Update change log for 4.3.12
This commit is contained in:
parent
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131
doc/CHANGES4.X
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doc/CHANGES4.X
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@ -1,3 +1,130 @@
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Changes to Empire 4.3.12 - Wed Apr 2 05:35:06 UTC 2008
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* Fix rounding error in update that could result in more babies than
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food permits, and negative food.
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* Fix a bug that could lead to unfair thread scheduling under
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Windows.
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* Fix ship and land unit missile interdiction and ballistic missile
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interception to require a proper base. Before, missiles could
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launch from anywhere for that.
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* Launch bug fixes:
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- Don't allow launching from unowned sectors.
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- Don't destroy missiles stuck on foreign ships.
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- Use up the supplies required for launching an asat only when it
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actually launches.
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- Don't ignore satellites' fuel use.
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* Deity command newcap now requires its second argument (sanctuary
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coordinates). Before, it tried to pick a suitable location when
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none was given. The code implementing this feature had problems,
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and it's not worth fixing: it is obscure, and rarely (if ever)
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used: no conscientious deity would use it for a real game, and for
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blitzes fairland does a better job.
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* Keep track of flying planes properly. This fixes a number of bugs:
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- While the bomb command awaited pin-bombing target input from the
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player, other players could interact with the pin-bombers and
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escorts as if they were sitting in their bases: spy them, damage,
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capture, load, unload, or upgrade them, even get intercepted by
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them. But any changes to those planes were wiped out when they
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landed. Abusable.
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- The bomb command could bomb its own escorts, directly (pin-bomb
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planes) or through collateral damage, strategic sector damage,
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collapsing bridges or nuke damage. The damage to the escorts was
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wiped out when they landed.
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- If you asked for a plane to fly both in the primary mission and
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escort, you got charged fuel for two sorties instead of one.
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* Plug memory leaks in plane interception.
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* Fix trade not to let the buyer teleport satellites (not in orbit)
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and asats to an arbitrary sector. Abusable, because abms
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intercepted from anywhere, and satellites could be launched from
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unowned sectors.
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* The PRNG seed is now logged in the journal.
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* Fix nightly build for Windows.
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* Fix crash bug that bit when custom tables contained columns names
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that existed, but weren't supposed to be in the custom table.
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* New timestamp selector for commodity, country, game, loan, nation,
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news, realm, trade, treaty to support incremental xdump.
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* Deity commands newcap and add wipe the nation more thoroughly. add
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no longer touches relations and flags for status active and god.
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* New utility program empdump to export and import game state as
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plain text. Check its manual for details, including limitations.
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* Plane, ship and land unit stats are no longer stored as game state,
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but recomputed from tech and base stats as needed.
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* xdump ver is no longer a special case. Syntax "xdump ver" is now
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deprecated. Use "xdump ver *".
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* Fire and torpedo cleanup and bug hunt:
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- Plug memory leak in fire command.
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- Fix ammunition use when returning fire: resupply could lose
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shells when returning fire to multiple targets, and land units
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were charged per target instead of just once.
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- torpedo and fire no longer resupply shells automatically. The
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latter used to resupply land units only.
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- Land units no longer have to be in supply to fire actively, for
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consistency with other ways to fire.
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- Submarines with zero mobility can no longer interdict, for
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consistency with other ways to torpedo.
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- Fix bugs that let submarines without capability torp use
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torpedoes to return fire and interdict.
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- Fix torpedo command not to require a line of sight for return
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fire and depth charges, and to use torpedo range instead of
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firing range for return torpedoes.
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- Active fire and interdiction didn't work for ships with zero
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firing range, even though return fire and support did. No such
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ships exist in the stock game.
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- Let land units with zero firing range and non-zero firing damage
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fire, for consistency with ships. No such units exist in the
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stock game.
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- Ships required different numbers of military to operate their
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guns for the various kinds of fire. Unify to require 2*N-1
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military to fire N guns.
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- Ship ammunition use differed for the various kinds of fire.
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Unify to use one shell per two guns.
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- Forts could fire support even when there were not enough mil.
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- Fix automatic shell resupply in several places to supply exactly
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the shells actually fired, no more, no less.
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* Change depth charges back to how they are documented and worked
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before 4.0.6, mostly: require no guns, one military, do damage like
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shell fire from three guns (before 4.0.6: two guns), use two
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shells. In 4.0.6's model, they worked exactly like shell fire
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(require guns and gun crew, non-zero firing range, damage and
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ammunition use scales with available guns), except for missions,
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which was a bug. Note that depth charge damage for all ships is
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now like fire from three guns for two shells. No change for dd; af
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did two gun damage for one shell before, and nas did four gun
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damage for two shells.
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* The edit command keys deprecated in 4.3.3 are now gone.
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* Fix build not to screw up automatic dependencies on certain compile
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errors.
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* Fix a bug that could prevent repeated news from properly
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aggregating into one news item.
