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-   -   Current patch history in Beta (http://forum.shrapnelgames.com/showthread.php?t=15843)

SirPeter October 2nd, 2003 02:45 PM

Re: Current patch history in Beta
 
Sweet http://forum.shrapnelgames.com/images/icons/icon7.gif

Maybe it would be an idea to give the people a list of the main isues you guys are working on right now http://forum.shrapnelgames.com/images/icons/icon7.gif

Richard October 2nd, 2003 03:50 PM

Re: Current patch history in Beta
 
This is the latest beta, so these are the latest fixes.

The only big one is the slower speeds issue, and a few crash bugs, there aren't that many issues with the game currently.

DeadZone October 2nd, 2003 05:29 PM

Re: Current patch history in Beta
 
So soon we may possibly have the first ever bug free game in history http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif http://forum.shrapnelgames.com/images/icons/shock.gif

Richard October 2nd, 2003 05:38 PM

Re: Current patch history in Beta
 
Doubtful, that will never happen http://forum.shrapnelgames.com/images/icons/icon7.gif . Too many folks with different machine configs out there.

Instar October 2nd, 2003 06:58 PM

Re: Current patch history in Beta
 
Yeah, despite our best efforts, we can only catch so many.

Ed Kolis October 2nd, 2003 09:45 PM

Re: Current patch history in Beta
 
Quote:

Originally posted by Instar:
Yeah, despite our best efforts, we can only catch so many.
<font size="2" face="sans-serif, arial, verdana">Bug-e-mon! Gotta catch 'em all!

AXESVIOL, I choose YOU! http://forum.shrapnelgames.com/images/icons/icon10.gif

Fyron October 3rd, 2003 12:59 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by Richard:
This is the latest beta, so these are the latest fixes.

The only big one is the slower speeds issue, and a few crash bugs, there aren't that many issues with the game currently.

<font size="2" face="sans-serif, arial, verdana">Not issues that are bugs, no. http://forum.shrapnelgames.com/images/icons/icon12.gif

Instar October 3rd, 2003 01:00 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by Ed Kolis:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Instar:
Yeah, despite our best efforts, we can only catch so many.

<font size="2" face="sans-serif, arial, verdana">Bug-e-mon! Gotta catch 'em all!

AXESVIOL, I choose YOU! http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Debuggermon, go! Set breakpoints!

Richard October 3rd, 2003 01:24 AM

Current patch history in Beta
 
Since there have been some discussion about some of the issues with StarFury recently, I thought I would post this for everyone to look at. This is the history file fromt he latest Beta:

Version History for Space Empires: Starfury
---------------------------------------------------

Version 1.03:
1. Fixed - Missing objects from SpaceObjects_XFiles would cause the
game to crash during map generation.
2. Fixed - Reduced list font size for better multi-machine support.
3. Fixed - LRS button was showing up for non ships.
4. Fixed - Point Defense would fire on fighters that were exploding.
5. Fixed - Can only have one Multiplex Tracking, Neural Combat Net, or
Master Computer component per ship.
6. Fixed - "Crew" on the main window would sometimes be transparent.
7. Fixed - Static in the display will only be shown if the Bridge is damaged
(as opposed to not present).
8. Added - Time scale settings of 1/8, 1/4, and 1/2.
9. Fixed - Better time scaling for extra effects like exposions, shield hits,
and firing flares.
10. Fixed - The Pirate Cruiser had a shield slot that provided shields to the wrong side.

Version 1.02:
1. Fixed - Sithrak Portal Warp Point was too high.
2. Fixed - Employer names weren't showing up in jobs.
3. Fixed - Possibly fixed the occasional missing textures problem.
4. Fixed - Invalid Index in combat.
5. Fixed - Bad internal damage allocation.
6. Fixed - Ship Purchase screen would error if there were no ships to purchase.
7. Added - Restriction Type and Restriction Value to Components.txt.
8. Fixed - Only one Bridge, Combat Sensors, or ECM is allowed per ship.
9. Fixed - Shield & Armor Piercing Damage was having both Shield Piercing and
Armor Piercing Resistance applied to it. Now, which ever resistance
is higher will alone be applied to the Shield & Armor Piercing Damage.

Version 1.01:
1. Fixed - Set the Combat Sensors and ECM back to a size of 10. The increased
size was causing problems with ship designs.
2. Fixed - Ships should not fire on their own fighters, either with normal
weapons or with point defense.
3. Fixed - The Abbidon Carrier would cause a Range Check Error when purchased.
4. Fixed - Enemy designs would put multiple "Must Have" components.
5. Changed - Engine glow level is now based on current speed.
6. Fixed - Bolt weapons will now lead their target.

Version 1.00:
1. Note - Full Release Version.

Version 0.26:
1. Fixed - Improved burn effect when beam hits ships.
2. Fixed - A beam stopping should not stop the shield hit effect.
3. Fixed - Modified weapon speeds.
4. Fixed - Launched fighters will no longer shoot their parent.
5. Fixed - You can now target through nebulae.
6. Fixed - Added spacedocks to more sites.
7. Fixed - Xiati Cruiser had problem with one of its heavy weapon firing arcs.
8. Fixed - Heavy weapons can no longer target fighters.
9. Fixed - Shields and Armor increases per level increased.
10. Fixed - Changed some of the Store Groups to better explain things.
11. Fixed - "Is Unit" was not in the Effects.txt file.
12. Changed - Increased the size and cost of Combat Sensors and ECM.
13. Fixed - Access Violation when a message was displayed starting a new campaign.
14. Changed - Repulser Beam values modified.
15. Changed - Tachyon Cannon values modified.
16. Changed - Removed damage modifiers from the top of the Components.txt file and
added individual "dmg inc per level" fields in weapon components.
17. Changed - Increased cost for fighters.
18. Fixed - Removed uneeded fields from Components.txt.

