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new patch ?
Unprecedented tech. support by MM spoiled me. The prospect of a new patch with some exiting new features always gave at least something bright and shiny to look forward in my life http://forum.shrapnelgames.com/images/icons/icon7.gif
Do we hit the end of the road ? There are no new patch requests or bugs reports lately. Did SEIV reached perfection and alas, stagnation ? http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: new patch ?
Huh? The 1.67 patch to SEIVAu has only been
out for three weeks. |
Re: new patch ?
Exactly ! See what I mean ? 3 weeks and still nobody requests new patch. Arghhh.
BTW, are fate shrine fully opperational as promised in 1.67 ? |
Re: new patch ?
Currently I'm testing the patch 1.69.
I have not here the updates, but are only bug fixes and changes to fix possible game abuses that currently the players can do. |
Re: new patch ?
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by oleg:
Unprecedented tech. support by MM spoiled me. The prospect of a new patch with some exiting new features always gave at least something bright and shiny to look forward in my life http://forum.shrapnelgames.com/images/icons/icon7.gif Do we hit the end of the road ? There are no new patch requests or bugs reports lately. Did SEIV reached perfection and alas, stagnation ? http://forum.shrapnelgames.com/images/icons/icon9.gif <hr></blockquote> Stagnation? There are dozens of requested features waiting for the bug fixes to get done. It'll be time to move on to SE V before we reach 'stagnation' in SE IV. |
Re: new patch ?
Could someone please post the history file with Version 1.69?
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Re: new patch ?
Here are:
Version 1.69: 1. Fixed - The Massive Ship Mount stated that you needed a ship size of 1100kT but it should actually be 1200kT. 2. Fixed - Rare Integer Overflow in combat when a planet was attacked. 3. Fixed - There was a way to bypass the Next Player Password dialog. 4. Changed - A ship cannot be retrofitted from a design which does not have a Spaceyard to one that does. 5. Changed - A ship cannot be retrofitted from a design which does not have a Colony Module to one that does. 6. Fixed - Range Check Error when a luck trait tried to prevent a star from exploding. 7. Fixed - Set Players To Computer Control window was setting all ministers off even for human players. Version 1.68: 1. Fixed - Fighters no longer share their supplies with other ships. They will not pool their resources when in a fleet. 2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement. 3. Fixed - AI was not reacting with anger when a planet or system was destroyed. 4. Changed - Increased the number of formation positions from 30 to 100. 5. Fixed - AI was still not always closing to optimum distance for launching seekers against planets. 6. Fixed - Seeker hit on a planet would sometimes not show an explosion even if damage was done. 7. Fixed - AI was not always moving on the first turn of Tactical Combat if it was the first player. 8. Fixed - Planet hit points would not always accurately portray damaged units on the planet as well. |
Re: new patch ?
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Master Belisarius:
4. Changed - Increased the number of formation positions from 30 to 100. <hr></blockquote> WOOHOO! One of my pet peeves is fixed!!! |
Re: new patch ?
Thanks Belisarius! http://forum.shrapnelgames.com/images/icons/icon10.gif
But Darn... <blockquote><font size="1" face="Verdana, Arial">quote:</font><hr> 2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement. <hr></blockquote> ...There goes my instant fighter swarm system defence! http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: new patch ?
"Fixed - Fighters no longer share their supplies with other ships.
They will not pool their resources when in a fleet." Doh. Phoenix-D |
Re: new patch ?
quote:
-------------------------------------------------------------------------------- But Darn... 2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement. ...There goes my instant fighter swarm system defence! -------------------------------------------------------------------------------- Exactly... It was said too into the beta tester's forum. |
Re: new patch ?
2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement.
This makes no sense to me either. A newly created ship has full movement on the turn it is "launched". Why don't fighters get to move? |
Re: new patch ?
The fighter thing is especially silly when you consider that if you have a carrier handy you move yur new fighters to another point in the system quite easily in the turn they are built anyway.
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Re: new patch ?
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Elmo:
2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement. This makes no sense to me either. A newly created ship has full movement on the turn it is "launched". Why don't fighters get to move?<hr></blockquote> Because you could exploit the ability by launching fighters, moving them to another carrier/planet, recover the fighters, then launch again WITH FULL MOVEMENT POINTS, repeat as often as possible... it meant that, with proper preparation, a newly launched group of fighters could move across your entire empire in a single turn. Since ships can't be "re-launched", the exploit doesn't apply & it's safe to give ships full movement points as soon as they're built. |
Re: new patch ?
The reason it was removed was because it allowed a rather severe exploit in turn based and hot-seat games where you could launch, move half the fighters movement, return, land, launch, do it again until you reached the planets limit of fighters launched in a single turn. Of course this is impossible to do in simultaneous anyway.
Hopefully he will come up with another way to eliminate that and allow fighters to move again the first turn after launched. That is the consensus of the beta team anyway. Geoschmo |
Re: new patch ?
Surely you could set up a similar exploit by transferring the new fighters to a carrier, moving it to a point where another carrier is waiting, tranferring the fighters, moving... blahblahblah and so move your fighters the width of the galaxy in one turn. Same for any cargo, in fact.
Granted, it's a lot more difficult now, but some other solution would be preferable. Still, don't want to sound too much like a whingin' pom, so I'll shut up now. |
Re: new patch ?
"Hopefully he will come up with another way to eliminate that and allow fighters to move again the first turn after launched."
Lets hope so. The current fix is worse than the possible exploit IMO. I'd encourage an opponent to leave a bunch of expensive carriers sitting around doing nothing but ferrying fighters. Seems like a flag that only allows one launch per turn would be a more elegant solution to the problem. |
Re: new patch ?
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Master Belisarius:
Here are: Version 1.69: 4. Changed - A ship cannot be retrofitted from a design which does not have a Spaceyard to one that does. 5. Changed - A ship cannot be retrofitted from a design which does not have a Colony Module to one that does. <hr></blockquote> WTF? Does anyone know why they changed this? http://forum.shrapnelgames.com/image...s/confused.gif |
Re: new patch ?
I guess you could argue that the colony or space yard components are completely integral to the design and construction of a ship.
It might also make things more interesting for modders, who might now be able to restrict retrofitting in certain conditions. |
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