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-   -   What is MM working on ? (http://forum.shrapnelgames.com/showthread.php?t=6229)

HEMAN June 6th, 2002 06:12 AM

What is MM working on ?
 
Its been over 2 months since MM updated there site.To anyone who knows,
Question ; What is AARON HALL working on?. Is there going to be a patch 1.67 above?. http://forum.shrapnelgames.com/images/icons/icon10.gif .
Is he working on another game?.

The Ferengi Rules of Acquisition #62 The riskier the road, the greater the profit.

Phoenix-D June 6th, 2002 06:54 AM

Re: What is MM working on ?
 
Yes, and yes.

Right now he's working on something non SE related, later apparently planning on making "Space Empires: Sector Wars" (IIRC we have no info but the title).

New patch is in the works; changes engine damaging weapons and makes ships that run out of supply unable to shoot, among other things.

Deathstalker June 6th, 2002 06:59 AM

Re: What is MM working on ?
 
"ships that run out of supply unable to shoot, among other things. "

??

I thought that happened right now? Current game I am using Ionic tech and when I shoot out an enemies engines (or he shoots out mine) the weapons can't shoot and the shields go down. (unless there are some supply components on board). So I just load up battlecruisers with large mounted Ionic weapons and nothing else (xcept maybe a talisman or a pdc or two).

Phoenix-D June 6th, 2002 07:01 AM

Re: What is MM working on ?
 
Ussually they can still shoot. Shields go down but they CAN fire and move (slowly).

Phoenix-D

Gandalph June 7th, 2002 12:30 AM

Re: What is MM working on ?
 
Phoenix-D,
I have to disagree. From the History.txt file (and my own experience)

Version 1.65:
6. Changed - Fighters with zero supplies only get one movement per turn.
7. Changed - Ships and fighters with zero supplies get zero shields.
8. Changed - Ships and fighters with zero supplies will not be able to fire
any of their weapons.

When engines are taken out, you don't necessarily run out of supplies. If you have a QR or supply storage on board, you can still fire until out of supplies, which in the case of a QR is never.

[ June 06, 2002, 23:32: Message edited by: Gandalph ]

Phoenix-D June 7th, 2002 01:19 AM

Re: What is MM working on ?
 
http://www.shrapnelgames.com/cgi-bin...3;t=005669;p=4

OK, so I was transposing one patch back. oops http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D

disabled June 7th, 2002 03:57 AM

Re: What is MM working on ?
 
Aaron is working on a new title currently called "Dungeon Odyssey" which is in beta test now. Byt it's title, you can guess it's an RPG.

Next it is generally assumed that Aaron is working on Space Empires: Quadrant Wars based on a commant Richard made. Currently, I'm assuming that it's going to be an RTS Version of Space Empires.

After that, who knows. I'm peronsally hoping for a Dungeon Odyssey II and as time goes by all the R&D on these titles will lead to a SpaceEmpires V

Baron Munchausen June 7th, 2002 09:16 PM

Re: What is MM working on ?
 
Ok, now it's my turn to be the bad boy and release the details on the patch! Wow, what modding possiblities! This is gonna be a fun one!

Version 1.72:
1. Fixed - Non-required fields were still being required.
2. Fixed - Fighters with weapon range of 2 or less were not attacking planets.
3. Fixed - Weapon Platforms were firing weapons at targets out of range.
4. Fixed - Added protections against the player file switching cheat.
5. Fixed - Added protections against exe hacking. The players and the host
must now be running the *exact* same exe.
6. Fixed - Fixed problem where cargo would sometimes show zero units remaining.
7. Changed - Revamped Jettison Cargo window.
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.

Gryphin June 7th, 2002 09:20 PM

Re: What is MM working on ?
 
Baron:
"Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "
Does this mean Point Defence Cannons will get a boost or am I missunderstanding "mount"?

geoschmo June 7th, 2002 09:27 PM

Re: What is MM working on ?
 
Quote:

Originally posted by The High Gryphin:
Baron:
"Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "
Does this mean Point Defence Cannons will get a boost or am I missunderstanding "mount"?

<font size="2" face="Verdana, Helvetica, sans-serif">Yes this should allow modders to create mounts that will affect PDC. The patch itslef will not amke any mount changes, but will allow more flexibity to modders for the mounts. Currently the options are rather limited. Direct fire, seeker, or non-weapon, and only have tonnage minimums for requirements. This should open a whole slew of possibilities in that area.

