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Old March 30th, 2001, 08:02 AM
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Richard Richard is offline
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Default Beta info up to current load of 1.33..

Here ya go guys, lots of stuff in this load.

Version 1.33:
1. Fixed - Map Editor: Removed abilities for warp point that are
not currently used in the game.
2. Fixed - Map Editor: Error when value fields are left blank.
3. Added - Map Editor: Added note to ability edit window that values
are specified in the Abilities.txt file.
4. Added - Map Editor: Added button to view the Abilities.txt file.
5. Fixed - Map Editor: Access Violation when editing an ability.
6. Fixed - Map Editor: When deleting an ability, a blank line would
sometimes remain saying "None:".
7. Fixed - Map Editor: Added a message if you try to add a space object
without having selected a sector in the system window.
8. Added - Map Editor: Added a default name for space objects.
9. Fixed - Map Editor: Destroyed Stars would not show a dialog.
10. Added - Map Editor: Added starting points for a map.
Specific Starting Point = When a game is started with that map,
the specific player will start at that location.
Common Starting Point = When a game is started with that map,
any player can be placed at that location.
If a player has a specific starting point, they are placed there.
If not, then they are placed at the next available common starting
point. If there are none, they are randomly placed.
11. Fixed - Changed AI Players to always reload their default strategies upon
loading the game.
12. Fixed - Range check error when tring to view enemy ships in the Designs
Window.
13. Fixed - Bug where the "Player Died" window would not be displayed if the
empire died through colonization of a planet with zero population.
14. Fixed - AI Design Name Files were not being used because of the missing
".txt" extension.
15. Fixed - Bits Index Error when you pressed Launch Units while a fighter
group was selected in Tactical Combat.
16. Fixed - Population Minister was ignoring the "Systems to Avoid" settings.
17. Fixed - Retrofit minister would try to retrofit ships carrying cargo.
18. Fixed - Retrofit minister would sometimes try to upgrade to the same design.
19. Fixed - Characteristics in the AI_General.txt file would not be correctly
interpreted if they were less than 100.
20. Fixed - AI was not reading the AI_Strategies.txt file if it was in that
race's directory.
21. Fixed - AI Minelayer minister would continue to try to lay mines at a location
where the max number of mines per sector was already reached.
22. Fixed - Sometimes a ship in combat would have all of its components destroyed
but would not die.
23. Fixed - Fleet bonuses were not always being added to a ship during combat.
(NOTE: Fleet bonuses do not effect fighter or satellite Groups).
24. Fixed - Simultaneous Game: Access Violation when the ship moving was killed
in combat.
25. Fixed - Speed up for fighter launch in combat (again).
26. Fixed - Combat modifiers were not always added together but instead were maxed
during combat.
27. Changed - Increased the bonus for Point Defense Weapons.
28. Added - Added a to-hit modifier display in the Add\Edit Design Window.
29. Fixed - ECM did not have the "only 1 component per ship effective" text in its
ability description.
30. Fixed - Map Editor: Added a delete button on the Galaxy Map to delete systems.
31. Fixed - Simultaneous Game: The movement replay would occasionally not play back
with the error that the log date was not correct.

Version 1.32:
1. Fixed - SE4 would lockup during combat if a ship had zero living
units that it tried to launch (they were killed during
combat).
2. Fixed - Rare Access Violation when ships were remotely launching
units and one of the ships was killed.
3. Fixed - Rare Range Check Error during combat when a ship took
massive amounts of different types of damage.
4. Fixed - Rare Access Violation when a ship executed destroy star
orders.
5. Fixed - Mechandoids were still being effected by plagues at certain
times.
6. Fixed - Added more error checking to the script loaders.
7. Fixed - Fixed a problem in the AI scripts with a misspelling of "Savvy".
8. Fixed - Fixed a naming problem in the AI Design scripts.
9. Fixed - XiChung weren't using Combat Sensors.
10. Fixed - Access Violation when you try to do a Quick Start, then Start
a New Game, then Cancel, then start a Quick Start game again.
11. Added - Got the restrictions on components working.
12. Fixed - Added a restriction of only one component per vehicle to the
Emergency Resupply Pod and the Emergency Propulsion Pod.
13. Changed - Decreased the Shard Cannon reload rate to 1.
14. Changed - Increased all seeker speeds by 1 (thanks to AJCaton).
15. Added - Map Editor: Added Ctrl-A, Ctrl-E, Ctrl-D to the windows to
perform Add, Edit, and Delete.
16. Added - Map Editor: Added Arrow keys and Number Pad keys to move
highlight box in System and Galaxy window.
17. Added - Map Editor: Added the ability name to the ability list.
18. Added - Map Editor: Added a toolbar.
19. Added - Map Editor: Added a save flag.
20. Added - Map Editor: Added coordinate location labels.
21. Fixed - Improved speed during launching of fighters in combat.
22. Fixed - Simultaneous Games: Hide message about player file being out
of date when processing from the command line.
23. Added - Command Line: Added an additional command line argument to
launch directly into a player�s turn.

