diff --git a/doc/CHANGES4.X b/doc/CHANGES4.X index 7dd59172..4e41f88e 100644 --- a/doc/CHANGES4.X +++ b/doc/CHANGES4.X @@ -1,3 +1,113 @@ +Changes to Empire 4.3.17 - Thu Sep 18 01:28:01 UTC 2008 + * Make trade show exactly what's on sale, remove option SHOW_PLANE. + * Stop ships, planes, land units and nukes on violent takeover, just + like sectors. + * Wipe orders when ships, planes, land units and nukes are taken over + violently or given away peacefully. Fleet, wing, army and mission + were already cleared in many, but not all cases. Other orders were + never cleared: mission op areas (visible in xdump), ship autonav + orders, ship sail path (including ship to follow and mobility + quota), land unit retreat orders, plane range limit, and land unit + retreat percentage. + * Fix takeover of stuff by attack, assault, board, lboard, paradrop + and pboard: + - Corrupt land unit file could lead to infinite recursion. + - Take over nuke armed on plane along with the plane. Broken in + 4.3.3. + - Taking over land units with negative mobility increased mobility + to zero. Ditto for planes embarked on ships or land units. + * Fix a bug that made set and xdump not recognize unused trade lots + as such. + * Fix giving away stuff by trading it: + - Take sold nuke off its plane. You couldn't sell armed nukes + separately before 4.3.3. + - Give away nuke armed on sold plane along with the plane. Broken + in 4.3.3. + - Don't zero mobility of planes and land units on sold ships. + * Fix giving away stuff by unloading from its carrier: Give away any + nukes armed on planes (broken in 4.3.3) and land units loaded on + land units. The latter can't happen in the stock game. + * Fix giving away stuff by scrapping or scuttling its carrier: + - Fix up output. + - Disarm the nuke from a plane instead of destroying it. + - Give away any loaded land units and planes, too. + * Tradeship fixes: + - Fix scuttle to ask for confirmation when scuttling a tradeship in + an unsuitable sector even when the tradeship is pirated. Broken + in 4.2.13. + - Fix scuttle to require 2% harbor efficiency for a trade ship to + pay. Also require at least friendly relations. + - Make autonav refuse scuttle orders in unsuitable sectors. + * Clean up rules on where you can scrap stuff: + - Ships in own or friendly, efficient harbors (relations used not + to matter, contrary to info) + - Planes in own or allied, efficient airfields (friendly used to + work as well, contrary to info) + - Land units in any own or allied sector (relations used not to + matter, and you couldn't scrap them on ships) + Also tell player why something can't be scrapped instead of + ignoring it silently. + * Rewrite the broken code to move land units, planes and nukes along + with their carrier. The old code was a hack that didn't update + timestamps (so incremental dumps didn't pick up the movement), and + it didn't cover all uses. The update, in particular, was prone to + see cargo in old locations, which could screw up repairs. + * Expire lost items at the update instead of continuously. + * Replace econfig key lost_items_timeout by lost_keep_hours. + * Minor Windows threading fixes. + * Journal now uses human-readable names to identify threads. + * Ship and land unit load counters are no longer stored in game + state, because they duplicate information already there. Same for + the type of nuke loaded on a plane. Remove field nuketype from + xdump plane. Clients can simply find the plane's nuke instead. + * Ship and land unit load counts as displayed by ship, sdump, land, + ldump, ship selectors nplane, nxlight, nchoppers, nland, and land + selectors nxlight, nland are now reliable. They used to get out of + sync at times. + * Ship load counts now reflect what is loaded, not how it is stored. + For instance, if a light carrier, capable of carrying 4 x-lights + and 20 light planes carries nothing but 5 sams, we now have + nxlight=5, nplane=0 instead of nxlight=4, nplane=1. + * New cargo lists data structure to let code find loaded planes, land + units and nukes easily and efficiently. + * Revamped upkeep of lost file. It should be reliable now. + * Disable the ill-advised error recovery on sector access that swept + bugs under the carpet rather than recovering from them. + * Occupied