Re: [Aurora 4X C#] Hilo oficial
Publicado: 16 Abr 2020, 01:22
ya hay una V. 1.51 (que locura) de velocidad (compatible con juegos guardados)
http://aurora2.pentarch.org/index.php?P ... 123600#new
Patch Notes(v1.50)
Additions:
- Double-click added to Fleet Orders.
- Clear Support button added to Ground Forces window.
- Added check so that any fighter pod being clicked also means no engine.
- Added Select Name button to manually pick a system name from a themed list.
Changes:
- Fighter Pod Bay made a starting system.
- Several more techs are available for conventional starts.
- Player will no longer be endlessly notified when unrest fluctuates due to population exceeding infrastructure. Messages only begin to appear when it goes below 99%.
Fixed Bugs:
- Toggling "No Armor" would remove armor and engines from already built ships.
- SM could add negative atmosphere.
- Player could Instant Research missile designs while SM was off.
- Clicking "Cancel" when asked how many ground units to move would move all units.
- UI bug leftover from previously removed button.
- Fighter Pod design problem if "No Engine" wasn't checked.
- NPR repair task would have no minerals assigned resulting in an error.
- Various bugs related to SM adding gases to atmospheres.
- STO able to use prototypes.
- (P) was not added to prototype research in event log.
- Redo Mineral did not work for gas giants.
- Percentage on Industry tab could be set to more than 100%.
- Bug in Spoiler Race generation.
- Passive Sensor display not showing for moons.
- Manufacturing Efficiency falling below 0.
- Civilian ship could be detached.
- Ship could be repaired and refitted at same time.
- Ground Units could not be Insta-Built w/o using the SM Mode, even when Instant Build Points remained.
- Fighter class not locked on construction.
- No Repair or scrap in shipyard if no tooled class.
- Problem with calculation of admin command min ranks.
- Laser with less than 1 recharge rate not triggering power warning on class window.
- Max items could not be set to a decimal amount.
- Possible to add negative units to formation.
- Possible to set negative HQ capacity.
- Previous Missile Design was not populating engine size and power modification.
- When changing a scientist's field in the Commanders window, their field was updated in the sidebar on the left but their Research skill level was not.
- Possible to create/rename formation templates with empty names.
- Renaming a system in the System Generation and Display window does not update the system's name in the main window.
- After creating a repair task for a damaged ship, its undamaged sister took its place on the dropdown list.
- Fixed tooltip.
http://aurora2.pentarch.org/index.php?P ... 123600#new
Patch Notes(v1.50)
Additions:
- Double-click added to Fleet Orders.
- Clear Support button added to Ground Forces window.
- Added check so that any fighter pod being clicked also means no engine.
- Added Select Name button to manually pick a system name from a themed list.
Changes:
- Fighter Pod Bay made a starting system.
- Several more techs are available for conventional starts.
- Player will no longer be endlessly notified when unrest fluctuates due to population exceeding infrastructure. Messages only begin to appear when it goes below 99%.
Fixed Bugs:
- Toggling "No Armor" would remove armor and engines from already built ships.
- SM could add negative atmosphere.
- Player could Instant Research missile designs while SM was off.
- Clicking "Cancel" when asked how many ground units to move would move all units.
- UI bug leftover from previously removed button.
- Fighter Pod design problem if "No Engine" wasn't checked.
- NPR repair task would have no minerals assigned resulting in an error.
- Various bugs related to SM adding gases to atmospheres.
- STO able to use prototypes.
- (P) was not added to prototype research in event log.
- Redo Mineral did not work for gas giants.
- Percentage on Industry tab could be set to more than 100%.
- Bug in Spoiler Race generation.
- Passive Sensor display not showing for moons.
- Manufacturing Efficiency falling below 0.
- Civilian ship could be detached.
- Ship could be repaired and refitted at same time.
- Ground Units could not be Insta-Built w/o using the SM Mode, even when Instant Build Points remained.
- Fighter class not locked on construction.
- No Repair or scrap in shipyard if no tooled class.
- Problem with calculation of admin command min ranks.
- Laser with less than 1 recharge rate not triggering power warning on class window.
- Max items could not be set to a decimal amount.
- Possible to add negative units to formation.
- Possible to set negative HQ capacity.
- Previous Missile Design was not populating engine size and power modification.
- When changing a scientist's field in the Commanders window, their field was updated in the sidebar on the left but their Research skill level was not.
- Possible to create/rename formation templates with empty names.
- Renaming a system in the System Generation and Display window does not update the system's name in the main window.
- After creating a repair task for a damaged ship, its undamaged sister took its place on the dropdown list.
- Fixed tooltip.