Author Topic: Prerelease 3.012 (Bugfixes)  (Read 4438 times)

Offline x4000

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Prerelease 3.012 (Bugfixes)
« on: January 17, 2010, 12:35:10 am »
The latest beta is available via the Updates window in version 3.000 or greater of the game.  Just open the game and you can quickly download the prerelease through the updates tab.  If you don't yet have 3.000 or greater, you can download 3.000 here.  This prerelease version is compatible with any vendor's version of the game -- Steam, Impulse, whatever.

What's new since 3.011:
(Cumulative release notes since 3.000 are attached at the bottom)

-------------------

-Previously, there was a bug with the basic tutorials stuttering.  Fixed.

-Previously, the multi-repairs of fortresses to other units were not working correctly.  Fixed.

-The game now plays the buzz sound effect when a ship cannot be scrapped.

-Dyson Gatlings now have 10x more health.

-The force field radius, and the health, of force field bearers has been increased.

-Cursed Golems now lose health half as fast as they previously did.
« Last Edit: January 17, 2010, 12:39:47 am by x4000 »
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Offline RCIX

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Re: Prerelease 3.012 (Bugfixes)
« Reply #1 on: January 17, 2010, 01:18:22 am »
Just glad to hear this game is so successful -- Just looked at the release notes for 3.000 and my "Thanks to" list was only smaller than Fiskbit and Oewyn. This means only one thing: i spend too much time here and not in the game :D
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Offline acantoni

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Re: Prerelease 3.012 (Bugfixes)
« Reply #2 on: January 17, 2010, 06:01:08 am »
Automatic updates fail like 95% of the time (i dont know how but after like 20 failed attempt i managed to update to 3011 yesterday) for me.
After wasting 10 minutes or so with 3012 both in Steam and Impulse i'd like to know where do the downloader put the new beta file so that i can manually apply it.

Problem for me is it keeps on saying AIWAR.exe is in use and so cant update (win7/64bit).
Thank you!

Offline I-KP

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Re: Prerelease 3.012 (Bugfixes)
« Reply #3 on: January 17, 2010, 06:25:26 am »
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Offline eRe4s3r

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Re: Prerelease 3.012 (Bugfixes)
« Reply #4 on: January 17, 2010, 11:57:18 am »
Worked fine for me..

Ehm, i want to make a kind request please

Make a 2nd rebel colony do something useful, like give 30% more ships of the resistence, or allow us to build MK2 versions of them ships - otherwise do not have (please?) 2+ Rebel Colonies spawn at all - this is the only event that punishes the player (massively) for not following it (quickly) even though a 2nd or more colony does not give you any tactical advantage at all, short of the exploration and research raiding you'd be doing there at some point anyway.

ehm, yeah ;) Thoughts?

Edit: Less caps  :D ;D

The reason i am asking is simple, for me the 2nd colony decided (in one of the many tries i did) to spawn in a MK3 world... with attrition device and alarm post adjacent = Not going to touch that with a 50 feet pole - not to worry though, since these spawns are random reload and retry made it spawn in a nice MK2 world in a good position.. i just want them to be doing something more useful because.. well being forced to capture a world is kinda.. not cool
« Last Edit: January 17, 2010, 12:05:02 pm by eRe4s3r »
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Offline Shardz

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Re: Prerelease 3.012 (Bugfixes)
« Reply #5 on: January 17, 2010, 01:44:14 pm »
Awesome! Those bug fixes are getting smaller and smaller with time it seems! :D Keep up the great work and thanks again!

Offline Temper

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Re: Prerelease 3.012 (Bugfixes)
« Reply #6 on: January 17, 2010, 03:08:08 pm »
I think it would be good to show the ship cost in the pre game overlay.

Offline Kjara

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Re: Prerelease 3.012 (Bugfixes)
« Reply #7 on: January 17, 2010, 04:14:46 pm »
Alternate idea for 2nd rebel colony(even though I wouldn't be opposed to the first idea): Have each additional colony reduce the cost to build rebel ships(~20% per?(.8^(n-1))--so 80%, 64%, 51%, 40%....)  Not a huge advantage as you have likely built all 42 by the time you take the 2nd, but will make replacing them easier.  Heck this might be a cool feature for taking a 2nd advanced factory as well(since now its clearly better to not take it and leave invulnerable in case you lose your first).  Might be a bit broken with too much micro in multi though(if you all pass all of the factories around to each other--could cap it at 80% I guess).

Also a bump for this:  I'd love to see a few of the minor marauder bugs listed here fixed :) (namely being able to see them on f1, and see damage/hit%'s against them). http://arcengames.com/forums/index.php/topic,3122.0.html

Offline orzelek

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Re: Prerelease 3.012 (Bugfixes)
« Reply #8 on: January 17, 2010, 05:21:16 pm »
Last time I checked if you use F1 setting that shows ships that are in the system Marauders will show there. There can be problem with right clicking them to jump to actual ships but I have vague memory of it being fixed.

Offline Kjara

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Re: Prerelease 3.012 (Bugfixes)
« Reply #9 on: January 17, 2010, 05:50:11 pm »
Yeah, they do show up when in the system.  But if you cycle through the F1's, its impossible to find info on them when they aren't in the(/any) system.

Offline RCIX

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Re: Prerelease 3.012 (Bugfixes)
« Reply #10 on: January 17, 2010, 06:31:35 pm »
Also, can the placing for rebel colonies be looked at? I got one that was on an IV planet i wasn't scheduled to take for a long time then one waaaay out in the galaxy where i can't do anything about it. :(
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Offline eRe4s3r

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Re: Prerelease 3.012 (Bugfixes)
« Reply #11 on: January 17, 2010, 07:33:20 pm »
reload a older savegame, they are randomly alloted it seems... i had one of these too, i didn't even bother to try it, and +100 progression i couldn't stomach (i am at a clean 200 progression in striking distance to both homeworlds and a IV factory, so basically end-game.. can't really use 300 progression (which would add up to 500 after nuke + cleansing of first AI homeworld, the 2nd has a dyson sphere so i can stomach some more progression..

Well you see, this is why i want a change to these.. atm they are too much punishment and 0 reward (for the 2nd' onwards)

Granted, the 2nd one comes at 12 hours ~ but still...
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Offline Jesterman

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Re: Prerelease 3.012 (Bugfixes)
« Reply #12 on: January 18, 2010, 10:37:44 am »
First of all, i have to say i absolutely am addicted to this game.
After getting the beta patch however, I've noticed some strange behavior in the taders in my game.
The trader ship in 3 hours had come through my home world something like 10 times, only going two planets away, then back again. Also, it would go straight to my base at the home world before exiting through the worm hole it came through even though this isnt a dead end world. I dont have a save just yet as my lame computer overheated and shut down. But if i catch it again, i will see if i cant post somehting

Offline Strider

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Re: Prerelease 3.012 (Bugfixes)
« Reply #13 on: January 18, 2010, 12:08:58 pm »
I can confirm the same 'pattern' with the Trader in my current game.

Offline raptor331

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Re: Prerelease 3.012 (Bugfixes)
« Reply #14 on: January 18, 2010, 06:11:32 pm »
There have been some units stacked on top of each other, I have some pics to show off since i learned how to post them ;)



I doubt this was intended so I figured I would report this, dont know how to post saves so I cant really help much.
« Last Edit: January 18, 2010, 06:17:39 pm by raptor331 »