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  #1  
Old October 21st, 2003, 01:45 AM
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Default Re: Current patch history in Beta

That being said, I believe the newest Version will be available very soon.

[ October 20, 2003, 12:45: Message edited by: Rollo ]
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Old October 21st, 2003, 10:03 AM
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Default Re: Current patch history in Beta

Version 1.08:
1. Note - Patch 1

Keep tuned
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Old November 17th, 2003, 02:19 AM
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Default Re: Current patch history in Beta

*bump*
...and some news

Version 1.09:
1. Fixed - Some machines would cause the game to crash with an "InvalidOp Floating
Point Error" when you pressed play.
2. Fixed - Some ships were getting added damage resistance when they shouldn't.
3. Added - New fields to the Main_Enemies.txt file to allow for greater variation
in the Resist All amounts.
4. Fixed - AI Response range in the enemies file will now be multipled by the campaign's
weapon scaling factor.
5. Fixed - A ship's response range will be increased to it's maximum weapons range if it's higher.
6. Fixed - Enemy Ships were not always firing on targets within their maximum weapons range.
7. Fixed - Ships will now communicate out to their response range.
8. Fixed - Negative offset values for comp levels in stores.txt weren't working.
9. Fixed - Point Defense would fire on dying ships or fighters.
10. Fixed - The player's fighters would not cause targets to go hostile.
11. Fixed - The player would not receive experience for targets their fighters destroyed.
12. Fixed - You would cause terran ships to go hostile by hitting your own mines.
13. Fixed - Other weapons would not fire if marked as autofire.
14. Fixed - Directed Torpedoes should be working now.
15. Added - Directed Torpedo entries to the end of the bitmap effects data file.
16. Added - Three new pulse weapon bitmaps (also used for Directed Torpedoes).
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Old November 17th, 2003, 02:35 AM

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Default Re: Current patch history in Beta

Looks like emissive and scattering armor -may- have been fixed then? Suggestion to beta testers: test what happens if stores.txt calls for a comp level below 1 (eg, -3 offset, level 1 player).

Directed torps work now actually, you just have to specify them in the file. The extra stuff is nice though.

Which "response range" is being extended by weapon ranges?
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Old November 17th, 2003, 06:57 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: Current patch history in Beta

Response range is the range at which the AI ships react to another ship's presence. As it was, you could mod long-ranged weapons and bLast the AI with impunity as long as you stayed out of the rigid response range. Now they actually notice when you are in missile range.
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Old November 17th, 2003, 04:57 PM

Phoenix-D Phoenix-D is offline
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Default Re: Current patch history in Beta

Baron, I knew that; I was one of those one that mentioned it to MM.

What I meant was the enemy file has this:

Quote:
Response Range 1 Name := Short Range
Response Range 1 Distance := 120
Response Range 2 Name := Medium Range
Response Range 2 Distance := 160
Response Range 3 Name := Long Range
Response Range 3 Distance := 200
And another range could be added, its just that now nothing past 200ls would work. These are kind of meaningless if the response range just gets bumped to maxium weapon range..
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  #7  
Old November 17th, 2003, 07:56 PM
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Default Re: Current patch history in Beta

Quote:
Originally posted by Phoenix-D:
Looks like emissive and scattering armor -may- have been fixed then? Suggestion to beta testers: test what happens if stores.txt calls for a comp level below 1 (eg, -3 offset, level 1 player).
For level 0, you get a level 1 component minus the ability increase per level, and it costs less.
Makes sense

[ November 17, 2003, 17:58: Message edited by: Suicide Junkie ]
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