![]() |
Re: Up to date beta patch info..
The latest since 1.19.
Version 1.21: 1. Fixed - Range check error when you have 255 systems and you give a ship orders to move to another system. 2. Fixed - Increased planet finite resource starting values. 3. Added - Added default values in the Settings.txt file for the Maximum number of ships and units in the game. 4. Fixed - AI was not always using damaged ships or sending them to be repaired. 5. Fixed - Increased the speed of combat execution. 6. Fixed - AI was not spreading out targeting of seekers based on anticipated damage to target. 7. Fixed - Fleet leaders were still not detecting correctly when they were surrounded in combat and should break formation. 8. Fixed - The Drushocka and Praetorian were building fighters with only Shield Depleters. 9. Fixed - Jubilant has been mispelled for quite a while. 10. Fixed - Added empire files for all empires. 11. Fixed - Krill, Terran, and Toltayan empires were not always using all of their racial points. 12. Fixed - Combat Replay would not show the vehicle report when moving from a fighter group to a new fighter group. 13. Fixed - Improved AI's use of fleets. 14. Fixed - Improved AI's used of Planet creators. Version 1.20: 1. Fixed - A colony with no population could still suffer from a firestorm event. 2. Fixed - Ground combat would continue on the turn that a surrender took place. 3. Fixed - High numbers of systems would not work correctly using the Cluster quadrant layout. 4. Added - Added fields to the Settings.txt file to specify what values and abilities a newly created storm will receive. 5. Fixed - Changed the text for the Cloaks to say the correct level of scanning/detection it prevents. 6. Fixed - AI vehicle design files were not using the new ability names for Combat To Hit Add and Combat to Hit Dec. 7. Fixed - Sometimes a damaged ship that was retrofitted would result in undamaged components. 8. Fixed - If the order of a construction queue was changed, it was not clearing the time for the item currently under construction. 9. Changed - Changed Emergency Build Rate to 150%. 10. Fixed - When you exit a combat replay, the combat music would keep playing. 11. Fixed - In Tactical Combat, Clear All Group Assignments would not redraw the display to clear the group icons. 12. Fixed - "Bad Index" error from the Colonies window. 13. Fixed - If a race had a treaty of Subjugation or Protectorate, their research points would be capped at 50,000. 14. Fixed - The Up Arrow on the Report window would display over the Comps or Cargo display when closing the Scrap window. 15. Fixed - Fill Build Queue was not checking if the items were valid for the empires current technology level. 16. Fixed - When loading a previously saved empire into a different player number than previously, their designs would be messed up. 17. Fixed - Simultaneous Game - The Seeking Attack order would not cleared if it was targeted on a planet and the colony had been destroyed. 18. Fixed - Improved the AI's scrapping of uneeded facilities in a finite resource game. 19. Fixed - Remove tech area Ship Construction level 10 (it was empty). 20. Fixed - Decreased the AI's armor usage on their designs. 21. Fixed - Increase the AI's point defense usage on their designs. 22. Fixed - AI was not using its AI Strategy file correctly. 23. Fixed - AI was not giving the Kamikaze ships the correct strategy. 24. Fixed - In a finite resources game, planets would still produce resources even after they had reached a value of 0. 25. Fixed - If a player's fleet encountered enemy mines in the same sector as his own mines, he would receive a message about his minefield being triggered against "enemy" ships. 26. Fixed - Improved the description for the Boarding Parties and Security Stations. 27. Added - Added fields to the Settings.txt file to specify a maximum number of mines or satellties that a player can have in a sector. 28. Fixed - The Colony Window would display a patch of white if there were a large number of displayed facilities. 29. Added - Added a confirmation message when you try to send a surrender message. 30. Fixed - Improved the Transport Minister so that they only move populations to planets with atmospheres they can breathe. 31. Changed - Changed the Path.txt file so that it now lists a new directory to use. This directory can contain replacements directory for all of the directories that SE4 uses. If a directory is present in the mod directory, all of the files that SE4 needs must be present. So if you replace the Data directory, your new directory must have all of the data files present. The only exception to this rule is for bitmaps. If a bitmap cannot be found in a mod directory, the game will then look back into the original SE4 directory to find it. In this way, you can replace everything in the game, but not need to include all of the graphics as well. 32. Fixed - Range check error during combat. 33. Fixed - Point Blank strategy sometimes would cause ships to run away from the target. 34. Fixed - Range Check Error with a large number of units in a group during combat. 35. Fixed - Range Check Error with huge numbers of shields being generated during combat. 36. Fixed - Range Check Error with a fleet of more than 256 ships during combat. ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: Up to date beta patch info..
Is there any word on "Starting Tech Levels?"
|
Re: Up to date beta patch info..
Sounds great! Thanks Richard.
|
Re: Up to date beta patch info..
Thanks Richard. This is great to read, and really keeps our interest up. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
------------------ "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard UCP/TCO Ship Yards |
Re: Up to date beta patch info..
cool, always good to read these. I hate to grumble, but i think emergency build should be ballanced by increasing the expense incured, not decreasing its effectiveness. just like with the mine sweepers, I feel like features are being removed from the game.
ah well, cant please 'em all. |
Re: Up to date beta patch info..
Any word on changing the way population/weapons platforms recieve damage?
i.e. certain weapons can kill population but not weapons platforms, and vice-versa. |
Re: Up to date beta patch info..
I hate to ask the obvious question but, when will the 1.20-1.21 patch be released ?
|
Re: Up to date beta patch info..
I have 2 issues referencing Richard's post. Item 19 states the removal of Tech 10 for ships since it is empty. I for one use that tech level..I created an entire series of ships for all the races that use Tech level 10. I really don't see a reason to take it out, just provides another option for modders.
The second issue is about a map editor. I know there has been discussion about having one on past Posts. I had been hoping it was to be availabe on this next patch. Any idea if and when this can be expected? |
Re: Up to date beta patch info..
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Sabre21:
I have 2 issues referencing Richard's post. Item 19 states the removal of Tech 10 for ships since it is empty. I for one use that tech level..I created an entire series of ships for all the races that use Tech level 10. I really don't see a reason to take it out, just provides another option for modders. <HR></BLOCKQUOTE> Well if you want that tech level add it back in http://www.shrapnelgames.com/ubb/images/icons/icon7.gif As a modder you can easily do that, they might as well remove things that a unmodified Version of the game doesn't use. |
Re: Up to date beta patch info..
Thank you, Aaron. http://www.shrapnelgames.com/ubb/ima...ons/icon10.gif I think mods will now be much easier to package, install and manage thanks to change #31 listed under v1.20. Can't wait.
|
All times are GMT -4. The time now is 08:10 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.