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-   -   Post 1.84 beta history (http://forum.shrapnelgames.com/showthread.php?t=10822)

geoschmo December 4th, 2003 08:31 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by alarikf:
However, this would cause PBW games to hang, no? And shouldn't this warning just be put into the players event log rather than pop out at the GM processing level?

<font size="2" face="sans-serif, arial, verdana">No, because PBW games are run from the command line, not from within the game menu the way you did. Running the game from the command line you have an option that allows you to skip all Messages. That's how PBW turns are run. The drawback of course is that the game owner doesn't know if the player uploaded an incorrect .plr file or something. But without that option someone would have to sit by the PBW server 24/7 and wait for error Messages to popup. http://forum.shrapnelgames.com/images/icons/icon7.gif

geoschmo December 4th, 2003 08:34 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by oleg:
But why do you need warheads for such designs ??
You can achive the same with weapons on drones.
Mod short-range, high damage, 30-turn reload Versions of all those special weapons that can be used on drones only. Problem solved http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">No, not really. More like Problem avoided. http://forum.shrapnelgames.com/images/icons/icon12.gif

Your way works of course, but what some people wanted to be able to mod was a standard single use, damage-on-impact drone with the special damage types. The 30-turn reload weapon on a drone will get to come back and fight another combat round.

Loser December 4th, 2003 08:42 PM

Re: Post 1.84 beta history
 
Plague drones: simultaneously making two rarely used technologies very tempting.

AMF December 4th, 2003 08:54 PM

Re: Post 1.84 beta history
 
I'm shocked, simply shocked, that you don't sit in front of the PBW server 24/7. Yeesh, what is the world coming to? he he.

Quote:

Originally posted by geoschmo:
But without that option someone would have to sit by the PBW server 24/7 and wait for error Messages to popup. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">

rextorres December 4th, 2003 08:55 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by alarikf:
. . .And shouldn't this warning just be put into the players event log rather than pop out at the GM processing level?

Thanks,

Alarik

<font size="2" face="sans-serif, arial, verdana">Actually it would be cool if all errors of this type were done when you hit end turn. So that you correct errors like this.

farstryder December 4th, 2003 09:00 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Loser:
Plague drones: simultaneously making two rarely used technologies very tempting.
<font size="2" face="sans-serif, arial, verdana">I use drones. They're very useful to buy yourself time against a larger enemy force. Most human opponents are unwilling to traverse a "wall of drones" warppoint unless they're sure they can come through intact. Ans most players, given the rarity of drone use, are stymied by them. They simply don't know how to react.

As far as offensive force goes, Plague drones would be quite useful. I hadn't quite thought that one all the way through. Thanks! http://forum.shrapnelgames.com/images/icons/icon10.gif

Asmala December 4th, 2003 10:54 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by geoschmo:
No, because PBW games are run from the command line, not from within the game menu the way you did. Running the game from the command line you have an option that allows you to skip all Messages. That's how PBW turns are run. The drawback of course is that the game owner doesn't know if the player uploaded an incorrect .plr file or something. But without that option someone would have to sit by the PBW server 24/7 and wait for error Messages to popup. http://forum.shrapnelgames.com/images/icons/icon7.gif
<font size="2" face="sans-serif, arial, verdana">It would be great if there was an option in PBW that it won't process the turn if one of the plr files is incorrect. I think it wouldn't be a big work for MM to add that to SE.

geoschmo December 4th, 2003 11:00 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Asmala:
It would be great if there was an option in PBW that it won't process the turn if one of the plr files is incorrect. I think it wouldn't be a big work for MM to add that to SE.
<font size="2" face="sans-serif, arial, verdana">No, it probably would be easier for Malfador to make that change in Se4 then it would be for us to get PBW updated to take advantage of it at this point. http://forum.shrapnelgames.com/images/icons/icon12.gif

Asmala December 4th, 2003 11:18 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Asmala:
It would be great if there was an option in PBW that it won't process the turn if one of the plr files is incorrect. I think it wouldn't be a big work for MM to add that to SE.

