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

Atrocities February 21st, 2004 04:07 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Imperator Fyron:
Email MM! Aaron doesn't read random threads too often, just a few select ones... The chances of your suggestion being seeing go up tremendously (to nearly 100%) if you email them to se4 at malfador dot com.
<font size="2" face="sans-serif, arial, verdana">Excellent point

tesco samoa February 21st, 2004 05:11 AM

Re: Post 1.84 beta history
 
Beta Testers

I Want " ARE YOU SURE"

when I click on watch all ship movements.

PLEASE

Atrocities February 21st, 2004 05:46 AM

Re: Post 1.84 beta history
 
I wanna beta test SEV. But I don't know if SEV wants me to beta test it. http://forum.shrapnelgames.com/images/icons/icon9.gif

narf poit chez BOOM February 21st, 2004 07:13 AM

Re: Post 1.84 beta history
 
go to bed, Atrocities.

Paul1980au February 21st, 2004 09:28 PM

Re: Post 1.84 beta history
 
We got that new patch yet - are we there yet are we there yet.

From youre neibourhood annoying kid in the backseat are we there yet are we there yet lol.

se5a February 21st, 2004 09:51 PM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Paul1980au:
We got that new patch yet - are we there yet are we there yet.

From youre neibourhood annoying kid in the backseat are we there yet are we there yet lol.

<font size="2" face="sans-serif, arial, verdana">**gruble**

read my lips "LAST PATCH - we want it to take as loooooonnnngg as possable because it will get us more stuff."

Fyron February 22nd, 2004 02:35 AM

Re: Post 1.84 beta history
 
Since there are so many Posts here, could a beta tester kindly post the entire history file from 1.85 and on (all of the beta Versions for this as of yet unreleased patch)? It would help tremendously. Thanks.

Quote:

1. Changed - Revised title screen bitmap to make the buttons more visible.
<font size="2" face="sans-serif, arial, verdana">Does the title screen still look good on resolutions higher than 1024x768? Depending on just how he revised it, the image could create a very funky display on higher resolutions...

[ February 22, 2004, 00:37: Message edited by: Imperator Fyron ]

DavidG February 22nd, 2004 02:58 AM

Re: Post 1.84 beta history
 
Quote:

Originally posted by Atrocities:
Please for the love of God, include the ability for the modding of weapon so that they can be set to specifically target X component.
<font size="2" face="sans-serif, arial, verdana">Why so passionate about this? Don't we already have engine targeting weapons? Having to design ships with a whole bunch of specific weapons sounds like micro management hell. What do you have in mind for this ability anyway?

Now if you want to add a specifc target ability to your strategies.. That would be a good idea!! (ie target engines, then when gone, retreat)

Baron Munchausen February 22nd, 2004 03:11 AM

Re: Post 1.84 beta history
 
The new title screen is loathsome to me, so I will be replacing it with the old one once the patch is 'final'. http://forum.shrapnelgames.com/images/icons/icon12.gif But.. it looks just the same at 1280X1024 as it does at 1024X768 so I don't think there are any problems introduced beyond the obvious garishness of it. I usually play in 16-bit color, though. Maybe it would look different at 24-bit or 32-bit color?

Mephisto February 22nd, 2004 11:34 AM

Re: Post 1.84 beta history
 
Version 1.91:
1. Changed - Revised title screen bitmap to make the buttons more visible.
2. Fixed - Upgrading just 1 facility would incorrectly upgrade them all.
3. Fixed - Bug from Last Version resulted in huge spikes in intel and research points.
4. Note - Spaceyards will not work on cloaked planets or ships.
5. Fixed - Cloaked planets were allowing you to add multiple spaceyards to them.
6. Fixed - A planet that was damaged and lost its cloaking facility would not decloak.
7. Fixed - A planet that scrapped its cloaking facility would not decloak.
8. Added - You can now use an override field for Vehicle Type in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.
9. Added - You can now use an override field for Weapon Target in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.


