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Space Empires IV Gold

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Вокруг игр
Разработчик Malfador Machinations
Издатель Aaron Hall
Жанр Космические завоевания
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Требования 486/66MHz w/16 MB RAM running Win95 / 98 or Win NT 4.0, DirectX 6+, Mouse, 4 MB HDD space, CD ROM drive

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1.79 MB

01.02.02

Патч v 1.84 patch

Version History for Space Empires IV
---------------------------------------------------

Version 1.84:
1. Fixed - Reordered some of the formations to be better for ship movement.
2. Fixed - Tech Areas that were not allowed in the Game Setup would still show under the expected results list of research.
3. Fixed - Ships in combat will follow their fleet's strategy until they are no longer in a combat group. Once they are no longer in a combat group, they will follow their own strategy.
4. Changed - When planets take damage, weapon platforms will be destroyed first. After all weapon platforms are destroyed, then the remaining units will take damage randomly.
5. Added - Added two new target types for components: "Ships" and "Ships".
6. Fixed - The Designs Window list would not show a design with the same name as another, but with different case.
7. Fixed - AI would build multiple system-wide resource modifier facilities in a system.

Version 1.83:
1. Fixed - You could stop a "Slow Build" by clearing the queue.
2. Fixed - You could stop a "Slow Build" by giving a planet to another player.
3. Fixed - The Jraenar battleship portrait was 1 pixel to large.
4. Fixed - Intro screen graphic stretches to the screen size.
5. Fixed - "Any" and "None" were being confused in CompEnhancement.txt for the field "Weapon Type Requirement".
6. Fixed - Weapon Mounts were not showing in the expected benefits list when looking at a Tech Area report.
7. Fixed - AI will now use Master Computers on his ships correctly.
8. Fixed - Added more slots to all of the formations to keep ships together better in combat. New formations thanks to Imperator Fyron.

Version 1.82:
1. Changed - Ships in combat will now follow their fleet's strategy regardless of whether they are in a combat group or not.
2. Fixed - Computer Players which had a "Computer Player Bonus" set above None were not using all of their bonus funds.
3. Fixed - The largest ship in a sector was not always being drawn on top in the system display.
4. Fixed - Planets in combat would not fire all of their weapons (sometimes). 
5. Fixed - Planets in combat would not fire enough seekers against a target to guarantee its destruction (sometimes).
6. Fixed - Improved the Transport minister a little.
7. Added - The Log Window will now return you to the item you had selected the last time you were in the window.
8. Fixed - Ships with a Tractor Beam would not fire weapons located after the tractor beam in their design.

Version 1.81:
1. Fixed - "Crew Conversion" damage type will work on all target types, again.
2. Fixed - "Crew Conversion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not). It does not matter if there is a Bridge on the ship.
3. Fixed - AI will no longer launch "Anti-Planet" Drones in combat.
4. Added - Option to strategems to control how many drones are launched per target in combat.
5. Changed - You can now give drones orders to Attack warp points. This is essentially the same as telling them to warp through and attack anything on the other side. Any survivors can then be given new orders.

Version 1.80:
1. Fixed - Integer Overflow when a unit with no shields was hit by normal weapons.
2. Changed - "Crew Conversion" damage type will only work against ships regardless of the target type.
3. Fixed - "Crew Conversion" damage type will fail against a ship with a Master Computer (regardless if that component is damaged or not).
4. Fixed - You can now give resource gifts in excess of 200,000.
5. Added - "x10000" and "x100000" to the Select Package window for resources.
6. Fixed - Fighters were unable to "Fire On And Destroy" ships.
7. Fixed - Organic Armor was pre-regenerating itself before damage occurred in combat.

Version 1.79:
1. Fixed - "X Damage to Shields" damage types were not working correctly.
2. Fixed - Shield Depeleters will now work properly against units.
3. Fixed - The result of a Communication interception intelligence project will be displayed with arrows in the log window.
4. Fixed - Ships would clear their order if trying to move to sector 0,0.
5. Fixed - Ships with regnerating armor will regnerate all of their armor at the end of combat.
6. Fixed - During a Deconstruct & Analyze, you would sometimes receive duplicate techs if a component and the vehicle size were new to you.

Version 1.78:
1. Fixed - Mine damage was not accumulating against Fighters or Drones moving
through minefields.
2. Added - More Empire options for showing letter identifiers for facilities on
planets.

Version 1.77:
1. Fixed - Vehicle Size Minimum text in Mount report was 2 pixels off data value.
2. Fixed - Mines would accumulate damage beyond their means and sometimes cause
an Integer Overflow.
3. Fixed - Orders to destroy stars, planets, storms, etc. could be executed even
after the ship moved away from the location.

Version 1.76:
1. Fixed - New damage types were not being recognized.
2. Changed - If you change treaties with another race and you were at a Trade
alliance or better, and you change to a Trade alliance or better,
then you retain the same Trade %.
3. Fixed - In Simultaneous Games, sometimes the treaty between two races would
be set to None.
4. Added - Added the Weapon Mount Report window which you can get by right-clicking
on the mount name in the list or by going to the Help window.
5. Fixed - A space yard ship that was cloaked would not decrease its emergency
build time.
6. Added - Added a flag to the Shield Components decsription so that they will
show the true shields generated taking into account any mounts.
7. Fixed - AI player would choose Atmospheric Converter I over an Atmospheric
Converter III.
8. Fixed - Fighters would skip targets who had emissive armor high enough to
prevent one fighter's attack.