Expect a really kick-A$$ Deathstalkers Mount Mod to be released a few weeks after this patch comes out. http://forum.shrapnelgames.com/images/icons/icon12.gif

Geoschmo

Val June 7th, 2002 09:28 PM

Re: What is MM working on ?
 
Anything else change between 1.65 and 1.72?

Nodachi June 7th, 2002 09:29 PM

Re: What is MM working on ?
 
Baron:
"Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "

Yes!!! Now we do the dance of joy!

Nodachi

Baron Munchausen June 7th, 2002 09:31 PM

Re: What is MM working on ?
 
Quote:

Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by The High Gryphin:
Baron:
"Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "
Does this mean Point Defence Cannons will get a boost or am I missunderstanding "mount"?

<font size="2" face="Verdana, Helvetica, sans-serif">Yes this should allow modders to create mounts that will affect PDC. The patch itslef will not amke any mount changes, but will allow more flexibity to modders for the mounts. Currently the options are rather limited. Direct fire, seeker, or non-weapon, and only have tonnage minimums for requirements. This should open a whole slew of possibilities in that area.

Expect a really kick-A$$ Deathstalkers Mount Mod to be released a few weeks after this patch comes out. http://forum.shrapnelgames.com/images/icons/icon12.gif

Geoschmo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Point-defense has been an available mount type forever, Geo. How did you miss it? I've been using them since I don't remember when....

Being able to control mounts by tech level is much, much more important. http://forum.shrapnelgames.com/images/icons/icon7.gif We can now create special tech areas that return improved mounts!

Now if only he'd do shield mounts....

[ June 07, 2002, 20:33: Message edited by: Baron Munchausen ]

Baron Munchausen June 7th, 2002 09:36 PM

Re: What is MM working on ?
 
Quote:

Originally posted by The High Gryphin:
Baron:
"Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "
Does this mean Point Defence Cannons will get a boost or am I missunderstanding "mount"?

<font size="2" face="Verdana, Helvetica, sans-serif">It means you can make a mount that affects any sort of weapon. Dunno what use that would be for standard weapons. Seekers aren't affected by mounts anyway.

I guess this is for component modding. We could make a 'none' mount (works on any NON-weapon) for drones that reduces the cost of standard components for drones, for example, and then an 'any' weapon mount that reduces the costs of all weapons for drones. Poof! Cheaper drones without editing 100 special components into the components file!

Gryphin June 7th, 2002 09:41 PM

Re: What is MM working on ?
 
"should allow modders to create mounts that will affect PDC"
"Point-defense has been an available mount type forever"

Oh well, I was hoping to have it as "stock".
(or am I still not getting it)
I will enjoy modding strange star systems and using the TDM mod pack. I like everything else stock&gt;

Phoenix-D June 7th, 2002 09:45 PM

Re: What is MM working on ?
 
"8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements."

Sweet!

Phoenix-D

geoschmo June 7th, 2002 09:52 PM

Re: What is MM working on ?
 
[quote]Originally posted by Baron Munchausen:
Quote:

Point-defense has been an available mount type forever, Geo. How did you miss it? I've been using them since I don't remember when....
<font size="2" face="Verdana, Helvetica, sans-serif">Yes, I am only thinking with half my brain today. http://forum.shrapnelgames.com/images/icons/icon7.gif I did know that.

I agree the tech level is a very nice feature, although I am hard pressed to find a "best" one. I really like being able to have a max tonnage for a mount too. This will allow all sorts of nice features that will help smaller ships stay useful longer. Thinking, highly accurate mounts that are only useable on destroyers and below maybe? But then again, comine that with tech requirements. Oooo. I am starting to drool. http://forum.shrapnelgames.com/images/icons/icon7.gif

This really does open a lot of doors. I hope it all works as advertised. Got to do some serious testing on this one.

Geoschmo

[ June 07, 2002, 20:56: Message edited by: geoschmo ]

geoschmo June 7th, 2002 10:01 PM

Re: What is MM working on ?
 
[quote]Originally posted by Baron Munchausen:
Quote:

I guess this is for component modding. We could make a 'none' mount (works on any NON-weapon) for drones that reduces the cost of standard components for drones, for example, and then an 'any' weapon mount that reduces the costs of all weapons for drones. Poof! Cheaper drones without editing 100 special components into the components file!
<font size="2" face="Verdana, Helvetica, sans-serif">Well duh. &lt;smacks head&gt;, we could have done this already couldn't we have? I don't know why nobody thought of that before.

