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Re: Post 1.84 beta history
The current text fields displayed in-game for those 2 data fields is not large enough to display every single possible combination. So, a second line is added.
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Re: Post 1.84 beta history
If you haven't upgraded to Gold yet, and this patch isn't enough to convince you, I don't know what will be!!! http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Post 1.84 beta history
Proof is not needed, if word of mouth for this game has not already convinced the hold outs to buy Gold, then nothing will.
BUY GOLD!!!!!!!!!!!!! NOW!!!!!!!!!!!!! If you already have a copy, BUY A SECOND COPY AS A BACK UP! http://forum.shrapnelgames.com/images/icons/icon10.gif Better to be safe than sorry. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Post 1.84 beta history
<font color=red>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>
[ February 18, 2004, 22:26: Message edited by: Atrocities ] |
Re: Post 1.84 beta history
'and here we see the primitive rituals of this strange tribe, known as 'hardcore SE4G', yelling out praises to their totem. let's take a closer look.'
*rustle, rustle, rustle* 'these sure are strange creatures. there seems to be no definite shape or size. maybe, if we watch long enough, one of them will wander away from the herd and i can catch it.' |
Re: Post 1.84 beta history
You know modding weapons to target x component could raise interesting mods - ie a weaponn to target other weapons type - ie an weapon that targets say engine or shield depleting weapons - add a whole new dimension to offensive and defensive strategies and weapon choices when building ships - would also like to see in the basic unmodden Version and expansion to say another 3 - 5 ship sizes. And also another 2 types of base say 1 type at 1200 KT and another at 2200KT and perhaps an endgame 3500KT.
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Re: Post 1.84 beta history
"4. Note - Spaceyards will not work on cloaked planets or ships"
http://forum.shrapnelgames.com/images/icons/icon9.gif http://forum.shrapnelgames.com/images/icons/icon9.gif So much for the monsters with thier invisible planets...... |
Re: Post 1.84 beta history
well, they can cloak and de-cloak.
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I believe the devnull mod monsters use bases with the sector obsuration ability. This will not affect the planets ability to build.
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Say... are bases still lumped under "ships" for weapon targeting purposes? Especially now that you can specify vehicle types in a list, it would be kind of irksome if "ships" meant "ships" for design and "ships/bases" for targeting... http://forum.shrapnelgames.com/image...s/rolleyes.gif
(And wouldn't it be neat if you had a mod where all the bases were really huge compared to the ships, or you want to keep your speed-1 Anti-Base Bombardment Missiles from firing on ships (which can evade them by means of a reverse missile dance), so it would make sense to have weapons that could target bases but not ships (or vice versa)? http://forum.shrapnelgames.com/images/icons/icon10.gif ) |
Re: Post 1.84 beta history
i know you modders do not really care about this one... but hey how about the map program working... open 5 maps and it hangs...
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All good suggestions - improving the map program will be helpful as map making is a form of modding - altering the game to try to set up certain types of benefits or balancing etc.
Also with these new improvements - it will spur on updates to mods and map altering programs will need to be brought into line. As will the strategies and the FAQs. |
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If I beg for more keyboard functionality here will it get me anything?
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BEST
GAME EVER neeeeed this patch quickly - im getting antsy about it - need the fixes - need new multiplayer chaos - need it now please Aaron or mephisto - plz plz help hook us up http://forum.shrapnelgames.com/images/icons/icon7.gif btw - is it too late for me to get my hands on the 1.91 patch? - i've purchased both games (gold and non gold) years ago - and i've got at least 5 of my friends to buy the games also i think i should be in beta, even tho its 'too late' i'm a db programmer / comp sci grad / know all Languages from c# down to cobol and even assembly http://forum.shrapnelgames.com/images/icons/icon7.gif help me out pls! |
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Re: Post 1.84 beta history
<font color=blue>Beta Testers and MM.</font>
Would it be to late to add one more option to game set up that would allow for warp point destinations to be hidden until traversed? This way those of us who want to play a truly exploritory game can. |
Re: Post 1.84 beta history
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Originally posted by Paul1980au: You know modding weapons to target x component could raise interesting mods - ie a weaponn to target other weapons types ----------------------------------------------------------------------- Atrocities wrote: 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. ----------------------------------------------------------------------- Think of it fellow Players, My ship against ai ship,When ai shields are down,Should i target his torpedoes?,or his heavy phased cannons?, NO No,how about those troops compartments?,HMMM maybe ill target his Bridge or fuel supply http://forum.shrapnelgames.com/images/icons/shock.gif .Or perhaps even his Combat sensers or Ecm.Now this is REALLY REALLITY Tactical space combat for ya http://forum.shrapnelgames.com/images/icons/icon12.gif . [ February 20, 2004, 01:28: Message edited by: HEMAN ] |
Re: Post 1.84 beta history
I think they meant more as in the ability to make weapons that are like engine-damaging weapons, except that you get to pick which ability or family gets damaged, rather than just the ones provided to you. A list of families would be best IMO.