Version 0.25:
1. Fixed - Sometimes your ship would stop moving after using different time rates.
2. Fixed - The Mission Status button will only light up when you get new missions.
3. Fixed - Shield Regenerator was misspelled in the Enemies.txt file.
4. Fixed - Increased the chances for AI ships to use Shield Regnerators and Repair Bays.
5. Fixed - Firing Arcs will no longer error on non 22.5 degree increments.
6. Fixed - Weapons were not obeying their Weapon Target settings.
7. Fixed - Beam speed was half what it should be for new scale.
8. Fixed - AI ships will now carry and launch mines.
9. Changed - Decreased mine cost and size.
10. Fixed - Ships that warped into a system did not have any texture.
11. Added - An Attack Offset value for different target types to the CampaignData.txt file.
12. Added - Fighters and Fighter Bays. You can only have one fighter in space per each
fighter bay that you have.
13. Added - AI will use fighters.
14. Added - Carrier come equipped with fighter bays (but not fighters).
15. Fixed - Improved fighter attack patterns.
16. Fixed - Purchased Terran Carrier would not have a back shield generator.
17. Fixed - Key codes can now include Ctrl.
18. Added - Key codes for fighters and mines.
19. Added - More text display Messages for key codes.
20. Fixed - Some of the ships were above or below their actual center point.
21. Added - In spacedock, you can now right click a component on your ship or in cargo
to sell it to the store. Also, you can right click a component in the store
to buy it and have it added to your cargo bay.

Version 0.24:
1. Fixed - Campaign 2 Mission 2 was not completing correctly.
2. Changed - You can no longer right-click to target nebulae. Which also
means they will no longer prevent you from targeting ships
that are within them.
3. Changed - Better looking Shrapnel Logo.
4. Changed - To David Gervais' increased scale size.
5. Fixed - Put back the use of keypad Plus, Minus, Up, and Down arrow to
change the viewpoint when in F1 fixed view mode.
6. Fixed - Problem with purchased ships not having textures.
7. Changed - Preset XFiles now allows more entires than just cargo.
8. Fixed - Cargo lights were not drawing correctly.
9. Changed - Decreased the satellite defense offset.
10. Added - Mines and Mine Layers. The AI is not using mines yet.

Version 0.23:
1. Fixed - Player level was not being used correctly in To Hit calculations.
2. Fixed - Edit boxes showed the wrong color in full screen mode.
3. Fixed - Compass should be fixed in full screen and safe modes.
4. Fixed - Credits should be fixed for different modes.
5. Fixed - Added a better desription as to where Perdition can be found.
6. Fixed - Removed time limit for Enter Perdition mission.
7. Fixed - Removed time limit for Destroy Sithrak Starbase mission.
8. Fixed - Added more ship placements for Sithrak missions.
9. Fixed - Changed Job Commander Bensen 3 to a new location.
10. Fixed - Commander Bensen 3 freighters are now carrying data files.
11. Fixed - Increased time limit for all scanning missions.
12. Fixed - 2nd and 3rd campaign would error during creation.
13. Changed - All three campaigns so that contact text reflects success or failure.
14. Changed - 3rd campaign to be less repetitive.
15. Fixed - Ships in missions were not always dropping their cargo.
16. Changed - Computer Data Files picture.
17. Fixed - Rare Range Check Error.
18. Added - Specific System setting to Enemy Appearances in jobs.
19. Fixed - Sometimes random appearance ships from jobs would be placed on top of each other.
20. Fixed - Specific job ships were not being placed before enemy appearance Groups.
21. Fixed - Some Sithrak encounter names were wrong in the jobs.
22. Fixed - Enemy ship class names were not being stored internally.
23. Added - "Protect Map Obj" to Jobs.txt Enemy Appearance Loc types.
24. Fixed - Extended mission jobs to have more enemies per increased difficulty.

Version 0.22:
1. Fixed - Commented out Description field in CampaignData.txt.
2. Fixed - Made application a little more stable when Alt+Tabbing.
3. Fixed - Sometimes cargo containers were below the grid plane where you couldn't pick them up.
4. Fixed - Brightened up the communication text colors.
5. Fixed - Spelling error of "Mongol".
6. Fixed - Occasional Range Check Error.
7. Fixed - Resist All values from Enemies data file was not being used.
8. Fixed - Smoothed out movement speed over slower frame rates.
9. Fixed - Sometimes AI ships would move faster then allowed.
10. Fixed - Point Defense was never hitting.
11. Fixed - Cargo sitting in space will be gone if you return to a map after some time.
12. Fixed - Scanning planets job was only using colony planets.
13. Fixed - Scanning planets job should no longer use the same planet more than once.

Version 0.21:
1. Fixed - " is not an integer" error.
2. Fixed - Problem with starting and loading games.
3. Fixed - Sometimes weird windows would be displayed after closing the Quadrant Map.
4. Fixed - Intro gamma ramping.
5. Changed - Kilometers (km) measurement of distance to Light Seconds (ls).

Version 0.20:
1. Fixed - Spelling of Energy Dampener.
2. Changed - All components now have an "Allowed Vehicle Types" field.
3. Fixed - Fighter components can no longer be placed on ships.
4. Fixed - Normal reduction from speed damage would not time accelerate.
5. Fixed - Ship acceleration would not time accelerate.
6. Fixed - Weapons weren't defaulting to weapon bank 1.
7. Fixed - Individual nebulae clouds now show on your radar.
8. Added - "Map" button to the Jobs window.
9. Fixed - Space objects will no longer be "cut" when they go through the space box.
10. Fixed - Many speed optimizations.
11. Fixed - Ships specified on maps will now update their components over time.
12. Fixed - Compass should be fixed in safe mode.
13. Fixed - Increased time for Abbidon Operations 2 & 3.
14. Fixed - Added time limit to mission description for Abbidon Operation 3.
15. Fixed - Access Violation when a ship would talk to an incorrect target.
16. Fixed - Some helpful ship Groups were not showing up on missions.
17. Fixed - The enemy Groups in the EnemyAppearance.txt file were not working.
18. Fixed - Group names were being lowercased from Jobs.
19. Fixed - AI on jobs were not going after their targets.
20. Changed - Removed the selection for Full-Screen Antialiasing from the Setup window.
21. Added - "Stellar Detail" setting to the Setup window. High setting gives large thick
storms that slow down your frame rate. Low setting gives small "puff" storms.
22. Added - "Background Detail" setting to the Setup window. High setting gives you a
more detailed star background. Low setting is the background you're used to.

Version 0.19:
1. Fixed - Access Violation when trying to complete escort missions.
2. Fixed - Blue tab selection box for cargo bays on the Inventory window was in the wrong place
on greater than 1024x768 screen sizes.
3. Fixed - Blue tab selection box was not the same color as the display selection box.
4. Fixed - Sometimes target reticle would become huge.
5. Fixed - May have fixed the "ship not moving when really close to other ships or planets" bug.
6. Fixed - Universal Inoculants and Radiation Siphons were not showing their pictures in jobs.
7. Fixed - Controls dialog was not showing "Shuttle Over", "Turn Left, and "Turn Right".
8. Added - A new Controls window which has keys grouped into areas.
9. Fixed - Default button on Controls window was not working.
10. Changed - Took off some of the spots on the stars.
11. Added - "StellarObjectType_Asteroids.txt" and "StellarObjectType_Nebulae.txt" to define
asteroids and nebulae externally from map files.
12. Changed - Increased the size and layout of nebulae.
13. Changed - Increased the size and composition of asteroid fields.
14. Fixed - Screen Messages would still be displayed when you started a new game from an existing game.

