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End of the month
I love the end of the month... first I get paid, then I get to look forward to the next SEIV patch=-)
I've just been looking for the recent post which described what has been fixed this patch, but I couldn't find it. Anyone know where it is? What Version are we now? 1.36? 1.37? Do we have to hold a big party when we rollover into the next millnium (ie V2.x ) ------------------ "Pinky, are you pondering what I'm pondering?" "Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. " |
Re: End of the month
Malfador's site as of 5/17/01:
"...We hope to have it ready within the next couple of weeks." Which I assume would place us into June. From the 'new Beta Patch' thread, posted by Will: Version 1.36: 1. Fixed - Map Editor: Access Violation when you tried to edit a planet after deleting one. 2. Fixed - Map Editor: After saving a planet with a name that does not end in a roman numeral, the next time you tried to add a planet in the same system, you would get a Range Check Error. 3. Fixed - Map Editor: Removed systems names from the combo box that are already in use. 4. Fixed - Occasional driver or VxD errors when using the Resolve Combat feature. 5. Fixed - Compiling a turn from the command line was not working. 6. Fixed - Fighter Groups were getting a cumulative offfense and defense modifier. 7. Fixed - Sometimes fighters would not fire on targets if their first weapon could not target the remaining enemy pieces. 8. Fixed - A target planet in the combat simulator would show the wrong player's population bars. 9. Fixed - Long Messages to other players would get cut off in the Log Window. 10. Fixed - When a new empire is created by rebelling from an old one, the new empire would have all of the log Messages from the old empire. NOTE: THIS IS NOT OFFICIAL. I'm just giving dogscoff a snack. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif zen |
Re: End of the month
There's been another patch since v.1.36, I just didn't have the time to download it until tonight (Finals...).
Here's another bone for you http://www.shrapnelgames.com/ubb/images/icons/icon7.gif <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> Version 1.37: 1. Changed - Increased cost to retrofit. 2. Added - Command Line option -nd (which should be placed at the very end of the line) which will prevent any display of dialogs. 3. Added - Exit Code when running the exe from the command line. 0 - Successful. 1 - Invalid Master Password. 2 - Invalid Player Password. 4. Fixed - When downsizing a ship using retrofit, the number of damaged components display might show too high a number. 5. Fixed - Allegiance Converters should not work against ships with Master Computers. 6. Fixed - All designs in the Designs Window are now listed sorted by name. 7. Fixed - Small fighter Groups would show the out of supply icon even at 100% fuel. 8. Fixed - If a planet was destroyed in combat, all the units that were housed on the planet would not be showed as killed in the design statistics. 9. Fixed - Swept mines were not being added to the killed statistics. 10. Fixed - A player would not receive enemy fighter designs if the designs were housed on a planet during combat. 11. Fixed - Simultaneous Game: The protector in a protectorate treaty would often not store any resources. 12. Fixed - Rare Access Violation when Host is processing a turn. 13. Fixed - Added a fix for the garbled log message display even though unable to repeat. 14. Fixed - Simultaneous Game: Changing the colony type would not take effect after a turn was processed. <HR></BLOCKQUOTE> Aaron also said he's hoping to get a patch out rather quickly, "(maybe next week!)". |
Re: End of the month
Sorry, trying to work and browse.
I meant I hope you cannot use the Allegiance Converter to convert a ship with a functioning Master Computer on it. |
Re: End of the month
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
Sorry, trying to work and browse. I meant I hope you cannot use the Allegiance Converter to convert a ship with a functioning Master Computer on it.<HR></BLOCKQUOTE> That's the way it is already (Version 1.35, just ran a confirmation test in the simulator): Allegiance converter can not convert a ship with a fuctional master computer, but if you destroy first the master computer the allegiance computer will convert the ship. IMO that's the way it should be and remain! I would be terribly frustrated if MM removed this possibilty of the AI to convert ships of human opponents. [This message has been edited by Q (edited 31 May 2001).] |
Re: End of the month
The reason I mentioned this is that there was a thread aearlier this month where someone had the Allegience Converter work on ships with intact master computers. The thread is called Bugs.
I agree, the converter should definately not work if the master computer is intact or else there is no defense for it. |
Re: End of the month
Why should allegiance converters work on ships with master computers? There's no life support or crew quarters, therefore no crew, therefore no one to convert. It's a robotic ship.
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Re: End of the month
that is right, it shouldn't convert those ship, but in some cases it did, that was the bug, and that's fixed now.
this is the bugs thread... http://www.shrapnelgames.com/ubb/For...ML/002702.html |
Re: End of the month
I wish the master computer could be changed to only replace the bridge and life support. Somehow I have a hard time figuring out where all my pilots live on my master computer equipped carrier http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: End of the month
Will thank you very much for your post. Do you know what
"5. Fixed - Allegiance Converters should not work against ships with Master Computers." means? I really don't hope that you can't use anymore allegiance converters on ships where you first destroyed the master computer. This would ruin an important part of my AI modifications and make the human player much stronger! |
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