Major Changes
Bug Fixes
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Fixed the 'All Roads Lead to Sol bug for Random Stars. For v1.9.5 you can avoid this bug by setting Local Chance to 0 or 100.
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Overhauls now working at deep space stations
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Changing the target atm on the Environment tab of the Economics window and then immediately closing the window did not save the atm value. Fixed now.
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The player is notified when ship-based fire controls are targeting ground forces or STO units that no longer exist. In 1.9.5. this situation causes a popup bug.
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Bug fixed that allowed auto-assign FC to assign missiles to launchers that were smaller than the missile.
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Bug fixed that caused an error popup if time was advanced while the Fleet window was open with nothing selected.
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Join sub-fleet order now working correctly
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Fixed crew quarters bug for very short deployment times
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The bug caused by Copy Class followed by changing hull type is fixed.
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Prevented the exploit where you can prototype a weapon, then use that prototype in a turret, then prototype the turret, and then research the turret without ever researching the component weapon
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Class Window now remembers which component nodes were collapsed, not just those that were expanded.
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Cancel Sub-fleet now working correctly
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Cancel Select Name now working correctly
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Fleets salvaging a wreck that is in orbit will move with the planet while salvaging
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Shipping Lines will no longer be formed when Civilian Shipping is off
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Negative fuel bug fixed
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Ground Formations display field position correctly after renaming
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Fixed occasional #3232 error in system generation for random stars
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Sector will be generated at new location if Sector Command moved by freighter
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Delete System button no longer visible unless SM mode is on
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Commercial hangars will reload parasites
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Formation Medal button now working correctly
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Academy commandant positions will no longer be displayed where a Commandant is assigned and “Available Only” is checked.
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Partial stations can longer refuel or transfer ordnance.
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Jump point positions can no longer be changed to be outside the survey location coverage.
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Survivors are listed as transported items for fleets
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POWs are displayed in the population summary
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The parent shipping line for captured civilian ships is removed, so you can scrap them.
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Fractional values can be set for contract supply and demand
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Edit Pop no longer allows negative values
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Extreme negative pop growth will no longer result in negative population
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Condensation will no longer take place at temperatures above 96C
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Water Vapour will no longer disappear from the atmosphere for temperatures above 500C
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Missile ships refitted to non-missile class will unload their ordnance
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Life pods will not be created if crew is zero or negative
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Autopsy projects are no longer created when you rescue ‘alien’ survivors that are the same species as your primary race species.
Minor Changes
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There should be greater variety in NPRs design and fleet composition, plus energy-only NPRs have been added.
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Shipping Lines can be deleted
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The display options ‘All Windows Linked to Race’ and ‘Keep Tactical in Background’ will retain their status after save and reload
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10cm Railguns will be treated as a point defence weapon by Auto-Assign Fire Controls
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The species environmental tolerances shown on the System View window have been added to the Environment tab of the Economics window.
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Reassign Naval will not affect naval commanders assigned to admin commands or academy commandant as they are manually assigned positions.
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Average Class Maintenance Life and % of Deployment Time have been added to maintenance reports when a component requires repair.
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“Hide CMC” button on the Economics window will only hide colonies that have civilian mining complexes but do not have a population > 0 and do not have any other installations except tracking stations and mass drivers.
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In v1.9.5, the ‘to hit’ roll only considers integers, so if the chance to hit is 0.9%, it is effectively zero. I’ve changed the hit check code for v1.10 so that the hit chance is checked to two decimal places.
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An event will be generated when a gas giant or superjovian runs out of Sorium
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Scrap and Refit tasks will only display target classes for scrap/refit if at least one ship of that class is in orbit
Automatic Research
Some Tech Systems are now flagged as ‘automatic research’. When a tech system is researched, any other tech system with that tech as a pre-requisite that is also flagged as ‘automatic research’ will be researched immediately.
For v1.10 (so far) this will apply to the three types of Troop Transport Bay. When the standard troop transport bay is researched, the other bay sizes will become available automatically (large, small, very small). The same applies to the standard drop bay and the standard boarding bay.
Queued Ground Formation Training Tasks
Training Tasks can be queued for ground formations.
Using Create Task when no GFCC is available will add the formation to the queue for the population. Items can be moved up and down the queue, deleted from the queue and renamed while in the queue.
When a GFCC becomes available, the highest queued formation will begin training and an event will be generated. The build cost is not fixed until training begin, so you can change the templates for formations that are still in the queue.
Unused Construction Capacity
When the total capacity devoted to industrial projects is less than 100%, the unused capacity will be shown as well. This will be shown separately for Construction, Ordnance and Fighters.
Land on Assigned Mothership as Sub-Fleet
A new movement order, Land on Assigned Mothership as Sub-Fleet, has been added.
This order functions exactly like Land on Assigned Mothership, except that the landed ships will form a new sub-fleet with the name of the fleet in which they were located before landing.
For example, if a fleet named ‘Squadron 01’ uses the Land on Assigned Mothership as Sub-Fleet order, the ships of Squadron 01 will be grouped into a new sub-fleet within the carrier fleet, which will also be named ‘Squadron 01’.
Faster Save
I’ve made some changes to the Save code that were discussed in the Disappearing Ground Units thread from a while ago. Essentially this involves running the entire database save within a single transaction. This has shortened the save time considerably.
My current DB has my Holy Church campaign and my new Imperium of Man campaign, so still relatively early. Even so, it saved in less than five seconds, so save times in general should come down by a factor of at least 5x and probably more.
