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December 11th, 2001, 07:22 PM
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General
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Join Date: Jul 2001
Location: Canada
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Re: Up to date History file from SE:IV Gold Beta
Perhaps I over looked it or it was not written. But have they fixed the reports. The 'F5' report is very frustrating on cargo when you trying to find fighters or mines when every one of your planets have WP's on them.
So I guess the question is have they addressed the issue of sorting reports???
__________________
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old avatar = http://www.shrapnelgames.com/cgi-bin...1051567998.jpg
Hey GUTB where did you go...???
He is still driving his mighty armada at 3 miles per month along the interstellar highway bypass and will be arriving shortly
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December 13th, 2001, 04:12 PM
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Brigadier General
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Join Date: Dec 1999
Location: Lancaster, OH 43130
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Re: Up to date History file from SE:IV Gold Beta
Version 1.57:
1. Fixed - "One Turn's Worth" selection should not show during a Multi-Add.
2. Added - Drone Carriers for AIs to use.
3. Fixed - In the Designs window, the list would sometimes be past the bottom
item when switching between tabs.
4. Fixed - The AI would often launch all of its satellites leaving none for the
Satellite layers.
5. Added - More AI settings to control drone and satellite launch.
6. Added - Fields to "Settings.txt" to control whether fighters can be hit by
mines and how much supply they use each turn just sitting still.
7. Fixed - Mines, Satellites, and Drones can self-destruct without a self-destruct
component.
8. Fixed - Mines, Satellites, and Drones can be fired on and destroyed. Only a
ship with direct-fire or seeking weapons can fire on a target and destroy it.
9. Added - Hotkey Shift-A to select all of the ships in the ship list.
10. Added - Hotkey Shift-C to de-select all of the ships in the ship list.
11. Changed - While holding Shift, you can select and deselect ships in the ship list.
12. Fixed - During combat, drones were not getting their full movement upon launch.
13. Fixed - Drones launched during combat were not showing correctly in the combat replay.
14. Added - Setting to control number of fleets AI uses for defense.
Version 1.56:
1. Fixed - Some minor spelling errors in SystemTypes.txt.
2. Fixed - Some picture problems with the new System background pictures.
3. Fixed - Added the Baseship bitmap name as the primary picture for the
baseship vehicle size. This way no changes will be needed if
race styles are already using them.
4. Fixed - TCP/IP Host's chat Messages would dissappear when a message from
a player would come in.
5. Fixed - TCP/IP Player would not receive chat Messages while taking his
turn.
6. Fixed - A TCP/IP Player who quit the game and then restarted before taking
their turn would receive a file load error.
7. Fixed - If a TCP/IP Player reconnected to a game in progress, the message
displayed would incorrectly be "Waiting for all players to connect."
8. Fixed - If a TCP/IP Player reconnected to a game, errors would occur when
the game turn was received.
9. Fixed - Sometimes a disconnected race would not start researching the "Not
Connected" items early enough.
10. Fixed - Mod Folders were requiring that the picture be present.
11. Fixed - Boarding ships would not engage enemy ships even if they had weapons.
12. Fixed - Kamikaze ships were not seeking for fleets to join.
13. Added - Added an "Orders" tab to the Colonies Window.
14. Added - Added a "Multi-Add" button to the Construction Queues window. This will
allow you to add Ships or Units to multiple construction queues at a
time.
15. Fixed - Fixed a problem with combat to-hit chances where the weapon modifier
was being factored in after the total modifier to hit was bounded to
1% or 99%.
16. Fixed - Fixed a problem where chains of partnership treaties would not allow
all players to see with all other players sight. A->B, B->C = A->C.
17. Changed - Increased the default fighter launch group size to 10.
Version 1.55:
1. Fixed - The text for the Weapon Platform and Satellite weapon
mounts did not say anything about their extended range.
2. Fixed - Generating multiple quadrants when starting a game would
sometimes cause a crash.
3. Changed - Changed the VehicleSize.txt file so that each vehicle
size has a primary and alternate bitmap.
