Update change log for 4.3.33
Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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doc/CHANGES4.X
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doc/CHANGES4.X
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Changes to Empire 4.3.33 - Sun Mar 1 10:10:31 UTC 2015
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* The add syntax deprecated in 4.3.29 is now gone.
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* The explore, move, test, transport syntax deprecated in 4.3.27 is
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now gone.
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* The bmap flag syntax deprecated in 4.3.27 is now gone.
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* Stricter configuration validation:
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- Reject odd WORLD_X instead of making it even silently.
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- Reject odd WORLD_Y.
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- Reject missiles that lack capability VTOL instead of adding VTOL
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silently.
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- Reject ships that can carry planes, but have neither capability
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plane nor miss, instead of adding miss silently.
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* Outlaw ships that can drop depth charges, but not fire. No such
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ships exist in the stock game. 4.3.31 permitted them, but keeping
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them working has turned out to be bothersome.
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* Changes to fire and torpedo:
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- Don't disclose that the torpedo's path to the target is blocked
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by land when the target is out of range. Screwed up in 4.2.2.
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- When a submarine gets hit by return fire after firing its deck
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gun, the defender again learns the submarine's uid and type, just
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like for surface ships. This is how it worked before Empire 2.3.
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- When a submarine gets hit by return fire after launching a
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torpedo, the defender again learns the submarine's uid. Before
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Empire 2.3, he learned uid and type.
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- Print "Kaboom" even when the target is out of range.
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- Always clear missions when firing guns or dropping depth charges.
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Screwed up when missions were added in Chainsaw.
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- Report "Sector X,Y ready to fire" instead of "Sector X,Y firing",
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because the sector isn't firing, yet, then. Also report ships
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and land units ready to fire.
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- Suppress bulletin when player shells or torpedoes his own ship.
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* When artillery on a bridge span shelled down the supporting bridge
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head, the bridge fell and the artillery drowned alright. But then
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the bridge rose right back. Broken in 4.3.14.
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* Fix board to charge mobility even when defender is less than 100%
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efficient. Broken in Empire 2.
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* The convert command charged security land units mobility until
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4.3.16 broke that. Drop this undocumented feature instead of
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fixing it.
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* Report the owner of ships sunk by return torpedoes instead of POGO.
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Screwed up when return torpedoes were added in Chainsaw.
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* Don't disclose uid, type and owner of torpedoed submarines. The
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latter leaked through the news.
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* Changes to bomb:
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- Fix damage to mobility when bombing planes. Has always been
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broken.
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- Include position when reporting bombing of a land unit, like we
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do for ships.
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- Suppress bulletin when player bombs his own assets.
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- Report bombing of plane to owner once, not twice.
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- Don't permit bombing of dead planes. Missed when we did the same
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for dead ships and land units in 4.3.16.
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* Changes to retreat and lretreat:
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- Be less loquacious when changing orders.
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- Deprecate pseudo-condition 'c'. Use retreat path 'h' to cancel
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retreat orders.
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- Change query syntax from "retreat SHIPS" to "retreat SHIPS q".
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Consistent with mission, and makes prompting for arguments more
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usable. Keep accepting the old syntax for now, but deprecate it.
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- Reject invalid retreat paths instead of silently ignoring invalid
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characters during retreat. Unfortunately, the path needs to be
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valid even with deprecated pseudo-condition 'c', where it's not
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actually used. This might break some existing usage.
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- Fail without charging BTUs when the player gives no conditions.
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- Fix infinite loop when third argument contains '?'. Broken in
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4.3.16.
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* Rename retreat flag "torped" to "torpedoed" in xdump retreat-flags.
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This could conceivably break clients. No actual breakage is known.
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* Rewrite automatic retreat to fix its many bugs and inconsistencies
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with navigate and march:
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- When a ship defeats a boarding party, but suffers enough damage
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to sink, retreat the victim's group (if any) instead of ship#0.
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- Permit retreat exactly when navigate and march would be
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permitted. Before, land units happily retreated while on the
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trading block (forbidden with march since 4.0.9), crewless
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(likewise since 4.0.0), kidnapped in a foreign sector
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(inconsistent since land units were added in Chainsaw 3), loaded
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on a ship (likewise) or a land unit (inconsistent since that
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became possible in 4.0.0). Ships retreated while on the trading
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block (forbidden with navigate since 4.0.9).
