Client 66
From PlanetsWiki
[edit] What is new in Planets4.exe Version 4.000.066
The current release is Client 65.
Client 66 or Client 65a to 65g has not been released yet.
This page will list the change from the last release 65 to current developments 65g (a,b,c,d,e,f,g).
[edit] What is new in Planets4.exe Version 4.000.065a
[edit] May, 2008
[edit] Bug Fixes
- Fixed: Cleaned up the way that HQ / Tech: "Super Weapon Tech Forbidden" for Scavengers looked.
- Fixed: "Lifeforms" and "Other Life" on the data pad display for a base now includes the high guard there.
- Fixed: Minister / Ships: All warships attack will now look for all war-type weapons instead of just the presence of the 1st small weapon, large weapon and pd weapon slot filled with something.
- Fixed: Minister / Pod / Self Destruct or Land Empty Pods will now refresh the pod screen if you have an applicable pod command window open.
- Fixed: Races that can't build Undercities will now see the red circle with a slash through it on the base overview screen.
- Fixed: Give All & Take All buttons on the ship transfer screen will not get cut off when you adjust resource transfers next to them.
- Fixed: Give All will use the fuel on the ship as the bases for transfer instead of the max fuel that the hull can hold.
- Fixed: Clicking on Disable Gravs on the ship overview screen will now refresh the map along with filters in place.
- Fixed: Speed up performance of the map refresh when Stellar Matter Launcher map option is enabled.
- Fixed: Fixed a possible memory overflow issue during Planets4 client startup.
[edit] Changes / New Features
- New: Map option that will link worm hole pairs if you have a full scan of both sides.
- New: Minister / Pod: Cloak Gold Pods.
- New: The distance display on the Space Command window will now display when both hammer and anvil are Points in Space or when either one of them are.
- New: The WP1 button on the Space Command window can be used for Points in Space.
- New: Prisoners total added to data pad display for bases.
- New: Data pad display for wormholes will now show the wormhole exit if you have a scan of it.
- New: The FIG button will display more details about Victory Point settings.
- New: New filter that will apply a filter against objects that you have set to View or not.
- New: Pods in groups.
- New: First attempt at player map colors. (Each player having their own color similar to VidiVici)
[edit] What is new in Planets4.exe Version 4.000.065b
[edit] Thu May 8, 2008
[edit] Bug Fixes
- Fixed: Base names displayed using the N toolbar button will update when the name of the base is changed in the Base Command - Name screen.
- Fixed: The Space Command window had some situations where it wouldn't save its last position in the client.
- Fixed: When you change the tax policy or perform an action that would affect your cash amount that you are transferring to the bank, it'll update on the HQ / Tech screen without having to close and reopen the client.
- Fixed: Negative transfer amount on the HQ / Tech screen.
- Fixed: Celestia transfer wasn't always correct on the HQ / Tech screen.
- Fixed: "Clear Slot" on the Files screen will now get rid of all appropriate files created by the client that need to be removed.
- Fixed: Planets, wreckage, etc that doesn't have a valid owner were being added to groups through various actions.
- Fixed: Med Unit production from Coalition farms is correct now when the HConfig setting "Farms Need 1000 Colonists" is disabled.
- Fixed: Training rate calculations weren't taking into consideration the new crew or new troops for new troops and new high guard respectively. This was a display error only.
- Fixed: Build Farms minister command wasn't taking into consideration the HConfig setting "Farms Need 1000 Colonists" when it is disabled.
- Fixed: Minister Pod command to self destruct or land empty pods will now look for a base within 3 ly to land instead of only the same coordinates. It will also set a drop target for the ship it is docked to given that situation.
- Fixed: Shield display on Pending ship builds would display the shield as the same value of the engine count if it had no shields.
- Fixed: Med Unit Transfer will no longer be active when launching Resupply Pods.
- Fixed: Clicking "Stand At All Costs" will no longer disable "Strike Through".
- Fixed: An issue with the Stellar Matter Launcher map option display.
- Fixed: At a certain zoom level, the bullseye map option display would start the lines at 110 ly (and increment by 100 ly) instead of starting at 100 ly.
[edit] Changes / New Features
- New: Colors! Colors for other races can be modified under
/ Change Colors. There are a couple of outstanding issues with this that you will see (bases, wings, space command pictures). It's changed as far as I can take it without having to start modifying graphic images.
