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Up to date History file from SE:IV Gold Beta
Enjoy:
Version History for Space Empires IV --------------------------------------------------- Version 1.55: 1. Fixed - The text for the Weapon Platform and Satellite weapon mounts did not say anything about their extended range. 2. Fixed - Generating multiple quadrants when starting a game would sometimes cause a crash. 3. Changed - Changed the VehicleSize.txt file so that each vehicle size has a primary and alternate bitmap. 4. Changed - Added a to-hit bonus for weapon platform weapon mounts. 5. Changed - Increased the possible range of Facility Family from 1 - 64000 in Facility.txt. 6. Added - You can now clear the orders for all selected ships. 7. Fixed - All Drones with the same orders should move together in a group. 8. Changed - Drones now get their full movement immediately upon launch. 9. Fixed - The General.bmp was missing from the patch. This included a new drone icon for cargo. 10. Fixed - Drones should not be able to have self-destruct devices. 11. Added - New fields in Settings.txt to set the random range of starting computer and neutral players. 12. Fixed - An error would occur if you were a player with a number greater than 10, and you were trying to change cargo in the combat simulator. 13. Fixed - Sometimes the game would report that a player order file could not be found in a simultaneous game. 14. Changed - Increased the maximum value of System Types in the QuadrantTypes.txt file to 300. 15. Fixed - AI would design mine sweepers when it didn't have the mine sweeping component. 16. Fixed - TCP/IP Host problem where a reconnecting client would be listed twice. 17. Fixed - TCP/IP Host problem where a reconnecting client would not be notified that they had reconnected successfully. 18. Added - Sounds to the TCP/IP Host when a player connects or disconnects. 19. Changed - TCP/IP Host must wait until all players have submitted their empire files before the host can add its own empires. 20. Fixed - TCP/IP Player cannot set his empire to computer control. 21. Fixed - TCP/IP Host gets a more specific message that they can only add one empire at a time to the game. 22. Fixed - TCP/IP Host's "Remove Empire" button changes its text to "Toggle Empire AI On/Off" after the first turn. 23. Fixed - TCP/IP Host can toggle an empire between AI and human control. 24. Fixed - TCP/IP Host would be in the wrong state after the host canceled processing the turn because of a missing player file. 25. Fixed - TCP/IP Player would sometimes get Access Violations when it received Messages while a player was taking their turn. 26. Fixed - TCP/IP Chat Messages are no longer lost when you take your turn. Version 1.54: 1. Fixed - The AI Neutral files had not been modified with the new settings, and were causing errors when they were loaded for a neutral's turn. 2. Added - Confirmation dialogs when you quit as a TCP/IP Host or TCP/IP Player. 3. Fixed - When a TCP/IP player quits a game, the host will have a status for that player of "Quit". 4. Fixed - If a TCP/IP player reconnects to a game, they will not make a second line in the list. 5. Added - Added a sound effect when a chat message is received. 6. Added - Confirmation dialog when you try to process a turn as the TCP/IP Host. 7. Changed - The TCP/IP Host can only add one empire at a time. 8. Fixed - List index out of bounds error when a TCP/IP Host quit a game in progress and then started a new one. 9. Fixed - Progress bar window would stay open when a TCP/IP Host did not want to continue processing after the game could not find a missing player order file. 10. Added - The TCP/IP Host can now remove an empire from the game before it begins, or change an empire to AI control during a game. 11. Fixed - TCP/IP Host can add AI controlled empires. 12. Fixed - TCP/IP Host can create empires while players create their empires. 13. Fixed - TCP/IP Player could not cancel out of creating an empire. 14. Fixed - If the TCP/IP Host added more than one empire, sometimes their pictures would be mixed up. 15. Added - Added Combo boxes to the TCP/IP Player window. 16. Fixed - The SE4 Map Editor would error if you regenerated the quadrant and there were less systems then previously. 17. Added - Added some new system types. Version 1.53: 1. Fixed - When the AI first developed Quantum Reactor technology, it did not always create new designs for its ships. 2. Fixed - All drones would launch even if you selected "Launch 1". 3. Fixed - Seeker launch sounds were not playing in Tactical Combat or the Combat Simulator. 4. Fixed - The Ionic Pulse Missile did not have a sound effect. 5. Changed - The AI will completely redesign all of its ships on turns 1, 20, and 40. 6. Fixed - Drones will not choose seekers or fighters as targets in combat. 7. Fixed - Empire files were missing the Drone Attack strategy. (New Empire files thanks to Philipp Kullmann) 8. Fixed - Fighter Groups were not getting bonuses from racial characteristics. 9. Added - Added more empire settings to the AI_Settings.txt file. 10. Fixed - When marking a design as obsolete, the view on the list would jump back up to the top. 11. Added - New sound effects! You can use either the new sound effects or the classic sounds effects by selecting the setting in the Options window. Version 1.52: 1. Fixed - Ships were firing on their own in Tactical Combat. 2. Fixed - Drone design warning was saying "Must have 1 bridge." 3. Fixed - When the AI generates an empire, it was not using all of the racial points from characteristics. The AI will now purchase characteristics first, then advanced traits. 4. Fixed - You were unable to add drones to the combat simultator. 5. Fixed - If a cloaked minesweeper is about to enter a sector with a known minefield, it will decloak. 6. Changed - Decreased the size of the Shield Regenerator V to 20kT. 7. Fixed - The player order was incorrect in combat during a simultaneous play game. 8. Changed - Increased Asteroids starting value. Also added these values to the Settings.txt file. 9. Fixed - Updated the Map Editor so it will work with current maps. This should also fix the Ruins problem. 