Deathstalker June 8th, 2002 02:37 AM

Re: What is MM working on ?
 
"8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements."

Hmmm.....this should be interesting, will have to revise my Mount Modd again http://forum.shrapnelgames.com/images/icons/icon7.gif

Any idea when the next patch will come out?? This should really affect the AI when modded correctly http://forum.shrapnelgames.com/images/icons/icon7.gif

Tech requirements?? Does this mean I can have 'Ionic Weapons' used only in 'Heavy Mount' or better, or only use 'Ripper Beams' with 'Extended Range' mounts??

Baron Munchausen June 8th, 2002 03:03 AM

Re: What is MM working on ?
 
Quote:

Originally posted by Deathstalker:
"8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements."

Hmmm.....this should be interesting, will have to revise my Mount Modd again http://forum.shrapnelgames.com/images/icons/icon7.gif

Any idea when the next patch will come out?? This should really affect the AI when modded correctly http://forum.shrapnelgames.com/images/icons/icon7.gif

Tech requirements?? Does this mean I can have 'Ionic Weapons' used only in 'Heavy Mount' or better, or only use 'Ripper Beams' with 'Extended Range' mounts??

<font size="2" face="Verdana, Helvetica, sans-serif">Tech requirements means you can assign technologies that must be researched before the mount can be used, just like components and facilities.

Component families means you can make a mount usable by only ONE component family rather than leaving it open to all weapons of the same type. I hope MM will expand that just slightly to take a list of component families like the Vehicle Type requirement takes a list. We shall see.

Anyway, you see how precisely this can be used now? A special set of mounts can be hidden in a racial tech area and made to work only with certain weapons that come with the racial tech area.

[ June 08, 2002, 02:05: Message edited by: Baron Munchausen ]

Gandalph June 8th, 2002 03:28 AM

Re: What is MM working on ?
 
I am so glad that my mod is only in the idea stage, otherwise I would have to totally revamp it (like the mods already existing).

Deathstalker June 8th, 2002 03:48 AM

Re: What is MM working on ?
 
http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

Baron, thanks!

Now all I gotta do is wait http://forum.shrapnelgames.com/image...s/rolleyes.gif (I can do that, honest!)

This one will rock, time to mentally revise the Deathstalker Mount Mod, with seperate mounts for all racial techs (and maybe even religious ones, just think, religious mounts!!! http://forum.shrapnelgames.com/images/icons/icon6.gif )

'Just wait a sec you space vermin! I gotta warm up my 'Prayer Mounted Wave Motion Gun'!... Now say your prayers!!!'

geoschmo June 8th, 2002 03:56 AM

Re: What is MM working on ?
 
Quote:

Originally posted by Gandalph:
I am so glad that my mod is only in the idea stage, otherwise I would have to totally revamp it (like the mods already existing).
<font size="2" face="Verdana, Helvetica, sans-serif">Well, technically you should no thave to, unless you want to take advantage of the new features. The way it's written it should no tcause problems with exsisting files.

Geoschmo

geoschmo June 8th, 2002 04:30 AM

Re: What is MM working on ?
 
Baron, check out my question over in the beta forum please.

Suicide Junkie June 8th, 2002 05:19 AM

Re: What is MM working on ?
 
Deathstalker:
Don't fire that just yet; I think the Chant Capacitors are slightly out of tune.

Tenryu June 11th, 2002 04:29 PM

Re: What is MM working on ?
 
Any idea when we will see the next update come out?

Baron Munchausen June 11th, 2002 05:52 PM

Re: What is MM working on ?
 
Quote:

Originally posted by Tenryu:
Any idea when we will see the next update come out?
<font size="2" face="Verdana, Helvetica, sans-serif">LOL... such eagerness. We're still twisting MM's arm to add things. Hang in there. If he'll do a few more things we'll have a really great update for you in a few more weeks.

But it has to seem bug-free, as well. Just 'seem' of course. We know that someone else will almost certainly find bugs once it's out. But any obvious bugs we notice have to be fixed. So, there's no way to give an estimate on the date of the next patch.

Deathstalker June 11th, 2002 06:05 PM

Re: What is MM working on ?
 
