Update for 4.3.6.

This commit is contained in:
Markus Armbruster 2006-06-14 18:22:28 +00:00
parent 15a1a06101
commit 0f2cfef599
2 changed files with 98 additions and 0 deletions

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@ -1,3 +1,52 @@
Changes to Empire 4.3.6 - Wed Jun 14 18:18:34 UTC 2006
* 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 train retreat mobility cost, and don't permit retreat off rail.
* Change maximum population to 100 for plains (was 49), mountains
(was 99), bridge spans and bridge towers (was 999), and to 1000 for
the other habitable sector types (was 999).
* Let minesweepers navigate at the speed their stats indicate by
letting them sweep on the move at no extra mobility charge.
* Reduce chance for planes to abort from 100-eff (if eff<80) to
80-eff. This should make it easier to punch through air defense,
flak in particular, and increase the risk of getting shot down.
* Ship and land unit flak intensity is now proportional to efficiency.
* Ship and land unit flak intensity is no longer scaled by the tech
of the owner of the last thing firing. It's still scaled by each
thing's tech.
* All ships and land units firing flak now spot the plane and are
spotted by the plane. Previously, spotting stopped as soon as flak
maxed out.
* Inefficient land units were overcharged mobility when reacting.
Broken when Empire3 changed land unit mobility use not to depend on
efficiency, except for supply units.
* New journal file to log complete player input plus selected
important events. Controlled by new econfig key keep_journal, off
by default.
* Fix unsafe shutdown on SIGINT and SIGTERM.
* 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
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
not fully work for queer names like &&&.
* Let land units on missions support, just like ships.
* Don't let units loaded on a train react.
* Change update sequence to repair ships, planes and land units after
sectors produce. This makes repairs use new avail instead of old.
* Let players stop and start units.
* Remove budget priorities.
* Make plane report easier to understand.
* 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.
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
empty string.

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@ -7,6 +7,55 @@ 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 <wolfpack@wolfpackempire.com>.
.NF
Changes to Empire 4.3.6 - Wed Jun 14 18:18:34 UTC 2006
* 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 train retreat mobility cost, and don't permit retreat off rail.
* Change maximum population to 100 for plains (was 49), mountains
(was 99), bridge spans and bridge towers (was 999), and to 1000 for
the other habitable sector types (was 999).
* Let minesweepers navigate at the speed their stats indicate by
letting them sweep on the move at no extra mobility charge.
* Reduce chance for planes to abort from 100-eff (if eff<80) to
80-eff. This should make it easier to punch through air defense,
flak in particular, and increase the risk of getting shot down.
* Ship and land unit flak intensity is now proportional to efficiency.
* Ship and land unit flak intensity is no longer scaled by the tech
of the owner of the last thing firing. It's still scaled by each
thing's tech.
* All ships and land units firing flak now spot the plane and are
spotted by the plane. Previously, spotting stopped as soon as flak
maxed out.
* Inefficient land units were overcharged mobility when reacting.
Broken when Empire3 changed land unit mobility use not to depend on
efficiency, except for supply units.
* New journal file to log complete player input plus selected
important events. Controlled by new econfig key keep_journal, off
by default.
* Fix unsafe shutdown on SIGINT and SIGTERM.
* 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
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
not fully work for queer names like &&&.
* Let land units on missions support, just like ships.
* Don't let units loaded on a train react.
* Change update sequence to repair ships, planes and land units after
sectors produce. This makes repairs use new avail instead of old.
* Let players stop and start units.
* Remove budget priorities.
* Make plane report easier to understand.
* 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.
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
empty string.