- New: Points in Space tool has a new way to plot multiple points.
- New: The Quickbuild as well as the Groups window will now store its last position in the client and appear there the next time that you open it.
- New: Scavenger ships that have dormant ship devices will have a gray button and the device name listed on the Ship Command - Devices page.
- New: You can press the "Delete" key on the keyboard to remove a Point in Space from your map.
- New: Food prediction for bases now includes what chupanoids will eat.
- New: Base Command - Stats / Growth Rate Calculations screen.
- New: Hull Plan is now displayed on the Gold Pod Command Control screen.
- New: Ship Command - Fleet screen: You can right-click on the slider bars to get a pop-up that will allow alternate input methods to change the values.
- New: "Sandcaster: Fire on Fighters" changed to "Large Weapons: Fire on Wings" and the button will be toggleable when you have Gatling Phasors mounted.
- Changed: Configuration changes that should be kept on a per-game basis (player colors, base reserve saved configuration, map options, etc) are now stored in INI files in each individual WAR/SLOTx folder instead of one INI for all games in the Planets4 installation folder.
- Changed: Ship Attack Setting "Target Soft" changed to "Target Small First".
- Changed: Ship Attack Setting "Target Dangerous" changed to "Target Big First".
- Changed: Ship Attack Setting "Fire at Ground Targets" changed to "Target Bases First".
- Changed: Wing Attack Setting "Quick Strike and Run" changed to "Strike Through".
- Changed: Wing Attack Setting "Ground Strike" changed to "Target Bases First".
- Changed: Wing Attack Setting "Target Deadly" changed to "Target Big First".
- Changed: Wing Attack Setting "Target Soft" changed to "Target Small First".
[edit] What is new in Planets4.exe Version 4.000.065c
[edit] May/June, 2008
[edit] Bug Fixes
- Fixed: You cannot select "Steal Ship Plans" if "Alien Plans Trading Allowed" HConfig is disabled and you are not Privateer, University Alliance, Scavenger, Cyborg, People's Army, or Rebel.
- Fixed: No longer using built-in functions for the Base Command - Stats / Growth page that require regional settings, so they will display for all languages.
- Fixed: Display error for Factories showing negative production when there is negative cash at the base (from ship transfers that exceed what is present).
- Fixed: Possible client crash when invalid values are put into the Points fields.
- Fixed: Some issues with saving client settings such as the display of minefield icons.
- Fixed: Pod Lanches would stop being able to be cloned when the base had less than 50 mc. Now this is dependant on the HConfig'd pod cost value.
- Fixed: The right-click on Base Command - Overview screen for factory setting and government transfer is limited to 10k now so that it displays and functions easier.
[edit] Changes / New Features
- New: Insectoid Nest, Scavenger Wreckage Gathering radius for ships and bases in "More Map Options".
- New: Ministers / Contraband: New actions that will allow you to Clear Sell orders for a specific contraband type, clear all sales, clear sales of lerchin spices at bases where you are trying to gather worms, clear sales of kerria crystal artifacts where you are trying to gather ghipsoldals, buy spice at bases where you are gathering worms, and buy KCA where you are gathering ghipsoldals.
- New: Resource Rings -> Cargo/Crew -> Parts display.
- New: When the client starts, some files are moved to their appropriate folders. Now the .MAP files will be moved to the data folder automatically.
- New: Reset button added to Ship Command - Data, Wing Command - Data, and Base Command - Switches screens that will revert all changes back to the original RST file data.
- New: Base Command - Struct screen shows the maximum usable factories based on the colonist population when Factory is selected.
- Changed: When old contact data is selected, the Delete option has been moved off of the action button.
- Changed: On the Change Colors window, only those players that exist in the game will be displayed and changeable.
- Changed: Your own ship device status will determine if they are displayed as map options.
- Changed: Changed the default setting of map option object stacks and enable hotkeys to enabled.
- Changed: Map Options will display according to the color of the player.
[edit] What is new in Planets4.exe Version 4.000.065d
[edit] May/June, 2008
[edit] Bug Fixes
- Fixed: Bases weren't saving the setting for "Fire Ion Cannons at Disabled".
- Fixed: The distance calcuation shown when a Hammer and Anvil are selected in Space Command uses the same rounding as those found in other client screens.
