Advanced Tactics Gold 2.05
Changelog V2.05 Beta – May 27, 2011
AI will no longer produce too little supply.
Surrender bug fixed against human opponents.
Shroud active in history mode.
Production issue with leftovers fixed.
Bridge raw cost check issue fixed.
A few other minor issues fixed.
Matrix Games and VR Designs (www.vrdesigns.nl) are pleased to announce the release of the comprehensive 2.05 update for their new strategy game release, Advanced Tactics: Gold. The new update includes new cavalry units, another level of AI opponents, more variety in random map choices, and overlays for scenario design. In addition, the update also adjusts some production and fuel costs, and fixes a number of bugs.
To mark the release of the game there are a pack of new screenshots now out that show off some of the exciting new features in the update! Also, did you know Advanced Tactics: Gold College was in session? Check out the strategy tips and hints VR Designs has been posting over at their website and sharpen your Advanced Tactics game!
En téléchargement chez Matrix.
Starpoint Gemini 1.0.1.1
· Fixed text-related errors on various panels
· Fixed errors related to dialog voice-overs
· Fixed numerous script-related issues
· Fixed several issues in in-game cutscenes
· Fixed several database errors
En téléchargement sur le site officiel.
Star Ruler 1.0.7.8
[Fixed] Fixed a « Effector Data Mismatch » bug that many people were experiencing.
[Fixed] Significantly improved performance with AIs late-game.
[Fixed] Fixed a memory leak when loading a saved game.
[Fixed] Autosaves are now disabled when paused.
[Fixed] Planets with extremely low population are no longer useless until purged.
[Fixed] Pirates were not updating their hulls, leaving them very vulnerable as the game progressed.
[Fixed] Pirates were starting with random tech levels, sometimes causing them to be excessively powerful.
[Fixed] « Update Threshold » on blueprints is no longer lost when saving the blueprint.
[Fixed] Mining lasers with an emergency power supplying all the power needs caused an error.
[Fixed] Ammo usage wasn’t updating when a modifier that affected it was added.
[Fixed] Pausing the game in multiplayer could cause newly connected clients to divide by zero in their interpolation, making stars vanish.
[Changed] When a planet is lost, everything yet to be built, and without any progress, are removed from the build queue.
[Changed] Reduced AI difficulty on lower AI settings.
[Changed] The right-click menu is now implemented in scripts.
[Balance] Planetary weapons gain range when on a Ringworld (10x base range).
[Balance] Fighter Hulls can now be made bigger as their tech level is increased.
[Added] Multiplayer option to prevent AIs from taking over player empires when they disconnect.
[Added] Added three special types of systems that offer unique tactical choices.
En téléchargement chez Blind Mind Studios.
Armada 2526: Supernova 1.03
Changes
o Adjusted AI relations to human player to account for trust, liking and difficulty
when deciding whether they need weakening
o Added an explanation for why an AI player embargoes you
o Add check for Steam folder when searching for base game
o Changed color of number of ground units and defenses in colony tab
o Adjusted VP modifier for Profit victory condition
o Increased chance of gems at white dwarves. Reduced it elsewhere
o Gaia not available to nasty races
o Can specify host IP address when finding LAN games
o Reduced value of alien hoard to 10,000
Bug Fixes
o Fixed bug saving games with file names containing only numbers
o Fixed bug allowing auto transport to take aliens to planets with alien immigration
disabled
o Fixed Neutronium Forge not working bug
o Fixed bug building neutronium ships
o Fixed problem running on Japanese machines
o Fixed bug where trade was not resumed when a damaged space port was repaired
o Fixed Jammer ship construction time
En téléchargement chez Matrix.