To launch the game and have the host execute the turn
without any UI, use:
Se4.exe "[path + savegame.gam]" "[game password]"

To launch the game and have it jump right into a player�s
turn use:
Se4.exe "[path + savegame.gam]" "[player password]" "[player number]"

Notes:
1. This will only work for simultaneous games.
2. Everything listed between and including the brackets is to
be replaced by you.
3. If an item for the command line is empty (such as no password),
just use " " in its place. Be sure there is a space between the quotes.
4. The elements above all have quotes around them for safety reasons.
(Paths that have spaces in them must be wrapped in quotes).

Version 1.31:
1. Added - Added the option "Players can save map during a game" to
game setup. This used to be always allowed, but with the
map editor it would be bad to allow players to save the
map of a game and view it in the map editor.
2. Added - Added a "Save Map" button to the Quadrant tab of the
Game Setup Window.

Version 1.30:
1. Added - Added a "Move Ten" button to the Transfer Cargo and
Unit Transfer windows.
2. Fixed - Stellar Manipulation components were not requiring and
costing supply when used.
3. Fixed - The first race in the race styles directory would rarely
be chosen in a random setup game.
4. Fixed - Access Violation when you selected multiple ships and
pressed the Scrap \ Retrofit order button.
5. Fixed - When a ship is remotely laying units and the max unit per
sector is reached, the warning message is displayed
more than once.

Version 1.29:
1. Changed - Modified damages for Anti-Proton beam and Meson BLaster.
2. Fixed - AI was still trying to colonize planets it couldn't breathe
if the game setup option of "Can Only Colonize Breathable
Atmospheres" was selected.
3. Fixed - Multiple useless combat replay files were being generated
over time.
4. Added - Better sorting to the Construction Queues Window.
5. Fixed - Rare case where the AI would go into an infinite loop
trying to purchase new items.
6. Changed - Changed the "Maximum units per player" back to "Maximum units
(in space) per player".
7. Changed - Changed the default for "Maximum units (in space) per player"
to 1000.
8. Added - Added a "x100000" button to the Resource ConVersion Window.
9. Added - Added a Scrap Facilities button to the Construction Queue
Window.

Version 1.28:
1. Changed - Removed most of the restrictions of performing
actions while cloaked. You can now launch and
recover units while cloaked. However, when you
enter into combat, all ships will be decloaked
for the duration of the battle.

Version 1.27:
1. Fixed - In the Ships window, sorting by size is working
a little better, but does not work for fleets.
2. Note - Remote Mining will NOT work on a planet with a
colony.
3. Fixed - The AI would design ship using armor that it
didn't have the technology for. This would result
in it not being able to purchase any ships.
4. Change - Another slight modification to the Anti - Proton
Beam damage.

Version 1.26:
1. Fixed - "Bits Index Error" when generating a quadrant map
while setting up a new game.
2. Fixed - Access Violation sometimes when exiting the Units
Launch\Recover window.
3. Fixed - The Retrofit selection window should only show
designs that you have the technology for.
4. Fixed - You should not see the "Blockaded" text on a planet
report if you cannot actually see the planet directly.
5. Fixed - In the Ships window, sorting by Size would not work
correctly for ships.
6. Fixed - Ground combat would not change the statistics of the
troops.
7. Fixed - The text "Blockaded" would not show on a planet which
had enemy troops on it.
8. Fixed - Mothablled ships will not count towards your score.

Version 1.25:
1. Fixed - The meteor strike event was happening every turn.
2. Fixed - Fighter Bays had an incorrect description.
3. Changed - Fighter Bays now launch 4 fighters per game turn.
Satellite Bays launch 4 satellites per game turn.
Mine Layers launch 2 mines per game turn.
4. Fixed - Simultaneous Game: The movement replay log would
cut out when a combat occured.
5. Added - Game Option: No Ruins on planets.
6. Added - Game Option: Can only colonize planets of the same
planet type as your home planet (regardless of
technology).
7. Added - Game Option: Can only colonize planets with the same
atmosphere as your home planet.

Version 1.24:
1. Fixed - Intelligence project "Order Snafu" should effect only one
ship, not an entire fleet.
2. Fixed - Ground Combat: Satellites, Mines, Fighters, and Weapon Platforms
do not get to defend in ground combat.
3. Fixed - Ground Combat: Troops should target other enemy troops first
before firing on satellites, mines, fighters, etc.
4. Fixed - Multiple minefields will show up sometimes when you try to
lay mines where a minefield of yours already exists.
5. Fixed - AI was not updating its ships with the latest engines late
in the game.
6. Fixed - AI should check if the planet already has the desired atmosphere
before building an atmospheric converter.
7. Fixed - AI should scrap any atmospheric converters if the desired
atmosphere has been attained on the planet.
8. Fixed - AI should fill up remaining space on designs with basic armor.
9. Changed - Increased the rate at which fighters and satellites can be
launched during a game turn.
10. Fixed - Meteor strike event would sometimes cause no damage.
11. Fixed - Cluster quadrant layout would not quite work with system amounts
greater than 200.
12. Added - Added a log message which is sent to an empire for each construction
queue which fails to build an item because of a lack of resources from
the empire.
13. Fixed - Fighter Groups were not moving at the speed of the slowest fighter.
14. Fixed - Simultaneous Game: Fighter Groups would sometimes launch from planets
without full supplies.
15. Fixed - Population modifiers in Settings.txt were limited to 20 entries.
16. Fixed - Combat Simulation: In the Fleet Transfer Window, the fleet picture
would not show up sometimes for a fleet in the list.
17. Fixed - Integer Overflow during Finite Resources games on the AI's turn.
18. Changed - Increased the damage for the Anti-Proton Beam family (thanks to
Daynarr).