10. Changed - Improved the sound effects. 11. Fixed - Drones were not showing up in the Combat Replay. 12. Changed - Reduced costs for Ringworld and Sphereworld components. 13. Fixed - AI would propose treaties at a higher level than its "Highest Allowed Treaty" setting. 14. Added - Added a setting to Settings.txt which allows drones to not be effected by mines. 15. Changed - Smart Bombs can now be placed on Ships, Bases, Satellites, and Drones. Version 1.51: 1. Fixed - It was possible for the Purchasing Minister to take a very long time to finish. 2. Fixed - Recon Satellites were being miscounted by the AI for use by its scripts. 3. Fixed - In certain cases, the Ai would not move a minesweeper to a minefield because of the "Don't move through mine fields" Empire Option. 4. Fixed - AI would research Mines a bit too much when they encountered the first minefield. 5. Changed - Weapon Platforms and Satellites now get a range bonus on their weapon mounts like bases get. 6. Fixed - When the AI first developed Shield technology, it did not always create new designs for its ships. 7. Fixed - The TCP/IP Player should show an error if it cannot connect to the host even if the host is on this machine. 8. Fixed - The TCP/IP Player can only add one empire to the game. 9. Fixed - In the TCP/IP Host window, if the host cancels his login to play a turn, the game should not end. 10. Fixed - Made the TCP/IP host a bit more lenient on player drops. If you're dropped, you can reconnect and rejoin the game (using the same player name). However, to get resynched with the game, you'll just have to wait till the host sends the turn file out again (you'll miss a turn). 11. Fixed - Minor manual text fixes. 12. Fixed - When starting a new TCP/IP Host game, all order files for the selected game name will be deleted. 13. Fixed - On the TCP/IP Player window, when the chat button was pressed the focus would not be set to the Chat Message control. 14. Added - When all of the player order files have been received by the TCP/IP Host, a sound will be played and the game will un-minimize itself. 15. Fixed - If a vehicle could not recover a unit, the wrong name was displayed. 16. Fixed - Point Blank strategy ships in combat would move to the opposite side of the target from where they were. 17. Fixed - There was a bug in the fonts that would cause >> to be displayed in Messages. 18. Fixed - Newly launched units weren't always having their individual minister turned on if the automatic setting was set. 19. Added - Drones. The manual pages on Units have been updated. 20. Added - A DataFileHistory.txt file which describes the data file changes we've made in each Version. Version 1.50: 1. Note - Gold Version. |
Re: Up to date History file from SE:IV Gold Beta
Okay... I'm drooling. http://forum.shrapnelgames.com/images/icons/icon10.gif
So, any ETA on when it will be out? |
Re: Up to date History file from SE:IV Gold Beta
The Gold date is set for Jan 15th right now. If that holds we are looking for early to mid feb.
[ 03 December 2001: Message edited by: Richard ]</p> |
Re: Up to date History file from SE:IV Gold Beta
1.49 will be the Last patch for "standard" SE4 then I assume?
Phoenix-D |
Re: Up to date History file from SE:IV Gold Beta
Yes that's correct.
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Re: Up to date History file from SE:IV Gold Beta
Woo Hoo! Drones!!
Nick (bearclaw) |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Richard:
Enjoy: 14. Changed - Increased the maximum value of System Types in the QuadrantTypes.txt file to 300. <hr></blockquote> Bigger is definetely better. Now if they would only increase the number of players allowed... |
Re: Up to date History file from SE:IV Gold Beta
Thank you Richard. I love reading these revision histories. Makes one really really want this game. http://forum.shrapnelgames.com/images/icons/icon7.gif TCP/IP play is going to be a very very interesting addition. http://forum.shrapnelgames.com/images/icons/icon7.gif Soon Richard, your empire will be mine. http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Up to date History file from SE:IV Gold Beta
Wow. Go away for one week and the whole world changes.
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Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>
Version 1.52: 7. Fixed - The player order was incorrect in combat during a simultaneous play game. <hr></blockquote> No More Pathes. You better at least fix this one for the non gold Version because as of 1.49 the game is unfair for multiple user play. Many of us are in multi-player games hoping this will be fixed before we get far into it. Now we can never hope to have this fixed in the non gold Version. Except for this one issue which makes the game unfair, I really like the game. However, as long as this bug is out there, I really cannot fully enjoy it. Most players with a high ordinal position are just hanging on hoping this would be fixed. You have given us little option between staying on the old Version and going to the gold Version. We have to buy the gold Version to get a game that will play fair for multi-player. As a company you should at least fix bugs that render the old product unviable. If you look at at the times this order of combat has appeared in the forum, you will recognize that it is a big issue with the other players. For me the money is really not an issue, I would want to buy the Gold Version. However, for all these games that we have invested hours playing to find out that that the low ordinal players will maintain their advantage through the rest of the game really frustrates me and I am sure many others. |
Re: Up to date History file from SE:IV Gold Beta
Sounds great !
Just where are the important AI improvements ( I have only seen 2 or 3 minor changes to minister behaviour) ? Are they in the Gold code, i.e. in Version 1.50 ? What exactly has changed ? |
Re: Up to date History file from SE:IV Gold Beta
Hmmm. As of 1.49, the following still seem to be unresolved.
