From: Markus Armbruster Date: Tue, 17 Feb 2009 18:59:43 +0000 (+0100) Subject: Update change log for 4.3.20 X-Git-Tag: v4.3.20~4 X-Git-Url: http://git.pond.sub.org/?p=empserver;a=commitdiff_plain;h=6d6301afe82857ecbd9e215cb1be9cb902b3b36b Update change log for 4.3.20 --- diff --git a/doc/CHANGES4.X b/doc/CHANGES4.X index e2e32395e..9d03ee576 100644 --- a/doc/CHANGES4.X +++ b/doc/CHANGES4.X @@ -1,4 +1,129 @@ -Changes to Empire 4.3.19 - Sun Dec 7 22:25:46 UTC 2008 +Changes to Empire 4.3.20 - Tue Feb 17 18:56:53 UTC 2009 + * Changes and fixes to automatic supply: + - Planes flying interception or support missions, abms intercepting + ballistic missiles, and the launch command for missiles and + anti-sats could all supply more shells than necessary, lose + shells, or conjure them up. + - Ships shooting down marine missiles could supply more shells than + necessary, or lose shells. + - Supply ships could conjure up shells when firing guns using + multiple shells, or launching torpedoes, or dropping depth + charges, or shooting down marine missiles. No supply ships + capable of doing that exist in the stock game. + - Supply engineers could conjure up shells when laying mines. They + don't exist in the stock game. + - load, lload and supply could supply land units with enough food + from the sector containing them to starve the sector. + - Sectors were charged too much mobility for moving supplies + sometimes. + - Land units serving as supply source no longer draw supplies + recursively, because the bugs there are too hard to fix to be + worth it. + - Defending and reacting units checked whether they could draw + supplies, but failed to actually draw them. + - load, lload, supply, assault and board no longer supply land + units from ships carrying them. This feature, added in 4.0.14, + was inconsistent with other ways to supply. + - Don't use automatic supply to avoid starvation at the update. It + adds complexity to the update. How much good it does to players + is highly doubtful; certainly nobody can rely on it. It isn't + covered by the starvation command. Ships or land units could + steal enough food from their sector to make it starve. + The changes listed for load and lload are actually lies, because + supply has been disabled there since 4.3.17. + * lmine didn't work for engineers that don't use ammo. The stock + game's engineers all use ammo. + * Don't let an engineer lay mines while it is on a ship or land unit, + or in a foreign sector. + * Sectors and ships no longer need shells to fire flak. + * Use IPv4 and v6 only when suitable interfaces are configured. + * Fix turn off not to fail when the message is empty. Broken in + 4.2.20. + * Don't nag the deity about game hours restriction in force all the + time. + * Tell deity when the game is down, just like players. Also make the + information available in xdump, as game selector down. + * Corrupt mailboxes could crash the server. + * Fix reject accept. Broken in 4.3.4. + * If a player was at a prompt when the deity turned the game down, he + was allowed to enter one more command. + * Air defense is no longer separate from interception. Putting a + plane on air defense now merely changes where it intercepts. + Separate air defense added too much pointless complexity. Its + implementation violated design assumptions of the intercept code. + Because of that, the same plane could intercept both an air defense + mission and the planes that triggered it, and the damage it + received in the first interception was wiped out. + * Intercept the same all along the flight path. In each sector, any + country owning the sector, a surface ship or a land unit there gets + to intercept. Before, only the sector owner got to intercept, + except for the assembly point and the target sector. In the target + sector, any country owning surface ships or land units got to + intercept in addition to the sector owner. Thus, a sector owner + with surface ships or land units there got to intercept twice. The + sector owner did not get to intercept at the assembly point, + even when it was the target sector. + * Spotting rule changes: + - Ships and land units now spot overflying planes along all of the + flight path instead of just the target sector, and no longer + report allied planes. + - Planes now spot ships and land units only when flying recon or + sweep, and along all of their flight path instead of just the + target sector. It still takes a spy plane to identify ships and + land units. + - Planes now spot ships and land units in a sector even when all + planes abort there. + - Planes now spot all foreign ships and land units, not just + hostile ones. + * Fix SAM interception for intercepts other than the first. + * Fix air defense and flak over sectors allied to the planes. Air + defense was broken in Empire 2. Flak was broken in 4.2.8. + * Establishing contact by spotting planes from sectors didn't work. + * Fix reconnaissance patrols to use sonar when any capable plane is + present. Before, all planes had to be capable. + * Fix recon and sweep not to spy after all spy planes are gone. + * Fix a bug that made multiple clients running on the same Windows + machine interfere with each other. Broken in 4.3.11. + * Fix enforcing game hours for players already logged in. Broken in + 4.3.19. + * Fix distribution not to abandon a