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  #1  
Old March 24th, 2001, 02:29 AM
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Default New New Newest patch info ;).

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 Fixed - Simultaneous Games: Hide message about player file being out
of date when processing from the command line.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.

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  #2  
Old March 24th, 2001, 03:10 AM
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Default Re: New New Newest patch info ;).

Is the patch going to address the way the AI ships and ftrs fight in tactical mode? They need to be put into starting formations at beginning of screen to maximize their firepower against a human. Currently it is a little to easy to beat in the tactical mode.
Needs some work to make it harder for human to beat AI tks mac
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  #3  
Old March 24th, 2001, 07:58 AM
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Default Re: New New Newest patch info ;).

quote:
Originally posted by Richard:
11. Added - Got the restrictions on components working.



[Mr.Burns]Excellent...[/Mr.Burns]

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  #4  
Old March 24th, 2001, 08:56 AM

Trachmyr Trachmyr is offline
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Default Re: New New Newest patch info ;).

The RESTRICTIONS are working! Okay... now how does that line work?!?

Somebody please tell me.
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Old March 24th, 2001, 09:41 AM

Baron Munchausen Baron Munchausen is offline
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Default Re: New New Newest patch info ;).

quote:
Originally posted by Trachmyr:
The RESTRICTIONS are working! Okay... now how does that line work?!?

Somebody please tell me.



I get the impression that many people will misunderstand this. Some might think this means the restrictions in ship contents in Vehicles.txt but it's really the Restrictions: line in the components.txt file. And there's nothing tricky about it. Only ONE type of restriction has been added so far, the "One Per Ship" restriction so that Emergency Energy and Emergency Resupply pods can be restricted. That's all it does fornow.
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  #6  
Old March 24th, 2001, 04:35 PM

Marty Ward Marty Ward is offline
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Default Re: New New Newest patch info ;).

Great idea on the emergency propulsion/supply. Now if they can only figure a way to remove it from the ship after use it will be used as intended.
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  #7  
Old March 24th, 2001, 06:09 PM
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Default Re: New New Newest patch info ;).

Patch sounds good so far, now all that needs to be fixed is the 'captured ship bug', I've seen it a few times, capture a ship on your turn, click on to it to move it and end the combat turn with that ship. You get an extra turn most times. Tempting to use. .
(havn't tried it for 1.3 but it worked previous patch.).
That and a RETREAT option would be nice, I hate having my colonizer die to a slow escort it's first time through a wormhole at the beginning of a game. It could be easy to justify, if your ship has movement b4 it entered combat you could retreat those remaining movement points in the direction you came (the same direction to avoid fleets using this to bypass blockades and attack planets). Ah well, with each patch I find this game doubles in 'value', for a guy who regularly buys a new game each month or so I have not bought anything (well, except Icewind Dale xpansion and not played it yet) since installing this game. Much thanks

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  #8  
Old March 24th, 2001, 06:28 PM

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Default Re: New New Newest patch info ;).

Map editor is nice (especially if it can actually be used as a scenario editor) and bug fixing is important. However, what I am really, really waiting for each time I see a report on the status of the new patch is that the numerous remaining AI issues (see several Posts over the Last weeks) are addressed. Despite some improvements, the AI still is no challenge and utterly stupid in some places.


Sigh, let's wait for the 1.33 news....

[This message has been edited by jowe01 (edited 24 March 2001).]
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  #9  
Old March 24th, 2001, 09:30 PM
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Default Re: New New Newest patch info ;).

Again Aaron is only one guy and he is doing the best he can.

Actually I am considering not posting these anymore as to be honest all I here are complaints when I do.

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  #10  
Old March 24th, 2001, 09:32 PM

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Default Re: New New Newest patch info ;).

Two things I would like to see fixed are:

1. Fighters and Sats are launched from a planet in only one group. Sats are in one large group usually on the wrong side of the planet! It was better before with multiple Groups.

2. AI needs to launch fighters into space and use them through out a system like we do.

And why does the AI keep sending missle ships to a system to get slaughtered by my fighters, when the AI ships can't even use missles against fighters???

[This message has been edited by Emperor Zodd (edited 24 March 2001).]
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