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Author Topic: Endless Space Strategy  (Read 24234 times)
0 Members and 3 Guests are viewing this topic.
Eldanesh Offline
EIR Veteran
Posts: 53


« Reply #60 on: June 20, 2012, 12:39:26 am »

Must have... Perfect economic growth...
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #61 on: July 04, 2012, 11:52:19 am »

RELEASE NOTES

    1.0.3

    CHANGES AND ADDITIONS

        Changed the save file system. The previous files are not compatible.
        Added the custom faction screen.
        Added a free camera mode in the battle view.
        - Arrow keys: move the view
        - Mouse wheel: changes the camera field of view (angle)
        - Mouse right click + pan: rotates the camera view
        - Ctrl: sticks / unsticks the camera on your fleet
        You can continue to play after a victory condition is achieved.
        Added a state to the player, to know if he's in a battle or not.
        Added an animatic for each faction, which will be displayed for a new game.
        Added narrative & random events illustrations.
        Changed the illustration for the selection of "Random Faction".
        Changed the Pirates 3D fleet icon.
        Added several outgame scenes, which will be displayed randomly.
        All technologies have a dedicated icon.
        Added 5 new music.
        Added new GUI sounds.
        Added an ES soundtrack directory (in the Steam install directory of Endless Space on your computer).
        Added the ES credits.
        Texture, video, memory & AI optimization.
        Added one new difficulty mode - Endless.
        Food consumption by population will vary with game speed.
        Heroes will not be injured when retreating. Changed the 'Death before dishonor' faction trait.
        Ship levels increase HP, DamageMin, DamageMax, InterceptionAccuracy, DeflectionPerTurn and Absorption.
        Changed the ship leveling, which now requires more XP (6 to 45 -> 4 to 100)
        Decreased the defense mods' cost (3 to 75 -> 2 to 58).
        Decreased the defense mods' weight (7 to 20 -> 5 to 16).
        Antimissile and Shield mods are now more powerful than their Weapon counterpart.
        Deflectors bonuses were only slightly increased.
        Halved Defense MP (8 to 210 -> 4 to 125) but not their efficiency in general.
        Defense MP is less effective during invasions than weapons.
        Added an extra bonus on the armor mods (25 to 304 -> 25 to 220+12%).
        Modified the Bluecap mold monopoly bonus (Dust -> Approval).
        Reduced the difficulty of diplomatic victory ( 1000 + 10*(players)*(planets) -> 2000 + 15*(players)*(planets) ).
        Decreases the malus of the random event "SUPERNOVA DISRUPTS NAVIGATION MAPS" (-80% -> -30%)
        When playing sower, the player knows the actual FIDS of a planet before colonizing it.
        Decreased the Alliance bonus multiplier (Alliance : * 2 -> Alliance : * 1,6).


    FIXES

    IMPORTANT FIXES

        Fixed an issue where the leech hero ability will not stop upon conquering the star system.
        Fixed an issue where an assert is received when a system is conquered by the AI and the user is in System view on the same system.
        [MP] Fixed an issue where assert is received when joining an in-progress session.
        [MP] Fixed an issue where opening the war notification as host will cause an assert.
        Fixed an issue where pressing ESC after quitting a game will cause an assert.
        Fixed an issue where the game crashes 100% after loading a specific save game.
        Fixed an issue where loading a saved game from another Steam account causes an assert.


    OTHER FIXES

        Fixed several text issues.
        Fixed several localized text issues.
        Fixed an issue where the browsing arrows become unresponsive in planet view in a 2 planet system.
        Fixed an issue where the moon orbiting a planet will not adjust size properly in planet view.
        Fixed an issue where the heal button is not functional on the Assign to system screen.
        Fixed an issue where a graphical corruption can be seen when entering the star system.
        Fixed an issue where the Permanent Perennials star system improvement is not working.
        Fixed an issue where the resolution will not change to 1600x900 when in windowed mode.
        Fixed an issue where the user will have the buyout option active for a ship that cannot be completed normally (strategic prerequisite or obsolete ship design).
        Fixed an issue where the amount of military power is displayed using decimals on the battle report.
        [MP] Fixed an issue where ships are displayed as being in hangar on other player`s system.
        Fixed an issue where the name of the empire is not replaced in the current deals with <empire> button.
        Fixed an issue where cease fire are not spread to allies.
        Fixed an issue where the initial starting population decreases right after the first turn at slow game speed.
        Fixed an issue where disband/create fleet does not refresh movement points.
        Fixed an issue where the race names are seen in the language of the other player.
        Fixed an issue where the Hissho Affinity tool tip is not updated.
        Fixed an issue where the United Empire Affinity tool tip is not updated.
        Fixed an issue where the "Industry to Science" conversion tool tip is not updated.
        Fixed an issue where the user is able to select guard action on an enemy`s fleet.
        Fixed an issue where technologies do not affect the deal approval.
        Fixed an issue where actual faction names were not updated in the Diplomatic Negotiations Screen when choosing random factions.

