Update change log for 4.3.17
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doc/CHANGES4.X
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doc/CHANGES4.X
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@ -1,3 +1,113 @@
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Changes to Empire 4.3.17 - Thu Sep 18 01:28:01 UTC 2008
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* Make trade show exactly what's on sale, remove option SHOW_PLANE.
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* Stop ships, planes, land units and nukes on violent takeover, just
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like sectors.
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* Wipe orders when ships, planes, land units and nukes are taken over
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violently or given away peacefully. Fleet, wing, army and mission
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were already cleared in many, but not all cases. Other orders were
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never cleared: mission op areas (visible in xdump), ship autonav
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orders, ship sail path (including ship to follow and mobility
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quota), land unit retreat orders, plane range limit, and land unit
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retreat percentage.
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* Fix takeover of stuff by attack, assault, board, lboard, paradrop
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and pboard:
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- Corrupt land unit file could lead to infinite recursion.
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- Take over nuke armed on plane along with the plane. Broken in
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4.3.3.
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- Taking over land units with negative mobility increased mobility
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to zero. Ditto for planes embarked on ships or land units.
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* Fix a bug that made set and xdump not recognize unused trade lots
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as such.
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* Fix giving away stuff by trading it:
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- Take sold nuke off its plane. You couldn't sell armed nukes
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separately before 4.3.3.
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- Give away nuke armed on sold plane along with the plane. Broken
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in 4.3.3.
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- Don't zero mobility of planes and land units on sold ships.
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* Fix giving away stuff by unloading from its carrier: Give away any
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nukes armed on planes (broken in 4.3.3) and land units loaded on
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land units. The latter can't happen in the stock game.
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* Fix giving away stuff by scrapping or scuttling its carrier:
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- Fix up output.
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- Disarm the nuke from a plane instead of destroying it.
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- Give away any loaded land units and planes, too.
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* Tradeship fixes:
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- Fix scuttle to ask for confirmation when scuttling a tradeship in
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an unsuitable sector even when the tradeship is pirated. Broken
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in 4.2.13.
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- Fix scuttle to require 2% harbor efficiency for a trade ship to
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pay. Also require at least friendly relations.
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- Make autonav refuse scuttle orders in unsuitable sectors.
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* Clean up rules on where you can scrap stuff:
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- Ships in own or friendly, efficient harbors (relations used not
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to matter, contrary to info)
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- Planes in own or allied, efficient airfields (friendly used to
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work as well, contrary to info)
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- Land units in any own or allied sector (relations used not to
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matter, and you couldn't scrap them on ships)
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Also tell player why something can't be scrapped instead of
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ignoring it silently.
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* Rewrite the broken code to move land units, planes and nukes along
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with their carrier. The old code was a hack that didn't update
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timestamps (so incremental dumps didn't pick up the movement), and
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it didn't cover all uses. The update, in particular, was prone to
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see cargo in old locations, which could screw up repairs.
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* Expire lost items at the update instead of continuously.
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* Replace econfig key lost_items_timeout by lost_keep_hours.
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* Minor Windows threading fixes.
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* Journal now uses human-readable names to identify threads.
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* Ship and land unit load counters are no longer stored in game
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state, because they duplicate information already there. Same for
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the type of nuke loaded on a plane. Remove field nuketype from
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xdump plane. Clients can simply find the plane's nuke instead.
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* Ship and land unit load counts as displayed by ship, sdump, land,
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ldump, ship selectors nplane, nxlight, nchoppers, nland, and land
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selectors nxlight, nland are now reliable. They used to get out of
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sync at times.
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* Ship load counts now reflect what is loaded, not how it is stored.
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For instance, if a light carrier, capable of carrying 4 x-lights
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and 20 light planes carries nothing but 5 sams, we now have
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nxlight=5, nplane=0 instead of nxlight=4, nplane=1.
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* New cargo lists data structure to let code find loaded planes, land
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units and nukes easily and efficiently.
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* Revamped upkeep of lost file. It should be reliable now.