- Does the colonization minister now care about supply? Relying on the minister now tends to result in pods blithely running out and going at speed 1, even when a path of equal length would go right over a resupply depot. It's viable early (when you don't know about far-away worlds) and post-stellar-harnessing (solar collector), but between those, it gets a touch dodgy. - Will the pathfinding no longer loop if an enemy blocks it? If a ship or fleet is to go through a warp point at W (and with an order besides attack), and an enemy fleet has just come through the other side and blocks it, the hapless wanderer will cheerfully expend all its movement points going from 1, to 2, to 1, to 3, to 1... this could make a BIG difference if the enemy fleet consists of, say, a star destroyer or something else which it is crucial to be intercepted immediately. There may be scenarios where it makes since for the pathfinder to *not* abort when it would repeat a point without achieving another waypoint (specifically given destination/order -- e.g. original location, warp point; IOW, forwards progress), but I'm not sure what those would be. |
Re: Up to date History file from SE:IV Gold Beta
I have waited 2 days but so far no answer. Let me restate my question:
SE4 Gold will support TCPIP and will otherwise add a couple of more gimmicks to an already very feature-rich game. However, I think I am not the only one to feel that the biggest disadvantage of SE4 in single-player is an AI that... well sucks (erratic diplomacy, bad pathing, bad choice of battle, bad "strategy",...) So each time a new patch comes out, I am hungrily looking for significant AI improvements (except for one of the first patches in vain so far). The announcement of SE4 contains a claim of improvements to the AI. However, reading the history file in this threat, I can only find some very minor tweaking of minister behaviour. Is that all, or were there major AI improvements in 1.50 (the gold Version)? If yes, great, that would be a real addition to gaming fun. If no, oh well, buying SE4 gold is more of a charity (for a good and committed programmer and company, certainly) project than paying for value... http://forum.shrapnelgames.com/image...s/confused.gif |
Re: Up to date History file from SE:IV Gold Beta
Wow, this will be a major improvement for the AI http://forum.shrapnelgames.com/images/icons/icon10.gif .
With the AI handling mines better and all different ship types included into fleets, you can expect a quantum leap for the Gold AI and some rather nifty new AI tricks that will surprise some players. Rollo (can't wait to do AI modding in Gold) |
Re: Up to date History file from SE:IV Gold Beta
Is there going to be any change in cloaking and sensors? Something like a range at which a particular sensor can detect a cloaked ship and such, similar to how long range scanners can show ship stats if a ship is in range?
Also, can a feature be added where the display for a system shows what was there the Last time you had a ship/planet in it instead of the usual blank display? |
Re: Up to date History file from SE:IV Gold Beta
Revision files are good reads.
Any chance SE will ever feature something like S!GS's tabloid thingy? [edit: messed up the URL] [ 07 December 2001: Message edited by: vegard ]</p> |
Re: Up to date History file from SE:IV Gold Beta
1.) IMHO these "minor" minister enhancements are not at all "minor".
2.) Recount the fixes and improvements, there are mayn out there, especially regarding mines. Did you ever found it boring that the AI would throw fleet after fleet into your minefield? Well, not any more. It will sweep the field but not with attack ships any more. ;-) 3.) Kamikaze, boarding and troop ships are now all activly searching for fleets. 4.) Boarding ships are now actually working. 5.) Many more features but I'm tired to type the fix list once more. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>5.) Many more features but I'm tired to type the fix list once more. <hr></blockquote>
YOUR RICHARD?!?!?!? http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Up to date History file from SE:IV Gold Beta
An Update again...
Version 1.56: 1. Fixed - Some minor spelling errors in SystemTypes.txt. 2. Fixed - Some picture problems with the new System background pictures. 3. Fixed - Added the Baseship bitmap name as the primary picture for the baseship vehicle size. This way no changes will be needed if race styles are already using them. 4. Fixed - TCP/IP Host's chat Messages would dissappear when a message from a player would come in. 5. Fixed - TCP/IP Player would not receive chat Messages while taking his turn. 6. Fixed - A TCP/IP Player who quit the game and then restarted before taking their turn would receive a file load error. 7. Fixed - If a TCP/IP Player reconnected to a game in progress, the message displayed would incorrectly be "Waiting for all players to connect." 8. Fixed - If a TCP/IP Player reconnected to a game, errors would occur when the game turn was received. 9. Fixed - Sometimes a disconnected race would not start researching the "Not Connected" items early enough. 10. Fixed - Mod Folders were requiring that the picture be present. 11. Fixed - Boarding ships would not engage enemy ships even if they had weapons. 12. Fixed - Kamikaze ships were not seeking for fleets to join. 13. Added - Added an "Orders" tab to the Colonies Window. 14. Added - Added a "Multi-Add" button to the Construction Queues window. This will allow you to add Ships or Units to multiple construction queues at a time. 15. Fixed - Fixed a problem with combat to-hit chances where the weapon modifier was being factored in after the total modifier to hit was bounded to 1% or 99%. 16. Fixed - Fixed a problem where chains of partnership treaties would not allow all players to see with all other players sight. A->B, B->C = A->C. 17. Changed - Increased the default fighter launch group size to 10. 18. Fixed - Version 1.55: 1. Fixed - The text for the Weapon Platform and Satellite weapon mounts did not say anything about their extended range. 2. Fixed - Generating multiple quadrants when starting a game would sometimes cause a crash. 3. Changed - Changed the VehicleSize.txt file so that each vehicle size has a primary and alternate bitmap. 4. Changed - Added a to-hit bonus for weapon platform weapon mounts. 5. Changed - Increased the possible range of Facility Family from 1 - 64000 in Facility.txt. 6. Added - You can now clear the orders for all selected ships. 7. Fixed - All Drones with the same orders should move together in a group. 8. Changed - Drones now get their full movement immediately upon launch. 9. Fixed - The General.bmp was missing from the patch. This included a new drone icon for cargo. 10. Fixed - Drones should not be able to have self-destruct devices. 11. Added - New fields in Settings.txt to set the random range of starting computer and neutral players. 12. Fixed - An error would occur if you were a player with a number greater than 10, and you were trying to change cargo in the combat simulator. 13. Fixed - Sometimes the game would report that a player order file could not be found in a simultaneous game. 14. Changed - Increased the maximum value of System Types in the QuadrantTypes.txt file to 300. 15. Fixed - AI would design mine sweepers when it didn't have the mine sweeping component. 16. Fixed - TCP/IP Host problem where a reconnecting client would be listed twice. 17. Fixed - TCP/IP Host problem where a reconnecting client would not be notified that they had reconnected successfully. 18. Added - Sounds to the TCP/IP Host when a player connects or disconnects. 