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I intended to post this link earlier, and it is still valid to say some of the other comments have crossed the threshold for this: https://en.wikipedia.org/wiki/Fear,_uncertainty_and_doubt
1. [BUG] If a faction's cumulative PROBE value is greater than 3 (SE morale, covert ops center) it is possible to "mind control" their bases when they should be immune. If the University uses SE Knowledge putting PROBE value down to -4, it would act as if it were 0 erroneously increasing "mind control" costs. After patch, PROBE values greater than 3 will always be immune to regular probes and values less than -2 will be treated as if they were -2.2. [CRASH] It is possible usually on larger maps that scrambling air interceptors would cause the game to crash. Even when the game didn't crash incorrect altitude values were being used in checks. Both of these have been fixed.7. [BUG] Fixed a check that was ending the turn for certain air units (choppers/missiles/grav) when entering a base which had no adjacent enemy units. There is still a check which will end the unit's turn if when entering a base it has less then one turn remaining unless an enemy is adjacent to base.10. [CRASH] When moving units near or at the poles, it is possible for y coord to exceed the map bounds and crash the game. Patch adds handling to prevent y coord from going over min/max.15. [BUG][SMAX] Enhanced probes (Algorithmic Enhancement) are now able to mind control bases/units normally immune due to high SE morale as stated in SMAX manual. For units it's purely the morale SE value so >=3 acts as if it were 2 (cost doubled). For bases, the value is calculated from morale SE and any base facility modifiers (Covert Ops: +2, Genejack: -1). If final value is >=3, it acts as if it were 2.18. [BUG][SMAX] Enhanced probes don't receive a penalty to survival probability when target faction has built Hunter-Seeker Algorithm. Instead, the success probability is erroneously given the penalty for a second time after it has already been displayed in UI. This could cause diminished success rate when it should have been higher. Patch corrects check so survival rather than success probability is modified.20. [MISC] Disabled cpu check which serves no purpose other than preventing the game from starting on newer cpu's. Patch enables ForceOldVoxelAlgorithm=1 in code by default and suppresses annoying warning.21. [BUG][SMAX] Sealurk units now do not get a penalty when moving onto Sea Fungus like Isle of Deep.27. [BUG][SMAX] Fixed bug when AI successfully completes probe action of freeing a captured faction leader (FREEWILLY/FREEWHO) where it would reset a non-captured faction. The problem was that AI would always try to free the very first faction (usually PC) regardless of whether they were elminated or not. Fix now obtains all potential faction leaders to free and randomly picks one.34. [BUG] Fixed logic in PB code to prevent ODP/Flechette defenses being called a 2nd time (with a chance for defenses to fail) even after PB had already been shot down. Each faction has one chance to defend against incoming missile based on closest base or unit to PB blast. However, there is secondary check to give the tile owner a chance to defend against PB even if they have no units or bases in this space. This check didn't take into account whether or not PB had already been shot down.36. [BUG] Fixed a bug that would display NERVEGAS message even when attack on base failed -> checking attacker health37. [MOD] Add ability to set reactor (1-4) for #UNITS in alpha/x.txt (ex. "Colony Pod,..., 00000000000000000000000000,4" -> gives Colony Pods Singularity Engine). To do so, just add comma after Abil with value of reactor you want for unit. If no value is set, it defaults to "1" like original code. For SMAX only, there are two exceptions for Battle Ogre MK2 and Battle Ogre MK3 where default isn't "1" but "2" and "3" respectively. The Ogre default can still be overriden if you set a different reactor value in alpha/x.txt.38. [BUG] Allowing colony pods to be added to bases with fungus on tile ; allowing sea/land pods to be added to existing sea/land bases ignoring building restriction43. [BUG] Abandoning a base after building a colony pod no longer skips the base production of the next base. This was caused by the upkeep function using incorrect base values after the abandoned base was destroyed. Fixed so acts like #STARVE.51. [BUG] Additional check to initial tile when build aquifer rather that tiles around it
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