Update change log for 4.3.20
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doc/CHANGES4.X
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doc/CHANGES4.X
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Changes to Empire 4.3.19 - Sun Dec 7 22:25:46 UTC 2008
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Changes to Empire 4.3.20 - Tue Feb 17 18:56:53 UTC 2009
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* Changes and fixes to automatic supply:
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- Planes flying interception or support missions, abms intercepting
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ballistic missiles, and the launch command for missiles and
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anti-sats could all supply more shells than necessary, lose
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||||
shells, or conjure them up.
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- Ships shooting down marine missiles could supply more shells than
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necessary, or lose shells.
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- Supply ships could conjure up shells when firing guns using
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multiple shells, or launching torpedoes, or dropping depth
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charges, or shooting down marine missiles. No supply ships
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capable of doing that exist in the stock game.
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- Supply engineers could conjure up shells when laying mines. They
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don't exist in the stock game.
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- load, lload and supply could supply land units with enough food
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from the sector containing them to starve the sector.
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- Sectors were charged too much mobility for moving supplies
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sometimes.
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- Land units serving as supply source no longer draw supplies
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recursively, because the bugs there are too hard to fix to be
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worth it.
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- Defending and reacting units checked whether they could draw
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supplies, but failed to actually draw them.
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- load, lload, supply, assault and board no longer supply land
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units from ships carrying them. This feature, added in 4.0.14,
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was inconsistent with other ways to supply.
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- Don't use automatic supply to avoid starvation at the update. It
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adds complexity to the update. How much good it does to players
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||||
is highly doubtful; certainly nobody can rely on it. It isn't
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covered by the starvation command. Ships or land units could
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steal enough food from their sector to make it starve.
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The changes listed for load and lload are actually lies, because
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supply has been disabled there since 4.3.17.
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* lmine didn't work for engineers that don't use ammo. The stock
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game's engineers all use ammo.
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* Don't let an engineer lay mines while it is on a ship or land unit,
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or in a foreign sector.
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* Sectors and ships no longer need shells to fire flak.
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* Use IPv4 and v6 only when suitable interfaces are configured.
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* Fix turn off not to fail when the message is empty. Broken in
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4.2.20.
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* Don't nag the deity about game hours restriction in force all the
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time.
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* Tell deity when the game is down, just like players. Also make the
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information available in xdump, as game selector down.
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* Corrupt mailboxes could crash the server.
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* Fix reject accept. Broken in 4.3.4.
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* If a player was at a prompt when the deity turned the game down, he
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was allowed to enter one more command.
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* Air defense is no longer separate from interception. Putting a
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plane on air defense now merely changes where it intercepts.
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Separate air defense added too much pointless complexity. Its
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implementation violated design assumptions of the intercept code.
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Because of that, the same plane could intercept both an air defense
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mission and the planes that triggered it, and the damage it
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received in the first interception was wiped out.
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* Intercept the same all along the flight path. In each sector, any
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country owning the sector, a surface ship or a land unit there gets
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to intercept. Before, only the sector owner got to intercept,
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except for the assembly point and the target sector. In the target
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sector, any country owning surface ships or land units got to
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intercept in addition to the sector owner. Thus, a sector owner
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with surface ships or land units there got to intercept twice. The
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sector owner did not get to intercept at the assembly point,
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even when it was the target sector.
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* Spotting rule changes:
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- Ships and land units now spot overflying planes along all of the
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flight path instead of just the target sector, and no longer
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report allied planes.
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- Planes now spot ships and land units only when flying recon or
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sweep, and along all of their flight path instead of just the
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target sector. It still takes a spy plane to identify ships and
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land units.
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- Planes now spot ships and land units in a sector even when all
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planes abort there.
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- Planes now spot all foreign ships and land units, not just
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hostile ones.
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* Fix SAM interception for intercepts other than the first.
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* Fix air defense and flak over sectors allied to the planes. Air
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defense was broken in Empire 2. Flak was broken in 4.2.8.
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* Establishing contact by spotting planes from sectors didn't work.