Version 1.23:
1. Fixed - AI should only build one sensor buoy at a time.
2. Fixed - Some of the empire files were saved with all of the ministers
turned on.
3. Fixed - In some circumstances, the AI will design Base Space Yards with
more than one space yard.
4. Fixed - Cloaked ships were triggering population unhappiness.
5. Fixed - A race that has been destroyed should show "Conquered" for the
treaty in its race report window.
6. Added - Added a new tab to the Strategies window called "Damage". This
tab allows you to set the percentage damage you want to inflict
on different kinds of enemy ships before moving on to a new
target. So for ships, if it says 80%, then your ships will
damage the ship up to 80% and then will switch to a new target.
If no other targets are available, your ships will go back and
finish off those remaining ships. There is also a setting for
"Damage targets until all weapons gone". If this is set true,
then your ships will fire on enemy ships until all of their
weapons are gone, regardless of the percentage damage setting.
7. Fixed - Sometimes the AI Resupply minister would give a Divide by Zero
error.
8. Fixed - The Last patch caused the display of the letters "RSY" in the
system window to not work.
9. Fixed - The AI was not balancing armed and non-armed ships correctly
when considering a trade.
10. Fixed - Typo in the SectType.txt file.
11. Fixed - Mothballed ships were blockading enemy planets.
12. Fixed - Improved the AI's use of seeking weapons in combat.
13. Fixed - Improved the AI's firing of weapons before or after moving.
14. Fixed - Sometimes the AI would not fire seekers on a target.
15. Fixed - Tactical Combat: When a seeker destroyed a colony, there would
be no explosion.
16. Fixed - Tactical Combat: When seekers were launched by a planet, the
selection icon would show for the planet and all of the seekers
at the same time.
17. Fixed - Maximum Weapons Range strategy would sometimes cause the ship to
move closer to the target.
18. Fixed - You should only be able to scrap satellite Groups and fighter
Groups if a spaceyard is present.
19. Fixed - Combat Replay would show the shields for a ship that was hit with
a shield skipping weapon.
20. Fixed - You should not be able to add a minefield to a combat simulation.
21. Fixed - Vehicles in the Combat Simulation design list were not being
sorted by name.
22. Fixed - Improved the AI's determination of when to skip an item in its
purchase list if there is no cargo space available to hold it.
23. Fixed - The AI would try to build defense bases at planets without
spaceyards.
24. Fixed - Mothballed ships should not effect happiness at all.
25. Change - Increased the amount of happiness troops on a planet generate.
26. Change - Increased the amount of happiness a ship in orbit generates for
the planet.
27. Fixed - Added the field "Maximum population for abandon planet order" to
Settings.txt. This will prevent people from abandoning a planet
with a full population of rioting people.
28. Fixed - After an abandon planet, a new colony on the planet would start
at the same happiness as the Last population.
29. Change - Changed the starting happiness of colonies to "Happy" instead of
"Jubilant".
30. Fixed - A mothballed ship that was the only ship in a system could not be
attacked by the other players.
31. Fixed - Simultaneous Game: Reasons for a ship failing to load cargo, drop
cargo, or lay mines were not being added to the log.
32. Change - Cloaked ships cannot lay mines, launch units, or recover units.
33. Fixed - System level point modifiers were being summed instead of max'd.

Version 1.22:
1. Fixed - Fixed a few memory leaks.
2. Fixed - AI was not using cloaking correctly.
3. Fixed - Fixed up some of the constraints on what a cloaked ship
can do.
4. Fixed - AI will choose Stealth Armor for its designs instead of
Cloaking Devices.
5. Fixed - AI would fill up remaining space on its designs with
regular shield generators (not phased shield generators).
6. Fixed - Maximum number of ships and units per player in a game was
not being enforced correctly. In Game Setup, Maximum number
of units (in space) has been changed so that the units can be
in space or in cargo. Increased the starting maximums for
units.
7. Fixed - Games using Multiplayer Save Game Path would try to get
the combat replay and statistics file from this location,
instead of where the savegame was loaded from.
8. Fixed - Ships destroyed with ramming were not providing experience.
9. Fixed - Ships destroyed with ramming were not add in to the design
statistics.
10. Fixed - Units carried by a ship were not being tallied in the unit's
design statistics.
11. Fixed - If an item that is in a trade has been lost, destroyed,
captured, etc. before the trade is excepted, it will be listed
in the trade as "unavailable".
12. Fixed - Jettisoned units weren't being tallied in that unit's
design statistics.
13. Fixed - Ships or Units that are received as gifts, will also have
their design available as an Enemy Design.
14. Fixed - The notes in the Galaxy Window would allow you to see the
names of systems that you had not explored.
15. Fixed - Planets that are in systems that you have seen, were not
showing a green or red star if they were colonizable.
16. Fixed - Omnipresent view of systems would allow you to see
cloaked ships.
17. Fixed - Added a new restriction that you cannot edit a prototype
design if it has been added to one of your construction
queues.
18. Fixed - Change directory in the Load Game window would error if the
Multiplayer Save Game Path was invalid.
19. Fixed - Improved the AI ship design based on the terrific "Mephisto
Mod".
20. Fixed - Transports with a "Capture Planet" strategy were not attempting
to drop troops on the planet.
21. Fixed - Colony planets in the Combat Simulator window were showing the
incorrect player color for the population bars (or possibly no
bars at all).
22. Fixed - Planets should not show up in the Combat Simulator's Fleet
Transfer window.
23. Fixed - Type priorities settings for targeting were not working in
certain situations.
24. Fixed - The Ship\Planet report for a piece in a combat simulation
would sometimes show the wrong status icons.
25. Fixed - Sometimes multiple stats and event files would be copied for
each savegame.
26. Fixed - For a Launch All Units order, if a unit failed to launch
early in the list, then all later units in the list would
not be attempted.
27. Fixed - Sometimes the treaty grid would show two races having two
different treaties with each other.
28. Fixed - If a unit group was at a location in space with other unit
Groups, then the unit Groups amount number and the number
of space objects present would overlap.
29. Fixed - Sometimes the Colonies Window (Facilities tab) would list
the same facility type on multiple lines.
30. Fixed - Ai was not checking correctly for nearby enemies to potential
colonization sites. Improved the AI colonization determination
a bit.

