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  #1  
Old September 18th, 2001, 04:57 AM
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Default Re: What is the latest patch status?

edit, in reference to ^ Above ^ :
Hmm... Well I guess I didn't get that e-mail. Thanks, I'll send an explanation now.


quote:
Originally posted by Hadrian Aventine:
I just got a beta patch.




You did? I didn't get anything... Not that it matters too much since I still can't figure out what is wrong with my computer, so I have to use this one. Meaning I can't play SEIV

Looks like the old beta patch directory is cleaned out too...

[This message has been edited by Will (edited 18 September 2001).]
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  #2  
Old September 18th, 2001, 05:19 AM

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Default Re: What is the latest patch status?

Well, I'm d/l the patch and giving the late hour, I'm going to try it out in the morning.

As for not getting word, Will, Aaron sent out an email asking all Beta Testers to report in to stay as a tester. Anyone who didn't reply would be dropped. Send him an email ASAP and explain your problem, he'll understand.

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  #3  
Old September 18th, 2001, 08:40 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: What is the latest patch status?

I would post the notices from the history file, but we have been reminded about our NDAs in the not too distant past. I'll let Richard post the details if he wants to continue that policy.

That said, it's not a real big deal. The long delay seems to be related to Aaron's personal life rather than some big addition or change to the game. Lots and lots of bug fixes, including the Intel defense problem and Emissive Armor. I'm not sure what the 'bug' was with that. I'll have to get it into combat and see how it works now.
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  #4  
Old September 18th, 2001, 11:45 PM
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Default Re: What is the latest patch status?

quote:
Lots and lots of bug fixes, including the Intel defense problem and Emissive Armor
YAY!!! The Emissive Fix!

The Emissive bug was thus:
-any damage less than the EA rating did nothing (GOOD)
-if the damage was more than the EA rating, it did full damage (BAD)

If it is fixed now, then:
-only consider damage hitting the armor (after shields, not armor-skipping protection)
-this damage is reduced by the EA ability of the armor, and any remaining damage will destroy armor components.

Hopefully, this will be one step better, and be like classic SE3 Emissive armor:
-damage hitting a component is reduced by the EA ability of that component. (Even if the component is NOT armor!)
-if the first component is destroyed, the second component to be hit gets a chance to "emiss" part of the remaining damage.

EG: 130 damage breaches the shields. 2 Armor components with EA Ratings of 30Pts each, and 50 HP.
130 damage hits a standard armor III, doing 40 damage, destroying it.
90 remaining damage hits the first EA armor. 30 PTS is subtracted (Emiss), leaving 60 damage. 50 damage is done to the armor, destroying it.
10 damage remains. The second EA armor is hit. Subtract 30 (Emiss). No damage remains, so the armor is not damaged.
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  #5  
Old September 19th, 2001, 03:11 AM

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Default Re: What is the latest patch status?

Anyone have any idea when the next patch will be released?
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  #6  
Old September 19th, 2001, 04:14 AM
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Default Re: What is the latest patch status?

As far as the release date I am not sure, Aaron has a lot of things on his plate but we will keep you up to date as much as we can.

Version 1.42:
1. Fixed - Crashing bug when processing a simultaneous game turn.
2. Added - Flag to use the old style of Log Political Message display. Some people
experienced the problem that their screen would go crazy when a political
message was displayed in the Log Window. Usually, changing the screen
resolution, color depth, or installing new drivers would fix the problem.
But in case they don't, we added this flag so that those players could
change the setting "Use Old Log Political Message Display" in the Settings.txt
file to TRUE. This will display communication message in the old manner
with no possiblity of scrolling the message.
3. Fixed - Crashing bug when a warp point had already been closed and another ship
tried to close it with the same orders in a simultaneous game.
4. Fixed - Simultaneous Game: Combat would often occur too many times. Now it will only
occur one per sector per phase if a ship executed orders in that location.
5. Fixed - After a ship with a spaceyard was retrofitted to not have a spaceyard,
sometimes its construction details would still show on its report.
6. Fixed - Emissive armor should be working correctly now.
7. Fixed - Sometimes the combat replay would fail if a star was involved.
8. Fixed - Simultaneous Game: Colonizers at the same location would not follow orders
to colonize given in the Planets window.
9. Fixed - Simultaneous Game: The Planet window does not need to close when giving
colonize orders.
10. Changed - Added text to the Scrap window stating that ships in a fleet must be separated
from the fleet before any of the actions can be performed. The list in the
window no longer displays any ships that are in a fleet.
11. Fixed - Sometimes when a colonizer would colonize a planet, not all of the population
in its cargo would be dropped to the planet.
12. Fixed - Simultaneous Game: Adding the "Use Component" order would clear all previous
orders for a ship.
13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly.
Please note: You want to use the emergency propulsion pods at the beginning of the
turn in a simulatenous game (your first orders before moving). Since these pods
actually increase your speed during phased movement, if you try to use them at the
end, you may not actually get the remaining movement points.
14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without
a space yard being present.
15. Fixed - Problem with AI Design creation where the game would lockup when an AI was trying
to add the desired number of engines to a design but couldn't.
16. Added - Added a message when your counter-intelligence project successfully defeats an
attack. (This attack will cause the progress of the counter-intelligence project
to be put back.)
17. Fixed - All Counter-Intelligence projects were being cleared when an attack came in. So
only the first attack would be defeated, and then all others would get through
that turn.
18. Fixed - A few minor memory leaks.
19. Fixed - Added some protections against multiplayer cheaters.


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  #7  
Old September 19th, 2001, 06:04 AM
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Default Re: What is the latest patch status?

Here's hoping on the details of #6

Number 14 opens up some interesting possibilities for modders.

I'm assuming for now that the "needs spaceyard" applies to the ability.

By giving other components an emergency propulsion ability of Zero, they will also require a spaceyard.

For example: Lifesupport and/or crew quarters. With this ability, you would have to return to a planet or base, or SYS in order to get your crew restocked.

Also, mods could create "prototype" components. The prototype component would have the abilities of the next tech level up (which you don't have yet), but would have few hitpoints, act as armor (destroyed first) and be unrepairable.
Using emergency propulsion would destroy this component, too. Since the prototype is highly unstable, it is reasonable that stressing the ship (emerg. propulsion) could critically damage the equipment.
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