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Is MM still working on SE IV Gold???
Sorry for this provoking question but probably I am just jealous that MM has the time to create a new game but not enough time until now to complete the second patch for SE IV Gold. The Last and only patch for SE IV Gold has been over three months ago.
Again my apologies for this rant, but IMHO there are so many good and important ideas for SE IV around in this forum, that it would be a pity, if MM does not continue his work on SE IV. |
Re: Is MM still working on SE IV Gold???
There is a new patch coming out very soon. I can't say exactly when becasue I don't know. But it's soon. We have been getting beta pathces every couple weeks, up to Version 1.74 now. He is still working on it.
Geoschmo |
Re: Is MM still working on SE IV Gold???
Anyone want to share the history.txt file from 1.74? Or has it already been posted here somewhere?
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Re: Is MM still working on SE IV Gold???
If nobody Posts it sooner I will post it this evening. I don't have it at work.
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Re: Is MM still working on SE IV Gold???
Having to wait longer on the patch just mean that it will have more cool stuff in it!!! http://forum.shrapnelgames.com/images/icons/icon6.gif
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Re: Is MM still working on SE IV Gold???
Version 1.74:
1. Fixed - Null-Space Projectors and Computer Viruses had the same component family. 2. Fixed - Rare BitList error during combat. 3. Fixed - Rare Integer Overflow. 4. Fixed - Access Violation when completing combat. 5. Changed - A ship will gain benefits from a training center even if it is cloaked. 6. Fixed - Players can no longer exceed the maximum mines / maximum satellites per sector restriction. 7. Fixed - Planets now display the number of drones they can launch / recover in the Unit Launch window. 8. Fixed - Ships without cargo capacity are now omitted from the Cargo Transfer window. 9. Fixed - Ships without unit launch capacity are now omitted from the Unit Launch window. 10. Fixed - Escape and Enter keys work a little better on dialogs. Version 1.73: 1. Fixed - "Different Machine" games would report an error in different exes. 2. Fixed - All Messages being sent default to "General Message". 3. Fixed - Damage Types of Pull Ship, Push Ship, and Teleport Ship will now be targeted on as many enemies as possible (not all weapons on one ship). 4. Fixed - A Component Enhancement which has a weapon type of None means it can only be used on non-weapon components. 5. Changed - The Comp Family Requirement in CompEnhancement.txt is now a list. 6. Fixed - The Mount listing in the Vehicle Design Add window will only show valid mounts for the current type and size of the vehicle. 7. Fixed - Normal components will now display the mount they are using on their report window. 8. Fixed - Capturing Ships during combat was not restricted to nearby square. 9. Fixed - Drones were not changes their target when the target was hit by an allegiance subverter. Version 1.72: 1. Fixed - Non-required fields were still being required. 2. Fixed - Fighters with weapon range of 2 or less were not attacking planets. 3. Fixed - Weapon Platforms were firing weapons at targets out of range. 4. Fixed - Added protections against the player file switching cheat. 5. Fixed - Added protections against exe hacking. The players and the host must now be running the *exact* same exe. 6. Fixed - Fixed problem where cargo would sometimes show zero units remaining. 7. Changed - Revamped Jettison Cargo window. 8. Added - Mounts now support "any" weapon type, component families, maximum vehicle size, and tech requirements. Version 1.71: 1. Fixed - Ships were unable to ram planets. 2. Fixed - Drones were not smashing into planets. 3. Fixed - Tactical Combat was not displaying correctly after a Ram. 4. Fixed - Distance to planets has been reduced. 5. Added - Added fields to Settings.txt to allow for a higher maximum value or resource amount. 6. Added - Added a "Bases Can Join Fleets" field to Settings.txt. 7. Fixed - AI would attempt to add units even when a planet was full. 8. Added - Added "No Retrofit Adding Of Spaceyards" and "No Retrofit Adding Of Colony Module" so players can set whether the game will enforce these rules. 9. Changed - Fighters and Drones will have full movement when launched. 10. Fixed - In a Turn-Based Game, fighters can only be recovered if they have their full movement points (and are not in combat). Version 1.70: 1. Fixed - Troops were unable to drop onto planets in combat. 2. Fixed - Only ships and fighter Groups can join fleets. 3. Added - Added Fighters, Satellites, and Drones Weapon Target Types in Components.txt. 4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions in Components.txt. 5. Fixed - Minefields will now accumulate damage against ships when hitting them. 6. Changed - If a mine will not do damage to a target because of its damage type, it will not strike the target. For example, if the mine only does engine damage, and the target does not have engines, then the mine will not strike the target. 7. Changed - Engine Damaging Weapons no longer skip shields. 8. Fixed - Integer Overflow when viewing a planet report window for a planet that had been captured during combat. 9. Fixed - Ai should be cloaking again in Simultaneous Games. Version 1.69: 1. Fixed - The Massive Ship Mount stated that you needed a ship size of 1100kT but it should actually be 1200kT. 2. Fixed - Rare Integer Overflow in combat when a planet was attacked. 3. Fixed - There was a way to bypass the Next Player Password dialog. 4. Changed - A ship cannot be retrofitted from a design which does not have a Spaceyard to one that does. 5. Changed - A ship cannot be retrofitted from a design which does not have a Colony Module to one that does. 6. Fixed - Range Check Error when a luck trait tried to prevent a star from exploding. 7. Fixed - Set Players To Computer Control window was setting all ministers off even for human players. Version 1.68: 1. Fixed - Fighters no longer share their supplies with other ships. They will not pool their resources when in a fleet. 2. Fixed - Newly launched fighters in a turn-based game will have no movement. The next turn after they are launched, they will receive full movement. 3. Fixed - AI was not reacting with anger when a planet or system was destroyed. 4. Changed - Increased the number of formation positions from 30 to 100. 5. Fixed - AI was still not always closing to optimum distance for launching seekers against planets. 6. Fixed - Seeker hit on a planet would sometimes not show an explosion even if damage was done. 7. Fixed - AI was not always moving on the first turn of Tactical Combat if it was the first player. 8. Fixed - Planet hit points would not always accurately portray damaged units on the planet as well. 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. |
Re: Is MM still working on SE IV Gold???
"10. Fixed - Escape and Enter keys work a little better on dialogs."
YAY!!!!!!!! Victory for the mouse-haters! http://forum.shrapnelgames.com/images/icons/icon10.gif http://forum.shrapnelgames.com/images/icons/tongue.gif |
Re: Is MM still working on SE IV Gold???
Damn. Where's that fix for ships not obeying fleet orders. http://forum.shrapnelgames.com/images/icons/icon9.gif
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Re: Is MM still working on SE IV Gold???
I'm using 1.74 and I haven't noticed any difference in the way dialog boxes behave. Granted, I don't use every single dialog every time I play the game, but the rename box still requires you to press the OK button. Hitting 'enter' won't do it.
[ July 17, 2002, 05:00: Message edited by: Baron Munchausen ] |
Re: Is MM still working on SE IV Gold???
Quote:
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