tooltips continued to inform the player that he possessed a certain resource, even if he no longer had access to it.
Fixed an issue where the resource terms showed the opposing empires’ tooltip on mouse-over.
Fixed an issue where removing a negative trait to create a Sophon custom faction removed points from the total.
Fixed an issue where intercept no longer worked after applying a change to a fleet (like a merge).
Fixed an issue where the resource tooltips did not acknowledge the reception of a new resource through trade, therefore displaying that this resource had to be researched in order to use a certain tech.
Fixed an issue where a player could not request more resources than the value requested on the first trade.
Fixed an issue where the Adaptive Industrial Systems improvement could cause negative food values.
Fixed an issue where it was still possible to combine Black Thumbs and the Sowers Affinity via a specific manipulation.
Fixed an issue where custom factions with 'Eternal War' see the Alliance tech unlock.
Fixed an issue where custom factions with 'Cravers Affinity' but without 'Eternal War' are not able to make alliances.
Fixed an issue where the Revenge trait could be cumulated after consistenly losing a system to an invader.
Fixed an issue where an assert message was received while blockading a majority of an empire’s systems.
Fixed sound issues.
Fixed several localization issues.
Fixed several text issues.
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http://forums.steampowered.com/forums/showthread.php?t=2711925
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Posted: Thu, 9th Aug 2012 20:21 Post subject: |
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Any release of the newest patch? Or is it just compatible with the latest released version?
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Thu, 9th Aug 2012 21:04 Post subject: |
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They changed the exe (Doesn't happen that often oddly enough.) and most of the game files were altered from what quick check I did so it would need another cracked release to be fully playable, not just a upload of the changed files.
(This new patch format is pretty good, downloads what it needs and uses it to update files, varies depending on game though even for this new format but I'm pretty impressed with it, 26 MB and yet 2GB+ of data was altered with it.)
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Posted: Sun, 12th Aug 2012 13:10 Post subject: |
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I just hope that crack will be available soon...
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Posted: Sun, 12th Aug 2012 18:56 Post subject: |
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Hi,
With all those 4x space games out there...
Is this one the best?
The phased combat system seems interesting.
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Posted: Sun, 12th Aug 2012 23:49 Post subject: |
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One thing is for sure: ES is less buggy than the hardly finished Legends of Pegasus release.
LoP still needs many weeks of development (crash, boom, bang) while ES is already solid enough to play although its star system generation could still be better balanced.
I doubt Pegasus will ever learn to fly properly one day, but I still give it a chance and wait what they will make of it. The ship/fleet handling is something I couldn't get friend with right from start. The whole game feels so...rubbishly cheap.
LoP looks like a flop while ES is fine...not great but good enough for some 4x space fun.
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Posted: Mon, 13th Aug 2012 00:00 Post subject: |
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Markup wrote: | One thing is for sure: ES is less buggy than the hardly finished Legends of Pegasus release.
LoP still needs many weeks of development (crash, boom, bang) while ES is already solid enough to play although its star system generation could still be better balanced.
I doubt Pegasus will ever learn to fly properly one day, but I still give it a chance and wait what they will make of it. The ship/fleet handling is something I couldn't get friend with right from start. The whole game feels so...rubbishly cheap.
LoP looks like a flop while ES is fine...not great but good enough for some 4x space fun. |
This x2.
Endless Space is a solid game. It has its flaws no doubt about that, but is the best 4x space game released this year.
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Posted: Mon, 13th Aug 2012 01:14 Post subject: |
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Its a solid game, the only problem is the fleet spam. There are no maintenance costs for ships. So later in the game you and especially the AI can spam every round a complete new fleet. It's really annoying later in the game if your enemy is spamming ships to stop your progress. And there is no real "feeling" for your fleets, because you can build a new one in the next round if you should lose a battle..
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Posted: Mon, 13th Aug 2012 01:57 Post subject: |
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I was extremely excited about Sword of the Stars II. I'm checking on it's progress every so often - although it was released over half a year ago. The consensus among gamers is that it's still in beta state. I just installed Endless Space. It sounds like it might fit the void for a proper 4x game.
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Posted: Mon, 13th Aug 2012 14:28 Post subject: |
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Sotoro wrote: | Its a solid game, the only problem is the fleet spam. There are no maintenance costs for ships. So later in the game you and especially the AI can spam every round a complete new fleet. It's really annoying later in the game if your enemy is spamming ships to stop your progress. And there is no real "feeling" for your fleets, because you can build a new one in the next round if you should lose a battle.. |
Really? I have a faint memory of seeing a "ship/fleet cost" line in the financial breakdown that appears after hovering your mouse over your total dust income in the empire tab... might be wrong tho. Even if I'm right, the cost is too small to be noticeable, especially later in the game.
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Posted: Mon, 13th Aug 2012 20:14 Post subject: |
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Yes, cost is ridiculously small. 1 dust per command point.
And in late game you'll have income of several thousands of dust.