"We're still twisting MM's arm to add things".

Well your at it, how about twisting real hard to get him to add a 'Damage Type' to the CompEnhancement.txt line so we can have 'armor skipping' mounts etc http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

Tenryu June 11th, 2002 06:39 PM

Re: What is MM working on ?
 
Thanks for the reply, Baron.

I'm really looking forward to some of the changes/additions and fixes listed in v1.68 - 1.72 thus far.

Baron Munchausen June 11th, 2002 07:18 PM

Re: What is MM working on ?
 
Quote:

Originally posted by Deathstalker:
"We're still twisting MM's arm to add things".

Well your at it, how about twisting real hard to get him to add a 'Damage Type' to the CompEnhancement.txt line so we can have 'armor skipping' mounts etc http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif

<font size="2" face="Verdana, Helvetica, sans-serif">If he succeeds in adding multiple damage-types for weapons I think the damage-type mount will be doable. But it's also a question of how many other things he has to do, like fix bugs. http://forum.shrapnelgames.com/images/icons/icon7.gif

klausD June 12th, 2002 08:57 PM

Re: What is MM working on ?
 
I would love to see an option where I can transfer supply from one ship to another. For simplictiy sake it would be enough if this is an human-only (no AI involved) option.

A second thing which would be fine are weapons with area-effect

And a third thing would be the possibility to create components which can create science points or intel points or can modifiy these.

Another fine 4th thing would be a spaceyard designed for building units only (like troops or fighters etc)

klausD

geoschmo June 12th, 2002 09:15 PM

Re: What is MM working on ?
 
Quote:

Originally posted by Deathstalker:
Well your at it, how about twisting real hard to get him to add a 'Damage Type' to the CompEnhancement.txt line so we can have 'armor skipping' mounts etc http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/image...s/rolleyes.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I know, why don't we replace all the components in the text file with one generic "Component", and then by means of an incredibly complex CompEnhancments file and hundreds of mounts this component can be used for everything. http://forum.shrapnelgames.com/images/icons/icon10.gif

Sorry, just got a little carried away there.

Geoschmo

[ June 12, 2002, 20:16: Message edited by: geoschmo ]

Phoenix-D June 12th, 2002 09:35 PM

Re: What is MM working on ?
 
"Tech requirements means you can assign technologies that must be researched before the mount can be used, just like components and facilities."

Please tell me the new file has an "obselete" function and isn't like the ship list where EVERYTHING always shows up http://forum.shrapnelgames.com/images/icons/icon7.gif

If it doesn't, new request: obselete/family function for ship list and componentenhancement

geoschmo June 12th, 2002 09:56 PM

Re: What is MM working on ?
 
All the new features so far added to the comonentsenhancments file are optional fields. If they aren't there Se4 doesn't mind.

Geoschmo

tesco samoa June 12th, 2002 11:23 PM

Re: What is MM working on ?
 
u beta guys live the life.... must be nice....

Are they going to change it up for sev ???? http://forum.shrapnelgames.com/images/icons/icon10.gif

Deathstalker June 13th, 2002 02:41 AM

Re: What is MM working on ?
 
"I know, why don't we replace all the components in the text file with one generic "Component", and then by means of an incredibly complex CompEnhancments file and hundreds of mounts this component can be used for everything.

Sorry, just got a little carried away there.

Geoschmo"

Heh, could you be referring to me by chance?? http://forum.shrapnelgames.com/images/icons/icon12.gif I do tend to froth at the mouth when the CompEnhancement.txt is mentioned.

"ya! ya!, gimmie more mount options!!!" http://forum.shrapnelgames.com/images/icons/icon10.gif (still holding my breath for a chance at 'stacking' mounts, now THAT would be sweet!) http://forum.shrapnelgames.com/images/icons/tongue.gif

HEMAN June 13th, 2002 06:28 AM

Re: What is MM working on ?
 
WOW, thanks everybody for updates, i wasnt expecting all this? specially on patch 1.72 on mounts etc & arron other games .
Hope you guys wont forget about( JIMBOBS Top 5 vote patch request.
Have an thought... with all the mods i have played is there a modder interested in creating more (1) artifacts on planets. OR (2) Mixed componets teck, example = ecm + combat senser+ shielded on a single componet?.Is this possible?.

Ferengi Rules of Acquisition #48 The bigger the smile, the sharper the Knife.

