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January 24th, 2004, 06:40 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
Thanked 0 Times in 0 Posts
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Re: New info at MM
That's great news. The next patch in February!
Thanks for the update, Slick.
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January 24th, 2004, 03:54 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
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Re: New info at MM
Does anyone know what will be in the fix?
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January 24th, 2004, 06:08 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
Thanks: 0
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Re: New info at MM
Quote:
Originally posted by atomannj:
Does anyone know what will be in the fix?
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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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January 24th, 2004, 06:34 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
Thanks: 0
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Re: New info at MM
A lot of great new improvements with this upgrade.
Thanks Aaron, Beta Testers and Space Empires Team
Fyron (1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components. )
This will be a huge help for us 
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January 24th, 2004, 06:45 PM
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Corporal
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Join Date: Nov 2000
Location: Raleigh, NC, USA
Posts: 95
Thanks: 0
Thanked 5 Times in 1 Post
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Re: New info at MM
Yes, yes, looks tasty indeed!
Hopefully Aaron sneezed on the patch before he got it to Shrapnel. That way I'll have a good reason to take a few days off work to try it out.
(the flu is digitally transmissible, right?)
__________________
-Don
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January 24th, 2004, 07:46 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: New info at MM
Now we just need Aaron to add comma separated lists for vehicle type and target type... 
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January 24th, 2004, 08:19 PM
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Sergeant
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Join Date: Jun 2002
Location: Ottawa, ON, Canada
Posts: 390
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: New info at MM
I'm just glad to see Mousewheel support. Now Narf can get some excercise while playing SEIV.

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