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Posted: Tue, 14th Aug 2012 22:58 Post subject: |
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Endless Space - Emperor Special Edition [v1.0.14 EN] Update [Web]
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Przepraszam
VIP Member
Posts: 14488
Location: Poland. New York.
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Posted: Sun, 19th Aug 2012 20:33 Post subject: |
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Endless.Space.v1.0.14.Update-SKIDROW
also
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Posted: Sun, 19th Aug 2012 21:18 Post subject: |
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Posted: Sun, 19th Aug 2012 21:32 Post subject: |
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Yes.
Modding functionality is added. Also, AI will now properly upgrade their fleets, instead of just buildings new ships. Some rebalancing of lasers and missiles is done too.
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Posted: Sun, 19th Aug 2012 23:34 Post subject: |
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ahh good news, I was about to drop this game, will try soon
2600k, GigaByte R9 290x, 8 gis of ram on Windows 7 X64
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Posted: Mon, 20th Aug 2012 00:07 Post subject: |
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889 MB update !!!!!!!!!!
Are you kidding me ?
Serious Rig: CPU : Ryzen7 9800X3D | GC : NVIDIA RTX 5080 FE | Mobo : MSI MPG Carbon X870E | RAM : 64GB DDR5 TridentZ5 Neo 6000 | Case : Fractal Define 7 XL | Cooler : Fractal Celcius S28 Prisma | PSU : Corsair RX1000 Shift | Monitor : LG Oled C2 42" 4K/G-Sync
Mobile Rig : Asus ROG751 JT | i7-4720HQ | GTX 970m | 16GB DDR3 \ G-Sync
Just for the LUL: PS4 Pro / Nintendo Switch / Wii U
$team, Orishit, Upay, PSN : Athlonic
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Posted: Sat, 25th Aug 2012 07:43 Post subject: |
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Patch 1.0.16 is out, on Steam.
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Posted: Sun, 26th Aug 2012 19:00 Post subject: |
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Endless Space - Emperor Special Edition [v1.0.16 EN] Update [Web]
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Tue, 2nd Oct 2012 20:46 Post subject: |
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http://store.steampowered.com/news/8990/
Seems like a good update to the game.
Quote: |
RISE OF THE AUTOMATONS (1.0.25)
CHANGES AND ADDITIONS
- Separated the visual affinity from the gameplay affinity. [G2G vote]
- For instance, you can now customize your own faction with the gameplay of the Cravers and the art of the Amoeba.
- Added the "System Population Balancing" in the Galaxy's advanced options. Ranges from "Random" to "Perfect". For "Perfect", constellations with homeworlds now possess the same number of systems (with a maximum difference of 1 system).
- Added a panel for the Empire wide factors in the Empire view.
- Added a disclaimer when entering the Mods section for the first time.
- Changed the faction colors to differentiate the shades of green.
- Added Polish language.
- Added the possibility to load custom 3D models and textures for planet and ship modding.
- Changed the compatibility system of the save files.
- Added the soundtrack directory for Mac users in ~/Library/Application Support/Steam/ SteamApps/ common/Endless Space/
AUTOMATONS [G2G vote]
- Added the Automatons faction with a specific gameplay affinity and properties for specific buildings, according to Panzer, the winner of the faction contest.
- Automatons Affinity:
1. At the end of the turn, if there is an overproduction, it's stacked instead of being reported.
2. At the beginning of a turn, an interest is applied to the stacked industry, allowing it to increase a bit.
3. The stacked industry is capped at 5 * system's industry.
4. If the overproduction cannot be stacked, it's conserved for the next turn like the current mechanism.
5. When the automatons build improvements & ships, the industry is used in the following order:
a. system's industry
b. overproduction
c. stacked industry
6. When a system from the Automatons is invaded, the stacked industry is destroyed, reset to 0 even if the invader is an Automaton.
- Added Automatons unique tech icons.
- Added a gauge bar for the stacked industry of each system in the Empire view.
- Added the stacked industry value on tooltip of each system in the Galaxy view.
- Placed the Automatons' overproduction stack in the Development bar (in System view).
- Added the Automatons' portrait, diplomacy hologram and loading screen. Automatons will use Cravers' ships 3D models.
TRADE ROUTES [G2G vote]
- Added a trade routes summary panel in the Empire view.
- Added the possibility to directly click on a trade route's origin system in the trade routes panel, to enter this system's view.
- Added a trade routes panel link on the System view.
- Added several tooltips for the trade routes panel.
AI
- Added several AIPrerequisites from the community mod (by Ail, Grubsnik and Davea), globally improving AI when building star system improvements.
- Improved the tax rate management for the AI.
- Improved the formula that computes the response given by an AI to an alliance request.
- Changed the formula for trading a technology with the AI. Before, the price was related to the most wanted technology, now, it is related to the most expensive technology available.
HEROES & ACADEMY
- Added arrows to switch from a hero to another in the Inspection view.
- Added arrows to switch from a hero to another in the Academy.
- When recruiting a hero, he is now automatically selected in the active tab.
- Added an "Accept" button when assigning new abilities to a hero and the possibility to click on a selected ability to remove it before validating the final choice.
