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  #1  
Old October 10th, 2001, 03:57 PM
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Richard Richard is offline
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Default Psst, over here, I got the latest patch status... shhhh

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 -


------------------
Sarge is coming...

Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com
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  #2  
Old October 10th, 2001, 04:13 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

Richard, tks for the update, any possibility of having AI invade planets outside of modded games?

just some ideas mac
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  #3  
Old October 10th, 2001, 05:38 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

Thanks for the update. Any word on drones, palaces, space monsters encounters, empire rivalry. I also had an idea that you can set victory conditions to defeat a certain empire.
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Old October 10th, 2001, 08:17 PM

HreDaak HreDaak is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

Thanks for the update. Looking sweet .
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Old October 10th, 2001, 08:41 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

This is great.
The one thing I would like to see is multiple effects for a single event.
that way I could set up events that for example: increase the pop but decrease the mood.
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Old October 11th, 2001, 07:37 AM

Aristoi Aristoi is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

Any idea when there will be a release? Just the intel bug alone is so nasty as to warrant a quick patch. It's been a while since the Last one, too.

::sniff::
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