And for your viewing pleasure, I think you'll like some of these:
Version History for Space Empires IV
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Version 1.40:
1. Fixed - Statistics for a design would not be updated if a ship of that design
was given away during a trade.
2. Changed - Increased the shields and decreased the cost of the Massive Planetary
Shield Generator.
3. Fixed - Ground Combat: Only troops and population should show in ground combat.
4. Fixed - Ground Combat: Damage would grow in excess of the actual each turn.
5. Fixed - Ground Combat: The close button should be disabled until combat is complete.
6. Fixed - The Solar Sail description should say that only one works per ship.
7. Fixed - The AI will sometimes trade for technology he doesn't need or can't use.
8. Fixed - The Create Planet minister would send all ships to the same location.
9. Fixed - The Scrap Window should show all ships sorted by name.
10. Fixed - The retrofit in simultaneous games would not always work correctly.
Version 1.39:
1. Fixed - System Gravitational Shield Facility was not working.
2. Added - Added �Stop Star Destroyer� ability to System Gravitational Shield facility.
3. Fixed - Pressing the E key in combat would sometimes cause a crash or an End Combat
dialog too soon.
4. Changed - Minimum maintenance cost for any empire is 5%.
5. Fixed - Error when loading a game with a map which had more than 255 starting points.
6. Fixed - Starting points in maps were not being cleared upon load. This would
eventually cause a crash in any game that was started from a map which had
starting points.
7. Fixed - With Omnipresent View selected, cloaked ships would not be shown correctly
when a ship with sensors was present in the system.
8. Fixed - Successful intelligence defense would sometimes result in you having intel
defense projects more accomplished then when they started.
9. Fixed - The Close Warp Point component was not using supplies when activated.
10. Added - Added command line option for specifying the mod path.
Command Line Options:
Se4.exe "[Savegame path]" "[Password]" "[Player Number]" "[Mod path]" -nd
[Savegame Path] = Exact path to the savegame file.
[Game Password] = Either the game password if this is the host processing the turn, or
the players password if you want to launch directly into a player�s turn.
[Player Number] = The specific player number you wish to launch into, or 0 if this is
the host processing the turn.
[Mod path] = Override to the directory specified in the Path.txt file (this should
just be the directory name of the mod, exactly what�s in Path.txt).
You can leave this blank to just use the setting found in the Path.txt
file.
-nd = Optional flag which indicates if any error dialogs should be displayed
during the turn processing if an error occurs.
Note: To leave an option blank, just put two parenthesis with a space between them.
Examples:
Host processing the turn, with no dialogs.
Se4.exe "c:\program files\shrapnel games\malfador machination\space empires
iv\savegame\BigMulti.gam" "Master" "0" " " -nd
Player wants to launch directly into their game.
Se4.exe "c:\se4\savegame\mygame.gam" "mypass" "1" " "
Host wants to process a turn with an alternate mod path, and have dialogs be displayed.
Se4.exe "c:\se4\savegame\supergame.gam" "master" "0" "c:\se4\mydata"
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Sarge is coming...
Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com