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Next Upgrade/patch
Seeing that Richard is no longer in the Pic we can not ask him Soooo, has anyone any word as to the next release and what it will have/be? http://forum.shrapnelgames.com/images/icons/icon10.gif
[ January 23, 2003, 01:34: Message edited by: mottlee ] |
Re: Next Upgrade/patch
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Re: Next Upgrade/patch
Cool any idea on what is in it? (miss Richards Intel)
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Re: Next Upgrade/patch
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Here is the History of fixes that have been done. Version 1.82: 1. Changed - Ships in combat will now follow their fleet's strategy regardless of whether they are in a combat group or not. 2. Fixed - Computer Players which had a "Computer Player Bonus" set above None were not using all of their bonus funds. 3. Fixed - The largest ship in a sector was not always being drawn on top in the system display. 4. Fixed - Planets in combat would not fire all of their weapons (sometimes). 5. Fixed - Planets in combat would not fire enough seekers against a target to guarantee its destruction (sometimes). 6. Fixed - Improved the Transport minister a little. 7. Added - The Log Window will now return you to the item you had selected the Last time you were in the window. 8. Fixed - Ships with a Tractor Beam would not fire weapons located after the tractor beam in their design. Version 1.81: 1. Fixed - "Crew ConVersion" damage type will work on all target types, again. 2. Fixed - "Crew ConVersion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not). It does not matter if there is a Bridge on the ship. 3. Fixed - AI will no longer launch "Anti-Planet" Drones in combat. 4. Added - Option to strategems to control how many drones are launched per target in combat. 5. Changed - You can now give drones orders to Attack warp points. This is essentially the same as telling them to warp through and attack anything on the other side. Any survivors can then be given new orders. Version 1.80: 1. Fixed - Integer Overflow when a unit with no shields was hit by normal weapons. 2. Changed - "Crew ConVersion" damage type will only work against ships regardless of the target type. 3. Fixed - "Crew ConVersion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not). 4. Fixed - You can now give resource gifts in excess of 200,000. 5. Added - "x10000" and "x100000" to the Select Package window for resources. 6. Fixed - Fighters were unable to "Fire On And Destroy" ships. 7. Fixed - Organic Armor was pre-regenerating itself before damage occurred in combat. Version 1.79: 1. Fixed - "X Damage to Shields" damage types were not working correctly. 2. Fixed - Shield Depeleters will now work properly against units. 3. Fixed - The result of a Communication interception intelligence project will be displayed with arrows in the log window. 4. Fixed - Ships would clear their order if trying to move to sector 0,0. 5. Fixed - Ships with regnerating armor will regnerate all of their armor at the end of combat. 6. Fixed - During a Deconstruct & Analyze, you would sometimes receive duplicate techs if a component and the vehicle size were new to you. |
Re: Next Upgrade/patch
Thanks realy like 1.82 #7 http://forum.shrapnelgames.com/images/icons/icon7.gif
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Re: Next Upgrade/patch
"1. Changed - Ships in combat will now follow their fleet's strategy regardless
of whether they are in a combat group or not. " Not sure about this one. Does this mean 'breaking formation' will do nothing (ie, ships won't follow their own strategy?). If so, I don't like. I want my ships to break formation so that some will hold off at max range while others close to point blank. (ie, missile and ripper beam ships). http://forum.shrapnelgames.com/images/icons/icon9.gif |
Re: Next Upgrade/patch
1. Changed - Ships in combat will now follow their fleet's strategy regardless
of whether they are in a combat group or not. Yea... I do not like that one either... Please explain oh beta testers |
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The first is because I want ships to break formation for a reason, so that they use their individual strategies instead of the fleet strategy. Otherwise you can't mix different types of ships effectively in a single fleet and the strategic options become fewer. This is a change from what I see as the correct behaviour to what I would consider a bug. The organic armour change causes the problem that the regeneration in combat is now nearly useless. The armour is already only half as good as shields, and it really needs the preregeneration to make it a viable choice for ships, as it still has all the other disadvantages of armour with regards to disabling and armour skipping weapons. The fact that it will all regenerate after combat doesn't really compensate because the ship needs to actually survive for that to be a factor, and ships don't tend to survive half-damaged in large numbers. |
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Re: Next Upgrade/patch
Thanks mottlee & Ragnarok for this patch post, I like V1.82 #6 and 7 http://forum.shrapnelgames.com/images/icons/shock.gif , V1.80 #5. I hope there s more to add to the patch,How about Ideas like;
(a) Intell > Demand that you remove your ships/or colonies from (my systems), instead of a pacific system.makes it simpler for player. (b) Multi-add > (One turns worth), on that menu. (c) Empire > Game setup tab, a print out or list of the current set up empire.this way player can remember the diffucuty ai etc/ and own settings. (d) ) In game help manuel > More INFO like (A)pop 4000m = 4billion or 4million?.(B)ministers(C)intell(D) demeanors,in game set up & ministers. |
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