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Psst, over here, I got the latest patch status... shhhh
Version 1.45:
1. Changed - In the beta patch Version, the startup message will not be displayed if the -nd command line option is used. 2. Note - Medical Bays will cure plagues on your planets or planets of your allies (Military Alliance or better). 3. Added - A delay factor to Settings.txt to slow down the movement of ships on the System Window. 4. Added - A new set of fonts by Andr�s Lescano which add international character support to the existing fonts. 5. Fixed - AI Research will now follow the "Tech Area Min Percent". 6. Fixed - Ruins were not being placed if the map was generated in the Game Setup window. 7. Added - The System Gravitational Shield now prevents warp points closing within the system. This prevents warp points closing into or out of the system by all players (including you!). 8. Fixed - You should be able to view and clear the orders of minefields or satellite Groups. 9. Fixed - Self-Destruct of satellites and mines was not working in simultaneous turn games. 10. Fixed - A log message should be generated when a ship self-destructs or is fired on and destroyed. 11. Fixed - Resource Production and Space Combat racial modifiers were not working correctly. Version 1.44: 1. Fixed - The command line option to use a Mod Path was not working. 2. Added - Access to the Autosave options under the main Options window. 3. Fixed - Intelligence Window would ask if you wanted to delete a blank intelligence project. 4. Fixed - Screen wouldn't refresh after a Surrender message was sent. 5. Added - The System Gravitational Shield now prevents warp point opening within the system. This prevents warp point opening into or out of the system by all players (including you!). 6. Fixed - Ships were not showing up in the correct portion of the combat map at the start of combat. 7. Fixed - Neutral players would sometimes leave their home systems. 8. Fixed - Unit Groups would display their shields and hit points incorrectly at times during combat. Now, unit Groups will only show their maximum hit points and maximum shields during combat for the units that are alive. Version 1.43: 1. Fixed - Problem with multiplayer data file verification. 2. Added - Added more message during a simultaneous game explaining why a ship did not launch or recover its units. 3. Fixed - Problem where the Designs Window would error upon loading. 4. Fixed - A neutral on a planet which picked a specific style would cause an error if that style was not present when the game was loaded. 5. Fixed - If an event caused a planet to explode, then sometimes an error would be generated. 6. Fixed - Sometimes the next player in a hotseat game could give orders to the previous player's ships. 7. Changed - The AI ministers controlling a human player will never surrender. 8. Fixed - Sometimes the game would not ask you if you wanted to attack when your ships moved into the same square as enemy ships. 9. Changed - Spaced out large Groups of ships in combat a bit more when starting. 10. Fixed - General speedups for combat. 11. Fixed - Sometimes your ships would not fire on a planet because you had a troop transport present carrying troops but it didn't have the Capture Planet order. Version 1.42: 1. Fixed - Crashing bug when processing a simultaneous game turn. 2. Added - Flag to use the old style of Log Political Message display. Some people experienced the problem that their screen would go crazy when a political message was displayed in the Log Window. Usually, changing the screen resolution, color depth, or installing new drivers would fix the problem. But in case they don't, we added this flag so that those players could change the setting "Use Old Log Political Message Display" in the Settings.txt file to TRUE. This will display communication message in the old manner with no possiblity of scrolling the message. 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. 4. Fixed - Simultaneous Game: Combat would often occur too many times. Now it will only occur one per sector per phase if a ship executed orders in that location. 5. Fixed - After a ship with a spaceyard was retrofitted to not have a spaceyard, sometimes its construction details would still show on its report. 6. Fixed - Emissive armor should be working correctly now. 7. Fixed - Sometimes the combat replay would fail if a star was involved. 8. Fixed - Simultaneous Game: Colonizers at the same location would not follow orders to colonize given in the Planets window. 9. Fixed - Simultaneous Game: The Planet window does not need to close when giving colonize orders. 10. Changed - Added text to the Scrap window stating that ships in a fleet must be separated from the fleet before any of the actions can be performed. The list in the window no longer displays any ships that are in a fleet. 