sectors no longer revert to the old owner when all + military and land units go away. This feature was added in + Chainsaw 3. It wasn't integrated properly with the che code + (things went wrong when che killed all defenders, but couldn't + convert the sector due to its loyalty), and combat code (if an + attack killed off all local defenders and got defeated by reacting + units, the sector changed ownership anyway, silently). + * Include destination coordinates in interception and plane mission + messages. + * Client could misdiagnose redirections and executes as unauthorized, + or die outright. Broken in 4.3.11. + * Fix xdump realm to dump player instead of absolute coordinates. + Disclosed the true origin. Broken in 4.3.0. + * Fix spy to reliably avoid spying same sector more than once. + * The map drawing code could smash the heap when the world was + ridiculously small. + * When a satellite's launch trajectory was off, its coordinates could + get screwed up, which made it invisible in skywatch. + * Fix several bugs that made the path command screw up when the path + spans large areas. + * Fix the default size of the map shown by move, test and transport + sub-command M. + * Fix bugs that could make arguments in area or dist syntax miss + ships, planes, land units and nukes at the border of the selected + area, if that area spans the whole world. In sufficiently small + worlds, it could also make radar miss satellites and ships, sonar + miss ships, satellite miss ships and land units, nuclear + detonations miss ships, planes, land units and nukes, automatic + supply miss ship and land unit supply sources, ships and land units + fail to return fire, ships fail to fire support. + * Maps sometimes showed x-coordinates as three lines instead of two + unnecessarily. + * Improved nightly build, tests in particular. + * Code refactoring and cleanup. + Changes to Empire 4.3.16 - Sat Aug 9 15:56:52 UTC 2008 * Production command incorrectly limited the number of graduates, happy strollers, technological breakthroughs and medical diff --git a/info/Empire4.t b/info/Empire4.t index a892fdbe..d4ab9563 100644 --- a/info/Empire4.t +++ b/info/Empire4.t @@ -7,6 +7,116 @@ new Empire4 Server. This outlines the various changes and how they will affect you, the player. These were coded as the Wolfpack project, and bug-reports should be sent to . .NF +Changes to Empire 4.3.17 - Thu Sep 18 01:28:01 UTC 2008 + * Make trade show exactly what's on sale, remove option SHOW_PLANE. + * Stop ships, planes, land units and nukes on violent takeover, just + like sectors. + * Wipe orders when ships, planes, land units and nukes are taken over + violently or given away peacefully. Fleet, wing, army and mission + were already cleared in many, but not all cases. Other orders were + never cleared: mission op areas (visible in xdump), ship autonav + orders, ship sail path (including ship to follow and mobility + quota), land unit retreat orders, plane range limit, and land unit + retreat percentage. + * Fix takeover of stuff by attack, assault, board, lboard, paradrop + and pboard: + - Corrupt land unit file could lead to infinite recursion. + - Take over nuke armed on plane along with the plane. Broken in + 4.3.3. + - Taking over land units with negative mobility increased mobility + to zero. Ditto for planes embarked on ships or land units. + * Fix a bug that made set and xdump not recognize unused trade lots + as such. + * Fix giving away stuff by trading it: + - Take sold nuke off its plane. You couldn't sell armed nukes + separately before 4.3.3. + - Give away nuke armed on sold plane along with the plane. Broken + in 4.3.3. + - Don't zero mobility of planes and land units on sold ships. + * Fix giving away stuff by unloading from its carrier: Give away any + nukes armed on planes (broken in 4.3.3) and land units loaded on + land units. The latter can't happen in the stock game. + * Fix giving away stuff by scrapping or scuttling its carrier: + - Fix up output. + - Disarm the nuke from a plane instead of destroying it. + - Give away any loaded land units and planes, too. + * Tradeship fixes: + - Fix scuttle to ask for confirmation when scuttling a tradeship in + an unsuitable sector even when the tradeship is pirated. Broken + in 4.2.13. + - Fix