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April 2nd, 2002, 07:07 PM
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National Security Advisor
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Join Date: Dec 1999
Posts: 8,806
Thanks: 54
Thanked 33 Times in 31 Posts
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Re: Proportions Version 2.0 available
As soon as the testers stop finding quick/important things to fix. I think someone already posted the items 1.61-1.64, didn't they?
PvK
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April 2nd, 2002, 08:21 PM
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Corporal
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Join Date: Oct 2000
Posts: 142
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Re: Proportions Version 2.0 available
quote: Originally posted by PvK:
As soon as the testers stop finding quick/important things to fix. I think someone already posted the items 1.61-1.64, didn't they?
PvK
I did a search on 1.61 and only this thread comes up in the Last 30 days.
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April 2nd, 2002, 08:31 PM
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Corporal
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Join Date: Jul 2001
Location: Wiesbaden, Germany
Posts: 105
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Re: Proportions Version 2.0 available
This is what Mephisto posted at the time:
Version 1.64:
1. Fixed - Resource modifiers were going into negative percents.
2. Fixed - Integer overflow with large numbers of units in combat.
3. Changed - Increased the "maximum number of ships per player" and the
"maximum number of units per player" selection to have an
upper limit of 20,000 each on the Game Setup screen.
4. Fixed - Maintenance cost displayed for designs was not taking into
account abilities of that design.
5. Added - You can now use an AI_Construction_Units.txt file with your
AI. The file will only be used if it exists. This supplements
the AI_Construction_Vehicles.txt file with specific units to
purchase. See the AI_Construction_Units.txt file included for
more details.
Version 1.63:
1. Fixed - The AI was not matching class names correctly from the Vehicle
Construction file.
Version 1.62:
1. Fixed - The AI was not purchasing colonizing ships.
2. Changed - Put in opening screen from release Version.
3. Added - More details to AI Fleet order debug output.
4. Fixed - AI was not creating multiple designs which were of the same AI
Design Type (even if they had different names).
5. Fixed - Troops were not using their shields in ground combat.
Version 1.61:
1. Changed - The Default_Ai_Construction_Vehicles.txt file will now allow
for the design name or the design type. The term "Colonizer" is
till hard-coded to be evaluated to the needed type of colonizer.
When looking for the design to build, the game will look for the
latest design which matches the design name. If no match is found,
then the latest design which matches the design type will be located.
If neither is found, this purchase item will be skipped.
2. Added - Added an optional file called "DebugSettings.txt". This filed should
be placed in the SE4 directory and controls whether certain debug
setting are used in the game (if the file is not present all of the
debug settings are turned off). See the file for complete details.
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April 2nd, 2002, 08:52 PM
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Brigadier General
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Join Date: Jul 2001
Location: Kiel, Germany
Posts: 1,896
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Re: Proportions Version 2.0 available
Okay, here is an update.
_________________________________________
Version 1.66:
1. Fixed - The wrong System Physical Type was set on some of the nebulae
systems in the SystemTypes.txt file.
2. Fixed - Problem in the SE4 Map Editor which would cause Access
Violations when you edited abilities.
3. Fixed - Cloaked minesweepers will decloak their entire group if they
encounter a minefield (regardless of their minister settings).
4. Fixed - Improved the AI's calculation of resources available for purchases
of ships and units.
5. Fixed - The Construction_Units.txt file can now have a list of comma separated
colony types.
6. Fixed - Multiple items from the Construction_Units.txt file were being added
each turn to the same construction queue.
7. Added - Added "Percentage of Resources To Reserve For Unit Construction" field
to the Construction_Units.txt file.
8. Fixed - "Lucky" racial trait was not always working.
9. Fixed - Abilities "Change Bad Event Chance - System" and "Change Bad Intelligence
Chance - System" were not always working.
Version 1.65:
1. Fixed - Range check error when AI was processing its turn and
was trying to launch drones from a planet.
2. Fixed - Display error where the Fighter report would display
in the upper left-hand of the Main window.
3. Fixed - QuadrantTypes.txt had a misspelling which caused spatial
ruptures to not show up.
4. Fixed - Fleet name generator was incorrect for fleet numbers over
100.
5. Fixed - Combat Simulator would remove a fleet when you tried to add
the first ship to it.
6. Changed - Fighters with zero supplies only get one movement per turn.
7. Changed - Ships and fighters with zero supplies get zero shields.
8. Changed - Ships and fighters with zero supplies will not be able to fire
any of their weapons.
9. Changed - Drones can only target planets, ships, and satellites. Fighters,
mines, and other drones are too small to target.
10. Added - TCP/IP Host dialog will display all valid IP Addresses for the
host's machine.
11. Added - TCP/IP Player dialog now allows the player to select which source
IP Address they wish to use for play (the selection defaults to
the first available).
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April 2nd, 2002, 09:22 PM
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Corporal
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Join Date: Oct 2000
Posts: 142
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Re: Proportions Version 2.0 available
Thanks guys.
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April 2nd, 2002, 11:56 PM
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Private
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Join Date: Jan 2002
Posts: 14
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Re: Proportions Version 2.0 available
Great Mod! However, here is the odd thing that I am finding. I make a population transport with engines, cargo bays, and supply storage. When I try and use it to move population, it gives me an error saying that "it can not contain any more cargo". However, when I look at the cargo screen it shows 0/910k available.
Also, I can load satelites into the ship. It just appears that population does not work. Any thoughts?
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April 2nd, 2002, 11:59 PM
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Private
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Join Date: Jan 2002
Posts: 14
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Thanked 0 Times in 0 Posts
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Re: Proportions Version 2.0 available
Ok, further notes... it seems that if you place supply cargo bays and standard cargo bays onto a ship, then the ship will not pick up population... when I drop the additional supply containers then I can make a population transport.
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