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Add.0.0.5.5b: UI Pollution Tooltip for Project Cleanup shows incorrect sign (negative = cleaning up) (Modding only change) - Corrected UI to display correctly
Add.0.0.5.5: Racial Perk Combat Speed Improvement - This perk works correctly in game, but does not provide any feedback. Just updated the UI so it now correctly shows the improved speed of the ships in the blueprint and in the tactical combat tooltips. Also calculates correctly into the ship defense rating.
Chg.0.0.5.5: Monster bombs - adjusted down some of the monsters that had excessive bombs - Space Dragon and Squid; Space dragon in particular this was preventing it from having its breath attack
Add.0.0.5.5: ShipBlueprint Tooltip - Added in Facing information for weapons that was previous missing from this enhancement
Chg.0.0.5.5: Modified the Galactic Vote a bit, given a choice between two candidates the AI will pick one that they are not at war with occasionally, this is really not a huge shift.
Chg.0.0.5.5: Invading Planets Capture Tech - Adjusted Conquer Tech Chances previous chances was locked to game turn, so every conquered planet on a turn was producing the same chance roll.
Add.0.0.5.5: Evolving Tech now gains a benefit, as you research it you will receive a bonus that will increase available ship space
Add.0.0.5.5: Added back the pollution multiplier reduction for colony structures per a request. Note this is a modding only change, this mod does not modify any structures to actually take advantage of this change just makes it possible
Add.0.0.5.5: Added setting to allow forcing of the Galactic Council Vote on a specific turn even if all races have not found each other. Setting is FORCE_FORMATION_TURN in globals.yaml. Setting it to -1 or deleting if from globals.yaml disabled this feature
Chg.0.0.5.5: AI goal settings removed the AvoidAllConflicts setting
Chg.0.0.5.5: Ship Defense Rating Calculations now include ECM jammers and attempted to make them on the same scale as Ship Attack Rating
Chg.0.0.5.5: Adjusted upkeep for structures for the AI - now uses the same setting as credit increase - should make the AI have more BC
Add.0.0.5.5: Windows Only - Full Screen Borderless with position control. 100% Optional - your mileage my vary. Note: (1) If you change resolution you have to leave and re-enter focus for it to take effect. (2) Warnings: Do not toggle fullscreen with this active or apply default graphic settings or else the app will just crash. Do not turn this on for OSX or Linux as it absolutely will not work. If you encounter any issues just remove the borderlessWindow, borderless, and borderlessY settings from that config file and restart game. (3) New Settings: Settings I use in the config.cfg file under the [Graphics] setting: FullScreen = False, Resolution = 1920x1080, borderlessWindow = True, borderlessX = 1920, borderlessY = 0 (This sets the game to use this new logic, and places the game on my middle monitor). If you wanted it on your left screen (or only have 1 screen) set borderlessX = 0
Add.0.0.5.5: Quake/Radiation Incident Notification - Now when you click on the notification instead of disappearing will take you to the colony that had the issue
Chg.0.0.5.4: Combat Colony - Completely redid the logic for calculating leader bonuses and the enhanced combat colony labels
Chg.0.0.5.4: Disabled Tobii EyeTracking (Windows) at least on my sytsem that is causing a good deal of general UI lag
Chg.0.0.5.4: Tactical Battles - Added back mass hold button functionality
Add.0.0.5.4: AI will now use a Stellar Converter to destroy a planet. Currently the Antaran's will always do this and the other races will do it based off their unused racial setting of stellarConverterInclination (0-10) where
10 = 100% chance.
Chg.0.0.5.4: Modified overkill value from 2.5 to 1.65; just seeing if this reduces the targetting overkill
Add.0.0.5.4: Updated ship blueprint editing and weapon tool-tips to show adjusted numbers for weapons for installed weapon modifications
Add.0.0.5.4: Added notification popup for Science Victory, indicating Who, What, and Where very similar to the Economic Victory notifications. I got tired of being blind-sighted about this victory condition by the AI.
Add.0.0.5.4: Added logic to allow modders to let the AI upgrade special modules on a ship template, but only allow one of them. So they can add Mult-wave ECM Jammer and ECM Jammer and the game will use the first one of the list that it knows
Add.0.0.5.3: Added on the Empire Management Screen tooltips for the little icons that appear below a planet's name - shows stuff like revolt, gravity issues, assimulating population, etc.
