View Full Version : NEXT PATCH NEWS
Emperor Zodd
February 28th, 2001, 01:07 AM
I thought you guys would want to know what Aaron told me today.
"We're shooting for a Monday\Tuesday of next week release for the next
patch."
Aaron
pathfinder
February 28th, 2001, 01:09 AM
wow, that was fast...
Emperor Zodd
February 28th, 2001, 01:13 AM
It's going to fix the AI cloaked ship launching units bug.
pathfinder
February 28th, 2001, 01:17 AM
ah...hadn't gotten that far in tech yet myself http://www.shrapnelgames.com/ubb/images/icons/icon12.gif
God Emperor
February 28th, 2001, 01:33 AM
Emperor Zodd,
Next time you chat to Aaron, would you remind him that the AI_Research files need fixing. I have done a patch and I understand that Sinapus is finalising one too.
Also, the problem with the AI research queues needs fixing too (queue always has four in it regardless of the % values set).
I did email Aaron/Malfador several weeks ago but never got a reply. Thought that you may have better luck as you have been in contact a few times with him.
Regards,
God Emperor
Sirkit
February 28th, 2001, 01:34 AM
Isn't it nice how quickly they solve problems with Space Empire IV, They found out about the problem what a week a go and the solution is already on the way! http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Daehawk
February 28th, 2001, 03:55 AM
yeah and super turn around on support...I have'nt gotten the game yet(this week) and I sent a email asking about a feature and by the end of the day Aaron had sent me a reply.
totally surprised me in this day and age..realized just how much I missed the old days of companies caring about thier fans.
Sinapus
February 28th, 2001, 05:23 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
Emperor Zodd,
Next time you chat to Aaron, would you remind him that the AI_Research files need fixing. I have done a patch and I understand that Sinapus is finalising one too.
Also, the problem with the AI research queues needs fixing too (queue always has four in it regardless of the % values set).
I did email Aaron/Malfador several weeks ago but never got a reply. Thought that you may have better luck as you have been in contact a few times with him.
Regards,
God Emperor<HR></BLOCKQUOTE>
Well, the mods I made seem to work okay, at least.
There are a couple errors here and there in the research files. Small things that are easy to miss here and there, or maybe some were things he left in for future planning. Lot of things down at the bottom of the list before the "NOT CONNECTED" listings.
The biggest one I found so far had to do with the Abbidon's research path. There's an entry which is supposed to have them research Psychic Technology to lvl 6, but it has Psychic STUDIES instead. I changed it in my files, and emailed Aaron to let him know about it.
Otherwise, the only thing that popped out to my attention is an entry way down the list to research Advanced Military Science to lvl 6, but no entry to research Military Science to lvl 2.
Everything else I changed was pretty much a difference in style thing. I.e., I like researching Explosive Warheads 3 before I research mines and thought adding that in so the AI would do so as well was only fair. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
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--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
Seawolf
March 1st, 2001, 04:57 AM
I have as yet to upgrade to the new patch. Should I wait for the new one or must I download both patches?
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Seawolf on the prowl
God Emperor
March 1st, 2001, 06:11 AM
Sinapus,
Have you uploaded your mod yet? I wouldnt mind taking a look at it and seeing whether yours is much different from mine.
I didnt pick up the psychic research problem but have fixed a number of problems associated with failure to research techs after Industry, Physics, or Construction, or failure to research them soon enough.
I also advanced shield research and made the AI research DUC's up to level 3 early on.
The inclusion of my Filler techs makes sure that the AI researches the techs in the correct order.
I believe that it will be a good idea for us to put out one consolidated mod to address the AI_research files.
Taqwus
March 1st, 2001, 06:11 PM
I hope it fixes one probable bug that I found Last night and just reported; when just below the ship limit (200... a bit low for my taste in a 255-system galaxy, considering that it includes *bases* and I was trying to build four Sphereworlds concurrently) and I accepted an AI surrender (sending me over the limit), trying to order a formerly AI ship to head over to a shipyard yielded an index error. After that, I couldn't give *any* orders to *any* of my ships.
(Although, heh, one could be VERY patient and see if I'd still win; let the AIs eventually open up warp points into my space, and then clobber them w/ well over 1.2M intel points. ;-) )
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-- The thing that goes bump in the night
Sinapus
March 1st, 2001, 06:20 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by God Emperor:
Sinapus,
Have you uploaded your mod yet? I wouldnt mind taking a look at it and seeing whether yours is much different from mine.
I didnt pick up the psychic research problem but have fixed a number of problems associated with failure to research techs after Industry, Physics, or Construction, or failure to research them soon enough.
I also advanced shield research and made the AI research DUC's up to level 3 early on.
The inclusion of my Filler techs makes sure that the AI researches the techs in the correct order.
I believe that it will be a good idea for us to put out one consolidated mod to address the AI_research files.<HR></BLOCKQUOTE>
...er industry? Oh crud, I knew I was forgetting something.
I also started adding things in to match some ideas I got from another mod Tenryu was doing re the "Engines per move follies" topic. I'm basically adding the hulls and changes to some of the vehicle control and engines in that mod, but leaving out the weapons. So I was entering a bunch of entries for higher levels of Construction. I don't think that will affect anything in a normal game, but I can copy the files and remove the stuff for that mod.
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--
"What do -you- want?" "I'd like to live -just- long enough to be there when they cut off your head and stick it on a pike as a warning to the next ten generations that some favors come with too high a price. I would look up into your lifeless eyes and wave like this..." *waggle* "...can you and your associates arrange that for me, Mr. Morden?"
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