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-   -   Is MM still working on SE IV Gold??? (http://forum.shrapnelgames.com/showthread.php?t=6672)

Q July 16th, 2002 06:12 PM

Is MM still working on SE IV Gold???
 
Sorry for this provoking question but probably I am just jealous that MM has the time to create a new game but not enough time until now to complete the second patch for SE IV Gold. The Last and only patch for SE IV Gold has been over three months ago.
Again my apologies for this rant, but IMHO there are so many good and important ideas for SE IV around in this forum, that it would be a pity, if MM does not continue his work on SE IV.

geoschmo July 16th, 2002 07:31 PM

Re: Is MM still working on SE IV Gold???
 
There is a new patch coming out very soon. I can't say exactly when becasue I don't know. But it's soon. We have been getting beta pathces every couple weeks, up to Version 1.74 now. He is still working on it.

Geoschmo

DirectorTsaarx July 16th, 2002 08:54 PM

Re: Is MM still working on SE IV Gold???
 
Anyone want to share the history.txt file from 1.74? Or has it already been posted here somewhere?

geoschmo July 16th, 2002 09:01 PM

Re: Is MM still working on SE IV Gold???
 
If nobody Posts it sooner I will post it this evening. I don't have it at work.

dumbluck July 16th, 2002 11:12 PM

Re: Is MM still working on SE IV Gold???
 
Having to wait longer on the patch just mean that it will have more cool stuff in it!!! http://forum.shrapnelgames.com/images/icons/icon6.gif

Mephisto July 16th, 2002 11:21 PM

Re: Is MM still working on SE IV Gold???
 
Version 1.74:
1. Fixed - Null-Space Projectors and Computer Viruses had the same component
family.
2. Fixed - Rare BitList error during combat.
3. Fixed - Rare Integer Overflow.
4. Fixed - Access Violation when completing combat.
5. Changed - A ship will gain benefits from a training center even if it is cloaked.
6. Fixed - Players can no longer exceed the maximum mines / maximum satellites
per sector restriction.
7. Fixed - Planets now display the number of drones they can launch / recover
in the Unit Launch window.
8. Fixed - Ships without cargo capacity are now omitted from the Cargo Transfer window.
9. Fixed - Ships without unit launch capacity are now omitted from the Unit Launch window.
10. Fixed - Escape and Enter keys work a little better on dialogs.

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.

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.

Version 1.71:
1. Fixed - Ships were unable to ram planets.
2. Fixed - Drones were not smashing into planets.
3. Fixed - Tactical Combat was not displaying correctly after a Ram.
4. Fixed - Distance to planets has been reduced.
5. Added - Added fields to Settings.txt to allow for a higher maximum
value or resource amount.
6. Added - Added a "Bases Can Join Fleets" field to Settings.txt.
7. Fixed - AI would attempt to add units even when a planet was full.
8. Added - Added "No Retrofit Adding Of Spaceyards" and
"No Retrofit Adding Of Colony Module" so players can set
whether the game will enforce these rules.
9. Changed - Fighters and Drones will have full movement when launched.
10. Fixed - In a Turn-Based Game, fighters can only be recovered if they
have their full movement points (and are not in combat).

Version 1.70:
1. Fixed - Troops were unable to drop onto planets in combat.
2. Fixed - Only ships and fighter Groups can join fleets.
3. Added - Added Fighters, Satellites, and Drones Weapon Target Types in
Components.txt.
4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions
in Components.txt.
5. Fixed - Minefields will now accumulate damage against ships when
hitting them.
6. Changed - If a mine will not do damage to a target because of its damage
type, it will not strike the target. For example, if the mine
only does engine damage, and the target does not have engines,
then the mine will not strike the target.
7. Changed - Engine Damaging Weapons no longer skip shields.
8. Fixed - Integer Overflow when viewing a planet report window for a planet
that had been captured during combat.
9. Fixed - Ai should be cloaking again in Simultaneous Games.

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.

Version 1.67:
1. Fixed - Players created with the existing empires would require a password
when loading an autosave game.
2. Fixed - AI was using construction queue resource rate instead of actual
item cost when computing how many resources remained for purchases.

Krsqk July 17th, 2002 12:08 AM

Re: Is MM still working on SE IV Gold???
 
"10. Fixed - Escape and Enter keys work a little better on dialogs."

YAY!!!!!!!! Victory for the mouse-haters! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif

DavidG July 17th, 2002 03:30 AM

Re: Is MM still working on SE IV Gold???
 