19. Changed - TCP/IP Host must wait until all players have submitted their empire files before the host can add its own empires. 20. Fixed - TCP/IP Player cannot set his empire to computer control. 21. Fixed - TCP/IP Host gets a more specific message that they can only add one empire at a time to the game. 22. Fixed - TCP/IP Host's "Remove Empire" button changes its text to "Toggle Empire AI On/Off" after the first turn. 23. Fixed - TCP/IP Host can toggle an empire between AI and human control. 24. Fixed - TCP/IP Host would be in the wrong state after the host canceled processing the turn because of a missing player file. 25. Fixed - TCP/IP Player would sometimes get Access Violations when it received Messages while a player was taking their turn. 26. Fixed - TCP/IP Chat Messages are no longer lost when you take your turn. Version 1.54: 1. Fixed - The AI Neutral files had not been modified with the new settings, and were causing errors when they were loaded for a neutral's turn. 2. Added - Confirmation dialogs when you quit as a TCP/IP Host or TCP/IP Player. 3. Fixed - When a TCP/IP player quits a game, the host will have a status for that player of "Quit". 4. Fixed - If a TCP/IP player reconnects to a game, they will not make a second line in the list. 5. Added - Added a sound effect when a chat message is received. 6. Added - Confirmation dialog when you try to process a turn as the TCP/IP Host. 7. Changed - The TCP/IP Host can only add one empire at a time. 8. Fixed - List index out of bounds error when a TCP/IP Host quit a game in progress and then started a new one. 9. Fixed - Progress bar window would stay open when a TCP/IP Host did not want to continue processing after the game could not find a missing player order file. 10. Added - The TCP/IP Host can now remove an empire from the game before it begins, or change an empire to AI control during a game. 11. Fixed - TCP/IP Host can add AI controlled empires. 12. Fixed - TCP/IP Host can create empires while players create their empires. 13. Fixed - TCP/IP Player could not cancel out of creating an empire. 14. Fixed - If the TCP/IP Host added more than one empire, sometimes their pictures would be mixed up. 15. Added - Added Combo boxes to the TCP/IP Player window. 16. Fixed - The SE4 Map Editor would error if you regenerated the quadrant and there were less systems then previously. 17. Added - Added some new system types. Version 1.53: 1. Fixed - When the AI first developed Quantum Reactor technology, it did not always create new designs for its ships. 2. Fixed - All drones would launch even if you selected "Launch 1". 3. Fixed - Seeker launch sounds were not playing in Tactical Combat or the Combat Simulator. 4. Fixed - The Ionic Pulse Missile did not have a sound effect. 5. Changed - The AI will completely redesign all of its ships on turns 1, 20, and 40. 6. Fixed - Drones will not choose seekers or fighters as targets in combat. 7. Fixed - Empire files were missing the Drone Attack strategy. (New Empire files thanks to Philipp Kullmann) 8. Fixed - Fighter Groups were not getting bonuses from racial characteristics. 9. Added - Added more empire settings to the AI_Settings.txt file. 10. Fixed - When marking a design as obsolete, the view on the list would jump back up to the top. 11. Added - New sound effects! You can use either the new sound effects or the classic sounds effects by selecting the setting in the Options window. Version 1.52: 1. Fixed - Ships were firing on their own in Tactical Combat. 2. Fixed - Drone design warning was saying "Must have 1 bridge." 3. Fixed - When the AI generates an empire, it was not using all of the racial points from characteristics. The AI will now purchase characteristics first, then advanced traits. 4. Fixed - You were unable to add drones to the combat simultator. 5. Fixed - If a cloaked minesweeper is about to enter a sector with a known minefield, it will decloak. 6. Changed - Decreased the size of the Shield Regenerator V to 20kT. 7. Fixed - The player order was incorrect in combat during a simultaneous play game. 8. Changed - Increased Asteroids starting value. Also added these values to the Settings.txt file. 9. Fixed - Updated the Map Editor so it will work with current maps. This should also fix the Ruins problem. 10. Changed - Improved the sound effects. 11. Fixed - Drones were not showing up in the Combat Replay. 12. Changed - Reduced costs for Ringworld and Sphereworld components. 13. Fixed - AI would propose treaties at a higher level than its "Highest Allowed Treaty" setting. 14. Added - Added a setting to Settings.txt which allows drones to not be effected by mines. 15. Changed - Smart Bombs can now be placed on Ships, Bases, Satellites, and Drones. Version 1.51: 1. Fixed - It was possible for the Purchasing Minister to take a very long time to finish. 2. Fixed - Recon Satellites were being miscounted by the AI for use by its scripts. 3. Fixed - In certain cases, the Ai would not move a minesweeper to a minefield because of the "Don't move through mine fields" Empire Option. 4. Fixed - AI would research Mines a bit too much when they encountered the first minefield. 5. Changed - Weapon Platforms and Satellites now get a range bonus on their weapon mounts like bases get. 6. Fixed - When the AI first developed Shield technology, it did not always create new designs for its ships. 7. Fixed - The TCP/IP Player should show an error if it cannot connect to the host even if the host is on this machine. 8. Fixed - The TCP/IP Player can only add one empire to the game. 9. Fixed - In the TCP/IP Host window, if the host cancels his login to play a turn, the game should not end. 10. Fixed - Made the TCP/IP host a bit more lenient on player drops. If you're dropped, you can reconnect and rejoin the game (using the same player name). However, to get resynched with the game, you'll just have to wait till the host sends the turn file out again (you'll miss a turn). 11. Fixed - Minor manual text fixes. 12. Fixed - When starting a new TCP/IP Host game, all order files for the selected game name will be deleted. 13. Fixed - On the TCP/IP Player window, when the chat button was pressed the focus would not be set to the Chat Message control. 14. Added - When all of the player order files have been received by the TCP/IP Host, a sound will be played and the game will un-minimize itself. 15. Fixed - If a vehicle could not recover a unit, the wrong name was displayed. 16. Fixed - Point Blank strategy ships in combat would move to the opposite side of the target from where they were. 17. Fixed - There was a bug in the fonts that would cause >> to be displayed in Messages. 18. Fixed - Newly launched units weren't always having their individual minister turned on if the automatic setting was set. 19. Added - Drones. The manual pages on Units have been updated. 20. Added - A DataFileHistory.txt file which describes the data file changes we've made in each Version. Version 1.50: 1. Note - Gold Version. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Sinapus:
Is there going to be any change in cloaking and sensors? Something like a range at which a particular sensor can detect a cloaked ship and such, similar to how long range scanners can show ship stats if a ship is in range?<hr></blockquote> That would be a very nice change: Make the different sensor really different so it may be useful to combine them. And the highest cloak level could be only defeated by close range sensors. |
Re: Up to date History file from SE:IV Gold Beta
As it stands you cannot mod higher level plagues. I think the ability mod higher level plagues would be great. Is there any plans to add higher level plagues or the ability to mod higher level plagues.
