Client 64
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[edit] What is new in Planets4.exe Version 4.000.064
A new version Client 65 is already available for download!
[edit] April 01, 2008
[edit] Bug Fixes
- Fixed: A Lizard player's captured prisoner count will not decrease while using the client.
- Fixed: After podding Life Pods from a base, closing the Planets4 Client then reopening it, the population display would be incorrect. That is now fixed and it will accurately display the adjusted population.
- Fixed: An issue where a D or E appears in a planet name would cause a variable overflow when the string is converted into a numeric value since 256D11 denotes 256^11, which is a very large number and 10E1000 is large as well.
- Fixed: Base Command - Parts: Display of names of wings/mechs changed to be more visible according to their length.
- Fixed: Base Command - Overview & Base Command - Stats: King's Palace and Metal Exchange would display the cash adjustment even when these structures didn't exist at the base.
- Fixed: Base Command - Overview: Cleaned up the "Bad incoming planet DATA!" on some bases.
- Fixed: Base Command - Reserve Levels: Neutronium Ore slider bar wouldn't change when the numeric value entered would change.
- Fixed: Centaur Marketplace income corrected.
- Fixed: Centaur Racetrack shows correct cash gain. It was using natives for its calculation instead of colonists.
- Fixed: Consistency established for "systems" / "control systems".
- Fixed: Disable Gravs button on ship overview screen will disable Nova Barbitics.
- Fixed: FIG toolbar button will bring up a window with the latest HConfig options listed.
- Fixed: Generators of tech levels 6 through 10 will now show their power output on Ship Command Data / Weapons.
- Fixed: Groups / Ship & Wing - Nav - Relative XY fixed so that it doesn't create waypoints 2 through 6 if the selected ship/wing doesn't have those waypoints.
- Fixed: Groups: "Remove" button will now appear regardless of what screen of objects you are listing for your group. Previously, the problem here was that you would have an object selected, but be on a different screen in the group and wouldn't have a Remove button.
- Fixed: Groups: Misc - Match Fleet: This will no longer change the Fleet Leader/Escort Target settings unless you attempt to escort yourself.
- Fixed: Groups: Misc - New Name: Previously if you didn't use the # or #r then a blank name was generated. This has been fixed.
- Fixed: Display Filters: Hitting 'Display All' would not turn on the last 2 options.
- Fixed: HQ: Spy - The amount of funds to put into spy spending corrected and the arrow buttons work properly now. The projected amount is correct now.
- Fixed: Ship Command - Overview: Hyper ships disabling gravitonic minefields would sometimes cause the minefield to become unmanageable.
- Fixed: In the data grid, viewing base resources, a heading for Repair was actually listing Food.
- Fixed: Issue with Robotic Barbitics showing up as Nova.
- Fixed: Labor Camps should show correct cash and supply gains.
- Fixed: Med Units Transfer will no longer be enabled when launching a resupply pod.
- Fixed: Metal Exchange output fixed to match new host code.
- Fixed: Ministers - Base: Building single-item buildings such as Pod Launch Pad, Base Shield, etc wasn't working correctly.
- Fixed: Ministers - Base: The 2nd configurable option to build at least x of a given building was using the wrong configured values. Using Edit to change them will now work properly.
- Fixed: Ministers - Ship: "All ships with weapons attack" will change the attack status when there is any super, large, or small weapon on board. Previously, it would only change status when the first small weapon or first large weapon slot was filled.
- Fixed: Ministers - Ship: Minesweeper on/off status bar will only reflect how many minesweepers actually changed status; not how many ships with minesweeper devices that you have.
- Fixed: Ministers - Ship: New attack vector changes so that the status bar will reflect how many ships actually had to change status instead of how many ships you have total.
- Fixed: Ministers - Ship: Super Weapon on/off status bar will only reflect how many super weapon ships actually changed status; not how many ships with super weapons that you have.
- Fixed: Ministers - Base: Fixed the building of farms. It now takes everything into account properly and won't display the "Base Z save error!" message.
- Fixed: Base Command - Switches / Military Space Port: The tech level progress indicator bars were incorrect for Hull Tech and Large Weapon Tech.
- Fixed: Overflow issue with some object logs.
- Fixed: Plasma Stream Enhancer on Lotus Class Pursuit Ship and Aurora Class Flagship will now show proper energy and ordnance drain when building a ship and on the Ship Command - Data / Weapons screen.
- Fixed: Pod Cost for launch changed from a fixed amount of 25 to the HConfig amount.
- Fixed: Quick Build for Dry-docks building ships when not enough resources are on the ship and the ship is performing a transfer fixed.
- Fixed: QuickBuild display fixed to better suit the player needs in several situations.