distribution center by exporting + the last military. + * Many fixes to load, unload, lload and lunload: + - Now usable for deities. + - Plug loopholes that let you steal foreign commodities by making + load/lload unload and unload/lunload load through use of negative + amount arguments. + - Fix not to let you give away civilians. + - You can't use lload in foreign sectors or lunload with foreign + land units anymore. Loading stuff in foreign sectors was + prohibited already for ships. + - lload and lunload now work on foreign land units only when + they're explicitely named by uid. This matches behavior of load + and unload. + - Fix to test relations of foreign object's owner to player instead + of the other way round. + * Make sure land units with maximum mobility can attack mountains. + * Fix land unit attack mobility cost. Broken in 4.3.6. + * Conditions comparing string-valued selectors like wing to unquoted + values are now interpreted more smartly. Before, unquoted strings + were prone to be interpreted as selector names even when that made + no sense. You still have to disambiguate truly ambiguous cases + like w=w for planes, e.g. as wing=w or w='w'. + * Fix reporting of shot spies in news. Broken in 4.3.16. + * Remove econfig key mission_mob_cost. Questionable feature, and + hasn't been used in a long time. + * Reserve and escort missions now have an op-area, like all the other + missions. + * Land units now react only when on a reserve mission. The lrange + command is gone. + * Fix a bug that could mess up mission op-area when the range of + ship, plane or land unit on the mission decreases, e.g. through the + range command. + * Reserve missions no longer give a bonus to reaction range. + * Info file fixes. + * Code refactoring and cleanup. + +Changes to Empire 4.3.19 - Sun Dec 7 23:15:34 UTC 2008 * LWP doesn't work with Darwin due to OS bugs, avoid it for now. * Don't let ships double-retreat first on 'i' (injured) and then on 'h' (helpless) when shelled. @@ -1616,8 +1741,8 @@ Changes to Empire 4.2.15 - Wed May 26 17:55:58 UTC 2004 * Rewrite selector code. Old code let players smash the stack by supplying too many conditions. New code properly rejects ambiguous abbreviations and prefers exact matches. Selectors with names that - collide with types, like land units' rad and spy, now work. Selectors with - non-integral values, like land units' att, now work. + collide with types, like land units' rad and spy, now work. + Selectors with non-integral values, like land units' att, now work. * survey used to display hundreds for everything but variables. Now it displays hundreds only for values that can be large. * Rewrite info survey. Document ability to survey properties other diff --git a/info/Empire4.t b/info/Empire4.t index 854203140..bc883bda8 100644 --- a/info/Empire4.t +++ b/info/Empire4.t @@ -7,7 +7,132 @@ new Empire4 Server. This outlines the various changes and how they will affect you, the player. These were coded as the Wolfpack project, and bug-reports should be sent to . .NF -Changes to Empire 4.3.19 - Sun Dec 7 22:25:46 UTC 2008 +Changes to Empire 4.3.20 - Tue Feb 17 18:56:53 UTC 2009 + * Changes and fixes to automatic supply: + - Planes flying interception or support missions, abms intercepting + ballistic missiles, and the launch command for missiles and + anti-sats could all supply more shells than necessary, lose + shells, or conjure them up. + - Ships shooting down marine missiles could supply more shells than + necessary, or lose shells. + - Supply ships could conjure up shells when firing guns using + multiple shells, or launching torpedoes, or dropping depth + charges, or shooting down marine missiles. No supply ships + capable of doing that exist in the stock game. + - Supply engineers could conjure up shells when laying mines. They + don't exist in the stock game. + - load, lload and supply could supply land units with enough food + from the sector containing them to starve the sector. + - Sectors were charged too much mobility for moving supplies + sometimes. + - Land units serving as supply source no longer draw supplies + recursively, because the bugs there are too hard to fix to be + worth it. + - Defending and reacting units checked whether they could draw + supplies, but failed to actually draw them. + - load, lload, supply, assault and board no longer supply land + units from ships carrying them. This feature, added in 4.0.14, + was inconsistent with other ways to supply. + - Don't use automatic supply to avoid starvation at the update. It + adds complexity to the update. How much good it does to players + is highly doubtful; certainly nobody can rely on it. It isn't + covered by the starvation command. Ships or land units could + steal enough food from their sector to make it starve. + The changes listed for load and lload are actually lies, because + supply has been disabled there since 4.3.17. + * lmine didn't work for engineers that don't use ammo. The stock + game's engineers all use ammo. + * Don't let an engineer lay mines while it is on a ship or land unit, + or in a foreign sector. + * Sectors and ships no longer need shells to fire flak. + * Use IPv4 and v6 only when suitable interfaces are configured. + * Fix turn off not to fail when the message is empty. Broken in + 4.2.20. + * Don't nag the deity about game hours