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* Fix reconnaissance patrols to use sonar when any capable plane is
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present. Before, all planes had to be capable.
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* Fix recon and sweep not to spy after all spy planes are gone.
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* Fix a bug that made multiple clients running on the same Windows
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machine interfere with each other. Broken in 4.3.11.
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* Fix enforcing game hours for players already logged in. Broken in
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4.3.19.
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* Fix distribution not to abandon a distribution center by exporting
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the last military.
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* Many fixes to load, unload, lload and lunload:
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- Now usable for deities.
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- Plug loopholes that let you steal foreign commodities by making
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load/lload unload and unload/lunload load through use of negative
|
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amount arguments.
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- Fix not to let you give away civilians.
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- You can't use lload in foreign sectors or lunload with foreign
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land units anymore. Loading stuff in foreign sectors was
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prohibited already for ships.
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- lload and lunload now work on foreign land units only when
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they're explicitely named by uid. This matches behavior of load
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and unload.
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- Fix to test relations of foreign object's owner to player instead
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of the other way round.
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* Make sure land units with maximum mobility can attack mountains.
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* Fix land unit attack mobility cost. Broken in 4.3.6.
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* Conditions comparing string-valued selectors like wing to unquoted
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values are now interpreted more smartly. Before, unquoted strings
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were prone to be interpreted as selector names even when that made
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no sense. You still have to disambiguate truly ambiguous cases
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like w=w for planes, e.g. as wing=w or w='w'.
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* Fix reporting of shot spies in news. Broken in 4.3.16.
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* Remove econfig key mission_mob_cost. Questionable feature, and
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hasn't been used in a long time.
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* Reserve and escort missions now have an op-area, like all the other
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missions.
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* Land units now react only when on a reserve mission. The lrange
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command is gone.
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* Fix a bug that could mess up mission op-area when the range of
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ship, plane or land unit on the mission decreases, e.g. through the
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range command.
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* Reserve missions no longer give a bonus to reaction range.
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* Info file fixes.
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* Code refactoring and cleanup.
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Changes to Empire 4.3.19 - Sun Dec 7 23:15:34 UTC 2008
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* LWP doesn't work with Darwin due to OS bugs, avoid it for now.
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* Don't let ships double-retreat first on 'i' (injured) and then on
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'h' (helpless) when shelled.
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@ -1616,8 +1741,8 @@ Changes to Empire 4.2.15 - Wed May 26 17:55:58 UTC 2004
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* Rewrite selector code. Old code let players smash the stack by
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supplying too many conditions. New code properly rejects ambiguous
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abbreviations and prefers exact matches. Selectors with names that
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collide with types, like land units' rad and spy, now work. Selectors with
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non-integral values, like land units' att, now work.
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collide with types, like land units' rad and spy, now work.
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Selectors with non-integral values, like land units' att, now work.
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* survey used to display hundreds for everything but variables. Now
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it displays hundreds only for values that can be large.
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* Rewrite info survey. Document ability to survey properties other
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131
info/Empire4.t
131
info/Empire4.t
|
@ -7,7 +7,132 @@ 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 4.3.19 - Sun Dec 7 22:25:46 UTC 2008
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Changes to Empire 4.3.20 - Tue Feb 17 18:56:53 UTC 2009
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* Changes and fixes to automatic supply:
|
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- Planes flying interception or support missions, abms intercepting
|
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ballistic missiles, and the launch command for missiles and
|
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anti-sats could all supply more shells than necessary, lose
|
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shells, or conjure them up.
|
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- Ships shooting down marine missiles could supply more shells than
|
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necessary, or lose shells.
|
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- Supply ships could conjure up shells when firing guns using
|
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multiple shells, or launching torpedoes, or dropping depth
|
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charges, or shooting down marine missiles. No supply ships
|
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capable of doing that exist in the stock game.
|
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- Supply engineers could conjure up shells when laying mines. They
|
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don't exist in the stock game.
|
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- load, lload and supply could supply land units with enough food
|
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from the sector containing them to starve the sector.