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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.
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something I've always hoped for and have emailed MM about before, is for the "open Warp Point" event to be active. I've wanted to set up a mod where every turn a random, or small group of random Warp Points would open and/or close.
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Re: Post 1.84 beta history
Are ideas and bug reports being compiled here? If so, I would like to report what I believe is a bug: Ships cannot be moth-balled as a fleet, or become a fleet after being moth-balled.
(I tend to create "museum" fleets, where old vessels are stored, but they cost resources, unfortunately.) Also, I would like to have some special terrain added to the space combat aspect of this title, since it may improve how battles work. Anything else for me to address?...Ah yes, for the design screens for ships and the like, I think that if multiple components are placed on a design, the components would stack and have a number for each picture to indicate how many components are there, instead of the current system where every component is seperate, thus cluttering the design process. |
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Ships can IIRC be placed in fleets while mothballed. |
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Condensed View.
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Beta Testers
I Want " ARE YOU SURE" when I click on watch all ship movements. PLEASE |
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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
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go to bed, Atrocities.
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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. |
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read my lips "LAST PATCH - we want it to take as loooooonnnngg as possable because it will get us more stuff." |
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.
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[ February 22, 2004, 00:37: Message edited by: Imperator Fyron ] |
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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) |
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?
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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. |
Re: Post 1.84 beta history
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Please, DONT do it !!! |
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Please, DONT do it !!! </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">no, it doesn't mean that. The monster planets are not cloaked, there are hidden with sector sight obscuration. Also note that this is not a change from previous Versions, just a designers note. Spaceyrads haven't been working on cloaked ships or planets before. |
Re: Post 1.84 beta history
Actually, it did work for a while. http://forum.shrapnelgames.com/images/icons/icon7.gif I would queue up units when the planet was uncloaked and let them finish building while the planet was cloaked. This 'note' is intended to let us know that won't work anymore.
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Re: Post 1.84 beta history
Good to see it fixed - other work arounds will come up - perhaps the ability to cloak planets technology ?
Anyway any more comments - looks like a good upgrade in the mix when they finally get around to the actual realise - expect we will go 1.92 and 1.95 etc first though Shall we guess a realise date for the next patch of around April 1 ? |
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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) </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">The idea behind it is simple, with this ability we can make custom weapons that target other "specific" weapons. Say one race is uses Presurized Paticle Cannons that cut right through your armor. You research a counter to that weapon called the Anti PPC's. Then when you go into battle, your ships fire and disable his weapons. Or target specific components such as bridges, fighter bays, armor, or other custom components. In Decent Freespace to take down a big ship you often would target vital systems first, take out the fighter bays with a few missiles then move onto the weapons then the big ships would come in and pound them into obilivion. This is way this is so important. It will improve the use of fighters, also special ship weapons, and even specialized satellite and WP weapons. I hope this helps to explain it a bit. The follow up ability to this would be the ability to set the DAMAGE LEVEL. Say from 100% to as low as 10%. This way you can have levels of counter weapons that can do damage. As the other players tech level increases, you will have to research more adavanced Versions to counter his weapons. [ February 24, 2004, 00:26: Message edited by: Atrocities ] |
Re: Post 1.84 beta history
Perhaps sub levels of armour or shielding or even ECM type defensive components to protect certain components - or sub shields to protect say weapons etc. Would add more complexity to the game plus a more diverse tech tree.
Planet defenses would become more specialised and perhaps sub mine types ie only damage engines or shields on such ships - perhaps destroying those components and forcing the player to repair etc. Interesting ideas that would require quite substanital game changes - probably best as a modders dream. |
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What you can't do is use the SY to build ships/bases, or issue retrofit/mothball/unmothball orders. |
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A way to save current Saved Games from being broken if a mod is updated without having to have multiple installs of a mod would be a nice feature to have as well.
Time after time I have updated the STM mod knowning that it will ruin everyones current save game. I hate that and would really like a way for people to keep playin those save games with the new data, but not be bothered by the adverse changes an update could cause. I know, simple solution, have multiple installs or get it right the first time then there would be no need for revisions. |
Re: Post 1.84 beta history
Many balance updates can be harmless, but when you starting adding/removing tech requirements, component and facility levels etc, it can cause all sorts of mischief with a saved game - especially when trying to keep the data files all neatly organized.
However, to implement what you suggested would be very difficult to say the least! |
Re: Post 1.84 beta history
It's probably been asked/discussed on a thread in the past, but I'll go ahead and ask (plead? http://forum.shrapnelgames.com/images/icons/tongue.gif ) anyways.
Is there any possibility of a new/updated Version of the map editing utility being created to go along w/ the release of the final SE4 patch? If not, np.. but it would be a nice thing to see (I also understand that the patch comes first in the priority chain, and can wait for as long as it takes for it to be finished). Just a question, and nothing more... http://forum.shrapnelgames.com/images/icons/tongue.gif |
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