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Re: Up to date History file from SE:IV Gold Beta
I hope MM will finally add the "auto launch mines" and "auto launch sats" orders. They are essential in many sdefense strategies...
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Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Shyrka:
I hope MM will finally add the "auto launch mines" and "auto launch sats" orders. They are essential in many sdefense strategies...<hr></blockquote> For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem. The satellite minister has been altered somewhat is current betas. The beta testers have noticed AI problems with satellites and satellite layers though. With the new more agressive deployment they get put into space before a layer can arrive to carry them off to a warp point. But the layers don't take sats from space over a planet so it results in all the sats being over planets and hardly any being put on warp point where they do the most good. It's a sort of catch-22. Some sort of intelligent algorithm has to be developed to let it distribute them to both sorts of locations. Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Baron Munchausen:
For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem.<hr></blockquote> I´m talking from the human point of view. The AI's problem can be solved using "reservations" of units, just as the processes in OS reserves system resources. If a sat deployer wants to load sats from a planet, it can reserve then so they are not launched. But i don't know if this is possible to implement in SE4. <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot.<hr></blockquote> That's why the mines/sats minister never launches mines in planets. You have to do it manually. The "Auto launch mines" order is necessary. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Q:
That would be a very nice change: Make the different sensor really different so it may be useful to combine them. And the highest cloak level could be only defeated by close range sensors.<hr></blockquote> Something like that. Make stealth armor not completely useless in later games. Well, so long as you want to hide in the corner of a system map away from most planets. http://forum.shrapnelgames.com/images/icons/icon12.gif |
Re: Up to date History file from SE:IV Gold Beta
Here's a suggestion for the Gold Version.
How about displaying the components in an enemy ship when you click on it on the map. This would only be possible when the design has been seen and is in the Enemy Ship Design list. I think I remember being able to do that in SE3? One of the "lost right mouse" function? At the moment, if you want to check a ship you need to write down its name, go to the designs and look it up. The info is available, there is a space on the interface screen so why not just display it when the ship is clicked on. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Up to date History file from SE:IV Gold Beta
The AI and us humans could use some help with Resource Management.
The Planets spreadsheet(s) should have a sortable column for planet type (rock, ice, or gas). The Population Minister should redistrubute population after acquiring another race that breathes a different atmosphere. Matching races to atmosphere. THIS IS CRITICAL FOR THE LONG TERM SURVIVAL OF THE AI, and reduces a human's micromanagement. The Facility Minister wastes too much by building production enhancement facilities on tiny and small planets. Moving these facilites build order to place 6 in the (one and only) construction AI file would fix this. I have sucessfully modified facilites file of my own. MORE CHALLENGING AI in mid to end game, reduced human micromangement. But... But.. A (lesser of the two evils) result is the System wide facilites may not get built because large planets are colonized and built up first (before discovery). The coding needs to be changed to allow for Scrapping and Replacing facilities as needed (scripted?). PlANET TYPES There must be an easier way to change the planet type. (Select planet + hot key) The AI needs some common sense when assigning the type. I have seen mineral planets with a 10% rating. Maybe the coding should consider (empire need + rating) before deciding. The defense planet type will build mineral facilities. Since there are so few defense facilites, A type (Defense + other type) would be usefull so that the planets (bonus) is not wasted. A Storage planet type would be handy. It would be better than building storage on a 150% rated mineral planet. GENERAL AI Stops building research failities at only 100,000 research points. Same for Intell. I change those settings to 250,000. AI End Game Improvement. "Pretty little wife http://forum.shrapnelgames.com/images/icons/icon7.gif wants no internet in house http://forum.shrapnelgames.com/images/icons/icon9.gif must play against AI :{> |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>For humans, yes, a button to tell the planet to automatically dump it's units out into space if they can be deployed would be great. For the AI it's a problem.
... Mines never seem to get deployed around planets, but if they did auto-deploy then it would be even harder to get them out to other locations. Sats can be recovered, mines cannot. <hr></blockquote>What I intended was for only the excess units to be launched. EG: Planet completes construction of 5 Sats. There is only cargo space for 2 of them, so two go into cargo, and three are launched into space so that the resources & time are not wasted. Even if that happens to mines, its OK, since the mines that are launched would not have existed otherwise. EDIT: turned off sig. [ 10 December 2001: Message edited by: suicide_junkie ]</p> |
Re: Up to date History file from SE:IV Gold Beta
One thing that is easy (i think) to do is separate the Construction minister in Const. Ship minister and Units Constr. Minist.