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.

Version 1.19:
1. Fixed - Problems with Combat Replay for Simultaneous Games.
NOTE: In a Simultaneous Game, you can only view the
combat replay for the Last turn (the same date
as the current turn). Even if you have an old log
item for a previous date, you will not be able to
view the combat replay.


Version 1.18:
1. Added - Added a field "Allow CD Music" to Settings.txt file to allow
people with music problems to kill the CD music all together.
Their machines seem to hang while trying to detect the CD
player. Since they never get into the program, they can never
turn off the CD music.
2. Fixed - Happiness from troops on a planet would give a strange log
message.
3. Fixed - Happiness from troops on a planet was increasing too fast.
4. Fixed - Medical Bays were curing plague levels greater than they
indicated.
5. Fixed - Reproduction changes from Last Version were causing a
range check error.
6. Fixed - Seekers that lost their target and were removed during combat
would just sit and not be removed in the combat replay.
7. Changed - The default firing strategy for Maximum Range is now
Has Weapons, Nearest, Most Damaged, Strongest. This strategy
change will only take effect in new games. This was changed
because the ships would target the strongest ship without
regards to the enemy ships near them.
8. Fixed - Simultaneous Game: Occasionally, a trade sent to a computer player
would get killed by the computer player sending a message before
they had received the trade.


Version 1.17:
1. Fixed - The Amonkrie had their Demeanor and Culture values swapped.
2. Fixed - Combat Replay was only displaying the Last turn of combat.
3. Fixed - Combat Replay is starting with the first move of the first ship
already completed.
4. Fixed - The Xiati Main bitmap was an incorrect size.
5. Fixed - Troops on a planet you own will now increase the happiness of
the populations on that planet.
6. Fixed - Tactical Combat: If you fired weapons from your ship, your
point defense cannons would not always fire at incoming seekers
on that turn.
7. Added - Empire Option for Next/Previous Ship button to skip fleets.
8. Fixed - The Trade disrupted intelligence event should not occur if there
is no real trade between two empires.
9. Fixed - Some game option flags would keep the value from the Last game if
it was from a previous Version of SE4 (most notably "Allow
Intelligence projects").
10. Fixed - Tarrifs that an empire received would be added in even in excess
of the max storage for that empire.
11. Fixed - Right-clicking on the flag for a satellite group would not work.
12. Fixed - Tarrifs were exceeding the points available when payed.
13. Fixed - Using an existing empire would sometimes cause the reproduction
and maintenance cost to be increased from what the empire had
in the Last game.
14. Changed - There is now a limit per game turn in the number of fighters\
satellites\mines that can be launched. There is no limit to
the number of units that can be recovered. The Unit Transfer
window has been modified to display the numbers that can be
launched in a turn per ship.
NOTE: All 3 levels of mine layers, fighter bays, and satellites
bays have been changed to that they can only launch 1
unit per game turn or combat turn. (This was to make it
a little more interesting)
15. Fixed - Sorting by date in the Load\Save dialog should put the most
recent file on top.
16. Fixed - Designs for dead empires were showing up in the combat simulator
list.
17. Fixed - A range check error would occur when a planet was rammed.
18. Fixed - During game creation, sometimes a player's planets would end
up in a nebulae, black hole, or asteroid system. A new flag
had been added to the SystemTypes.txt file which indicates
whether a system type allows an empire to start in it.


Version 1.16:
1. Fixed - Range Check error when using the Maximum Range strategy in
combat.
2. Fixed - Added a check for the Movement Replay to make sure that the
replay file matched up with the current game turn.


