Author Topic: v2.7.0 Changes List  (Read 1315 times)

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Offline Steve Walmsley (OP)

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v2.7.0 Changes List
« on: September 06, 2025, 08:21:01 AM »
Changes List for 2.7.0 (unreleased)

This post includes bug fixes or minor changes. The more significant changes each have their own post below this one.

Fixes
  • Create Empire button removed from Tactical Map. It was for testing and left visible by mistake.
  • Fixed display of Current Infrastructure on the summary of the Economics window.
  • Fixed deletion of standing order templates.
  • Fixed bug that prevented triggering of second or later conditional order if the fleet already has movement orders.
  • Shipyards can build ships of the same name as an existing ship if the 'No Theme' option is set for the class.
  • Creating fighter bombardment pods in the missile design window no longer causes an error popup.
  • All references to shipping line dividends removed.
  • Removed the possibility of using the "Join fleet and begin overhaul" on a system body - which throws an error.
  • Fixed the name changes from boat bays to small and tiny hangar bays.
Changes
  • Added options to turn off comets and comet names on the Tactical Map.
« Last Edit: Today at 09:01:17 AM by Steve Walmsley »
 
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Offline Steve Walmsley (OP)

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Re: v2.7.0 Changes List
« Reply #1 on: Yesterday at 12:12:40 PM »
Solar System Destruction Scenario

A new disaster scenario has been added. Exotic matter has interacted with the sun and caused an disruption that starts as barely noticeable but increases exponentially over decades.

The immediate effect is additional radiation emitting from the Sun. This radiation affects all bodies in the system with an annual amount equal to:
((Years since game start) ^ 3) * (1 / (Body Distance in AU ^ 2))  * Scenario Factor

The three available options for the Scenario Factor are 0.005, 0.0075 and 0.01.

Examples
  • With the 0.005 variant, the total radiation received by Earth in year 20 is 10^3 * (1/1) * 0.005 = 40. This will not be noticeable from a population perspective because Earth will absorb 100 radiation per year (or 10% of the current radiation, whichever is greater, as per the normal radiation reduction rules).
  • In year 30, Earth will receive 30^3 * 0.005 = 135 radiation, but will not be able to absorb it all so 35 will be added to the background radiation.
  • In year 40, Earth will receive 30^3 * 0.005 = 320 radiation. By this point, background radiation will be around 1350, reducing production by 13% and the population is likely to be shrinking.
  • In year 50, background radiation will be over 5,000 and by year 60 it will be almost 13,000, making the Earth unusable for industry. Population decline will be close to -30%.
Mercury and Venus will be in worse shape than Earth due to their proximity to the Sun. Mars will receive around half the radiation of Earth, while the Galilean moons will receive less than 5% of Earth, so they can provide safe harbour for a while. However, the radiation isn't the biggest problem. Due to the massive disruption at the Sun's core, it will eventually explode. The chance of this happening is (Game Years  - 50) * 2%.

If the explosion of Sol is triggered, everything in the Sol system will be destroyed and all the Sol jump point connections will be broken. The Sol System will be deleted from the game.

This is an apocalyptic scenario, but does provide a suitable impetus for exploring the galaxy. Also, much more fun as a conventional start :)
« Last Edit: Today at 08:59:48 AM by Steve Walmsley »