<font size="2" face="sans-serif, arial, verdana">No, it probably would be easier for Malfador to make that change in Se4 then it would be for us to get PBW updated to take advantage of it at this point. http://forum.shrapnelgames.com/images/icons/icon12.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">You think it would require too much work compared to the benefit it gives? Especially now when there's not so long before SE5 comes. (hmm, long is relative concept http://forum.shrapnelgames.com/images/icons/icon12.gif )

Baron Munchausen December 5th, 2003 01:06 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by oleg:
But why do you need warheads for such designs ??
You can achive the same with weapons on drones.
Mod short-range, high damage, 30-turn reload Versions of all those special weapons that can be used on drones only. Problem solved http://forum.shrapnelgames.com/images/icons/icon7.gif

<font size="2" face="sans-serif, arial, verdana">No, not really. More like Problem avoided. http://forum.shrapnelgames.com/images/icons/icon12.gif

Your way works of course, but what some people wanted to be able to mod was a standard single use, damage-on-impact drone with the special damage types. The 30-turn reload weapon on a drone will get to come back and fight another combat round.
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">More importantly, direct fire weapons can MISS. Ramming does not. (Yes, yes... queue rediscussion of whether this is 'realistic' or not in another thread. We're talking about pragmatic game play issues now.) Placing Combat Sensors in a drone to reduce the odds of missing (but still not ENSURE a hit...) is difficult/expensive given their small size. But seekers, and drones are just very big seekers, always hit if they reach the target. Being able to use the special damage types as warheads is the best application for drones.

Loser December 5th, 2003 02:44 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Rollo:
8. Fixed - Drones were not inflicting special damage types.
<font size="2" face="sans-serif, arial, verdana">Yay!
Missle-mod!!

Q December 5th, 2003 02:48 AM

Re: Post 1.84 beta history
 
"8. Fixed - Drones were not inflicting special damage types."

That's strange. I used frequently drones with special damage weapons and as far as I have seen it without problems. What kind if special damage did not work??

se5a December 5th, 2003 07:06 AM

Re: Post 1.84 beta history
 
can MM put some specialwarheads into the vanila?
please?

Atrocities December 5th, 2003 09:15 AM

Re: Post 1.84 beta history
 
I have never tried it, but can you ram a planet?

Kamog December 5th, 2003 09:28 AM

Re: Post 1.84 beta history
 
I just tried it, and yes you can ram planets.

oleg December 5th, 2003 12:06 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Atrocities:
I have never tried it, but can you ram a planet?
<font size="2" face="sans-serif, arial, verdana">That's how anti-planet drones work http://forum.shrapnelgames.com/images/icons/icon7.gif

Ed Kolis December 6th, 2003 02:09 AM

Re: Post 1.84 beta history
 
I was having trouble getting fighters to ram planets in strategic combat... yes, I know that's a dumb tactic, but this was a a game where pretty much everything but shield depleters, boarding parties, fighters, and drones are taken away... http://forum.shrapnelgames.com/images/icons/icon12.gif

Loser December 6th, 2003 02:34 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Ed Kolis:
I was having trouble getting fighters to ram planets in strategic combat... yes, I know that's a dumb tactic, but this was a a game where pretty much everything but shield depleters, boarding parties, fighters, and drones are taken away... http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">Furball 5?
Has to be.

Rexxx December 11th, 2003 09:18 AM

Re: Post 1.84 beta history
 
I'm really not up to date so forgive me if it is asked before:

Vers. 1.86
11. Fixed - AI would build all of the same colonizer type in a given turn.
Will that prevent those endless rows of "wrong" colonizers the Aquilaeians built in MB's AI contest?

Two more topics from the contest:
Will the AI now take the bonus into account when it comes to colonization?
Will design rotating still take place?

PS:
Thanks to Xaren Hypr for finding an error in the EEE-files and to Mephisto for correcting it in the TDM-files. I know that was months ago, but better late than never...

Asmala December 20th, 2003 10:24 AM

Re: Post 1.84 beta history
 
Any news about new (beta) patch?

