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May 24th, 2001, 03:22 AM
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Lieutenant Colonel
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Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
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Re: New Beta Patch
quote:
Version 1.36:
1. Fixed - Map Editor: Access Violation when you tried to edit a
planet after deleting one.
2. Fixed - Map Editor: After saving a planet with a name that does
not end in a roman numeral, the next time you tried to
add a planet in the same system, you would get a Range
Check Error.
3. Fixed - Map Editor: Removed systems names from the combo box that
are already in use.
4. Fixed - Occasional driver or VxD errors when using the Resolve
Combat feature.
5. Fixed - Compiling a turn from the command line was not working.
6. Fixed - Fighter Groups were getting a cumulative offfense and
defense modifier.
7. Fixed - Sometimes fighters would not fire on targets if their first
weapon could not target the remaining enemy pieces.
8. Fixed - A target planet in the combat simulator would show the wrong
player's population bars.
9. Fixed - Long Messages to other players would get cut off in the Log
Window.
10. Fixed - When a new empire is created by rebelling from an old one,
the new empire would have all of the log Messages from the
old empire.
Nothing new yet, mainly working out kinks before anything new is put in...
Not a problem with the report... I figured Richard or another tester would post something, and I was a bit suprised to see a thread hadn't been made. Besides, I didn't want all of you to think Aaron turned into a hermit/got sick/got dead/came to hate SE/etc... he's hard at work on SE4  (not too hard hopefully, don't want to overwork him).
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GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
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May 24th, 2001, 07:26 AM
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Colonel
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Join Date: Jan 2001
Posts: 1,661
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Re: New Beta Patch
Will again thank you very much for this information.
I am very pleased to see that some of my suggestions to MM as the deletion of already used system names have been made and the fighter bug has been fixed.
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May 24th, 2001, 09:20 AM
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Sergeant
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Join Date: May 2001
Location: Great Falls, Montana, US
Posts: 208
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Re: New Beta Patch
Hey Suicide Junkie, long time, no see!  Ya, I agree with you. I sure hope MM does add that feature. It would really help make the design process more important. Heck, with something like this, a lucky shot from an escort vessel could theoretically severly damage a Battleship if it was lucky.
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Gryphin-
I started my first game. The Selay Consortium just hosed a colony ship, @#%Q@#R, Then accepted a Trade Treaty.
What is it about Neutrals that shoot first and ask quesitons later?
Atrocities-
Its called Gun Ship Diplomacy. <img border=0 title= alt=[Big Grin] src=biggrin.gif /]
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May 24th, 2001, 11:43 AM
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General
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Join Date: Mar 2001
Location: UK
Posts: 4,245
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Re: New Beta Patch
QUOTE:
a lucky shot from an escort vessel could theoretically severly damage a Battleship if it was lucky
/QUOTE
"I used to target womp rats from my t-16 back home, and they can't be much bigger than 2 metres..."
------------------
"Pinky, are you pondering what I'm pondering?"
"Uh, I think so, Brain, but balancing a family and a career ... oooh, it's all too much for me. "
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May 24th, 2001, 06:14 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: New Beta Patch
This thread reminds me of the one missing feature from SE combat -- variable damage! Every weapon does an absolutely fixed amount of damage. What about near misses? What about beam "contact" time with the target? Most weapons ought to have some slight variations in the amount of damage they do. Even 10-20 percent variation would make combat much less predictable. Think of MOO where a weapon does 3-12 instead of "10 10 10 10" out to whatever range.
[This message has been edited by Baron Munchausen (edited 24 May 2001).]
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May 24th, 2001, 06:51 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Re: New Beta Patch
All that would really require is a second "damage at range" line in the components.txt, and some work on the damage lookup routine.
with "minimum damage at range"
and "maximum damage at range"
you could really make some interesting effects, AND emissive armor will block the occasional shot, when the dice turn up low!
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