Šta je novo?

[4X] Sword of the Stars II: Lords of Winter

Ju! Kad se nisam šlogir'o :p

Zapravo se primiče trenutak kada ću probati ponovo ozbiljno da zaigram ovu igru.
Za sada samo čačnem malo posle svakog novog patch-a, dok ne naletim na nešto što me iznervira.

Prvi deo je i dalje neuporedivo igriviji i zabavniji.
 
r21284b
------

Critical fixes:
+ Fixed a turn processing crash related to updating morale.
+ Fixed an MP crash that could occur when clients joined a game while the host was in combat.
+ Fixed an AI processing crash related to Leviathan research.
+ Fixed a hang in combat related to positioning ships.
+ Fixed an issue where in a multi-player game would hang if the client was in the first player slot.
+ Fixed a multi-player crash that could occur is the host was not in the first player slot.
+ Fixed a system-killer related turn update crash.
+ Fixed the empty treaty crash.
+ Fixed a turn update crash related to patrol missions.
+ Fixed an upgrade mission UI crash.
+ Fixed a potential crash that could occur when using the battle manager where neutral zones existed.
+ Fixed a crash that could occur when interception targets left sensor range.
+ Fixed a star map re-entry crash that could occur when resuming a game after returning to the main menu.
+ Fixed a rare crash that could occur when joining a game in progress.


Other fixes:
+ Support missions now work in the same system.
+ SUpport missions no longer take an extra turn when in the same system.
+ Research estimates are more accurate.
+ Boarding pods no longer attack grand menace or random encounter entities.
+ Fixed issues related to station targeting with non-tracking weapons.
+ Fixed an issue with Suul'ka showing up in the design screen.
+ Fixed some localization issues in the intel results dialog.
+ Fixed scaling issue on Protean tentacles.
+ Fixed known issues with the Fear psi power.
+ Fixed an issue where psionic UI overlays could persist after combat.
+ Fixed issues with disruptor effects.
+ VN Berserkers now retreat correctly.
+ Fixed Hiver carrier recovery animations.
+ Default target filter and firing mode settings are now carried into combat from designs.
+ Swarmers no longer generate multiple queens while others are in transit.
+ Textures have been optimized.
+ Colony faction morale now displays correctly.
+ Fixed an issue where the design screen was not displaying the effects of ship design options.
+ The login dialog is now displayed when re-entering the server browser.
+ Fixed an issue where asteroid monitors and Morrigi relics would show up in combat as enemies after they had been neutralized.
+ Fixed an issue where player-built asteroid monitors had some unresponsive turrets.
+ Fixed an issue that was incorrectly revealing star map details to players.
+ Fixed an issue that was allowing players to abandon enemy colonies.
+ Corrected the order of ship section names displayed in the build screen preview.
+ Fixed an issue that was allowing the display of information for enemy fleets out of range.
+ Favorite invoices now use the newest available retrofit for each ship design.
+ Fixed missing Phaser weapon icon.
+ Fixed issues where player ship designs were not being assigned roles.
+ Biome colonizers now show up in colonizer lists.
+ Fixed an infinite repair point issue with stations.
+ Fixed the black-sensor-view display bug.
+ The build screen no longer reverts back to cruisers after invoice submission.
+ Fleet lists no longer display irrelevant command points in the battle rider manager.
+ Salvage projects now have 100% feasibility.
+ Fixed an issue that was causing the AI to continually redesign thee same ship role turn after turn.
+ It is no longer possible to rename ships in retrofit orders.
+ Fleet items in the admiral manager now display the correct empire color.
+ Fixed a networking issue that was causing the game host to continue attempting to send game information to disconnected clients.
+ Addressed a network issue where client connections were not being correctly terminated on timeouts.
+ Fixed a display bug where the station retrofit list was not being cleared.
+ Fixed the ship design generational mk. naming scheme.
+ Addressed a handful of missing or broken text strings.