Rollo December 21st, 2003 01:38 AM

Re: Post 1.84 beta history
 
uhmmm, you must be psychic... this just came out http://forum.shrapnelgames.com/images/icons/icon7.gif

Version 1.87:
1. Added - "Move Hundred" to Cargo Transfer window.
2. Fixed - In Simultaneous games, scanned enemy ship designs would not be saved.
3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being
used as percents instead of tenth of percents.
4. Fixed - Ships were not receiving experience for kills made with seekers.
5. Fixed - Increased the population amount for the storehouse in combat simulations.
6. Fixed - The Small Graviton Beam is now under the Gravitational Weapons tech area.
7. Fixed - Mothballing would not generate a log message in simultaneous games and would
show a messagebox instead.
8. Fixed - Unmothballing would not generate a log message in simultaneous games.
9. Fixed - Converting resources would not generate a log message in simultaneous games.
10. Fixed - The Abandon Planet order would not generate a log message in simultaneous games.
11. Fixed - Intelligence reports on planets were not showing the cargo they contained.
12. Fixed - In Computer Versus Human games, the AI's would get negative happiness modifiers
on treaties (Partnership) they were forced to have.
13. Fixed - AI's would continue to propose the existing treaty in a Computer Versus Humans game.
14. Fixed - In the Combat Simulator, any player that has a base or a planet will start in the
center of the combat map.
15. Fixed - The Fleet Report window's list will now respond to the Mousewheel.
16. Fixed - The component list in the Tactical Combat window will now repsond to the Mousewheel.
17. Fixed - The Add Design window's components available list will now respond to the Mousewheel.

narf poit chez BOOM December 21st, 2003 01:44 AM

Re: Post 1.84 beta history
 
Quote:

5. Fixed - Increased the population amount for the storehouse in combat simulations.
<font size="2" face="sans-serif, arial, verdana">huh?

PvK December 21st, 2003 01:48 AM

Re: Post 1.84 beta history
 
Narf, in the combat simulator, when you set up the scenario, there is a finite amount of population available to set up the scenario with. It's been increased.

PvK

Rollo December 21st, 2003 02:42 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Asmala:
Any news about new (beta) patch?
<font size="2" face="sans-serif, arial, verdana">nope. the current Version is still 1.86

Atrocities December 21st, 2003 04:00 AM

Re: Post 1.84 beta history
 
Quote:

15. Fixed - The Fleet Report window's list will now respond to the Mousewheel.
16. Fixed - The component list in the Tactical Combat window will now repsond to the Mousewheel.
17. Fixed - The Add Design window's components available list will now respond to the Mousewheel.
<font size="2" face="sans-serif, arial, verdana">Hot damn, this one has been one of my suggestions from the onset of the games beta release. Tis great to see it fixed. Thanks Aaron. http://forum.shrapnelgames.com/images/icons/icon7.gif

Grandpa Kim December 21st, 2003 05:54 AM

Re: Post 1.84 beta history
 
Quote:

3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being used as percents instead of tenth of percents.
<font size="2" face="sans-serif, arial, verdana">This is huge!!

No more going from Jubilant to Riots in one turn!

Q December 21st, 2003 08:00 AM

Re: Post 1.84 beta history
 
Thank you very much for posting the new fixes. This will be indeed a great patch and confirms my opinion that SE IV still has a big potential for improvement.
Can anybody explain what
"12. Fixed - In Computer Versus Human games, the AI's would get negative happiness modifiers
on treaties (Partnership) they were forced to have."
means?
How do you force a AI to make a partnership??

[ December 21, 2003, 06:01: Message edited by: Q ]

Slick December 21st, 2003 08:06 AM

Re: Post 1.84 beta history
 
I think it probably refers to the game setup option to have all AI vs. all humans. I guess the game forces them into a partnership, which, depending on their individual happiness files, may make them angry. Maybe I'm wrong, though.

Slick.

