Version 1.0 Changelog and Klingon Civil War Preview

deanej

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At the bottom of this post are two screenshots from the Klingon Civil War scenario that will be released in 1.0.

Here's the final changelog from beta 3 to version 1.0:
Spoiler :
-Alien Vessel: 7 strength, 3 moves
-Increased time to barb strength increases
-Slight change to barb spawning
-Fixed capture bug with planetary defense grid
-Tacheyon Detector no longer has gold cost
-Shakaar is less aggressive
-Text fixes
-Cloaking Device no longer requires combat 1
-Transwarp Corridor requires plasma
-Attack Fighter is now Interceptor
-Klingon UU replaces Light II
-Light I upgrades to Light III
-Light II upgrades to Light IV
-Barbarians can't build construction ships (fix for python exception)
-All civics except first level require techs (most as per Gelvan)
-Free Market (tech) renamed Mercantile Theory
-Value techs: cost 100, not from wreckage
-Polyduranium Hull: cost 100, cloaking device: cost 200
-Research cost increased by game by 33% (was 25%)
-Assimilation is no longer on by default
-Tweaked building capture code (should prevent bugs)
-TXT_KEY_SEE_NO_INVISIBLES fixed
-Animals automatically destroy cities when they enter the tile
-Added scenarios


Here's the changelog for the Deep Space Nine scenario:
Spoiler :
-Changed Nova to Excelsior
-Standard tech: 5 health/happiness, no trade routes
-Added more units
-Standard ship: cost 200, 2 strength
-Tweaked tech power/score values
-Tweaked asset/power values for units
-Added in unit names
-UFP starts with less cities, less powerful units
-Romulans and Breen now get units when entering the war
-Text fixes
-Missile strength 5, can't be built in systems
-Removed science buildings and bank
-Removed Great General unique names
-Fixed bug where end game events didn't work properly
-Fixed unit combat/experience issues


Here's the changelog for the Xindi Attack scenario:
Spoiler :
-Episode featrues allow improvements and no longer obstruct visability
-Enterprise can heal while moving when the engines are fully functional
-Reduced sphere cloaking barrier damage to 15%
-Removed many entries from Starfleet, Minor, and Sphere Builder city lists
-Removed Great People unique names
-Enterprise retains engines when killed except near Azati Prime
-Doubled cost of Pirate Ship


Now for the good news: version 1.0 will be released tomorrow (November 24).
 
About the Klingon Civil War. The starbases aren't producing cultural boundaries. The ones at the start of the game never produce any and any that I build lose there boundries after one turn. Over than that it's not a bad scenario.
 
Yeah, any scenario with the missiles removed will have that issue (this one, both Federation/Klingon war scenarios, both Delta Quadrant scenarios). I think the ST Enterprise mod still has them working even though it has the missile removed (scary thought actually as it is the only one that seems to have crash problems).
 
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