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February 21st, 2004, 04:07 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: Post 1.84 beta history
Quote:
Originally posted by Imperator Fyron:
Email MM! Aaron doesn't read random threads too often, just a few select ones... The chances of your suggestion being seeing go up tremendously (to nearly 100%) if you email them to se4 at malfador dot com.
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Excellent point
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 21st, 2004, 05:11 AM
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General
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Location: Canada
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Re: Post 1.84 beta history
Beta Testers
I Want " ARE YOU SURE"
when I click on watch all ship movements.
PLEASE
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RRRRRRRRRRAAAAAGGGGGGGGGHHHHH
old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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February 21st, 2004, 05:46 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
I wanna beta test SEV. But I don't know if SEV wants me to beta test it. 
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Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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February 21st, 2004, 07:13 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
go to bed, Atrocities.
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If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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Sig updated to remove non-working links.
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February 21st, 2004, 09:28 PM
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Second Lieutenant
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Re: Post 1.84 beta history
We got that new patch yet - are we there yet are we there yet.
From youre neibourhood annoying kid in the backseat are we there yet are we there yet lol.
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February 21st, 2004, 09:51 PM
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First Lieutenant
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Re: Post 1.84 beta history
Quote:
Originally posted by Paul1980au:
We got that new patch yet - are we there yet are we there yet.
From youre neibourhood annoying kid in the backseat are we there yet are we there yet lol.
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**gruble**
read my lips "LAST PATCH - we want it to take as loooooonnnngg as possable because it will get us more stuff."
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February 22nd, 2004, 02:35 AM
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Shrapnel Fanatic
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Re: Post 1.84 beta history
Since there are so many Posts here, could a beta tester kindly post the entire history file from 1.85 and on (all of the beta Versions for this as of yet unreleased patch)? It would help tremendously. Thanks.
Quote:
1. Changed - Revised title screen bitmap to make the buttons more visible.
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Does the title screen still look good on resolutions higher than 1024x768? Depending on just how he revised it, the image could create a very funky display on higher resolutions...
[ February 22, 2004, 00:37: Message edited by: Imperator Fyron ]
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February 22nd, 2004, 02:58 AM
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Lieutenant Colonel
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Re: Post 1.84 beta history
Quote:
Originally posted by Atrocities:
Please for the love of God, include the ability for the modding of weapon so that they can be set to specifically target X component.
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Why so passionate about this? Don't we already have engine targeting weapons? Having to design ships with a whole bunch of specific weapons sounds like micro management hell. What do you have in mind for this ability anyway?
Now if you want to add a specifc target ability to your strategies.. That would be a good idea!! (ie target engines, then when gone, retreat)
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February 22nd, 2004, 03:11 AM
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Re: Post 1.84 beta history
The new title screen is loathsome to me, so I will be replacing it with the old one once the patch is 'final'.  But.. it looks just the same at 1280X1024 as it does at 1024X768 so I don't think there are any problems introduced beyond the obvious garishness of it. I usually play in 16-bit color, though. Maybe it would look different at 24-bit or 32-bit color?
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February 22nd, 2004, 11:34 AM
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Brigadier General
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Re: Post 1.84 beta history
Version 1.91:
1. Changed - Revised title screen bitmap to make the buttons more visible.
2. Fixed - Upgrading just 1 facility would incorrectly upgrade them all.
3. Fixed - Bug from Last Version resulted in huge spikes in intel and research points.
4. Note - Spaceyards will not work on cloaked planets or ships.
5. Fixed - Cloaked planets were allowing you to add multiple spaceyards to them.
6. Fixed - A planet that was damaged and lost its cloaking facility would not decloak.
7. Fixed - A planet that scrapped its cloaking facility would not decloak.
8. Added - You can now use an override field for Vehicle Type in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.
9. Added - You can now use an override field for Weapon Target in Components.txt which
will allow you to use a list instead of a hard-coded value. Another field
is used for the description used in the Components Report.
Version 1.90:
1. Fixed - Descriptions for the Facilities changed in the Last Version were still old.
2. Changed - New title screen bitmap courtesy of David Gervais.
3. Changed - Added black drop shadow to "Version" and "Loading" text on main screen.
4. Changed - You can now save/load your turn in the middle when playing a simultaneous
multiplayer game.
5. Added - "Generate Points" abilities which will generate points for an empire each turn.
These abilities are independent of a planet and will generate an unlimited number
or points. These abilities can be used on a facility, component, ship, or anything else.
