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-   -   Changes from 1.35 to current load... (http://forum.shrapnelgames.com/showthread.php?t=3288)

Richard June 5th, 2001 01:17 AM

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

God Emperor June 5th, 2001 02:11 AM

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

Jubala June 5th, 2001 02:22 AM

Re: Changes from 1.35 to current load...
 
Thanks for the info Richard!

Richard June 5th, 2001 02:54 AM

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

PvK June 5th, 2001 03:17 AM

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>


sunzoner June 5th, 2001 04:29 AM

Re: Changes from 1.35 to current load...
 
Does this mean the patch is out? I can't find it???

Richard June 5th, 2001 04:38 AM

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

Baron Munchausen June 5th, 2001 07:49 AM

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.

;-&gt;

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.

Tampa_Gamer June 5th, 2001 12:48 PM

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

capnq June 5th, 2001 04:28 PM

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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