![]() |
SE4 Gold Changes
Recently over the past couple days, I have heard of a number of vague changes in Gold. I was wondering if anyone would have listing of what has been added and changed since Version 1.49.
I can't get Gold just yet (lack of money), but I plan to when I have the cash (such is life with a new baby on the way). Regards, |
Re: SE4 Gold Changes
Admiral Grover, This is it
RICHARD posted 09 January 2002 01:47 -------------------------------------------------------------------------------- Guys and Gals, Sorry but I have been away for quite awhile on vacation but I got word today that unless something wierd happens the final build for Gold will take place later this week and that this current load will be designated Gold. Okay here is what we have with it back to the patches right after the previous Gold... Version History for Space Empires IV --------------------------------------------------- Version 1.60: 1. Fixed - In Combat when targeting a planet, ships will move 1 square closer so they can hit all 4 squares of the planet. 2. Fixed - If you re-loaded a TCP/IP game, and selected that you did not want to continue it as TCP/IP Host, then when the player ended their turn the TCP/IP Host window would show up. 3. Fixed - In some circumstances in a simultaneous turn game, the AI would decide for the player not to move ships into a combat situation. 4. Fixed - In a Simultaneous Turn Game, enemy planets in the same sector would generate multiple combat reports. 5. Fixed - Weapons which would cause the target ship to move were not showing the ship movement in the combat replay. 6. Fixed - Sometimes the AI would leave a design strategy blank for a human player using all of the ministers. 7. Fixed - Improved the sorting of AI defense locations. 8. Changed - Planets can now repeat their orders. 9. Fixed - Setting repeat orders in a Simultaneous game would not always be changed the next turn. 10. Changed - The TCP/IP Host can now remove an empire before the game starts. 11. Fixed - Emotionless races cannot be induced to riot through intelligence or natural events. 12. Changed - Updated the Credits. Version 1.59: 1. Fixed - Drones would not attack when in the same square as their target. 2. Fixed - AI needed to take control of everything when a human player was switched to computer control. 3. Fixed - In Combat, drop troop ships will go after the enemy planet they were ordered to attack. If they don't have specific attack orders then they will attack the planet with the highest population. 4. Fixed - You can now cloak and decloak Groups of selected ships. 5. Fixed - Cloaked drones were not de-cloaking to attack in some situations. 6. Fixed - The Map Editor would not load pictures from mod directories. 7. Fixed - Increased the chance that the AI will ignore an incoming message if it wants to declare war or break a treaty. 8. Note - In TCP/IP Games, the UDP Messages are sent on Port 6716, and file streams are sent on Port 6720. 9. Fixed - Cursors and Fonts would not load individually from Mod directories. 10. Fixed - All files in mod directories should now be on an individual basis. Meaning that you don't need all of the .txt files if the directory is present. 11. Fixed - In rare cases in Tactical Combat, a player could show twice in the player list at the top of the window. 12. Fixed - Finally fixed the Highest Allowed Treaty bug. 13. Fixed - Solar generators were not producing any resources in a finite resource game when the planet had zero resources remaining. 14. Change - Solar generated points are no longer modified by racial advantages, population happiness, or population amount. Version 1.58: 1. Fixed - Only warheads of the correct target type will damage targets in combat that are rammed. 2. Fixed - The AI would accept systems in trade that the offering player did not own. 3. Fixed - Increased chance for AI to send certain political message types (like demand surrender). 4. Fixed - Added Drones to the Manual page "Status Icons". 5. Added - Hotkey Shift-A to Tactical Combat to select all available weapons. 6. Added - Hotkey Shift-C to Tactical Combat to de-select all weapons. 7. Fixed - The AI will now decloak its drones before attacking their target. 8. Fixed - The buttons to cloak and decloak are now available for drones. 9. Changed - Added a defense bonus to drones much like small ships. 10. Fixed - If a combat piece was in a fleet it would always use the fleet strategy, even if it had broken formation. 