Phoenix-D December 21st, 2003 08:07 AM

Re: Post 1.84 beta history
 
In vs AI games, the AIs will ALWAYS have Partnerships with each other. Every single one of them. They also automaticlly declare war on all the human players.

Q December 21st, 2003 12:40 PM

Re: Post 1.84 beta history
 
Oh yes, that makes sense. Thank you Slick and Phoenix-D for the explanation.

oleg December 21st, 2003 03:32 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Rollo:
...
4. Fixed - Ships were not receiving experience for kills made with seekers.
...

<font size="2" face="sans-serif, arial, verdana">Wow ! This is GREAT !!! http://forum.shrapnelgames.com/images/icons/shock.gif

Asmala December 21st, 2003 07:13 PM

Re: Post 1.84 beta history
 
Quote:

1. Added - "Move Hundred" to Cargo Transfer window.
2. Fixed - In Simultaneous games, scanned enemy ship designs would not be saved.
3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being
used as percents instead of tenth of percents.
<font size="2" face="sans-serif, arial, verdana">And it's only a bit over week when I posted these! http://forum.shrapnelgames.com/images/icons/shock.gif Impressive, thanks Aaron. http://forum.shrapnelgames.com/images/icons/icon6.gif

Fyron December 21st, 2003 07:55 PM

Re: Post 1.84 beta history
 
Still waiting for those comma separated lists for Vehicle Type and Target Type in Components.txt. Come on beta testers! http://forum.shrapnelgames.com/images/icons/icon12.gif

Asmala December 21st, 2003 10:09 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
Still waiting for those comma separated lists for Vehicle Type and Target Type in Components.txt. Come on beta testers! http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">I don't see this one very important. Current combinations are enough for most situations and if you want a different one just make two components.

Fyron December 21st, 2003 10:13 PM

Re: Post 1.84 beta history
 
Umm... it would have a huge impact... there are a lot of vital combinations that are not currently allowable. Making 2x to 5x as many components is hardly a good solution. Even if you don't like it, many people would, and it is not a major code change, just a minor one.

geoschmo December 21st, 2003 10:20 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
Even if you don't like it, many people would, and it is not a major code change, just a minor one.
<font size="2" face="sans-serif, arial, verdana">Can't disagree that it would have pretty significant impact, and I agree it would be nice to have. But I am not sure how you can say it's a minor change. It might be a minor thing to have it read a comma delineated list, but the actual function of those variables in the list has interpreted. Depending on how the current code is written that could be a mojor bear. Don't really know, but you can't really either I think.

That being said, it has been requested. Hopefully it will get done.

Geoschmo

Asmala December 21st, 2003 10:22 PM

Re: Post 1.84 beta history
 
2x to 5x so many components? I thought there are only few components which would need a special combination. But I agree it would be a minor code change so perhaps it's coming.

Fyron December 21st, 2003 10:23 PM

Re: Post 1.84 beta history
 
The code to read in and interpret comma separated lists is already written. Check out CompEnhancement.txt. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron December 21st, 2003 10:27 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Asmala:
2x to 5x so many components? I thought there are only few components which would need a special combination.
<font size="2" face="sans-serif, arial, verdana">Adamant Mod for one could really make use of this... weapons, engines, armor, etc. could all use a comma separated list, rather than All or having 5 separate entries. Scale mounts and all. P&N PBW Version could also benefit from this directly.

Even just a few simple ones could open up many modding possiblities without having to unnecessarily duplicate lots of components, such as Sat\Base, Ship\Drone, Ftr\Sat, etc. But, adding in more of these would be silly. Just make them allow comma separated lists and you get all combinations in one swoop.

Ed Kolis December 21st, 2003 10:52 PM

Re: Post 1.84 beta history
 
We are the knights of se4...