Version 0.18:
1. Added - Completed the history descriptions for all of the purchase ships.
2. Fixed - Offensive & Defensive skill were not showing correctly in the Ship Status Window.
3. Fixed - Values for Attack Rating, Defense Rating, and Negotiation inm the CharacterStats.txt
data file were not loaded as decimal values.
4. Fixed - Negotiation stat was not correctly maxed.
5. Fixed - Add buttons were not being disabled when the maximum stat value was reached.
6. Fixed - Show FPS and Show Background Grid settings are now stored in your savegame.
7. Fixed - The Repair Options window would still charge you if you selected an item and hit cancel.
8. Added - A short text identifier to the Repair Options window to indicate if the damage being
repaired is "All" or "Some".
9. Added - Keys for Turn Left, Turn Right, and Shuttle Over.
10. Fixed - Problem where ships would not "right" themselves coming out of turns in time acceleration mode.
11. Fixed - Speed Reduction was not being recalculated at the correct times.
12. Fixed - Central light source was in wrong position.
13. Added - Settings to the CampaignData file for base and ship ambient color percentage.
14. Fixed - The Select Campaign window will now only list directories which contain a CampaignData file.
15. Fixed - The System Map Window will now center on the location you click on.
16. Fixed - Backwards Earth texture map.
17. Fixed - "Old Age" death bug.
18. Added - Speech from other ships.
19. Fixed - Spelling for some Terran ship names.
20. Added - Effects "Turn Rate Bonus", "Regenerate Shields From Damage", "Regenerate Energy From Damage".
21. Fixed - Crystalline Armor now uses "Regenerate Shield From Damage" effect.
22. Added - Maneuvering Thrusters component.
23. Added - Absorption Armor component.
24. Fixed - Some armor credit values.
25. Fixed - Turn Rate and Acceleration were switched on the Inventory screen.
26. Fixed - Switched places of Turn Rate and Acceleration on Ship Status screen to match Inventory layout.

Version 0.17:
1. Added - Min and Max distance fields to the SoundEffects file to control volume.
2. Added - Controls to the Game Options window to control Sound and Music Volume.
3. Added - MP3 Music files.
4. Fixed - Updated Credits list.
5. Fixed - Component text errors.
6. Fixed - Now using correct SE4 racial portraits.
7. Fixed - Damaged components always retain at least 50% of their value.
8. Added - The Repair option in the Spacedock will now allow you to choose whether
you want to repair internal, cargo, or all damage. You can also spend
just the credits you have to partially repair your ship.
9. Fixed - Enemy ships will "Crazy Ivan" a bit more when you chase them.
10. Fixed - Changed MW/s to MJ/s.
11. Fixed - Cargo removed when a job was completed would not update the cargo space.
12. Added - More smoke vents to damaged ships.
13. Fixed - Speed Slowing damage type was not working.
14. Fixed - Torpedoes and Bolts will now detonate on hitting any obstacle.
15. Fixed - Beams will stop firing if the target moves outside of the weapon arc.
16. Fixed - Beams can be blocked by other objects.
17. Fixed - Sometimes sound effects would not stop correctly.
18. Fixed - Mission Status window did not have enough space for some lines.
19. Fixed - The Down arrow on the mission list would sometime be on when it shouldn't.
20. Fixed - Trade-In value for a ship purchase is now added before the cost is subtracted.
21. Fixed - "Hull Repair" wasn't capitalized on the Ship Status window.
22. Fixed - A "Protect" job will now be complete if the ship is alive after the designated time
(and you are nearby).
23. Changed - Lowered Attack and Defense Ratings for command points.
24. Changed - Experience amount needed for each level.
25. Added - Experience for completing jobs.

Version 0.16:
1. Fixed - Possibly fixed the problem of super huge ships on international machines.
2. Fixed - All satellites should have weapons now.
3. Changed - Added another override field to the Enemies data file.
4. Fixed - Some ships would error when trying to view their inventory.
5. Fixed - Fixed Point Defense description.
6. Fixed - 2 & 4 shield and armor text was one pixel too low.
7. Fixed - Xiati Cruiser 2 didn't have the correct comp layout name.
8. Fixed - Xiati Cruiser 1 had a heavy weapon showing the wrong arc.
9. Fixed - Better spread of enemy weapons over all firing points.
10. Fixed - You cannot bring up the Enemy View screen for non-ships.
11. Fixed - Updated UI Panel (Thanks David!).
12. Fixed - F key is back to change between vertical and horizontal display of the readout numbers.
13. Fixed - You can no longer right-click the target readout panel to display the inventory.
You need the Long Range Scanner to get the ability to scan an enemy ship at a specified
distance. A "LRS" button will appear on the target readout when you are in range.
14. Added - "LRS" cheat code to turn on the Long Range Scanning ability even if you don't have the comp.
15. Fixed - The LRS scan window is now more specific and only shows what's needed.
16. Added - Created new component "System Scanners" which gives you increased radar range.
17. Fixed - Campaign list is now sorted.
18. Changed - The main campaign has now been split into 3 separate campaigns.
19. Fixed - Speed up for the explosion animation.
20. Fixed - Sithrak Portal was spinning too fast.
21. Fixed - Made some texture loading changes to help stop the garbled graphics problems.
22. Fixed - The Inventory window should show correctly in Safe Mode.
23. Fixed - Eternus II didn't match its text portrait.
24. Fixed - Enemy Appearance at specific map object was not working.
25. Fixed - Added "Scan Ship 1 Within Distance 2" to get Job Commander Bensen 5 job working.
26. Added - "movecomps" cheat code which allows you to move inventory components when not in spacedock.
27. Added - Field "Base Model Radius" to SpaceObjects_XFiles.txt file.
28. Fixed - Stellar objects should not be inter-penetrating any longer.
29. Fixed - Ships created for jobs should start a little farther off of the warp point.
30. Added - Artificial Warp Point to the Sithrak Portal.
31. Fixed - Absolute Object Coordinates was not allowing negative Z values.