Additions:
+ Implemented the last of the admiral traits
+ Implemented admiral survival and capture mechanics
+ Allies now share sensor data.
+ Colony and trade values now display in red/green.
+ Added a weapon range tooltip in combat. Hovering mouse over weapon icon will reveal max range circle for that weapon.
+ Reserve fleets can now be filtered out of fleet summaries.
+ Human factions can now use Node Maws.
+ Double-clicking a battle rider in the battle rider manager is now a short-cut for adding them to the ship.
+ It is now possible to build naval and science stations in neutral systems.
+ Added an incoming fleet news event.
+ Energy Cannons received balance pass.
 
Soon™ ;)
 
r21284c
------

Critical fixes:
+ Fixed a new core bug that was leading to AI expansion, design and fleet composition issues.
+ Fixed a crash that might occur if a homeworld was eliminated.
+ Fixed an admiral and Suul'ka related crash.


Other fixes:
+ Fixed a rendering error that was causing particle effects to LOD out early.
+ Fixed a bug that was allowing players to see enemy systems if they had naval stations.
+ Fixed hiver gate, badge icon, naval icon and homeworld effect persistence upon re-entering the star map.
+ It is now possible to build stations in independent systems.
+ Fixed a case where a player could attempt to send two colonization missions to a system with one habitable planet.
+ Fixed an issue that was preventing the star system tool tip from appearing in the first few turns.
+ Fixed an issue that was making clicking to zoom in on a fleet tricky.
+ Fleets no longer disband automatically when relocated unless there is not enough support capacity available.
+ Fixed an issue that was causing Suul'ka to bore node lines.
+ Station retrofit now has a scrollbar for weapon lists.
+ Fixed the issue that was preventing freighters from moving in combat.
+ Recent survey effects are now excluded from your own systems.
+ AI now retires obsolete designs.
 
Braaate...
 
r21407b
------

Critical fixes:
+ Fixed a design screen selection crash.
+ Fixed a rare encounter pre-combat crash.
+ Fixed a rare combat related crash.
+ Turn times are greatly reduced.


Other fixes:
+ Fixed duplicate war declaration news events.
+ Addressed some ambiguous wording in war declaration news events.
+ Ship repaired speech events are less frequent.
+ Players can no longer construct remote stations without Deep Space Construction.
+ Phase Dislocation no longer affects Prester Zuul battle riders.
+ Trade stations are no longer available until FTL Economics is researched.
+ Government shifts no longer occur until station building is complete.
+ AI will no longer attempt to colonize systems with enemy colonies unless is exempt from this limitation.
+ Fleets will now relocate if their base is eliminated.
+ Naval capacity now takes pending changes into account.
+ New home systems are now automatically flagged as surveyed when assigned to a player.
+ Fixed a mining station bonus miscalculation.
+ Enemy reserve fleets are no longer visible.
+ Fixed an issue where the game was treating Propaganda ships as Police Cutters.
+ Fixed unending rebellions.
+ Fixed unending trade treaties.
+ Fixed the sensor view bug that caused overlapping spheres to eliminate each other.
+ Load times are reduced.
+ Reduced UI transition times from some screens.
+ Fixed an issue that was preventing full repair of a ship.
+ Protectorates no longer expire.
+ Admirals now age at the correct rate.
+ Suul'ka now enter combat again.
+ Weapon panels are now cleared when re-entering screens and dialogs.
+ Fixed some design-naming issues.
+ It is no longer possible to break the transition to the station placement screen.
+ UI now refreshes after retrofitting or repairing ships.
+ Retrofitting will no longer produce two sets of drones for a ship.
+ AI no longer retires ships constantly.
+ AI now redesigns for missing ships, such as gates and bores.
+ The research ring around the tech cube on the star map no longer disappears at certain camera angles.
+ Mission screens now lock focus on the target system.


