View Full Version : New info at MM
Slick
January 24th, 2004, 04:03 AM
01/23/04 - Happy New Year!
Due to the flu, the patches didn't quite make it out for Christmas. But the good news is that the Starfury patch should be out by next week, and the SE4 Gold patch is scheduled for the beginning of February. Here's to a great 2004. <font size="2" face="sans-serif, arial, verdana">Slick.
Atrocities
January 24th, 2004, 05:22 AM
Interesting
Kamog
January 24th, 2004, 06:40 AM
That's great news. The next patch in February! http://forum.shrapnelgames.com/images/icons/icon7.gif
Thanks for the update, Slick.
thorfrog
January 24th, 2004, 03:54 PM
Does anyone know what will be in the fix?
Master Belisarius
January 24th, 2004, 06:08 PM
Originally posted by atomannj:
Does anyone know what will be in the fix? <font size="2" face="sans-serif, arial, verdana">Version 1.87:
1. Added - "Move Hundred" to Cargo Transfer window.
2. Fixed - In Simultaneous games, scanned enemy ship designs would not be saved.
3. Fixed - "Max Positive Anger Change" and "Max Negative Anger Change" were being
used as percents instead of tenth of percents.
4. Fixed - Ships were not receiving experience for kills made with seekers.
5. Fixed - Increased the population amount for the storehouse in combat simulations.
6. Fixed - The Small Graviton Beam is now under the Gravitational Weapons tech area.
7. Fixed - Mothballing would not generate a log message in simultaneous games and would
show a messagebox instead.
8. Fixed - Unmothballing would not generate a log message in simultaneous games.
9. Fixed - Converting resources would not generate a log message in simultaneous games.
10. Fixed - The Abandon Planet order would not generate a log message in simultaneous games.
11. Fixed - Intelligence reports on planets were not showing the cargo they contained.
12. Fixed - In Computer Versus Human games, the AI's would get negative happiness modifiers
on treaties (Partnership) they were forced to have.
13. Fixed - AI's would continue to propose the existing treaty in a Computer Versus Humans game.
14. Fixed - In the Combat Simulator, any player that has a base or a planet will start in the
center of the combat map.
15. Fixed - The Fleet Report window's list will now respond to the Mousewheel.
16. Fixed - The component list in the Tactical Combat window will now repsond to the Mousewheel.
17. Fixed - The Add Design window's components available list will now respond to the Mousewheel.
Version 1.86:
1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components.
2. Fixed - Improved Empire placement using the "Evenly distributed through the quadrant" option.
3. Fixed - AI would purchase ships even if it had no resources available.
4. Fixed - Cloaked unit Groups would not show a dotted circle around them.
5. Added - Empire style directory label to the Empire setup window.
6. Fixed - AI would still try to launch units when its maximum units in space had been reached.
7. Fixed - The name of the current item under construction should show how many as well.
8. Fixed - Drones were not inflicting special damage types.
9. Fixed - Decreased seeker damage factor required to move to next target.
10. Fixed - You could build designs which had mounts of higher technology than your empire.
11. Fixed - AI would build all of the same colonizer type in a given turn.
12. Added - Mousewheel support to lists.
Version 1.85:
1. Fixed - AI players were giving away technology too easily.
2. Fixed - There was a limit of 5 neutral players in a game. Now the amount of
neutral players is based on the values in the Settings file.
3. Added - 4 more neutral races.
4. Fixed - AI was not taking into account bonus resources for scrapping.
5. Fixed - Changed Population Transport minister so that it takes population
to lowest populated planet regardless of distance and also taking
into account if a pop transport is already heading to the planet.
6. Fixed - Problem with AI checking its existing ship's orders.
7. Fixed - The race setup screen no longer errors if an empire ship picture is
not present.
8. Fixed - "Change Bad Event Chance - System" ability was not working right.
9. Fixed - "Change Bad Intelligence Chance - System" ability was not working right.
10. Fixed - Planets would not recalculate their sight values when a new facility was
built (this would make planets with cloaking abilities not light up cloak
button).
11. Fixed - A cloaked planet would still show its name for the option "Show Planet Names".
12. Fixed - Rebelling planets would double their population.
13. Fixed - Simultaneous different machine multiplayer games now require that a game
master password be provided.
