![]() * Cleanup some memory leaks and duplicate logging in the wave planning code when tracing. * Remove leftover duplicate direct science tech settings that were being tested during DLC2 development. * Add "Use Balanced Golems" galaxy setting, that seeds the re-balanced golems, and force it on in Expert+. * Don't show that ships can't be supercharged, if fleet wide bonuses are disabled by galaxy settings. * Stop AI threat from being targeted at a random minor faction, if there is not hostile faction with strength on the local planet. ** There was a small list of possible factions that could randomly be picked. If none of them were present in the game (or hostile to the unit becoming threat), then threat would available for use against any faction. ** Since it should be fairly rare that there are ships being released from guard duty with no hostile strength present, I think it makes sense to remove this weird edge case behavior, and just always release the threat for general use no mater which factions are in the game. This allows the code to be simplified, and one of the many slightly different faction settings controlling interaction with threat to be removed. ** I think the only case this can occur (besides the cheat command scrubfoes) may be if a unit being guarded by another unit is killed with no hostile strength (which is likely either a slow shot, or corrosion damage). *** Remove the `can_be_targeted_by_annoyed_non_human_units` setting from factions, which was only used to trigger this behavior. ** These are the factions that could be randomly picked (if they were hostile): *** Remove the `AnnoyingFactionFlags` argument to `PlanetFaction.GetIndexOfMostAnnoyingFaction`, which was only being used to request this behavior. ![]() * Fix the incorrect subcategory heading being show in the galaxy options sometimes. ** This was happening when there was subcategories with no visible options. * When taking damage (or healing) a percentage of health when a salvo is fired, take into account the number of squads firing. ** This prevents stacks of units like Rams from doing total damage that is quadratic with the stack size. ** This also fixes a few units that took a multiple of their total health as damage per salvo.
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