- Update v1.3.0.3:
- This major update is focused on improvements to the management of your fleets, to make
- fleet tactics settings easier to understand, improved default fleet tactics, add the ability to
- upgrade fleet templates and make fleet topup more efficient and intelligent. There are a number
- of other fixes and improvements as well, based on feedback after the release of the Control
- update and its manual play improvements.
- CRASH FIXES
- • fixed rare crash when determining fastest construction yard for retrofit
- • fixed rare crash when resolving message images
- • fixed rare crash when setting image for new random character
- • fixed rare crash when resolving message images
- • fixed crash when determining construction resources
- • fixed some modding-related crashes
- FLEET IMPROVEMENTS
- This update includes some major changes to Fleets, Fleet Tactics, Fleet Policies and Fleet
- Templates, in an attempt to make it easier for new and experienced players to manage their
- fleets, both in manual and automatic play. Please read through the changes below carefully to
- understand what has changed.
- FLEET DOCUMENTATION
- • updated all tooltips and Galactopedia topics relating to fleet engagement range to reflect recent
- changes
- FLEET TACTICS
- • simplified Fleet Tactics dialog to only show the most commonly used and essential settings, with
- other settings hidden by default as advanced settings
- • improved default Fleet Tactics to better match most player preferences
- • updated Fleet Posture description to more accurately describe engagement settings for Manual
- and Invasion fleets (Nearby)
- • improved Fleet formation layout
- • generally made fleet formations tighter and set default Fleet formation to Very Tight
- • Manual and Invasion fleets will now only auto-respond to Nearby threats (within 5000 units)
- instead of any threats within the same System (regardless of Fleet Engagement Range), but
- there is a new policy setting to adjust this (see below)
- FLEET TEMPLATES
- • fleet templates will now be automatically upgraded to use the most relevant template for the role,
- i.e. when new ship roles become available then a better fleet template containing that new role
- may be selected for the fleet. Can enable/disable using new Automation setting in Empire Policy
- screen (Fleet Template Upgrading)
- • added new default templates for early Escort-based fleets
- • default Fleet Templates now disable Role Up/Downgrade, thus improving behavior of fleet topup
- • automated fleet creation now strictly follows Fleet Template setting for Role Up/DownGrade, i.e.
- will not select ships of different role if turned off for template
- • added Default Formation setting to Fleet Template screen
- • changed fleet engagement ranges: 50% of Fuel Range is now 40% of Fuel Range and 33% of
- Fuel Range is now 30% of Fuel Range.
- • auto-generated fleets now select better fleet template based on highest available military ship
- role and total number of ship roles covered
- • added unit range details to description of Nearby engagement range setting (5000 units)
- • added new option Fleet Templates List screen to allow/disallow Auto-Upgrading for each fleet
- template. Click on column to toggle. All templates are set to upgrade by default.
- • increased number of Fuel Tankers in default Attack Fleet Template
- • added Fuel Tankers to default Invasion Fleet Template
- FLEET POLICIES
- • added new empire policy settings to control maximum auto-response range for Manual and
- Invasion fleets. By default these are set to 'Nearby' threats, but can be increased to Location- or
- System-level. See Fleets section of Empire Policy screen for details
- • Fleet Posture automation settings: now have separate settings for Attack Fleets (Attack, Raid,
- Invade) and Defense Fleets
- FLEET TOPUP
- • fleet topup now considers existing fleet ships as matching the template, even when using specific
- designs in the template, as long as the ship will retrofit to the specified design (Retrofit Path).