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- Land units can now retreat into foreign sectors exactly when they
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could march there: when the sector is allied, or when the land
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unit is a spy (with the usual risks).
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- Land units can now retreat into mountains.
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- Land unit retreat now resets fortification.
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- Group retreat now happens only along a single path. Before, you
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could scatter a group in several directions, and even retreat in
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far away places. The latter was a highly abusable design flaw.
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- Bulletins provide more useful information in fewer words. In
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particular, they always report the end sector.
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- Fix retreat after a torpedo hit to include the torpedo damage in
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its mobility cost calculation.
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- When retreat runs into a sector that cannot be entered, don't
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consume the retreat direction.
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- Don't charge mobility for retreating in direction 'h'
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- You can no longer make your own ships or land units retreat.
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- Clear mission only when the ship or land unit actually retreats.
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- Land unit group retreat could corrupt the land unit file or crash
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the server. Screwed up when Chainsaw added land unit retreat.
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- Fix ship retreat when helpless. Surface ships claimed to retreat
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in a bulletin, but that was a lie. Submarines didn't even
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pretend.
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* Don't tell the player he sunk a ship when it survives an attack
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with bomb, fire, launch or torpedo, but sinks during retreat. bomb
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even reported where it had retreated to when it sank.
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* Land mine fixes, affecting march and, if option INTERDICT_ATT is
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enabled, attack and assault:
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- Fix march sub-command 'm' to not let non-engineers hit mines.
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Broken in Empire 2. Fixed in 4.0.17 for ships only.
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- Engineers now risk hitting mines twice instead of once on sector
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entry, just like minesweepers.
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- No sweeping with zero mobility. Screwed up when Chainsaw added
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land units.
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* Navigate and march cleanup and bug hunt:
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- Stop on non-fatal mine hits, too. Before, we carried on, and
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ships that lost all crew were left behind only at the next
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prompt. Note that we already stop on non-fatal interdiction
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damage since Empire 2.
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- Fix use-after-free when a flagship or leader stays behind without
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a prompt following immediately.
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- When something other than movement charged mobility, the charge
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was lost on the next movement, unless there was a prompt in
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between. For instance, mobility lost to mine hits could come
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back.
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- Fix parser not to get confused by white-space.
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- Make ships use radar always, not just most of the time.
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- Land units now use radar automatically like ships.
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- Report flagship and leader changes immediately, and always.
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Before, they were reported only around a prompt.
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- Wipe mission and retreat orders less eagerly. Before, they where
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sometimes wiped even for ships and land units the command
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rejected.
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- Give up fortification only when a land unit actually moves or
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sweeps.
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- Report where exactly ships and land units sweep mines.
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- Nicer error messages for sub-command 'm'.
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- Fix sub-command 'm' not to drop engineers without mobility from
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the march.
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- When denying ships entry to an unfriendly sector with canals,
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don't disclose whether it's above 2%.
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- Both navigate and march now require all their ships and land
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units to be in the same sector. Support for scattered ships and
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land units complicates the code and blows up the test matrix.
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It's also rather obscure; I suspect accidental use has been more
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frequent than intentional use.
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- Check for sector abandonment before anyone marches instead of
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right before moving the last land unit. Fixes a bug that could
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scatter the group when something interferes while waiting for the
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player to confirm abandonment.
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- When marching a mixed group of spies and non-spies into a
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non-allied sector, remove non-spies from the group, and move the
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spies. Before, only the spies before the first non-spy moved
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into the non-allied sector, which could scatter the group.
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Screwed up when 4.0.0 added spy units.
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- Don't permit trains to march out of sectors without rail.
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- When navigating a mixed group of ships with and without canal
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capability into a canal, remove incapable ships from the group,
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and move the capable ships. Before, only the ships before the
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first incapable ship moved into the canal, which could scatter
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the group. Broken in 4.3.0.
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- Fix navigate buffer overrun for impossibly long paths taken. No
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remotely sane game configuration provides a ship fast enough to
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trigger it. Broken in 4.0.0.
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* Remove option SAIL (commands follow, mquota, sail, unsail; ship
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selectors mquota, path, follow) and autonav (commands order,
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qorder, sorder; ship selectors xstart, xend, ystart, yend,
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cargostart, cargoend, amtstart, amtend, autonav) due to multiple
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issues:
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- The orders are executed at the update. Crafty players can use
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them to get around the update window.
