-Changes to Empire 4.3.10 - Fri Aug 24 17:26:56 UTC 2007
+Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
+ * Bridge spans now cost $1000 instead of $2000, and bridge towers
+ $3000 instead of $7500.
+ * The Windows port now supports IPv6, but it still needs to be
+ enabled manually at compile-time.
* The custom table reader detects more errors.
* Do not leak world creation time in files and fairland, because
that facilitates attacks against the PRNG. This misfeature crept
Before, three update threads had to perform a carefully
choreographed dance to make updates happen. The dance relied on
thread priorities for correctness, but they're only implemented
- by LWP. With pthreads and under windows, demand updates were
+ by LWP. With pthreads and under Windows, demand updates were
prone to two update threads starting up concurrently. Even with
LWP, forced and demand updates could lead to double updates.
- Use a lock for synchronization: commands take it shared, update
* Budget failed to take sector production into account for predicting
unit repairs. Before 4.3.6, this bug bit only when you fooled
around with budget priorities.
- * When unit repairs is limited by materials, the efficiency gain is
+ * When unit repairs are limited by materials, the efficiency gain is
now rounded down.
* Ship repairs outside harbors and plane repairs by carriers used to
consume commodities when and as far as available. Now, they
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 4.3.10 - Fri Aug 24 17:26:56 UTC 2007
+Changes to Empire 4.3.10 - Sun Sep 2 18:01:17 UTC 2007
+ * Bridge spans now cost $1000 instead of $2000, and bridge towers
+ $3000 instead of $7500.
+ * The Windows port now supports IPv6, but it still needs to be
+ enabled manually at compile-time.
* The custom table reader detects more errors.
* Do not leak world creation time in files and fairland, because
that facilitates attacks against the PRNG. This misfeature crept
Before, three update threads had to perform a carefully
choreographed dance to make updates happen. The dance relied on
thread priorities for correctness, but they're only implemented
- by LWP. With pthreads and under windows, demand updates were
+ by LWP. With pthreads and under Windows, demand updates were
prone to two update threads starting up concurrently. Even with
LWP, forced and demand updates could lead to double updates.
- Use a lock for synchronization: commands take it shared, update
* Budget failed to take sector production into account for predicting
unit repairs. Before 4.3.6, this bug bit only when you fooled
around with budget priorities.
- * When unit repairs is limited by materials, the efficiency gain is
+ * When unit repairs are limited by materials, the efficiency gain is
now rounded down.
* Ship repairs outside harbors and plane repairs by carriers used to
consume commodities when and as far as available. Now, they