Other changes and additions:
+ There is now a two-turn moratorium on AI actions when it takes over for a dropped player.
+ Clicking a module or weapon icon in the design screen will now close the associated selector if it is open.
+ Economic and research efficiency maximums have been increased to 200%.
+ Enemy fleet lines are now visible when their destinations are visible.
+ Up and down arrow keys now function in place of the mouse wheel for zooming.
+ Sensor range bonuses are now applied to stations.
+ Large asteroids are now selectable.
+ Added tech requirements for gate stations.
+ Station construction screens now have a Commit button that will automatically place the new station.
+ Individual ship selection in combat will now yield additional information about critical issues.
+ Ships losing crew in combat are highlighted to bring attention to the damage.
+ The star map tech cube tooltip now displays technology info and ETA.
 
r21440b
-----

Critical fixes:
+ Patched a ship repair divide-by-zero crash.
+ Fixed a drone-related crash.
+ Fixed a very rare locking-beam related crash.


Other fixes:
+ Corrected display of drone designs in the design screen.
+ Construction and retrofit costs now include initial drone and assault shuttle costs.
+ It is now possible to select systems in province creation mode once again.
+ No more cube for phaser weapons on drones in the design screen.
+ Queued station modules no longer disappear.
+ Fixed system info demand.
+ Enemy ship construction ETA is no longer visible in system icons.
+ Corrected the direction of trade-related government shifts.
+ Admiral traits no longer cause negative endurance.


Other changes and additions:
+ Beam weapons will now fire for their entire duration and re-target on-the-fly.
+ Empire fleet summary no longer displays empty reserve fleets.
 
r21580b
------

Critical fixes:
+ Fixed the AI divide by zero crash.
+ Fixed a crash related to swarmer interception.
+ Fixed a crash related to exiting the defense manager.
+ Fixed a battle rider and boarding-pod related crash.
+ Fixed a System Killer related crash on turn update.
+ Fixed a Suul'ka spawning and admiral-related crashes.
+ Fixed a few potential crashes that could occur after random encounters.
+ Fixed a potential deep space encounter crash.
+ Fixed a potential crash that could occur with out-of-date planet information and fleet selection.
+ Fixed a critical repair-related combat crash.


Other fixes:
+ Freighters now retreat on node lines when applicable.
+ Tuned combat sensor picking.
+ The pre-combat UI now defaults to the first combat.
+ The pre-combat UI now applies the correct star map effects and colors where applicable.
+ Fleet information now updates correctly when ships are transferred or repaired.
+ Fixed known issues where missiles were missing ships in the weapon test screen.
+ Mission screens no longer show extraneous fleet lines.
+ Fixed a bug that prevented the intercept mission screen from focusing on the target fleet.
+ Fixed shield placement and shield status combat UI issues.
+ Subjugators now carry Slave Disks.
+ Quantum Capacitor and Shield Magnifier effects now work.
+ The government support action no longer causes shifts for developed colonies.
+ Fixed corrupt game lobby player lists.
+ Zuul torpedo platforms can now be placed.
+ Colonization fleets no longer teleport on support runs.
+ Fixed the swapped government and research slider labels in the research screen.
+ Gas giants and moons are no longer incorrectly listed as size 10.
+ Fixed a bug that caused effect LODs to pile up on top of each other.
+ Fixed an issue where fleets and systems would overlap in lists.
+ The "war declared" turn event now correctly reflects the instigator.
+ Environmental tailoring effect now works.
+ Addressed an issue that was caused by retreating fleet consolidation to violate command point limits.
+ Gate station construction now removes system's deployed gate ship.
+ It is no longer possible to construct gate stations without the required technology.
+ Tracking weapons no longer attempt to path through planets.
+ Fixed an issue that was preventing combat AI from moving ships around a planet to reach the target.
+ Support missions no longer deliver twice in one turn.
+ AI rebellion will no longer occur if a countering technology has been researched.
+ Fixed a bug that was preventing treaties from activating.
+ Targets of node cannons no longer leave empty fleets behind.
+ Fixed an issue that was preventing ships at base from registering a sensor range.
+ Fixed an issue that was preventing station retrofits from working in networked games.
+ Fixed an issue that appeared to prevent the construction of stations at independent-controlled systems.
+ Ship rolling is now synchronized over the network in combat.
+ Fixed a networked combat issue that was causing the last ship in a selection to be left behind.
+ Tombs are now removed when all of their drones are destroyed.
+ Fixed an issue that was preventing weapon damage from being communicated correctly in networked combat.
+ The game window no longer reacts to keypresses when it does not have focus.