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- Usability is poor, especially for autonav.
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- Few players use them.
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- Documentation is inaccurate.
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- Code has bugs, some of them critical.
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- It's almost 1300 lines of rather crufty code nobody wants to
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touch.
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- Code sharing complicates maintenance of the navigate command.
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* Configuration tables reader and empdump improvements:
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- Better error messages.
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- Export now omits redundant data by default. Use empdump -c to
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include it.
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- Import can cope with omitted sectors and realms. Omitted sectors
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become sea, and omitted realms become empty.
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- Column order is now unrestricted. Before, some tables required
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an ID field to come first.
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- Support splitting any table. Before, tables sect, news, lost,
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realm, game, infrastructure could not be split.
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- Support strings longer than 65535 characters.
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* Fix empdump -i to reject strings that are one character too long.
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The bug affected ship table columns path, name and rpath, land
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table column rpath, nat table columns cname, passwd, ip, hostname
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and userid.
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* Reject nat selectors relations, contacts and rejects, because they
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don't actually make sense. They exist just for xdump.
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* Drop the code to resolve player IP address. It's been disabled
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since 4.2.13. Deprecate nat selector hostname.
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* Fix bridge spans next to a bridge tower or head taking damage to
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fall when they should with EASY_BRIDGES off. Has always been
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broken.
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* Fix bridge spans next to a collapsing bridge tower to fall when
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they should with EASY_BRIDGES on. Broken in 4.3.12.
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* When you scrap a plane, you get crew back only proportionally to
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plane efficiency.
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* Changes to build:
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- Fail the attempt to build a bridge not next to land or bridge
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tower more nicely.
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- Deities can now build anywhere, without materials, work or money.
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- Building a plane no longer uses at least one military. Military
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for crew are now rounded just like the other materials. The
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special case dates back to 4.2.3.
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- Report missing materials more nicely.
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- You now need the required materials rounded up to be present.
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Actual use is still randomly rounded. Before, crafty players
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could exploit the rounding to save materials, or build
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sufficiently cheap things without materials. In the stock game,
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linf and many plane types could be built without materials.
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* Remove option TREATIES. Usability is very poor, virtually nobody
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uses them, conditions are incomplete, the code is buggy, and a
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burden to maintain.
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* Test suite improvements:
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- Coverage extended to commands build, navigate, march, fire,
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torpedo, retreat, lretreat, falling bridges, automatic retreat,
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command info page completeness, and the empdump utility program.
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- Maintainability of tests much improved.
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- Test harness refactoring.
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Much work remains.
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* Adjust stack sizes. Stack overflow was possibly for tiny worlds.
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* Fix start, stop to not operate on dead units when used by a deity.
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Screwed up when start, stop were extended to units in 4.3.6.
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* Nukes can be grouped into stockpiles, just like ships can be
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grouped into fleets. The new command stockpile does for nukes what
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fleet does for ships. Likewise the new nuke selector stockpile.
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* wingadd no longer costs BTUs, for consistency with fleetadd and
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army.
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* Changes to edit:
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- Keep missions centered on ship, plane or land unit centered when
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teleporting it. Screwed up when Chainsaw added missions.
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- Preserve "does not follow" when copying ships. Preserve "no
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distribution center" when copying sectors, and don't mess up
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coastal flag. Screwed when Chainsaw added the means to copy a
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ship or sector.
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- You can now edit nukes.
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- Suppress bulletin on no-op ship, plane, land unit location
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change. Screwed up in 4.3.32.
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- You can now edit ship, plane and land unit types.
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- Changing the owner of a ship, plane or land unit away from POGO
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now works.
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* Fix "make uninstall" to remove HTML info pages (which are not
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installed by default) and directory share/empire/.
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* Fix "make install" to remove stale formatted info pages.
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* Code refactoring and cleanup.
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* Info file fixes and improvements.
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Changes to Empire 4.3.32 - Sun Aug 25 07:55:34 UTC 2013
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Changes to Empire 4.3.32 - Sun Aug 25 07:55:34 UTC 2013
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* Fix an LWP stack overflow observed on AIX 7.1.
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* Fix an LWP stack overflow observed on AIX 7.1.