Version 0.15:
1. Fixed - Shield and Armor Text readout display wouldn't show even 10 increments.
2. Added - "rep" cheat code to repair all ship damage and regenerate shields.
3. Fixed - F key no longer does anything.
4. Added - "Area Not Available" sound effect.
5. Fixed - An error sound and message is performed if you try to show the Galaxy Map or
System Map when they are not available.
6. Added - A fading in and out effect for the Shrapnel and MM logos (only works in full screen mode).
7. Fixed - Right-clicking a comp in inventory would cause it to dissappear.
8. Fixed - Visting some ship dealers would give an Invlid Index Error.
9. Changed - The PurchaseShips and StartingPlayerShips data files to allow for multiple sellers and
the chance that the ship class is present.
10. Fixed - Decreased the enemy regen amounts per level and difficulty.
11. Fixed - The "Sell Price" was displayed even for store items in spacedock.
12. Fixed - Decreased regneration amounts for components.
13. Added - "Additional Tonnage Structure" effect so that armor will increase structure with levels.
14. Added - "Additional Energy Consumption" effect so that energy consumption can change with levels.
15. Fixed - Decreased amount of regen per command point for your character.
16. Fixed - Cargo space wasn't updated when comps loaded on your ship through a job.
17. Fixed - Display Options - Sections are now individual option buttons.
18. Fixed - Components remember their repair priority setting even if moved.
19. Fixed - Armor will now be repaired in order of repair priority.
20. Fixed - All components of the same repair priority will share damage repair evenly.
21. Fixed - Bolts were not firing directly on target.
22. Fixed - The component report now shows the true power usage per second.
23. Fixed - Enemy ships now have actual components and take internal damage.
24. Changed - Multiple data file changes to support enemy ship components: CampaignData,
ComponentConfigurationSlots, Enemies, PurchaseShips, StartingPlayerShips, Components.
25. Changed - You can right click on the target readout for a ship to see its inventory. This will
be changed eventually so you can only see the internal comps if you have Long Range
Scanners. The window needs some work too.
26. Added - Some new components that are used for fighters and satellites.
27. Changed - The components size descriptions to actual tonnages in parenthesis after the name.
28. Fixed - The Total Hull Structure displayed in the Inventory Window was including armor.
29. Fixed - The chance to hit calculation wasn't quite right.
30. Fixed - Speed up for campaign creation.

Version 0.14:
1. Fixed - Hull and Armor regeneration were not working.
2. Changed - All regnerations are now in actual points per second, not percents.
3. Fixed - Component bitmap needed more pink.
4. Fixed - Enemy ships would stop firing because they would run out of energy.
5. Fixed - Increased regeneration amounts for various components.
6. Fixed - Some ship tonnage values were not being recomputed.
7. Added - "Video Memory Usage" to the Setup menu. For people experiencing
graphics garbling, set this to "Safe".
8. Fixed - Decreased fighter/satellite shield and hull strength.
9. Fixed - Display of damaged effects would round up instead of down.
10. Changed - Many of the Enemies class file values now allow decimals.
11. Added - Static to your readouts when the bridge is destroyed.
12. Fixed - Your ship would not be killed by running into something.
13. Fixed - Invunerable will now prevent crew death as well as damage.
14. Changed - Point Defense Cannons will now fire on both torpedoes and fighers.
15. Changed - Decreased the reload rate for Point Defense Cannons.
16. Fixed - Xiati Homeworld had zero population.
17. Fixed - Using Emergency Shield components would lock up the game.
18. Fixed - Armor repair would only effect one side.
19. Fixed - You can now activate components in your cargo bay directly by right-clicking
on them.
20. Added - Repair Priorities tab to the inventory screen. All Hull repair will proceed
from the lowest numbered repair priority components to the highest.
21. Changed - Destroyers now have only 3 engines, Battleships have 9, and Carriers have 8.
22. Changed - Increased all hull sizes.
23. Changed - Added another cargo bay to the purchased and starting ships.
24. Fixed - The readout displays now show armor on each side as well.
25. Changed - There is now only one Target Ship Readout Mode ("F" won't do anything).

Version 0.13:
1. Fixed - Full Speed of your ship is now calculated as the total propulsion of all of your
engines divided by the number of engine hardpoints on the ship.
2. Fixed - Bridge and Life Support now have a purpose.
3. Added - New effects to support Bridge & Life Support.
4. Fixed - Beam weapons can now miss their targets. Torpedoes always hit.
5. Fixed - Master Computer had effect values too low.
6. Fixed - Point Defense cannons will now fire on incoming torpedoes.
7. Fixed - Speed up for all bolt weapons.
8. Fixed - Bolt weapons would stop in mid flight if their target died.
9. Added - Setting to PurchaseShips.txt to set the base radar map range.
10. Fixed - Long Range Scanners now work and effect your radar map range.
All stellar bodies and starbases will be shown regardless of distance.
11. Fixed - System Map will now show ships within your radar range.
12. Fixed - Multiplex Tracking now gives a bonus to hit fighters and satellites.
13. Fixed - All weapon target types are now working.
14. Fixed - Bases are easier to hit, while fighters and satellites are harder to hit.
15. Changed - New Inventory Window.
16. Changed - New Ship Dealer Window.
17. Added - More ship types to purchase.
18. Changed - Ship will have a reduced speed if your cargo tonnage is higher than capacity.
19. Changed - Ship shields and armor now have specific facings.
20. Changed - Individual components can be damaged. Damage taken is applied to components
on that side of the ship.
21. Fixed - Weapon arcs in the data files are now oriented correctly.
22. Fixed - Weapon arc display will now allow for any arcs with 22.5 degree increments.
23. Changed - Shields are automatically repaired when you go to a Spacedock.
24. Changed - Repair All at a spacedock will repair damaged components.
25. Changed - Removed Armor effects. Armor is now based on the tonnage of the component.
26. Fixed - If you buy a comp from the spacedock, you can sell it back while in the
spacedock for the same price.