- Fixed: Groups / Ship / Match Dev: This would not work properly in cases where a ship device is added by the host code, such as Scavengers or special refits to a ship list.
- Fixed: Groups / Base / Auto-Pilot Execute: This would create Life and Ore Pods that were named incorrectly.
[edit] Changes / New Features
- New: Bases can now be set to be in Defensive mode, which means that they will not initiate combat and won't fire until fired upon. This setting is only on the Base Command - Military screen and bases will default to Aggressive.
- New: Ministers / Bases: Action button to turn on/off a given building type's power status on all bases.
- New: Ministers / Ships: Action button to cancel all ship transfers.
- New: Ship Command - Overview: The first group that the ship is in is displayed next to the ship's object ID. Be careful, if you click on the text then you just might open up groups at the group that it is in. :)
- Changed: Ministers / Ships: Action button "All ships cancel ground attacks" changed to "All ships avoid base".
- Changed: Base Command - Overview: "Fire At Will" changed to "Fire At Disabled".
[edit] What is new in Planets4.exe Version 4.000.065e
[edit] Tue Jun 24, 2008
[edit] Bug Fixes
- Fixed: Groups / Base / Reserves: "Execute" auto-pilot podding fixed an issue with not launching all possible resources. The number of pods launched fixed in the status bar message.
- Fixed: Groups / Pod / Name: "Name by Content" change so that the name of the hull plan in a Con/Gold pod is displayed instead of generic "Hull Plan" name.
[edit] Changes / New Features
- New: Public Space Port radius drawing available in More Map Options.
- New: Map Filter option to hide Points in Space.
- New: Groups / Base / Reserves: "All On" action to enable base reserves on all bases in the group.
- New: Groups / Base / Reserves: "Set Res Food" will set your bases to the required amount of food to support your current population at each base.
- Changed: If the HConfig options for maximum buoys is set to 0 then the buoy menu will not be available when you click on a point in space.
- Changed: The maximum number of group items has been increased from 500 to 5000.
- Changed: Wing "Ground Strike" changed to "Target Bases First".
- Changed: Base Command - Switches / Anti-Aircraft Gun: "ord -> A.A.Blast" changed to "energy -> A.A.Blast". Air Attack Base: "Ord + N -> Refuel Fighters" changed to "Launch Wings".
- Changed: When calculating the resources at a base from external sources, any ships within 5 ly with a valid transfer active will be added instead of only ships at 0 ly. This allows the resources from ships to be added to bases for Quick Build requirements
- Changed: First try not working yet.This will require Host 213L or greater to function
Dry docks can use resources from bases within 5 ly as if it was already on the ship. They will now get the benefit of training centers on nearby bases so that the starting skill of new ships will be based on that like base-ship building. Also, dry docks will first use crew and fuel from a base to populate the new ship instead of itself.
[edit] What is new in Planets4.exe Version 4.000.065f
[edit] Tue July 21, 2008
[edit] Bug Fixes
- Fixed: Group / Ship: Match Codes working as expected now.
- Fixed: Group / Attack: Match Attack - Delay Ship / Delay Wing paired,
- Avoid Base paired, Wing "Close to Point Blank" = Ship "Stay at Standoff Range:0", Target Closest paired. Fixed weapon switch for large weapons firing on wings to match properly.
- Fixed: Group / Misc: Fleet - Remaining Fleet window settings will now match.
- Fixed: Allowed towing of yourself (hacker droid) and setting a waypoint to yourself.
- Fixed: Many Quickbuild fixes.
- Fixed: Ship / Transfer: Resources at a base target should update when moving from ship to ship programming it.
[edit] Changes / New Features
- New: Data Grid window height and width will be saved.
- New: Map Options for Cargo Grappler and Siren HAARP.
- New: When you use Map Filters for Display All or Hide All, the map will immediately refresh.
- New: Base / Struct: New development window task in progress.
- You'll be able to produce ground base development scripts that will run when you activate them in Ministers or Groups. Example:
1. Build 1 factory.
2. Build 1 city.
3. Build 25 farms.
4. Build 1 Pod Launch Pad.
5. Build up to 34 factories.
6. Build max farms.
7. Build up to 20 mineral mines when unmined minerals is greater than
1000.
8. Build up to 100 factories.
9. Build up to 30 undercities.
10. Build up to 30 cities.
I just need to figure out the structure of the
script that I'll allow and parse. This is what I'm thinking so far.