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* Fix portability bug in standalone client Makefile
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* Fix portability bug in standalone client Makefile
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253
info/Empire4.t
253
info/Empire4.t
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@ -7,6 +7,259 @@ 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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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>.
|
and bug-reports should be sent to <wolfpack@wolfpackempire.com>.
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.NF
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.NF
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Changes to Empire 4.3.33 - Sun Mar 1 10:10:31 UTC 2015
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|
* The add syntax deprecated in 4.3.29 is now gone.
|
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|
* The explore, move, test, transport syntax deprecated in 4.3.27 is
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now gone.
|
||||||
|
* The bmap flag syntax deprecated in 4.3.27 is now gone.
|
||||||
|
* Stricter configuration validation:
|
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|
- Reject odd WORLD_X instead of making it even silently.
|
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|
- Reject odd WORLD_Y.
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- Reject missiles that lack capability VTOL instead of adding VTOL
|
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silently.
|
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|
- Reject ships that can carry planes, but have neither capability
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|
plane nor miss, instead of adding miss silently.
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|
* Outlaw ships that can drop depth charges, but not fire. No such
|
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|
ships exist in the stock game. 4.3.31 permitted them, but keeping
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them working has turned out to be bothersome.
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|
* Changes to fire and torpedo:
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|
- Don't disclose that the torpedo's path to the target is blocked
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by land when the target is out of range. Screwed up in 4.2.2.
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- When a submarine gets hit by return fire after firing its deck
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|
gun, the defender again learns the submarine's uid and type, just
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|
like for surface ships. This is how it worked before Empire 2.3.
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||||||
|
- When a submarine gets hit by return fire after launching a
|
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|
torpedo, the defender again learns the submarine's uid. Before
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Empire 2.3, he learned uid and type.
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- Print "Kaboom" even when the target is out of range.
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- Always clear missions when firing guns or dropping depth charges.
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Screwed up when missions were added in Chainsaw.
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- Report "Sector X,Y ready to fire" instead of "Sector X,Y firing",
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because the sector isn't firing, yet, then. Also report ships
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and land units ready to fire.
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- Suppress bulletin when player shells or torpedoes his own ship.
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* When artillery on a bridge span shelled down the supporting bridge
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|
head, the bridge fell and the artillery drowned alright. But then
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the bridge rose right back. Broken in 4.3.14.
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* Fix board to charge mobility even when defender is less than 100%
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efficient. Broken in Empire 2.
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* The convert command charged security land units mobility until
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4.3.16 broke that. Drop this undocumented feature instead of
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|
fixing it.
|
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|
* Report the owner of ships sunk by return torpedoes instead of POGO.
|
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|
Screwed up when return torpedoes were added in Chainsaw.
|
||||||
|
* Don't disclose uid, type and owner of torpedoed submarines. The
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|
latter leaked through the news.
|
||||||
|
* Changes to bomb:
|
||||||
|
- Fix damage to mobility when bombing planes. Has always been
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||||||
|
broken.
|
||||||
|
- Include position when reporting bombing of a land unit, like we
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||||||
|
do for ships.
|
||||||
|
- Suppress bulletin when player bombs his own assets.
|
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|
- Report bombing of plane to owner once, not twice.
|
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|
- Don't permit bombing of dead planes. Missed when we did the same
|
||||||
|
for dead ships and land units in 4.3.16.
|
||||||
|
* Changes to retreat and lretreat:
|
||||||
|
- Be less loquacious when changing orders.
|
||||||
|
- Deprecate pseudo-condition 'c'. Use retreat path 'h' to cancel
|
||||||
|
retreat orders.
|
||||||
|
- Change query syntax from "retreat SHIPS" to "retreat SHIPS q".
|
||||||
|
Consistent with mission, and makes prompting for arguments more
|
||||||
|
usable. Keep accepting the old syntax for now, but deprecate it.
|
||||||
|
- Reject invalid retreat paths instead of silently ignoring invalid
|
||||||
|
characters during retreat. Unfortunately, the path needs to be
|
||||||
|
valid even with deprecated pseudo-condition 'c', where it's not
|
||||||
|
actually used. This might break some existing usage.
|
||||||
|
- Fail without charging BTUs when the player gives no conditions.
|
||||||
|
- Fix infinite loop when third argument contains '?'. Broken in
|
||||||
|
4.3.16.