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* Properly initialize all bits in game state files, even those that
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aren't used.
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* Fix explore's test for stopping on a splashed bridge. The bug made
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explore print to a bogus message.
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* Fix spelling of symbol airburst in table plane-flags. This could
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affect clients.
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* Change designate not to check total cost before executing the
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redesignation. The code implementing that was buggy and too ugly
|
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to live. Designate doesn't cost anything in the stock game.
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* Always charge land units at least as much mobility for assaulting
|
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from non-landing ships as from landing ships. Before, marines lost
|
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all mobility when assaulting from a non-landing ship, which could
|
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be less than what the same assault costs from a landing ship (half
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an update's worth).
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* Fix LWP's stack initialization for -s. It caused crashes on some
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systems.
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* Fix confused and buggy bridge splashing code:
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- Flying planes could be reported drowned.
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- Pin-bombing a bridge head failed to collapse bridge spans for
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lack of support, unless the pin-bombing caused collateral damage.
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- Corrupt sector file could lead to infinite recursion.
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* Relative names now work for econfig keys data and info.
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* Fix utility programs to abort on internal errors. They used to
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print a message and attempt to recover.
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* Fix off-by-one in fairland that ate the last expansion island.
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* Switch from CVS to git.
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* Code refactoring and cleanup.
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* Portability fixes.
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* Info file, manual page and documentation fixes and updates.
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Changes to Empire 4.3.11 - Tue Jan 1 18:57:38 UTC 2008
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* New sector selector elev. It's set by fairland, but has no effect
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on the game. It can be useful for deities to customize a world
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|
@ -149,7 +276,9 @@ Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
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* Not voting for a demand update no longer lets you veto further
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demand updates. This feature was flawed (it encourages players to
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vote late so that they can tactically vote no and thus build up
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veto rights), virtually unused, and buggy.
|
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veto rights), virtually unused, and buggy. The edit command still
|
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accepts and ignores the country key 'U' for compatibility, but it
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is deprecated.
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* Fix zdone not to claim to have triggered an update when they're
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disabled.
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* New update scheduler and ETU clock:
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|
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131
info/Empire4.t
131
info/Empire4.t
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@ -7,6 +7,133 @@ 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 4.3.12 - Wed Apr 2 05:35:06 UTC 2008
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* Fix rounding error in update that could result in more babies than
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food permits, and negative food.
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* Fix a bug that could lead to unfair thread scheduling under
|
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Windows.
|
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* Fix ship and land unit missile interdiction and ballistic missile
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interception to require a proper base. Before, missiles could
|
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launch from anywhere for that.
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* Launch bug fixes:
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- Don't allow launching from unowned sectors.
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- Don't destroy missiles stuck on foreign ships.
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- Use up the supplies required for launching an asat only when it
|
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actually launches.
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- Don't ignore satellites' fuel use.
|
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* Deity command newcap now requires its second argument (sanctuary
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coordinates). Before, it tried to pick a suitable location when
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none was given. The code implementing this feature had problems,
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and it's not worth fixing: it is obscure, and rarely (if ever)
|
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used: no conscientious deity would use it for a real game, and for
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blitzes fairland does a better job.
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* Keep track of flying planes properly. This fixes a number of bugs:
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- While the bomb command awaited pin-bombing target input from the
|
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player, other players could interact with the pin-bombers and
|
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escorts as if they were sitting in their bases: spy them, damage,
|
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capture, load, unload, or upgrade them, even get intercepted by
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them. But any changes to those planes were wiped out when they
|
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landed. Abusable.
|
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- The bomb command could bomb its own escorts, directly (pin-bomb
|
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planes) or through collateral damage, strategic sector damage,
|
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collapsing bridges or nuke damage. The damage to the escorts was
|
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wiped out when they landed.
|
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- If you asked for a plane to fly both in the primary mission and
|
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escort, you got charged fuel for two sorties instead of one.
|
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* Plug memory leaks in plane interception.
|
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* Fix trade not to let the buyer teleport satellites (not in orbit)
|
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and asats to an arbitrary sector. Abusable, because abms
|
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intercepted from anywhere, and satellites could be launched from
|
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unowned sectors.
|
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* The PRNG seed is now logged in the journal.
|
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* Fix nightly build for Windows.
|
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* Fix crash bug that bit when custom tables contained columns names
|
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that existed, but weren't supposed to be in the custom table.
|
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* New timestamp selector for commodity, country, game, loan, nation,
|
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news, realm, trade, treaty to support incremental xdump.
|
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* Deity commands newcap and add wipe the nation more thoroughly. add
|
||||
no longer touches relations and flags for status active and god.
|
||||
* New utility program empdump to export and import game state as
|
||||
plain text. Check its manual for details, including limitations.
|
||||
* Plane, ship and land unit stats are no longer stored as game state,
|
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but recomputed from tech and base stats as needed.
|
||||
* xdump ver is no longer a special case. Syntax "xdump ver" is now
|
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deprecated. Use "xdump ver *".
|
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* Fire and torpedo cleanup and bug hunt:
|
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- Plug memory leak in fire command.
|
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- Fix ammunition use when returning fire: resupply could lose
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shells when returning fire to multiple targets, and land units
|
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were charged per target instead of just once.
|
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- torpedo and fire no longer resupply shells automatically. The
|
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latter used to resupply land units only.
|
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- Land units no longer have to be in supply to fire actively, for
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consistency with other ways to fire.