Other changes and additions:
+ Many new turn events.
+ Mission lines are now in player color.
+ Multiple missions can be issued from a single screen for Survey, Relocate, Colonize, Support, Patrol, Interdict, Invade and Strike.
+ Construction, Upgrade and Patrol missions now have an optional rebase on completion.
+ Added a Von Neumann research bounty.
+ Ships waiting at base will now replenish crew and supplies.
+ The colony support dialog now provides planet details.
+ Combat sensor view now displays a greater variety of icons.
+ Asteroid belts now jam sensors.
+ Asteroid Monitors, Swarmers and Relics no longer generate encounters unless an enemy fleet is present.
+ Added slave drop-off.
+ Defense fleets are now available in various fleet lists.
+ Added a tooltip to the psi icon on the starmap.
+ Added a Liir deep space maneuvering bonus.
+ Node missiles added.
+ Modified the AI rebel color.
+ Added evangelist admiral trait effect.
+ Asteroid impacts now affect colony morale.
+ Independent colonies are immediately available for diplomatic action.
+ Overpopulation now affects morale.
+ Added AI Virus effects.
+ Increased station science module bonus.
+ Fleets now have empire-based default names.
+ Minelayers can now be placed with drag-and-drop interaction.
+ Added colony economic ratings.
+ Added open and closed systems.
+ Various unresponsive turrets fixed via arc errors.
+ Handful of missing text string errors corrected.
 
sta li ste vi igrali na pocetku?pomerali misa po beloj pozadini:)
 
JU! Pa ti si bas neki naprednjak, ne prvo smo gledali kako se instalacija igre priblizava 100%. Nakon 5-og pecha igra se uspela instalirati. Sama! Bez icije pomoci!!! Aham.
 
Koje dno dna od igre...

Još će puno vode proteći Dunavom dok se neko uspe makar približiti Sins of Solar Empireu (kad je u pitanju 4X žanr).
Još kad na leto izađe Rebellion :smash:.
 
Sins uopšte nije 4X igra, već RTS u svemiru.
 
Čekajući Godoa, Dandy koliko je sad igriva ?
 
Ne stižem da igram, pošto mi svo slobodno vreme ode na Diablo 3 i World of Tanks, tako da ti ne mogu dati komentar iz prve ruke za poslednjih par većih patch-eva.
U principu treba sačekati još par patch-eva, pa će igra biti konačno feature kompletna i ostaje samo peglanje bagova i vizuelno sređivanje.
 
r21580c
-------

Critical fixes:
+ Fixed an end of turn crash.
+ Fixed a platform building crash.

Other fixes:
+ Fixed support mission supply teleport bug.
+ Removed multiple commit mission buttons from colonization mission screen.

Other changes and additions:
+ Added drone platform prototype costs.
+ Colonization and Support fleets can now be rebased from their respective mission screens.
 
r21666b

Critical fixes:
+ Fixed a node maw related crash.
+ Fixed defense manager placement crash.
+ Fixed platform cost calculation crash.
+ Fixed a station building crash.
+ Fixed the reaction intercept crash.
+ Fixed a turn event related end-of-combat crash.
+ Fixed a Suul'ka and turn event related crash.
+ Fixed economy rating bleed.
+ Fixed client crash after the second round of combat.
+ Fixed issue where the star map UI was not reactivating on new turns (AKA Black Buttons of Doom).


Other fixes:
+ Fixed some networked combat weapon de-syncs.
+ Projected savings now considers pending ship construction.


