Hint: if you can research up to shields, they make a big difference.
Also, chapter 1 of the tutorial is now complete, although we might still add a bit more content to it. Feedback on this would be greatly appreciated.
And lots of miscellaneous updates and fixes.
FastTrack v.771
- Adjusted default starting game difficulty levels
- Merchant AI trading system optimized
- More fixed to galaxy generation
- Order added for space combat units, they can now capture facilities if undefended.
- Hotspots in right click menu now let you select type of hotspot directly from the menu list
- Added Orbital Control hotspot to indicate where to place space docks
- Updates to tutorial system, Tutorial chapter 1 now works from start to finish
- Sensor array now allows spotting of FTL activity for system in which it's built, regardless of line of sight
- Surveying the world of a minor race makes them "discovered"
- Pirate economy balance updated
- Pirate aggression level updated, declare war on sight vs. regular factions
- Pirate declare war on players and alliance between pirates update
- Refactored use of Shields by units and User Interface to communicate what's happening
- Space Transport ships now have basic fighter carrier capacity
- Space unit descriptions added, text due for more review
- Adjusted Space Docks and Engineer ships to have the same weight
- Technology Popup UI for "Leads to" techs now fully implemented. Double click to follow up the chain.
- Asteroid HUDs redesigned
- Updates to planet types, sizes for both text and visuals
- Fixed wrong city models until end of first day
- Some performance optimizations
- Space ranges ("Sectors") are now counted in hexes (not 16perhex)
- Fixed border supply creep 'wobble' that's been around forever
- Updated handling of "dead" regions. Require > 1000 population to be restored as alive
- Updates for scripted events to understand system vs. planet levels
- Updated AI base location routines
- Fixes to some unit orders
- Fixes to diplomatic trades between factions
- Updates to loading/unloading of units on planet
- Updates to alert message system
- Fixed loading savegame starts as main empire faction, not start as colony
- Refactor of various visual effects
- Refactored how the total population per planet is calculated.
- Fixes to switching between colony and main faction
- Fixed small memory leak that would have created a crash eventually
- Refactored calculation for number of "sustainable" days of commodity reserves
- Decolonize by parent will now keep all treaties (including alliance, transit)
- Fixed rare situation where alert bar product stocks show wrong region
- Fixed NavPoints list of Inhabited worlds
- Fixed response options in some alert messages
- Various UI fixes, graphic updates, data file fixes and localization fixes
Changed depots in fasttrack branch