|
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- Sectors were charged too much mobility for moving supplies
|
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sometimes.
|
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- Land units serving as supply source no longer draw supplies
|
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recursively, because the bugs there are too hard to fix to be
|
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worth it.
|
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- Defending and reacting units checked whether they could draw
|
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supplies, but failed to actually draw them.
|
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- load, lload, supply, assault and board no longer supply land
|
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units from ships carrying them. This feature, added in 4.0.14,
|
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was inconsistent with other ways to supply.
|
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- Don't use automatic supply to avoid starvation at the update. It
|
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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
|
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steal enough food from their sector to make it starve.
|
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The changes listed for load and lload are actually lies, because
|
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supply has been disabled there since 4.3.17.
|
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* lmine didn't work for engineers that don't use ammo. The stock
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game's engineers all use ammo.
|
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* Don't let an engineer lay mines while it is on a ship or land unit,
|
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or in a foreign sector.
|
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* Sectors and ships no longer need shells to fire flak.
|
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* Use IPv4 and v6 only when suitable interfaces are configured.
|
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* Fix turn off not to fail when the message is empty. Broken in
|
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4.2.20.
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||||
* Don't nag the deity about game hours restriction in force all the
|
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time.
|
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* Tell deity when the game is down, just like players. Also make the
|
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information available in xdump, as game selector down.
|
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* Corrupt mailboxes could crash the server.
|
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* Fix reject accept. Broken in 4.3.4.
|
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* If a player was at a prompt when the deity turned the game down, he
|
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was allowed to enter one more command.
|
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* Air defense is no longer separate from interception. Putting a
|
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plane on air defense now merely changes where it intercepts.
|
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Separate air defense added too much pointless complexity. Its
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implementation violated design assumptions of the intercept code.
|
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Because of that, the same plane could intercept both an air defense
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mission and the planes that triggered it, and the damage it
|
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received in the first interception was wiped out.
|
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* Intercept the same all along the flight path. In each sector, any
|
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country owning the sector, a surface ship or a land unit there gets
|
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to intercept. Before, only the sector owner got to intercept,
|
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except for the assembly point and the target sector. In the target
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sector, any country owning surface ships or land units got to
|
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intercept in addition to the sector owner. Thus, a sector owner
|
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with surface ships or land units there got to intercept twice. The
|
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sector owner did not get to intercept at the assembly point,
|
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even when it was the target sector.
|
||||
* Spotting rule changes:
|
||||
- Ships and land units now spot overflying planes along all of the
|
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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
|
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sweep, and along all of their flight path instead of just the
|
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target sector. It still takes a spy plane to identify ships and
|
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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
|
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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.
|
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* Fix reconnaissance patrols to use sonar when any capable plane is
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present. Before, all planes had to be capable.
|
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* Fix recon and sweep not to spy after all spy planes are gone.
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* Fix a bug that made multiple clients running on the same Windows
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||||
machine interfere with each other. Broken in 4.3.11.
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* Fix enforcing game hours for players already logged in. Broken in
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||||
4.3.19.
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* Fix distribution not to abandon a distribution center by exporting
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the last military.
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* Many fixes to load, unload, lload and lunload:
|
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- Now usable for deities.
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||||
- Plug loopholes that let you steal foreign commodities by making
|
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load/lload unload and unload/lunload load through use of negative
|
||||
amount arguments.
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- Fix not to let you give away civilians.
|
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- 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.
|
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- lload and lunload now work on foreign land units only when
|
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they're explicitely named by uid. This matches behavior of load
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and unload.
|
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- Fix to test relations of foreign object's owner to player instead
|
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of the other way round.
|
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* Make sure land units with maximum mobility can attack mountains.
|
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* Fix land unit attack mobility cost. Broken in 4.3.6.
|
||||
* Conditions comparing string-valued selectors like wing to unquoted
|
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values are now interpreted more smartly. Before, unquoted strings
|
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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'.
|
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* 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.
|
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* 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.
|
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Selectors with non-integral values, like land units' att, now work.
|
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* 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
|
||||
|
|
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