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1.2.5 patch out!
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The Windows and Macintosh port release of the v1.25 patch are now available to download from Apolyton CS.
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Dan; Apolyton CSPolyCast Co-Host, Owner and Producer: entertaining | informing civ
>> PolyCast (Civ strategy), ModCast (Civ modding), TurnCast (Civ multiplay); One More Turn Dramedy
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Any links to a "final" features list?"And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
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V1.2.5 Code Patch
THROUGHOUT
Fixed a lot of typos and misinformation.
CRASHES/HANGS
Fixed a hang in space combat which seemed to occur sometimes
if a client was watching the last combat to be resolved. The
screen would go blank after combat and just sit there (on the
client). Everyone else would hang waiting for that client.
Removed the ability control bombardment after ceding/watching
space combat in multi-player due to hang conditions caused by
this functionality (it wasn't working on the clients any way) - may
be revisited in the future.
Fixed a bug where if the military build queue was open and then
the Shipyards screen was opened on top of it and then a turn
was processed, the game would crash.
Fixed a bug where if one of the tabs on the ship design screen
was open and then the fleets tab was open and then escape
was used to exit, the game would crash.
Fixed a bug on the Forces tab where the colony and outpost
buttons would not be disabled if there were no planets in the
system (could lead to a crash).
Fixed the crash when you open one of the tabs (weapons,
engines, etc), switch to the fleets tab *without closing the foldout
tab first* and press the escape key to return to the galaxy
screen the game would crash.
Fixed a bug where if the Sitrep was open when one of the build
queue panels was open behind it, pressing the turn button would
not advance the turn until the Sitrep was closed.
AUTORUN
Removed the line of code which was preventing bombardments
from occuring during auto-runs.
COLONIZATION
Modified the calculation which determined how many population
points were en route to a user requested colony to use the
population value for a colony pod instead of an outpost pod. This
should fix the problem sending too many colony ships to fill a
player request.
When attempting to land colony ship, ignore dead or retreating
task forces.
Change rules for landing colony ships such that ships with a
defensive alliance are ignored in neutral or owned systems (only
will fail if the allied empire has a planet and you don't).
Added code to issue an AI colony request for each planet which
reverts to unowned or outpost status to all civs which have
sufficient scan information. This should make the AI colonize
bombarded planets (still testing). It will NOT cause the AI to
colonize these types of planets in an old save game (since the
notice is made at the time of destruction)
MILITARY AI
Made planet destroyer viable mission ship in long range task
force so that AI may actually deploy planet destroyer ships.
Rebalanced ground troop unit priorities to get support troop
numbers more in line with requirements.
Corrected an error in the spreadsheet which prevented the AI
from building Infantry and PsyOps
SPYING AI
Remove AI preference for spying on human players (treat human
players and computer players the same). Increase likelihood of AI
building scientific spies.
PLANETARY ECONOMIC AI
Add code to make AI build CorrCap buildings on its own.
Corrected a problem which was not deleting the system seat and
related buildings when a new system seat was built on another
planet.
Corrected the problem that the new system seat would
have to be built twice to stick.
Modified the AI to not move the system seat if a mobilization
center was already built.
Increased preference for not moving the
Imperial Seat when it is destroyed.
PLANET SCREEN
Ship info on the military build queue of the planet screen now
displays the hull size in addition to the ship class (orbital, system,
star).
SITREP
Changed planet hyperlinks in the sitrep so that changing the
planet or star name will be reflected in the sitrep (sitreps in save
games will not work).
Corrected behavior of sitrep in multi-player resume so that the
hosts sitrep will not show up on the other machines. Note that
sitrep information is only saved for the human player, so when a
game is resumed and copied across the net, only the player
playing the empire which was the human player on the host will
get a sitrep on the first turn.
TECHNOLOGY
Slow down tech advance by about 33%.
Swapped CorrCap and GovCap modifiers to make the effects
match the descriptions better.
DEV PLANS
Fixed a dev plan bug where if a planet classification has all three
policies set, then none of the policies can be changed.
DIPLOMACY
Fixed the bug which caused traded achievements to fail when
they were not already in the tech tree.
Correct Diplomatic text generator to use Intelligence Agreement
text. Also will now use Demand War text for fulfill obligation
message. The message will not have the targeted empire, but at
least will make some sense now.
ORION SENATE
Fixed a few bugs on the Orion Senate screen where scrollbar
thumbs were not being reset when the text for a bill's closing, a
bill's details, a law's details, or the details of a bill to propose
were displayed.
SHIP DESIGN SCREEN
Tech descriptions on the Ship Specials panel are now displayed in
a scrollbox.
Fixed a bug where the Clear Queued button would not clear a
ship design from the build queue if the second item was not a
ship and the third item was a ship design to be cleared.
Added a shift-key modifier to the Mark Obsolete button so that
the ship design being marked obsolete would be cleared from the
build queue or marked for scrap if it had already been started on.
Added a shift-key modifier to the Clear Queued button so that
ship designs already started on would be marked for scrap as
well as clearing out ship designs that have not been started on.
HISTORY SCREEN
Fixed a bug on the history screen where a Y-axis scale value of 0
would send the game into an infinite loop.
Increased the max value of the Y-axis scale on the history graph
to 6.0.
SPACE COMBAT
Removed the ability control bombardment after ceding/watching
space combat in multi-player due to hang conditions caused by
this functionality (it wasn't working on the clients any way) - may
be revisited in the future.
Modified the code in space combat so that the number of missile
volleys remaining will be the max of all racks, rather than the
most recently fired ones.
Correct a problem which caused the same empire to always win
the coin flip when both sides chose assault planet in space
combat.
Changed AI space combat retreat logic to use casus belli instead
of current relations (should make them a little less likely to
retreat, especially later in the game)
Clean up destroyed ships and task forces at the end of space
combat to prevent improper behavior during bombardment and
beyond. (For example, destroyed troop transports can no longer
land their troops).
GROUND COMBAT
Corrected ground combat gravity preferences to match
habitability preferences.Last edited by duodecimal; July 19, 2003, 07:57.
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A minor bug with the patch installer - it opens a second window to display the 'patch complete' message with an exit button, but the original 'install now' window is still open and gives you a message saying that the patch is not complete and gives you two options, resume or exit, with exit giving you all impressions that the patch never installed.
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Originally posted by duodecimal
A minor bug with the patch installer - it opens a second window to display the 'patch complete' message with an exit button, but the original 'install now' window is still open and gives you a message saying that the patch is not complete and gives you two options, resume or exit, with exit giving you all impressions that the patch never installed.
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Dan; Apolyton CSPolyCast Co-Host, Owner and Producer: entertaining | informing civ
>> PolyCast (Civ strategy), ModCast (Civ modding), TurnCast (Civ multiplay); One More Turn Dramedy
Comment
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Thank-you for the summary Duo-D."And so, my fellow Americans: ask not what your country can do for you—ask what you can do for your country. My fellow citizens of the world: ask not what America will do for you, but what together we can do for the freedom of man." -- JFK Inaugural, 1961
"Extremism in the defense of liberty is not a vice." -- Barry Goldwater, 1964 GOP Nomination acceptance speech (not George W. Bush 40 years later...)
2004 Presidential Candidate
2008 Presidential Candidate (for what its worth)
Comment
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