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  #111  
Old February 6th, 2001, 02:36 AM
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Default Re: Up to date beta patch info..

Mephisto - way to go!!



[This message has been edited by Tampa_Gamer (edited 06 February 2001).]
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  #112  
Old February 6th, 2001, 01:48 PM
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Default Re: Up to date beta patch info..

bump.
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  #113  
Old February 6th, 2001, 08:39 PM
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Default Re: Up to date beta patch info..

Congrats Mephisto

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  #114  
Old February 7th, 2001, 01:19 AM

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Default Re: Up to date beta patch info..

Does anyone have any information on when the next SE4 patch is coming out? How about tcp/ip?

I am currently playing a four person hotseat game. We are having a very good time; but, long for the day when we can all log on to the net and play instead of getting into our cars and meeting and some convenient location. Tcp/ip will simply make this great game fantastic!
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  #115  
Old February 7th, 2001, 01:23 AM
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Default Re: Up to date beta patch info..

Latest word on the patch is that it *might* be out by the end of this month. By all accounts it is going to address even more stuff than is currently listed here. Should be a big one.
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  #116  
Old February 7th, 2001, 01:30 AM

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Default Re: Up to date beta patch info..

Aaron told me Last week that it will take at least 2 months with a lot of testing before TCP/IP will be ready.

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  #117  
Old February 7th, 2001, 07:26 PM

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Default Re: Up to date beta patch info..

TWO months or more before tcp/ip is available? That is very sad news. SE4 would take on a whole new dimension with it. My hotseat games have been a bLast and all my opponants would love to just be able to log on and continue the game. Besides, all you solo play artists would get a real test in your game skills if you faced a human rather than an AI which makes you look like a legend in your own mind.
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  #118  
Old February 7th, 2001, 08:06 PM

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Default Re: Up to date beta patch info..

I don't just look like a legend in my own mind. I AM a legend in my own mind....
The AI agrees. So there!
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  #119  
Old February 7th, 2001, 08:06 PM
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Default Re: Up to date beta patch info..

And again...

Version 1.23:
1. Fixed - AI should only build one sensor buoy at a time.
2. Fixed - Some of the empire files were saved with all of the ministers
turned on.
3. Fixed - In some circumstances, the AI will design Base Space Yards with
more than one space yard.
4. Fixed - Cloaked ships were triggering population unhappiness.
5. Fixed - A race that has been destroyed should show "Conquered" for the
treaty in its race report window.
6. Added - Added a new tab to the Strategies window called "Damage". This
tab allows you to set the percentage damage you want to inflict
on different kinds of enemy ships before moving on to a new
target. So for ships, if it says 80%, then your ships will
damage the ship up to 80% and then will switch to a new target.
If no other targets are available, your ships will go back and
finish off those remaining ships. There is also a setting for
"Damage targets until all weapons gone". If this is set true,
then your ships will fire on enemy ships until all of their
weapons are gone, regardless of the percentage damage setting.
7. Fixed - Sometimes the AI Resupply minister would give a Divide by Zero
error.
8. Fixed - The Last patch caused the display of the letters "RSY" in the
system window to not work.
9. Fixed - The AI was not balancing armed and non-armed ships correctly
when considering a trade.
10. Fixed - Typo in the SectType.txt file.
11. Fixed - Mothballed ships were blockading enemy planets.
12. Fixed - Improved the AI's use of seeking weapons in combat.
13. Fixed - Improved the AI's firing of weapons before or after moving.
14. Fixed - Sometimes the AI would not fire seekers on a target.
15. Fixed - Tactical Combat: When a seeker destroyed a colony, there would
be no explosion.
16. Fixed - Tactical Combat: When seekers were launched by a planet, the
selection icon would show for the planet and all of the seekers
at the same time.
17. Fixed - Maximum Weapons Range strategy would sometimes cause the ship to
move closer to the target.
18. Fixed - You should only be able to scrap satellite Groups and fighter
Groups if a spaceyard is present.
19. Fixed - Combat Replay would show the shields for a ship that was hit with
a shield skipping weapon.
20. Fixed - You should not be able to add a minefield to a combat simulation.
21. Fixed - Vehicles in the Combat Simulation design list were not being
sorted by name.
22. Fixed - Improved the AI's determination of when to skip an item in its
purchase list if there is no cargo space available to hold it.
23. Fixed - The AI would try to build defense bases at planets without
spaceyards.
24. Fixed - Mothballed ships should not effect happiness at all.
25. Change - Increased the amount of happiness troops on a planet generate.
26. Change - Increased the amount of happiness a ship in orbit generates for
the planet.
27. Fixed - Added the field "Maximum population for abandon planet order" to
Settings.txt. This will prevent people from abandoning a planet
with a full population of rioting people.
28. Fixed - After an abandon planet, a new colony on the planet would start
at the same happiness as the Last population.
29. Change - Changed the starting happiness of colonies to "Happy" instead of
"Jubilant".
30. Fixed - A mothballed ship that was the only ship in a system could not be
attacked by the other players.
31. Fixed - Simultaneous Game: Reasons for a ship failing to load cargo, drop
cargo, or lay mines were not being added to the log.
32. Change - Cloaked ships cannot lay mines, launch units, or recover units.
33. Fixed - System level point modifiers were being summed instead of max'd.

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  #120  
Old February 7th, 2001, 08:17 PM

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Default Re: Up to date beta patch info..

Wow! Waiting for this patch to come out is worse than waiting for this game during christmas break.

Does anyone know how much is left for Aaron to do before he releases the patch? I mean, he already has fixed about 80 things since the Last patch. Is this going to be the patch that ends all in-game fixes for a while?
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