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January 24th, 2004, 04:03 AM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Thanked 1 Time in 1 Post
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New info at MM
Quote:
01/23/04 - Happy New Year!
Due to the flu, the patches didn't quite make it out for Christmas. But the good news is that the Starfury patch should be out by next week, and the SE4 Gold patch is scheduled for the beginning of February. Here's to a great 2004.
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Slick.
__________________
Slick.
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January 24th, 2004, 05:22 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
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Re: New info at MM
Interesting
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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January 24th, 2004, 06:40 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
Thanks: 1
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Re: New info at MM
That's great news. The next patch in February!
Thanks for the update, Slick.
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January 24th, 2004, 03:54 PM
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Sergeant
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Join Date: Nov 2000
Location: USA
Posts: 368
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Re: New info at MM
Does anyone know what will be in the fix?
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January 24th, 2004, 06:08 PM
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Colonel
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Join Date: Jul 2000
Location: Montevideo Uruguay
Posts: 1,598
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Re: New info at MM
Quote:
Originally posted by atomannj:
Does anyone know what will be in the fix?
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Version 1.87:
1. Added - "Move Hundred" to Cargo Transfer window.
2. Fixed - In Simultaneous games, scanned enemy ship designs would not be saved.
3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being
used as percents instead of tenth of percents.
4. Fixed - Ships were not receiving experience for kills made with seekers.
5. Fixed - Increased the population amount for the storehouse in combat simulations.
6. Fixed - The Small Graviton Beam is now under the Gravitational Weapons tech area.
7. Fixed - Mothballing would not generate a log message in simultaneous games and would
show a messagebox instead.
8. Fixed - Unmothballing would not generate a log message in simultaneous games.
9. Fixed - Converting resources would not generate a log message in simultaneous games.
10. Fixed - The Abandon Planet order would not generate a log message in simultaneous games.
11. Fixed - Intelligence reports on planets were not showing the cargo they contained.
12. Fixed - In Computer Versus Human games, the AI's would get negative happiness modifiers
on treaties (Partnership) they were forced to have.
13. Fixed - AI's would continue to propose the existing treaty in a Computer Versus Humans game.
14. Fixed - In the Combat Simulator, any player that has a base or a planet will start in the
center of the combat map.
15. Fixed - The Fleet Report window's list will now respond to the Mousewheel.
16. Fixed - The component list in the Tactical Combat window will now repsond to the Mousewheel.
17. Fixed - The Add Design window's components available list will now respond to the Mousewheel.
Version 1.86:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
2. Fixed - Improved Empire placement using the "Evenly distributed through the quadrant" option.
3. Fixed - AI would purchase ships even if it had no resources available.
4. Fixed - Cloaked unit Groups would not show a dotted circle around them.
5. Added - Empire style directory label to the Empire setup window.
6. Fixed - AI would still try to launch units when its maximum units in space had been reached.
7. Fixed - The name of the current item under construction should show how many as well.
8. Fixed - Drones were not inflicting special damage types.
9. Fixed - Decreased seeker damage factor required to move to next target.
10. Fixed - You could build designs which had mounts of higher technology than your empire.
11. Fixed - AI would build all of the same colonizer type in a given turn.
12. Added - Mousewheel support to lists.
Version 1.85:
1. Fixed - AI players were giving away technology too easily.
2. Fixed - There was a limit of 5 neutral players in a game. Now the amount of
neutral players is based on the values in the Settings file.
3. Added - 4 more neutral races.
4. Fixed - AI was not taking into account bonus resources for scrapping.
5. Fixed - Changed Population Transport minister so that it takes population
to lowest populated planet regardless of distance and also taking
into account if a pop transport is already heading to the planet.
6. Fixed - Problem with AI checking its existing ship's orders.
7. Fixed - The race setup screen no longer errors if an empire ship picture is
not present.
8. Fixed - "Change Bad Event Chance - System" ability was not working right.
9. Fixed - "Change Bad Intelligence Chance - System" ability was not working right.
10. Fixed - Planets would not recalculate their sight values when a new facility was
built (this would make planets with cloaking abilities not light up cloak
button).
11. Fixed - A cloaked planet would still show its name for the option "Show Planet Names".
12. Fixed - Rebelling planets would double their population.
13. Fixed - Simultaneous different machine multiplayer games now require that a game
master password be provided.
14. Fixed - In the Select Package screen, clicking in the package list would not reduce
the resources by the x10000 or x100000 amount selected.
15. Fixed - Integer Overflow if a finite resource planet had too large a value.
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January 24th, 2004, 06:34 PM
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Lieutenant Colonel
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Join Date: Feb 2003
Location: RI. USA
Posts: 1,470
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Re: New info at MM
A lot of great new improvements with this upgrade.
Thanks Aaron, Beta Testers and Space Empires Team
Fyron (1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components. )
This will be a huge help for us
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January 24th, 2004, 06:45 PM
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Corporal
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Join Date: Nov 2000
Location: Raleigh, NC, USA
Posts: 95
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Re: New info at MM
Yes, yes, looks tasty indeed!
Hopefully Aaron sneezed on the patch before he got it to Shrapnel. That way I'll have a good reason to take a few days off work to try it out.
(the flu is digitally transmissible, right?)
__________________
-Don
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January 24th, 2004, 07:46 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: New info at MM
Now we just need Aaron to add comma separated lists for vehicle type and target type...
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January 24th, 2004, 08:19 PM
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Sergeant
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Join Date: Jun 2002
Location: Ottawa, ON, Canada
Posts: 390
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Re: New info at MM
I'm just glad to see Mousewheel support. Now Narf can get some excercise while playing SEIV.
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January 24th, 2004, 09:33 PM
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Second Lieutenant
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Join Date: Jan 2004
Location: Australia
Posts: 538
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Re: New info at MM
Good to see the improvements - would like to see them add new features though - although we should keep discussing them on this forum to try and generate some interest from MM
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