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  #1  
Old October 5th, 2001, 08:32 PM
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Default Latest Patch Status

I don't know when the next patch will be released. Aaron works on them till he thinks they are ready and then releases them. But here's the list of fixes so far in the current beta patch that's being worked on...

quote:
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 -



Lot's of good stuff in there. Feel free to discuss and ask questions. Aaron doesn't read this as far as I know, but several beta testors do.

As always you can send bug reports directly to Malfador if you want.

Geoschmo
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  #2  
Old October 5th, 2001, 09:03 PM

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Default Re: Latest Patch Status

Thanks Geo for the update. It's good to know that Aaron's taking care of things...

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Old October 5th, 2001, 09:32 PM
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Default Re: Latest Patch Status

Yes indeed, thank you for the update and all.

quote:

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!).



Another one for me.
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[This message has been edited by Atrocities (edited 05 October 2001).]
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  #4  
Old October 5th, 2001, 09:38 PM
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Default Re: Latest Patch Status

No need to thank me. Cutting and pasting is easy. Aaron's doing all the work.
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Old October 5th, 2001, 09:57 PM
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Default Re: Latest Patch Status

"2. Note - Medical Bays will cure plagues on your planets or planets of
your allies (Military Alliance or better)."

Cool idea! A pretty minor change to be sure, but a very logical and useful feature that adds an extra level of co-operation to the game. Good way to extort consessions from human players with plague troubles as well.
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Old October 5th, 2001, 11:06 PM
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Default Re: Latest Patch Status

quote:

6. Fixed - Ruins were not being placed if the map was generated in the Game Setup window.



Cool. There's a recent thread on this one, and I had just reminded Aaron about it.

quote:

8. Fixed - You should be able to view and clear the orders of minefields or satellite Groups.



What orders can you give minefields and satellite Groups?

The only other thing I'd like to see ia a "Move 50" (and maybe a "Move 100") button on the cargo transfer screen.

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Old October 6th, 2001, 02:23 AM

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Default Re: Latest Patch Status

"What orders can you give minefields and satellite Groups?"

Self destruct..

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  #8  
Old October 6th, 2001, 06:49 AM
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Default Re: Latest Patch Status

quote:
:
6. Fixed - Emissive armor should be working correctly now.


How does it work now?

[EDIT]
Also, how did it work before? I have never used it in SE4. Did it work like it did it SE3?
[/EDIT]
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[This message has been edited by Imperator Fyron (edited 06 October 2001).]
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  #9  
Old October 6th, 2001, 07:01 AM
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Default Re: Latest Patch Status

I know this has been brought up before many times but how about Drones and AI invading planets????

just some ideas mac
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  #10  
Old October 6th, 2001, 07:59 AM
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Default Re: Latest Patch Status

Before:
- if the weapon did less than the EA rating of your best armor, your ship took no damage.
- if the weapon did more damage than the EA rating, the EA had NO effect.

Now, I hope it has been fixed to be like SE3, but I fear that only the first armor piece will Emiss damage...
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