That way, you can order the creation of ships, but let the minister build mines, fighters, sats and WP, reducing greatly the micro-management and little the efficiency. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by suicide_junkie:
What I intended was for only the excess units to be launched.<hr></blockquote> That's a very good idea http://forum.shrapnelgames.com/images/icons/icon7.gif But i still prefer the "Auto-launch" order http://forum.shrapnelgames.com/images/icons/icon6.gif |
Re: Up to date History file from SE:IV Gold Beta
Perhaps I over looked it or it was not written. But have they fixed the reports. The 'F5' report is very frustrating on cargo when you trying to find fighters or mines when every one of your planets have WP's on them.
So I guess the question is have they addressed the issue of sorting reports??? |
Re: Up to date History file from SE:IV Gold Beta
Version 1.57:
1. Fixed - "One Turn's Worth" selection should not show during a Multi-Add. 2. Added - Drone Carriers for AIs to use. 3. Fixed - In the Designs window, the list would sometimes be past the bottom item when switching between tabs. 4. Fixed - The AI would often launch all of its satellites leaving none for the Satellite layers. 5. Added - More AI settings to control drone and satellite launch. 6. Added - Fields to "Settings.txt" to control whether fighters can be hit by mines and how much supply they use each turn just sitting still. 7. Fixed - Mines, Satellites, and Drones can self-destruct without a self-destruct component. 8. Fixed - Mines, Satellites, and Drones can be fired on and destroyed. Only a ship with direct-fire or seeking weapons can fire on a target and destroy it. 9. Added - Hotkey Shift-A to select all of the ships in the ship list. 10. Added - Hotkey Shift-C to de-select all of the ships in the ship list. 11. Changed - While holding Shift, you can select and deselect ships in the ship list. 12. Fixed - During combat, drones were not getting their full movement upon launch. 13. Fixed - Drones launched during combat were not showing correctly in the combat replay. 14. Added - Setting to control number of fleets AI uses for defense. Version 1.56: 1. Fixed - Some minor spelling errors in SystemTypes.txt. 2. Fixed - Some picture problems with the new System background pictures. 3. Fixed - Added the Baseship bitmap name as the primary picture for the baseship vehicle size. This way no changes will be needed if race styles are already using them. 4. Fixed - TCP/IP Host's chat Messages would dissappear when a message from a player would come in. 5. Fixed - TCP/IP Player would not receive chat Messages while taking his turn. 6. Fixed - A TCP/IP Player who quit the game and then restarted before taking their turn would receive a file load error. 7. Fixed - If a TCP/IP Player reconnected to a game in progress, the message displayed would incorrectly be "Waiting for all players to connect." 8. Fixed - If a TCP/IP Player reconnected to a game, errors would occur when the game turn was received. 9. Fixed - Sometimes a disconnected race would not start researching the "Not Connected" items early enough. 10. Fixed - Mod Folders were requiring that the picture be present. 11. Fixed - Boarding ships would not engage enemy ships even if they had weapons. 12. Fixed - Kamikaze ships were not seeking for fleets to join. 13. Added - Added an "Orders" tab to the Colonies Window. 14. Added - Added a "Multi-Add" button to the Construction Queues window. This will allow you to add Ships or Units to multiple construction queues at a time. 15. Fixed - Fixed a problem with combat to-hit chances where the weapon modifier was being factored in after the total modifier to hit was bounded to 1% or 99%. 16. Fixed - Fixed a problem where chains of partnership treaties would not allow all players to see with all other players sight. A->B, B->C = A->C. 17. Changed - Increased the default fighter launch group size to 10. Version 1.55: 1. Fixed - The text for the Weapon Platform and Satellite weapon mounts did not say anything about their extended range. 2. Fixed - Generating multiple quadrants when starting a game would sometimes cause a crash. 3. Changed - Changed the VehicleSize.txt file so that each vehicle size has a primary and alternate bitmap. 4. Changed - Added a to-hit bonus for weapon platform weapon mounts. 5. Changed - Increased the possible range of Facility Family from 1 - 64000 in Facility.txt. 6. Added - You can now clear the orders for all selected ships. 7. Fixed - All Drones with the same orders should move together in a group. 8. Changed - Drones now get their full movement immediately upon launch. 9. Fixed - The General.bmp was missing from the patch. This included a new drone icon for cargo. 10. Fixed - Drones should not be able to have self-destruct devices. 11. Added - New fields in Settings.txt to set the random range of starting computer and neutral players. 12. Fixed - An error would occur if you were a player with a number greater than 10, and you were trying to change cargo in the combat simulator. 13. Fixed - Sometimes the game would report that a player order file could not be found in a simultaneous game. 14. Changed - Increased the maximum value of System Types in the QuadrantTypes.txt file to 300. 15. Fixed - AI would design mine sweepers when it didn't have the mine sweeping component. 16. Fixed - TCP/IP Host problem where a reconnecting client would be listed twice. 17. Fixed - TCP/IP Host problem where a reconnecting client would not be notified that they had reconnected successfully. 18. Added - Sounds to the TCP/IP Host when a player connects or disconnects. 19. Changed - TCP/IP Host must wait until all players have submitted their empire files before the host can add its own empires. 20. Fixed - TCP/IP Player cannot set his empire to computer control. 21. Fixed - TCP/IP Host gets a more specific message that they can only add one empire at a time to the game. 22. Fixed - TCP/IP Host's "Remove Empire" button changes its text to "Toggle Empire AI On/Off" after the first turn. 23. Fixed - TCP/IP Host can toggle an empire between AI and human control. 