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1.2.5 patch out!

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  • 1.2.5 patch out!

    Go here to download from Quicksilver. Go here for a list of mirrors. (A mirror is probably a better choice; QS' ftp was very busy last time, and I doubt it'll be any different this time.)

  • #2
    Cool, too bad I don't have time for the game for awhile.

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    • #3
      The Windows and Macintosh port release of the v1.25 patch are now available to download from Apolyton CS.



      -----------
      Dan; Apolyton CS
      PolyCast Co-Host, Owner and Producer: entertaining | informing civ
      >> PolyCast (Civ strategy), ModCast (Civ modding), TurnCast (Civ multiplay); One More Turn Dramedy

      Comment


      • #4
        well is it better?

        Comment


        • #5
          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)

          Comment


          • #6
            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.

            Comment


            • #7
              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.

              Comment


              • #8
                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.
                A patch installation check utility is now available for download from Apolyton as well:



                -----------
                Dan; Apolyton CS
                PolyCast Co-Host, Owner and Producer: entertaining | informing civ
                >> PolyCast (Civ strategy), ModCast (Civ modding), TurnCast (Civ multiplay); One More Turn Dramedy

                Comment


                • #9
                  ... what about point defense?

                  Comment


                  • #10
                    Originally posted by Epistax
                    ... what about point defense?
                    pd was fixed in the previous patch, IIRC

                    Comment


                    • #11
                      Oh I thought this was the first official patch, so they'd list everything

                      Comment


                      • #12
                        I didn't post previous patch info, because the line breaks were funky and I didn't feel like editing the whole list.

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                        • #13
                          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


                          • #14
                            Can we install this patch on top of the first `data ` patch that was released a couple of weeks after the game was in stores? or do we have to uninstall and go through the process of a `clean` install and then run this patch.???????????

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                            • #15
                              it suck wait for moo4!

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