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* Disable the ill-advised error recovery on sector access that swept
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bugs under the carpet rather than recovering from them.
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* Occupied sectors no longer revert to the old owner when all
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military and land units go away. This feature was added in
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Chainsaw 3. It wasn't integrated properly with the che code
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(things went wrong when che killed all defenders, but couldn't
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convert the sector due to its loyalty), and combat code (if an
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attack killed off all local defenders and got defeated by reacting
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units, the sector changed ownership anyway, silently).
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* Include destination coordinates in interception and plane mission
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messages.
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* Client could misdiagnose redirections and executes as unauthorized,
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or die outright. Broken in 4.3.11.
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* Fix xdump realm to dump player instead of absolute coordinates.
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Disclosed the true origin. Broken in 4.3.0.
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* Fix spy to reliably avoid spying same sector more than once.
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* The map drawing code could smash the heap when the world was
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ridiculously small.
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* When a satellite's launch trajectory was off, its coordinates could
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get screwed up, which made it invisible in skywatch.
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* Fix several bugs that made the path command screw up when the path
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spans large areas.
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* Fix the default size of the map shown by move, test and transport
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sub-command M.
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* Fix bugs that could make arguments in area or dist syntax miss
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ships, planes, land units and nukes at the border of the selected
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area, if that area spans the whole world. In sufficiently small
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worlds, it could also make radar miss satellites and ships, sonar
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miss ships, satellite miss ships and land units, nuclear
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detonations miss ships, planes, land units and nukes, automatic
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supply miss ship and land unit supply sources, ships and land units
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fail to return fire, ships fail to fire support.
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* Maps sometimes showed x-coordinates as three lines instead of two
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unnecessarily.
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* Improved nightly build, tests in particular.
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* Code refactoring and cleanup.
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Changes to Empire 4.3.16 - Sat Aug 9 15:56:52 UTC 2008
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* Production command incorrectly limited the number of graduates,
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happy strollers, technological breakthroughs and medical
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110
info/Empire4.t
110
info/Empire4.t
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@ -7,6 +7,116 @@ 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 4.3.17 - Thu Sep 18 01:28:01 UTC 2008
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* Make trade show exactly what's on sale, remove option SHOW_PLANE.
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* Stop ships, planes, land units and nukes on violent takeover, just
|
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like sectors.
|
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* Wipe orders when ships, planes, land units and nukes are taken over
|
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violently or given away peacefully. Fleet, wing, army and mission
|
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were already cleared in many, but not all cases. Other orders were
|
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never cleared: mission op areas (visible in xdump), ship autonav
|
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orders, ship sail path (including ship to follow and mobility
|
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quota), land unit retreat orders, plane range limit, and land unit
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retreat percentage.
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* Fix takeover of stuff by attack, assault, board, lboard, paradrop
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and pboard:
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- Corrupt land unit file could lead to infinite recursion.
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- Take over nuke armed on plane along with the plane. Broken in
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4.3.3.
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- Taking over land units with negative mobility increased mobility
|
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to zero. Ditto for planes embarked on ships or land units.
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* Fix a bug that made set and xdump not recognize unused trade lots
|
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as such.
|
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* Fix giving away stuff by trading it:
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- Take sold nuke off its plane. You couldn't sell armed nukes
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separately before 4.3.3.
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- Give away nuke armed on sold plane along with the plane. Broken
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in 4.3.3.
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- Don't zero mobility of planes and land units on sold ships.
|
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* Fix giving away stuff by unloading from its carrier: Give away any
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nukes armed on planes (broken in 4.3.3) and land units loaded on
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land units. The latter can't happen in the stock game.
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* Fix giving away stuff by scrapping or scuttling its carrier:
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- Fix up output.
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- Disarm the nuke from a plane instead of destroying it.
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- Give away any loaded land units and planes, too.
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* Tradeship fixes:
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- Fix scuttle to ask for confirmation when scuttling a tradeship in
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an unsuitable sector even when the tradeship is pirated. Broken
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in 4.2.13.