14. Fixed - In the Select Package screen, clicking in the package list would not reduce
the resources by the x10000 or x100000 amount selected.
15. Fixed - Integer Overflow if a finite resource planet had too large a value.
JLS
January 24th, 2004, 06:34 PM
A lot of great new improvements with this upgrade.
Thanks Aaron, Beta Testers and Space Empires Team http://forum.shrapnelgames.com/images/icons/icon7.gif
Fyron (1. Added - "AI Tag ##" abilities for use in getting AIs to use specific components. )
This will be a huge help for us http://forum.shrapnelgames.com/images/icons/icon12.gif
Voidhawk
January 24th, 2004, 06:45 PM
Yes, yes, looks tasty indeed!
Hopefully Aaron sneezed on the patch before he got it to Shrapnel. That way I'll have a good reason to take a few days off work to try it out.
(the flu is digitally transmissible, right?)
Fyron
January 24th, 2004, 07:46 PM
Now we just need Aaron to add comma separated lists for vehicle type and target type... http://forum.shrapnelgames.com/images/icons/icon10.gif
Katchoo
January 24th, 2004, 08:19 PM
I'm just glad to see Mousewheel support. Now Narf can get some excercise while playing SEIV.
http://forum.shrapnelgames.com/images/icons/tongue.gif
Paul1980au
January 24th, 2004, 09:33 PM
Good to see the improvements - would like to see them add new features though - although we should keep discussing them on this forum to try and generate some interest from MM
Fyron
January 24th, 2004, 09:46 PM
MM rarely reads this forum... suggestions should be emailed directly to se4 at malfador dot com.
Atrocities
January 24th, 2004, 11:16 PM
Are there any more Version to come before the patch release? Or is it going to stop at 187?
Rollo
January 24th, 2004, 11:57 PM
Originally posted by Atrocities:
Are there any more Version to come before the patch release? Or is it going to stop at 187? <font size="2" face="sans-serif, arial, verdana">I reckon there will be at least v1.88.
narf poit chez BOOM
January 25th, 2004, 12:04 AM
I'm just glad to see Mousewheel support. Now Narf can get some excercise while playing SEIV.
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/tongue.gif
5. Fixed - Increased the population amount for the storehouse in combat simulations.
5. Added - Empire style directory label to the Empire setup window.
<font size="2" face="sans-serif, arial, verdana">huh?
Fyron
January 25th, 2004, 12:19 AM
Originally posted by narf poit chez BOOM:
5. Fixed - Increased the population amount for the storehouse in combat simulations. <font size="2" face="sans-serif, arial, verdana">When you set up a combat in the combat simulator, you can control how much pop goes on a planet. Unfortunately, you can only put a low amount of pop on it. The new patch should let you fill it up.
5. Added - Empire style directory label to the Empire setup window. <font size="2" face="sans-serif, arial, verdana">When you select your shipset, this will display some sort of message that tells you what the name of the shipset folder is, presumably. Very useful for PBW use, so you can see right away which shipset you need to pick without looking it up or remembering the names of all shipsets. Now Aaron just needs to add my Last suggestion... http://forum.shrapnelgames.com/images/icons/icon10.gif
Fyron
January 25th, 2004, 12:20 AM
Originally posted by Rollo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Atrocities:
Are there any more Version to come before the patch release? Or is it going to stop at 187? <font size="2" face="sans-serif, arial, verdana">I reckon there will be at least v1.88. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hopefully it will have some nice comma separated lists...
narf poit chez BOOM
January 25th, 2004, 12:40 AM
thanks, Fyron.
Loser
January 25th, 2004, 12:45 AM
Sounds very, very nice.
but... hotkeys?
Atrocities
January 25th, 2004, 01:19 AM
I am very happy that some of my recent suggestions were incorperated into these latest Versions of the mod. http://forum.shrapnelgames.com/images/icons/icon7.gif
Finally wheel mouse support and more neutrals. drool.