4. Changed - Added a to-hit bonus for weapon platform weapon mounts.
5. Changed - Increased the possible range of Facility Family from
1 - 64000 in Facility.txt.
6. Added - You can now clear the orders for all selected ships.
7. Fixed - All Drones with the same orders should move together
in a group.
8. Changed - Drones now get their full movement immediately upon launch.
9. Fixed - The General.bmp was missing from the patch. This included
a new drone icon for cargo.
10. Fixed - Drones should not be able to have self-destruct devices.
11. Added - New fields in Settings.txt to set the random range of starting
computer and neutral players.
12. Fixed - An error would occur if you were a player with a number greater
than 10, and you were trying to change cargo in the combat
simulator.
13. Fixed - Sometimes the game would report that a player order file could
not be found in a simultaneous game.
14. Changed - Increased the maximum value of System Types in the
QuadrantTypes.txt file to 300.
15. Fixed - AI would design mine sweepers when it didn't have the mine
sweeping component.
16. Fixed - TCP/IP Host problem where a reconnecting client would be listed
twice.
17. Fixed - TCP/IP Host problem where a reconnecting client would not be
notified that they had reconnected successfully.
18. Added - Sounds to the TCP/IP Host when a player connects or disconnects.
19. Changed - TCP/IP Host must wait until all players have submitted their
empire files before the host can add its own empires.
20. Fixed - TCP/IP Player cannot set his empire to computer control.
21. Fixed - TCP/IP Host gets a more specific message that they can only add one
empire at a time to the game.
22. Fixed - TCP/IP Host's "Remove Empire" button changes its text to
"Toggle Empire AI On/Off" after the first turn.
23. Fixed - TCP/IP Host can toggle an empire between AI and human control.
24. Fixed - TCP/IP Host would be in the wrong state after the host canceled
processing the turn because of a missing player file.
25. Fixed - TCP/IP Player would sometimes get Access Violations when it
received Messages while a player was taking their turn.
26. Fixed - TCP/IP Chat Messages are no longer lost when you take your turn.
Version 1.54:
1. Fixed - The AI Neutral files had not been modified with the new
settings, and were causing errors when they were loaded
for a neutral's turn.
2. Added - Confirmation dialogs when you quit as a TCP/IP Host or
TCP/IP Player.
3. Fixed - When a TCP/IP player quits a game, the host will have a
status for that player of "Quit".
4. Fixed - If a TCP/IP player reconnects to a game, they will not
make a second line in the list.
5. Added - Added a sound effect when a chat message is received.
6. Added - Confirmation dialog when you try to process a turn as the
TCP/IP Host.
7. Changed - The TCP/IP Host can only add one empire at a time.
8. Fixed - List index out of bounds error when a TCP/IP Host quit a
game in progress and then started a new one.
9. Fixed - Progress bar window would stay open when a TCP/IP Host
did not want to continue processing after the game could
not find a missing player order file.
10. Added - The TCP/IP Host can now remove an empire from the game
before it begins, or change an empire to AI control during
a game.
11. Fixed - TCP/IP Host can add AI controlled empires.
12. Fixed - TCP/IP Host can create empires while players create their
empires.
13. Fixed - TCP/IP Player could not cancel out of creating an empire.
14. Fixed - If the TCP/IP Host added more than one empire, sometimes
their pictures would be mixed up.
15. Added - Added Combo boxes to the TCP/IP Player window.
16. Fixed - The SE4 Map Editor would error if you regenerated the quadrant
and there were less systems then previously.
17. Added - Added some new system types.
Version 1.53:
1. Fixed - When the AI first developed Quantum Reactor technology,
it did not always create new designs for its ships.
2. Fixed - All drones would launch even if you selected "Launch 1".
3. Fixed - Seeker launch sounds were not playing in Tactical Combat
or the Combat Simulator.
4. Fixed - The Ionic Pulse Missile did not have a sound effect.
5. Changed - The AI will completely redesign all of its ships on turns
1, 20, and 40.