Version 1.15:
1. Fixed - Fixed a problem in the VehicleSize.txt file where the
"Combat To Hit Add" ability was used to make bases easier
to hit. This ability has now been changed to "Combat To Hit
Offense Plus" and "Combat To Hit Offense Minus". The ability
"Combat To Hit Dec" has been changed to "Combat To Hit
Defense Plus" and "Combat To Hit Defense Minus".
2. Fixed - Simultaneous Games: The Host would ask for missing player
files from players that were dead.
3. Fixed - Simultaneous Games: The Host would ask for missing player
files even when being run from the command line.
4. Fixed - Improved the AI Retrofit minister.
5. Fixed - Improved the AI Minesweeping minister.
6. Fixed - Access Violation in Combat Replay where the combat only Lasted
one turn.
7. Fixed - Combat Replay was skipping the first turn.
8. Changed - Simultaneous combat resolution to now be triggered off of
movement (It used to occur every 5 phases regardless of movement).
9. Fixed - Victory Condition "X% of Tech Levels" was displaying incorrectly
in the Victory Conditions window.
10. Fixed - Modified Victory Condition min\max\default values.
11. Fixed - Occasional index error bug when starting a new game.
12. Fixed - Improved AI Max Range movement strategy.
13. Fixed - Improved AI dodging of seekers.
14. Fixed - Improved AI Optimal Range movement strategy.
15. Fixed - Range Check Error would happen sometimes when you looked at
the designs in the Designs window after using an existing
empire from a previous game.
16. Fixed - Hotseat Simultaneous: Missing player file message should not
be displayed.
17. Fixed - Hotseat Simultaneous: if the player didn't do anything on their
turn, the computer should not take over.
18. Added - A Weapon to Hit modifier to the weapon mounts.
19. Fixed - Changed "Set Colony Type" (in Colonies Window) and "Send
Colonizer" (in Planets Window) lists to show all planets in
the list, not just those in the visible portion. (Too
many players were confused by this feature).
20. Fixed - If asteroids or a planet was hidden by a storm, you could get
a range check error when you clicked on that system.
21. Fixed - A race that was created from a rebellion would retain all of
its source empire's communication connections. They could
send a message to an empire that had never seen them.
22. Fixed - Miscellaneous manual link fixes.
23. Fixed - Speed-ups for combat with fighters.
24. Fixed - AI Fleets who had a transport and set their strategy to
"Capture Planet" were not changing it back to "Optimal"
when the transport was lost.
25. Fixed - Error in ability name in Abilities.txt.
26. Changed - Fighter Bays to launch 1, 2, and 3 fighters. Same for satellite
bays.
27. Fixed - Added descriptions for Boarding Party and Security Station
abilities in Components.txt.
28. Fixed - Captured ships should lose any experience bonus they had.
29. Added - Captured ships will have their reload times increased by 10
combat turns (this is modifiable in the Settings.txt file).

Version 1.14:
1. Fixed - After only one turn of emergency build, you would
not get slow build for one turn.
2. Fixed - If the item currently being constructed was deleted,
the accomplished resources stuck around.
3. Fixed - Weapon damage was maxed out at 999. It now has a
maximum of 50000.
4. Fixed - A satellite group cannot remote mine with all of the
satellites present.
5. Fixed - Minefield report would reference an individual sector
location.
6. Fixed - The list of damage types in Components.txt was wrong.
7. Fixed - AI Colonize minister would send another ship to colonize a
planet even if it already had one in orbit with just the
colonize order remaining.
8. Fixed - When copying or upgrading a design, the old name is now
present in the Edit Design Window.
9. Fixed - Planets that are hidden by storms or nebulae were still
being drawn on the system map.
10. Fixed - Stars cannot be hidden by a storm or nebulae.
11. Fixed - AI Player turn text was not centered.
12. Fixed - Problems with AI control over their planets and fleets
introduced in the Last Version.
13. Fixed - An empire loaded from a previous game might allow you to
colonize planets other than your home planets that you had
gained the technology for in a previous game.
14. Changed - Show production values with parenthesis in the Colonies Window
if the colony does not have a spaceport or is blockaded.
15. Fixed - A ship with a construction queue that was run on emergency build
could be run at normal without the slow period if the ship
was mothballed then unmothballed.
16. Changed - The Colonies Window now displays the complete facility and cargo
list.
17. Changed - The Ships Window now displays the complete cargo and orders list.
18. Fixed - Added a "Number Scrapped" design statistic to better display the
results of a ship that was retrofitted or scrapped (instead of
showing the design as being "Lost").
19. Fixed - In the Designs Window, you could right click an item in the list
and have the selection change, but the report would not change.
20. Fixed - If you were not the current player during a tactical combat, the
launch units window would not show your ships \ planets to launch
from.
21. Fixed - Ships with "Endless" supplies were shown in the Ships window with
"60000 / 60000" supplies.
22. Fixed - Clarified the description for the Neural Net component.
23. Fixed - The "Send Colony Ship" button in the Planets Window would not always
pick the closest colony ship to the target planet.
24. Fixed - Improved the Population Transport minister so that it will not
deplete planets completely with multiple transports.
NOTE: The Population Transport moves population from planets with
over 1000M to planets with less than 500M (if the target planet
is not at its maximum).
25. Fixed - Typo in the description for the Robo components.
26. Fixed - Increased the cost of the Chemistry tech area to 50000.
27. Fixed - Increased the cost of the Resource Manipulation tech are to 200000.
28. Fixed - Improved the AI's use of the Open Warp Point component.
29. Fixed - Improved the AI's detection of when it is cut-off from the rest
of the galaxy.