[ January 25, 2004, 01:18: Message edited by: Atrocities ]
narf poit chez BOOM
January 25th, 2004, 01:21 AM
drewll
<font size="2" face="sans-serif, arial, verdana">http://forum.shrapnelgames.com/images/icons/confused.gif
Fyron
January 25th, 2004, 03:12 AM
Obviously a "cool" (to lame people that need to look cool) way to type "drool." http://forum.shrapnelgames.com/images/icons/icon12.gif
Atrocities
January 25th, 2004, 03:18 AM
Originally posted by Imperator Fyron:
Obviously a "cool" (to lame people that need to look cool) way to type "drool." http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">whockde onn foniks werkerd for mea.
Deathstalker
January 25th, 2004, 04:00 AM
9. Fixed - Decreased seeker damage factor required to move to next target.
??????????? http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/confused.gif
[ January 25, 2004, 02:01: Message edited by: Deathstalker ]
oleg
January 25th, 2004, 05:04 AM
Originally posted by Deathstalker:
9. Fixed - Decreased seeker damage factor required to move to next target.
??????????? http://forum.shrapnelgames.com/images/icons/confused.gif http://forum.shrapnelgames.com/images/icons/confused.gif <font size="2" face="sans-serif, arial, verdana">I think it means AI will spread missile fire better. For example, right now, when AI have 100 satellites with missiles, it sends around 20 missiles per target. That usually results in a huge waste. Should become "smarter" in next patch.
Deathstalker
January 25th, 2004, 05:21 AM
darn, I thought maybe it was that seekers with movement would aquire a new target after the main one they were aimed at was destroyed....ah well.....
Fyron
January 25th, 2004, 06:26 AM
To any beta tester... have the population modifiers to production and construction been "smoothed out" yet? ie: bonuses every 1% instead of every 10%?
Combat Wombat
January 25th, 2004, 07:26 AM
still waiting for those comma seperated lists but besides that looks great
QuarianRex
January 25th, 2004, 08:57 PM
Gotta say that I would love to see the recapture of drones launched during combat, just like fighters are handled. This would make drones a viable tactical combat option and not just a tactical waste of resources.
Paul1980au
January 25th, 2004, 09:20 PM
Re capturing drones would be good + a smarter AI in both tactics and overall strategy is a good idea also. - Would also like to see more adaptiveness in pursuing technology targets instead of weapons first then all others. Makes it to easy to steal weapons tech off em by ship capture or intel projects. As i can research stuff like resource management and cargo etc and just steal weapons tech.
Renegade 13
January 25th, 2004, 10:05 PM
Smarter AI would be good, but isn't very practical. That would require major changes, and would take a lot of time. There probably just isn't time to create smarter AI's after the game has been out for a couple of years already. Not really an economically viable option.
Captain Kwok
January 25th, 2004, 10:09 PM
I still like to see the Retrofit list sorted by class name and not ship name! Being a rabid ship namer it really makes it tough when it comes to updating those large fleets! I'm usually forced to start naming all of the ships in a class with the same letter!
Fyron
January 25th, 2004, 10:12 PM
Yes, that is indeed a huge pain. http://forum.shrapnelgames.com/images/icons/icon9.gif And even if you don't name your ships individually, if you start changing design class names... http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
[ January 25, 2004, 20:13: Message edited by: Imperator Fyron ]
Ed Kolis
January 26th, 2004, 02:07 AM
We just can't cut Aaron any slack, now can we? http://forum.shrapnelgames.com/images/icons/tongue.gif
(Not just directed at Fyron - I want those comma separated lists too!!! http://forum.shrapnelgames.com/images/icons/icon8.gif http://forum.shrapnelgames.com/images/icons/icon12.gif )
Fyron
January 26th, 2004, 03:46 AM
If you want to see some comma separated lists, make sure to email your request to se4 at malfador dot com. The more people that email him about a specific issue, the more likely he is to think it is a popularly wanted feature and thus the more likely he is to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif
Ed Kolis
January 26th, 2004, 04:40 AM
I believe I have... multiple times, probably. http://forum.shrapnelgames.com/images/icons/tongue.gif
Fyron
January 26th, 2004, 05:32 AM
So... make a new email account and email him again? http://forum.shrapnelgames.com/images/icons/icon12.gif Nah, that would not be a good idea...