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- Submarines with zero mobility can no longer interdict, for
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consistency with other ways to torpedo.
|
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- Fix bugs that let submarines without capability torp use
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torpedoes to return fire and interdict.
|
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- Fix torpedo command not to require a line of sight for return
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||||
fire and depth charges, and to use torpedo range instead of
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firing range for return torpedoes.
|
||||
- Active fire and interdiction didn't work for ships with zero
|
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firing range, even though return fire and support did. No such
|
||||
ships exist in the stock game.
|
||||
- Let land units with zero firing range and non-zero firing damage
|
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fire, for consistency with ships. No such units exist in the
|
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stock game.
|
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- Ships required different numbers of military to operate their
|
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guns for the various kinds of fire. Unify to require 2*N-1
|
||||
military to fire N guns.
|
||||
- Ship ammunition use differed for the various kinds of fire.
|
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Unify to use one shell per two guns.
|
||||
- Forts could fire support even when there were not enough mil.
|
||||
- Fix automatic shell resupply in several places to supply exactly
|
||||
the shells actually fired, no more, no less.
|
||||
* Change depth charges back to how they are documented and worked
|
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before 4.0.6, mostly: require no guns, one military, do damage like
|
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shell fire from three guns (before 4.0.6: two guns), use two
|
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shells. In 4.0.6's model, they worked exactly like shell fire
|
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(require guns and gun crew, non-zero firing range, damage and
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ammunition use scales with available guns), except for missions,
|
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which was a bug. Note that depth charge damage for all ships is
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now like fire from three guns for two shells. No change for dd; af
|
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did two gun damage for one shell before, and nas did four gun
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damage for two shells.
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* The edit command keys deprecated in 4.3.3 are now gone.
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||||
* Fix build not to screw up automatic dependencies on certain compile
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||||
errors.
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||||
* Fix a bug that could prevent repeated news from properly
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aggregating into one news item.
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||||
* Properly initialize all bits in game state files, even those that
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aren't used.
|
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* Fix explore's test for stopping on a splashed bridge. The bug made
|
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explore print to a bogus message.
|
||||
* Fix spelling of symbol airburst in table plane-flags. This could
|
||||
affect clients.
|
||||
* Change designate not to check total cost before executing the
|
||||
redesignation. The code implementing that was buggy and too ugly
|
||||
to live. Designate doesn't cost anything in the stock game.
|
||||
* Always charge land units at least as much mobility for assaulting
|
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from non-landing ships as from landing ships. Before, marines lost
|
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all mobility when assaulting from a non-landing ship, which could
|
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be less than what the same assault costs from a landing ship (half
|
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an update's worth).
|
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* Fix LWP's stack initialization for -s. It caused crashes on some
|
||||
systems.
|
||||
* Fix confused and buggy bridge splashing code:
|
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- Flying planes could be reported drowned.
|
||||
- Pin-bombing a bridge head failed to collapse bridge spans for
|
||||
lack of support, unless the pin-bombing caused collateral damage.
|
||||
- Corrupt sector file could lead to infinite recursion.
|
||||
* Relative names now work for econfig keys data and info.
|
||||
* Fix utility programs to abort on internal errors. They used to
|
||||
print a message and attempt to recover.
|
||||
* Fix off-by-one in fairland that ate the last expansion island.
|
||||
* Switch from CVS to git.
|
||||
* Code refactoring and cleanup.
|
||||
* Portability fixes.
|
||||
* Info file, manual page and documentation fixes and updates.
|
||||
|
||||
Changes to Empire 4.3.11 - Tue Jan 1 18:57:38 UTC 2008
|
||||
* New sector selector elev. It's set by fairland, but has no effect
|
||||
on the game. It can be useful for deities to customize a world
|
||||
|
@ -158,7 +285,9 @@ Changes to Empire 4.3.10 - Thu Sep 6 17:59:53 UTC 2007
|
|||
* Not voting for a demand update no longer lets you veto further
|
||||
demand updates. This feature was flawed (it encourages players to
|
||||
vote late so that they can tactically vote no and thus build up
|
||||
veto rights), virtually unused, and buggy.
|
||||
veto rights), virtually unused, and buggy. The edit command still
|
||||
accepts and ignores the country key 'U' for compatibility, but it
|
||||
is deprecated.
|
||||
* Fix zdone not to claim to have triggered an update when they're
|
||||
disabled.
|
||||
* New update scheduler and ETU clock:
|
||||
|
|
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