Update for 4.3.6.
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Changes to Empire 4.3.6 - Wed Jun 14 18:18:34 UTC 2006
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* Spy planes and satellites can no longer spot landspies.
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* Spy planes can now spot surface ships at sea. They can no longer
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spot land units loaded on ships or land units.
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* Fix train retreat mobility cost, and don't permit retreat off rail.
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* Change maximum population to 100 for plains (was 49), mountains
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(was 99), bridge spans and bridge towers (was 999), and to 1000 for
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the other habitable sector types (was 999).
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* Let minesweepers navigate at the speed their stats indicate by
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letting them sweep on the move at no extra mobility charge.
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* Reduce chance for planes to abort from 100-eff (if eff<80) to
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80-eff. This should make it easier to punch through air defense,
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flak in particular, and increase the risk of getting shot down.
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* Ship and land unit flak intensity is now proportional to efficiency.
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* Ship and land unit flak intensity is no longer scaled by the tech
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of the owner of the last thing firing. It's still scaled by each
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thing's tech.
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* All ships and land units firing flak now spot the plane and are
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spotted by the plane. Previously, spotting stopped as soon as flak
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maxed out.
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* Inefficient land units were overcharged mobility when reacting.
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Broken when Empire3 changed land unit mobility use not to depend on
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efficiency, except for supply units.
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* New journal file to log complete player input plus selected
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important events. Controlled by new econfig key keep_journal, off
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by default.
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* Fix unsafe shutdown on SIGINT and SIGTERM.
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* Fix land unit path finding: paths weren't always cheapest (broken
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in 4.0.2), and trains could be sent down paths without rail (never
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worked). Also fixes unit reaction path cost.
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* Improved custom table reader can now deal with sector, item,
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product and infrastructure tables more comfortably.
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* Remove option BIG_CITY. Deities can load a suitable sect table to
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get the same effect.
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* Many more selectors can now be compared with names, not just
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numbers. This includes nations, e.g. census ?old=Mirkwood. Does
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not fully work for queer names like &&&.
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* Let land units on missions support, just like ships.
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* Don't let units loaded on a train react.
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* Change update sequence to repair ships, planes and land units after
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sectors produce. This makes repairs use new avail instead of old.
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* Let players stop and start units.
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* Remove budget priorities.
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* Make plane report easier to understand.
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* Change land report to show carriers in the same format as plane and
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nuke report do.
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* Code cleanup.
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* Minor info file and manual page fixes.
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Changes to Empire 4.3.5 - Sun May 28 07:49:54 UTC 2006
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* In conditionals, ~ compared to a string selector now stands for an
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empty string.
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@ -7,6 +7,55 @@ new Empire4 Server. This outlines the various changes and how they
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will affect you, the player. These were coded as the Wolfpack project,
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and bug-reports should be sent to <wolfpack@wolfpackempire.com>.
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.NF
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Changes to Empire 4.3.6 - Wed Jun 14 18:18:34 UTC 2006
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* Spy planes and satellites can no longer spot landspies.
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* Spy planes can now spot surface ships at sea. They can no longer
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spot land units loaded on ships or land units.
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* Fix train retreat mobility cost, and don't permit retreat off rail.
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* Change maximum population to 100 for plains (was 49), mountains
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(was 99), bridge spans and bridge towers (was 999), and to 1000 for
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the other habitable sector types (was 999).
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* Let minesweepers navigate at the speed their stats indicate by
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letting them sweep on the move at no extra mobility charge.
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* Reduce chance for planes to abort from 100-eff (if eff<80) to
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80-eff. This should make it easier to punch through air defense,
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flak in particular, and increase the risk of getting shot down.
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* Ship and land unit flak intensity is now proportional to efficiency.
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* Ship and land unit flak intensity is no longer scaled by the tech
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of the owner of the last thing firing. It's still scaled by each
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thing's tech.
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* All ships and land units firing flak now spot the plane and are
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spotted by the plane. Previously, spotting stopped as soon as flak
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maxed out.
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* Inefficient land units were overcharged mobility when reacting.
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Broken when Empire3 changed land unit mobility use not to depend on
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efficiency, except for supply units.
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* New journal file to log complete player input plus selected
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important events. Controlled by new econfig key keep_journal, off
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by default.
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* Fix unsafe shutdown on SIGINT and SIGTERM.
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* Fix land unit path finding: paths weren't always cheapest (broken
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in 4.0.2), and trains could be sent down paths without rail (never
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worked). Also fixes unit reaction path cost.
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* Improved custom table reader can now deal with sector, item,
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product and infrastructure tables more comfortably.
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* Remove option BIG_CITY. Deities can load a suitable sect table to
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get the same effect.
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* Many more selectors can now be compared with names, not just
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numbers. This includes nations, e.g. census ?old=Mirkwood. Does
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not fully work for queer names like &&&.
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* Let land units on missions support, just like ships.
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* Don't let units loaded on a train react.
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* Change update sequence to repair ships, planes and land units after
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sectors produce. This makes repairs use new avail instead of old.
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* Let players stop and start units.
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* Remove budget priorities.
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* Make plane report easier to understand.
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* Change land report to show carriers in the same format as plane and
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nuke report do.
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* Code cleanup.
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* Minor info file and manual page fixes.
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Changes to Empire 4.3.5 - Sun May 28 07:49:54 UTC 2006
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* In conditionals, ~ compared to a string selector now stands for an
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empty string.
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