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-   -   What is the latest patch status? (http://forum.shrapnelgames.com/showthread.php?t=4173)

thorfrog September 17th, 2001 10:19 PM

What is the latest patch status?
 
So what will be in the next patch? Drones, space monsters, empire rivalry settings?

Lemmy September 17th, 2001 10:41 PM

Re: What is the latest patch status?
 
god i hope Drones will be in, there are practically in, i actualy built some today, but there isn't a component or ability to launch drones, so they just sat there in the cargo hold http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

disabled September 18th, 2001 03:19 AM

Re: What is the latest patch status?
 
I just got a beta patch.

------------------
HADRIAN T. AVENTINE
admin@spaceempires.org
Administrator | SpaceEmpires.org

Krakenup September 18th, 2001 03:50 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by atomannj:
So what will be in the next patch? Drones, space monsters, empire rivalry settings? <HR></BLOCKQUOTE>I sure hope not. I hope that Aaron is spending his time on fixing bugs and improving the ministers.


chewy027 September 18th, 2001 03:55 AM

Re: What is the latest patch status?
 
It has been a long time, maybe he's upgrading the AI AND implementing some cool new features.

Suicide Junkie September 18th, 2001 04:12 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>I just got a beta patch.<HR></BLOCKQUOTE>
And.....?

Will September 18th, 2001 04:57 AM

Re: What is the latest patch status?
 
edit, in reference to ^ Above ^ :
Hmm... Well I guess I didn't get that e-mail. Thanks, I'll send an explanation now.


<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Hadrian Aventine:
I just got a beta patch.

<HR></BLOCKQUOTE>

You did? I didn't get anything... Not that it matters too much since I still can't figure out what is wrong with my computer, so I have to use this one. Meaning I can't play SEIV http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

Looks like the old beta patch directory is cleaned out too...

[This message has been edited by Will (edited 18 September 2001).]

disabled September 18th, 2001 05:19 AM

Re: What is the latest patch status?
 
Well, I'm d/l the patch and giving the late hour, I'm going to try it out in the morning.

As for not getting word, Will, Aaron sent out an email asking all Beta Testers to report in to stay as a tester. Anyone who didn't reply would be dropped. Send him an email ASAP and explain your problem, he'll understand.

------------------
HADRIAN T. AVENTINE
admin@spaceempires.org
Administrator | SpaceEmpires.org

Baron Munchausen September 18th, 2001 08:40 PM

Re: What is the latest patch status?
 
I would post the notices from the history file, but we have been reminded about our NDAs in the not too distant past. I'll let Richard post the details if he wants to continue that policy.

That said, it's not a real big deal. The long delay seems to be related to Aaron's personal life rather than some big addition or change to the game. Lots and lots of bug fixes, including the Intel defense problem and Emissive Armor. I'm not sure what the 'bug' was with that. I'll have to get it into combat and see how it works now. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Suicide Junkie September 18th, 2001 11:45 PM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Lots and lots of bug fixes, including the Intel defense problem and Emissive Armor<HR></BLOCKQUOTE>YAY!!! The Emissive Fix! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

The Emissive bug was thus:
-any damage less than the EA rating did nothing (GOOD)
-if the damage was more than the EA rating, it did full damage (BAD)

If it is fixed now, then:
-only consider damage hitting the armor (after shields, not armor-skipping protection)
-this damage is reduced by the EA ability of the armor, and any remaining damage will destroy armor components.

Hopefully, this will be one step better, and be like classic SE3 Emissive armor:
-damage hitting a component is reduced by the EA ability of that component. (Even if the component is NOT armor!)
-if the first component is destroyed, the second component to be hit gets a chance to "emiss" part of the remaining damage.

