provided by Reginald :-) ....origin see http://supremacy.square7.ch/wiki/index.php?title=News
2014-11-25
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
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- Lots of fixes and enhancements.
- The economy has been improved to BotF style.
- Agents/Personnel are now unlocked for all empires (though some polish is still needed).
- New Game Options implemented: Random/Canon homequadrants (only for empires though, not minors yet), Research Rate.
- Ships and Stations of minors are transfered when minor is membered by an empire (there's still an issue with those ships not engaging other fleets when on their own).
- Lots of UI fixes and improvements.
- A few crashes fixed.
- Fuel range extension deactivated.
- Combat fixes and improvements.
- Also, it's now possible to set the Founders as the colonizing race for the Dominion, instead of the Jem'Hadar. The release still has the J'H as the colonizing race, I would appreciate any feedback about playability with the Founders as colonizers - as it is, they can only colonize Rogue planets (in Nebulae), which are scarce, relying mostly on building stations for range extension and conquest, and membering minors. I can make the necessary changes to the data files and post them here if anyone is interested in testing this. Post here if so, please.
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2014-09-26
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
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- removed icons for TL zero in research matrix
- re-enabled Agent recruitment
- added OB display in star system panel
- added SY indicator in starmap
- fixed minors station indicator crash
- temp fix for unknown fleet icon
- AI fixes and tweaks
- customized duranium generation for homesystems
- fixed typo in system assault screen
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2014-08-14
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
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- images of anomalies now displayed in the star system panel
- Scrapping before Research and Population Growth
- minimum value for damage to population added
- edge scroll distance reduced
- PercentTradeIncome fixed
- Wormholes added (no functionality yet)
- slightly less minors generated
- less anomalies generated
- multiple colonization for same player fixed
- Trade Route 1st turn income temporary fix
- OB, SY and SS icons displayed in research matrix
- sector fill for stations in contested sectors fixed
- population damage when no target available fixed
- Move order when assaulting a system fixed
- AI colonizing anomalies and zero pop systems fixed
- ships stats in encyclopedia minor tweaks
- some data tweaks
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2014-07-25
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
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- info in the ship stats panel re-ordered, according to encyclopedia
- cloak strength collapsed when <=0 in the ship stats panel
- missing tooltip in the Options window added
- AttackOrbitalDefenses.wav included in the build
- ShieldingPerEnergyTech structures in the system assault screen fixed
- names of uncolonized systems displayed in gray in the starmap
- system bonuses not generated in uninhabitable systems
- shield/pop/combat bars in system assault screen locked
- generation of Duranium in random systems reduced
- some cloak related issues fixed
- no pop damage when no structures remaining bug fixed
- EDIT: not included, will be on the next release: images of anomalies now displayed in the star system panel
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2014-06-18
Source here (PS: unfortunately the old forum broke down so now this link is to www.armadafleetcommand.com)
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New release, with Bloodwurm's fixes and Overlord's AI (except the diplomatic changes, which were only working for the Federation), plus
a few other small changes, and data tweaks.
code
- removed IndustryToCredits conversion code
- disabled negative treasury effects
- reverted galaxy generation changes
- Overlord's AI minus diplo changes
- increased energy bonus 15% -> 25%
- rearranged encyclopedia, new category for PFs
- swapped colors for shields and hull bars
data
- removed auto generation of deuterium by GGs
- decreased auto generation of duranium in systems
- lowered deuterium output of Buildings
- lowered initial resources for all civs
There might a problem in larger galaxies, with the AI empires colonizing.
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2014-05-13
Source here
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- basically a Resources update. Reverted back to Bloodwurm's code, until Overlord's expanding AI code is improved.
- All minors homesystems implemented.
- Hotfix for top ships not being available.
- Data tweaks.
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2014-03-06
Source here
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- New release, with Overlord's first version of an AI!
- Empires and minors now build some ships and production facilities.
- AI players no longer automatically accept agreements.
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2014-02-28
Source here
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No bug fixing, only a major data update:
- Stat tweaks for ships and stations (more BotF-like)
- All minor race ships implemented (except colony ships)
- Starting conditions for empires include Orbital Batteries (deactivated, mostly)
- Starting conditions for Primitive minor races implemented (Primitive Farms only)
- Groundwork for the implementation of the Edo Guardian and the Ocampa Caretaker's Array
- A few more balance changes
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2014-02-06
Source here and (internal) here
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- bug fix #304: Ships owned by players weren't displaying their icons on the galaxy map if they were situated in a sector with negative scan strength.
