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Changes from 1.35 to current load...
Version History for Space Empires IV
--------------------------------------------------- Version 1.38: 1. Added - You can now hold the Shift key in the Select Package window to add or remove resources at a rate of 10,000 per click. 2. Fixed - Spelling error in "Energy Dampner". 3. Fixed - AI was not following the "Maximum maintenance Percent of Revenue" line correctly. 4. Fixed - The AI would still try to construct a unit design even if there was no space for it anywhere in the galaxy, and would not move on down the list of designs to purchase. 5. Fixed - The AI would often upgrade all of its facilities even when it didn't really have the money to do so. 6. Fixed - Remove the extra "Weapon display" line for the Tractor Beam II. 7. Fixed - When a race accepts a subjugation treaty, all of its other existing treaties will be broken, and all of those players will be notified. 8. Fixed - Re-fixed the problem with the Low Supply icon on fighter Groups. 9. Fixed - Fixed bug where non-cloaked defenders in an obscuring storm would not battle visible enemies moving through the sector. 10. Note - If you turn on the Resupply Minister, it will give orders to any and all ships, regardless of their individual minister setting. 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. 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. ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: Changes from 1.35 to current load...
Richard,
Could you elaborate on item 3: 3. Fixed - AI was not following the "Maximum maintenance Percent of Revenue" line correctly. Thanks, GE |
Re: Changes from 1.35 to current load...
Thanks for the info Richard!
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Re: Changes from 1.35 to current load...
GE,
I have no idea they are Aaron's notes... ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: Changes from 1.35 to current load...
I'm just guessing, but I imagine this means the AI will take measures (like stopping building ships and bases, and scrapping or mothballing ships) when its maintenance costs exceed this percentage of its income. Oh it should have but wasn't, and now it should be fixed.
;-> PvK <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor: Richard, Could you elaborate on item 3: 3. Fixed - AI was not following the "Maximum maintenance Percent of Revenue" line correctly. Thanks, GE<HR></BLOCKQUOTE> |
Re: Changes from 1.35 to current load...
Does this mean the patch is out? I can't find it???
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Re: Changes from 1.35 to current load...
No this is just stating what the current beta load has in it.
------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: Changes from 1.35 to current load...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by PvK:
I'm just guessing, but I imagine this means the AI will take measures (like stopping building ships and bases, and scrapping or mothballing ships) when its maintenance costs exceed this percentage of its income. Oh it should have but wasn't, and now it should be fixed. ;-> PvK <HR></BLOCKQUOTE> Yes, this was a problem noticed by the modders. They had cranked up their AI production levels to make them competitive but they were not stopping production when their maintenance costs hit the level set in the SETTINGS.TXT file, so their resources ran out and they became easily beatable. If they will now obey the limits properly, the production levels an be cranked up again in the AI files. |
Re: Changes from 1.35 to current load...
Excellent! Thanks for the update Richard! Looks like 1.38 fixes (Nos. 3,4,5 & 10) should really help out the modded (as well as the original) AI races. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Changes from 1.35 to current load...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>6. Fixed - All designs in the Designs Window are now listed sorted by name.<HR></BLOCKQUOTE>I hadn't noticed this entry before now; thank you! This will really speed up managing my multiVersion designs.
------------------ Cap'n Q The most merciful thing in the world, I think, is the inability of the human mind to correlate all of its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu" |
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