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New info at MM
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Re: New info at MM
Interesting
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That's great news. The next patch in February! http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks for the update, Slick. |
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Does anyone know what will be in the fix?
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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: New info at MM
A lot of great new improvements with this upgrade.
Thanks Aaron, Beta Testers and Space Empires Team http://forum.shrapnelgames.com/images/icons/icon7.gif Fyron (1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components. ) This will be a huge help for us http://forum.shrapnelgames.com/images/icons/icon12.gif |
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Yes, yes, looks tasty indeed!
Hopefully Aaron sneezed on the patch before he got it to Shrapnel. That way I'll have a good reason to take a few days off work to try it out. (the flu is digitally transmissible, right?) |
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Now we just need Aaron to add comma separated lists for vehicle type and target type... http://forum.shrapnelgames.com/images/icons/icon10.gif
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I'm just glad to see Mousewheel support. Now Narf can get some excercise while playing SEIV.
http://forum.shrapnelgames.com/images/icons/tongue.gif |
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Good to see the improvements - would like to see them add new features though - although we should keep discussing them on this forum to try and generate some interest from MM
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MM rarely reads this forum... suggestions should be emailed directly to se4 at malfador dot com.
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Are there any more Version to come before the patch release? Or is it going to stop at 187?
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thanks, Fyron.
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Sounds very, very nice.
but... hotkeys? |
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I am very happy that some of my recent suggestions were incorperated into these latest Versions of the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
Finally wheel mouse support and more neutrals. drool. [ January 25, 2004, 01:18: Message edited by: Atrocities ] |
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Obviously a "cool" (to lame people that need to look cool) way to type "drool." http://forum.shrapnelgames.com/images/icons/icon12.gif
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Re: New info at MM
9. Fixed - Decreased seeker damage factor required to move to next target.
??????????? http://forum.shrapnelgames.com/image...s/confused.gif http://forum.shrapnelgames.com/image...s/confused.gif [ January 25, 2004, 02:01: Message edited by: Deathstalker ] |
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darn, I thought maybe it was that seekers with movement would aquire a new target after the main one they were aimed at was destroyed....ah well.....
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To any beta tester... have the population modifiers to production and construction been "smoothed out" yet? ie: bonuses every 1% instead of every 10%?
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still waiting for those comma seperated lists but besides that looks great
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Gotta say that I would love to see the recapture of drones launched during combat, just like fighters are handled. This would make drones a viable tactical combat option and not just a tactical waste of resources.
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Re capturing drones would be good + a smarter AI in both tactics and overall strategy is a good idea also. - Would also like to see more adaptiveness in pursuing technology targets instead of weapons first then all others. Makes it to easy to steal weapons tech off em by ship capture or intel projects. As i can research stuff like resource management and cargo etc and just steal weapons tech.
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Smarter AI would be good, but isn't very practical. That would require major changes, and would take a lot of time. There probably just isn't time to create smarter AI's after the game has been out for a couple of years already. Not really an economically viable option.
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I still like to see the Retrofit list sorted by class name and not ship name! Being a rabid ship namer it really makes it tough when it comes to updating those large fleets! I'm usually forced to start naming all of the ships in a class with the same letter!
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Yes, that is indeed a huge pain. http://forum.shrapnelgames.com/images/icons/icon9.gif And even if you don't name your ships individually, if you start changing design class names... http://forum.shrapnelgames.com/image...s/rolleyes.gif
[ January 25, 2004, 20:13: Message edited by: Imperator Fyron ] |
Re: New info at MM
We just can't cut Aaron any slack, now can we? http://forum.shrapnelgames.com/images/icons/tongue.gif
(Not just directed at Fyron - I want those comma separated lists too!!! http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon12.gif ) |
Re: New info at MM
If you want to see some comma separated lists, make sure to email your request to se4 at malfador dot com. The more people that email him about a specific issue, the more likely he is to think it is a popularly wanted feature and thus the more likely he is to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif
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I believe I have... multiple times, probably. http://forum.shrapnelgames.com/images/icons/tongue.gif
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So... make a new email account and email him again? http://forum.shrapnelgames.com/images/icons/icon12.gif Nah, that would not be a good idea...
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Don't worry I can offer a solution to this time-consuming problem: just do not resist any more http://forum.shrapnelgames.com/images/icons/icon10.gif Now I wish I could do my turns in only 2 hours... |
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Ship/Base/Sat or Ftr/Trp etc... There are about 10 combinations you can pick from, but it doesn't cover all combinations of vehicle types that are possible! So Fyron and others want you to be able to add any of the valid types using commas to separate them like this: Ship, Base, Drone That way you can specify any combination you can think of! |
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Don't worry I can offer a solution to this time-consuming problem: just do not resist any more http://forum.shrapnelgames.com/images/icons/icon10.gif Now I wish I could do my turns in only 2 hours... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Resistance or no, you may be resolving this problem shortly. However, there is still that miracle I have on order. It would be nice if you get the opportunity to see it. |
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Ah these famous miracle weapons.... http://forum.shrapnelgames.com/images/icons/icon12.gif
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i just fired this one off to MM
Hi Aaron. I hope this finds you in better health. Quick question I was wondering if on the next patch if you could make a change to the way ships are upgraded or copied Currently when they upgrade they change their stragety back to the default stragety ( first one on the list which is optimal ) I would like to see the ships keep their current stragety. Ie... set to capture enemy ship it would keep this stragety on the upgrade and copies. It has cost a few people the game when they forget to change the ship class. If you cannot change it remember this for sev http://forum.shrapnelgames.com/images/icons/icon7.gif Take Care Simon Baxendale (tesco samoa ) |
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Yes id like to see ships keep their strategy when they are upgraded.
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Fyron this makes a lot of good sence. (NOT) [ January 27, 2004, 10:38: Message edited by: QBrigid ] |
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i beleive that's why he put a smiley there, to indicate that it's a joke.
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Nope, just more trolling. Troll Posts are best ignored. You can tell it was trolled because he dropped out the part where I said "nope, it was not a good idea."
[ January 27, 2004, 19:47: Message edited by: Imperator Fyron ] |
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Well i think that useful emails can be sent to MM - ie suggesting game improvements or add on features and also to report bugs so they can be fixed ie when mines are 100% cleared by an emeny in a sector it doesnt show up in the events log. This needs fixing.
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