24. Fixed - TCP/IP Host would be in the wrong state after the host canceled processing the turn because of a missing player file. 25. Fixed - TCP/IP Player would sometimes get Access Violations when it received Messages while a player was taking their turn. 26. Fixed - TCP/IP Chat Messages are no longer lost when you take your turn. Version 1.54: 1. Fixed - The AI Neutral files had not been modified with the new settings, and were causing errors when they were loaded for a neutral's turn. 2. Added - Confirmation dialogs when you quit as a TCP/IP Host or TCP/IP Player. 3. Fixed - When a TCP/IP player quits a game, the host will have a status for that player of "Quit". 4. Fixed - If a TCP/IP player reconnects to a game, they will not make a second line in the list. 5. Added - Added a sound effect when a chat message is received. 6. Added - Confirmation dialog when you try to process a turn as the TCP/IP Host. 7. Changed - The TCP/IP Host can only add one empire at a time. 8. Fixed - List index out of bounds error when a TCP/IP Host quit a game in progress and then started a new one. 9. Fixed - Progress bar window would stay open when a TCP/IP Host did not want to continue processing after the game could not find a missing player order file. 10. Added - The TCP/IP Host can now remove an empire from the game before it begins, or change an empire to AI control during a game. 11. Fixed - TCP/IP Host can add AI controlled empires. 12. Fixed - TCP/IP Host can create empires while players create their empires. 13. Fixed - TCP/IP Player could not cancel out of creating an empire. 14. Fixed - If the TCP/IP Host added more than one empire, sometimes their pictures would be mixed up. 15. Added - Added Combo boxes to the TCP/IP Player window. 16. Fixed - The SE4 Map Editor would error if you regenerated the quadrant and there were less systems then previously. 17. Added - Added some new system types. Version 1.53: 1. Fixed - When the AI first developed Quantum Reactor technology, it did not always create new designs for its ships. 2. Fixed - All drones would launch even if you selected "Launch 1". 3. Fixed - Seeker launch sounds were not playing in Tactical Combat or the Combat Simulator. 4. Fixed - The Ionic Pulse Missile did not have a sound effect. 5. Changed - The AI will completely redesign all of its ships on turns 1, 20, and 40. 6. Fixed - Drones will not choose seekers or fighters as targets in combat. 7. Fixed - Empire files were missing the Drone Attack strategy. (New Empire files thanks to Philipp Kullmann) 8. Fixed - Fighter Groups were not getting bonuses from racial characteristics. 9. Added - Added more empire settings to the AI_Settings.txt file. 10. Fixed - When marking a design as obsolete, the view on the list would jump back up to the top. 11. Added - New sound effects! You can use either the new sound effects or the classic sounds effects by selecting the setting in the Options window. Version 1.52: 1. Fixed - Ships were firing on their own in Tactical Combat. 2. Fixed - Drone design warning was saying "Must have 1 bridge." 3. Fixed - When the AI generates an empire, it was not using all of the racial points from characteristics. The AI will now purchase characteristics first, then advanced traits. 4. Fixed - You were unable to add drones to the combat simultator. 5. Fixed - If a cloaked minesweeper is about to enter a sector with a known minefield, it will decloak. 6. Changed - Decreased the size of the Shield Regenerator V to 20kT. 7. Fixed - The player order was incorrect in combat during a simultaneous play game. 8. Changed - Increased Asteroids starting value. Also added these values to the Settings.txt file. 9. Fixed - Updated the Map Editor so it will work with current maps. This should also fix the Ruins problem. 10. Changed - Improved the sound effects. 11. Fixed - Drones were not showing up in the Combat Replay. 12. Changed - Reduced costs for Ringworld and Sphereworld components. 13. Fixed - AI would propose treaties at a higher level than its "Highest Allowed Treaty" setting. 14. Added - Added a setting to Settings.txt which allows drones to not be effected by mines. 15. Changed - Smart Bombs can now be placed on Ships, Bases, Satellites, and Drones. Version 1.51: 1. Fixed - It was possible for the Purchasing Minister to take a very long time to finish. 2. Fixed - Recon Satellites were being miscounted by the AI for use by its scripts. 3. Fixed - In certain cases, the Ai would not move a minesweeper to a minefield because of the "Don't move through mine fields" Empire Option. 4. Fixed - AI would research Mines a bit too much when they encountered the first minefield. 5. Changed - Weapon Platforms and Satellites now get a range bonus on their weapon mounts like bases get. 6. Fixed - When the AI first developed Shield technology, it did not always create new designs for its ships. 7. Fixed - The TCP/IP Player should show an error if it cannot connect to the host even if the host is on this machine. 8. Fixed - The TCP/IP Player can only add one empire to the game. 9. Fixed - In the TCP/IP Host window, if the host cancels his login to play a turn, the game should not end. 10. Fixed - Made the TCP/IP host a bit more lenient on player drops. If you're dropped, you can reconnect and rejoin the game (using the same player name). However, to get resynched with the game, you'll just have to wait till the host sends the turn file out again (you'll miss a turn). 11. Fixed - Minor manual text fixes. 12. Fixed - When starting a new TCP/IP Host game, all order files for the selected game name will be deleted. 13. Fixed - On the TCP/IP Player window, when the chat button was pressed the focus would not be set to the Chat Message control. 14. Added - When all of the player order files have been received by the TCP/IP Host, a sound will be played and the game will un-minimize itself. 15. Fixed - If a vehicle could not recover a unit, the wrong name was displayed. 16. Fixed - Point Blank strategy ships in combat would move to the opposite side of the target from where they were. 17. Fixed - There was a bug in the fonts that would cause >> to be displayed in Messages. 18. Fixed - Newly launched units weren't always having their individual minister turned on if the automatic setting was set. 19. Added - Drones. The manual pages on Units have been updated. 20. Added - A DataFileHistory.txt file which describes the data file changes we've made in each Version. Version 1.50: 1. Note - Gold Version. |
Re: Up to date History file from SE:IV Gold Beta
This really sounds interesting. Thank you for the update Richard. It's too bad, that I have to wait for two more month till the release of the gold Version!