scuttle to require 2% harbor efficiency for a trade ship to + pay. Also require at least friendly relations. + - Make autonav refuse scuttle orders in unsuitable sectors. + * Clean up rules on where you can scrap stuff: + - Ships in own or friendly, efficient harbors (relations used not + to matter, contrary to info) + - Planes in own or allied, efficient airfields (friendly used to + work as well, contrary to info) + - Land units in any own or allied sector (relations used not to + matter, and you couldn't scrap them on ships) + Also tell player why something can't be scrapped instead of + ignoring it silently. + * Rewrite the broken code to move land units, planes and nukes along + with their carrier. The old code was a hack that didn't update + timestamps (so incremental dumps didn't pick up the movement), and + it didn't cover all uses. The update, in particular, was prone to + see cargo in old locations, which could screw up repairs. + * Expire lost items at the update instead of continuously. + * Replace econfig key lost_items_timeout by lost_keep_hours. + * Minor Windows threading fixes. + * Journal now uses human-readable names to identify threads. + * Ship and land unit load counters are no longer stored in game + state, because they duplicate information already there. Same for + the type of nuke loaded on a plane. Remove field nuketype from + xdump plane. Clients can simply find the plane's nuke instead. + * Ship and land unit load counts as displayed by ship, sdump, land, + ldump, ship selectors nplane, nxlight, nchoppers, nland, and land + selectors nxlight, nland are now reliable. They used to get out of + sync at times. + * Ship load counts now reflect what is loaded, not how it is stored. + For instance, if a light carrier, capable of carrying 4 x-lights + and 20 light planes carries nothing but 5 sams, we now have + nxlight=5, nplane=0 instead of nxlight=4, nplane=1. + * New cargo lists data structure to let code find loaded planes, land + units and nukes easily and efficiently. + * Revamped upkeep of lost file. It should be reliable now. + * Disable the ill-advised error recovery on sector access that swept + bugs under the carpet rather than recovering from them. + * Occupied sectors no longer revert to the old owner when all + military and land units go away. This feature was added in + Chainsaw 3. It wasn't integrated properly with the che code + (things went wrong when che killed all defenders, but couldn't + convert the sector due to its loyalty), and combat code (if an + attack killed off all local defenders and got defeated by reacting + units, the sector changed ownership anyway, silently). + * Include destination coordinates in interception and plane mission + messages. + * Client could misdiagnose redirections and executes as unauthorized, + or die outright. Broken in 4.3.11. + * Fix xdump realm to dump player instead of absolute coordinates. + Disclosed the true origin. Broken in 4.3.0. + * Fix spy to reliably avoid spying same sector more than once. + * The map drawing code could smash the heap when the world was + ridiculously small. + * When a satellite's launch trajectory was off, its coordinates could + get screwed up, which made it invisible in skywatch. + * Fix several bugs that made the path command screw up when the path + spans large areas. + * Fix the default size of the map shown by move, test and transport + sub-command M. + * Fix bugs that could make arguments in area or dist syntax miss + ships, planes, land units and nukes at the border of the selected + area, if that area spans the whole world. In sufficiently small + worlds, it could also make radar miss satellites and ships, sonar + miss ships, satellite miss ships and land units, nuclear + detonations miss ships, planes, land units and nukes, automatic + supply miss ship and land unit supply sources, ships and land units + fail to return fire, ships fail to fire support. + * Maps sometimes showed x-coordinates as three lines instead of two + unnecessarily. + * Improved nightly build, tests in particular. + * Code refactoring and cleanup. + Changes to Empire 4.3.16 - Sat Aug 9 15:56:52 UTC 2008 * Production command incorrectly limited the number of graduates, happy strollers, technological breakthroughs and medical