- Added empty slots to show how many heroes can still be recruited in the Academy.
- Added a tooltip to heroes' attributes to show what effect they have.
- Added a visual hero identifier in the Academy, to determine if a hero is in a system, a fleet or unassigned.
ALLIANCE & DIPLOMACY [G2G vote]
- Updated the alliance management system.
- When offering a treaty with someone outside of an alliance, a request is sent to allies. They can now either:
1. Accept the treaty
2. Decide to leave the alliance.
- Added a tendency panel for diplomatic negotiations. Shows how an ally AI will likely respond to a treaty you offer to someone outside the alliance. Human players will always respond "Undecided".
BALANCING
- Changed the upkeep formula (cost 1 per CP --> cost 0.4*CP max per CP).
- Reduced the deflectors' evolution in stats, they were too efficient in late game: (3,5,8,11,14,20,25,30,36,45 => 2,4,7,10,13,17,22,27,33,39)
- Increased the hulls' HP to increase the probability to reach the melee phase: (small:300, medium:600,large:1200 => small:450, medium:1200, large:3000)
- Increased the cost of tonnage and repair modules' industry cost as well as modules related to strategic resources (to reward abundance).
- Reduced the Hissho's Bushido (20% on FIDS => 15% on FID).
- Increased the length of the Bushido but without the reset after an invasion (15 turns WITH reset => 45 turns WITHOUT reset after an invasion).
- Changed the Revenge trait's condition of activation (activated whenever a lost system was re-invaded by the player => will only activate during invasion if the lost system was previously owned at 100%).
- Changed the length of the different Cooperation Agreement steps (0/15/30 => 0/10/15).
- Reduced the AI bonus on weapons, defense and buyout to balance the difficulty. AI has been heavily improved and therefore needs less powerful bonuses.
- Balanced armor and repair module regarding the new HP's of the ships.
FIXES
IMPORTANT FIXES
- Fixed an issue where trying to display the “end of auto explore” alert message after destroying the corresponding fleet provoked a NullReferenceException.
- Fixed an issue where displaying the trade routes panel without trade routes provoked a NullReferenceException.
- Fixed an issue where global random events were not synchronized for all players.
- Fixed an issue where the AI was using obsolete ship template designs.
- Fixed an issue where the AI didn't use tonnage modules, resulting in partially empty ships.
- Fixed an issue where the number of turns, before a peace treaty was made available, was not saved. The peace treaty was then automatically available after loading a game.
- Fixed an issue where the interception module still intercepted attacks even when the defense module had 0 in interception.
- Fixed an issue where the game would hang when loading a game without available ship designs.
OTHER FIXES
- Fixed an issue where Pilgrims' fleet errant wasn't concerned by faction traits that improve ships HP.
- Fixed an issue where the scroll bar would overlap with the resources in the diplomatic negotiations screen.
- Fixed application of approval bonus on improvement using percent.
- Fixed an issue where loading a saved game could remove contracts for many empires.
- Fixed an issue where creating an alliance did not spread the cease fire status across the allied factions.
- Fixed an issue where the beginning of a cease fire wasn't synchronized for all allies.
- Fixed an issue where infinite improvements in the queue could prevent using over production stacking.
- Fixed an issue where after invading a system with infinite improvement buildings, the modifier stayed active until the end of the game.
- Fixed an issue where diplomatic status resolution wasn't correctly done in an alliance vs alliance situation.
- Fixed an issue where the worst diplomatic status wasn't correctly spread when one of the 2 allies didn't know the third empire.
- Fixed an issue where the AI lost use of some of its fleets, leaving them unattended in a system.
- Fixed an issue with the AI parameters (for instance, the result of 3/2 was counted as 1,500 instead of 1.5).
- Fixed an issue related to the Sower's personnality.
- Fixed an issue which caused the AI building nothing in a system.
- Fixed an issue which forbade the AI to build food improvement when its food surplus was negative.
- Fixed several GUI issues.
- Fixed several localization issues.
- Fixed several text issues.
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Posted: Fri, 5th Oct 2012 10:33 Post subject: |
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JB, any chance for the updated files?!
Thanks in advance!
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JBeckman
VIP Member
Posts: 34974
Location: Sweden
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Posted: Fri, 5th Oct 2012 10:41 Post subject: |
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...
Last edited by JBeckman on Fri, 5th Oct 2012 19:59; edited 5 times in total
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Posted: Fri, 5th Oct 2012 10:45 Post subject: |
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Thnaks mate, as usual a real trooper!
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Fri, 5th Oct 2012 19:56 Post subject: |
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So what version is now?!
On the Steam updates there is still 1.0.25.
P.S.: it seems that they've fragged the saves in the last night update and the new update is actually a hotfix. I wonder how large that would be.
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JBeckman
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Posts: 34974
Location: Sweden
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Posted: Fri, 5th Oct 2012 19:57 Post subject: |
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Exe (Which was altered with this patch.) is now listed as 3.5.5,44554 but I don't know what they call the actual patch, most of the code is in those .dll files further into the data folder.
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