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

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.


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