Lead Developer, Stardock Entertainment
Changes in Beta 2A:

We crammed a lot of work into one week.

No word yet on the NVidia 8600 issue on Vista yet, but I haven't been getting any bug reports from you guys either so maybe it's not terribly widespread.


+ NEW: Implemented “Automate” button for survey ships in ship context window

+ NEW: Yor Tech Tree added.

+ NEW: Yor receive several unique technologies (too many to list here).

+ NEW: Changes in tech tree language to deal with Yor being robotic (LOTS of text changes).

+ NEW: Yor no longer have farms, instead they have charging stalks which also provide morale.

+ NEW: Yor do not get any morale buildings by default.

+ NEW: Yor economy is improved mostly through efficiency improvements and an efficiency center.

+ NEW: Nightmare Torpedo added

+ NEW: Kinetic Stream series of weapons added for Yor

+ NEW: Seeker missiles added for Yor

+ NEW: Scatter Blaster (space shot gun) added for Yor

+ NEW: Terror Drone series of planet combat weapons added for Yor

+ NEW: Yor techs to improve population growth added (Yor strength comes in numbers)

+ NEW: Russian Federation logo checked in

+ NEW: 4 new race portraits

+ NEW: CivCapitol/InitialColony image and Research matrix images checked in

+ NEW: (and tweaked) planet textures from LogicSequence

+ NEW: Now when you conquer a planet, if you don't have the techs in your tech tree for the improvements, they are removed (You will be informed)

+ NEW: The extra tab now shows the jewelry components as just their thumbnails so that more of them fit on the screen at once.

+ NEW: Torians now get new starting tech “Inherited Technology”

+ NEW: planetary improvement: Schools (for Torians)

+ NEW: Planetary improvement: Harvestor (for Torians, 1 per planet) increases food production

+ NEW: Planetary improvement: University (for Torians)

+ NEW: Planetary improvement: City of Learning (for Torians)

+ NEW Planetary improvement: Technology Commune (for Torians)

+ NEW: Torians no longer have the Research Lab path on their technology tree

+ NEW: Planetary improvement: Central Mine (for Torians). Powerful production center for Torians, only one per planet.

+ NEW: Planetary improvement: Temple of Memories. Powerful but one of a kind morale building for Torians.

+ NEW: Entertainment Networks no longer in Xeno Communications but instead put into Industrial Revolution.

+ NEW: Galactic Achievement: Aquatic Transport. Increases logistics by 3 for Torians.

+ NEW: Torians gain a new branch called Enlightenment which contains several inexpensive technologies that increase research ability. Technology victory path attached to end of it.

+ NEW: Yor get Research Matrix, a cheap, powerful research building by default, only 1 per planet.

+ NEW: Planetary improvement: Distributed Energy Matrix. New super project for yor. Very VERY expensive production facility that increases production on a planet by 50%.

+ FIXED: Bug where fleet icons would show up blank

+ FIXED: Bug where race logos on tech tree nodes were not updating when you would start a new game from within an existing game

+ FIXED: Bug where tool tips on tech tree nodes were not updating when you selected a tech from the list at the top of the screen

+ FIXED: Bug where you couldn't place agents on any improvements

+ FIXED: Crash caused by invalid civ pointer used to call IsTechKnown

+ FIXED: Bug where if you go to planet screen from civ manager colonies list and change the build queue or planet focus, and then return to colonies list, the colonies list would not update

+ FIXED: Several crashes related to minor races not having a tech tree. This was caused by the tech tree definitions not getting saved into the saved game file. When you would load a save and get an event that created a minor race, it would not be able to get the default tech tree definition. Now, it saves those definitions and the events work again.

+ FIXED: A strange bug where research production was multiplying itself by a fraction of itself.

+ FIXED: Bug where mining base graphics would not appear after loading a saved game.

