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  #1  
Old June 15th, 2001, 12:36 AM
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Richard Richard is offline
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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"

------------------
Sarge is coming...

Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com
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  #2  
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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  #3  
Old June 15th, 2001, 12:56 AM
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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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  #4  
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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  #5  
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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  #6  
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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  #7  
Old June 15th, 2001, 05:00 PM

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Default Re: Changes from 1.35 to current load...

Hurrah! Thank you Aaron!!!

Can't wait for this one to be out.

Cheers,

Admiral
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