Any other suggestions are welcome. {} are optional. [] denote
various options.
Build {[up to|max]} # [building|part|fighter|mech] {where
[planet|base] [attribute|sum of attributes|building] [equals|is less
than|is greater than|is not equal to] #}
Magik
- Changed: Cleaned up the look of the Find window. I will be modifying this to allow for more search parameters.
- Changed: Speed up the processing of determining which group a unit is in before displaying it on the ship overview window.
- Changed: Group / Base: Reserves - Set Food Reserves will be set to a minimum of 100.
- Currently Set Food Reserves simply sets the reserve to a 100 turn stockpile. If your colonists population is <100k, your reserve will be set to lower than 100 Food. With <100 Food you no longer get a happiness bonus and actually get a happiness penalty. So this minimum setting prevents the penalty.
- Changed: Population too low for farming/mining warnings removed when those structures aren't active.
[edit] What is new in Planets4.exe Version 4.000.065g
[edit] Friday August 8, 2008
[edit] Bug Fixes
- Fixed: Fixed a possible issue with using groups to find a local base to act upon like using the Group / Ship / Transfer "Base Under" command.
- Fixed: Groups: Pod / Controls: Wasn't allowed to work on pods.
- Fixed: Fixed a client crash when some unexpected numbers were negative.
- Fixed: The Pod Window would cut off the last digit of the object ID for 5-digit IDs.
- Fixed: If you open the client and don't have a base, then it will find a ship to start your client centered upon. Helpful for first turn Colonies players.
- Fixed: Updated Wing attack switches to have mutual exclusions. (Please test). -Magik
[edit] Changes / New Features
- New: The OPT / Make CSV files will now also make a VPS script of the active game and put the script into the <Install Path>\scripts folder.
- New: Groups: Ships / Attack: Added a button to match attack vector and one to spread out the attack vectors of the ships in the group.
- Changed: Minister / Pods: Separated out "personnel" from "cargo" in the highly-configurable podding actions. *Not tested*
- Changed: Groups: Put a box around where the buttons are for changing the group name and group log/notes entry.
- Changed: Update the text displayed in the HUD to match the attack settings.
- Changed: Text "Anti-Fighter Mode" changed to "Prefer Wing
- Changed: Text "Target Closest" changed to "Prefer Close
- Changed: Text "Target Bases First" changed to "Prefer Base
- Changed: Text "Target Big First" changed to "Prefer Big
- Changed: Text "Target Small First" changed to "Prefer Small Targets".
[edit] What is new in Planets4.exe Version 4.000.065h
[edit] August 30, 2008
[edit] Bug Fixes
- Fixed: Resolved a possible client crash whenever you press the Escape key to close a window.
- Fixed: Fixed a client crash when exporting a VPS file when the game name has special characters.
- Fixed: Put in a missing carriage return in the VPS file for Begin Tech and removed TechSuper (you can't modify the starting super weapon tech anyhow).
- Fixed: Added some missing properties to the VPS export for various objects.
- Fixed: After you change the name of a group or its log/notes, it will save the groups immediately.
- Fixed: Issues with adding or removing objects from groups. (Bug was introduced in 65f & 65g)
- Fixed: Groups / Ship or Wing / Attack: Problem with Match Attack when a wing is the hammer.
- Fixed: Problem with using the space command H or A buttons to make a new/add to group before using the Groups button.
- Fixed: After you clone a pod launch, the mc will update immediately to show you how much you have left on the base.
- Fixed: Minelayer ships that have an ordnance capacity that is not a multiple of 500 would end up showing that they could lay a minefield with more than their capacity.
[edit] Changes / New Features
- New: Minister / Base: New action to be able to match the base reserve levels for all bases to those of the hammer.
- New: Groups / Wing: Match Fleet setting under Misc.
- New: You can now launch the Air Attack Base formation of wings by left-clicking on the Air Attack Base from the Base Overview screen instead of having to go to the Base Switches screen.
- New: Aczanny Assault Pods will start with "Board enemy ship" enabled upon launch.
- New: When the client is opened and the player doesn't have a base or a ship, it'll try to find a planet to center upon (useful for new Minister function Observer introduced in Master 213).
- Changed: Lightened up the text in the new space command H and A windows.
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