EG: 130 damage breaches the shields. 2 Armor components with EA Ratings of 30Pts each, and 50 HP.
130 damage hits a standard armor III, doing 40 damage, destroying it.
90 remaining damage hits the first EA armor. 30 PTS is subtracted (Emiss), leaving 60 damage. 50 damage is done to the armor, destroying it.
10 damage remains. The second EA armor is hit. Subtract 30 (Emiss). No damage remains, so the armor is not damaged.

Tenryu September 19th, 2001 03:11 AM

Re: What is the latest patch status?
 
Anyone have any idea when the next patch will be released?

Richard September 19th, 2001 04:14 AM

Re: What is the latest patch status?
 
As far as the release date I am not sure, Aaron has a lot of things on his plate but we will keep you up to date as much as we can.

Version 1.42:
1. Fixed - Crashing bug when processing a simultaneous game turn.
2. Added - Flag to use the old style of Log Political Message display. Some people
experienced the problem that their screen would go crazy when a political
message was displayed in the Log Window. Usually, changing the screen
resolution, color depth, or installing new drivers would fix the problem.
But in case they don't, we added this flag so that those players could
change the setting "Use Old Log Political Message Display" in the Settings.txt
file to TRUE. This will display communication message in the old manner
with no possiblity of scrolling the message.
3. Fixed - Crashing bug when a warp point had already been closed and another ship
tried to close it with the same orders in a simultaneous game.
4. Fixed - Simultaneous Game: Combat would often occur too many times. Now it will only
occur one per sector per phase if a ship executed orders in that location.
5. Fixed - After a ship with a spaceyard was retrofitted to not have a spaceyard,
sometimes its construction details would still show on its report.
6. Fixed - Emissive armor should be working correctly now.
7. Fixed - Sometimes the combat replay would fail if a star was involved.
8. Fixed - Simultaneous Game: Colonizers at the same location would not follow orders
to colonize given in the Planets window.
9. Fixed - Simultaneous Game: The Planet window does not need to close when giving
colonize orders.
10. Changed - Added text to the Scrap window stating that ships in a fleet must be separated
from the fleet before any of the actions can be performed. The list in the
window no longer displays any ships that are in a fleet.
11. Fixed - Sometimes when a colonizer would colonize a planet, not all of the population
in its cargo would be dropped to the planet.
12. Fixed - Simultaneous Game: Adding the "Use Component" order would clear all previous
orders for a ship.
13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly.
Please note: You want to use the emergency propulsion pods at the beginning of the
turn in a simulatenous game (your first orders before moving). Since these pods
actually increase your speed during phased movement, if you try to use them at the
end, you may not actually get the remaining movement points.
14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without
a space yard being present.
15. Fixed - Problem with AI Design creation where the game would lockup when an AI was trying
to add the desired number of engines to a design but couldn't.
16. Added - Added a message when your counter-intelligence project successfully defeats an
attack. (This attack will cause the progress of the counter-intelligence project
to be put back.)
17. Fixed - All Counter-Intelligence projects were being cleared when an attack came in. So
only the first attack would be defeated, and then all others would get through
that turn.
18. Fixed - A few minor memory leaks.
19. Fixed - Added some protections against multiplayer cheaters.


------------------
Sarge is coming...

Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com

Suicide Junkie September 19th, 2001 06:04 AM

Re: What is the latest patch status?
 
Here's hoping on the details of #6 http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Number 14 opens up some interesting possibilities for modders.

I'm assuming for now that the "needs spaceyard" applies to the ability.

By giving other components an emergency propulsion ability of Zero, they will also require a spaceyard.

For example: Lifesupport and/or crew quarters. With this ability, you would have to return to a planet or base, or SYS in order to get your crew restocked.

Also, mods could create "prototype" components. The prototype component would have the abilities of the next tech level up (which you don't have yet), but would have few hitpoints, act as armor (destroyed first) and be unrepairable.
Using emergency propulsion would destroy this component, too. Since the prototype is highly unstable, it is reasonable that stressing the ship (emerg. propulsion) could critically damage the equipment.