Version 1.13:
1. Fixed - Differentiated AI players a bit more. Also made them more
aggressive and more intolerant of players in their territory.
2. Fixed - Fixed problem in combat replay where you would get an IO Error
if in a Turn-Based game the combat log was completely empty.
3. Fixed - AI should not build research facilities if they have all techs.
4. Fixed - If an empire was created with a password, that password is required
to edit it.
5. Fixed - Beam lines drawn during tactical combat were sometimes slowing down.
6. Fixed - The feature that would warn the Host if not all of the player
files was present was not working.
7. Changed - When a construction queue is in slow mode, the rate is now 25% of
normal.
8. Added - Added an option to a game setup to disable intelligence entirely.
9. Fixed - The map would be displayed if you started a new game from within
a game. Now, the map will only show if you generate it.
10. Changed - Both ground based and component based space yards are all within
the space yard tech area.
11. Fixed - The Fleet minister would disband fleets even if the individual
minister toggle was not on.
12. Fixed - Retrofitting a ship would sometimes heal damaged components.
13. Fixed - Time Distortion Burst would not work against weapon platforms.
14. Fixed - The AI would not always fire its weapons before moving away
from a target.
15. Fixed - Removed the ability "Resupply Pod" from the Abilities.txt file
because it was not being used.
16. Fixed - Added a new damage type "Disrupt Reload Times" so that the Energy
Dampner weapon would not be stopped by a Master Computer.
17. Fixed - Fixed the minimum speed requirement on ai Attack Bases.
18. Fixed - The AI would change construction queues for planets even if the
individual minister was not toggled on.
19. Fixed - Retrofitting a ship should not add a "destroyed" statistic to the
old design.
20. Fixed - AI was not corretly recognizing the extended range capability of
weapon mounts.
21. Fixed - Small Combat Sensors would upgrade to Ground Cannon.
22. Fixed - A minefield that is hit by your ships should only show the explosion
once (not per ship hit).
23. Fixed - Planets that were on the edge of the combat map in Tactical
Combat, when fired on would have weapons fire that would go off
the map.
24. Fixed - You cannot change the Colony Type of you homeworld.
25. Fixed - The Hide obsolete button should not be disabled in the Designs
Window when all of the designs listed are obsolete.

Version 1.12:
1. Fixed - Game_Racestyle.html was missing from the manual.
2. Fixed - On rare occasions, the AI Patrol minister would generate
a Range Check Error.
3. Fixed - In Finite Resource games, the deduction of resources from
planets was incorrect.
4. Changed - Reduced the cost of Solar Generators.
NOTE: Solar Generators do not reduce the value of a planet
even in a finite resource game. Also, they generate
points independent of the planet's value.
5. Fixed - Simultaneous Game - If a trade was offered, and then another
message was sent the next turn, the acceptance of the trade
by the other player would be lost (the message would come
through, but not the items).
6. Fixed - Intelligence Projects - Fuel Leak, Anarchy Groups, Ground
Contamination, Food Contamination, and Weather Disruptions
were having a few problems.
7. Added - Combat Replay capability to the log window. By pressing this
button when looking at a combat report, you will be able to
replay the entire combat in a view only mode. This replay
does NOT contain all of the details of the combat such as
exact damages of ships on each turn. It contains the movement
of the ships and their firings against other ships. You can
also point the mouse at a ship and view its design. Combat
Replay is available in both Simultaneous and Turn Based games.
In Simultaneous games, the host must send the .cmb file to
the players for them to be able to replay the combats. Whether
is it is used is determined by the "Create Combat Replay"
field in the Settings.txt file.

Version 1.11:
1. Fixed - Improved routine for checking if filename is valid.
2. Fixed - Fixed religious Talisman for Weapon Platforms (again).
3. Fixed - Ships could initiate first contact but a planet path
was needed to keep it. Now, first contact will
only occur if you see another player's ship, and there
is a planet path.
4. Fixed - Change Recover Units Remotely order to not show Mines
as a selection.

Version 1.10:
1. Fixed - Two objects cannot have the same name in a game (Caused
problems in the combat report).
2. Added - Added Manual button to the Help Window.
3. Fixed - Fixed problem with incrementing old tech cost level by one.
4. Fixed - Increased tech cost of racial tech weapons.
5. Fixed - Fixed problem with tech costs lower than the starting value.
6. Fixed - When a construction item was completed, it and the item below
it were removed from the list.
7. Fixed - Fleets would not always attack during combat.
8. Fixed - AI ships would fire weapons at a target they had taken with an
Allegiance Subverter.
9. Fixed - AI controlled fleets would sometimes clear the combat group for
no reason.
10. Fixed - A nebulae that's destroyed through stellar manipulation could
sometimes still hide items within it.
11. Fixed - A constructed sphere or ring world would use all of the resources
present in the system, not the sector.
12. Added - Added savegame directory path on the Mechanics tab of game setup.
This will allow you to specify a remote path for savegames.
13. Added - A Change Directory button to the Load \ Save game window.

Version 1.09:
1. Fixed - Religious Talismans were not working on Weapon Platforms.
2. Added - Ability to set the fleet leader for a fleet. (Just
left click on the ship in the fleet report).
3. Fixed - A ship with orders to move to a waypoint that was deleted
would cause an error when it tried to show its movement
lines.
4. Fixed - Changed the reproduction and maintenance characteristic
costs a little more (they were too expensive). Also
fixed the AI's use of them.
5. Fixed - A Construction Queue on repeat build would build items
which were not allowed.