11. Fixed - Sometimes when a colonizer would colonize a planet, not all of the population in its cargo would be dropped to the planet. 12. Fixed - Simultaneous Game: Adding the "Use Component" order would clear all previous orders for a ship. 13. Fixed - Simultaneous Game: Using Emergency Propulsion Pods would not always work correctly. Please note: You want to use the emergency propulsion pods at the beginning of the turn in a simulatenous game (your first orders before moving). Since these pods actually increase your speed during phased movement, if you try to use them at the end, you may not actually get the remaining movement points. 14. Changed - You cannot repair an Emergency Propulsion Pod or an Emergency Resupply Pod without a space yard being present. 15. Fixed - Problem with AI Design creation where the game would lockup when an AI was trying to add the desired number of engines to a design but couldn't. 16. Added - Added a message when your counter-intelligence project successfully defeats an attack. (This attack will cause the progress of the counter-intelligence project to be put back.) 17. Fixed - All Counter-Intelligence projects were being cleared when an attack came in. So only the first attack would be defeated, and then all others would get through that turn. 18. Fixed - A few minor memory leaks. 19. Fixed - Added some protections against multiplayer cheaters. 20. Fixed - ------------------ Sarge is coming... Richard Arnesen Director of Covert Ops Shrapnel Games http://www.shrapnelgames.com |
Re: Psst, over here, I got the latest patch status... shhhh
Richard, tks for the update, any possibility of having AI invade planets outside of modded games?
just some ideas mac |
Re: Psst, over here, I got the latest patch status... shhhh
Thanks for the update. Any word on drones, palaces, space monsters encounters, empire rivalry. I also had an idea that you can set victory conditions to defeat a certain empire.
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Re: Psst, over here, I got the latest patch status... shhhh
Thanks for the update. Looking sweet http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
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Re: Psst, over here, I got the latest patch status... shhhh
This is great.
The one thing I would like to see is multiple effects for a single event. that way I could set up events that for example: increase the pop but decrease the mood. |
Re: Psst, over here, I got the latest patch status... shhhh
Any idea when there will be a release? Just the intel bug alone is so nasty as to warrant a quick patch. It's been a while since the Last one, too.
::sniff:: http://www.shrapnelgames.com/ubb/images/icons/icon9.gif |
Re: Psst, over here, I got the latest patch status... shhhh
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>7. Added - The System Gravitational Shield now prevents warp points closing
within the system. This prevents warp points closing into or out of the system by all players (including you!).<HR></BLOCKQUOTE> Is this good? It has been discused and this way a player can lock himsef in his systems and making his planets invulnerable to conventional attacks and the game unfinishable. |
Re: Psst, over here, I got the latest patch status... shhhh
Hey, if you don't like a particular feature you can mod the files and remove it! Personally, I am inclined to make the warp point controller a seperate facility from the 'stabilizer' that prevents planet/star destruction so there's more of a price to pay for locking everything down.
The intel fix seems to be working very nicely, btw. I really like the notifications of EACH enemy intel project defeated. Now you can clearly see that one counter-intel project does in fact defeat more than one enemy project. [This message has been edited by Baron Munchausen (edited 11 October 2001).] |
Re: Psst, over here, I got the latest patch status... shhhh
Note that it will prevent opening AND closing. You have to choose very carefully what are you doing. If you build a system gravitational facility you will "lock" the current warp point state of that system. This way you can even "catch" warp points. How? Well, if you build a SGF in a system, all warp points are frozen in their current state, that means, no one can close them -not even from the other side!
And you should be careful about closing your warp points and sealing yourself of. The AI will build SFGs and you can very easily lock yourself out from the galaxy in total! [This message has been edited by [K126]Mephisto (edited 12 October 2001).] |
Re: Psst, over here, I got the latest patch status... shhhh
That would make for an interesting game.
It will be good to see how this addition changes the game. Static warfare could be back. Too bad you cannot figure out which enemy planets have the device so you can target those planets first. ------------------ Inter arma silent leges |
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