+ FIXED: Added code to make sure that the Dread Lords event doesn't take over an inhabited system

+ FIXED: Bug where custom race abilities kept being reset

+ FIXED: Bug where filtered entries did not sort

+ FIXED: Bug where if you deleted a ship design, it didn't stop planets from trying to build it

+ FIXED: Bug where ship notifications stopped appearing because the event array ran out of available slots (now uses a STL vector)

+ FIXED: Added code to allow us to set default values for planetary improvement values

+ FIXED: Bug where it was possible to get more than one precursor library and more than one precursor mine, also tweaked the distribution to try and make it a bit more even

+ FIXED: Not all references to the year were using the correct constant for the starting year.

+ FIXED: Bug where the same tournament score data record was displayed multiple times on the leader board

+ TWEAKED:Tourism income is now equal to ones effective control of the galaxy as a percent (0 to 100) plus the a small .001% of the millions of people who live in the galaxy that live in your sphere of influence. Net result, tourism is very high at the beginning of the game but levels out quickly.

+ TWEAKED: Torians now get 8 logistics instead of 6 by default.

+ TWEAKED: Small hulled ships now require interstellar construction in order to be built.

+ TWEAKED: Plasma Beam weapons strengthened

+ TWEAKED: Yor research techs are cheaper but there are more of them.

+ TWEAKED: Fixed typo in description of Zalon Defense Mainframe

+ TWEAKED: Torians no longer get Industrial Revolution so no initial factory technology.

+ TWEAKED: Torian hull technologies cost more than other races.

+ TWEAKED: Torian research buildings aren’t as good as other races.

+ TWEAKED:Torians get Aquatic Planet colonization earlier

+ TWEAKED: Miniaturization technologies attached to Nano Materials

+ TWEAKED: The Yor are now immune to plague events

+ TWEAKED: Focusing production on research or manufacturing results in more wastage in the conversion from research to manufacturing or vice versa.

+ TWEAKED: Auto-survey buttons now account for the auto-survey-standby mode

Comments (Page 1)
2 Pages1 2 
on Nov 15, 2007
Thanks Stardock downloading now! Yor time! What a walking, talking meatbag? KILL IT!
on Nov 15, 2007
You know, my current game wasn't going too well anyways.

All hail the mighty Yor!
on Nov 15, 2007
Question- the Harvester and Central Mine buildings, do they work with bonus tiles?

on Nov 15, 2007
+ TWEAKED: Focusing production on research or manufacturing results in more wastage in the conversion from research to manufacturing or vice versa.


This could mean big changes for "all x" strategies!
on Nov 15, 2007
This could mean big changes for "all x" strategies!


Yep, I think that was the idea

I started my Yor game as all factory and quickly adjusted back to mixed when I saw how it wasn't working quite as well
on Nov 16, 2007
Awesome, you fixed tourism! I'm glad you were keeping up on our concerns, even if you didn't have time to respond directly. Thanks for kicking ass as usual, guys!

Keen on trying out the Yor. They're one of my favorites in DA, curious how they'll pan out in TA.
on Nov 16, 2007
Wow, the Yor are... very tough to build an economy with. Yikes. Getting a good colony rush going is pretty tough, especially with the lack of a cheap research building from the get go.

My current game is seeing my space flooded with the goddamned Drengin and their goddamned heavily armed heavy fighters. With heavy weapons. Heavy.

It doesn't help that the Korath are also pressing me at the same time, and they are using their spore ships quite nicely. I had to destroy a decent class 9 colony (in a small empire) since retaking it soon wasn't an option, especially not with the need to get extreme colonization techs.

I haven't found the strength of the Yor, though. Granted, I haven't had much of an opportunity to see the top end of the tech tree, thanks to the nearly crippling low growth/low population/no economic buildings combo that hit early game. Maybe I'm just missing something...

