Update change log for 4.3.17

This commit is contained in:
Markus Armbruster 2008-09-17 21:31:07 -04:00
parent b2f75427bd
commit e0f7751f6b
2 changed files with 220 additions and 0 deletions

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@ -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

View file

@ -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 <wolfpack@wolfpackempire.com>.
.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