6. Fixed - Drones will not choose seekers or fighters as targets in
combat.
7. Fixed - Empire files were missing the Drone Attack strategy.
(New Empire files thanks to Philipp Kullmann)
8. Fixed - Fighter Groups were not getting bonuses from racial
characteristics.
9. Added - Added more empire settings to the AI_Settings.txt file.
10. Fixed - When marking a design as obsolete, the view on the list
would jump back up to the top.
11. Added - New sound effects! You can use either the new sound
effects or the classic sounds effects by selecting the
setting in the Options window.
Version 1.52:
1. Fixed - Ships were firing on their own in Tactical Combat.
2. Fixed - Drone design warning was saying "Must have 1 bridge."
3. Fixed - When the AI generates an empire, it was not using all of
the racial points from characteristics. The AI will now
purchase characteristics first, then advanced traits.
4. Fixed - You were unable to add drones to the combat simultator.
5. Fixed - If a cloaked minesweeper is about to enter a sector with
a known minefield, it will decloak.
6. Changed - Decreased the size of the Shield Regenerator V to 20kT.
7. Fixed - The player order was incorrect in combat during a
simultaneous play game.
8. Changed - Increased Asteroids starting value. Also added these values
to the Settings.txt file.
9. Fixed - Updated the Map Editor so it will work with current maps.
This should also fix the Ruins problem.
10. Changed - Improved the sound effects.
11. Fixed - Drones were not showing up in the Combat Replay.
12. Changed - Reduced costs for Ringworld and Sphereworld components.
13. Fixed - AI would propose treaties at a higher level than its
"Highest Allowed Treaty" setting.
14. Added - Added a setting to Settings.txt which allows drones to
not be effected by mines.
15. Changed - Smart Bombs can now be placed on Ships, Bases, Satellites,
and Drones.
Version 1.51:
1. Fixed - It was possible for the Purchasing Minister to take a
very long time to finish.
2. Fixed - Recon Satellites were being miscounted by the AI for
use by its scripts.
3. Fixed - In certain cases, the Ai would not move a minesweeper
to a minefield because of the "Don't move through mine
fields" Empire Option.
4. Fixed - AI would research Mines a bit too much when they
encountered the first minefield.
5. Changed - Weapon Platforms and Satellites now get a range bonus
on their weapon mounts like bases get.
6. Fixed - When the AI first developed Shield technology, it did
not always create new designs for its ships.
7. Fixed - The TCP/IP Player should show an error if it cannot
connect to the host even if the host is on this
machine.
8. Fixed - The TCP/IP Player can only add one empire to the game.
9. Fixed - In the TCP/IP Host window, if the host cancels his
login to play a turn, the game should not end.
10. Fixed - Made the TCP/IP host a bit more lenient on player drops.
If you're dropped, you can reconnect and rejoin the game
(using the same player name). However, to get resynched
with the game, you'll just have to wait till the host
sends the turn file out again (you'll miss a turn).
11. Fixed - Minor manual text fixes.
12. Fixed - When starting a new TCP/IP Host game, all order files
for the selected game name will be deleted.
13. Fixed - On the TCP/IP Player window, when the chat button was
pressed the focus would not be set to the Chat Message
control.
14. Added - When all of the player order files have been received
by the TCP/IP Host, a sound will be played and the
game will un-minimize itself.
15. Fixed - If a vehicle could not recover a unit, the wrong name
was displayed.
16. Fixed - Point Blank strategy ships in combat would move to the
opposite side of the target from where they were.
17. Fixed - There was a bug in the fonts that would cause >> to
be displayed in Messages.
18. Fixed - Newly launched units weren't always having their
individual minister turned on if the automatic setting
was set.
19. Added - Drones. The manual pages on Units have been updated.
20. Added - A DataFileHistory.txt file which describes the data file
changes we've made in each Version.
