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  #31  
Old October 13th, 2001, 11:28 AM
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Mephisto Mephisto is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

IMHO I think we won't see very much new features in the game until SE5. Some things are just to much work to code them and make them work properly without breaking the rest of the game (in terms of bugs AND play balance). But you should all remember that the history.txt does not contain all fixed bugs. In the latest patch Aaron has fixed 12 of my 14 reported bugs, many of them will improve the AI significantly.
quote:
Originally posted by Q:
I too would appreciate new features like drones very much. But I think the bug fix has priority and the new patch will indeed fix some very important bugs IMO. Let's try to be patient and hope the new features will come one day too.


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  #32  
Old October 13th, 2001, 08:27 PM

chewy027 chewy027 is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

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.

Does this mean its only fixed for simultaneous games? I've been having problems with it in the trun based also.
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  #33  
Old October 13th, 2001, 08:52 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

quote:
Originally posted by [K126]Mephisto:
IMHO I think we won't see very much new features in the game until SE5. Some things are just to much work to code them and make them work properly without breaking the rest of the game (in terms of bugs AND play balance). But you should all remember that the history.txt does not contain all fixed bugs. In the latest patch Aaron has fixed 12 of my 14 reported bugs, many of them will improve the AI significantly.



Please list the changes you have verified? I'd like to know how the AI is progressing. Have any useful changes been made in the meaning of settings in the AI files? Especially, does AI_Construction_Vehicles use ship name/class rather than ship type yet?
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  #34  
Old October 14th, 2001, 12:01 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

I’m sorry, the calling of ships instead of ship classes is not implemented. The changes are more subtle but will nevertheless have great impact on the AI. I have extensively tested this.

Here are some of these changes:

1.) There was a problem with the counting of spaceborn units that did sent the AI in a production loop (if it was producing satellites, that is).

2.) “Do not move through minefield”-line. This line will prevent the AI from sending ship after ship into a known minefield. It was there for a long time but could not be used as the AI would not send minesweepers into the minefield either.

3.) Further minesweepers were not willing to enter a minefield if another unit was present in this sector (combo mine/satellite field). The minesweeper waited for a warship to clear the satellite and the warship waited for the minesweeper to clear the mines. As the field was never cleared, the AI stacked large amounts of ships in front of such a field. The problem has been solved, the minesweeper will now go in and clear the mines. If it is destroyed by the units (only fighter can do this), so be it, minesweeping is already a suicide mission.

4.) The population transport minister would never move population to a planet with 0 population but >0 facilities. As the Ai will not give up planets these 0 population planets were effectively lost for the AI. The AI will now send in population transports. Make sure to have medical bay on board!

5.) The AI tried to produce units (like troops) even if the Space Yard Ship was in deep space. The AI would try to produce them every turn so the ship could never move from its position but neither could produce the units. This has been solved, space yard ships (and I think bases, too) won’t produce units any more. This frees them for ship production and repair mission (yes, SYS will go after your damaged units and repair them!).
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  #35  
Old October 14th, 2001, 08:30 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

quote:
Originally posted by Andrés Lescano:
3) If you "finish" a counter-intelligence project (i.e., spend all
100,000 points or whatever the cost is), without having to block an
intel project (either because no-one's using intel against you or
because they haven't completed the project yet), the counter-intel
project "fails".




I for my part still think this is a bad thing. I guess the root cause for this is that normal research or offensive intel projects are completed, and the module for CI has just been "copied". But it makes absolutely no sense IMHO.

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  #36  
Old October 15th, 2001, 01:08 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

quote:
3) If you "finish" a counter-intelligence project (i.e., spend all
100,000 points or whatever the cost is), without having to block an
intel project (either because no-one's using intel against you or
because they haven't completed the project yet), the counter-intel
project "fails".
---------------------------------------------
I for my part still think this is a bad thing. I guess the root cause for this is that normal research or offensive intel projects are completed, and the module for CI has just been "copied". But it makes absolutely no sense IMHO.
So how about some simple methods of getting around it?

1) When adding points to Intel ops, check if this op is actually a CI, and if the amount budgeted will complete the project.
If so, then pass along the points to the next project in the queue. If the end of the queue has been reached, the points are lost.

1b) If adding intel points to a CI project will cause it to be completed, set the project to its total cost minus ONE point.
Any excess is lost.
(Players will have to manually rotate CI projects to the front of the queue, AND/OR use "divide points evenly")
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  #37  
Old October 15th, 2001, 06:43 AM

Dragonlord Dragonlord is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

I'd still like to know what happens (post patch) if you have a half-finished CI project, stop adding points to it, and get hit by an intel offensive. Will the CI project work or not?
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  #38  
Old October 15th, 2001, 06:38 PM

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Default Re: Psst, over here, I got the latest patch status... shhhh

It is really great to read about all the stuff that is being squashed etc. But, does anyone know when the patch is likely to be finished? Any sort of heads up on WHEN we are likely to see something would be greatly appreciated. Once again, the only thing on this subject is the old update on the Malfador web page talking about a September release.
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  #39  
Old October 15th, 2001, 07:18 PM

chewy027 chewy027 is offline
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Default Re: Psst, over here, I got the latest patch status... shhhh

i think richard said something about the next week or two of course that was Last week...
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  #40  
Old October 15th, 2001, 09:39 PM
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Default Re: Psst, over here, I got the latest patch status... shhhh

Have any of you considered buying a new copy once the second burn is availible?

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