Version 0.12:
1. Fixed - Added settings to set the camera distance for ships you
purchase or start with. Terran Battleship does not take up the whole screen anymore.
2. Fixed - Dynamically generated ships were not being placed in the entire map.
3. Fixed - Modified some brightness levels and background blackness on the ship shield
layout bitmaps.
4. Fixed - The System Map was not scrollable to its edges.
5. Fixed - The System Map will now come up centered on your ship, but remembering the Last zoom
level.
6. Fixed - The Next Target keys will now pickup targets at a range of 400km or less.
7. Fixed - You could proceed with repairs at the spacedock even if you didn't have enough credits.
8. Fixed - Added a sound effect for when you cannot afford a component in the spacedock.
9. Fixed - You will not be charged for repair all in the spacedock if you are not damaged.
10. Fixed - The cost of Repair All is more closely tied to your damage now (and is specified
in the Store data file).
11. Fixed - May have fixed the problem in the Startup Menu and System Setup on screens with
enlarged fonts.
12. Fixed - The Component Report would stay on screen if you closed the parent window out from under it.
13. Fixed - Old Key code would cause viewpoint to be fixed in place.
14. Fixed - Error Creating Job: Job Commander Bensen 5.
15. Fixed - Modified some of the bitmaps for better video card support.
16. Added - Effects.txt file to the Data directory which list all of the effects names.
17. Added - "Show Completed" and "Show Failed" option buttons to the Mission Status screen.
18. Fixed - Added a sound effect for when you cannot place a component in a box.
19. Fixed - "Shuttle Over" button was showing up through other windows.
20. Added - The name of the system will be displayed when you enter a new system.
21. Fixed - Sometimes the Planet Window would come up without any option button selected.
22. Fixed - High Scores window should be titled "High Scores".
23. Fixed - Resume button will be disabled unless there is a game to resume.
24. Fixed - Fixes to the grammer of the campaign and the ship purchases text.
25. Fixed - Added "Time Limit Days Extra Per System Distance" field to the jobs data file.
26. Fixed - Added "Job Time Scaling Factor" field to campaign data file. This will double the
time allowed for jobs because of the large solar system size.
27. Fixed - Job credit payment in Job Commander Bensen 1 and Job Commander Bensen 2.
28. Fixed - Crew and Energy bars had switched positions.
29. Fixed - Added text to the mission descriptions to indicate where to go next.
30. Added - Autosave any time you go through a warp point.
31. Fixed - Compass was flipped.
32. Added - "Default" button to the Controls window.
33. Changed - Beam damage is now immediate, instead of a lump application at the end.
34. Fixed - Torpedoes which exceed their range will explode.
35. Fixed - Components in the Spacedock are not regenerated just by closing the window.
36. Fixed - Jobs will no longer be regenerated just by closing the Planet window.
37. Fixed - Progress bar no longer displays over the Save\Load window.
38. Fixed - New engines should now have an effect on your ship's maximum speed.
39. Changed - Changed the display of max speed, propulsion, acceleration, and turn rate to be
1000 times the normal value.
40. Fixed - AI was not firing ship weapons at long range distances.

Version 0.11:
1. Fixed - Errors on game start or load from bad paths.
2. Fixed - The exe properties showed the language was Swedish (???).

Version 0.10:
1. Added - Keys to increase or decrease the brightness of the display.
2. Fixed - Sound effects were being loaded twice.
3. Fixed - Quantum Torp was doing less damage then the Anti-Matter Torp.
4. Fixed - Increased speeds of all torpedoes.
5. Fixed - Weapons in cargo were firing.
6. Fixed - Your credits would not be decreased when you purchased a ship.
7. Fixed - The weapon fired from a weapon bank were flipped from the model location.
8. Fixed - You would not receive trade in credits when buying a ship.
9. Added - Install directory to registry settings.
10. Fixed - Components on your ship can only be changed while in spacedock.
11. Changed - You have to pay to repair your ship at a spacedock.
12. Fixed - Your character would not receive the proper starting credits.
13. Added - A 300km range to the radar map.
14. Changed - New HUD display panel.
15. Added - A compass to the HUD panel.
16. Added - The current game date to the HUD panel.
17. Added - A display of the current time rate on the HUD panel.
18. Fixed - Satellites were always dying from the first shot.
19. Added - A new key to change the mode of the Target Readout. This
new readout will show specific numbers for shields, armor, and hull.
20. Added - Setting values to the Campaign data file to specify the size of the map
and a scaling factor to the map data files.
21. Changed - The map has been enlarged to be 2000x2000 instead of 1000x1000. All
weapon ranges are also increased by double.
22. Changed - Increased the size of the Component Report.
23. Changed - The layout of the Setup window.
24. Added - A sight distance setting to the Setup window. This will allow you to
set the sight distance lower for better FPS, or farther is you have
a machine that can handle it.
25. Fixed - Game would crash if you tried to resume an empty slot.
26. Added - Emergency Hull Plating component.
27. Changed - Emergency components have reduced effect.
28. Fixed - All files for a campaign can be put under the campaign directory. To
override an image or use a custom one, just create a directory structure similar
to that under the main Starfury directory, and put the file in the directory.
For example, to use a custom effect "ShieldHit_04.bmp", just place it in
Starfury\Campaigns\[Custom Campaign]\Images\Effects.
29. Fixed - Range Check errors when you entered a new system (Urtiri for example).

Version 0.09:
1. Fixed - Range check errors when you accept a job on easy difficulty level.
2. Fixed - Your ship will have its speed set to zero when you "Shuttle Over".
3. Fixed - The game would un-pause when you accepted a job.
4. Fixed - Floating Point Error when you removed all of the engines from your ship.
5. Fixed - Character was not being reset when starting a new game.
6. Changed - Doubled the damage to your ship from ramming.
7. Added - Controls window under the Game menu. This window will allow you to
set all of the keys used in the game.
8. Added - A bunch of new keys for use in the game. See the Controls window.
Time Speed Up, Targeting, New Radar Modes, Speed Control, etc.
9. Fixed - All weapons added to your ship will default to Weapon Bank 1.
10. Added - "Show Colony Types" to the System Map Window.
11. Fixed - The Radar Map would sometimes put other objects over the player's ship.
12. Fixed - The Radar Map would not show dots for objects very close to the edge of the map.
13. Fixed - Your ship's current target is now cleared when you leave a system.
14. Added - Fading text to the main window to describe the action you just took.

Instar October 3rd, 2003 03:19 AM

Re: Current patch history in Beta
 
Actually, the program I use to access the COBOL mainframe is called POKMON...
coincidence?\
NrrrrrrrraaaaaaaH!!!
My mainframe session crashed and I lost 50 lines of code... like 1/4 of my program. Darn COBOL http://forum.shrapnelgames.com/images/icons/icon9.gif

[ October 03, 2003, 02:49: Message edited by: Instar ]

DeadZone October 3rd, 2003 09:20 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by Ed Kolis:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Instar:
Yeah, despite our best efforts, we can only catch so many.

