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Some v1.2 notes

Some v1.2 notes

Greetings!

I'm going to put together a better preview soon but v1.2 is supposed to go into beta tomorrow. 

I can tell you, I think people are going to be pretty happy.  While v1.1 had a huge change log, v1.2 has a huge one too but in less obvious ways than v1.1. 

Here are some of the things i've been noticing:

1. The memory usage is dramatically lower. Hopefully, users who run out of memory will be far fewer than in previous versions.  This is an area that will be a constant battle since I see it as our job to push the map sizes and such as far up as we possibly can. So the smarter we use memory, the bigger the worlds.

2. There's a lot of little polish things. Things that have bugged me for awhile but seem to have been taken care of with this version. You'll see what I mean pretty quickly.

3. There's been work to tactical battles. The AI is using magic in battles and seems to be somewhat smarter.  I wish I had time to take this part of the AI over but Charles is doing a great job here and hopefully people will start noticing.

4. Performance is snappier. I can't tell you why, but it just seems to be there.

I haven't looked at balancing and such, I've been working on regular "Stardock stuff" and not the game this month but wanted to give you guys a quick report on what I'd seen this week.

147,895 views 62 replies
Reply #51 Top

you know... it should be dead easy to have 1 world difficulty toggle and 1 ai difficulty toggle on the same 1st page. no one gets confused that way.  it's also easier to change 1 setting than say.. 9 settings.. people can always go and change individual ones on later screens.

Reply #52 Top

I don't know, if you added that toggle, we might not have room for that super important enable minor factions toggle.  You know, the one that enables or disables the game changing one minor faction? 

Reply #53 Top

Quoting Lord, reply 52
I don't know, if you added that toggle, we might not have room for that super important enable minor factions toggle.  You know, the one that enables or disables the game changing one minor faction? 

They should just change the set up UI:

Orekeepers:  Enable/Disable

Or maybe it could be...

Minor Factions:  Disable/Not Happening

 

 

Reply #54 Top

Or they could just take the "s" off of "factions"  Enable/Disable Minor faction.

Reply #55 Top

plenty of space for everything including kitchen sink.

Reply #56 Top

Quoting Lord, reply 54
Or they could just take the "s" off of "factions"  Enable/Disable Minor faction.

 

Nan, this is not on the schedule. You should know that!

Reply #57 Top

Are there any updates on 1.2?

Reply #58 Top

Quoting Frogboy, reply 27


First, there are 3 reinforced concrete walls with barbed wire. Then, the demandobot trench is filled with oil and, more importantly, anti-ACNE cream. We have 4 machine gun nests around the parameter and even after all that, the bunker is deep. Deep deep deep. We have enough food here to last for months.  

 

Lookit that stuff...

...but all you really need to do is tell them you have a girl working at your office.

They'll be too scared to approach.

Trust me.

Reply #59 Top

I realize v1.19c is just the BETA for v1.2; but I'm a bit confused about some of the claims that Brad is making in this post that seem to conflict with my personal experience.  Is this just me?

1. The memory usage is dramatically lower. Hopefully, users who run out of memory will be far fewer than in previous versions. This is an area that will be a constant battle since I see it as our job to push the map sizes and such as far up as we possibly can. So the smarter we use memory, the bigger the worlds.

I've used large (10X10) maps generated from Elementerra and memory usage is way UP (not down) from version 1.11.  OOM errors abound, as evidenced by MANY posts in Elemental Support forum.

2. There's a lot of little polish things. Things that have bugged me for awhile but seem to have been taken care of with this version. You'll see what I mean pretty quickly.

I've noticed a few improvements over 1.11.  MANY still exist (portrait flipping/city name flipping/city icon flipping/etc).  "Improved" city notification isn't all that helpful...and ability to "turn off idle city notification" has been lost?

3. There's been work to tactical battles. The AI is using magic in battles and seems to be somewhat smarter. I wish I had time to take this part of the AI over but Charles is doing a great job here and hopefully people will start noticing.

Use of magic in battle - yes for sure.  Somewhat smarter - haven't noticed that at all.

4. Performance is snappier. I can't tell you why, but it just seems to be there.

Complete opposite with FREQUENT crashes that were not experienced in 1.11 at all.  Unlike others who have posted:  I don't seem to have a problem with "end turn" waits (in any version from 1.0 to 1.19c).

Overall, this is just concerning to me that 2/4 claims made about 1.2 are polar opposite from reality in the beta.  The other two claims are either an overstatement (battles) or an oversell (polish).  Perhaps I am the only one experiencing this?

Reply #61 Top

Quoting dragoaskani, reply 44



Quoting Mercestes,
reply 40



I also specifically want to be able to take 3 peasants of similiar design and make them a group, or take 5 peasants of similar design and make them an army.  Or take an army and split them up as 5 independent peasants of similiar design.





And I don't want this.

 

There now your request is canceled out by mine.

However I do want this so his request is no longer canceled.