restriction in force all the + time. + * Tell deity when the game is down, just like players. Also make the + information available in xdump, as game selector down. + * Corrupt mailboxes could crash the server. + * Fix reject accept. Broken in 4.3.4. + * If a player was at a prompt when the deity turned the game down, he + was allowed to enter one more command. + * Air defense is no longer separate from interception. Putting a + plane on air defense now merely changes where it intercepts. + Separate air defense added too much pointless complexity. Its + implementation violated design assumptions of the intercept code. + Because of that, the same plane could intercept both an air defense + mission and the planes that triggered it, and the damage it + received in the first interception was wiped out. + * Intercept the same all along the flight path. In each sector, any + country owning the sector, a surface ship or a land unit there gets + to intercept. Before, only the sector owner got to intercept, + except for the assembly point and the target sector. In the target + sector, any country owning surface ships or land units got to + intercept in addition to the sector owner. Thus, a sector owner + with surface ships or land units there got to intercept twice. The + sector owner did not get to intercept at the assembly point, + even when it was the target sector. + * Spotting rule changes: + - Ships and land units now spot overflying planes along all of the + flight path instead of just the target sector, and no longer + report allied planes. + - Planes now spot ships and land units only when flying recon or + sweep, and along all of their flight path instead of just the + target sector. It still takes a spy plane to identify ships and + land units. + - Planes now spot ships and land units in a sector even when all + planes abort there. + - Planes now spot all foreign ships and land units, not just + hostile ones. + * Fix SAM interception for intercepts other than the first. + * Fix air defense and flak over sectors allied to the planes. Air + defense was broken in Empire 2. Flak was broken in 4.2.8. + * Establishing contact by spotting planes from sectors didn't work. + * Fix reconnaissance patrols to use sonar when any capable plane is + present. Before, all planes had to be capable. + * Fix recon and sweep not to spy after all spy planes are gone. + * Fix a bug that made multiple clients running on the same Windows + machine interfere with each other. Broken in 4.3.11. + * Fix enforcing game hours for players already logged in. Broken in + 4.3.19. + * Fix distribution not to abandon a distribution center by exporting + the last military. + * Many fixes to load, unload, lload and lunload: + - Now usable for deities. + - Plug loopholes that let you steal foreign commodities by making + load/lload unload and unload/lunload load through use of negative + amount arguments. + - Fix not to let you give away civilians. + - You can't use lload in foreign sectors or lunload with foreign + land units anymore. Loading stuff in foreign sectors was + prohibited already for ships. + - lload and lunload now work on foreign land units only when + they're explicitely named by uid. This matches behavior of load + and unload. + - Fix to test relations of foreign object's owner to player instead + of the other way round. + * Make sure land units with maximum mobility can attack mountains. + * Fix land unit attack mobility cost. Broken in 4.3.6. + * Conditions comparing string-valued selectors like wing to unquoted + values are now interpreted more smartly. Before, unquoted strings + were prone to be interpreted as selector names even when that made + no sense. You still have to disambiguate truly ambiguous cases + like w=w for planes, e.g. as wing=w or w='w'. + * Fix reporting of shot spies in news. Broken in 4.3.16. + * Remove econfig key mission_mob_cost. Questionable feature, and + hasn't been used in a long time. + * Reserve and escort missions now have an op-area, like all the other + missions. + * Land units now react only when on a reserve mission. The lrange + command is gone. + * Fix a bug that could mess up mission op-area when the range of + ship, plane or land unit on the mission decreases, e.g. through the + range command. + * Reserve missions no longer give a bonus to reaction range. + * Info file fixes. + * Code refactoring and cleanup. + +Changes to Empire 4.3.19 - Sun Dec 7 23:15:34 UTC 2008 * LWP doesn't work with Darwin due to OS bugs, avoid it for now. * Don't let ships double-retreat first on 'i' (injured) and then on 'h' (helpless) when shelled. @@ -1625,8 +1750,8 @@ Changes to Empire 4.2.15 - Wed May 26 17:55:58 UTC 2004 * Rewrite selector code. Old code let players smash the stack by supplying too many conditions. New code properly rejects ambiguous abbreviations and prefers exact matches. Selectors with names that - collide with types, like land units' rad and spy, now work. Selectors with - non-integral values, like land units' att, now work. + collide with types, like land units' rad and spy, now work. + Selectors with non-integral values, like land units' att, now work. * survey used to display hundreds for everything but variables. Now it displays hundreds only for values that can be large. * Rewrite info survey. Document ability to survey properties other