- Fixed: Resolved a possible client crash due to an array issue in groups.
- Fixed: Rouge colonists were changed to Rogue.
- Fixed: Selling contraband is limited to 10k per type in the client, which it already is in the host.
- Fixed: UEA Redistribution Center resource gains corrected.
- Fixed: When putting cargo on a pod and then you hit the Cargo Load button, it would clear all values that you already changed. No longer.
- Fixed: When you are deleting old data from the space command, it will no longer jump to the top of the list when you delete the 2nd old data entry.
[edit] Changes / New Features
- New: Added all new combat buttons to ships and wings including their inter-dependencies.
- New: Base Command - Switches: Insectoid Nest displays useful statistics.
- New: Base Command - Overview & Base Command - Military: New toggle to turn on/off the setting to Fire Ion Cannons at Disabled Ships. This feature to not fire at disabled can be enabled with a command code of DFD if you want.
- New: Groups / Nav: Match auto-intercept.
- New: Groups: Bases are now able to be added to groups and some commands are in place to be able to execute against all of them.
- New: Groups: Base Group Micromanagement Tool. This routine will examine all ground bases in the group for needed resources and available resources determined by the reserve levels set for the ground base. The "needed resources" and the "available resources" include those presently at the base, plus incoming pods & ships and adjusted by pending pod orders. Range between the bases is ignored and is up to the player to define by what bases are included in the group. The "available" resources includes ship transfers above the base. This can cause problems since ship transfers occur after pod launching. The current version does not use chaining; described here. To get resources to the destination faster, "chaining" can be done to launch resources from a base that will be replenished by another nearby base, and so on back to the source. For example: base A has the resources and Z needs them, but they are further away than 1 turn of pod travel, so you look for bases in between A and Z that have the needed resource and are within 1 turn of pod travel between each other. A chain of the same pod launch from A to Y will succeed in supplying Z with the resource and leave the rest nearly unchanged. To use these new features, configure your base reserve levels properly and then use the Forecast button to preview what will be done and Execute to perform the actions. These are in the groups feature with a base selected.
- New: Groups: Added "Remove All" button to remove all members of the selected group. Will pop-up an "Are you sure?" window.
- New: Groups: Added "Remove Selection" button to remove any items in the Space Command list from the current group.
- New: Groups: Added "Sort ID" button to sort the group by object ID.
- New: Groups: Added "Sort Name" button to sort the group by object name.
- New: Ministers - Base: New button to "Clear all structure builds", which will clear any pending requests for cities, factories, etc.
- New: Ministers - Pod: Land empty pods at bases that they are at otherwise self destruct them.
- New: Ministers - Pod: Metal to Yards configurable for radius and mass.
- New: Ministers - Pod: Ore to Yards configurable for radius and mass.
- New: Ministers - Pod: The highly configurable pod launching entry has more support for more items, but it is still not complete.
- New: Ministers - Base: View on/off configurable through Edit to toggle the setting. Redundant item removed.
- New: Ministers - Ship: - Minesweep, View, and Super Weapon settings can be toggled on/off using the Edit button. Redundant items removed. Super Weapons were only able to be turned off previously.
- New: Options Window: Map Options button added which will bring up another list of options to be able to turn on/off certain range displays of things like: Gun Zero!, Pirates Cove, Tachyon Emitter, etc. Settings are saved so that when you open the client again, they will be the same.
- New: Options Window: Option to turn off hotkeys so that you can't accidentally change a ship/wing speed while typing in its name or log. Defaults to off so that new players don't get a surprise. Setting is saved so that when you open the client again, it will be the same.
- New: Players must now designate a "ship yard" instead of the code choosing any base with a military space port on it. A "Y" toggle is available on the Base Overview screen. This setting will be retained from turn to turn. The settings of the pods launched changed to use boost and dock instead of boost and drop so that you can set an ally's base as the anvil and get the expected results. The way that this command observes "reserve levels" was broken and is now fixed. Solorians can no longer attempt to pod neutronium ore.
- New: Point in Space toolbar button changed to bring up a new window that will give you the ability to plot points in space using the following methods: mouse points (normal), x/y coordinates that you input, multiple points around the hammer at a given radius and specific distance between points, and multiple points from x1,y1 to x2,y2 in a grid pattern separated by a distance provided. You can also erase all points in space in the current space command selection from this window.
- New: Quantity of ships+wings in the same location in space drawn on the map near the stack.
- New: Resource Rings for Farmable planets. Under Misc.
- New: Scan range put in text for Scanner building.
- New: Ship support for Target Harmless Pods.