<font size="2" face="sans-serif, arial, verdana">Bug-e-mon! Gotta catch 'em all!

AXESVIOL, I choose YOU! http://forum.shrapnelgames.com/images/icons/icon10.gif
</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That has left me wit a smile that I will carry all day

Alpha Kodiak October 3rd, 2003 07:47 PM

Re: Current patch history in Beta
 
Quote:

Originally posted by Instar:
Actually, the program I use to access the COBOL mainframe is called POKMON...
coincidence?\
NrrrrrrrraaaaaaaH!!!
My mainframe session crashed and I lost 50 lines of code... like 1/4 of my program. Darn COBOL http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="sans-serif, arial, verdana">To paraphrase a certain long-time mayor, save early and often. I usually wind up saving about every two lines of code. Crazy, I know, but I've been bit too many times.... And I'm on a PC using C++ and C#. All it takes is a little flicker of the lights and *poof*.

DeadZone October 3rd, 2003 09:26 PM

Re: Current patch history in Beta
 
Im trying to learn programming, but my resources in this area are non-existent, and anything I have found requires money (of which I dont have) or something I cant get

Any suggestions would be great

Alpha Kodiak October 3rd, 2003 09:58 PM

Re: Current patch history in Beta
 
Quote:

Originally posted by DeadZone:
Im trying to learn programming, but my resources in this area are non-existent, and anything I have found requires money (of which I dont have) or something I cant get

Any suggestions would be great

<font size="2" face="sans-serif, arial, verdana">Borland allows free download of the personal edition of C# Builder. You can't do commercial development with it, but it would give you a free option for learning C#.

Baron Munchausen October 4th, 2003 12:19 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by Alpha Kodiak:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Instar:
Actually, the program I use to access the COBOL mainframe is called POKMON...
coincidence?\
NrrrrrrrraaaaaaaH!!!
My mainframe session crashed and I lost 50 lines of code... like 1/4 of my program. Darn COBOL http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="sans-serif, arial, verdana">To paraphrase a certain long-time mayor, save early and often. I usually wind up saving about every two lines of code. Crazy, I know, but I've been bit too many times.... And I'm on a PC using C++ and C#. All it takes is a little flicker of the lights and *poof*.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A decent UPS is only ~$200 or so and it saves you so many headaches!

Instar October 4th, 2003 04:55 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by DeadZone:
Im trying to learn programming, but my resources in this area are non-existent, and anything I have found requires money (of which I dont have) or something I cant get

Any suggestions would be great

<font size="2" face="sans-serif, arial, verdana">Get C for Dummies volume one and two by Dan Gookin. He is awesome. By far the books are better than many profs I know.
Of course, C is old as dirt, but you have to start somewhere, and C goes right into C++, and C++ is similar to Java and C# too. Problem is getting a good compiler for free. There are a few out there actually. Borland was giving one away once I think.

Instar October 4th, 2003 04:57 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by Baron Munchausen:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Alpha Kodiak:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Instar:
Actually, the program I use to access the COBOL mainframe is called POKMON...
coincidence?\
NrrrrrrrraaaaaaaH!!!
My mainframe session crashed and I lost 50 lines of code... like 1/4 of my program. Darn COBOL http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="sans-serif, arial, verdana">To paraphrase a certain long-time mayor, save early and often. I usually wind up saving about every two lines of code. Crazy, I know, but I've been bit too many times.... And I'm on a PC using C++ and C#. All it takes is a little flicker of the lights and *poof*.</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">A decent UPS is only ~$200 or so and it saves you so many headaches!</font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Nah, I didnt lose power. A UPS device would be nice for when I don't have extreme super reliable power. The campus makes its own power, and all the cables are buried. Its pretty sweet, only one power outage Last year (maintenance at the plant), and I bet this year will be flicker free. Add a huge pipe to the net, and Im golden. Darn mainframe!!!!

Wydraz October 8th, 2003 05:15 PM

Re: Current patch history in Beta
 
Er, not to get back on topic, but now that the game has been shipped (I got mine today!), when is the patch going to be available?

Instar October 8th, 2003 08:47 PM

Re: Current patch history in Beta
 
Quote:

Originally posted by Wydraz:
Er, not to get back on topic, but now that the game has been shipped (I got mine today!), when is the patch going to be available?
<font size="2" face="sans-serif, arial, verdana">Hehe, sorry. I suspect the patch will be very soon. Aaron is working on it right now.

Rollo October 14th, 2003 11:59 PM

Re: Current patch history in Beta
 
*bump

thought you might be interested in this:

Version 1.04:
1. Fixed - CD Checker was only checking drives J or less.
2. Fixed - In Campaign 2, the Fazrah Stealth Cruisers were not showing up.
3. Fixed - Beams weren't doing damage in slowed time mode.
4. Fixed - All lowercase pirate ship name.
5. Fixed - Bases were not showing up on the radar map like the System Map.
6. Fixed - All job ships will always show up on the radar and system maps regardless of range.
7. Added - Option to show the name of the ship in the System Map Window.
8. Fixed - Names of objects on the System Map would occasionally not show.
9. Added - Text will be displayed on the main window if you are carrying illegal cargo.
10. Added - Text will be displayed on the main window if you leave the boundaries of the solar system
(and your speed is set to 10%).
11. Fixed - You could launch fighters and mines by right clicking on them regardless of whether you
had fighter bays or mine layers (hotkeys were working correctly, right-clicking was not).

Cheers http://forum.shrapnelgames.com/images/icons/icon7.gif ,
Rollo

Mephisto October 17th, 2003 08:51 AM

Re: Current patch history in Beta
 
Version 1.05:
1. Fixed - Abbidon Battleship had shield slots mixed up.
2. Fixed - The \Images and \XFiles subdirectories under a campaign directory weren't working.
3. Fixed - Some of the game pre-loaded graphics were not being overriden by campaign graphics.

The patch should be out in the next 48 hours if nothing ugly raises its head.

Richard October 17th, 2003 03:38 PM

Re: Current patch history in Beta
 
Thanks guys.

Mephisto October 20th, 2003 10:11 AM

Re: Current patch history in Beta
 
Version 1.07:
1. Fixed - Problem with some sound cards throwing an error when trying to use MUTEATMAXDISTANCE.


Version 1.06:
1. Fixed - Problems with Shield and Armor readout displays when readout ability missing.
2. Fixed - Changed text of message when Quadrant Map or System Map unavailable.