|
||||||
|
* Rename retreat flag "torped" to "torpedoed" in xdump retreat-flags.
|
||||||
|
This could conceivably break clients. No actual breakage is known.
|
||||||
|
* Rewrite automatic retreat to fix its many bugs and inconsistencies
|
||||||
|
with navigate and march:
|
||||||
|
- When a ship defeats a boarding party, but suffers enough damage
|
||||||
|
to sink, retreat the victim's group (if any) instead of ship#0.
|
||||||
|
- Permit retreat exactly when navigate and march would be
|
||||||
|
permitted. Before, land units happily retreated while on the
|
||||||
|
trading block (forbidden with march since 4.0.9), crewless
|
||||||
|
(likewise since 4.0.0), kidnapped in a foreign sector
|
||||||
|
(inconsistent since land units were added in Chainsaw 3), loaded
|
||||||
|
on a ship (likewise) or a land unit (inconsistent since that
|
||||||
|
became possible in 4.0.0). Ships retreated while on the trading
|
||||||
|
block (forbidden with navigate since 4.0.9).
|
||||||
|
- Land units can now retreat into foreign sectors exactly when they
|
||||||
|
could march there: when the sector is allied, or when the land
|
||||||
|
unit is a spy (with the usual risks).
|
||||||
|
- Land units can now retreat into mountains.
|
||||||
|
- Land unit retreat now resets fortification.
|
||||||
|
- Group retreat now happens only along a single path. Before, you
|
||||||
|
could scatter a group in several directions, and even retreat in
|
||||||
|
far away places. The latter was a highly abusable design flaw.
|
||||||
|
- Bulletins provide more useful information in fewer words. In
|
||||||
|
particular, they always report the end sector.
|
||||||
|
- Fix retreat after a torpedo hit to include the torpedo damage in
|
||||||
|
its mobility cost calculation.
|
||||||
|
- When retreat runs into a sector that cannot be entered, don't
|
||||||
|
consume the retreat direction.
|
||||||
|
- Don't charge mobility for retreating in direction 'h'
|
||||||
|
- You can no longer make your own ships or land units retreat.
|
||||||
|
- Clear mission only when the ship or land unit actually retreats.
|
||||||
|
- Land unit group retreat could corrupt the land unit file or crash
|
||||||
|
the server. Screwed up when Chainsaw added land unit retreat.
|
||||||
|
- Fix ship retreat when helpless. Surface ships claimed to retreat
|
||||||
|
in a bulletin, but that was a lie. Submarines didn't even
|
||||||
|
pretend.
|
||||||
|
* Don't tell the player he sunk a ship when it survives an attack
|
||||||
|
with bomb, fire, launch or torpedo, but sinks during retreat. bomb
|
||||||
|
even reported where it had retreated to when it sank.
|
||||||
|
* Land mine fixes, affecting march and, if option INTERDICT_ATT is
|
||||||
|
enabled, attack and assault:
|
||||||
|
- Fix march sub-command 'm' to not let non-engineers hit mines.
|
||||||
|
Broken in Empire 2. Fixed in 4.0.17 for ships only.
|
||||||
|
- Engineers now risk hitting mines twice instead of once on sector
|
||||||
|
entry, just like minesweepers.
|
||||||
|
- No sweeping with zero mobility. Screwed up when Chainsaw added
|
||||||
|
land units.
|
||||||
|
* Navigate and march cleanup and bug hunt:
|
||||||
|
- Stop on non-fatal mine hits, too. Before, we carried on, and
|
||||||
|
ships that lost all crew were left behind only at the next
|
||||||
|
prompt. Note that we already stop on non-fatal interdiction
|
||||||
|
damage since Empire 2.
|
||||||
|
- Fix use-after-free when a flagship or leader stays behind without
|
||||||
|
a prompt following immediately.
|
||||||
|
- When something other than movement charged mobility, the charge
|
||||||
|
was lost on the next movement, unless there was a prompt in
|
||||||
|
between. For instance, mobility lost to mine hits could come
|
||||||
|
back.
|
||||||
|
- Fix parser not to get confused by white-space.
|
||||||
|
- Make ships use radar always, not just most of the time.
|
||||||
|
- Land units now use radar automatically like ships.
|
||||||
|
- Report flagship and leader changes immediately, and always.