- New: Space Command now has a little H and A that will launch separate Hammer and Anvil windows that will allow you to perform various functions against your objects. To use them, rubber band an area of space, then hit the H or A, what is within that area of space will appear in your new window. You can hit the other H or A to fill the list with the same items or rubber-band an area and hit the button to get new items. Both windows allow you to Add or Remove items from their windows separately. The Hammer window will allow you to create a new group from the entire list or from whatever you select within the list. You can also add to an existing group. The majority of the options work against the Anvil window: Intercept, Escort, Kill, Capture, Tow, Dock, Undock/Drop, and Transfer. You can select multiple Hammer units to perform these actions against 1 or more Anvil units. If you have multiple Anvil units then the Hammer units will split up the command against them. For example, if you have 6 Hammer units set to escort 3 Anvil units, then the result will be that 3 sets of 2 Hammer units will escort each individual Anvil unit separately. I know that it's not beautiful, but the functionality is there. VB6 is a bit limited here without going crazy.
- Changed: Anti-Aircraft Gun building text changed to "Fires at enemy fighters. Does not use ordnance. Requires energy to fire."
- Changed: Flee changed to "Retreat".
- Changed: Flee option removed from being able to be changed in the Ship Overview.
- Changed: Groups will now accept players that you are not at war with.
- Changed: Ion Cannon building text changed to "Breaks blockades. Fires at enemy starships. Costs 10 ordnance per shot. Requires energy to fire."
- Changed: Minefield displays changed from simply "Minefield # xxxx" to "Minefield #xxxx (type)(status)(action)", such as Minefield #1234 (G)(A)(D)" where minefield 1234 would be an (A)ctive (G)ravitonic, which you have set to (D)etonate. Types are: (B)arbitic, (G)ravitonic, (L)aser, and (W)eb. Status possibilities are: (A)ctive, (I)nactive, or (C)loaked. Action will only be displayed if one of these are chosen: (D)etonate or (SD)=Soft Destruct.
- Changed: Ministers / Bases - When building factories, it won't allow you to automatically build more than your income will support.
- Changed: Ministers: Pods - "Launch pods of metal to ship yard bases" changed to "Launch pods of 300+ kt metal to nearest ship yard bases", which more closely matches what it does. It will also only work on ship yards that are within 300 ly of the base with metals. The restriction that mineral mine buildings had to be present at the podding base removed. Players must now designate a "ship yard" instead of the code choosing any base with a military space port on it. A "Y" toggle is available on the Base Overview screen. This setting will be retained from turn to turn. The settings of the pods launched changed to use boost and dock instead of boost and drop so that you can set an ally's base as the anvil and get the expected results.
- Changed: Ministers: Pods - "Launch pods of ore to ship yard bases" changed to "Launch pods of 300+ kt ore to nearest ship yard bases", which more closely matches what it does. It will also only work on ship yards that are within 300 ly of the base with metals. The restriction that mineral mine buildings had to be present at the podding base removed.
- Changed: Ministers: Ship - "All scanners off" changed to "All ship scanners & running lights off" as that is what it really does.
- Changed: Ministers: Ship - "All warships attack enemy" changed to "All warships attack enemy and disable flee" as that is what it really does.
- Changed: Multiple Pending Orders can be selected (ctrl-click, shift-click, etc) and deleted.
- Changed: Pod launches now have a Clone x1, Clone x5, and Clone x10 set of buttons to allow cloning of more than just 1 at a time.
- Changed: Resupply Pod controls: Transfer Fuel, Transfer Ord, Transfer Sup., Transfer Repair, Transfer Med, Transfer Food, and Transfer Cash will always appear on the controls screen regardless if you have any on the pod so that you can pre-program the controls just in case something gets transported onto the pod.
- Changed: Robot-owned barbitic minefields will be listed as N instead of B.
- Changed: Space Command: Minefield Display in list will show a ? when the minefield is an enemy instead of always I(nactive).
- Changed: The Map Bull's-eye (keypad '0') will no longer shut off whenever you move the map. On/off setting is available through the new map options page or by pressing keypad '0' to toggle it on/off.
- Changed: When ally limits are active, you will not be able to turn attack off on a player unless you first enable the attack setting for another player.
- Changed: When you click on the Base toolbar button when first opening your client, it will jump to the base with the highest population and lowest ID instead of just the highest ID.
- Changed: When you click on the N (Planet Names) button, it will turn on planet names, but if you click it again then it will turn on Base Names and a third click will turn it off. Either Planet Names or Base Names will be displayed; not both. Like the planets, the base names will be in the color that pertains to the alliance level of that base, so that your own are in green, allies are in blue, and enemies are in red.
- Changed: Wording for "Attack All Enemies" to "Aggressive". When not in Aggressive mode, you are in Defensive mode. "Normal" attack mode changed to "Defensive".
