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June 22nd, 2001, 05:46 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
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Latest Patch Rating
Since I have not downloaded it yet, I consider my self neutal. However, I am very interested in what many of you think. So to gain a good average, I will ask that you give a ranking on the following scale:
10 = The best
09 = Outstanding
08 = Good
07 = Ok
06 = Average
Below this point is unacceptable! If you rate it with a ranking of 5 or lower, would you please say why.
05 = Displeased
04 = Mis Guided
03 = Poor
02 = Horrible
01 = Unacceptable
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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June 22nd, 2001, 06:52 AM
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BANNED USER
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Join Date: Mar 2001
Location: Toronto, Canada
Posts: 302
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Re: Latest Patch Rating
I guess I'll give it an 8. It fixes some big bugs like the fighter stack - just today I had a 40 strong fighter group that got hammered - not just by point defense but regular weapons too! - before the patch I would have trashed a fleet of 5 dreadnoughts!
I still haven't used it all that much - but it'd better than the 1.35 patch...
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Visit the Spoogy Federation at:
http://spoogyfederation.tripod.com
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June 22nd, 2001, 09:16 AM
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Corporal
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Join Date: Feb 2001
Location: Porto Portugal
Posts: 163
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Re: Latest Patch Rating
8, i think.
Some nasty bugs corrected.
Is much more stable.
Still, exist many optimizations to be done yet.
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June 22nd, 2001, 10:48 AM
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Colonel
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Join Date: Jan 2001
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Re: Latest Patch Rating
I agree 8.
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June 22nd, 2001, 02:36 PM
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Private
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Join Date: Mar 2001
Location: Houston
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Re: Latest Patch Rating
It may have corrected the fighter stack problem, but I still can't figure out how to divide fighters into Groups in Strategic mode. All the fighters launched from a carrier or planet still go in one huge group. The only way I know around this is for planet A to launch x fighters per turn and send them to planet B while planet B launches fighters and sends them to planet A etc. Same thing if you are going to guard a jump point, your carrier has to start dropping its fighters as it approaches and have them fly the rest of the way there.
I like using a lot of fighters with rocket pods, so one huge group is worthless unless you want to be able to kill one ship 10 times over, but have nothing left for the others. Personally I wish they would up the cargo capacity of planets and not allow fighters to end their turn in space, but as long as they can they should make them work properly by allowing you to divide them however you feel like at the beginning of tactical combat.
Satellites are also still a problem. They should be evenly distributed around a planet or jump point even if in one big group.
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June 23rd, 2001, 02:48 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: Latest Patch Rating
quote: It may have corrected the fighter stack problem, but I still can't figure out how to divide fighters into Groups in Strategic mode. All the fighters launched from a carrier or planet still go in one huge group.
I don't know if it can be done for planets, but in theory, you should be able to set your carriers' fighter group size under Strategies/Launch. I say "in theory" because I mostly play in Tactical, and have never actually used fighters in a game in Strategic mode.
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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"
__________________
Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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June 23rd, 2001, 06:10 PM
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Sergeant
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Join Date: Aug 2000
Location: Garden-Variety State
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Re: Latest Patch Rating
quote: Originally posted by capnq:
I don't know if it can be done for planets, but in theory, you should be able to set your carriers' fighter group size under Strategies/Launch. I say "in theory" because I mostly play in Tactical, and have never actually used fighters in a game in Strategic mode.
I thought there was a line in one of the text files that was supposed to do this: Fighters/Satellites per Group, with a default setting of 20. I don't think it ever worked though.
__________________
Hail Caesar!
L+ GdY $? Fr! C- SdS T!+ Sf+ Tcp A% M++ MpM R!- Pw+ Fq-- Nd-- RP+ G++
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June 23rd, 2001, 09:08 PM
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Corporal
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Join Date: Sep 2000
Posts: 104
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Re: Latest Patch Rating
It is a 05.
It solidly fixes some bugs, but does not really make the game more challenging.
Might be ok for games against humans but the the largely unchanged, lame AI still makes me fall asleep in front of my computer.
Have not played SE4 for three months and after this short try will no do it again until the AI gets really beefed up. Arggh, Jesus, I can live with a crash and a bug here and there, but please, make that AI finally a little bit of a challenge !
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June 23rd, 2001, 09:33 PM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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Re: Latest Patch Rating
I'm gonna give it a 6 (Average)
We waited a long time for this, and it didn't really do much of anything, other than fix the fighter stack bug. That by itself should have been the work of no more than a week or so.
OK, so we piss and moan about the AI sucking rocks, and we get lectured about how hard it is to design a good AI. OK, fine.
But where are the Drones? Where is the scenario editor? Where is the IP connectivity?
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June 23rd, 2001, 09:36 PM
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First Lieutenant
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Join Date: Oct 2000
Location: San Diego, CA, USA
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Re: Latest Patch Rating
Oh yeah, and I personally do not think fighters should be able to fly around in space within the system like they do. I think they should have no strategic movement at all, and thus be limited to the sector in which they are launched.
As they are, fighters are too damn powerful, and they skew the balance of the whole game. Not to mention that carriers are greatly diminished in importance by the way fighters work right now.
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