We demand... the COMMA SEPARATED LISTS! http://forum.shrapnelgames.com/images/icons/icon10.gif

And we will say se4 until you give them to us!

se4 se4 se4 se4 se4

(in other words, pretty please? http://forum.shrapnelgames.com/images/icons/icon12.gif )

Baron Munchausen December 22nd, 2003 12:44 AM

Re: Post 1.84 beta history
 
I don't think the difficulty is in parsing the list of allowed targets. I think the difficulty is in how combat code handles the target selection restrictions. If he wrote it a certain way and has to completely re-write it to allow comma seperated lists instead of fixed choices he runs the risk of introducing bugs. He might not want to run that risk at this late date.

geoschmo December 22nd, 2003 01:20 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Baron Munchausen:
I don't think the difficulty is in parsing the list of allowed targets. I think the difficulty is in how combat code handles the target selection restrictions. If he wrote it a certain way and has to completely re-write it to allow comma seperated lists instead of fixed choices he runs the risk of introducing bugs. He might not want to run that risk at this late date.
<font size="2" face="sans-serif, arial, verdana">That's what I was trying to say, but couldn't explain it that well.

Fyron December 22nd, 2003 05:02 AM

Re: Post 1.84 beta history
 
Ok... the vehicle type field has none of those issues. http://forum.shrapnelgames.com/images/icons/icon12.gif

Fyron December 22nd, 2003 05:10 AM

Re: Post 1.84 beta history
 
Say... do the latest betas have a different scale for population modifiers than the old one? Aaron said he was going to implement a 1% increment system, for a smoother curve. Just wondering if he put it in yet. http://forum.shrapnelgames.com/images/icons/icon12.gif If not, please remind him on the beta forum.

geoschmo December 22nd, 2003 05:31 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
Ok... the vehicle type field has none of those issues. http://forum.shrapnelgames.com/images/icons/icon12.gif
<font size="2" face="sans-serif, arial, verdana">No, it probably does. But that's kind of the point. The code needed to use a comma delineated list for the vehicle type field in the compenhancments file is not the same part of the code needed for the targetting and vehicle type field in the components file. So it's probably not a simple matter of reusing exsisting code. At least you can't know it is without seeing the code, which none of us can.

Don't get me wrong. The point I was trying to make was not that it wasn't a change worth making, just that you can't say it's a "minor" change neccesarily. You have no idea how complicated of a change it might be.

Geoschmo

geoschmo December 22nd, 2003 05:36 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
Say... do the latest betas have a different scale for population modifiers than the old one? Aaron said he was going to implement a 1% increment system, for a smoother curve. Just wondering if he put it in yet. http://forum.shrapnelgames.com/images/icons/icon12.gif If not, please remind him on the beta forum.
<font size="2" face="sans-serif, arial, verdana">He has not.

As far as I know he doesn't read the beta forums looking for bug reports and requests. He Posts there when he has a new patch, and we discuss things amongst ourselves. Requests posted there aren't likely to get any better response then your emails.

Geoschmo

Fyron December 22nd, 2003 05:45 AM

Re: Post 1.84 beta history
 
Quote:

You have no idea how complicated of a change it might be.
<font size="2" face="sans-serif, arial, verdana">Yes I do Geo. Just because you keep saying that doesn't make it true.

Fyron December 22nd, 2003 05:46 AM

Re: Post 1.84 beta history
 
Quote:

He has not.

As far as I know he doesn't read the beta forums looking for bug reports and requests. He Posts there when he has a new patch, and we discuss things amongst ourselves. Requests posted there aren't likely to get any better response then your emails.
<font size="2" face="sans-serif, arial, verdana">Well I don't want to keep bugging him about it. http://forum.shrapnelgames.com/images/icons/tongue.gif

Suicide Junkie December 22nd, 2003 06:01 AM

Re: Post 1.84 beta history
 
I've just done something about it...

Would you forum goers mind playtesting this for me before I send it off to Aaron, its getting late over here.
http://imagemodserver.mine.nu/Miscel...k_settings.txt

Fyron December 22nd, 2003 06:05 AM

Re: Post 1.84 beta history
 
I made a file like that months ago... I sent it to Aaron, and that is what I was wondering whether he had put it in or not.

It is right here.

[ December 22, 2003, 04:08: Message edited by: Imperator Fyron ]


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