.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #81  
Old January 27th, 2001, 03:30 AM
Richard's Avatar

Richard Richard is offline
Brigadier General
 
Join Date: Dec 1999
Location: Lancaster, OH 43130
Posts: 1,997
Thanks: 5
Thanked 9 Times in 8 Posts
Richard is on a distinguished road
Default Re: Up to date beta patch info..

The latest since 1.19.

Version 1.21:
1. Fixed - Range check error when you have 255 systems and you give
a ship orders to move to another system.
2. Fixed - Increased planet finite resource starting values.
3. Added - Added default values in the Settings.txt file for the
Maximum number of ships and units in the game.
4. Fixed - AI was not always using damaged ships or sending them
to be repaired.
5. Fixed - Increased the speed of combat execution.
6. Fixed - AI was not spreading out targeting of seekers based on
anticipated damage to target.
7. Fixed - Fleet leaders were still not detecting correctly when they
were surrounded in combat and should break formation.
8. Fixed - The Drushocka and Praetorian were building fighters with
only Shield Depleters.
9. Fixed - Jubilant has been mispelled for quite a while.
10. Fixed - Added empire files for all empires.
11. Fixed - Krill, Terran, and Toltayan empires were not always using
all of their racial points.
12. Fixed - Combat Replay would not show the vehicle report when moving
from a fighter group to a new fighter group.
13. Fixed - Improved AI's use of fleets.
14. Fixed - Improved AI's used of Planet creators.

Version 1.20:
1. Fixed - A colony with no population could still suffer from
a firestorm event.
2. Fixed - Ground combat would continue on the turn that a surrender
took place.
3. Fixed - High numbers of systems would not work correctly using the
Cluster quadrant layout.
4. Added - Added fields to the Settings.txt file to specify what values
and abilities a newly created storm will receive.
5. Fixed - Changed the text for the Cloaks to say the correct level
of scanning/detection it prevents.
6. Fixed - AI vehicle design files were not using the new ability
names for Combat To Hit Add and Combat to Hit Dec.
7. Fixed - Sometimes a damaged ship that was retrofitted would
result in undamaged components.
8. Fixed - If the order of a construction queue was changed, it was
not clearing the time for the item currently under
construction.
9. Changed - Changed Emergency Build Rate to 150%.
10. Fixed - When you exit a combat replay, the combat music would keep
playing.
11. Fixed - In Tactical Combat, Clear All Group Assignments would not
redraw the display to clear the group icons.
12. Fixed - "Bad Index" error from the Colonies window.
13. Fixed - If a race had a treaty of Subjugation or Protectorate, their
research points would be capped at 50,000.
14. Fixed - The Up Arrow on the Report window would display over the
Comps or Cargo display when closing the Scrap window.
15. Fixed - Fill Build Queue was not checking if the items were valid
for the empires current technology level.
16. Fixed - When loading a previously saved empire into a different player
number than previously, their designs would be messed up.
17. Fixed - Simultaneous Game - The Seeking Attack order would not cleared
if it was targeted on a planet and the colony had been destroyed.
18. Fixed - Improved the AI's scrapping of uneeded facilities in a finite
resource game.
19. Fixed - Remove tech area Ship Construction level 10 (it was empty).
20. Fixed - Decreased the AI's armor usage on their designs.
21. Fixed - Increase the AI's point defense usage on their designs.
22. Fixed - AI was not using its AI Strategy file correctly.
23. Fixed - AI was not giving the Kamikaze ships the correct strategy.
24. Fixed - In a finite resources game, planets would still produce resources
even after they had reached a value of 0.
25. Fixed - If a player's fleet encountered enemy mines in the same sector
as his own mines, he would receive a message about his minefield
being triggered against "enemy" ships.
26. Fixed - Improved the description for the Boarding Parties and Security Stations.
27. Added - Added fields to the Settings.txt file to specify a maximum number of
mines or satellties that a player can have in a sector.
28. Fixed - The Colony Window would display a patch of white if there were a large
number of displayed facilities.
29. Added - Added a confirmation message when you try to send a surrender message.
30. Fixed - Improved the Transport Minister so that they only move populations to
planets with atmospheres they can breathe.
31. Changed - Changed the Path.txt file so that it now lists a new directory to use.
This directory can contain replacements directory for all of the
directories that SE4 uses. If a directory is present in the mod
directory, all of the files that SE4 needs must be present. So if you
replace the Data directory, your new directory must have all of the
data files present. The only exception to this rule is for bitmaps.
If a bitmap cannot be found in a mod directory, the game will then
look back into the original SE4 directory to find it. In this way, you
can replace everything in the game, but not need to include all of the
graphics as well.
32. Fixed - Range check error during combat.
33. Fixed - Point Blank strategy sometimes would cause ships to run away from the
target.
34. Fixed - Range Check Error with a large number of units in a group during combat.
35. Fixed - Range Check Error with huge numbers of shields being generated during combat.
36. Fixed - Range Check Error with a fleet of more than 256 ships during combat.

