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May 23rd, 2002, 01:27 AM
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Private
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Join Date: May 2002
Location: Colorado Springs, CO
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New Patch?
Hey all,
Been playing SE IV for about a week now and absolutely love it. Well, cept for the (lack of)A.I.
I'm sure this question is somewhere else on the forum, but I haven't been able to find it. So, when is the next patch coming out? I'm at v1.67 right now. Thanks!
-Nox
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I can beat anyone at checkers... by playing chess.
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May 23rd, 2002, 01:55 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
Posts: 3,070
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Re: New Patch?
"Out of the kitchen! It'll be ready when it's ready."
Seriously, v1.67 is the most current publicly available Version. If there are any newer Versions, only the beta testers know about them.
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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May 23rd, 2002, 10:40 AM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: New Patch?
Beta is now at 1.71. Here is the history:
Version 1.71:
1. Fixed - Ships were unable to ram planets.
2. Fixed - Drones were not smashing into planets.
3. Fixed - Tactical Combat was not displaying correctly after a Ram.
4. Fixed - Distance to planets has been reduced.
5. Added - Added fields to Settings.txt to allow for a higher maximum
value or resource amount.
6. Added - Added a "Bases Can Join Fleets" field to Settings.txt.
7. Fixed - AI would attempt to add units even when a planet was full.
8. Added - Added "No Retrofit Adding Of Spaceyards" and
"No Retrofit Adding Of Colony Module" so players can set
whether the game will enforce these rules.
9. Changed - Fighters and Drones will have full movement when launched.
10. Fixed - In a Turn-Based Game, fighters can only be recovered if they
have their full movement points (and are not in combat).
Version 1.70:
1. Fixed - Troops were unable to drop onto planets in combat.
2. Fixed - Only ships and fighter Groups can join fleets.
3. Added - Added Fighters, Satellites, and Drones Weapon Target Types in
Components.txt.
4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions
in Components.txt.
5. Fixed - Minefields will now accumulate damage against ships when
hitting them.
6. Changed - If a mine will not do damage to a target because of its damage
type, it will not strike the target. For example, if the mine
only does engine damage, and the target does not have engines,
then the mine will not strike the target.
7. Changed - Engine Damaging Weapons no longer skip shields.
8. Fixed - Integer Overflow when viewing a planet report window for a planet
that had been captured during combat.
9. Fixed - Ai should be cloaking again in Simultaneous Games.
Version 1.69:
1. Fixed - The Massive Ship Mount stated that you needed a ship size of
1100kT but it should actually be 1200kT.
2. Fixed - Rare Integer Overflow in combat when a planet was attacked.
3. Fixed - There was a way to bypass the Next Player Password dialog.
4. Changed - A ship cannot be retrofitted from a design which does not
have a Spaceyard to one that does.
5. Changed - A ship cannot be retrofitted from a design which does not
have a Colony Module to one that does.
6. Fixed - Range Check Error when a luck trait tried to prevent a star
from exploding.
7. Fixed - Set Players To Computer Control window was setting all ministers
off even for human players.
Version 1.68:
1. Fixed - Fighters no longer share their supplies with other ships.
They will not pool their resources when in a fleet.
2. Fixed - Newly launched fighters in a turn-based game will have no
movement. The next turn after they are launched, they will
receive full movement.
3. Fixed - AI was not reacting with anger when a planet or system was
destroyed.
4. Changed - Increased the number of formation positions from 30 to 100.
5. Fixed - AI was still not always closing to optimum distance for
launching seekers against planets.
6. Fixed - Seeker hit on a planet would sometimes not show an explosion
even if damage was done.
7. Fixed - AI was not always moving on the first turn of Tactical Combat
if it was the first player.
8. Fixed - Planet hit points would not always accurately portray damaged
units on the planet as well.
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For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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May 23rd, 2002, 11:00 AM
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General
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Join Date: Mar 2001
Location: UK
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Re: New Patch?
Quote:
4. Fixed - Distance to planets has been reduced.
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I wonder what this means. Do ships attacking planets now start nearer? Or is it defending bases/ sats that are nearer?
Quote:
6. Added - Added a "Bases Can Join Fleets" field to Settings.txt.
...
1. Fixed - Fighters no longer share their supplies with other ships.
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There go those resupply exploits. Good riddance=-) Personally I'd like to see bases use the same supply system as ships. Bases not above a resupply planet would need solar panels/ QR or regular visits from resupply ship.
Quote:
9. Changed - Fighters and Drones will have full movement when launched.
10. Fixed - In a Turn-Based Game, fighters can only be recovered if they
have their full movement points (and are not in combat).
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This is a better fix for the fighter exploit than the previous solution.
Quote:
3. Added - Added Fighters, Satellites, and Drones Weapon Target Types in
Components.txt.
4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions
in Components.txt.
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These should make the modders happy=-)
Quote:
7. Changed - Engine Damaging Weapons no longer skip shields.
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Good - this is far more balanced.
Quote:
7. Fixed - AI was not always moving on the first turn of Tactical Combat if it was the first player.
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Hooray!
All in all, a very good patch so far. I'm really looking forward to this one=-)
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May 23rd, 2002, 11:41 AM
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Lieutenant Colonel
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Re: New Patch?
I agree completely. I also liked the bit about specialty mines not hitting if their target component isn't present. Way cool.
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May 23rd, 2002, 12:31 PM
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Private
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Join Date: Nov 2001
Location: England
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Re: New Patch?
Quote:
1. Fixed - Troops were unable to drop onto planets in combat.
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What? I've been using troops in virtually all my games, without trouble!
Steve.
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Nature always obeys her own laws - Leonardo da Vinci
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May 23rd, 2002, 12:46 PM
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Brigadier General
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Re: New Patch?
Quote:
Originally posted by steveh11:
quote: 1. Fixed - Troops were unable to drop onto planets in combat.
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What? I've been using troops in virtually all my games, without trouble!
Steve. Planet center was move to the center of a planet, not one of the corners. As troops only had a "range" of 1, they could never drop after one of the beta patches.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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May 23rd, 2002, 12:52 PM
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First Lieutenant
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Join Date: Sep 2001
Location: Edmonton, Alberta, Canada
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Re: New Patch?
Quote:
4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions
in Components.txt.
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Now that is a good addition. Should come in very handy!!
Good job Aaron and the beta-testers
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Jimbob
The best way to have a good idea is to have lots of ideas.
-Linus Pauling
Take away paradox from the thinker and you have a professor.
-Søren Kierkegaard
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May 23rd, 2002, 02:39 PM
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Colonel
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Join Date: Jul 2001
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Re: New Patch?
Quote:
7. Changed - Engine Damaging Weapons no longer skip shields.
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IMO this is the best feature in the listed.
This thing will realy balance the things.
A suggestion:
There are three engine-damage weapons: Ionic Dispenser, Ionic Missile and Massive Ionic Dispenser. The first one is fine because its easy to get, the second one is seeking so its fine too, but there is the Massive Ionic Dispenser. I suggest that this weapon will have "skips shields" innit.
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Green bug from outa space!
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May 23rd, 2002, 02:47 PM
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Colonel
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Re: New Patch?
"7. Fixed - AI would attempt to add units even when a planet was full."
That's a very important one IMO.
"7. Changed - Engine Damaging Weapons no longer skip shields."
Just when I balanced these weapons in my mod and reduced their effect. Now I have to start again!
[ May 23, 2002, 13:50: Message edited by: Q ]
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