Version 1.08:
1. Fixed - You will lost contact with another race if they do not
have any planets left, or there is no path between one
of your planets and one of theirs.
2. Fixed - Typo in the AI Speech "The [Emperor Name] shall remain
our enemies".
3. Fixed - Fixed text problems in Research chapter of manual.
4. Changed - Due to the confusion, made the satellite weapon mount
increase the size of the component by 120%.
5. Added - Population bonuses up to the 10B mark.
6. Changed - Tech Areas Allowed to display almost all of the tech
areas in the tree. The items which cannot be removed are
specified in the TechAreas.txt file.
7. Fixed - Research projects would sometimes show negative completion
times.
8. Fixed - Old games were being loaded at 1 level lower in tech cost.
9. Fixed - Small Incinerator Beam moved to the correct tech area.
10. Fixed - Seeking Parasite component fixed up. Correct speed and damage.
11. Added - Scroll buttons to the Quick Start window to display the first
16 races to choose from.
12. Fixed - AI was getting angry way too fast.
13. Fixed - Added text descriptions to the new facilities indicating if they
are non-cumulative or not.
14. Added - Quickstart gives the player pre-made designs.
15. Fixed - Put additional fixes in to detect the CD player and play the
music.
16. Added - Option to have all players start with planets of the same size.
17. Fixed - Specifying stellar size in the SystemTypes.txt file for a planet
would not work.
18. Fixed - Remote Mining Decreases Asteroid Value option in the Settings.txt
file was not working.
19. Fixed - Changed the Reproduction and Maintenance racial characteristics to
be true percents which are added to your current values. Due to that
the cost was increased, and the max \ min were changed.
20. Fixed - Ship names with a dash at the end of the name next to the number
(ex. "Super-003") would cause a Range Check Error.
21. Fixed - You cannot create stars in a system with a nebulae or a black hole
(Sphere worlds created in a nebulae system would dissappear).
22. Fixed - Increased the fighter shield strength.
23. Fixed - Improved the "Empires allowed to start in the same system" setting
(Empires should NOT be starting in the same systems).
24. Added - Added a note window which is displayed in the Set Construction Queue
Window when you try to add a facility which has system wide abilities
and those abilities are already present in the system.

Version 1.07:
1. Fixed - Access Violation on the AI's turn.
2. Fixed - Incorrect spelling in Tachyon Cannon description.
3. Fixed - When starting a New Game, if you select Finite Resources,
and then did a Generate Map Now, all of the planets in the
game would show 1kT in value.
4. Fixed - Bonuses which effect a planet or a system should not be
cumulative.
5. Fixed - Simultaneous Game: Stellar Manipulations report that the
ship does not have movement remaining when it moves to a
location and tries to execute the order.
6. Fixed - The View and Clear orders buttons should be enabled for
mothballed ships.
7. Fixed - High technology was not calculating its cost correctly.
8. Fixed - Range check error when attempting to drop population on
to a Sphere World using the Drop Population order.
9. Fixed - Experience points for loaded empires which had zero
experience would show as a large negative number.
10. Fixed - Fixed text description for "Score of X% of second player"
in the Victory Conditions window. Also set minimum to 100%.
11. Fixed - Happiness Type would not display correctly when editing an
empire in the Game Setup window.

Version 1.06:
1. Fixed - Ships which are constructing items cannot move. This includes Warp.
2. Added - Base weapon mounts with increased range modifier.
3. Fixed - Simultaneous Game: If the victory conditions were met, then sometimes
the Victory window would not be displayed and the game would just
continue on.
4. Fixed - Fixed confusing text related to Victory Conditions not applying until
after X turns.
5. Fixed - Improved the AI's determination if there are support ships for a
transport trying to land troops to capture a planet.
6. Fixed - Simultaneous Game: AI players would accept a gift message but the items
would not change hands.
7. Fixed - Added "non-cumulative" descriptions to components and facilities.
8. Fixed - Fixed problems with system-wide damage bonus.
9. Fixed - Fixed problems with system-wide combat bonus.
10. Added - Added 3 facilities and 2 weapons to Crystalline Technology.
11. Added - Added 3 facilities and 2 weapons to Temporal Technology.
12. Added - Added 3 facilities and 1 weapon to Psychic Technology.
13. Fixed - Application of planet resource modifiers was not quite right.
14. Fixed - Added spaces to all component and facility names with a dash in them.

