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Re: Up to date beta patch info..
Cetero censeo human players should be destroyed.
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Re: Up to date beta patch info..
BTW I won't have much chance to answer questions as we are busy preparing for a convention in Alabama we will be going to in a few weeks.
Any questions should be directed to Malfador via email if possible, thanks! Version 1.22: 1. Fixed - Fixed a few memory leaks. 2. Fixed - AI was not using cloaking correctly. 3. Fixed - Fixed up some of the constraints on what a cloaked ship can do. 4. Fixed - AI will choose Stealth Armor for its designs instead of Cloaking Devices. 5. Fixed - AI would fill up remaining space on its designs with regular shield generators (not phased shield generators). 6. Fixed - Maximum number of ships and units per player in a game was not being enforced correctly. In Game Setup, Maximum number of units (in space) has been changed so that the units can be in space or in cargo. Increased the starting maximums for units. 7. Fixed - Games using Multiplayer Save Game Path would try to get the combat replay and statistics file from this location, instead of where the savegame was loaded from. 8. Fixed - Ships destroyed with ramming were not providing experience. 9. Fixed - Ships destroyed with ramming were not add in to the design statistics. 10. Fixed - Units carried by a ship were not being tallied in the unit's design statistics. 11. Fixed - If an item that is in a trade has been lost, destroyed, captured, etc. before the trade is excepted, it will be listed in the trade as "unavailable". 12. Fixed - Jettisoned units weren't being tallied in that unit's design statistics. 13. Fixed - Ships or Units that are received as gifts, will also have their design available as an Enemy Design. 14. Fixed - The notes in the Galaxy Window would allow you to see the names of systems that you had not explored. 15. Fixed - Planets that are in systems that you have seen, were not showing a green or red star if they were colonizable. 16. Fixed - Omnipresent view of systems would allow you to see cloaked ships. 17. Fixed - Added a new restriction that you cannot edit a prototype design if it has been added to one of your construction queues. 18. Fixed - Change directory in the Load Game window would error if the Multiplayer Save Game Path was invalid. 19. Fixed - Improved the AI ship design based on the terrific "Mephisto Mod". 20. Fixed - Transports with a "Capture Planet" strategy were not attempting to drop troops on the planet. 21. Fixed - Colony planets in the Combat Simulator window were showing the incorrect player color for the population bars (or possibly no bars at all). 22. Fixed - Planets should not show up in the Combat Simulator's Fleet Transfer window. 23. Fixed - Type priorities settings for targeting were not working in certain situations. 24. Fixed - The Ship\Planet report for a piece in a combat simulation would sometimes show the wrong status icons. 25. Fixed - Sometimes multiple stats and event files would be copied for each savegame. 26. Fixed - For a Launch All Units order, if a unit failed to launch early in the list, then all later units in the list would not be attempted. 27. Fixed - Sometimes the treaty grid would show two races having two different treaties with each other. 28. Fixed - If a unit group was at a location in space with other unit Groups, then the unit Groups amount number and the number of space objects present would overlap. 29. Fixed - Sometimes the Colonies Window (Facilities tab) would list the same facility type on multiple lines. 30. Fixed - Ai was not checking correctly for nearby enemies to potential colonization sites. Improved the AI colonization determination a bit. ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: Up to date beta patch info..
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
BTW I won't have much chance to answer questions as we are busy preparing for a convention in Alabama we will be going to in a few weeks. <HR></BLOCKQUOTE> So, one would hope the next patch, whether 1.22, 1.23, 1.24, etc... will be out before you go to the convention? Derek |
Re: Up to date beta patch info..
3. Fixed - Fixed up some of the constraints on what a cloaked ship
can do. Can any of you Beta testers explain this better? |
Re: Up to date beta patch info..
This is truly an honour! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Up to date beta patch info..
Mephisto - I'm so happy to see you in the patch! Aaron's use of external mods is a testament to a developer who is "for the gamer's".
Thanks Aaron! OK, can we have it now?? |
Re: Up to date beta patch info..
now this is too Kewl!
THE developer adds a gamer MOD in a patch. |
Re: Up to date beta patch info..
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Richard:
19. Fixed - Improved the AI ship design based on the terrific "Mephisto Mod". <HR></BLOCKQUOTE> Now this fix simply rocks! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif. |
Re: Up to date beta patch info..
I can see the fan support will be growing stronger and I LOVE it! I am amazed how much devotion to the fans is displayed in the patches and updates! Thanks for your wonderful care for us all!
------------------ "Doctors, glad I'm not sick!" |
Re: Up to date beta patch info..
Zodd: Cloaked ships were able to do too many things, and we needed to stop them from doing some of those things (I cant remember any specific ones)
WTG Mephisto! |
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