CyC September 19th, 2001 07:57 AM

Re: What is the latest patch status?
 
I am deeply shocked by number 19
I always believed there was no way to cheat in se4, I will be the first to admit I tried cheating, I checked out all the .gam files tried to find players passwords I could not do it. I am certainly glad that MM is making steps to stop the cheating before it became public knowledge. One added feature I would like is an option at the start of the game so that the game does not produce log files when a turn is processed

Oh and before I get flamed I tried cheating because was not prepared to put 6 months of my life into an Online game just to find out that it would be ruined by other unhonest people.

------------------
CyC
The Person not the AI
L+++ GdY $!+ Fr+ C--- S* T!- Sf++ Tcp++ A? M++ MpM RV Pw+ Fq++ Nd+++++ Rp++ G

CW September 19th, 2001 11:59 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. <HR></BLOCKQUOTE>

Oh no! I just lost my 17 speed repair ship!

Tenryu September 19th, 2001 12:29 PM

Re: What is the latest patch status?
 
Thanks for the information and reply Richard.

dogscoff September 19th, 2001 02:39 PM

Re: What is the latest patch status?
 
QUOTE:
(This attack will cause the progress of the counter-intelligence project
to be put back.)
---------------------------------------------
Again, this sounds like we could counter just one attack per CI project ? Why do we need a 500,000 CI project then ? A 5,000 point attack would reset a 450,000 points worth CI project ?
/QUOTE

Not necessarily put *all* the way back... perhaps just some of the way back. So in your example, I imagine that the 450,000 counter-project would be put back to 445,000. You'd still be abl to block loads more projects with that. Bug fixed.

Of cours it depends how you interpret the wording of the text, so we'll just have to wait and see who's right. Have faith=-)

------------------
SE4 Code:
L GdY $ Fr- C- Sd T!+ Sf-- Tcp-- A% M&gt;M+ MpD! RV Pw Fq+ Nd- Rp+ G-
/SE4 Code
Go to my meagre SEIV pages to generate your own code.

[This message has been edited by dogscoff (edited 19 September 2001).]

JamieVT September 19th, 2001 04:18 PM

Re: What is the latest patch status?
 
[Q] 14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. [/Q]

***Sigh*** I figured that it was too good to be true; it was so easy and cheap to defeat the need for a quantum reactor and give ships and extra 5 movement/turn. Maybe, just maybe I'll research quantum reactors now... http://www.shrapnelgames.com/ubb/ima...ons/tongue.gif

BTW... kudos to MM for providing and Shrapnel for marketing an excellent game that I have spent many hours enjoying.

Jamie


------------------
An act of kindness is never a wasted effort.

chewy027 September 19th, 2001 05:13 PM

Re: What is the latest patch status?
 
Do you guys think this will be the Last patch? It kinda sounds that way from MM "nail down all of the Last bugs" doesn't it?

Taqwus September 19th, 2001 05:17 PM

Re: What is the latest patch status?
 
Sounds sweet. The intelligence fix was badly needed (given the power of it right now, having some functional defense is critical), and the emissive armor adds... another design decision, where before it was basically not a viable option without modding.

Can't fault Shrapnel / Malfador's product support.

------------------
-- The thing that goes bump in the night

disabled September 19th, 2001 05:31 PM

Re: What is the latest patch status?
 
MM seems to be heading that way with the dismantling of the Beta Testers. I think only a small core of us remain now.

------------------
HADRIAN T. AVENTINE
admin@spaceempires.org
Administrator | SpaceEmpires.org

disabled September 19th, 2001 05:32 PM

Re: What is the latest patch status?
 
I just did a quick count, about 30 Beta Testers remain.

------------------
HADRIAN T. AVENTINE
admin@spaceempires.org
Administrator | SpaceEmpires.org

chewy027 September 19th, 2001 06:04 PM

Re: What is the latest patch status?
 
how many were there originally?