Damn. Where's that fix for ships not obeying fleet orders. http://forum.shrapnelgames.com/images/icons/icon9.gif

Baron Munchausen July 17th, 2002 05:13 AM

Re: Is MM still working on SE IV Gold???
 
I'm using 1.74 and I haven't noticed any difference in the way dialog boxes behave. Granted, I don't use every single dialog every time I play the game, but the rename box still requires you to press the OK button. Hitting 'enter' won't do it.

[ July 17, 2002, 05:00: Message edited by: Baron Munchausen ]

Daynarr July 17th, 2002 05:38 AM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by DavidG:
Damn. Where's that fix for ships not obeying fleet orders. http://forum.shrapnelgames.com/images/icons/icon9.gif
<font size="2" face="Verdana, Helvetica, sans-serif">I am not sure I understand this one.Could you be a little more specific?

Fyron July 17th, 2002 06:21 AM

Re: Is MM still working on SE IV Gold???
 
8. Fixed - Ships without cargo capacity are now omitted from the Cargo Transfer window.
9. Fixed - Ships without unit launch capacity are now omitted from the Unit Launch window.


Finally!

HEMAN July 17th, 2002 07:01 AM

Re: Is MM still working on SE IV Gold???
 
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.

5. Added - Added fields to Settings.txt to allow for a higher maximum value or resource amount.

10. Fixed - Escape and Enter keys work a little better on dialogs."

HURRRRAAAYY!!!!!!!! VICTORY !!!!!!!!!!! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

dumbluck July 17th, 2002 10:51 AM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by Daynarr:
</font><blockquote><font size="1" face="Verdana, Helvetica, sans-serif">quote:</font><hr /><font size="2" face="Verdana, Helvetica, sans-serif">Originally posted by DavidG:
Damn. Where's that fix for ships not obeying fleet orders. http://forum.shrapnelgames.com/images/icons/icon9.gif

<font size="2" face="Verdana, Helvetica, sans-serif">I am not sure I understand this one.Could you be a little more specific?</font><hr /></blockquote><font size="2" face="Verdana, Helvetica, sans-serif">Details: here (link)

Q July 17th, 2002 11:16 AM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by geoschmo:
There is a new patch coming out very soon. I can't say exactly when becasue I don't know. But it's soon. We have been getting beta pathces every couple weeks, up to Version 1.74 now. He is still working on it.

Geoschmo

<font size="2" face="Verdana, Helvetica, sans-serif">That is reassuring. Thank you for your information.

Gryphin July 17th, 2002 02:18 PM

Re: Is MM still working on SE IV Gold???
 
Ver 1.72
#8 "8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "
Does this mean PDCs will benifit from Weapon Mounts?

[ July 17, 2002, 13:19: Message edited by: The High Gryphin ]

geoschmo July 17th, 2002 02:22 PM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by The High Gryphin:
Ver 1.72
#8 "8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements. "
Does this mean PDCs will benifit from Weapon Mounts?

<font size="2" face="Verdana, Helvetica, sans-serif">Well, as Baron pointed out to me when this question came up before, PDC's can have mounts now. There just aren't any in the stock game. But you have the ability to add them in already.

Geoschmo

Lemmy July 17th, 2002 04:31 PM

Re: Is MM still working on SE IV Gold???
 
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).

yay http://forum.shrapnelgames.com/images/icons/icon7.gif

Fyron July 17th, 2002 08:16 PM

Re: Is MM still working on SE IV Gold???
 
Added - Mounts now support "any" weapon type

Wouldn't this mean that the mount could be set to affect any type of component?

Unknown_Enemy July 18th, 2002 05:47 PM

Re: Is MM still working on SE IV Gold???
 
There is something I have not seen and would be interesting :

in the transfer screens, you have 1,5,10,all buttons, and when you want to transfer 200 millions pops from a planet to somewhere else, it is missing a 100 button.

Puke July 18th, 2002 10:25 PM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by Imperator Fyron:
Added - Mounts now support "any" weapon type

Wouldn't this mean that the mount could be set to affect any type of component?

<font size="2" face="Verdana, Helvetica, sans-serif">they already can, and do in several mods. like the 'smaller' components, or the 'cheaper' or the 'more expensive'

i especially like the P&N component enhancing stuff.

Suicide Junkie July 18th, 2002 10:27 PM

Re: Is MM still working on SE IV Gold???
 
You are mistaking "None" for "Any".

None means only on NON-Weapons.
Any means any type of weapon.

DirectorTsaarx July 19th, 2002 04:06 PM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by Unknown_Enemy:
There is something I have not seen and would be interesting :

in the transfer screens, you have 1,5,10,all buttons, and when you want to transfer 200 millions pops from a planet to somewhere else, it is missing a 100 button.

