-Changes to Empire 4.3.6 - Wed Jun 14 18:18:34 UTC 2006
+Changes to Empire 4.3.6 - Sun Jun 18 19:07:37 UTC 2006
+ * You can now allied planes with nukes.
+ * Taking a nuke off a plane gives it to the sector owner again.
+ Feature was accidentally dropped in 4.3.3. Recipient must be
+ allied.
+ * Naval path went bananas for impassable end sectors (broken in
+ 4.3.1).
+ * New econfig key disabled_commands.
+ * New territory selector dterr, restricted to deities. The territory
+ command defaults to it for deities.
+ * Let land units attack as long as they have positive mobility,
+ except for high-mobility terrain (mountains), where the rules
+ remain as they were: land units need to have all the mobility
+ charged for the attack, not counting combat and moving in to
+ occupy. Rationale: Making sure your land units reach attack
+ positions with enough mobility left is a pain in the neck.
+ Requiring only positive mobility is friendlier, but allowed rushing
+ of mountains, so we make an exception there.
+ * Can typeset info pages as PostScript. Result isn't exactly pretty.
+ * Support disabling of infrastructure in infra custom table. Remove
+ redundant option DEFENSE_INFRA. show command now shows only enabled
+ infrastructure.
+ * Fix crash on empty argument in bmap, lbmap, lmap, map, nmap, pbmap,
+ pmap sbmap, smap (broken in 4.3.1).
+ * New, simpler sector mobility cost formula:
+ - The basic cost is still a linear function of sector efficiency,
+ with customizable cost at 0% and at 100%. The latter used to be
+ derived from the former. The show command shows both parameters
+ now.
+ - Mountains are no longer a special case.
+ - Tweak costs: mountains now range from 2.4 to 1.2 instead of 2.174
+ to 1.304, highway, bridge head, bridge span and bridge tower
+ range from 0.4 to 0.001 instead of 0.2 to 0.001, and wilderness
+ is 0.4 flat instead of 0.6 to 0.4. All sector types mortal
+ players can designate now cost the same at 0%. That's a feature.
+ - Road infrastructure now reduces cost up to 90%, linear in road
+ efficiency (used to be close to that, but non-linear). Same for
+ rail infrastructure, but 99%. Adapted from Ice World V.
+ - Double land unit minimum cost to 0.02, to slow them down on
+ highways.
+ - Change land unit cost penalty in newly taken land to an extra 0.2
+ instead of a minimum of 0.2, to reduce penetration depth.
+ * Reduce bridge head defense and collect value to match highway's.
+ * sinfrastructure displayed bogus rail mobility costs when there was
+ no rail.
+ * Retreating engineers took full landmine damage instead of half.
+ * Fix socket creation code not to print a null pointer.
+ * Fix login option code not to search beyond end of table (broken in
+ 4.2.21).
* Spy planes and satellites can no longer spot landspies.
* Spy planes can now spot surface ships at sea. They can no longer
spot land units loaded on ships or land units.
* Fix land unit path finding: paths weren't always cheapest (broken
in 4.0.2), and trains could be sent down paths without rail (never
worked). Also fixes unit reaction path cost.
- * Improved custom table reader can now deal with sector, item,
- product and infrastructure tables more comfortably.
- * Remove option BIG_CITY. Deities can load a suitable sect table to
+ * The custom table reader can now deal with sector, item, product and
+ infra tables more comfortably.
+ * Remove option BIG_CITY. Deities can customize the sect table to
get the same effect.
* Many more selectors can now be compared with names, not just
numbers. This includes nations, e.g. census ?old=Mirkwood. Does
* Change land report to show carriers in the same format as plane and
nuke report do.
* Code cleanup.
- * Minor info file and manual page fixes.
+ * Info file and manual page fixes.
Changes to Empire 4.3.5 - Sun May 28 07:49:54 UTC 2006
* In conditionals, ~ compared to a string selector now stands for an
will affect you, the player. These were coded as the Wolfpack project,
and bug-reports should be sent to <wolfpack@wolfpackempire.com>.
