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.