- bug fix: Selecting an unexplored or unscanned sector will no longer show outpost in the task force list (on the left of the screen)
- #254 Cloaking: Cloak status woud reset to un-cloacked. Saw this happening ONLY when a shipped was stranded.
- #182 Scrapping stations: Build Station was still available on a construction ship that was already building one. Clicking it would restart the build project.
- #256 Escort foreign ships: The escort order will now only appear when another ship of the same owner is in the sector.
- Empire`s in MP games will no longer respect quadrant placement. Will help making sure that every player as a minimal space to expand and won`t get rushed.
- Fix for crash when wiping out a colony through bombardment.
- #286 HomeSystems.xml definitions - added Orbital Batteries (will try and spawn activated), example use: <OrbitalBattery Count="3">FED_ORBITAL_BATTERY_II</OrbitalBattery>
- Negative treasury sitrep on two lines
- #297 Hull repair in hostile systems: will now repair only 1% of hull if not in claimed territory, 2.5% if in claimed territory, 5% in a sector with a owned starbase and 10% at an owned colony
- #191 Escort and deuterium: Escorting ship will correctly consume fuel
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2014-01-28
Source here and (internal) here
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- #291: noncombat ships wouldn`t retreat even if requested by user
- #248: Hostile Outpost vs Noncombat Ship: Stations were not considered when determining if combat had to occur
- #289: Orbital Batteries always active in combat
- #283: [MP] Orbital Battery crash
- OrbitalBatteries stopped being active after loading a save game (even if the proper count showed active in the Structure tab of the colony)(they wouldn`t appear in a system assault).
- Distress signal from stranded ships can now only be seen by owner
- Disabled agent spawning until work on them can resume
- #222 [MP] Cleared FoW reveals fleets. Also, now selecting an unexplored and unscanned sector will no longer show ships in the task force list (on the left of the screen)
- from Iceman: fix for missing description for quasar/nebulae description as well as their missing interference data.
- from Iceman: now colonies will start with a minimum of 2 food PF and 1 less industry PF.
- Add a max built output to shipyards so that ratio related shipyards are viable and don't get out of hand.
- Empire Management: Negative Treasury (when idle a colony will now generate extra credits, if negative treasury: colonies and shipyards stop building, ships stop regenerating their hull damage and will even take some damage every turn)
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- # 291: Bereinigt: kampflosen Schiffe hatten sich nicht zurückgezogen, auch wenn vom Spieler beauftragt
- # 248: Bereinigt: kampfbereite Outposts vs Noncombat Ship: Stationen wurden nicht berücksichtigt bei der Ermittlung, ob es zum Kampf kommt
- # 289: Orbital-Batterien immer im Kampf aktiv
- # 283: Bereinigt: [MP] Orbital-Batterien Absturz
- Bereinigt: OrbitalBatteries waren nach dem Laden eines Savegame nicht aktiviert (auch wenn sie als aktiv angezeigt wurden). Deswegen erschienen sie nicht in einen Systemangriff
- Bereinigt: Gestranded-Signal von gestrandeten Schiffe können jetzt nur vom Eigentümer gesehen werden
- Agenten: Das Erscheinen der Agenten ist unterdrückt, solange hier keine Funktion programiert ist
- # 222: Bereinigt: [MP] Trotz FoW Anzeige von Flotten. Auch werden jetzt in der Task-Force-Liste (auf der linken Seite des Bildschirms) bei einem unerforschten und nicht gescannten Sektor nicht mehr die Schiffe angezeigt.
- von Iceman: Fix für die fehlende Beschreibung für Quasar / Nebel Beschreibung sowie ihre fehlende Interferenzdaten .
- Von Iceman: Jetzt starten Kolonien mit einer Farm weniger und einem Minimum von 2 PF (ProductionFacilities)
- "max built output" eingebaut bei Shipyards, damit bei ratio-gesteuerten Werften es spielensfähig bleibt und nicht ausufert.
- Empire Management -> negative Staatskasse:
- eine Kolonie ohne gesonderten Bauauftrag generiert nun zusätzliche Credits
- wenn die Staatskasse im minus ist: Bauaufträge stoppen (Gebäude und Werften)
- Schiffe regenerieren nicht mehr ihre Hülle
- Schiffe bekommen einen Hüllenschaden (weil sie nicht mehr gewartet werden bzw. als "Strafe"-Funktion)
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