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Re: Post 1.84 beta history
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Re: Post 1.84 beta history
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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. |
Re: Post 1.84 beta history
Plague drones: simultaneously making two rarely used technologies very tempting.
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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.
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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 |
Re: Post 1.84 beta history
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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. |
Re: Post 1.84 beta history
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Missle-mod!! |
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?? |
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can MM put some specialwarheads into the vanila?
please? |
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I have never tried it, but can you ram a planet?
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I just tried it, and yes you can ram planets.
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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
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Re: Post 1.84 beta history
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Has to be. |
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... |
Re: Post 1.84 beta history
Any news about new (beta) patch?
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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. |
Re: Post 1.84 beta history
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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 |
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No more going from Jubilant to Riots in one turn! |
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 ] |
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. |
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.
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Oh yes, that makes sense. Thank you Slick and Phoenix-D for the explanation.
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Re: Post 1.84 beta history
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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
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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.
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That being said, it has been requested. Hopefully it will get done. Geoschmo |
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.
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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
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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. |
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 ) |
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.
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Re: Post 1.84 beta history
Ok... the vehicle type field has none of those issues. http://forum.shrapnelgames.com/images/icons/icon12.gif
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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.
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Re: Post 1.84 beta history
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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 |
Re: Post 1.84 beta history
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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 |
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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 |
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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