.NF
-Changes to Empire 4.3.6 - Wed Jun 14 18:18:34 UTC 2006
+Changes to Empire 4.3.6 - Sun Jun 18 19:07:37 UTC 2006
+ * You can now allied planes with nukes.
+ * Taking a nuke off a plane gives it to the sector owner again.
+ Feature was accidentally dropped in 4.3.3. Recipient must be
+ allied.
+ * Naval path went bananas for impassable end sectors (broken in
+ 4.3.1).
+ * New econfig key disabled_commands.
+ * New territory selector dterr, restricted to deities. The territory
+ command defaults to it for deities.
+ * Let land units attack as long as they have positive mobility,
+ except for high-mobility terrain (mountains), where the rules
+ remain as they were: land units need to have all the mobility
+ charged for the attack, not counting combat and moving in to
+ occupy. Rationale: Making sure your land units reach attack
+ positions with enough mobility left is a pain in the neck.
+ Requiring only positive mobility is friendlier, but allowed rushing
+ of mountains, so we make an exception there.
+ * Can typeset info pages as PostScript. Result isn't exactly pretty.
+ * Support disabling of infrastructure in infra custom table. Remove
+ redundant option DEFENSE_INFRA. show command now shows only enabled
+ infrastructure.
+ * Fix crash on empty argument in bmap, lbmap, lmap, map, nmap, pbmap,
+ pmap sbmap, smap (broken in 4.3.1).
+ * New, simpler sector mobility cost formula:
+ - The basic cost is still a linear function of sector efficiency,
+ with customizable cost at 0% and at 100%. The latter used to be
+ derived from the former. The show command shows both parameters
+ now.
+ - Mountains are no longer a special case.
+ - Tweak costs: mountains now range from 2.4 to 1.2 instead of 2.174
+ to 1.304, highway, bridge head, bridge span and bridge tower
+ range from 0.4 to 0.001 instead of 0.2 to 0.001, and wilderness
+ is 0.4 flat instead of 0.6 to 0.4. All sector types mortal
+ players can designate now cost the same at 0%. That's a feature.
+ - Road infrastructure now reduces cost up to 90%, linear in road
+ efficiency (used to be close to that, but non-linear). Same for
+ rail infrastructure, but 99%. Adapted from Ice World V.
+ - Double land unit minimum cost to 0.02, to slow them down on
+ highways.
+ - Change land unit cost penalty in newly taken land to an extra 0.2
+ instead of a minimum of 0.2, to reduce penetration depth.
+ * Reduce bridge head defense and collect value to match highway's.
+ * sinfrastructure displayed bogus rail mobility costs when there was
+ no rail.
+ * Retreating engineers took full landmine damage instead of half.
+ * Fix socket creation code not to print a null pointer.
+ * Fix login option code not to search beyond end of table (broken in
+ 4.2.21).
* Spy planes and satellites can no longer spot landspies.
* Spy planes can now spot surface ships at sea. They can no longer
spot land units loaded on ships or land units.
* Fix land unit path finding: paths weren't always cheapest (broken
in 4.0.2), and trains could be sent down paths without rail (never
worked). Also fixes unit reaction path cost.
- * Improved custom table reader can now deal with sector, item,
- product and infrastructure tables more comfortably.
- * Remove option BIG_CITY. Deities can load a suitable sect table to
+ * The custom table reader can now deal with sector, item, product and
+ infra tables more comfortably.
+ * Remove option BIG_CITY. Deities can customize the sect table to
get the same effect.
* Many more selectors can now be compared with names, not just
numbers. This includes nations, e.g. census ?old=Mirkwood. Does
* Change land report to show carriers in the same format as plane and
nuke report do.
* Code cleanup.
- * Minor info file and manual page fixes.
+ * Info file and manual page fixes.
Changes to Empire 4.3.5 - Sun May 28 07:49:54 UTC 2006
* In conditionals, ~ compared to a string selector now stands for an