Version 1.90:
1. Fixed - Descriptions for the Facilities changed in the Last Version were still old.
2. Changed - New title screen bitmap courtesy of David Gervais.
3. Changed - Added black drop shadow to "Version" and "Loading" text on main screen.
4. Changed - You can now save/load your turn in the middle when playing a simultaneous
multiplayer game.
5. Added - "Generate Points" abilities which will generate points for an empire each turn.
These abilities are independent of a planet and will generate an unlimited number
or points. These abilities can be used on a facility, component, ship, or anything else.
6. Added - "Order By Name" and "Order By Class" buttons to the Scrap window.
7. Fixed - The View Orders window would show the name of unexplored systems.
8. Fixed - Attempting to colonize in an unexplored system would sometimes show the planets in the sector.
9. Fixed - Rare Access Violation bug during Movement Log Replay.



Version 1.89:
1. Changed - The Create and Destroy Storm components are now destroyed on use.
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
8. Fixed - The owner of a minefield would not get a log message if the minefield was completely
sweeped.
9. Added - Added "Race Directory" to the Empire/Race Report.
10. Fixed - When you replied to a demand for a gift or tribute, you were unable to view the package
of the gift or tribute that was demanded.
11. Fixed - Range Check Error upon loading a turn where massive numbers of units were launched the
previous turn.


Version 1.88:
1. Changed - Added in Imperator Fyron's smoothed population modifiers.
2. Fixed - A ship would clear its remaining orders if it tried to load cargo and
it had no cargo space available.
3. Fixed - A colonizer ship will still be counted as available for colonization
even if it has low supplies (but not if it has zero supplies).
4. Fixed - Sometimes an attack force would invade an ally's planet if it was in the
same sector as an enemy planet.
5. Fixed - Occasional Access Violation or Range Check Error from the Combat Replay.
6. Fixed - Component mounts were not being used in retrofit change comparisons.
7. Changed - You must have movement remaining on your ship to create a storm.
8. Fixed - "Remove All" in the Fleet Transfer window would break up other player's fleets.


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.


Version 1.86:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
2. Fixed - Improved Empire placement using the "Evenly distributed through the quadrant" option.
3. Fixed - AI would purchase ships even if it had no resources available.
4. Fixed - Cloaked unit Groups would not show a dotted circle around them.
5. Added - Empire style directory label to the Empire setup window.
6. Fixed - AI would still try to launch units when its maximum units in space had been reached.
7. Fixed - The name of the current item under construction should show how many as well.
8. Fixed - Drones were not inflicting special damage types.
9. Fixed - Decreased seeker damage factor required to move to next target.
10. Fixed - You could build designs which had mounts of higher technology than your empire.
11. Fixed - AI would build all of the same colonizer type in a given turn.
12. Added - Mousewheel support to lists.


Version 1.85:
1. Fixed - AI players were giving away technology too easily.
2. Fixed - There was a limit of 5 neutral players in a game. Now the amount of
neutral players is based on the values in the Settings file.
3. Added - 4 more neutral races.
4. Fixed - AI was not taking into account bonus resources for scrapping.
5. Fixed - Changed Population Transport minister so that it takes population
to lowest populated planet regardless of distance and also taking
into account if a pop transport is already heading to the planet.
6. Fixed - Problem with AI checking its existing ship's orders.
7. Fixed - The race setup screen no longer errors if an empire ship picture is
not present.
8. Fixed - "Change Bad Event Chance - System" ability was not working right.
9. Fixed - "Change Bad Intelligence Chance - System" ability was not working right.
10. Fixed - Planets would not recalculate their sight values when a new facility was
built (this would make planets with cloaking abilities not light up cloak
button).
11. Fixed - A cloaked planet would still show its name for the option "Show Planet Names".
12. Fixed - Rebelling planets would double their population.
13. Fixed - Simultaneous different machine multiplayer games now require that a game
master password be provided.
14. Fixed - In the Select Package screen, clicking in the package list would not reduce
the resources by the x10000 or x100000 amount selected.
15. Fixed - Integer Overflow if a finite resource planet had too large a value.


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