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  #1  
Old May 23rd, 2001, 03:39 PM
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Default Re: New Beta Patch

Any word on what was included?

I'm hoping that the "explosive component" ability has been added.
Aaron said that it was on the to-do list, and I've got lots of stuff to use it on.

(components add X damage to the ship when they are destroyed)
Nuclear Missiles, Antimatter stores & other dangerous stuff will rip big holes in your ship when they are destroyed
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Old May 23rd, 2001, 04:20 PM
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Default Re: New Beta Patch

quote:
Nuclear Missiles, Antimatter stores & other dangerous stuff will rip big holes in your ship when they are destroyed
Contrary to popular mythology, nuclear weapons don't explode when damaged. You'd get more damage from the missiles' propulsion fuel, with some radioactive contamination if the warhead is breached.

Antimatter losing containment, though, will be a spectacular bLast.

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[This message has been edited by capnq (edited 23 May 2001).]
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Old May 23rd, 2001, 08:37 PM

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Default Re: New Beta Patch

I believe that nukes do carry high explosives in their warheads, if I'm not mistaken.
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Old May 23rd, 2001, 09:05 PM
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Default Re: New Beta Patch

Many high explosives are rather stable, if memory serves. Besides, a) the explosives surrounding the fissionable material are typically *shaped* charges, and b) they need to all be detonated simultaneously, to trigger anything stronger than a fizzle. And any coupled fusion devices won't go off without the fission devices detonating.

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Old May 23rd, 2001, 09:06 PM
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Default Re: New Beta Patch

Yes, I know nukes will generally not explode when hit, and the high explosives in them will not make a really big bLast.

For storytelling purposes, I consider the warheads to be armed, and hair triggered . So the missiles explode just before PDCs would have finished 'em off, in the hopes of doing splash damage.

I should also note that I never said that I was going to set the damage from an exploding missile launcher really high. 75 damage would be plenty to account for fuel stores in the launch bay.

Still, the biggest use for this will be in the Cobalt warheads If you have a ramming ship, one small hit could trigger a chain reaction and blow your ship to smitherines
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Old May 23rd, 2001, 09:13 PM

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Default Re: New Beta Patch

The Russian navy would no doubt endorse SJ's proposal.
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  #7  
Old May 24th, 2001, 03:22 AM
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Default 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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