6. Added - "Order By Name" and "Order By Class" buttons to the Scrap window.
7. Fixed - The View Orders window would show the name of unexplored systems.
8. Fixed - Attempting to colonize in an unexplored system would sometimes show the planets in the sector.
9. Fixed - Rare Access Violation bug during Movement Log Replay.
Version 1.89:
1. Changed - The Create and Destroy Storm components are now destroyed on use.
2. Changed - Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
3. Changed - Hybrid Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
4. Changed - Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
5. Changed - System Mineral Scanner I, II, III have had their modifiers increased to 15%, 30%, 45%.
6. Changed - System Eco - Farms I, II, III have had their modifiers increased to 15%, 30%, 45%.
7. Changed - System Radioactives Collider I, II, III have had their modifiers increased to 15%, 30%, 45%.
8. Fixed - The owner of a minefield would not get a log message if the minefield was completely
sweeped.
9. Added - Added "Race Directory" to the Empire/Race Report.
10. Fixed - When you replied to a demand for a gift or tribute, you were unable to view the package
of the gift or tribute that was demanded.
11. Fixed - Range Check Error upon loading a turn where massive numbers of units were launched the
previous turn.
Version 1.88:
1. Changed - Added in Imperator Fyron's smoothed population modifiers.
2. Fixed - A ship would clear its remaining orders if it tried to load cargo and
it had no cargo space available.
3. Fixed - A colonizer ship will still be counted as available for colonization
even if it has low supplies (but not if it has zero supplies).
4. Fixed - Sometimes an attack force would invade an ally's planet if it was in the
same sector as an enemy planet.
5. Fixed - Occasional Access Violation or Range Check Error from the Combat Replay.
6. Fixed - Component mounts were not being used in retrofit change comparisons.
7. Changed - You must have movement remaining on your ship to create a storm.
8. Fixed - "Remove All" in the Fleet Transfer window would break up other player's fleets.
Version 1.87:
1. Added - "Move Hundred" to Cargo Transfer window.
2. Fixed - In Simultaneous games, scanned enemy ship designs would not be saved.
3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being
used as percents instead of tenth of percents.
4. Fixed - Ships were not receiving experience for kills made with seekers.
5. Fixed - Increased the population amount for the storehouse in combat simulations.
6. Fixed - The Small Graviton Beam is now under the Gravitational Weapons tech area.
7. Fixed - Mothballing would not generate a log message in simultaneous games and would
show a messagebox instead.
8. Fixed - Unmothballing would not generate a log message in simultaneous games.
9. Fixed - Converting resources would not generate a log message in simultaneous games.
10. Fixed - The Abandon Planet order would not generate a log message in simultaneous games.
11. Fixed - Intelligence reports on planets were not showing the cargo they contained.
12. Fixed - In Computer Versus Human games, the AI's would get negative happiness modifiers
on treaties (Partnership) they were forced to have.
13. Fixed - AI's would continue to propose the existing treaty in a Computer Versus Humans game.
14. Fixed - In the Combat Simulator, any player that has a base or a planet will start in the
center of the combat map.
15. Fixed - The Fleet Report window's list will now respond to the Mousewheel.
16. Fixed - The component list in the Tactical Combat window will now repsond to the Mousewheel.
17. Fixed - The Add Design window's components available list will now respond to the Mousewheel.
Version 1.86:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
2. Fixed - Improved Empire placement using the "Evenly distributed through the quadrant" option.
3. Fixed - AI would purchase ships even if it had no resources available.
4. Fixed - Cloaked unit Groups would not show a dotted circle around them.
5. Added - Empire style directory label to the Empire setup window.
6. Fixed - AI would still try to launch units when its maximum units in space had been reached.
7. Fixed - The name of the current item under construction should show how many as well.
8. Fixed - Drones were not inflicting special damage types.
9. Fixed - Decreased seeker damage factor required to move to next target.
10. Fixed - You could build designs which had mounts of higher technology than your empire.
11. Fixed - AI would build all of the same colonizer type in a given turn.
12. Added - Mousewheel support to lists.
Version 1.85:
1. Fixed - AI players were giving away technology too easily.
2. Fixed - There was a limit of 5 neutral players in a game. Now the amount of
neutral players is based on the values in the Settings file.
3. Added - 4 more neutral races.
4. Fixed - AI was not taking into account bonus resources for scrapping.
5. Fixed - Changed Population Transport minister so that it takes population
to lowest populated planet regardless of distance and also taking
into account if a pop transport is already heading to the planet.
6. Fixed - Problem with AI checking its existing ship's orders.
7. Fixed - The race setup screen no longer errors if an empire ship picture is
not present.
8. Fixed - "Change Bad Event Chance - System" ability was not working right.
9. Fixed - "Change Bad Intelligence Chance - System" ability was not working right.
10. Fixed - Planets would not recalculate their sight values when a new facility was
built (this would make planets with cloaking abilities not light up cloak
button).
11. Fixed - A cloaked planet would still show its name for the option "Show Planet Names".
12. Fixed - Rebelling planets would double their population.
13. Fixed - Simultaneous different machine multiplayer games now require that a game
master password be provided.
14. Fixed - In the Select Package screen, clicking in the package list would not reduce
the resources by the x10000 or x100000 amount selected.
15. Fixed - Integer Overflow if a finite resource planet had too large a value.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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