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Version 0.11.0 Released
Posted: Thu Mar 28, 2013 5:10 pm
by void
Version 0.11.0 wrote:
- Previously saved games are no longer going to work after updating.
* New research tree -- randomized each game, visualized as a tree.
* New updater -- shows a change log and allows to skip updating.
* Added 7 new devices.
* Added bombardment operation.
* Added sunken ruin.
* Added Aspidoch alien.
* Added protection from damage operations to defense buildings.
* Added colonist icons to city yield overlay.
* Added constant bonus to percentage bonus buildings.
* Drastically improved turn processing time.
* Improved updater error handling.
* Improved operation hints.
* Improved water.
* Improved network timeout issues.
* Increased server initialization timeout to 1 minute.
* Server now uses 0 as the default port to prevent issues with ports in use. It is suggested existing players change it to 0 in the settings.
* Drop pod is now a passive operation used by units.
* Nuke and black hole now do absolute power damage.
* Each tip is now only shown once.
* Doubled scroll wheel scroll distance.
* Centered game window.
* Fixed menu music track background noise.
* Fixed game browser panel text displacement.
* Fixed error not being reported when multiplayer login server cannot be reached.
* Fixed nuke and black hole not removing roads.
* Fixed air and water units getting movement bonus from cities.
* Misc tweaks and fixes.
Re: Version 0.11.0 Released
Posted: Thu Mar 28, 2013 5:24 pm
by Bianary
Looks great, can't wait to get some time to try it out

Re: Version 0.11.0 Released
Posted: Thu Mar 28, 2013 9:06 pm
by SephiRok
If no window appears when you start Pandora please kill it in the task manager and start PandoraUpdater.exe or reinstall.
Re: Version 0.11.0 Released
Posted: Fri Mar 29, 2013 1:24 pm
by Dragoon.
Thanks for patch 0.11.1.
I haven't played for last two weeks as I was sick. So yesterday I stated up Pandora. New patch, new game, and already wondering why I'm steamrolling everything. Now I know I'm not that awesome as I thought.

Re: Version 0.11.0 Released
Posted: Fri Mar 29, 2013 1:31 pm
by SephiRok
Cheers!
I'd love to hear feedback on the new research tree.
Re: Version 0.11.0 Released
Posted: Fri Mar 29, 2013 1:51 pm
by Dragoon.
SephiRok wrote:Cheers!
I'd love to hear feedback on the new research tree.
That would explain why in the last two games I started next to an observatory and this while playing the University faction.
Actually good you released today a new patch so I would feel incline to start over again and compare it against yesterday. It certainly create a interesting situation when tecs are shuffled around, breaking the routine you have developed. Like colony ship dismantling in the second tier what ruins somewhat early fire rushes.
However last game I had so early access to walkers that I actually skipped tanks all together. I can not really judge on that because the broken unit AI but a thing to keep an eye on.
edit: because of the tec layout skipped this time fire troopers and went with titanium seekers. Let see how this plays out. It's funny when you get colonization fervor right next to the steel plates and titanium plates. The extra resources to build seekers is compensated by the free colonizer.
Re: Version 0.11.0 Released
Posted: Sat Mar 30, 2013 4:32 am
by Eyesadi
I seem to be having an issue......game will not let me research anything more. I select something.....it does list it as being researched until next turn where i am asked to pick a new research. and I've now tried every one I have left with the same result.
GREAT game you have here BTW!
Absolutely loving it so far.
Re: Version 0.11.0 Released
Posted: Sat Mar 30, 2013 5:39 am
by DTC666
Version is great, love the randomised research tree. Naval movement is a bit slow air seems fine some sort of land transport would be good as would the facility to build sea transports instead of just gaining them. you could then arm and armour them possibly at the cost of speed.
Re: Version 0.11.0 Released
Posted: Sat Mar 30, 2013 12:09 pm
by Eyesadi
Update....loading a saved game seems to have fixed the issue. I can research again! Yea!
Again......You have a classic on your hands here........Very much fun to play and will only improve as you fine tune.
Would like to be able to see some kind of a status screen....I have no idea how well I'm doing.......
Research change is most interesting. Tho a better explanation of just WHAT some of them do would be nice. Now, it's learn by doing.
Just great work to date........
Re: Version 0.11.0 Released
Posted: Tue Apr 09, 2013 8:06 am
by mattmios
Would it be possible, to make the randomized techtree an option? I personally do not like missing random techs in a game.
Regards,
mios
Re: Version 0.11.0 Released
Posted: Tue Apr 09, 2013 9:57 am
by Dragoon.
mattmios wrote:Would it be possible, to make the randomized techtree an option? I personally do not like missing random techs in a game.
Regards,
mios
Don't worry you won't miss any techs. Not their availability but the layout of the tech tree is randomized.
Re: Version 0.11.0 Released
Posted: Fri Apr 12, 2013 5:47 am
by DTC666
Dont know if it is supposed to do this, If you destroy a transport at sea with planetary bombardment, the unit within is not destroyed so you end up with tanks/troopers marching across the sea.