Baron Munchausen September 19th, 2001 07:39 PM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by suicide_junkie:
Here's hoping on the details of #6 http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Number 14 opens up some interesting possibilities for modders.

I'm assuming for now that the "needs spaceyard" applies to the ability.

By giving other components an emergency propulsion ability of Zero, they will also require a spaceyard.

For example: Lifesupport and/or crew quarters. With this ability, you would have to return to a planet or base, or SYS in order to get your crew restocked.

Also, mods could create "prototype" components. The prototype component would have the abilities of the next tech level up (which you don't have yet), but would have few hitpoints, act as armor (destroyed first) and be unrepairable.
Using emergency propulsion would destroy this component, too. Since the prototype is highly unstable, it is reasonable that stressing the ship (emerg. propulsion) could critically damage the equipment.
<HR></BLOCKQUOTE>

I am sort of surprised that he didn't add a specific ability 'Requires Spaceyard for Repair'. The other possible re-uses seem obvious to me, and it would make these 'special uses' much easier if it were a distinct ability. I would give this ability to all the Stellar Manipulations components except maybe the Storm create/destroy, for example. It might even make sense for "Destroyed on Use" to include "Requires Spaceyard for Repair" -- are there any uses you can think of where it doesn't make sense for them to be combined?

[This message has been edited by Baron Munchausen (edited 19 September 2001).]

PsychoTechFreak September 20th, 2001 01:05 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Richard:

16. Added - Added a message when your counter-intelligence project successfully defeats an
attack. (This attack will cause the progress of the counter-intelligence project
to be put back.)


<HR></BLOCKQUOTE>

Again, this sounds like we could counter just one attack per CI project ? Why do we need a 500,000 CI project then ? A 5,000 point attack would reset a 450,000 points worth CI project ? Great. Also this limits the possibility to counter just up to 12 attacks, without the possibility to do just one offensive project. And what happens if one CI project reaches its upper limit, would it be put back also ? I am sorry but I do not like this intelligence engine.

And I miss a fix for the nature shrine bug.

@Beta testers: your turn...

Yours PTF, who does not like to play SEIV since 2 months now.

capnq September 20th, 2001 05:42 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Do you guys think this will be the Last patch? It kinda sounds that way from MM "nail down all of the Last bugs" doesn't it?<HR></BLOCKQUOTE>From my own experience in programming, the only interpretation of that statement that makes any sense to me is to assume MM meant "all of the Last known bugs". Given the number of features that are known to be planned but not implemented yet, I can't imagine the "Last" patch coming out until MM decides it's time to proceed to SE V.

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

chewy027 September 20th, 2001 06:31 AM

Re: What is the latest patch status?
 
Yeah i guess that makes sense capnq.

Plus Richard posted in the "future of SE4" thread that this won't be the Last patch.

Commander G2 September 20th, 2001 07:06 PM

Re: What is the latest patch status?
 
I was surprised to see the cultural modifers were not fixed in 1.42. I believe early after 1.41 was released, people reported that some of the cultural modifers do not work. I never saw that refuted. If I remember right, Space Combat and one other cultural modifier did not work.

While you are at it, why not give neutrals +1% on everything just to make it a worthwhile option.

Puke September 21st, 2001 04:52 AM

Re: What is the latest patch status?
 
does anyone know how much is changing rather than just being fixed? This list does not indicate much, but it will probably go higher than 1.42 before the patch. I dont want to put too much more work into my mod if the components and facilities files are going to undergo major changes.

also, does anyone know (i think this was asked a long time ago, but i forgot where and what the answer was) if there will be a convenient list of changes to specific files so that mods are easy to update?

thanks

------------------
"...the green, sticky spawn of the stars"
(with apologies to H.P.L.)