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- Fix scuttle to require 2% harbor efficiency for a trade ship to
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pay. Also require at least friendly relations.
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- Make autonav refuse scuttle orders in unsuitable sectors.
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* Clean up rules on where you can scrap stuff:
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- Ships in own or friendly, efficient harbors (relations used not
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to matter, contrary to info)
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- Planes in own or allied, efficient airfields (friendly used to
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work as well, contrary to info)
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- Land units in any own or allied sector (relations used not to
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matter, and you couldn't scrap them on ships)
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Also tell player why something can't be scrapped instead of
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ignoring it silently.
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* Rewrite the broken code to move land units, planes and nukes along
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with their carrier. The old code was a hack that didn't update
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timestamps (so incremental dumps didn't pick up the movement), and
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it didn't cover all uses. The update, in particular, was prone to
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see cargo in old locations, which could screw up repairs.
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* Expire lost items at the update instead of continuously.
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* Replace econfig key lost_items_timeout by lost_keep_hours.
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* Minor Windows threading fixes.
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* Journal now uses human-readable names to identify threads.
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* Ship and land unit load counters are no longer stored in game
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state, because they duplicate information already there. Same for
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the type of nuke loaded on a plane. Remove field nuketype from
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xdump plane. Clients can simply find the plane's nuke instead.
|
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* Ship and land unit load counts as displayed by ship, sdump, land,
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ldump, ship selectors nplane, nxlight, nchoppers, nland, and land
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selectors nxlight, nland are now reliable. They used to get out of
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sync at times.
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* Ship load counts now reflect what is loaded, not how it is stored.
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For instance, if a light carrier, capable of carrying 4 x-lights
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and 20 light planes carries nothing but 5 sams, we now have
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nxlight=5, nplane=0 instead of nxlight=4, nplane=1.
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* New cargo lists data structure to let code find loaded planes, land
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units and nukes easily and efficiently.
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* Revamped upkeep of lost file. It should be reliable now.
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* Disable the ill-advised error recovery on sector access that swept
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bugs under the carpet rather than recovering from them.
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* Occupied sectors no longer revert to the old owner when all
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military and land units go away. This feature was added in
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Chainsaw 3. It wasn't integrated properly with the che code
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(things went wrong when che killed all defenders, but couldn't
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convert the sector due to its loyalty), and combat code (if an
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attack killed off all local defenders and got defeated by reacting
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units, the sector changed ownership anyway, silently).
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* Include destination coordinates in interception and plane mission
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messages.
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* Client could misdiagnose redirections and executes as unauthorized,
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or die outright. Broken in 4.3.11.
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* Fix xdump realm to dump player instead of absolute coordinates.
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Disclosed the true origin. Broken in 4.3.0.
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* Fix spy to reliably avoid spying same sector more than once.
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* The map drawing code could smash the heap when the world was
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ridiculously small.
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* When a satellite's launch trajectory was off, its coordinates could
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get screwed up, which made it invisible in skywatch.
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* Fix several bugs that made the path command screw up when the path
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spans large areas.
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* Fix the default size of the map shown by move, test and transport
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sub-command M.
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* Fix bugs that could make arguments in area or dist syntax miss
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ships, planes, land units and nukes at the border of the selected
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area, if that area spans the whole world. In sufficiently small
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worlds, it could also make radar miss satellites and ships, sonar
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miss ships, satellite miss ships and land units, nuclear
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detonations miss ships, planes, land units and nukes, automatic
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supply miss ship and land unit supply sources, ships and land units
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fail to return fire, ships fail to fire support.
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* Maps sometimes showed x-coordinates as three lines instead of two
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unnecessarily.
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* Improved nightly build, tests in particular.
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* Code refactoring and cleanup.
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Changes to Empire 4.3.16 - Sat Aug 9 15:56:52 UTC 2008
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* Production command incorrectly limited the number of graduates,
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happy strollers, technological breakthroughs and medical
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||||
|
|
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