11. Fixed - Simultaneous Games were still playing out combat in player order. The defending players should always get to move first. 12. Fixed - If you have the setting "Automatically use Individual Ministers for newly built vehicles", then any ships captured through intelligence operations will be set to individual minister control. 13. Fixed - After a combat where multiple ships were selected in the Ship List, some of them would still have "ghost" orders. 14. Fixed - Drones will no longer "dance" around warp point. They will charge through. If they get into combat, and their target is not present, they will select new temporary targets until combat is complete. Version 1.57: 1. Fixed - "One Turn's Worth" selection should not show during a Multi-Add. 2. Added - Drone Carriers for AIs to use. 3. Fixed - In the Designs window, the list would sometimes be past the bottom item when switching between tabs. 4. Fixed - The AI would often launch all of its satellites leaving none for the Satellite layers. 5. Added - More AI settings to control drone and satellite launch. 6. Added - Fields to "Settings.txt" to control whether fighters can be hit by mines and how much supply they use each turn just sitting still. 7. Fixed - Mines, Satellites, and Drones can self-destruct without a self-destruct component. 8. Fixed - Mines, Satellites, and Drones can be fired on and destroyed. Only a ship with direct-fire or seeking weapons can fire on a target and destroy it. 9. Added - Hotkey Shift-A to select all of the ships in the ship list. 10. Added - Hotkey Shift-C to de-select all of the ships in the ship list. 11. Changed - While holding Shift, you can select and deselect ships in the ship list. 12. Fixed - During combat, drones were not getting their full movement upon launch. 13. Fixed - Drones launched during combat were not showing correctly in the combat replay. 14. Added - Setting to control number of fleets AI uses for defense. Version 1.56: 1. Fixed - Some minor spelling errors in SystemTypes.txt. 2. Fixed - Some picture problems with the new System background pictures. 3. Fixed - Added the Baseship bitmap name as the primary picture for the baseship vehicle size. This way no changes will be needed if race styles are already using them. 4. Fixed - TCP/IP Host's chat Messages would dissappear when a message from a player would come in. 5. Fixed - TCP/IP Player would not receive chat Messages while taking his turn. 6. Fixed - A TCP/IP Player who quit the game and then restarted before taking their turn would receive a file load error. 7. Fixed - If a TCP/IP Player reconnected to a game in progress, the message displayed would incorrectly be "Waiting for all players to connect." 8. Fixed - If a TCP/IP Player reconnected to a game, errors would occur when the game turn was received. 9. Fixed - Sometimes a disconnected race would not start researching the "Not Connected" items early enough. 10. Fixed - Mod Folders were requiring that the picture be present. 11. Fixed - Boarding ships would not engage enemy ships even if they had weapons. 12. Fixed - Kamikaze ships were not seeking for fleets to join. 13. Added - Added an "Orders" tab to the Colonies Window. 14. Added - Added a "Multi-Add" button to the Construction Queues window. This will allow you to add Ships or Units to multiple construction queues at a time. 15. Fixed - Fixed a problem with combat to-hit chances where the weapon modifier was being factored in after the total modifier to hit was bounded to 1% or 99%. 16. Fixed - Fixed a problem where chains of partnership treaties would not allow all players to see with all other players sight. A->B, B->C = A->C. 17. Changed - Increased the default fighter launch group size to 10. Version 1.55: 1. Fixed - The text for the Weapon Platform and Satellite weapon mounts did not say anything about their extended range. 2. Fixed - Generating multiple quadrants when starting a game would sometimes cause a crash. 3. Changed - Changed the VehicleSize.txt file so that each vehicle size has a primary and alternate bitmap. 4. Changed - Added a to-hit bonus for weapon platform weapon mounts. 5. Changed - Increased the possible range of Facility Family from 1 - 64000 in Facility.txt. 6. Added - You can now clear the orders for all selected ships. 7. Fixed - All Drones with the same orders should move together in a group. 8. Changed - Drones now get their full movement immediately upon launch. 