|
||||||
|
Before, they were reported only around a prompt.
|
||||||
|
- Wipe mission and retreat orders less eagerly. Before, they where
|
||||||
|
sometimes wiped even for ships and land units the command
|
||||||
|
rejected.
|
||||||
|
- Give up fortification only when a land unit actually moves or
|
||||||
|
sweeps.
|
||||||
|
- Report where exactly ships and land units sweep mines.
|
||||||
|
- Nicer error messages for sub-command 'm'.
|
||||||
|
- Fix sub-command 'm' not to drop engineers without mobility from
|
||||||
|
the march.
|
||||||
|
- When denying ships entry to an unfriendly sector with canals,
|
||||||
|
don't disclose whether it's above 2%.
|
||||||
|
- Both navigate and march now require all their ships and land
|
||||||
|
units to be in the same sector. Support for scattered ships and
|
||||||
|
land units complicates the code and blows up the test matrix.
|
||||||
|
It's also rather obscure; I suspect accidental use has been more
|
||||||
|
frequent than intentional use.
|
||||||
|
- Check for sector abandonment before anyone marches instead of
|
||||||
|
right before moving the last land unit. Fixes a bug that could
|
||||||
|
scatter the group when something interferes while waiting for the
|
||||||
|
player to confirm abandonment.
|
||||||
|
- When marching a mixed group of spies and non-spies into a
|
||||||
|
non-allied sector, remove non-spies from the group, and move the
|
||||||
|
spies. Before, only the spies before the first non-spy moved
|
||||||
|
into the non-allied sector, which could scatter the group.
|
||||||
|
Screwed up when 4.0.0 added spy units.
|
||||||
|
- Don't permit trains to march out of sectors without rail.
|
||||||
|
- When navigating a mixed group of ships with and without canal
|
||||||
|
capability into a canal, remove incapable ships from the group,
|
||||||
|
and move the capable ships. Before, only the ships before the
|
||||||
|
first incapable ship moved into the canal, which could scatter
|
||||||
|
the group. Broken in 4.3.0.
|
||||||
|
- Fix navigate buffer overrun for impossibly long paths taken. No
|
||||||
|
remotely sane game configuration provides a ship fast enough to
|
||||||
|
trigger it. Broken in 4.0.0.
|
||||||
|
* Remove option SAIL (commands follow, mquota, sail, unsail; ship
|
||||||
|
selectors mquota, path, follow) and autonav (commands order,
|
||||||
|
qorder, sorder; ship selectors xstart, xend, ystart, yend,
|
||||||
|
cargostart, cargoend, amtstart, amtend, autonav) due to multiple
|
||||||
|
issues:
|
||||||
|
- The orders are executed at the update. Crafty players can use
|
||||||
|
them to get around the update window.
|
||||||
|
- Usability is poor, especially for autonav.
|
||||||
|
- Few players use them.
|
||||||
|
- Documentation is inaccurate.
|
||||||
|
- Code has bugs, some of them critical.
|
||||||
|
- It's almost 1300 lines of rather crufty code nobody wants to
|
||||||
|
touch.
|
||||||
|
- Code sharing complicates maintenance of the navigate command.
|
||||||
|
* Configuration tables reader and empdump improvements:
|
||||||
|
- Better error messages.
|
||||||
|
- Export now omits redundant data by default. Use empdump -c to
|
||||||
|
include it.
|
||||||
|
- Import can cope with omitted sectors and realms. Omitted sectors
|
||||||
|
become sea, and omitted realms become empty.
|
||||||
|
- Column order is now unrestricted. Before, some tables required
|
||||||
|
an ID field to come first.
|
||||||
|
- Support splitting any table. Before, tables sect, news, lost,
|
||||||
|
realm, game, infrastructure could not be split.
|
||||||
|
- Support strings longer than 65535 characters.
|
||||||
|
* Fix empdump -i to reject strings that are one character too long.
|
||||||
|
The bug affected ship table columns path, name and rpath, land
|
||||||
|
table column rpath, nat table columns cname, passwd, ip, hostname
|
||||||
|
and userid.
|
||||||
|
* Reject nat selectors relations, contacts and rejects, because they
|
||||||
|
don't actually make sense. They exist just for xdump.
|
||||||
|
* Drop the code to resolve player IP address. It's been disabled
|
||||||
|
since 4.2.13. Deprecate nat selector hostname.