Version 1.75:
1. Fixed - Players can no longer exceed the maximum mines / maximum satellites
per sector restriction.
2. Fixed - Rare error on warp command execution.
3. Fixed - More improvements to Escape and Enter key usage.
4. Added - "Shield Percent" to CompEnhancement.txt.
5. Added - Added damage types - "Double Damage To Shields",
"Half Damage To Shields", "Quarter Damage To Shields".
6. Fixed - Improvements to how Emissive Armor is applied.
7. Added - Added new Settings.txt fields - "Seeker Combat Defense Modifier",
"Planet Combat Offense Modifier", "Planet Combat Defense Modifier".
8. Fixed - Point-Defense will now fire automatically on moving drones.

Version 1.74:
1. Fixed - Null-Space Projectors and Computer Viruses had the same component
family.
2. Fixed - Rare BitList error during combat.
3. Fixed - Rare Integer Overflow.
4. Fixed - Access Violation when completing combat.
5. Changed - A ship will gain benefits from a training center even if it is cloaked.
6. Fixed - Players can no longer exceed the maximum mines / maximum satellites
per sector restriction.
7. Fixed - Planets now display the number of drones they can launch / recover
in the Unit Launch window.
8. Fixed - Ships without cargo capacity are now omitted from the Cargo Transfer window.
9. Fixed - Ships without unit launch capacity are now omitted from the Unit Launch window.
10. Fixed - Escape and Enter keys work a little better on dialogs.

Version 1.73:
1. Fixed - "Different Machine" games would report an error in different exes.
2. Fixed - All messages being sent default to "General Message".
3. Fixed - Damage Types of Pull Ship, Push Ship, and Teleport Ship will now be
targeted on as many enemies as possible (not all weapons on one ship).
4. Fixed - A Component Enhancement which has a weapon type of None means it can
only be used on non-weapon components.
5. Changed - The Comp Family Requirement in CompEnhancement.txt is now a list.
6. Fixed - The Mount listing in the Vehicle Design Add window will only show
valid mounts for the current type and size of the vehicle.
7. Fixed - Normal components will now display the mount they are using on their
report window.
8. Fixed - Capturing Ships during combat was not restricted to nearby square.
9. Fixed - Drones were not changes their target when the target was hit by an
allegiance subverter.

Version 1.72:
1. Fixed - Non-required fields were still being required.
2. Fixed - Fighters with weapon range of 2 or less were not attacking planets.
3. Fixed - Weapon Platforms were firing weapons at targets out of range.
4. Fixed - Added protections against the player file switching cheat.
5. Fixed - Added protections against exe hacking. The players and the host
must now be running the *exact* same exe.
6. Fixed - Fixed problem where cargo would sometimes show zero units remaining.
7. Changed - Revamped Jettison Cargo window.
8. Added - Mounts now support "any" weapon type, component families, maximum
vehicle size, and tech requirements.

Version 1.71:
1. Fixed - Ships were unable to ram planets.
2. Fixed - Drones were not smashing into planets.
3. Fixed - Tactical Combat was not displaying correctly after a Ram.
4. Fixed - Distance to planets has been reduced.
5. Added - Added fields to Settings.txt to allow for a higher maximum
value or resource amount.
6. Added - Added a "Bases Can Join Fleets" field to Settings.txt.
7. Fixed - AI would attempt to add units even when a planet was full.
8. Added - Added "No Retrofit Adding Of Spaceyards" and
"No Retrofit Adding Of Colony Module" so players can set
whether the game will enforce these rules.
9. Changed - Fighters and Drones will have full movement when launched.
10. Fixed - In a Turn-Based Game, fighters can only be recovered if they
have their full movement points (and are not in combat).

Version 1.70:
1. Fixed - Troops were unable to drop onto planets in combat.
2. Fixed - Only ships and fighter groups can join fleets.
3. Added - Added Fighters, Satellites, and Drones Weapon Target Types in
Components.txt.
4. Added - Added "Two Per Vehicle" to "Ten Per Vehicle" to Restrictions
in Components.txt.
5. Fixed - Minefields will now accumulate damage against ships when
hitting them.
6. Changed - If a mine will not do damage to a target because of its damage
type, it will not strike the target. For example, if the mine
only does engine damage, and the target does not have engines,
then the mine will not strike the target.
7. Changed - Engine Damaging Weapons no longer skip shields.
8. Fixed - Integer Overflow when viewing a planet report window for a planet
that had been captured during combat.
9. Fixed - Ai should be cloaking again in Simultaneous Games.

Version 1.69:
1. Fixed - The Massive Ship Mount stated that you needed a ship size of
1100kT but it should actually be 1200kT.
2. Fixed - Rare Integer Overflow in combat when a planet was attacked.
3. Fixed - There was a way to bypass the Next Player Password dialog.
4. Changed - A ship cannot be retrofitted from a design which does not
have a Spaceyard to one that does.
5. Changed - A ship cannot be retrofitted from a design which does not
have a Colony Module to one that does.
6. Fixed - Range Check Error when a luck trait tried to prevent a star
from exploding.
7. Fixed - Set Players To Computer Control window was setting all ministers
off even for human players.

Version 1.68:
1. Fixed - Fighters no longer share their supplies with other ships.
They will not pool their resources when in a fleet.
2. Fixed - Newly launched fighters in a turn-based game will have no
movement. The next turn after they are launched, they will
receive full movement.
3. Fixed - AI was not reacting with anger when a planet or system was
destroyed.
4. Changed - Increased the number of formation positions from 30 to 100.
5. Fixed - AI was still not always closing to optimum distance for
launching seekers against planets.
6. Fixed - Seeker hit on a planet would sometimes not show an explosion
even if damage was done.
7. Fixed - AI was not always moving on the first turn of Tactical Combat
if it was the first player.
8. Fixed - Planet hit points would not always accurately portray damaged
units on the planet as well.

 

 
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