- Thus it is usually best to first Retrofit a fleet, then Topup
- • fleet topup now better at building new fleet ships at construction yards near the fleet
- • Top Up Fleet button is now properly disabled when will not change fleet composition (no ships
- added or removed)
- • Topup fleet button tooltip now shows breakdown of existing ships and newly built ships that will
- be added to the fleet, including total cost for new ships
- • Top Up Fleet button tooltip now also shows ships that will be removed (by role) when Trim
- Excess is enabled for fleet template
- • Top Up Fleet button tooltip now also shows unaffordable ships that will not be built, along with
- cost
- • fixed Fleet Top Up process sometimes mistakenly removing too many ships when Trim Excess is
- enabled for fleet template
- • manually-initiated fleet topup now forces removal of any excess ships (as defined by the fleet
- template)
- • improved automated fleet topup logic when fleet template items use 'Latest Design for Largest
- Hull for Role'
- FUEL TANKERS
- • Fuel Tankers in a fleet will now respond to 'Refuel from Tankers' right-click manual fleet mission
- even when the tankers themselves are set to manual control
- • increased willingness of automated Fuel Tankers to refuel ships (higher fuel threshold)
- • Fuel Tankers in a fleet are now excluded from following fleet override tactics, thus allowing them
- to behave differently and avoid engaging in battle
- FLEET AND SHIP BEHAVIOR
- • Defense fleets now more careful about auto-responding to incoming enemy fleets at other
- locations when target location already has enough defending strength
- • automated fleets are now more careful about investigating dangerous locations with higher
- enemy ship strength than the fleet
- • automated fleets are now more careful about attacking strong enemy ships, bases and fleets,
- and are now more willing to coordinate multi-fleet attacks against these strong targets
- • ensure automated fleets always honor engagement range when selecting attack targets
- • fleet ships now exit hyperjump in formation, even when jumping to non-specific target (e.g. galaxy
- coordinates)
- • now exclude fleet ships that cannot jump (e.g. damaged hyperdrive) when synchronizing fleet
- jumps while waiting for fleet fighters to board their carriers. This ensures that fleet jumps do not
- get held up by damaged carriers. This can especially be a problem when Fleet Ship Management
- is manually-controlled and the player chooses not to remove damaged ships from the fleet
- • automated fleets are now more careful about avoiding attacking a threat to a fleet ship when the
- fleet ship is not at the fleet location or within the fleet's engagement zone. This can especially
- happen with Fuel Tankers as they obtain fuel at distant locations
- • automated ships will now escape/retreat (when tactics specify) even when loading cargo (e.g.
- Fuel Tankers) as long as not docked inside base
- FLEET UI IMPROVEMENTS
- • when Fleet is selected in Selection Panel, now show icons for Military Attack Automation status
- and Fleet Role, along with explanatory tooltips, to help player notice when automation policies
- may influence fleet behavior
- • added Switch Fleet Role button to Fleets List to allow directly changing the role of each fleet in
- the list
- UI IMPROVEMENTS
- • when your empire has reserved funds (saving up for Colony Ships, etc) then indicate by changing
- color of cash amount to yellow in header bar (hover for details)
- • fixed filters in Mining Locations list so that properly consider Fuel/Construction/Luxury Resources
- filter options
- • fixed display of Scenery bonuses in Resort Locations and New Resort Locations Lists so that
- now also includes bonuses from Ruins definition, not just Ruins directly
- • added note to Known Locations tooltip in Resources List to explain that some of these may be in
- foreign territory
- RESEARCH
- • added Extremely Slow Research speed option in Start New Game screen. This new setting is
- half the speed of Very Slow research speed
- GOVERNMENTS
- • ensure Refugee Fleet factions (e.g. initial Shakturi arrival) can always establish outposts, even
- when suitability at target planet is extremely low
- • feudalism average time between change of leaders set to 25 years instead of 20
- BOMBARDMENT
- • plagues and other colony events no longer block bombardment from completely eliminating the
- population at a colony or outpost
- DIPLOMACY
- • fixed diplomatic trades and gifts from advisor suggestions not reaching recipient
- • fixed sometimes getting duplicate acknowledgement messages after giving diplomatic gifts or
- trades
- TOURISM
- • ensure independent colonies properly display scenery bonuses in the New Resort Locations list
- CONSTRUCTION
- • fixed manually-assigned Construction Ships continually building Defensive Bases at colonies
- NOTIFICATIONS
- • prevent message popups for several delayed story events when Supress All Popups enabled in
- game settings
- ZENOX FACTION REFRESH
- • fixed Zenox Preserve the Ruins event sometimes not changing the ruins
- RACES
- • mortalen received a minor buff to their race bonuses
- ATUUK AND WEKKARUS DLC
- • prevent message popup for Atuuk Rapid Unscheduled Disassembly when Supress All Popups
- enabled in game settings
- • ensure Wekkarus Deep Labyrinth event properly sends notification message to empire who loses
- spy
- • fixed Atuuk Great One event sometimes incorrectly sending notification message to player
- empire
- • turning off Race Victory conditions in game setup now also properly turn off Atuuk Great Direction
- victory objectives. The Great Directions will still occur, but there will be no related victory
- objective for each direction
- QUAMENO AND GIZUREAN DLC
- • fixed Gizurean Rivalries event not occurring
- • quameno received a buff to their research bonus and a decrease to integration unhappiness
- • increased frequency of Gizurean Tribal Conflicts event
- IKKURO AND DHAYUT DLC
- • ikkuro received a minor buff to their race bonuses