9. Fixed - The General.bmp was missing from the patch. This included a new drone icon for cargo. 10. Fixed - Drones should not be able to have self-destruct devices. 11. Added - New fields in Settings.txt to set the random range of starting computer and neutral players. 12. Fixed - An error would occur if you were a player with a number greater than 10, and you were trying to change cargo in the combat simulator. 13. Fixed - Sometimes the game would report that a player order file could not be found in a simultaneous game. 14. Changed - Increased the maximum value of System Types in the QuadrantTypes.txt file to 300. 15. Fixed - AI would design mine sweepers when it didn't have the mine sweeping component. 16. Fixed - TCP/IP Host problem where a reconnecting client would be listed twice. 17. Fixed - TCP/IP Host problem where a reconnecting client would not be notified that they had reconnected successfully. 18. Added - Sounds to the TCP/IP Host when a player connects or disconnects. 19. Changed - TCP/IP Host must wait until all players have submitted their empire files before the host can add its own empires. 20. Fixed - TCP/IP Player cannot set his empire to computer control. 21. Fixed - TCP/IP Host gets a more specific message that they can only add one empire at a time to the game. 22. Fixed - TCP/IP Host's "Remove Empire" button changes its text to "Toggle Empire AI On/Off" after the first turn. 23. Fixed - TCP/IP Host can toggle an empire between AI and human control. 24. Fixed - TCP/IP Host would be in the wrong state after the host canceled processing the turn because of a missing player file. 25. Fixed - TCP/IP Player would sometimes get Access Violations when it received Messages while a player was taking their turn. 26. Fixed - TCP/IP Chat Messages are no longer lost when you take your turn. Version 1.54: 1. Fixed - The AI Neutral files had not been modified with the new settings, and were causing errors when they were loaded for a neutral's turn. 2. Added - Confirmation dialogs when you quit as a TCP/IP Host or TCP/IP Player. 3. Fixed - When a TCP/IP player quits a game, the host will have a status for that player of "Quit". 4. Fixed - If a TCP/IP player reconnects to a game, they will not make a second line in the list. 5. Added - Added a sound effect when a chat message is received. 6. Added - Confirmation dialog when you try to process a turn as the TCP/IP Host. 7. Changed - The TCP/IP Host can only add one empire at a time. 8. Fixed - List index out of bounds error when a TCP/IP Host quit a game in progress and then started a new one. 9. Fixed - Progress bar window would stay open when a TCP/IP Host did not want to continue processing after the game could not find a missing player order file. 10. Added - The TCP/IP Host can now remove an empire from the game before it begins, or change an empire to AI control during a game. 11. Fixed - TCP/IP Host can add AI controlled empires. 12. Fixed - TCP/IP Host can create empires while players create their empires. 13. Fixed - TCP/IP Player could not cancel out of creating an empire. 14. Fixed - If the TCP/IP Host added more than one empire, sometimes their pictures would be mixed up. 15. Added - Added Combo boxes to the TCP/IP Player window. 16. Fixed - The SE4 Map Editor would error if you regenerated the quadrant and there were less systems then previously. 17. Added - Added some new system types. Version 1.53: 1. Fixed - When the AI first developed Quantum Reactor technology, it did not always create new designs for its ships. 2. Fixed - All drones would launch even if you selected "Launch 1". 3. Fixed - Seeker launch sounds were not playing in Tactical Combat or the Combat Simulator. 4. Fixed - The Ionic Pulse Missile did not have a sound effect. 5. Changed - The AI will completely redesign all of its ships on turns 1, 20, and 40. 6. Fixed - Drones will not choose seekers or fighters as targets in combat. 7. Fixed - Empire files were missing the Drone Attack strategy. (New Empire files thanks to Philipp Kullmann) 8. Fixed - Fighter Groups were not getting bonuses from racial characteristics. 9. Added - Added more empire settings to the AI_Settings.txt file. 10. Fixed - When marking a design as obsolete, the view on the list would jump back up to the top. 11. Added - New sound effects! You can use either the new sound effects or the classic sounds effects by selecting the setting in the Options window. Version 1.52: 1. Fixed - Ships were firing on their own in Tactical Combat. 