<font size="2" face="Verdana, Helvetica, sans-serif">I asked Aaron for a "move 50" button a long time ago, right after they added the "move 10" button (patch 1.30). He agreed it was a good idea, but I haven't seen it yet... maybe we need to bug him for both "Move 50" and "Move 100" buttons. It would be nice if the AI would take more advantage of partial population loads as well...

dogscoff July 19th, 2002 05:14 PM

Re: Is MM still working on SE IV Gold???
 
Quote:

maybe we need to bug him for both "Move 50" and "Move 100" buttons.
<font size="2" face="Verdana, Helvetica, sans-serif">better yet, bug him for a "load/ unload X amount of cargo" function for order queueing.

Gryphin July 19th, 2002 05:18 PM

Re: Is MM still working on SE IV Gold???
 
Posted by dogsoff,
"better yet, bug him for a "load/ unload X amount of cargo" function for order queueing"
Maybe a "spinner" (I think that is what it is called), where you just click on an up or down arrow to change the numbers.

Baron Munchausen July 19th, 2002 08:14 PM

Re: Is MM still working on SE IV Gold???
 
Not only is he still working on it, but the latest beta has added the shield mounts, AND the new damage types I've been asking for! Yes, we can have all of Quad/Double/Half/Quarter damage to shields now!

It also says that Emissive Armor was 'fixed'. I'll have to test and see if it works like we expect now.

As for the 'load X amount' cargo command, yes that would be very nice. It might require design changes for the AI though. In other words, it might be harder than you think. But, you can always request it. Being able to queue up specific orders and set them on repeat would be a big help in the 'micromanagement' department.

[ July 19, 2002, 19:16: Message edited by: Baron Munchausen ]

Rollo July 19th, 2002 10:24 PM

Re: Is MM still working on SE IV Gold???
 
Here is the latest history.
Baron M. - I just tested it: Emmisive armor now substracts the emmisive value from the damage.
One of my pet peeves: Enter key now works on the rename and create fleet window. This is going to be one great patch http://forum.shrapnelgames.com/images/icons/icon10.gif .

Version 1.75:
1. Fixed - Players can no longer exceed the maximum mines / maximum satellites
per sector restriction.
2. Fixed - Rare error on warp command execution.
3. Fixed - More improvements to Escape and Enter key usage.
4. Added - "Shield Percent" to CompEnhancement.txt.
5. Added - Added damage types - "Double Damage To Shields",
"Half Damage To Shields", "Quarter Damage To Shields".
6. Fixed - Improvements to how Emissive Armor is applied.
7. Added - Added new Settings.txt fields - "Seeker Combat Defense Modifier",
"Planet Combat Offense Modifier", "Planet Combat Defense Modifier".
8. Fixed - Point-Defense will now fire automatically on moving drones.

[ July 19, 2002, 21:28: Message edited by: Rollo ]

dogscoff July 19th, 2002 10:41 PM

Re: Is MM still working on SE IV Gold???
 
Quote:

7. Added - Added new Settings.txt fields - "Seeker Combat Defense Modifier",
<font size="2" face="Verdana, Helvetica, sans-serif">Wow! Does this mean that seekers will no longer have a 100% chance of hitting?

Quote:

"Planet Combat Offense Modifier", "Planet Combat Defense Modifier".
<font size="2" face="Verdana, Helvetica, sans-serif">This should make good mod-fuel=-) You're right, ROllo, this will be a good patch. Personally I can't wait.

Baron Munchausen July 19th, 2002 10:55 PM

Re: Is MM still working on SE IV Gold???
 
Dogscoff, that is seeker defense -- ECM value. So we can hopefully balance seekers and PDC better by increasing seeker defense to be similar to fighters.

No, there is no change in how seekers work. They always hit if they reach you. I'd be pleased to see a randomization of weapon damage, though. Just a certain percentage of variation instead of the flat unvarying 'X points' every time would be a big improvement.

[ July 19, 2002, 21:56: Message edited by: Baron Munchausen ]

Sinapus July 19th, 2002 11:07 PM

Re: Is MM still working on SE IV Gold???
 