Shadowstar June 13th, 2002 08:01 AM

Re: What is MM working on ?
 
In my Solar vicinity map, I made some custom ruins on planets. Of course, with the map editor you can create your own text descriptions for things, so I played around with that. Adding more to the game sounds like fun if possible and I'd love to do it if someone can tell me how.

Mixed components is an interesting idea. The only time I've ever seen that in a 4x game is in Stars! The Mystery Trader would give mixed components or ships loaded out with mixed components. They were "artifacts". One was a shield/cloaker/armor/scanner combo I believe. There were plenty more. My favorite would have to be the Enigma Pulsar engine. Great for making fighters. Could it be done in SEIV? I think so. I looked at the component editor and it seems like it would be possible. I'd probably design it to be like an artifact.

There's an interesting idea: have one tech field that's reserved for artifacts. It can't be researched, but you can group together all kinds of crazy components into that field and let people find them. Perhaps there could be one super rare artifact that you could find that would open up that field for research, like some kind of ancient alien data crystal that has all of the technological information for an ancient, all-powerful alien race that mysteriously dissapeared eons ago. Researching that field would simulate scientists attempting to decode the information from the crystal. You'd get some cool new gadget every now and then. Course, it would have to be expensive and the artifact that would let you do that kind of research would have to be pretty rare. A gamemaster could even design an entire PBW or PBEM game around it; the goal being to find the planet the crystal is on and maintain control of it for a certain number of turns.

Ahhh... sorry about the run-on folks.

Mad_Dog June 13th, 2002 03:39 PM

Re: What is MM working on ?
 
Shadowstar, that is porting MOO

Baron Munchausen June 13th, 2002 03:49 PM

Re: What is MM working on ?
 
Quote:

Originally posted by Shadowstar:

There's an interesting idea: have one tech field that's reserved for artifacts. It can't be researched, but you can group together all kinds of crazy components into that field and let people find them. Perhaps there could be one super rare artifact that you could find that would open up that field for research, like some kind of ancient alien data crystal that has all of the technological information for an ancient, all-powerful alien race that mysteriously dissapeared eons ago. Researching that field would simulate scientists attempting to decode the information from the crystal. You'd get some cool new gadget every now and then. Course, it would have to be expensive and the artifact that would let you do that kind of research would have to be pretty rare. A gamemaster could even design an entire PBW or PBEM game around it; the goal being to find the planet the crystal is on and maintain control of it for a certain number of turns.

Ahhh... sorry about the run-on folks.

<font size="2" face="Verdana, Helvetica, sans-serif">Yes, you can do this. Look at the TechArea.txt file and you will see that 'ancient ruins unique' techs are tech fields like any other. If you gave them multiple levels you could then research them after you got that initial find. So you could have entire 'ancient artifact' fields off the main tree.

Tenryu June 14th, 2002 03:18 AM

Re: What is MM working on ?
 
For all the *****ing and moaning, SE4, is remarkably 'moddable', if you are willling to think carefully about just exactly what 'effect' you want to 'affect'. Many pleasant surprizes await the patient thoughtful modder. http://forum.shrapnelgames.com/images/icons/icon12.gif

geoschmo June 14th, 2002 04:41 AM

Re: What is MM working on ?
 
[quote]Originally posted by Baron Munchausen:
Quote:

Yes, you can do this. Look at the TechArea.txt file and you will see that 'ancient ruins unique' techs are tech fields like any other. If you gave them multiple levels you could then research them after you got that initial find. So you could have entire 'ancient artifact' fields off the main tree.
<font size="2" face="Verdana, Helvetica, sans-serif">You know what? THIS is what has always bugged me about ruins, but I didn't relize it before now. Anyone that has read my Posts knows I am not one the use the "R" word that often, but this would be more realistic. This is how Ancient ruins should be anyway. The ruins shouldn't give you the ability to build a component right away. They should just open a new branch that you can research to get the component.

Geoschmo

Baron Munchausen June 14th, 2002 05:29 AM

Re: What is MM working on ?
 
Yeah, the way 'normal' tech fields are arranged needs to be dramatically altered, too. We could probably create an equivalent to the MOO 3 system with expanding 'rings' in the general sciences holding advances in the various technologies with the existing SE tech system. If we did it right, you'd tend to get bunches of various technologies in clusters at more-or-less parallel levels instead of the current 'rush down a tech tree to the end before using it' style of research that the current 'stand alone technology' tree tends to encourage.

