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  #11  
Old June 5th, 2001, 04:42 PM

Admiral Admiral is offline
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Default Re: Changes from 1.35 to current load...

Yay!

Fixes 2,3 of 1.37 should really help Play by Web. Can't wait to get it published so everyone can be on the latest Version.

Cheers,

Admiral

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  #12  
Old June 6th, 2001, 08:00 PM

Talenn Talenn is offline
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Default Re: Changes from 1.35 to current load...

Hey all,

I've been away from SE4 for some time now. It just became too much of a pain in the butt to keep manually updating all the files to keep my data set current with the latest and greatest patches. When the fighter bug(s) crept in, I pretty much stayed at the older Versions of the game. I think I'm still in 1.19 or 1.27 or somewhere thereabouts.

Recently I've been thinking about upgrading to the latest Version and going in and upgrading all my modded files etc. How close are we to another release? I'll hold off if this patch (1.35?) is on the way shortly.

Also, I flipped through this list but I dont know what 1.28-1.32 could have changed. Has the 'Culture bug' been squashed yet..ie do 'Cultural Traits' such as Worker and Warrior work yet? That was another one of my 'peeves' with the older Versions. All of that stuff was pretty much just window dressing as the bonuses weren't applied IIRC. I guess this one is fixed by now, right?

At any rate, I'm glad to see the SE4 modding folks still going strong. I think you made the right decision not to modd the base data. It is a NIGHTMARE trying to keep updating everything to stay up with the game Versioning.

Any info appreciated.

Thanx,
Talenn
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  #13  
Old June 6th, 2001, 09:00 PM

Nitram Draw Nitram Draw is offline
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Default Re: Changes from 1.35 to current load...

I don't think the culture bug has been fixed, I'm pretty sure the bonus for the worker culture is not working. IIRC someone brought this up recently in another thread.
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  #14  
Old June 6th, 2001, 10:35 PM
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Default Re: Changes from 1.35 to current load...

The current release is Version 1.35; the upcoming patch will be at least v1.38. The first post in this thread
http://www.shrapnelgames.com/ubb/For.../002114-2.html
has the complete Version history up to 1.33, but I can't seem to find 1.34-1.35 at the moment.

2nd Edit: found it -
http://www.shrapnelgames.com/ubb/For...ML/002336.html

------------------
Cap'n Q

The most merciful thing in the world, I think, is the inability of the
human mind to correlate all of its contents. We live on a placid
island of ignorance in the midst of black seas of infinity, and it was
not meant that we should go far. -- HP Lovecraft, "The Call of Cthulhu"

[This message has been edited by capnq (edited 06 June 2001).]

[This message has been edited by capnq (edited 07 June 2001).]
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  #15  
Old June 15th, 2001, 12:36 AM
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Default Re: Changes from 1.35 to current load...

And for your viewing pleasure, I think you'll like some of these:

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

Version 1.40:
1. Fixed - Statistics for a design would not be updated if a ship of that design
was given away during a trade.
2. Changed - Increased the shields and decreased the cost of the Massive Planetary
Shield Generator.
3. Fixed - Ground Combat: Only troops and population should show in ground combat.
4. Fixed - Ground Combat: Damage would grow in excess of the actual each turn.
5. Fixed - Ground Combat: The close button should be disabled until combat is complete.
6. Fixed - The Solar Sail description should say that only one works per ship.
7. Fixed - The AI will sometimes trade for technology he doesn't need or can't use.
8. Fixed - The Create Planet minister would send all ships to the same location.
9. Fixed - The Scrap Window should show all ships sorted by name.
10. Fixed - The retrofit in simultaneous games would not always work correctly.

Version 1.39:
1. Fixed - System Gravitational Shield Facility was not working.
2. Added - Added “Stop Star Destroyer” ability to System Gravitational Shield facility.
3. Fixed - Pressing the E key in combat would sometimes cause a crash or an End Combat
dialog too soon.
4. Changed - Minimum maintenance cost for any empire is 5%.
5. Fixed - Error when loading a game with a map which had more than 255 starting points.
6. Fixed - Starting points in maps were not being cleared upon load. This would
eventually cause a crash in any game that was started from a map which had
starting points.
7. Fixed - With Omnipresent View selected, cloaked ships would not be shown correctly
when a ship with sensors was present in the system.
8. Fixed - Successful intelligence defense would sometimes result in you having intel
defense projects more accomplished then when they started.
9. Fixed - The Close Warp Point component was not using supplies when activated.
10. Added - Added command line option for specifying the mod path.

Command Line Options:

Se4.exe "[Savegame path]" "[Password]" "[Player Number]" "[Mod path]" -nd

[Savegame Path] = Exact path to the savegame file.
[Game Password] = Either the game password if this is the host processing the turn, or
the players password if you want to launch directly into a player’s turn.
[Player Number] = The specific player number you wish to launch into, or 0 if this is
the host processing the turn.
[Mod path] = Override to the directory specified in the Path.txt file (this should
just be the directory name of the mod, exactly what’s in Path.txt).
You can leave this blank to just use the setting found in the Path.txt
file.
-nd = Optional flag which indicates if any error dialogs should be displayed
during the turn processing if an error occurs.

Note: To leave an option blank, just put two parenthesis with a space between them.

Examples:
Host processing the turn, with no dialogs.
Se4.exe "c:\program files\shrapnel games\malfador machination\space empires
iv\savegame\BigMulti.gam" "Master" "0" " " -nd

Player wants to launch directly into their game.
Se4.exe "c:\se4\savegame\mygame.gam" "mypass" "1" " "

Host wants to process a turn with an alternate mod path, and have dialogs be displayed.
Se4.exe "c:\se4\savegame\supergame.gam" "master" "0" "c:\se4\mydata"

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  #16  
Old June 15th, 2001, 12:47 AM

Marty Ward Marty Ward is offline
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Default Re: Changes from 1.35 to current load...

Thanks for the update. When can we expect this to be out?
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  #17  
Old June 15th, 2001, 12:56 AM
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Atrocities Atrocities is offline
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Default Re: Changes from 1.35 to current load...

quote:
5. Fixed - Error when loading a game with a map which had more than 255 starting points.


Now this sounds very interesting. Perhaps we can now bump the total number of systems up to a new maximum.
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  #18  
Old June 15th, 2001, 02:08 AM
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Default Re: Changes from 1.35 to current load...

quote:
4. Changed - Minimum maintenance cost for any empire is 5%.


Pity. I rather liked no-maintenance ships.

------------------
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
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  #19  
Old June 15th, 2001, 09:25 AM
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Default Re: Changes from 1.35 to current load...

Some really important fixes in there. Thanks once again to Aaron for new code and to Shrapnel for this forum which, as the fix list clearly proves, is what keeps us fans so close to Malfador.

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  #20  
Old June 15th, 2001, 04:23 PM
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Default Re: Changes from 1.35 to current load...

Sweet. So now one should be able to build multiple QR-equipped planet creators and let them wander around, converting asteroid fields at will...

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