![]() |
Waiting for the patch? Here is what it does....
Version History for Space Empires IV
--------------------------------------------------- Version 1.67: 1. Fixed - Players created with the existing empires would require a password when loading an autosave game. 2. Fixed - AI was using construction queue resource rate instead of actual item cost when computing how many resources remained for purchases. Version 1.66: 1. Fixed - The wrong System Physical Type was set on some of the nebulae systems in the SystemTypes.txt file. 2. Fixed - Problem in the SE4 Map Editor which would cause Access Violations when you edited abilities. 3. Fixed - Cloaked minesweepers will decloak their entire group if they encounter a minefield (regardless of their minister settings). 4. Fixed - Improved the AI's calculation of resources available for purchases of ships and units. 5. Fixed - The Construction_Units.txt file can now have a list of comma separated colony types. 6. Fixed - Multiple items from the Construction_Units.txt file were being added each turn to the same construction queue. 7. Added - Added "Percentage of Resources To Reserve For Unit Construction" field to the Construction_Units.txt file. 8. Fixed - "Lucky" racial trait was not always working. 9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence Chance - System" were not always working. Version 1.65: 1. Fixed - Range check error when AI was processing its turn and was trying to launch drones from a planet. 2. Fixed - Display error where the Fighter report would display in the upper left-hand of the Main window. 3. Fixed - QuadrantTypes.txt had a misspelling which caused spatial ruptures to not show up. 4. Fixed - Fleet name generator was incorrect for fleet numbers over 100. 5. Fixed - Combat Simulator would remove a fleet when you tried to add the first ship to it. 6. Changed - Fighters with zero supplies only get one movement per turn. 7. Changed - Ships and fighters with zero supplies get zero shields. 8. Changed - Ships and fighters with zero supplies will not be able to fire any of their weapons. 9. Changed - Drones can only target planets, ships, and satellites. Fighters, mines, and other drones are too small to target. 10. Added - TCP/IP Host dialog will display all valid IP Addresses for the host's machine. 11. Added - TCP/IP Player dialog now allows the player to select which source IP Address they wish to use for play (the selection defaults to the first available). Version 1.64: 1. Fixed - Resource modifiers were going into negative percents. 2. Fixed - Integer overflow with large numbers of units in combat. 3. Changed - Increased the "maximum number of ships per player" and the "maximum number of units per player" selection to have an upper limit of 20,000 each on the Game Setup screen. 4. Fixed - Maintenance cost displayed for designs was not taking into account abilities of that design. 5. Added - You can now use an AI_Construction_Units.txt file with your AI. The file will only be used if it exists. This supplements the AI_Construction_Vehicles.txt file with specific units to purchase. See the AI_Construction_Units.txt file included for more details. Version 1.63: 1. Fixed - The AI was not matching class names correctly from the Vehicle Construction file. Version 1.62: 1. Fixed - The AI was not purchasing colonizing ships. 2. Changed - Put in opening screen from release Version. 3. Added - More details to AI Fleet order debug output. 4. Fixed - AI was not creating multiple designs which were of the same AI Design Type (even if they had different names). 5. Fixed - Troops were not using their shields in ground combat. Version 1.61: 1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow for the design name or the design type. The term "Colonizer" is till hard-coded to be evaluated to the needed type of colonizer. When looking for the design to build, the game will look for the latest design which matches the design name. If no match is found, then the latest design which matches the design type will be located. If neither is found, this purchase item will be skipped. 2. Added - Added an optional file called "DebugSettings.txt". This filed should be placed in the SE4 directory and controls whether certain debug setting are used in the game (if the file is not present all of the debug settings are turned off). See the file for complete details. |
Re: Waiting for the patch? Here is what it does....
Thanks for the update. I won't bother asking the obvious question. http://forum.shrapnelgames.com/images/icons/icon7.gif
|
Re: Waiting for the patch? Here is what it does....
Probably Wednesday.
|
Re: Waiting for the patch? Here is what it does....
<blockquote><font size="1" face="Verdana, Arial">quote:</font><hr>Originally posted by Richard:
Probably Wednesday.<hr></blockquote> Thanks again! |
Re: Waiting for the patch? Here is what it does....
This new patch sounds great, fixing many things I have been trying to work around on the mod I have spent 1 1/2 months on. Oh well, what's another month if it means improvement to the game.
|
All times are GMT -4. The time now is 11:39 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.