Then 'ruins' techs could be the root of whole new fields of really cool stuff that you can't research in the normal techs.

Shadowstar June 14th, 2002 07:19 AM

Re: What is MM working on ?
 
Now that's a great idea, Baron.

By the way, I wasn't thinking of MOO, I was actually thinking along the lines of an old VGA Planets game scenario type called the Tantalus Machine (I think). Although in that scenario, the first person to find and occupy the goal planet would get a tech item that could kill entire races... I think... VGA Planets is hard to remember...

Q June 14th, 2002 10:47 AM

Re: What is MM working on ?
 
[quote]Originally posted by geoschmo:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by Baron Munchausen:
Quote:

Yes, you can do this. Look at the TechArea.txt file and you will see that 'ancient ruins unique' techs are tech fields like any other. If you gave them multiple levels you could then research them after you got that initial find. So you could have entire 'ancient artifact' fields off the main tree.
<font size="2" face="Verdana, Helvetica, sans-serif">You know what? THIS is what has always bugged me about ruins, but I didn't relize it before now. Anyone that has read my Posts knows I am not one the use the "R" word that often, but this would be more realistic. This is how Ancient ruins should be anyway. The ruins shouldn't give you the ability to build a component right away. They should just open a new branch that you can research to get the component.

Geoschmo
</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">I agree with you. The problem as often are the AI. You would have to include even more possibilities in their research file. That's why I haven chosen in my QMod the possibility to combine the unique ruin technologies with standard research: e.g. you get 3 levels of the massive planetary shield generator according to your reseach level in shields.

Suicide Junkie June 14th, 2002 03:19 PM

Re: What is MM working on ?
 
I've had that for a while too. I reccommend making the higher tech levels phased planetary shields.

Tenryu June 27th, 2002 07:51 PM

Re: What is MM working on ?
 
Quote:

Originally posted by Baron Munchausen:
Ok, now it's my turn to be the bad boy and release the details on the patch! Wow, what modding possiblities! This is gonna be a fun one!

Version 1.72:
1. Fixed - Non-required fields were still being required.
2. Fixed - Fighters with weapon range of 2 or less were not attacking planets.
3. Fixed - Weapon Platforms were firing weapons at targets out of range.
4. Fixed - Added protections against the player file switching cheat.
5. Fixed - Added protections against exe hacking. The players and the host
must now be running the *exact* same exe.
6. Fixed - Fixed problem where cargo would sometimes show zero units remaining.
7. Changed - Revamped Jettison Cargo window.
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.

<font size="2" face="Verdana, Helvetica, sans-serif">Ok. Now what? When patch come!!!???
(Drool-drool, Pant-pant)
LOL!

Rollo June 27th, 2002 08:30 PM

Re: What is MM working on ?
 
Don't know when the next patch comes, but here is the latest history:

Version 1.73:
1. Fixed - "Different Machine" games would report an error in different exes.
2. Fixed - All Messages being sent default to "General Message".
3. Fixed - Damage Types of Pull Ship, Push Ship, and Teleport Ship will now be
targeted on as many enemies as possible (not all weapons on one ship).
4. Fixed - A Component Enhancement which has a weapon type of None means it can
only be used on non-weapon components.
5. Changed - The Comp Family Requirement in CompEnhancement.txt is now a list.
6. Fixed - The Mount listing in the Vehicle Design Add window will only show
valid mounts for the current type and size of the vehicle.
7. Fixed - Normal components will now display the mount they are using on their
report window.
8. Fixed - Capturing Ships during combat was not restricted to nearby square.
9. Fixed - Drones were not changes their target when the target was hit by an
allegiance subverter.

Baron Munchausen June 27th, 2002 08:50 PM

Re: What is MM working on ?
 
There have been some reported problems with 1.73 though. Expect 1.74 before we have a public patch. http://forum.shrapnelgames.com/images/icons/icon7.gif

Phoenix-D June 27th, 2002 08:52 PM

Re: What is MM working on ?
 
"9. Fixed - Drones were not changes their target when the target was hit by an
allegiance subverter."

LOL! Oooops. I can imagine a few pissed off captains.. "Sir, the ship has defected!"
"Very well, re-target the drone."
"It won't break off!"
BOOOOM

Phoenix-D


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