Will September 22nd, 2001 02:14 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by chewy027:
how many [beta testers] were there originally?<HR></BLOCKQUOTE>

Malfador picked out 50 from something like 800 applicants. I think Aaron had a few friends help out with "Alpha" testing who probably continued with Beta. Then however many Shrapnel picked. I would guess no more than 75, but definitely 50.

geoschmo September 22nd, 2001 02:44 AM

Re: What is the latest patch status?
 
The original SEIV beta testers are listed in the credits of the game. You could count them.

capnq September 22nd, 2001 04:33 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>The original SEIV beta testers are listed in the credits of the game. You could count them.<HR></BLOCKQUOTE>3 Lead Testers
49 Beta Testers
10 Shrapnel Games' Beta Testers

(Space Empires IV User Guide, pp. v-vi)

"I love to count! One! Two! Three! Muahahahaha!" -- The Count, Sesame Street

Lemmy September 22nd, 2001 10:34 AM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Puke:
does anyone know how much is changing rather than just being fixed? This list does not indicate much, but it will probably go higher than 1.42 before the patch. I dont want to put too much more work into my mod if the components and facilities files are going to undergo major changes.

also, does anyone know (i think this was asked a long time ago, but i forgot where and what the answer was) if there will be a convenient list of changes to specific files so that mods are easy to update?

thanks

<HR></BLOCKQUOTE>

for the changes in components you can use my component comparing program


edit :
actually you can't use it, it won't download. i'll try to post a newer Version, if i can get the program working...

[This message has been edited by LemmyM (edited 22 September 2001).]

Dragonlord September 23rd, 2001 06:36 PM

Re: What is the latest patch status?
 
This is probably impossible (too good to be true) but could the new patch affect ongoing 1.41 PBW games , to fix the Intel bug there? Some of my games are quickly going to hell because of this bug http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

Edit: typo

[This message has been edited by Dragonlord (edited 23 September 2001).]

Puke September 23rd, 2001 08:44 PM

Re: What is the latest patch status?
 
i dont see why not. i had games upgraded from 1.30 and the bug was introduced, if you change that game again to 1.xx, i dont see why it would not go away.

Suicide Junkie September 24th, 2001 01:13 AM

Re: What is the latest patch status?
 
LEMMYM:
The problem is in your link.

You have
"http://www.shrapnelgames.com/ubb/Forum25/HTML/000019.html",
but it should be:
"http://forum.shrapnelgames.com/ubbuploads/LemmyM/&lt;filename&gt;"

[This message has been edited by suicide_junkie (edited 24 September 2001).]

Mephisto September 24th, 2001 11:06 AM

Re: What is the latest patch status?
 
All the patches worked with the older Versions of the game so there is hope that the new patch will work with your current PBW-game.

<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Dragonlord:
This is probably impossible (too good to be true) but could the new patch affect ongoing 1.41 PBW games , to fix the Intel bug there? Some of my games are quickly going to hell because of this bug http://www.shrapnelgames.com/ubb/images/icons/icon9.gif

Edit: typo

[This message has been edited by Dragonlord (edited 23 September 2001).]
<HR></BLOCKQUOTE>


tesco samoa September 28th, 2001 07:31 PM

Re: What is the latest patch status?
 
So what's going on with the patch.

It's almost the end of the month.

Any word on a release date ????????

------------------
Inter arma silent leges

tesco samoa October 3rd, 2001 08:26 PM

Re: What is the latest patch status?
 
anything????????????????????????

Can't wait any longer.
Perhaps hockey season will help.

------------------
Inter arma silent leges

Mad_Lear October 3rd, 2001 09:22 PM

Re: What is the latest patch status?
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Dragonlord:
This is probably impossible (too good to be true) but could the new patch affect ongoing 1.41 PBW games , to fix the Intel bug there? Some of my games are quickly going to hell because of this bug http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
<HR></BLOCKQUOTE>

Universal Shipyards has an "intelfix" mod in the site's mod section which makes all intel facilities function like research facilities, and can be applied mid-game. A fairly drastic solution, but if the bug is making your games unplayable it might be worth looking into.


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