|
||||||
|
* Fix bridge spans next to a bridge tower or head taking damage to
|
||||||
|
fall when they should with EASY_BRIDGES off. Has always been
|
||||||
|
broken.
|
||||||
|
* Fix bridge spans next to a collapsing bridge tower to fall when
|
||||||
|
they should with EASY_BRIDGES on. Broken in 4.3.12.
|
||||||
|
* When you scrap a plane, you get crew back only proportionally to
|
||||||
|
plane efficiency.
|
||||||
|
* Changes to build:
|
||||||
|
- Fail the attempt to build a bridge not next to land or bridge
|
||||||
|
tower more nicely.
|
||||||
|
- Deities can now build anywhere, without materials, work or money.
|
||||||
|
- Building a plane no longer uses at least one military. Military
|
||||||
|
for crew are now rounded just like the other materials. The
|
||||||
|
special case dates back to 4.2.3.
|
||||||
|
- Report missing materials more nicely.
|
||||||
|
- You now need the required materials rounded up to be present.
|
||||||
|
Actual use is still randomly rounded. Before, crafty players
|
||||||
|
could exploit the rounding to save materials, or build
|
||||||
|
sufficiently cheap things without materials. In the stock game,
|
||||||
|
linf and many plane types could be built without materials.
|
||||||
|
* Remove option TREATIES. Usability is very poor, virtually nobody
|
||||||
|
uses them, conditions are incomplete, the code is buggy, and a
|
||||||
|
burden to maintain.
|
||||||
|
* Test suite improvements:
|
||||||
|
- Coverage extended to commands build, navigate, march, fire,
|
||||||
|
torpedo, retreat, lretreat, falling bridges, automatic retreat,
|
||||||
|
command info page completeness, and the empdump utility program.
|
||||||
|
- Maintainability of tests much improved.
|
||||||
|
- Test harness refactoring.
|
||||||
|
Much work remains.
|
||||||
|
* Adjust stack sizes. Stack overflow was possibly for tiny worlds.
|
||||||
|
* Fix start, stop to not operate on dead units when used by a deity.
|
||||||
|
Screwed up when start, stop were extended to units in 4.3.6.
|
||||||
|
* Nukes can be grouped into stockpiles, just like ships can be
|
||||||
|
grouped into fleets. The new command stockpile does for nukes what
|
||||||
|
fleet does for ships. Likewise the new nuke selector stockpile.
|
||||||
|
* wingadd no longer costs BTUs, for consistency with fleetadd and
|
||||||
|
army.
|
||||||
|
* Changes to edit:
|
||||||
|
- Keep missions centered on ship, plane or land unit centered when
|
||||||
|
teleporting it. Screwed up when Chainsaw added missions.
|
||||||
|
- Preserve "does not follow" when copying ships. Preserve "no
|
||||||
|
distribution center" when copying sectors, and don't mess up
|
||||||
|
coastal flag. Screwed when Chainsaw added the means to copy a
|
||||||
|
ship or sector.
|
||||||
|
- You can now edit nukes.
|
||||||
|
- Suppress bulletin on no-op ship, plane, land unit location
|
||||||
|
change. Screwed up in 4.3.32.
|
||||||
|
- You can now edit ship, plane and land unit types.
|
||||||
|
- Changing the owner of a ship, plane or land unit away from POGO
|
||||||
|
now works.
|
||||||
|
* Fix "make uninstall" to remove HTML info pages (which are not
|
||||||
|
installed by default) and directory share/empire/.
|
||||||
|
* Fix "make install" to remove stale formatted info pages.
|
||||||
|
* Code refactoring and cleanup.
|
||||||
|
* Info file fixes and improvements.
|
||||||
|
|
||||||
Changes to Empire 4.3.32 - Sun Aug 25 07:55:34 UTC 2013
|
Changes to Empire 4.3.32 - Sun Aug 25 07:55:34 UTC 2013
|
||||||
* Fix an LWP stack overflow observed on AIX 7.1.
|
* Fix an LWP stack overflow observed on AIX 7.1.
|
||||||
* Fix portability bug in standalone client Makefile
|
* Fix portability bug in standalone client Makefile
|
||||||
|
|
Loading…
Add table
Add a link
Reference in a new issue