|
|
|
 |

October 12th, 2001, 09:07 AM
|
 |
First Lieutenant
|
|
Join Date: Mar 2001
Location: Bordesholm, Germany
Posts: 781
Thanks: 6
Thanked 0 Times in 0 Posts
|
|
Re: Psst, over here, I got the latest patch status... shhhh
quote: Originally posted by Baron Munchausen:
The intel fix seems to be working very nicely, btw. I really like the notifications of EACH enemy intel project defeated. Now you can clearly see that one counter-intel project does in fact defeat more than one enemy project.
Great news, thanx !
|

October 12th, 2001, 06:14 PM
|
 |
National Security Advisor
|
|
Join Date: Jan 2001
Location: Ohio
Posts: 8,450
Thanks: 0
Thanked 4 Times in 1 Post
|
|
Re: Psst, over here, I got the latest patch status... shhhh
New patch fixes:
quote: Version 1.46:
1. Fixed - Problem where a race style used from a mod directory was
not being used when the game was re-loaded.
2. Changed - Removed the application of the maximum units per player
rule while in combat. This means that you can launch as many
fighters as you like during combat. However, the maximum
units per player rule stilly applies to non-combat unit
launching.
3. Fixed - Wrong description used when scuttling units because of
not paying maintenance.
4. Fixed - Fleet Transfer Window would reset the Vehicles in Sector
window to the top each time a ship was moved.
5. Changed - Decreased the rate at which fleet experience increases.
6. Changed - Decreased the amount of experience gained from killing fighters
and mines.
7. Fixed - Description for Afterburners was not correct.
8. Fixed - You should be able to give colonize orders to a ship even if there
is a population on the planet.
9. Fixed - Population Transport Minister was not taking population to planets
with zero population.
10. Fixed - The Construction Minister would sometimes build troops and weapon
platforms not on a planet.
11. Fixed - AI would sometimes try to attack enemy minefields.
12. Fixed - The AI could sometimes initiate combat against a minefield in a
simultaneous game.
13. Fixed - Ship Groups would sometimes start on top of each other in combat.
14. Fixed - Ground Combat was experiencing some problems with the changes for
one side to hit another.
15. Fixed - Some units would have their statistics changed during a combat
simulation.
I am sure it's frustrating for everbody waiting on the patch to be released. But hopefully it will make you feel better that the delay is because he is fixking so much. It's not like Aaron is sitting around doing nothing.
The next patch is going to be a big one. Just look at some of the big bugs being squished...
Intel bug. (We all know how bad that one is.)
Cultures. (That's been around forever.)
Mines not self destructing.
Carriers not launching during combat if unit limit reached. That's allowed now. (Gives fighters some use later in games.)
Emmisive Armor.
And a whole bunch more. Should improve our enjoyment of the game greatly.
Geoschmo
__________________
I used to be somebody but now I am somebody else
Who I'll be tomorrow is anybody's guess
|

October 12th, 2001, 07:26 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psst, over here, I got the latest patch status... shhhh
hey i'm happy to see all this stuff fixed. I'd be willing to trade two more weeks to see drones in there or some other new feature. I've waited this long i can wait a little longer.
|

October 12th, 2001, 08:03 PM
|
 |
Captain
|
|
Join Date: Jan 2001
Location: Dallas, Texas
Posts: 817
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psst, over here, I got the latest patch status... shhhh
I am with you chew, I can wait as long as it takes for him to fix thing. I too would like to see some new features added.
|

October 12th, 2001, 08:57 PM
|
 |
Captain
|
|
Join Date: Sep 2000
Location: USA
Posts: 806
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psst, over here, I got the latest patch status... shhhh
Warning: RANT AHEAD.
I'm disappointed. I don't see any "biggest-bang-for-the-buck" changes. (See that thread.) I don't understand that, because some of those would be SOOOOO easy to implement, yet would greatly expand the game. Shrapnel is fond of bragging about the thought that goes into their games (and rightly so). But here we have numerous cases where the thinking has been done, the game design notably improved, and the ideas are not implementable for lack of a little bit of coding. I'm beginning to think that Aaron has a "not invented here" attitude.
[edit: Feel free to agree or disagree with this opinion as strongly as you like. I don't mind, as long as you don't get personal. Examples: "this opinion stinks"=OK, "dmm, you stink!"= not OK.]
[This message has been edited by dmm (edited 12 October 2001).]
__________________
Give me a scenario editor, or give me death! Pretty please???
|

October 12th, 2001, 09:08 PM
|
 |
Sergeant
|
|
Join Date: Nov 2000
Location: USA
Posts: 368
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psst, over here, I got the latest patch status... shhhh
I have to say I would like to know if things like drones, palaces, ect will ever be finally implemented. No one has really come out to say either way.
|

October 12th, 2001, 09:24 PM
|
Second Lieutenant
|
|
Join Date: Mar 2001
Posts: 539
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Psst, over here, I got the latest patch status... shhhh
maybe if MM would give us a list of things that they are at least CONSIDERING to include in SE4 we could quell some of our expectations
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|