Roanon
January 26th, 2004, 04:59 PM
Originally posted by Loser:
I have taken over a certain game that was designed in such as way that it depends on retroseries construction.<font size="2" face="sans-serif, arial, verdana">"A certain game" - may I guess? http://forum.shrapnelgames.com/images/icons/icon12.gif
Don't worry I can offer a solution to this time-consuming problem: just do not resist any more http://forum.shrapnelgames.com/images/icons/icon10.gif Now I wish I could do my turns in only 2 hours...
gregebowman
January 26th, 2004, 05:22 PM
Originally posted by Imperator Fyron:
If you want to see some comma separated lists, make sure to email your request to se4 at malfador dot com. The more people that email him about a specific issue, the more likely he is to think it is a popularly wanted feature and thus the more likely he is to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I've only been playing this game for 1 1/2 years. What the heck is a comma separated list? I'm not sure to what you're referring to.
Captain Kwok
January 26th, 2004, 06:02 PM
Originally posted by gregebowman:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Imperator Fyron:
If you want to see some comma separated lists, make sure to email your request to se4 at malfador dot com. The more people that email him about a specific issue, the more likely he is to think it is a popularly wanted feature and thus the more likely he is to do it. http://forum.shrapnelgames.com/images/icons/icon7.gif <font size="2" face="sans-serif, arial, verdana">I've only been playing this game for 1 1/2 years. What the heck is a comma separated list? I'm not sure to what you're referring to. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">In the components.txt file, there are vehicle type and target type entries that are fixed in certain combinations, for example:
Ship/Base/Sat or Ftr/Trp etc...
There are about 10 combinations you can pick from, but it doesn't cover all combinations of vehicle types that are possible!
So Fyron and others want you to be able to add any of the valid types using commas to separate them like this:
Ship, Base, Drone
That way you can specify any combination you can think of!
Loser
January 26th, 2004, 06:05 PM
Originally posted by Roanon:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Loser:
I have taken over a certain game that was designed in such as way that it depends on retroseries construction.<font size="2" face="sans-serif, arial, verdana">"A certain game" - may I guess? http://forum.shrapnelgames.com/images/icons/icon12.gif
Don't worry I can offer a solution to this time-consuming problem: just do not resist any more http://forum.shrapnelgames.com/images/icons/icon10.gif Now I wish I could do my turns in only 2 hours... </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Resistance or no, you may be resolving this problem shortly. However, there is still that miracle I have on order. It would be nice if you get the opportunity to see it.
Roanon
January 27th, 2004, 12:13 AM
Ah these famous miracle weapons.... http://forum.shrapnelgames.com/images/icons/icon12.gif
tesco samoa
January 27th, 2004, 02:01 AM
i just fired this one off to MM
Hi Aaron.
I hope this finds you in better health.
Quick question
I was wondering if on the next patch if you could make a change to the way ships are upgraded or copied
Currently when they upgrade they change their stragety back to the default stragety ( first one on the list which is optimal )
I would like to see the ships keep their current stragety.
Ie... set to capture enemy ship it would keep this stragety on the upgrade and copies.
It has cost a few people the game when they forget to change the ship class.
If you cannot change it remember this for sev http://forum.shrapnelgames.com/images/icons/icon7.gif
Take Care
Simon Baxendale
(tesco samoa )
Loser
January 27th, 2004, 02:20 AM
Originally posted by Captain Kwok:
I still like to see the Retrofit list sorted by class name and not ship name! Being a rabid ship namer it really makes it tough when it comes to updating those large fleets! I'm usually forced to start naming all of the ships in a class with the same letter! <font size="2" face="sans-serif, arial, verdana">This would be very nice. I have taken over a certain game that was designed in such as way that it depends on retroseries construction. Turns with this empire can take as long a two hours, though some of this is because I am at war, of course.
Paul1980au
January 27th, 2004, 03:37 AM
Yes id like to see ships keep their strategy when they are upgraded.
QBrigid
January 27th, 2004, 12:37 PM
Originally posted by Imperator Fyron:
So... make a new email account and email him again? http://forum.shrapnelgames.com/images/icons/icon12.gif <font size="2" face="sans-serif, arial, verdana">So we should keep bugging Aaron, maybe he knows something you don't. Then lets tie up his time reading our repeated mail. (again)
Fyron this makes a lot of good sence. (NOT)
[ January 27, 2004, 10:38: Message edited by: QBrigid ]
narf poit chez BOOM
January 27th, 2004, 09:39 PM
i beleive that's why he put a smiley there, to indicate that it's a joke.