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He thinks Tactics is a breath mint

Wow I think that was the nicest thing brn ever posted!  Tongue

the pussy of a prostitute is not tight enough for destroy a condom Wink
nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #62 on: July 04, 2012, 12:01:53 pm »

It's funny, this patch landed right when I got a mail about some closed beta invite, lol
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"You can always count on Americans to do the right thing—after they've tried everything else."

Quote from: PonySlaystation
The officer is considerably better than a riflemen squad at carrying weapons. Officers have good accuracy so they will hit most targets.
Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #63 on: July 04, 2012, 12:36:21 pm »

Patch looks really awesome. No more nikomas suicide missile ships.
I'm up for playing 5-6 hours 1 hour from now.
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SlippedHerTheBigOne: big penis puma
SlippedHerTheBigOne: and i have no repairkits
SlippedHerTheBigOne: ( ͡° ͜ʖ ͡°)
brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #64 on: July 04, 2012, 12:41:23 pm »

The customizer is alot of Fun.


They left out quite alot of things from the customizer(No invasion benefits!) but they have alot of options.

You get 60pts to play around with and can get more by taking a malus.
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nikomas Offline
Shameless Perv
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Posts: 4286



« Reply #65 on: July 04, 2012, 12:48:17 pm »

Patch looks really awesome. No more nikomas suicide missile ships.
I'm up for playing 5-6 hours 1 hour from now.
Hey now, back a dog into a corner and he might bite...  Wink
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #66 on: July 04, 2012, 02:35:42 pm »

I hope they fix up combat more before launch, it needs to have more content
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Smokaz Offline
Honoured Member
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Posts: 11418



« Reply #67 on: July 10, 2012, 05:49:08 pm »

Won my first game now!

It was epic 2v1 but with me outsmarting the other players. Getting early beam and as high anti-missile as possible is working out very well for me. One guy even had his design named "glass cannon" which was quite funny.

Host sends his missile glass fleet to take me out after having been at war with one of the other scrub.
He types in chat:  "You got any fleets for final battle?"

I'm like: No I plan on a diplomatic victory.

*Declares war*

Me: As in there being noone left to fail diplomacy with. *Attacks*

Host ragequits after his missile spam failed in oneONE111 battle.

Satisfying.
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Poppi Offline
EIR Veteran
Posts: 1080


« Reply #68 on: July 11, 2012, 02:03:58 pm »

just got the game i was enjoying sowers mass manufacturing benefits. But all surrounding systems had barren/hollow planets No food to grow.  and i was blocked off by a corner (space corner?) and expanding enemies. 
Tried colonizing there but the populous just got upset and near revolt. any way to avoid this?
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brn4meplz Offline
Misinformation Officer
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Posts: 6952


« Reply #69 on: July 11, 2012, 02:11:46 pm »

Sowers supplement their food with Industry. As long as a planet has a high industry it'll be fine. Only ever build the production specializations on planets.


You take a penalty to approval for shit planets, you either have to watch how many crappy planets you settle in a system(and what malus' they have on them) or you need to research Approval techs in the left hand tree.
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Poppi Offline
EIR Veteran
Posts: 1080


« Reply #70 on: July 11, 2012, 03:06:33 pm »

Sowers supplement their food with Industry. As long as a planet has a high industry it'll be fine. Only ever build the production specializations on planets.


You take a penalty to approval for shit planets, you either have to watch how many crappy planets you settle in a system(and what malus' they have on them) or you need to research Approval techs in the left hand tree.

on a regular bases food is needed for growth right?

so as the sower i can just avoid any food production or needs and focus on ISD and still achieve growth?

now noticed the malus penalty.... thats a heavy penalty. Also just noticed colonization gets rid of those. Barely seems like perk for them if penalty is so high. 
« Last Edit: July 12, 2012, 01:51:42 am by Poppi » Logged
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