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Re: What is the latest patch status?
MM seems to be heading that way with the dismantling of the Beta Testers. I think only a small core of us remain now.
------------------ HADRIAN T. AVENTINE admin@spaceempires.org Administrator | SpaceEmpires.org |
Re: What is the latest patch status?
I just did a quick count, about 30 Beta Testers remain.
------------------ HADRIAN T. AVENTINE admin@spaceempires.org Administrator | SpaceEmpires.org |
Re: What is the latest patch status?
how many were there originally?
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Re: What is the latest patch status?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
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.<HR></BLOCKQUOTE> I am sort of surprised that he didn't add a specific ability 'Requires Spaceyard for Repair'. The other possible re-uses seem obvious to me, and it would make these 'special uses' much easier if it were a distinct ability. I would give this ability to all the Stellar Manipulations components except maybe the Storm create/destroy, for example. It might even make sense for "Destroyed on Use" to include "Requires Spaceyard for Repair" -- are there any uses you can think of where it doesn't make sense for them to be combined? [This message has been edited by Baron Munchausen (edited 19 September 2001).] |
Re: What is the latest patch status?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Richard:
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.) <HR></BLOCKQUOTE> 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 ? Great. Also this limits the possibility to counter just up to 12 attacks, without the possibility to do just one offensive project. And what happens if one CI project reaches its upper limit, would it be put back also ? I am sorry but I do not like this intelligence engine. And I miss a fix for the nature shrine bug. @Beta testers: your turn... Yours PTF, who does not like to play SEIV since 2 months now. |
Re: What is the latest patch status?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> 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?<HR></BLOCKQUOTE>From my own experience in programming, the only interpretation of that statement that makes any sense to me is to assume MM meant "all of the Last known bugs". Given the number of features that are known to be planned but not implemented yet, I can't imagine the "Last" patch coming out until MM decides it's time to proceed to SE V.
------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
Re: What is the latest patch status?
Yeah i guess that makes sense capnq.
Plus Richard posted in the "future of SE4" thread that this won't be the Last patch. |
Re: What is the latest patch status?
I was surprised to see the cultural modifers were not fixed in 1.42. I believe early after 1.41 was released, people reported that some of the cultural modifers do not work. I never saw that refuted. If I remember right, Space Combat and one other cultural modifier did not work.
While you are at it, why not give neutrals +1% on everything just to make it a worthwhile option. |
Re: What is the latest patch status?
does anyone know how much is changing rather than just being fixed? This list does not indicate much, but it will probably go higher than 1.42 before the patch. I dont want to put too much more work into my mod if the components and facilities files are going to undergo major changes.
also, does anyone know (i think this was asked a long time ago, but i forgot where and what the answer was) if there will be a convenient list of changes to specific files so that mods are easy to update? thanks ------------------ "...the green, sticky spawn of the stars" (with apologies to H.P.L.) |
Re: What is the latest patch status?
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by chewy027:
how many [beta testers] were there originally?<HR></BLOCKQUOTE> Malfador picked out 50 from something like 800 applicants. I think Aaron had a few friends help out with "Alpha" testing who probably continued with Beta. Then however many Shrapnel picked. I would guess no more than 75, but definitely 50. |
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