Fyron
January 27th, 2004, 09:46 PM
Nope, just more trolling. Troll Posts are best ignored. You can tell it was trolled because he dropped out the part where I said "nope, it was not a good idea."
[ January 27, 2004, 19:47: Message edited by: Imperator Fyron ]
Ragnarok
January 27th, 2004, 09:55 PM
Originally posted by Imperator Fyron:
Nope, just more trolling. Troll Posts are best ignored. You can tell it was trolled because he dropped out the part where I said "nope, it was not a good idea." <font size="2" face="sans-serif, arial, verdana">Plus every other post of his for the past 10 or so have been argumentitive towards Fyron.
Paul1980au
January 28th, 2004, 01:22 AM
Well i think that useful emails can be sent to MM - ie suggesting game improvements or add on features and also to report bugs so they can be fixed ie when mines are 100% cleared by an emeny in a sector it doesnt show up in the events log. This needs fixing.
geoschmo
January 28th, 2004, 01:34 AM
Originally posted by Paul1980au:
ie when mines are 100% cleared by an emeny in a sector it doesnt show up in the events log. This needs fixing. <font size="2" face="sans-serif, arial, verdana">Hmmm, I had always assumed that was intended to be that way.
Paul1980au
January 28th, 2004, 01:40 AM
I would have thoguht that if an enemy was successful in removing youre whole minefield you would be more interested in moving to that point and perhaps taking remedial or countering action - otherwise you wouldnt know and could be invaded through a warp point etc.
Captain Kwok
January 28th, 2004, 02:17 AM
One thing I hope he does consider is the ability to rename your empire/emperor and add/edit your race description during the game. It's not really a must have game feature, but one that has great RP aspects to it. There's even space for buttons on the relevant menu screens too!
Fyron
January 28th, 2004, 02:25 AM
Originally posted by geoschmo:
</font><blockquote><font size="1" face="sans-serif, arial, verdana">quote:</font><hr /><font size="2" face="sans-serif, arial, verdana">Originally posted by Paul1980au:
ie when mines are 100% cleared by an emeny in a sector it doesnt show up in the events log. This needs fixing. <font size="2" face="sans-serif, arial, verdana">Hmmm, I had always assumed that was intended to be that way. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">That doesn't make sense to me. I can tell exactly where all my mines are at any time and can view them all, but when they get swept those signals mystically disappear? And what is worse is that if the field is partially swept, you get a log notice, though if I recall correctly it is just the notice of how many ships you blew up. No notification that your fleet was swept just makes it more of a pain in the arse to figure it out, and greatly detracts from the game because it makes you waste time doing something you should not have to do, and that is check every single minefield to see if it is still there all the time.
Paul1980au
January 28th, 2004, 02:45 AM
Well id like to know when my mines are removed (swept away)
Editing emporer name and racial description is a great idea and would be very quick to program in so i hope MM adds it. Perhaps with the events you could also have a choice of what you are told and not told so that they mines notification and other non core event notifications could be player chooseable.
mac5732
January 28th, 2004, 04:57 AM
I hope in the next patch, he makes it so the AI will build battlestations and fortresses on wormholes (at least in their systems) and more then only 1 or 2. This would put a little crimp in human player just coming thru them all the time and just sweeping mines or shooting up a few sats.. http://forum.shrapnelgames.com/images/icons/icon7.gif
just some ideas mac
Paul1980au
January 28th, 2004, 06:27 AM
You know more diverse defenses surrounding wormholes will make it a lot harder - id like to see more diverse weapons types ie something that just destroys cloaking devices ?
Cloaking mines would be another if you have to retreat you can leave a nice surprise (they wouldnt work while cloaked but you could decloak - have them still undected until the enemy came across them) but if they were cloaked then the enemy would pass through normally until they become decloaked/activated by the player - would allow all sorts of fun behind enemy lines so to speak
Of course detection technology could also be developed expanding the tech tree within the game
narf poit chez BOOM
January 28th, 2004, 07:06 AM
mines in SEIV have a hull cloak.
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