![]() |
Re: What is the latest patch status?
Anyone have any idea when the next patch will be released?
|
Re: What is the latest patch status?
As far as the release date I am not sure, Aaron has a lot of things on his plate but we will keep you up to date as much as we can.
Version 1.42: 1. Fixed - Crashing bug when processing a simultaneous game turn. 2. Added - Flag to use the old style of Log Political Message display. Some people experienced the problem that their screen would go crazy when a political message was displayed in the Log Window. Usually, changing the screen resolution, color depth, or installing new drivers would fix the problem. But in case they don't, we added this flag so that those players could change the setting "Use Old Log Political Message Display" in the Settings.txt file to TRUE. This will display communication message in the old manner with no possiblity of scrolling the message. 3. Fixed - Crashing bug when a warp point had already been closed and another ship tried to close it with the same orders in a simultaneous game. 4. Fixed - Simultaneous Game: Combat would often occur too many times. Now it will only occur one per sector per phase if a ship executed orders in that location. 5. Fixed - After a ship with a spaceyard was retrofitted to not have a spaceyard, sometimes its construction details would still show on its report. 6. Fixed - Emissive armor should be working correctly now. 7. Fixed - Sometimes the combat replay would fail if a star was involved. 8. Fixed - Simultaneous Game: Colonizers at the same location would not follow orders to colonize given in the Planets window. 9. Fixed - Simultaneous Game: The Planet window does not need to close when giving colonize orders. 10. Changed - Added text to the Scrap window stating that ships in a fleet must be separated from the fleet before any of the actions can be performed. The list in the window no longer displays any ships that are in a fleet. 11. Fixed - Sometimes when a colonizer would colonize a planet, not all of the population in its cargo would be dropped to the planet. 12. Fixed - Simultaneous Game: Adding the "Use Component" order would clear all previous orders for a ship. 13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly. Please note: You want to use the emergency propulsion pods at the beginning of the turn in a simulatenous game (your first orders before moving). Since these pods actually increase your speed during phased movement, if you try to use them at the end, you may not actually get the remaining movement points. 14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. 15. Fixed - Problem with AI Design creation where the game would lockup when an AI was trying to add the desired number of engines to a design but couldn't. 16. Added - Added a message when your counter-intelligence project successfully defeats an attack. (This attack will cause the progress of the counter-intelligence project to be put back.) 17. Fixed - All Counter-Intelligence projects were being cleared when an attack came in. So only the first attack would be defeated, and then all others would get through that turn. 18. Fixed - A few minor memory leaks. 19. Fixed - Added some protections against multiplayer cheaters. ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: What is the latest patch status?
Here's hoping on the details of #6 http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Number 14 opens up some interesting possibilities for modders. I'm assuming for now that the "needs spaceyard" applies to the ability. By giving other components an emergency propulsion ability of Zero, they will also require a spaceyard. For example: Lifesupport and/or crew quarters. With this ability, you would have to return to a planet or base, or SYS in order to get your crew restocked. Also, mods could create "prototype" components. The prototype component would have the abilities of the next tech level up (which you don't have yet), but would have few hitpoints, act as armor (destroyed first) and be unrepairable. Using emergency propulsion would destroy this component, too. Since the prototype is highly unstable, it is reasonable that stressing the ship (emerg. propulsion) could critically damage the equipment. |
Re: What is the latest patch status?
I am deeply shocked by number 19
I always believed there was no way to cheat in se4, I will be the first to admit I tried cheating, I checked out all the .gam files tried to find players passwords I could not do it. I am certainly glad that MM is making steps to stop the cheating before it became public knowledge. One added feature I would like is an option at the start of the game so that the game does not produce log files when a turn is processed Oh and before I get flamed I tried cheating because was not prepared to put 6 months of my life into an Online game just to find out that it would be ruined by other unhonest people. ------------------ CyC The Person not the AI L+++ GdY $!+ Fr+ C--- S* T!- Sf++ Tcp++ A? M++ MpM RV Pw+ Fq++ Nd+++++ Rp++ G |
Re: What is the latest patch status?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. <HR></BLOCKQUOTE>
Oh no! I just lost my 17 speed repair ship! |
Re: What is the latest patch status?
Thanks for the information and reply Richard.
|
Re: What is the latest patch status?
QUOTE:
(This attack will cause the progress of the counter-intelligence project to be put back.) --------------------------------------------- Again, this sounds like we could counter just one attack per CI project ? Why do we need a 500,000 CI project then ? A 5,000 point attack would reset a 450,000 points worth CI project ? /QUOTE Not necessarily put *all* the way back... perhaps just some of the way back. So in your example, I imagine that the 450,000 counter-project would be put back to 445,000. You'd still be abl to block loads more projects with that. Bug fixed. Of cours it depends how you interpret the wording of the text, so we'll just have to wait and see who's right. Have faith=-) ------------------ SE4 Code: L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M>M+ MpD! RV Pw Fq+ Nd- Rp+ G- /SE4 Code Go to my meagre SEIV pages to generate your own code. [This message has been edited by dogscoff (edited 19 September 2001).] |
Re: What is the latest patch status?
[Q] 14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. [/Q]
***Sigh*** I figured that it was too good to be true; it was so easy and cheap to defeat the need for a quantum reactor and give ships and extra 5 movement/turn. Maybe, just maybe I'll research quantum reactors now... http://www.shrapnelgames.com/ubb/ima...ons/tongue.gif BTW... kudos to MM for providing and Shrapnel for marketing an excellent game that I have spent many hours enjoying. Jamie ------------------ An act of kindness is never a wasted effort. |
Re: What is the latest patch status?
Do you guys think this will be the Last patch? It kinda sounds that way from MM "nail down all of the Last bugs" doesn't it?
|
Re: What is the latest patch status?
Sounds sweet. The intelligence fix was badly needed (given the power of it right now, having some functional defense is critical), and the emissive armor adds... another design decision, where before it was basically not a viable option without modding.
Can't fault Shrapnel / Malfador's product support. ------------------ -- The thing that goes bump in the night |
All times are GMT -4. The time now is 02:38 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.