2. Fixed - Drone design warning was saying "Must have 1 bridge." 3. Fixed - When the AI generates an empire, it was not using all of the racial points from characteristics. The AI will now purchase characteristics first, then advanced traits. 4. Fixed - You were unable to add drones to the combat simultator. 5. Fixed - If a cloaked minesweeper is about to enter a sector with a known minefield, it will decloak. 6. Changed - Decreased the size of the Shield Regenerator V to 20kT. 7. Fixed - The player order was incorrect in combat during a simultaneous play game. 8. Changed - Increased Asteroids starting value. Also added these values to the Settings.txt file. 9. Fixed - Updated the Map Editor so it will work with current maps. This should also fix the Ruins problem. 10. Changed - Improved the sound effects. 11. Fixed - Drones were not showing up in the Combat Replay. 12. Changed - Reduced costs for Ringworld and Sphereworld components. 13. Fixed - AI would propose treaties at a higher level than its "Highest Allowed Treaty" setting. 14. Added - Added a setting to Settings.txt which allows drones to not be effected by mines. 15. Changed - Smart Bombs can now be placed on Ships, Bases, Satellites, and Drones. Version 1.51: 1. Fixed - It was possible for the Purchasing Minister to take a very long time to finish. 2. Fixed - Recon Satellites were being miscounted by the AI for use by its scripts. 3. Fixed - In certain cases, the Ai would not move a minesweeper to a minefield because of the "Don't move through mine fields" Empire Option. 4. Fixed - AI would research Mines a bit too much when they encountered the first minefield. 5. Changed - Weapon Platforms and Satellites now get a range bonus on their weapon mounts like bases get. 6. Fixed - When the AI first developed Shield technology, it did not always create new designs for its ships. 7. Fixed - The TCP/IP Player should show an error if it cannot connect to the host even if the host is on this machine. 8. Fixed - The TCP/IP Player can only add one empire to the game. 9. Fixed - In the TCP/IP Host window, if the host cancels his login to play a turn, the game should not end. 10. Fixed - Made the TCP/IP host a bit more lenient on player drops. If you're dropped, you can reconnect and rejoin the game (using the same player name). However, to get resynched with the game, you'll just have to wait till the host sends the turn file out again (you'll miss a turn). 11. Fixed - Minor manual text fixes. 12. Fixed - When starting a new TCP/IP Host game, all order files for the selected game name will be deleted. 13. Fixed - On the TCP/IP Player window, when the chat button was pressed the focus would not be set to the Chat Message control. 14. Added - When all of the player order files have been received by the TCP/IP Host, a sound will be played and the game will un-minimize itself. 15. Fixed - If a vehicle could not recover a unit, the wrong name was displayed. 16. Fixed - Point Blank strategy ships in combat would move to the opposite side of the target from where they were. 17. Fixed - There was a bug in the fonts that would cause >> to be displayed in Messages. 18. Fixed - Newly launched units weren't always having their individual minister turned on if the automatic setting was set. 19. Added - Drones. The manual pages on Units have been updated. 20. Added - A DataFileHistory.txt file which describes the data file changes we've made in each Version. Version 1.50: 1. Note - Gold Version. As far as i know, from the date of jan 9 posted. But i speculate aaron couldve added more secrets?, because of the manuel delay since feb 15th or more. RICHARD said somthing of effect that,arron was working on, more features on this game. http://forum.shrapnelgames.com/images/icons/shock.gif Ferengi Rules of Acquisition #94 Females and finances don't mix. |
Re: SE4 Gold Changes
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>But I speculate Aaron could've added more secrets?, because of the manual delay since Feb 15th or more. RICHARD said somthing to the effect that arron was working on more features for this game.<hr></blockquote>Yes. http://forum.shrapnelgames.com/images/icons/icon12.gif
There's always more stuff in the works. |
Re: SE4 Gold Changes
Thanks HEMAN
Regards, |
All times are GMT -4. The time now is 09:58 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.