General Woundwort October 20th, 2003 11:51 AM

Re: Current patch history in Beta
 
Quote:

Originally posted by Mephisto:
The patch should be out in the next 48 hours if nothing ugly raises its head.
<font size="2" face="sans-serif, arial, verdana">Where's the patch? http://forum.shrapnelgames.com/image...s/confused.gif

Rollo October 20th, 2003 12:26 PM

Re: Current patch history in Beta
 
Quote:

Originally posted by General Woundwort:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Mephisto:
The patch should be out in the next 48 hours if nothing ugly raises its head.

<font size="2" face="sans-serif, arial, verdana">Where's the patch? http://forum.shrapnelgames.com/image...s/confused.gif </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Well, that comment was related to Version 1.05. As you can see, something did come up and there are two newer Versions that fixed some problems.

Rollo October 21st, 2003 01:45 AM

Re: Current patch history in Beta
 
That being said, I believe the newest Version will be available very soon.

[ October 20, 2003, 12:45: Message edited by: Rollo ]

Mephisto October 21st, 2003 10:03 AM

Re: Current patch history in Beta
 
Version 1.08:
1. Note - Patch 1

Keep tuned http://forum.shrapnelgames.com/images/icons/icon7.gif

Rollo November 17th, 2003 02:19 AM

Re: Current patch history in Beta
 
*bump*
...and some news http://forum.shrapnelgames.com/images/icons/icon7.gif

Version 1.09:
1. Fixed - Some machines would cause the game to crash with an "InvalidOp Floating
Point Error" when you pressed play.
2. Fixed - Some ships were getting added damage resistance when they shouldn't.
3. Added - New fields to the Main_Enemies.txt file to allow for greater variation
in the Resist All amounts.
4. Fixed - AI Response range in the enemies file will now be multipled by the campaign's
weapon scaling factor.
5. Fixed - A ship's response range will be increased to it's maximum weapons range if it's higher.
6. Fixed - Enemy Ships were not always firing on targets within their maximum weapons range.
7. Fixed - Ships will now communicate out to their response range.
8. Fixed - Negative offset values for comp levels in stores.txt weren't working.
9. Fixed - Point Defense would fire on dying ships or fighters.
10. Fixed - The player's fighters would not cause targets to go hostile.
11. Fixed - The player would not receive experience for targets their fighters destroyed.
12. Fixed - You would cause terran ships to go hostile by hitting your own mines.
13. Fixed - Other weapons would not fire if marked as autofire.
14. Fixed - Directed Torpedoes should be working now.
15. Added - Directed Torpedo entries to the end of the bitmap effects data file.
16. Added - Three new pulse weapon bitmaps (also used for Directed Torpedoes).

Phoenix-D November 17th, 2003 02:35 AM

Re: Current patch history in Beta
 
Looks like emissive and scattering armor -may- have been fixed then? Suggestion to beta testers: test what happens if stores.txt calls for a comp level below 1 (eg, -3 offset, level 1 player).

Directed torps work now actually, you just have to specify them in the file. The extra stuff is nice though.

Which "response range" is being extended by weapon ranges?

Baron Munchausen November 17th, 2003 06:57 AM

Re: Current patch history in Beta
 
Response range is the range at which the AI ships react to another ship's presence. As it was, you could mod long-ranged weapons and bLast the AI with impunity as long as you stayed out of the rigid response range. Now they actually notice when you are in missile range. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D November 17th, 2003 04:57 PM

Re: Current patch history in Beta
 
Baron, I knew that; I was one of those one that mentioned it to MM. http://forum.shrapnelgames.com/images/icons/icon7.gif

What I meant was the enemy file has this:

Quote:

Response Range 1 Name := Short Range
Response Range 1 Distance := 120
Response Range 2 Name := Medium Range
Response Range 2 Distance := 160
Response Range 3 Name := Long Range
Response Range 3 Distance := 200
<font size="2" face="sans-serif, arial, verdana">And another range could be added, its just that now nothing past 200ls would work. These are kind of meaningless if the response range just gets bumped to maxium weapon range..

Suicide Junkie November 17th, 2003 07:56 PM

Re: Current patch history in Beta
 
Quote:

Originally posted by Phoenix-D:
Looks like emissive and scattering armor -may- have been fixed then? Suggestion to beta testers: test what happens if stores.txt calls for a comp level below 1 (eg, -3 offset, level 1 player).
<font size="2" face="sans-serif, arial, verdana">For level 0, you get a level 1 component minus the ability increase per level, and it costs less.
Makes sense http://forum.shrapnelgames.com/images/icons/icon7.gif

[ November 17, 2003, 17:58: Message edited by: Suicide Junkie ]

LesserHellspawn November 18th, 2003 10:08 AM

Re: Current patch history in Beta
 
Will at some day each ship get individual values for speed, acceleration and turn rate ? While modding that myself, I stumbled across an unused table near the end of Main_PurchaseShipsPlayer.txt, which seems to indicate that this was planned, with racial modifications as well.

Suicide Junkie November 18th, 2003 07:02 PM

Re: Current patch history in Beta
 
Each hull has a custom speed limit.

And the actual speed of each ship depends completely on the engines it uses.
IIRC, in the default, they only use either Ion or Quantum drives, which results in fast and slow Versions of each ship.

If you increase the number of choices to pick from in enemies.txt, then you'll see more variation in speed.
You could also create extra engine components with the same class name as the existing drives.

When the files ask for "Ion engine", it will pick a random component among the ones with a class name of "Ion engine"
That would also add some variation in ship speeds.


Now, I don't think it would make a major difference to gameplay in the end, but it can be done.

Phoenix-D November 18th, 2003 11:39 PM

Re: Current patch history in Beta
 
Hmm. How random is the "same class name" picking?

EDIT: and if you want invidiual ship speeds, download the small mod I did. As SJ mentioned, it can be added in, and I did.

[ November 18, 2003, 21:41: Message edited by: Phoenix-D ]

Suicide Junkie November 19th, 2003 12:01 AM

Re: Current patch history in Beta
 
As far as I could tell, 1/N chance of each.

Phoenix-D November 19th, 2003 12:14 AM

Re: Current patch history in Beta
 
That's what I thought. Good. http://forum.shrapnelgames.com/images/icons/icon7.gif

LesserHellspawn November 20th, 2003 12:18 PM

Re: Current patch history in Beta
 
A link to your mod maybe ? I'd very much like to compare it to mine.

Phoenix-D November 20th, 2003 11:59 PM

Re: Current patch history in Beta
 
http://www.shrapnelgames.com/cgi-bin...;f=70;t=000027

or more specificlly

http://members.cox.net/phoenix-d/Cam...efront%20I.zip

LesserHellspawn November 21st, 2003 12:25 AM

Re: Current patch history in Beta
 
ty...