Chg.0.0.5.3: Tutorial - Removed link on single player game to the tutorial since it is hopelessly broken
Add.0.0.5.3: Added on the Empire Management Screen indication that a colony has a moon (shows up with the special resource text under the colony's name)
Add.0.0.5.3: Added tooltips for Civilian, Military, Bombs, and Marine Icons on the Fleet Control Panel since this is a common question
Chg.0.0.5.3: Torpedoes reduced spread to make them more accurate at longer range
Add.0.0.5.3: Production/Research Focus - Modified these planet focus so that it will attempt for minor population growth (assuming the planet is not full and the planet is occupied by races that need food)
Add.0.0.5.3: TechTree - Made the known techs border a brighter yellow and a bit thicker, hoping this emphasizes which techs your race actually knows, mainly trying to emphasize for nodes that contrain branch choices
Add.0.0.5.3: AutoCast - Toggled AutoCast of specials on, otherwise specials like "automated repair" have to be turned on manually or they will not work
Add.0.0.5.3: Colony Production Queue - Set to be enabled by default, I know I turn it on at the start of ever game
Add.0.0.5.3: Tactical Combat Squadron Selector Keys - Added keys "[" and "]" to cycle though your squadrons (Prev/Next)
Fix.0.0.5.3: Star Fortress not displaying the attack/defense/hull ratings corrected this mistake
Add.0.0.5.2: Antaran Attack Fleet - Made the target colony be random instead of always targeting the location of the civilization's largest fleet.
Add.0.0.5.2: Ship Blue Prints - Reduced the number of bombs the AI likes to put on its ships, thus increasing there combat capability in fleet battles.
Add.0.0.5.1: Fighters Re-targeting - If fighters still have ammo left and the ship squadron they where attacking is destroyed they will re-target another enemy instead of returning to home ship. Basically gives them free dauntless type capabilities.
Chg.0.0.5.1: Military Outpost Tooltip - Moved tooltip higher to not overlap combat chances.
Add.0.0.5.0: Ship Naming - Increased length of possible names and allowed the space character.
Add.0.0.5.0: Trade/Research Treaty - Added per-turn yield to tooltips.
Add.0.0.5.0: Empire Research Tooltip - Added missing category for research treaties that are currently active.
Add.0.0.5.0: AI Spending Habits - Adjusted some spending habits on when the AI would rush buy starbase and perform normal ship upgrades.
Old.0.0.4.x: Combat Fleet Toolip - Added Information on ships on the Fleet Combat Screen.
Old.0.0.4.x: Military Outpost Tooltip - Added a tooltip for the outposts detailing attack and defense ratings as well as hull integrity of the structure.
Old.0.0.4.x: Changed game logic from only display "starbase" icon above planet to any orbital defensive structures. Added the missing defensive (missile base and orbital batteries) structures to the list. I got tired of attacking planets and going - wow they have a missile base. Also added the attack/defense/hull ratings to these as well.
Old.0.0.4.x: Victory Screen - You can now see victory conditions rankings even if that victory type is disabled.
Old.0.0.4.x: Settings Save/Load - Game now recalls most but not all your settings. So if for instance you do not like pirates turn it off in advanced and from then on every game you play will have it turned off.
Old.0.0.4.x: Invading Planets Capture Tech - After invasion is done there is a possibility of you acquiring a piece of tech from the enemy.
Old.0.0.4.x: Colony Invasion - Removed drop ship mechanic, adjusted combat formula to compensate (thanks Spud), now shows when the attacker troops are killed. Added graphic of bombing while this was going on just to give you something to watch.
Old.0.0.4.x: Planet Food Tooltip - Added internal game values of life points current / needed for next population. (In Config.cfg add "UIShowRawData = True" to [UCP] section)
Old.0.0.4.x: ShipBlueprint Tooltip - As a small tooltip to your ships so you can tell the difference between Frigate III and Frigate IV. Shows Leaders Stat info as well.
Old.0.0.4.x: New Game - Changed to just auto select a random race, corrected issue so only playable races will be selected.
Old.0.0.4.x: Combat Colony - Added attack and defense numbers for marines and armor on the screen.
Old.0.0.4.x: Civil Transports - Made it clearer what race a civil transport is carrying, just added the passenger race to the end of the ship name.
Old.0.0.4.x: Intro - Shortened intro - so game loads faster, technically just aborting movie at start and turning off audio. Not the best fix, but about as much effort as I wanted to put on this.
Old.0.0.4.x: Version Info - Modified main menu version # so it is obvious that this mod is installed.
Old.0.0.4.x: Trade Treaty - Moved this from Economic to Diplomatic budget line item for the AI.
Old.0.0.4.x: NextTurnSound Option - I hate the next turn sound, gives me a headache. Added a new config option in the config.cfg file, just add "NextTurnSound = STARMAP_CLICK" in the [SOUND] section (at the end) after the entry for Music. (Note if this line is missing you will still get that annoying gong sound). Made an option since some people might like that and was wondering how it would work out.
Old.0.0.4.x: Audience Message Box - They spent all this time animating the models and then placed a dialog box on top of it. This just moves to the top left.
