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Old March 6th, 2002, 03:22 AM

Admiral Grover Admiral Grover is offline
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Default SE4 Gold Changes

Recently over the past couple days, I have heard of a number of vague changes in Gold. I was wondering if anyone would have listing of what has been added and changed since Version 1.49.

I can't get Gold just yet (lack of money), but I plan to when I have the cash (such is life with a new baby on the way).

Regards,
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Old March 6th, 2002, 04:52 AM

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Default Re: SE4 Gold Changes

Admiral Grover, This is it

RICHARD posted 09 January 2002 01:47
--------------------------------------------------------------------------------
Guys and Gals,
Sorry but I have been away for quite awhile on vacation but I got word today that unless something wierd happens the final build for Gold will take place later this week and that this current load will be designated Gold. Okay here is what we have with it back to the patches right after the previous Gold...

Version History for Space Empires IV
---------------------------------------------------

Version 1.60:
1. Fixed - In Combat when targeting a planet, ships will move 1 square closer
so they can hit all 4 squares of the planet.
2. Fixed - If you re-loaded a TCP/IP game, and selected that you did not want
to continue it as TCP/IP Host, then when the player ended their
turn the TCP/IP Host window would show up.
3. Fixed - In some circumstances in a simultaneous turn game, the AI would
decide for the player not to move ships into a combat situation.
4. Fixed - In a Simultaneous Turn Game, enemy planets in the same sector would
generate multiple combat reports.
5. Fixed - Weapons which would cause the target ship to move were not showing
the ship movement in the combat replay.
6. Fixed - Sometimes the AI would leave a design strategy blank for a human
player using all of the ministers.
7. Fixed - Improved the sorting of AI defense locations.
8. Changed - Planets can now repeat their orders.
9. Fixed - Setting repeat orders in a Simultaneous game would not always be
changed the next turn.
10. Changed - The TCP/IP Host can now remove an empire before the game starts.
11. Fixed - Emotionless races cannot be induced to riot through intelligence or
natural events.
12. Changed - Updated the Credits.

Version 1.59:
1. Fixed - Drones would not attack when in the same square as their target.
2. Fixed - AI needed to take control of everything when a human player
was switched to computer control.
3. Fixed - In Combat, drop troop ships will go after the enemy planet they
were ordered to attack. If they don't have specific attack orders
then they will attack the planet with the highest population.
4. Fixed - You can now cloak and decloak Groups of selected ships.
5. Fixed - Cloaked drones were not de-cloaking to attack in some situations.
6. Fixed - The Map Editor would not load pictures from mod directories.
7. Fixed - Increased the chance that the AI will ignore an incoming message
if it wants to declare war or break a treaty.
8. Note - In TCP/IP Games, the UDP Messages are sent on Port 6716, and file
streams are sent on Port 6720.
9. Fixed - Cursors and Fonts would not load individually from Mod directories.
10. Fixed - All files in mod directories should now be on an individual basis.
Meaning that you don't need all of the .txt files if the directory is
present.
11. Fixed - In rare cases in Tactical Combat, a player could show twice in the player
list at the top of the window.
12. Fixed - Finally fixed the Highest Allowed Treaty bug.
13. Fixed - Solar generators were not producing any resources in a finite resource
game when the planet had zero resources remaining.
14. Change - Solar generated points are no longer modified by racial advantages,
population happiness, or population amount.

Version 1.58:
1. Fixed - Only warheads of the correct target type will damage targets in
combat that are rammed.
2. Fixed - The AI would accept systems in trade that the offering player did
not own.
3. Fixed - Increased chance for AI to send certain political message types
(like demand surrender).
4. Fixed - Added Drones to the Manual page "Status Icons".
5. Added - Hotkey Shift-A to Tactical Combat to select all available weapons.
6. Added - Hotkey Shift-C to Tactical Combat to de-select all weapons.
7. Fixed - The AI will now decloak its drones before attacking their target.
8. Fixed - The buttons to cloak and decloak are now available for drones.
9. Changed - Added a defense bonus to drones much like small ships.
10. Fixed - If a combat piece was in a fleet it would always use the fleet strategy,
even if it had broken formation.
11. Fixed - Simultaneous Games were still playing out combat in player order. The
defending players should always get to move first.
12. Fixed - If you have the setting "Automatically use Individual Ministers for newly
built vehicles", then any ships captured through intelligence
operations will be set to individual minister control.
13. Fixed - After a combat where multiple ships were selected in the Ship List, some of
them would still have "ghost" orders.
14. Fixed - Drones will no longer "dance" around warp point. They will charge through. If
they get into combat, and their target is not present, they will select new
temporary targets until combat is complete.

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.
As far as i know, from the date of jan 9 posted. But i speculate aaron couldve added more secrets?, because of the manuel delay since feb 15th or more. RICHARD said somthing of effect that,arron was working on, more features on this game.

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  #3  
Old March 6th, 2002, 05:33 AM
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Suicide Junkie Suicide Junkie is offline
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Default Re: SE4 Gold Changes

quote:
But I speculate Aaron could've added more secrets?, because of the manual delay since Feb 15th or more. RICHARD said somthing to the effect that arron was working on more features for this game.
Yes.
There's always more stuff in the works.
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Old March 7th, 2002, 02:13 AM

Admiral Grover Admiral Grover is offline
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Default Re: SE4 Gold Changes

Thanks HEMAN

Regards,
__________________
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There is another theory which states that this has already happened.
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