Other changes and additions:
+ Added Tumbler weapon.
+ Added Shield Projector.
+ Added Grav Pulsar weapon.
+ Added Grav Cannon.
+ Empires now receive savings for defeating swarmers.
+ New user interface for treaty requests.
+ Classic Race badges added.
+ Variety of text, tooltip, and reference fixes.
+ Improved government summary UI, still accessible via the empire summary screen.
 
Sins uopšte nije 4X igra, već RTS u svemiru.
SoSE je RT4X, dakle podpada pod 4X žanr ;).
http://www.sk.rs/2008/03/siop01.html
Sins of a Solar Empire predstavlja trenutni vrhunac evolucije 4X žanra, prvu svemirsku globalno-strateško-upravljačku igru koja je na savršeno elegantan način uspela da integriše kompleksnost poteznih igara u real-time okruženje
http://en.wikipedia.org/wiki/4X_game
http://en.wikipedia.org/wiki/Sins_of_a_Solar_Empire
http://www.sinsofasolarempire.com/faq
This means that Sins of a Solar Empire is primarily a real-time strategy game, but incorporates some of the best features of turn-based 4X space strategy games. One could say it’s an “RT4X” game.

Swords of the Stars je isto hibridni 4X.
 
Taj RT4X termin su ovi iz Ironclad-a smislili da probaju da proture SoaSE kao 4X igru. SoaSE je tipičan RTS, samo što je smešten u svemir. Ne kažem da je igra loša, ali mene recimo nervira forsiranje tempa u igri svemirske dominacije. Kod pravih 4X igara partije obično traju desetinama sati i mnogo je bitnija strategija nego nametnuta brzina reagovanja.

Btw, ideja iza SoaSE-a nije nova. Recimo Conquest: Frontier Wars je (koliko se sećam) bila prva igra tog tipa i imala je koncepte koji su vrlo slični SoaSE-u.

conquest13.jpg


edit:
Zapravo je Star Trek: Armada izašla još ranije, ali je Conquest: Frontier Wars uveo heroje i borbe u više sistema.


Ne vidim šta je hibridno kod SotS-a. Real time bitke? To je samo jedan od načina rešavanja taktičkih bitaka, a starije 4X igre su uglavnom to radile potezno (ili su apstrahovale bitke) jer su performanse računara u to vreme bile ograničene.
 
Poslednja izmena:
r21666c

Critical fixes:
+ Fixed a crash that could occur when freighters were lost in combat.
+ Fixed the Hiver farcast failure crash.
+ Fixed the Horde Zuul fleet reforming crash.
 
r21736b
------

Critical fixes:
+ Fixed a crash that could occur if no enemy was present in combat.
+ Fixed a crash that could occur if a colony support mission was cancelled.
+ Fixed known crashes related to recent news events.
+ Fixed a crash related to invalid station modules.
+ Fixed a crash that could occur by entering certain characters into the encyclopedia search box.
+ Fixed a treaty generation related crash.


Other fixes:
+ Fixed some known issues with System Killer news event handling.
+ Tomb rewards work again.
+ Retrofitted defenses are now returned to defense fleets.
+ Platform retrofitting is no longer linked to the station retrofit dialog.
+ Fixed black color for non-player empires.
+ Defense and reserve fleets are no longer disbanded when the last ship is scrapped.
+ Addressed the issue of locusts not attacking planets and stations in combat.
+ Mining stimulus is now disabled until mega-strip mining is acquired.
+ Fixed the white cubes in the research screen.
+ Fixed the intermittently missing Political Science family button at the bottom of the research screen.
+ Morrigi Crow firing now works again.
+ Planet sensor volumes are now affected by jammers.
+ Fixed design screen right-click retrofit loophole.
+ New admirals now display correct empire color.
+ Zuul fleets lacking bore ships no longer cause a request to bore node lines when issuing missions.
+ Stations are now removed appropriately if their attached colonies are destroyed.
+ Boarded ships no longer fire at unusually high rates.
+ Fixed Gardener suitability calculations.
+ Fixed an issue that could cause planets to share the same orbit.
+ The open/close star system button is now correctly synchronized in both star map and star system screens.