Version 1.50:
1. Note - Gold Version.
__________________
Change is inevitable, how you handle change is controllable - J. Strong
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December 13th, 2001, 04:23 PM
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Colonel
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Join Date: Jan 2001
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Re: Up to date History file from SE:IV Gold Beta
This really sounds interesting. Thank you for the update Richard. It's too bad, that I have to wait for two more month till the release of the gold Version!
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December 13th, 2001, 06:46 PM
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Private
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Join Date: Oct 2001
Location: Trondheim, Norway
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Re: Up to date History file from SE:IV Gold Beta
quote: Originally posted by Richard:
Version 1.57:
7. Fixed - Mines, Satellites, and Drones can self-destruct without a self-destruct
component.
8. Fixed - Mines, Satellites, and Drones can be fired on and destroyed. Only a
ship with direct-fire or seeking weapons can fire on a target and destroy it.
cool!
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December 13th, 2001, 07:39 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: Up to date History file from SE:IV Gold Beta
Vegard:
6. Added - Fields to "Settings.txt" to control whether fighters can be hit by
mines and how much supply they use each turn just sitting still.
Even cooler. The long discussed weirdness of dropping fighters on a warp point and leaving them for years has finally been addressed.
Now if we can get supply usage checked on life support, 'sentinel' ships will finally have to return to base occasionally. Or at least have some sort of resupply.
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December 13th, 2001, 09:43 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: Up to date History file from SE:IV Gold Beta
"Even cooler. The long discussed weirdness of dropping fighters on a warp point and leaving them for years has finally been addressed."
Maybe. Currently, fighters aren't really affected by running out of supplies. They don't even slow down (like a ship does) until they enter combat! Assuming that hasn't been fixed yet, that is.
And if you've got them parked on a WP, I don't see how being out of supplies would effect them.
Phoenix-D
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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December 13th, 2001, 09:51 PM
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Lieutenant General
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Join Date: Dec 2000
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Re: Up to date History file from SE:IV Gold Beta
quote: Originally posted by Richard:
Version 1.57:
14. Added - Setting to control number of fleets AI uses for defense.
This is a nice feature for AI moders. Can't wait to try it. (Xi'Chung won't be using many of these fleets, though)
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December 13th, 2001, 10:02 PM
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Captain
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Join Date: Jun 2001
Location: Oh, I\'m out there
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Re: Up to date History file from SE:IV Gold Beta
Weren't fighters supposed to be destroyed if they ran out of supplies?
It would be nice to replace the current system, ships only move one space without supplies, with something else. Possibly ships can't move and guns won't work. Maybe shields are down too? It would certainly make supply alot more important.
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December 13th, 2001, 10:52 PM
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General
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Re: Up to date History file from SE:IV Gold Beta
quote: Originally posted by ZeroAdunn:
Weren't fighters supposed to be destroyed if they ran out of supplies?
It would be nice to replace the current system, ships only move one space without supplies, with something else. Possibly ships can't move and guns won't work. Maybe shields are down too? It would certainly make supply alot more important.
Well, I hardly use them, and even when I do it's only in combat because they don't get movement on the system map until the turn AFTER they are launched. So, I've not seen if they get destroyed when they run out of supplies. Yes, they should be, and that's what happens to drones, so this is a good thing. If it doesn't work yet, we'll ask him to fix that, too.
Ships that are out of supplies WHEN they enter combat have 1/2 movement, no shields, and cannot fire weapons. That's a pretty severe handicap. The only problem is, they don't lose anything if they run out of supplies WHILE in combat.
[ 13 December 2001: Message edited by: Baron Munchausen ]
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December 13th, 2001, 11:23 PM
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Captain
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Join Date: Jun 2001
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Re: Up to date History file from SE:IV Gold Beta
quote: Originally posted by Baron Munchausen:
Ships that are out of supplies WHEN they enter combat have 1/2 movement, no shields, and cannot fire weapons. That's a pretty severe handicap. The only problem is, they don't lose anything if they run out of supplies WHILE in combat.
[ 13 December 2001: Message edited by: Baron Munchausen ]
Are you shure about this? I could swear I've had ships enter into combat without any supplies and be able to fire and have shields.
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