Hm, mods quite a bit more than only ship speeds, doesn't it ?

Phoenix-D November 21st, 2003 12:33 AM

Re: Current patch history in Beta
 
It does, yes.

Captain Kwok November 28th, 2003 12:43 AM

Re: Current patch history in Beta
 
Current revisions 1.10 and 1.11 - some great stuff added!

</font><blockquote><font size="1" face="sans-serif, arial, verdana">code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">Version 1.11:
1. Fixed - Changed the event requirements for escort missions. Just before the time for the job
expires, the map is checked to see if the escort ship is still alive, if it is then
the job is a success. This replaces the requirement of being near the escort ship.
2. Fixed - Energy consumption was set to the credit value in the Last Version.
3. Fixed - Bases that are destroyed through missions are now invulnerable until the mission starts.
4. Fixed - The TCN Task Force was not showing up in the Last mission of campaign 1.
5. Added - Cargo description line to commerce jobs.
6. Added - A waypoint which you can set in the System Map window.
Version 1.10:
1. Fixed - Terran carrier layout had armor slot putting armor on the wrong side.
2. Fixed - Stores would retain their items even after a Load.
3. Fixed - The Display Settings window would sometimes error if you moved the game from
one machine to another.
4. Fixed - In Campaign 1, changed the description for mission General Haynes 2 to &quot;Perform
3 Pirate Mercenary Guild missions.&quot;
5. Changed - Mines and collisions no longer cause ships to become angry.
6. Added - &quot;Weapon Tonnage Structure&quot; field to components data file. This is the amount of
damage a torpedo or directed torpedo can take before being destroyed.
7. Added - Red arrow on the main screen which shows direction to target when reticle not visible.
8. Fixed - The next target function should not select ships which are exploding.
9. Fixed - If a button was pressed on the start menu while the gamma was ramping up, it would stay
at that brightness level for the rest of the game.
10. Added - &quot;Weapon Beam Duration&quot; to components data file. This controls how long a beam Lasts when
it hits a target. The total damage is divided over the life of the beam.
11. Changed - Moved the &quot;Credit Value Inc Pct Per Level&quot; to each individual component record.
12. Changed - Moved the &quot;Energy Consump Inc Per Level&quot; to each individual component record.
13. Fixed - Store components were being created at levels less than 1.</pre><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">

Phoenix-D November 28th, 2003 12:53 AM

Re: Current patch history in Beta
 
Some of the changes weren't strictly needed (you could do them through effects), but overall nice.

Except for this.
Bases that are destroyed through missions are now invulnerable until the mission starts.

Can you beta testers PLEASE convince him to make this optional? I'm designing a campaign that gives a "Kill base" mission through two different branches, and this will make that impossible. http://forum.shrapnelgames.com/images/icons/icon9.gif

That and I already made a way to check for it, even if it is a bit clunky (player arrives in-system, and an event is used to check if the base still exists)

Captain Kwok November 28th, 2003 01:42 PM

Re: Current patch history in Beta
 
The point about bases has been brought up. Either it should be optional, or better, the mission should check if the base is destroyed and make it a mission success if it has already been destroyed.

Mephisto December 10th, 2003 11:30 PM

Re: Current patch history in Beta
 
Version 1.12:
1. Fixed - Access Violation when fighters have lost the ID for their parent carrier.
2. Fixed - Point Defense would fire backwards if torpedoes were faster than bolts.
3. Fixed - Sithrak Dreadnought had too few crew.
4. Changed - Lightning Ray damage.
5. Fixed - Spelling of "shreds" in Fazrah speech.
6. Changed - Increased cost of engine components.
7. Changed - Decreased cost of mine components.
8. Added - There are now 8 possible sections to a site.
9. Added - Component storage location at most sites. Here you can store components and then
later retrieve them (at a low cost per day).
10. Changed - Decreased sizes for all commodity components.
11. Added - "Uses Levels" field to components data file which determines if the component
actually displays its level.
12. Added - "Is Commodity" field to components data file which determines if the component can
have its value changed for the commodity listings.
13. Added - Commodity Listings window which displays the buy and sell values of commodities in
different solar systems.
14. Fixed - The waypoint and target reticle will now show on screen no matter the distance
to the target.

Phoenix-D December 11th, 2003 01:54 AM

Re: Current patch history in Beta
 
Some -very- good stuff. Looks like we've got the beginings of a trade system going. 8 sites per area is good too.

Drake113 January 9th, 2004 10:35 PM

Re: Current patch history in Beta
 
*bump*

What's the status on this? Are we anywhere close to an official release?

Also, how can one get into the beta program? I've got a pretty good grasp of how Starfury ticks from working on mods, and I think I could do some good there. Anyone?

Rollo January 10th, 2004 01:20 PM

Re: Current patch history in Beta
 
here is the latest history:

Version 1.13:
1. Fixed - Protection for launching fighters was not using time factor.
2. Changed - Increased the chances of finding fighters in the spacedock.
3. Fixed - Players can no longer jump into a system at the Last moment
to complete an escort mission.
4. Fixed - Stores & Commodities weren't always getting reset on new games.
5. Fixed - Added low level shield regeneration to all ships and low level
shield and hull regeneration to all starbases.
6. Fixed - In the Inventory Window, the "Display Options" will display Inventory
boxes based on a word within the "comp type allowed". Shields\Armor
will display the box if the words "armor" or "shield" are within the
comp type allowed. Engines key on the word "engine". Weapons key on the
word "weapon". The Hull section will display any components not shown
in the previous three sections.

----------------------

Release date is unknown.

The application period for beta testers has ended before the the beta test started. But hey, if you email Aaron there might be a slight chance you get added late, since you have refernces of making a mod. IMHO there can't be too many modders in the beta team http://forum.shrapnelgames.com/images/icons/icon7.gif .

Wydraz January 11th, 2004 07:06 PM

Re: Current patch history in Beta
 
Should I take the hint and not expect any kind of galaxy mapper from Malfador any time soon? The system mapper is only half useful to me, without being able to map the galaxy unless I spend all my free time working with a text editor. http://forum.shrapnelgames.com/images/icons/icon9.gif

Phoenix-D January 11th, 2004 10:35 PM

Re: Current patch history in Beta
 
I doubt you'll see one, but then again he said he wants to impliment cloaking and no sign of that yet.


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