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Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Richard:
Version 1.57: 7. Fixed - Mines, Satellites, and Drones can self-destruct without a self-destruct component. 8. Fixed - Mines, Satellites, and Drones can be fired on and destroyed. Only a ship with direct-fire or seeking weapons can fire on a target and destroy it. <hr></blockquote> cool! |
Re: Up to date History file from SE:IV Gold Beta
Vegard:
6. Added - Fields to "Settings.txt" to control whether fighters can be hit by mines and how much supply they use each turn just sitting still. Even cooler. The long discussed weirdness of dropping fighters on a warp point and leaving them for years has finally been addressed. Now if we can get supply usage checked on life support, 'sentinel' ships will finally have to return to base occasionally. Or at least have some sort of resupply. |
Re: Up to date History file from SE:IV Gold Beta
"Even cooler. The long discussed weirdness of dropping fighters on a warp point and leaving them for years has finally been addressed."
Maybe. Currently, fighters aren't really affected by running out of supplies. They don't even slow down (like a ship does) until they enter combat! Assuming that hasn't been fixed yet, that is. And if you've got them parked on a WP, I don't see how being out of supplies would effect them. Phoenix-D |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Richard:
Version 1.57: 14. Added - Setting to control number of fleets AI uses for defense. <hr></blockquote> This is a nice feature for AI moders. Can't wait to try it. (Xi'Chung won't be using many of these fleets, though) |
Re: Up to date History file from SE:IV Gold Beta
Weren't fighters supposed to be destroyed if they ran out of supplies?
It would be nice to replace the current system, ships only move one space without supplies, with something else. Possibly ships can't move and guns won't work. Maybe shields are down too? It would certainly make supply alot more important. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by ZeroAdunn:
Weren't fighters supposed to be destroyed if they ran out of supplies? It would be nice to replace the current system, ships only move one space without supplies, with something else. Possibly ships can't move and guns won't work. Maybe shields are down too? It would certainly make supply alot more important.<hr></blockquote> Well, I hardly use them, and even when I do it's only in combat because they don't get movement on the system map until the turn AFTER they are launched. So, I've not seen if they get destroyed when they run out of supplies. Yes, they should be, and that's what happens to drones, so this is a good thing. If it doesn't work yet, we'll ask him to fix that, too. http://forum.shrapnelgames.com/images/icons/icon7.gif Ships that are out of supplies WHEN they enter combat have 1/2 movement, no shields, and cannot fire weapons. That's a pretty severe handicap. The only problem is, they don't lose anything if they run out of supplies WHILE in combat. [ 13 December 2001: Message edited by: Baron Munchausen ]</p> |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Baron Munchausen:
Ships that are out of supplies WHEN they enter combat have 1/2 movement, no shields, and cannot fire weapons. That's a pretty severe handicap. The only problem is, they don't lose anything if they run out of supplies WHILE in combat. [ 13 December 2001: Message edited by: Baron Munchausen ]<hr></blockquote> Are you shure about this? I could swear I've had ships enter into combat without any supplies and be able to fire and have shields. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Baron Munchausen:
The only problem is, they don't lose anything if they run out of supplies WHILE in combat. <hr></blockquote> Actually, if ships run out of supplies during combat they get reduced to 1 movement point. |
Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Actually, if ships run out of supplies during combat they get reduced to 1 movement point.<hr></blockquote>Plus, shield regenerators stop working. Shields only fail to work if you start combat with no supplies.
It would be interesting to see a weapon that used -ve supplies (an "energy leech beam"). |
Re: Up to date History file from SE:IV Gold Beta
I haven't seen a ship run out of supplies in combat for some time. If this is finally fixed, good... http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Up to date History file from SE:IV Gold Beta
It's been this way since 1.35, IIRC.
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Re: Up to date History file from SE:IV Gold Beta
Hope I don't get in hot water for this:
Version 1.58: 1. Fixed - Only warheads of the correct target type will damage targets in combat that are rammed. 2. Fixed - The AI would accept systems in trade that the offering player did not own. 3. Fixed - Increased chance for AI to send certain political message types (like demand surrender). 4. Fixed - Added Drones to the Manual page "Status Icons". 5. Added - Hotkey Shift-A to Tactical Combat to select all available weapons. 6. Added - Hotkey Shift-C to Tactical Combat to de-select all weapons. 7. Fixed - The AI will now decloak its drones before attacking their target. 8. Fixed - The buttons to cloak and decloak are now available for drones. 9. Changed - Added a defense bonus to drones much like small ships. 10. Fixed - If a combat piece was in a fleet it would always use the fleet strategy, even if it had broken formation. 11. Fixed - Simultaneous Games were still playing out combat in player order. The defending players should always get to move first. 12. Fixed - If you have the setting "Automatically use Individual Ministers for newly built vehicles", then any ships captured through intelligence operations will be set to individual minister control. 13. Fixed - After a combat where multiple ships were selected in the Ship List, some of them would still have "ghost" orders. 14. Fixed - Drones will no longer "dance" around warp point. They will charge through. If they get into combat, and their target is not present, they will select new temporary targets until combat is complete. |
Re: Up to date History file from SE:IV Gold Beta
"3. Fixed - Increased chance for AI to send certain political message types
(like demand surrender)." Great!! I can't wait to get my copy of SE IV gold. Thank you for the information Dracus. |
Re: Up to date History file from SE:IV Gold Beta
Dracus gets boiled alive. http://forum.shrapnelgames.com/images/icons/icon7.gif But it was worth it to the rest of us to have the info. http://forum.shrapnelgames.com/images/icons/icon7.gif His sacrafice will not go unforgotten.
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Re: Up to date History file from SE:IV Gold Beta
im not so sure about 10. what if you want to use the fleet strategy, but want your ships to break formation?
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Re: Up to date History file from SE:IV Gold Beta
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>im not so sure about 10. what if you want to use the fleet strategy, but want your ships to break formation?<hr></blockquote>Then you set the individual ships' strategies to be the same as the fleet strategy.
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Re: Up to date History file from SE:IV Gold Beta
"Then you set the individual ships' strategies to be the same as the fleet strategy."
Except of course that affects ALL the ships in your empire, not just that fleet. Phoenix-D |
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