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Latest Patch Status
I don't know when the next patch will be released. Aaron works on them till he thinks they are ready and then releases them. But here's the list of fixes so far in the current beta patch that's being worked on...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Version 1.45: 1. Changed - In the beta patch Version, the startup message will not be displayed if the -nd command line option is used. 2. Note - Medical Bays will cure plagues on your planets or planets of your allies (Military Alliance or better). 3. Added - A delay factor to Settings.txt to slow down the movement of ships on the System Window. 4. Added - A new set of fonts by Andrés Lescano which add international character support to the existing fonts. 5. Fixed - AI Research will now follow the "Tech Area Min Percent". 6. Fixed - Ruins were not being placed if the map was generated in the Game Setup window. 7. Added - The System Gravitational Shield now prevents warp points closing within the system. This prevents warp points closing into or out of the system by all players (including you!). 8. Fixed - You should be able to view and clear the orders of minefields or satellite Groups. 9. Fixed - Self-Destruct of satellites and mines was not working in simultaneous turn games. 10. Fixed - A log message should be generated when a ship self-destructs or is fired on and destroyed. 11. Fixed - Resource Production and Space Combat racial modifiers were not working correctly. Version 1.44: 1. Fixed - The command line option to use a Mod Path was not working. 2. Added - Access to the Autosave options under the main Options window. 3. Fixed - Intelligence Window would ask if you wanted to delete a blank intelligence project. 4. Fixed - Screen wouldn't refresh after a Surrender message was sent. 5. Added - The System Gravitational Shield now prevents warp point opening within the system. This prevents warp point opening into or out of the system by all players (including you!). 6. Fixed - Ships were not showing up in the correct portion of the combat map at the start of combat. 7. Fixed - Neutral players would sometimes leave their home systems. 8. Fixed - Unit Groups would display their shields and hit points incorrectly at times during combat. Now, unit Groups will only show their maximum hit points and maximum shields during combat for the units that are alive. Version 1.43: 1. Fixed - Problem with multiplayer data file verification. 2. Added - Added more message during a simultaneous game explaining why a ship did not launch or recover its units. 3. Fixed - Problem where the Designs Window would error upon loading. 4. Fixed - A neutral on a planet which picked a specific style would cause an error if that style was not present when the game was loaded. 5. Fixed - If an event caused a planet to explode, then sometimes an error would be generated. 6. Fixed - Sometimes the next player in a hotseat game could give orders to the previous player's ships. 7. Changed - The AI ministers controlling a human player will never surrender. 8. Fixed - Sometimes the game would not ask you if you wanted to attack when your ships moved into the same square as enemy ships. 9. Changed - Spaced out large Groups of ships in combat a bit more when starting. 10. Fixed - General speedups for combat. 11. Fixed - Sometimes your ships would not fire on a planet because you had a troop transport present carrying troops but it didn't have the Capture Planet order. Version 1.42: 1. Fixed - Crashing bug when processing a simultaneous game turn. 2. Added - Flag to use the old style of Log Political Message display. Some people experienced the problem that their screen would go crazy when a political message was displayed in the Log Window. Usually, changing the screen resolution, color depth, or installing new drivers would fix the problem. But in case they don't, we added this flag so that those players could change the setting "Use Old Log Political Message Display" in the Settings.txt file to TRUE. This will display communication message in the old manner with no possiblity of scrolling the message. 3. Fixed - Crashing bug when a warp point had already been closed and another ship tried to close it with the same orders in a simultaneous game. 4. Fixed - Simultaneous Game: Combat would often occur too many times. Now it will only occur one per sector per phase if a ship executed orders in that location. 5. Fixed - After a ship with a spaceyard was retrofitted to not have a spaceyard, sometimes its construction details would still show on its report. 6. Fixed - Emissive armor should be working correctly now. 7. Fixed - Sometimes the combat replay would fail if a star was involved. 8. Fixed - Simultaneous Game: Colonizers at the same location would not follow orders to colonize given in the Planets window. 9. Fixed - Simultaneous Game: The Planet window does not need to close when giving colonize orders. 