Version 1.05:
1. Fixed - Simultaneous Game - Retrofits would sometime result in weird designs
or a log message saying the retrofit was in error.
2. Fixed - AI players were not growing angry at players who were not on their team.
3. Fixed - The AI will still try to build units on planets with maxed out
storage space.
4. Changed - All bases now get a 50% modifier to maintenance cost.
5. Fixed - Defensive intelligence projects would sometimes show negative points.
6. Fixed - Large numbers of fighters were taking too long in combat.
7. Changed - Increased the cost of defensive intelligence projects.
8. Note - Defensive projects are effective while they are in progress. In addition,
more defensive projects are better than just one.
9. Fixed - Sometimes fleets would uncloak from turn to turn.
10. Fixed - Sometimes a ship with a spaceyard would not allow you to set its
construction queue (this was usually for ships that could cloak).
11. Note - A ship that is cloaked cannot construct anything. If you cloak a ship
that is currently constructing something, its queue will be cleared.
12. Fixed - Clicking from one satellite group to another would not display the unit
grid.
13. Fixed - Sometimes a happiness event would say that they were from winning battles
when in fact the battles had been lost.
14. Changed - Planetary rebellion has now become more difficult. In addition, there is a
chance that the rebellion will forms its own government instead of joining
your empire.
15. Fixed - The combat notification window will have the third empire be overlapped by
the begin button.
16. Fixed - AI should not design colony ships with Multiplex Tracking or Combat Sensors.
17. Fixed - The default fleet name would sometimes be the same as an existing fleet. This
has been changed so that the name will represent the total number of fleets
that you have ever built.
18. Fixed - There were spelling errors in some of the data files.

Version 1.04:
1. Added - "Scrap Facil Types" button to colony window.
2. Fixed - Shard Cannon V and VI damage should be different.
3. Fixed - Starting a new game from within a tutorial game would leave the
tutorial icon.
4. Fixed - If you scrap a spaceyard on a planet, any ships in the construction
queue will be removed.
5. Changed - Increased speeds of seekers and fighters. Made fighters harder to hit.
Decrease damage of Point Defense Cannons. Thanks to AJCaton!
6. Fixed - Made Intel Defense more effective.
7. Fixed - Seekers should self-destruct if they are targeted on anything that
the seeker's owner now owns (like captured planets).
8. Changed - Increased size of repair bays to 150kT.
9. Fixed - Transfer window would displays ships that you did not own.
10. Fixed - Tractor\Repulser beams would still move ships on top of each other.
11. Fixed - Mines would show up in combat.
12. Fixed - Combat Log will now say "Taken" for a ship if it is captured in combat
(instead of "Dead").
13. Fixed - Save\Load dialog was not wrapping the filenames.
14. Fixed - Trade and Research Alliance text was not showing completely in the Politics
Window.
15. Fixed - Nebulae and Asteroids were not showing in combat simulations as map filling.
16. Changed - Satellite Groups can fire on as many targets as there are satellites, or up
to the multiplex level. Fighter Groups can only ever fire on one target.
17. Fixed - The AI would sometime stop firing when it had weapons available.
18. Fixed - AI should not fire the Allegiance Subverter against a ship with a Master
Computer.

Version 1.03:
1. Fixed - Ground combat would continue from turn to turn even after a
peace treaty or a surrender.
2. Fixed - Experience bug would sometimes cause experience points for an
empire to jump up to 2000000.
3. Changed - Increased maximum experience from 2M to 500M.
4. Fixed - Planet creation would error if the system did not have a name.
5. Fixed - Simultaneous Game: AI was not always responding to political Messages.
6. Fixed - Simultaneous Game: AI could respond on the very next turn to a message
that was sent. This should be 2 turns later.
7. Fixed - If the leader of a combat group is blocked in their movement, then the
combat group will be disbanded.
8. Fixed - Replicant center would only produce your population. They will now
proportionately produce the populations that are present on the planet.
9. Fixed - When you viewed your Empire Status, and you have ships performing remote
mining, you would lose value in your asteroids. (Dough!)
10. Changed - Tweaked the happiness modifiers on reproduction. They now range from
-5% to +5% to reproduction based on happiness.
11. Added - A confirmation message if you want to remove the first item in the
construction queue.
12. Fixed - Internal damage to fighters was not correct in combat.
13. Fixed - Simultaneous Game: Problems where changes made in a game turn would not
be reflected in the next turn. This may be fixed. We think it was caused
by running the Movement Replay.

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

Richard Arnesen
Director of Covert Ops
Shrapnel Games
http://www.shrapnelgames.com
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  #2  
Old March 30th, 2001, 09:13 AM
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Atrocities Atrocities is offline
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Default Re: Beta info up to current load of 1.33..

Thanks. I love reading these updates.
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  #3  
Old March 30th, 2001, 09:17 AM
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Deathstalker Deathstalker is offline
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Default Re: Beta info up to current load of 1.33..

THANK YOU! Shard cannon reload rate of 1 and seekers speed up is a welcome addition, loved those cannons but hated the reload, went for apb's instead most times.
Now if we could only fix the.......(just kidding ) Thanks for the continued patching of the game and the 'pre-release' Posts.

------------------
"The Empress took your name away," said Chance.
Owen smiled coldly. "It wasn't hers to take. I'm a Deathstalker until I die. And we never forget a slight or an enemy." -Owen Deathstalker.
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  #4  
Old March 30th, 2001, 10:50 AM
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Default Re: Beta info up to current load of 1.33..

Thank you again Richard!

The points about the map editor sound very promising and I am very impatient to try it when the next patch will be released.
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  #5  
Old March 30th, 2001, 01:46 PM

Nitram Draw Nitram Draw is offline
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Default Re: Beta info up to current load of 1.33..

WOW, you guys have been busy!
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Old March 31st, 2001, 02:10 AM
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Default Re: Beta info up to current load of 1.33..

Thank You Richard
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