Other changes and additions:
+ Engrams fully functional.
+ Improved combat sensor graphics.
 
Jedva čekam da ispeglaju igru do kraja... taktičke bitke stvarno umeju da izgledaju sjajno.



46DD6CC130FB01A8825C2964203016C2B7FD6764


7DFA38502810ED5D933316DB016C37815AF3D7C2


A3D468F50FD5166C7292EF4B97D2D86A65BE2CC2


945460536D325484D95ADAC19701A62A84F23E9E
 
r21933b
------

Critical fixes:
+ Fixed a crash that could occur when building both a Naval and Science station in the same system.
+ Fixed a Suul'ka Hoarder crash that resulted from relocating assets.


Other fixes:
+ Fixed phantom mouse-over effects in combat.
+ Fixed a case where asteroid monitors were not being removed.
+ Fixed a case where selected ship changes were not being reflected in the combat UI.
+ Slaves are delivered to colonies on ship arrival.
+ Made some improvements to star map UI stalls.
+ Network packets are now more respectful of less common MTU limitations.
+ Shield graphics are now disabled when associated ship sections are destroyed.
+ Fixed grappling hook lag.
+ Fixed assault shuttle behavior after the target colony is defeated.
+ Pirates will now prefer to attack nearby freighters.
+ Life- and psi-drain now works on enemy planets.
+ Fixed reaction opportunity spam.
+ Can no longer retrofit ships in a system without a colony.
+ Fixed an issue that would cause automatic station placement not to consider planets orbiting other planets, or independent system limitations.
+ Added missing weapon icons.
+ Fixed cases where station placement was not possible in independent systems.
+ Fixed the bug that prevented retrofitting in networked games.
+ Fixed a bug that was delimiting relocation range.
+ Fixed various missing text strings.


Other changes and additions:
+ Combat double-left-click now makes ships move to their destination without holding formation.
+ Added War Mind effects.
+ Improved free turret and spinal mounted weapon accuracy.
+ Combat AI now makes use of Psionic powers.
+ Defenses and Reserves can now be relocated.
+ Introduced advanced network configuration options, which can be accessed from the game launcher.
+ Introduced new strategic AI research and colonization algorithms.
+ Reaction dialog is now an overlay.
+ Default initial savings is now 500,000.
+ Police cutters now default to the reserves fleet and must be placed as defensive assets, but are now capable of traveling with fleets and/or be relocated.
 
r21933c
------

Critical fixes:
+ Fixed a weapon firing race condition that could lead to crashes in networked combat.
+ Fixed the excessive strategic AI tax rate leading to economic suicide at the start of a game.


Other fixes:
+ It is no longer possible to modify caravan fleets in transition.
+ Fixed an issue that could cause the strategic AI to redesign constructors and freighters each turn.
+ AI ship designs now consider armor and other available options.
+ Fixed sporadically missing Zuul battle music.
 
r22027
--------

Critical fixes:
- Fix retreat crash
- Fix combat freeze
- Fix crash for null AI designs
- Fix move order crash

Other fixes:
- Fixed AI equipping the wrong modules on the wrong sections
- Fixed AI building stations in un-owned worlds
- Fixed using psionics on menaces (eg: fear on swarm queen)
- Fixed Suul’ka fleets not storing their Suul’ka as an admiral
- Fixed display issues with relocating reserve assets
- Fixed diplomacy UI buttons
- Fixed being able to build stations in indy systems unless system was selected
- Fixed getting a combat if both players ONLY have a colony in a system (colony vs colony and no fleets)
- Fixed auto firing not always finding a target
- Fixed Morrigi LV not assigning all riders proper indexes, which leads to riders entering combat "launched"
- Fixed Hivers using node races pathing in some cases
- Fixed fleets in fleet widget properly displaying their base system instead of current location

Other changes and additions:
- Implement new player list UI in combat
- Implement ionic thruster tech
- Implement display for colony pop/infra info
- Implemented internal kinetic dampening tech
- Implement Morrigi traps
- Gave Morrigi abilities to instantly defeat Morrigi relics and traps
- Added notches to sliders in Empire Manager and for trade/construction sliders
- Starmap now properly shows Zuul slave and civilian count

KNOWN ISSUES:
- Morrigi trap combat does not carry over into combat (will be Fixed in next patch)
 
r22173c
------

Critical fixes:
+ Fixed new population growth issues.
+ Fixed a crash related to dragging fleets in the relocate mission screen.