Old.0.0.3.x: Option - Bug Report - Removed non-functional option from the game
***** Historical Bug Fixes - NGD Developers asked for and received my code for these fixes that they included in the latest official patches *****
Bug.0.0.4.x: Attacking a Colony sometimes the abort button would not be enabled at start
Fix.0.0.4.x: Made it so at start the abort option is always possible if you are the attacker. Looks like it was just recalling old settings.
Bug.0.0.4.x: Fighters run out of ammo too fast due to a couple of coding bugs, thus making them recall back to base for resupply
Fix.0.0.4.x: Corrected ammo usage for fighters
Bug.0.0.4.x: Racial Perks shows up on Diplomacy Screen even if turned off in the game
Fix.0.0.4.x: Corrected visual mistake
Bug.0.0.4.x: Empire Security Tooltip - values where not being truncated floats
Fix.0.0.4.x: Properly formatted them to match other screens
Bug.0.0.4.x: Firing Race's Racial Trait - Beam Defense was being added to the defenders beam defense
Fix.0.0.4.x: Corrected so the game actual uses the target's racial trait (if it has one)
Bug.0.0.3.x: Main screen economic tooltip shows incorrect value for the Leaders SubTotal
Fix.0.0.3.x: Was displaying the fleet update cost, corrected to proper tag
Bug.0.0.3.x: If you exit a game back to main menu and then create a new game the game remembers some but not all your settings.
Fix.0.0.3.x: Just fixed the settings it forgot to set.
Bug.0.0.2.x: Ground Combat Combat Leader Bonus for Attacker is calculated incorrectly, it left out the division by 100
Fix.0.0.2.x: Added the missing division statement
Bug.0.0.2.x: Mods that change Weapon.yaml dont show changes in UI
Fix.0.0.2.x: Corrected inaccurate UI by adjusting the cached value
Bug.0.0.2.x: Growth rate calculation is way off, consider this a bug given how bad it was being calculated.
Fix.0.0.2.x: Modified Growth Rate it is now set to 1 / ((1+ racial bonus) * (1 + microbiotics + universal antidote + structures + (leader bonus / 100) - event bonus - resource bonus).
Bug.0.0.2.x: Planetary Resource Tooltip - PopGrowth (wrong sign, not a percentage) and Morale (not a percentage); This is really a correction for mods as base game does not use this.
Fix.0.0.2.x: Corrected tooltip.
Bug.0.0.2.x: Ground Combat Combat Defender Leader Bonus not being added into Armor Defense Calculations
Fix.0.0.2.x: Multiplied the defense for armor the same as the calculations the game users for defending marines.
Bug.0.0.2.x: Defender's Armor Combat Calculations not using the proper base constant, using MARINE instead of ARMOR
Fix.0.0.2.x: Corrected calculation to use the correct base constant
Bug.0.0.2.x: Civil Transport - Does not show race when first created
Fix.0.0.2.x: Corrected the initial creation of a civil transport so that the initial race is correctly set.
Bug.0.0.2.x: Civil Transport - You can select multiple ship to disembark but only unloads one of them.
Fix.0.0.2.x: Disable unload button unless 1 and only 1 ship selected.
Bug.0.0.2.x: Civil Transport - Game always unloads the left most civil transport in the fleet, regardless of which one is selected.
Fix.0.0.2.x: Corrected action so that the correct civil transport is unloaded.
Bug.0.0.2.x: Research tooltip area can go off screen - Gauss Cannon (default) top is not readable.
Fix.0.0.2.x: Checks to see if this condition will happen and if so places the tooltip at the top of the screen.
Bug.0.0.2.x: When receiving tribute and deal ends game tells you where paying it to them.
Fix.0.0.2.x: Corrected incorrect statement.
Bug.0.0.1.x: Starbases/Missile Bases/Orbital Batteries/Military Outposts do not repair themselves.
Fix.0.0.1.x: Added auto-repair for these structures, once per turn
Bug.0.0.1.x: Tactical Battle MIRV splitting at wrong location and MIRV fragment's are not target-able by Point Defense
Fix.0.0.1.x: Corrected split location and made the fragments PD target-able.
Bug.0.0.1.x: Leader's with buyout reduction increasing costs vs reducing prices
Fix.0.0.1.x: Changed the operation to correct subtract instead of add the Leader's bonus.
Bug.0.0.1.x: Minor Civilization investing does not show reduction in your BC's total until you proceed to the next turn
Fix.0.0.1.x: Forced refresh of screen
Bug.0.0.1.x: If Over Command Limit and you scrap a ship, the screen still shows that you are running a BC deficit due to command points overage
Fix.0.0.1.x: Recalculates the Net Command Points for your fleet and forced screen refresh after this event
Bug.0.0.1.x: At start of turn, if your empire procedures a ship or otherwise increased command points over your limit, this new BC deficit does not show up until your next turn
Fix.0.0.1.x: Recalculates the Net Command Points for your fleet and forced screen refresh after this event