------------------
Sarge is coming...

Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com
__________________
Change is inevitable, how you handle change is controllable - J. Strong
Reply With Quote
  #82  
Old January 27th, 2001, 03:37 AM

Kimball Kimball is offline
Sergeant
 
Join Date: Dec 2000
Location: Des Moines, IA
Posts: 257
Thanks: 0
Thanked 0 Times in 0 Posts
Kimball is on a distinguished road
Default Re: Up to date beta patch info..

Is there any word on "Starting Tech Levels?"
__________________
Technological advancement is like an axe in the hands of a pathological criminal. --A. Einstein
Reply With Quote
  #83  
Old January 27th, 2001, 03:57 AM

Tenryu Tenryu is offline
Sergeant
 
Join Date: Dec 2000
Location: Uranus
Posts: 340
Thanks: 0
Thanked 0 Times in 0 Posts
Tenryu is on a distinguished road
Default Re: Up to date beta patch info..

Sounds great! Thanks Richard.

Reply With Quote
  #84  
Old January 27th, 2001, 04:17 AM
Atrocities's Avatar

Atrocities Atrocities is offline
Shrapnel Fanatic
 
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
Atrocities is on a distinguished road
Default Re: Up to date beta patch info..

Thanks Richard. This is great to read, and really keeps our interest up.

------------------
"We've made too many compromises already, too many retreats! They invade our space and we fall back -- they assimilate entire worlds and we fall back! Not again! The line must be drawn here -- this far, no further! And I will make them pay for what they've done!" -- Patric Stewart as Captain Picard
UCP/TCO Ship Yards
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
Reply With Quote
  #85  
Old January 27th, 2001, 05:57 AM
Puke's Avatar

Puke Puke is offline
Lieutenant General
 
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
Puke is on a distinguished road
Default Re: Up to date beta patch info..

cool, always good to read these. I hate to grumble, but i think emergency build should be ballanced by increasing the expense incured, not decreasing its effectiveness. just like with the mine sweepers, I feel like features are being removed from the game.

ah well, cant please 'em all.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
Reply With Quote
  #86  
Old January 27th, 2001, 06:31 AM
Spoo's Avatar

Spoo Spoo is offline
First Lieutenant
 
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
Spoo is on a distinguished road
Default Re: Up to date beta patch info..

Any word on changing the way population/weapons platforms recieve damage?

i.e. certain weapons can kill population but not weapons platforms, and vice-versa.
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
Reply With Quote
  #87  
Old January 27th, 2001, 09:00 AM

RWittman RWittman is offline
Private
 
Join Date: Jan 2001
Location: Rochester, NY, USA
Posts: 32
Thanks: 0
Thanked 0 Times in 0 Posts
RWittman is on a distinguished road
Default Re: Up to date beta patch info..

I hate to ask the obvious question but, when will the 1.20-1.21 patch be released ?
Reply With Quote
  #88  
Old January 27th, 2001, 04:09 PM

Sabre21 Sabre21 is offline
Corporal
 
Join Date: Nov 2000
Location: Idaho, USA
Posts: 71
Thanks: 0
Thanked 0 Times in 0 Posts
Sabre21 is on a distinguished road
Default Re: Up to date beta patch info..

I have 2 issues referencing Richard's post. Item 19 states the removal of Tech 10 for ships since it is empty. I for one use that tech level..I created an entire series of ships for all the races that use Tech level 10. I really don't see a reason to take it out, just provides another option for modders.

The second issue is about a map editor. I know there has been discussion about having one on past Posts. I had been hoping it was to be availabe on this next patch. Any idea if and when this can be expected?
Reply With Quote
  #89  
Old January 27th, 2001, 04:18 PM

SirDarwin SirDarwin is offline
Corporal
 
Join Date: Nov 2000
Location: Ottawa,Ontario
Posts: 99
Thanks: 0
Thanked 0 Times in 0 Posts
SirDarwin is on a distinguished road
Default Re: Up to date beta patch info..

quote:
Originally posted by Sabre21:
I have 2 issues referencing Richard's post. Item 19 states the removal of Tech 10 for ships since it is empty. I for one use that tech level..I created an entire series of ships for all the races that use Tech level 10. I really don't see a reason to take it out, just provides another option for modders.



Well if you want that tech level add it back in As a modder you can easily do that, they might as well remove things that a unmodified Version of the game doesn't use.
Reply With Quote
  #90  
Old January 27th, 2001, 04:34 PM
ColdSteel's Avatar

ColdSteel ColdSteel is offline
Sergeant
 
Join Date: Dec 2000
Posts: 248
Thanks: 0
Thanked 0 Times in 0 Posts
ColdSteel is on a distinguished road
Default Re: Up to date beta patch info..

Thank you, Aaron. I think mods will now be much easier to package, install and manage thanks to change #31 listed under v1.20. Can't wait.
__________________
The difference between genius and stupidity is that genius has its limits.
Reply With Quote
Reply

Bookmarks


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:21 PM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.