I've really got to wonder if the Drengin and Korath are too powerful, though. In every game I've played against them, they've been coming down on me with obscenely powerful ships in huge waves, thanks to their combination of weapon ability, quick weapon research, and effective colony rush. Whenever I've played as them, I just steamrolled the opposition. The Korath have it especially good, since their production is absolutely obscene, they get most of the same martial advantages as their Drengin cousins... and spore ships are, of course, the noxious planetkilling icing on the cake.

That said, I'm loving the AI in the latest betas, as it seems much more competitive... and they aren't even taking advantage of the new ship components yet! Once ships with hull augumentations, stellar defense modules, or warp bubbles show up, I'll be destroyed. In DA, I could play on Tough and consistently win, but in most TA games I've had my ass handed to me! Maybe it's new race imbalances (after all, I won when playing Drengin or Korath) or just unfamiliarity with the tech tree... but I think the AI is earning a lot of the kills they make. Their political sense is pretty astute now... they KNOW when they've got the advantage (though I'll be damned if I give up one of my planets just because some Terran wannabe galactic overlord thinks he can demand one while my fleet is still in R&D)

In short, awesome update guys.
on Nov 16, 2007
Great stuff guys. Just downloaded the latest beta, can't wait to get home to try out my new robot killing machines. Galaxy beware, I'm coming.

Thanks for fixing the tourism effects, and also great idea about the jewels in the ship editor. Will make shipbuilding even more addictive. Any chance we still might get that external ship editor? Maybe in a third expansion pack?
on Nov 16, 2007
I've really got to wonder if the Drengin and Korath are too powerful, though. In every game I've played against them, they've been coming down on me with obscenely powerful ships in huge waves, thanks to their combination of weapon ability, quick weapon research, and effective colony rush. Whenever I've played as them, I just steamrolled the opposition. The Korath have it especially good, since their production is absolutely obscene, they get most of the same martial advantages as their Drengin cousins... and spore ships are, of course, the noxious planetkilling icing on the cake.



Thats odd, I often have the Acreans taking 40% of the galaxy and killing everyone, and Korath usually die very quickly, Drengin go sometime after. In short, in games I play i have a large problem with the CPU fully utilizing Acrean tech with 10+ships in a fleet with a mass driver rating of 120+ when I am at logistics 15 and harpoon/photon torps with tri-stronium.

I never worry about Korath, however a recent game Drengin fast teched to disruptors and that caused a large problem, and created a 40/40/all split with Acrean/Drengin and the rest of us (terran/torian/yor).

Must be different playing styles. I play Medium/Large galaxies on tough/painful with Occasional or Common settings (except anomolies and asteroids on rare.

Also play with no techtrading.always.

Perhaps that is why its a bit different. Rather go up against Korath then the **** first strike ability of a fleet of 12 with 180attack.

Love the challenges this game provides... different to every player.
on Nov 16, 2007
I read through, but didn't notice:

Was the spore ship bug solved?
on Nov 16, 2007

Was the spore ship bug solved?

What was the spore ship bug?

 

on Nov 16, 2007
FYI

+ FIXED: Bug where if you go to planet screen from civ manager colonies list and change the build queue or planet focus, and then return to colonies list, the colonies list would not update

I have had this happen to me is DA as well.
on Nov 16, 2007

+ FIXED: Bug where if you go to planet screen from civ manager colonies list and change the build queue or planet focus, and then return to colonies list, the colonies list would not update

I have had this happen to me is DA as well.

Yep, I'm aware of it.  CodeCritter fixed this in TA but we haven't had time to fix it in DA yet.

 

on Nov 16, 2007


Was the spore ship bug solved?


What was the spore ship bug?


 



The Korath didn't get the spore technology. Germ warfare was there but the next tech wasn't available.

And yeah, it's fixed. Korath just tore a bloody hole in the Torian empire with them in my game...
on Nov 16, 2007


Was the spore ship bug solved?


What was the spore ship bug?


 


The technology that needs to be researched to build spore ships (Germ Warfare or something like that) is currently unavailable.
2 Pages1 2