Other fixes:
+ Favorite invoices no longer revert to Cruisers after submitting an order.
+ Spectre attacks now have a range limit in combat.
+ Trade sliders no longer override settings for other colonies.
+ Trade sliders no longer get stuck on last notch.
+ C3 and Psi research bonuses now displayed.
+ AI now includes psionic abilities in ship designs.
+ Fixed a case where drones belonging to NPC factions would not fire weapons.
+ Adjusted implosion mine health.


Other changes and additions:
+ Queued station modules are now highlighted in orange.
+ Added auto-upgrade button to the station manager. This automatically queues a minimal number of modules to enable upgrading.
+ Station level is now displayed on the icon in lists.
+ Systems in lists now display station icons where applicable.
+ Planet manager items are now alphabetized.
+ Various racial attributes tuned.
 
r22437b
------

Critical fixes:
+ Fixed a battle manager crash.
+ Fixed a combat crash.
+ Fixed a Zuul slave station upgrade crash.


Other fixes:
+ Fixed Suulka beam not reaching planet.
+ Fixed launching bug with Wraith Abductors.
+ Stations no longer become constructed when construction fleets are absent.
+ Station slots are no longer shown for unsurveyed systems.
+ Fixed Reflector psi power after-image.
+ Fixed re-base loophole that was causing fleet support limits to be bypassed.
+ Node tracking techs no longer display innapropriate node line types.
+ Fixed an issue with incorrect assignment of empire colors to star systems.
+ Fixed sticky province effects.
+ Fixed an issue with certain drone types getting stuck when their targets were destroyed.
+ Fixed a rare instance that was still allowing freighters to be built in closed systems.
+ Fixed an issue that was causing the Hiver AI to stop sending gate missions.
+ Improved reflective coating ricochets now work as designed.
+ Planet lists are now refreshed when multiple colonization missions are committed in sequence.
+ Fixed the missing Fusion Enveloping Torpedo icon.
+ Destroyed ship sections in combat no longer spam turret destroyed messages.
+ Fixed audio cue spam caused by adding a favorite invoice.
+ Asteroid monitors no longer disappear from systems when research is complete.
+ Plasma Focusing now updates correctly.
+ Liir battleriders no longer cause their fleet to be affected by gravity wells.
+ Ship groups in fleet lists now display the correct icons.
+ Asteroid monitors can now be repaired.
+ Fixed an issue that was causing multiple swarm queens to focus on one star system.
+ Fixed many varied art issues fixed.


Other changes and additions:
+ Polaris missiles now retarget.
+ Defeating the VN Homeworld now causes all related encounters to be removed and awards all players in combat with a 5% increase in research.
+ Added a popup dialog when the VN Homeworld is defeated.
+ Optimization of AI adjustments to empire and colony economic sliders.
+ Stimulus-generated colonies no longer claim combat zones when added.
+ Added a fleet creation button to most fleet lists.
+ Improved AI weapon selection to address issues that were causing it to avoid beam weapons.
+ AI now makes use of more ship section types.
+ AI now builds and places some defensive assets.
+ Targeting controls in combat have changed; A single click now isolates the hull or object on a ship, and a double-click targets a specific position on the surface.
+ The fleet manager has been updated.
+ Generated fleet names are now unique.
+ Shield Breaker ballistic weapon added.
 
Inače, za ovu cenu sam kupio SOTS II :) Neka se nađe.
 
Vrh Dno