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  #11  
Old January 27th, 2003, 08:56 PM
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Default Re: new SEIV patch !!

Geo

I am wondering if there is a way to upgrade our PBW games to 1.84?

Of course, all the players would have to agree to play under 1.84.

But the first hurdle is, "Is it possible to play an existing game under 1.84"

[Edited real name]

[ January 27, 2003, 19:30: Message edited by: Mephisto ]
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  #12  
Old January 27th, 2003, 09:07 PM
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Default Re: new SEIV patch !!

I've downloaded the patch from this site.

http://www.shrapnelgames.com/malfado...ld_patch_3.htm

Now what do I do with it?

Do I need to have two games? One with 1.78 for PBW and another for 1.84
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  #13  
Old January 27th, 2003, 09:13 PM
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Default Re: new SEIV patch !!

Here are the patches.

Version History for Space Empires IV
---------------------------------------------------

Version 1.84:
1. Fixed - Reordered some of the formations to be better for ship movement.
2. Fixed - Tech Areas that were not allowed in the Game Setup would still show under the expected results list of research.
3. Fixed - Ships in combat will follow their fleet's strategy until they are no longer in a combat group. Once they are no longer in a combat group, they will follow their own strategy.
4. Changed - When planets take damage, weapon platforms will be destroyed first. After all weapon platforms are destroyed, then the remaining units will take damage randomly.
5. Added - Added two new target types for components: "Ships" and "Ships".
6. Fixed - The Designs Window list would not show a design with the same name as another, but with different case.
7. Fixed - AI would build multiple system-wide resource modifier facilities in a system.

Version 1.83:
1. Fixed - You could stop a "Slow Build" by clearing the queue.
2. Fixed - You could stop a "Slow Build" by giving a planet to another player.
3. Fixed - The Jraenar battleship portrait was 1 pixel to large.
4. Fixed - Intro screen graphic stretches to the screen size.
5. Fixed - "Any" and "None" were being confused in CompEnhancement.txt for the field "Weapon Type Requirement".
6. Fixed - Weapon Mounts were not showing in the expected benefits list when looking at a Tech Area report.
7. Fixed - AI will now use Master Computers on his ships correctly.
8. Fixed - Added more slots to all of the formations to keep ships together better in combat. New formations thanks to Imperator Fyron.

Version 1.82:
1. Changed - Ships in combat will now follow their fleet's strategy regardless of whether they are in a combat group or not.
2. Fixed - Computer Players which had a "Computer Player Bonus" set above None were not using all of their bonus funds.
3. Fixed - The largest ship in a sector was not always being drawn on top in the system display.
4. Fixed - Planets in combat would not fire all of their weapons (sometimes).
5. Fixed - Planets in combat would not fire enough seekers against a target to guarantee its destruction (sometimes).
6. Fixed - Improved the Transport minister a little.
7. Added - The Log Window will now return you to the item you had selected the Last time you were in the window.
8. Fixed - Ships with a Tractor Beam would not fire weapons located after the tractor beam in their design.

Version 1.81:
1. Fixed - "Crew ConVersion" damage type will work on all target types, again.
2. Fixed - "Crew ConVersion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not). It does not matter if there is a Bridge on the ship.
3. Fixed - AI will no longer launch "Anti-Planet" Drones in combat.
4. Added - Option to strategems to control how many drones are launched per target in combat.
5. Changed - You can now give drones orders to Attack warp points. This is essentially the same as telling them to warp through and attack anything on the other side. Any survivors can then be given new orders.

Version 1.80:
1. Fixed - Integer Overflow when a unit with no shields was hit by normal weapons.
2. Changed - "Crew ConVersion" damage type will only work against ships regardless of the target type.
3. Fixed - "Crew ConVersion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not).
4. Fixed - You can now give resource gifts in excess of 200,000.
5. Added - "x10000" and "x100000" to the Select Package window for resources.
6. Fixed - Fighters were unable to "Fire On And Destroy" ships.
7. Fixed - Organic Armor was pre-regenerating itself before damage occurred in combat.

Version 1.79:
1. Fixed - "X Damage to Shields" damage types were not working correctly.
2. Fixed - Shield Depeleters will now work properly against units.
3. Fixed - The result of a Communication interception intelligence project will be displayed with arrows in the log window.
4. Fixed - Ships would clear their order if trying to move to sector 0,0.
5. Fixed - Ships with regnerating armor will regnerate all of their armor at the end of combat.
6. Fixed - During a Deconstruct & Analyze, you would sometimes receive duplicate techs if a component and the vehicle size were new to you
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  #14  
Old January 27th, 2003, 09:28 PM
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Default Re: new SEIV patch !!

tbontob. Please edit your post and remove my name. It's not polite to use someones real name in a public forum. That is why we have nicks in the first place.

Geoschmo
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  #15  
Old January 27th, 2003, 09:36 PM
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Default Re: new SEIV patch !!

Special thanks to PsychoTechFreak and Zarix for keeping the bug they discovered/confirmed a secret until it was patched. Thanks, boys!
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  #16  
Old January 27th, 2003, 09:37 PM

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Default Re: new SEIV patch !!

Quote:
Originally posted by Slick:
Anyone know what these really mean?

Version 1.84:
5. Added - Added two new target types for components: "Ships" and "Ships".


Slick.
so does any beta tester know whatz the deal with 1.84.5 is

It should read:
5. Added - Added two new target types for components: "Ships\Planets\Sat" and
"Ships\Planets\Sat\Drone".

[ January 27, 2003, 19:54: Message edited by: Mephisto ]
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  #17  
Old January 27th, 2003, 09:42 PM
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Default Re: new SEIV patch !!

Its being asked all over the forum, but I'll ask here too. What will this mean for in-progress games? I'm sure it depends on the particular game and mod, but in general are these changes of the sort to really break things?
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  #18  
Old January 27th, 2003, 09:46 PM
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Default Re: new SEIV patch !!

Quote:
Originally posted by geoschmo:
tbontob. Please edit your post and remove my name. It's not polite to use someones real name in a public forum. That is why we have nicks in the first place.

Geoschmo
My apologies Geo

Was so excited about the new update, I just plain forgot.
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  #19  
Old January 27th, 2003, 09:55 PM
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Default Re: new SEIV patch !!

Quote:
Originally posted by Dralasite:
Its being asked all over the forum, but I'll ask here too. What will this mean for in-progress games? I'm sure it depends on the particular game and mod, but in general are these changes of the sort to really break things?
I don't think it will break anything (instead, it will fix the TDB bug) and it is possible to upgrade. It always was, at least in a simultaneous game.
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  #20  
Old January 27th, 2003, 09:59 PM
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Default Re: new SEIV patch !!

Excellent! Everything seems to work fine with the new patch. The log list feature (return to the Last position) is extremly helpful for my current game where my log is about 500 lines!
The attack order for drones works even better than expected, because it seems that if you attack a warp point the drones will warp to the other side, which means you can really use them now for recon!!
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