Quote:

Originally posted by Rollo:
Here is the latest history.
Baron M. - I just tested it: Emmisive armor now substracts the emmisive value from the damage.
One of my pet peeves: Enter key now works on the rename and create fleet window. This is going to be one great patch http://forum.shrapnelgames.com/images/icons/icon10.gif .
<font size="2" face="Verdana, Helvetica, sans-serif">Oh good. I can type in ship and fleet names faster... now if I could only think up enough ship names. http://forum.shrapnelgames.com/images/icons/icon7.gif

Quote:

Version 1.75:
1. Fixed - Players can no longer exceed the maximum mines / maximum satellites
per sector restriction.
<font size="2" face="Verdana, Helvetica, sans-serif">Oh foo. http://forum.shrapnelgames.com/images/icons/shock.gif

Quote:

8. Fixed - Point-Defense will now fire automatically on moving drones.
<font size="2" face="Verdana, Helvetica, sans-serif">Yikes..

Okay, when is it going to be released?

(And will there be an explanation of what's possible in the CompEnhancement files?)

[ July 19, 2002, 22:08: Message edited by: Sinapus ]

Quikngruvn July 19th, 2002 11:08 PM

Re: Is MM still working on SE IV Gold???
 
That sound you heard was me jumping up and down and shouting with glee. The patch looks most excellent!

Quikngruvn

Baron Munchausen July 19th, 2002 11:17 PM

Re: Is MM still working on SE IV Gold???
 
Sinapus, it'll be released when we're reasonably sure it's bug-free. Should be soon. MM wants to release a new 'official' patch. I'm sure the pressure is building as word of all the new goodies leaks out. http://forum.shrapnelgames.com/images/icons/icon7.gif

And yes, there is an example shield mount in the default CompEnhancement file.

Captain Kwok July 20th, 2002 12:38 AM

Re: Is MM still working on SE IV Gold???
 
I must say that I'm really looking forward to the next patch. It almost has more goodies over the current Version than Gold did to the original release.

jimbob July 23rd, 2002 01:10 AM

Re: Is MM still working on SE IV Gold???
 
Quote:

Not only is he still working on it, but the latest beta has added the shield mounts, AND the new damage types I've been asking for! Yes, we can have all of Quad/Double/Half/Quarter damage to shields now!
<font size="2" face="Verdana, Helvetica, sans-serif">Now that just rocks!
Is he adding more 'hit only X' categories?
Also, there was something about 'hit only family y' wasn't there?

Crazy_Dog July 25th, 2002 01:23 AM

Re: Is MM still working on SE IV Gold???
 
1.71
7. Fixed - AI would attempt to add units even when a planet was full.

This also works when the planet is not full but don't have enough free space for the unit ?

Mephisto July 25th, 2002 09:17 AM

Re: Is MM still working on SE IV Gold???
 
Yes.

Quote:

Originally posted by Crazy_Dog:
1.71
7. Fixed - AI would attempt to add units even when a planet was full.

This also works when the planet is not full but don't have enough free space for the unit ?

<font size="2" face="Verdana, Helvetica, sans-serif">

Noble713 July 27th, 2002 03:58 AM

Re: Is MM still working on SE IV Gold???
 
Any planned/current upgrades to the Map Editor? Like making it a full-fledged scenario editor?

Crazy_Dog July 27th, 2002 10:33 AM

Re: Is MM still working on SE IV Gold???
 
Yes.

quote:
--------------------------------------------------------------------------------
Originally posted by Crazy_Dog:
1.71
7. Fixed - AI would attempt to add units even when a planet was full.

This also works when the planet is not full but don't have enough free space for the unit ?
--------------------------------------------------------------------------------

Great !!!
Finally free of so many planets trying to build impossible units, long log report of no space avaiable and that planet can start to build ships / factories.

Elmo July 27th, 2002 02:52 PM

Re: Is MM still working on SE IV Gold???
 
Ver 1.70
...
7. Changed - Engine Damaging Weapons no longer skip shields.

Too bad. That puts "engine only" weapons back in the "useless" Category IMO.

Q July 27th, 2002 08:00 PM

Re: Is MM still working on SE IV Gold???
 
Any information when this next patch will be released?

Baron Munchausen July 27th, 2002 08:46 PM

Re: Is MM still working on SE IV Gold???
 
When we have something that seems to work as claimed. The very latest beta Version with the 'new damage types' will not load a data file that uses them! Another fix is required... this will continue until we can't find any immediate and blatant bugs.

HEMAN July 28th, 2002 07:58 AM

Re: Is MM still working on SE IV Gold???
 
THANKS, special players for the updates ( TEARS OF JOY ).
BARON wrote; When we have something that seems to work as claimed. The very latest beta Version with the 'new damage types' will not load a data file that uses them! Another fix is required... this will continue until we can't find any immediate and blatant bugs.
HEMAN reply; VERY GOOD. AI empires are my enemy, BUGS, are my blood enemy.

Ferengi Rules of Acquisition #57 Good customers are as rare as LATINUM---treasure them.


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