10. Changed - Added text to the Scrap window stating that ships in a fleet must be separated from the fleet before any of the actions can be performed. The list in the window no longer displays any ships that are in a fleet. 11. Fixed - Sometimes when a colonizer would colonize a planet, not all of the population in its cargo would be dropped to the planet. 12. Fixed - Simultaneous Game: Adding the "Use Component" order would clear all previous orders for a ship. 13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly. Please note: You want to use the emergency propulsion pods at the beginning of the turn in a simulatenous game (your first orders before moving). Since these pods actually increase your speed during phased movement, if you try to use them at the end, you may not actually get the remaining movement points. 14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. 15. Fixed - Problem with AI Design creation where the game would lockup when an AI was trying to add the desired number of engines to a design but couldn't. 16. Added - Added a message when your counter-intelligence project successfully defeats an attack. (This attack will cause the progress of the counter-intelligence project to be put back.) 17. Fixed - All Counter-Intelligence projects were being cleared when an attack came in. So only the first attack would be defeated, and then all others would get through that turn. 18. Fixed - A few minor memory leaks. 19. Fixed - Added some protections against multiplayer cheaters. 20. Fixed - <HR></BLOCKQUOTE> Lot's of good stuff in there. Feel free to discuss and ask questions. Aaron doesn't read this as far as I know, but several beta testors do. As always you can send bug reports directly to Malfador if you want. Geoschmo |
Re: Latest Patch Status
Thanks Geo for the update. It's good to know that Aaron's taking care of things...
------------------ "Reality is a nice place to visit, but I wouldn't want to live there." |
Re: Latest Patch Status
Yes indeed, thank you for the update and all. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> 5. Added - The System Gravitational Shield now prevents warp point opening within the system. This prevents warp point opening into or out of the system by all players (including you!). <HR></BLOCKQUOTE> Another one for me. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif ------------------ New Age Ship Yards "We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Captain Picard STNG Borg Breen Species 8472 Cardassian Dominion STNG Ferengi Klingon Romulan Trek Movie era TOS Illuminati Starwolf [This message has been edited by Atrocities (edited 05 October 2001).] |
Re: Latest Patch Status
No need to thank me. Cutting and pasting is easy. Aaron's doing all the work. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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Re: Latest Patch Status
"2. Note - Medical Bays will cure plagues on your planets or planets of
your allies (Military Alliance or better)." Cool idea! A pretty minor change to be sure, but a very logical and useful feature that adds an extra level of co-operation to the game. Good way to extort consessions from human players with plague troubles as well. |
Re: Latest Patch Status
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>
6. Fixed - Ruins were not being placed if the map was generated in the Game Setup window. <HR></BLOCKQUOTE> Cool. There's a recent thread on this one, and I had just reminded Aaron about it. <BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR> 8. Fixed - You should be able to view and clear the orders of minefields or satellite Groups. <HR></BLOCKQUOTE> What orders can you give minefields and satellite Groups? The only other thing I'd like to see ia a "Move 50" (and maybe a "Move 100") button on the cargo transfer screen. ------------------ L++ GdY $ Fr>Fr++ C++ SdS T-- Sf Tcp? A%% M- Mp! RTH!P Pw Fq-->Fq+ Nd>Nd+++++ Rp++ G+ |
Re: Latest Patch Status
"What orders can you give minefields and satellite Groups?"
Self destruct.. Phoenix-D |
Re: Latest Patch Status
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>:
6. Fixed - Emissive armor should be working correctly now. <HR></BLOCKQUOTE> How does it work now? [EDIT] Also, how did it work before? I have never used it in SE4. Did it work like it did it SE3? [/EDIT] ------------------ It's not whether you win or lose that counts: it's how much pain you inflict along the way. [This message has been edited by Imperator Fyron (edited 06 October 2001).] |
Re: Latest Patch Status
I know this has been brought up before many times but how about Drones and AI invading planets????
just some ideas mac |
Re: Latest Patch Status
Before:
- if the weapon did less than the EA rating of your best armor, your ship took no damage. - if the weapon did more damage than the EA rating, the EA had NO effect. Now, I hope it has been fixed to be like SE3, but I fear that only the first armor piece will Emiss damage... |
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