Client 63
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[edit] What is new in Planets4.exe Version 4.000.063
[edit] July 10th, 2007
[edit] Group Management
- Changed: "Group of Ships" now changed to "Groups" that allows management of ships and/or wings. Number of manageable groups increased from 12 to 90.
- Changed: In group management, Nav control for matching speed will limit the speed to the max speed of the hull or engines, whichever is lower.
- Changed: In group management, Sensor control of Passive will turn off scanners on wings. All other options (planetary, short, mid, long) will turn on wing scanners. Lights On/Off will turn wing ID Transmitter on/off. For ships, the sensor for short, mid, and long would also turn on the planetary scanners, but since only 1 of the 4 options is actually used in the host, only 1 option will be turned on at a time now.
- Added: In group management "Misc" button that will allow matching Fleet options and Damage Repair options for ships as well as matching names or generating a new name to match for ships/wings. The new name feature will allow you to enter a # or #r where # will be replaced by the object ID and #r will be replaced by a random object ID.
- Added: In group management, the number of ships, wings, and the total number are displayed for each group.
- Added: In group management, when an action is selected, the status bar in the upper right of the client will display a message stating the affected items and the change.
- Added: In group management, Attack control for matching attack options between ships and wings don't exactly map directly.
Here are the mappings:
Ships Wings Stay at Standoff Range N/A Stand at All Costs N/A Target soft Soft first Target Dangerous Deadly first Strike Through Quick Strike and Run RAM! Close to Point Blank Delay Ship (2nd Wave) N/A Fire At Ground Targets Ground Strike Avoid Base N/A N/A Anti-fighter N/A Closest First N/A Do Not Launch
- Fixed: In group management, blank entries in groups are no longer displayed.
- Fixed: In group management, Mines control for matching minefield options is fixed so that minefield type, ordnance level, lay cloaked mines, recover mines, repeat mine laying, recharge minefield, and minesweeper array are matched properly. If the REC command code is used then the recharge option on the Mines screen will be enabled.
- Fixed: In group management, paging between items within a group no longer displays the same item repeatedly.
- Fixed: In group management, Trans control for "base under" and "planet under" were not choosing the correct ID. You can use the Match Trans then Base/Planet Under to allow multiple ships to make the same transports even though they are at different points on the map.
- Fixed: In group management, when removing an item from a group while viewing a page of items other than the first, the remove button would remove an item from the first page.
- New: When a ship or wing is the hammer a set of button will be displayed in the groups window: "Load Hull" or "Load Wings" as well as "Remove Hull" or "Remove Wings". Load Hull/Wings will add all ships of yours of the same selected hull type to the group or all wings altogether. Remove Hull/Wings will remove all hulls of the selected hull type from the group or all wings altogether. Note that for these to appear, you must have a group selected in the groups window.
- New: When the Space Command has a list of objects due to a selection of an area of space, a "Load Selection" button will appear in the groups window. This will add all ships & wings from the space command list into the selected group. It is not limited to only the 8 displayed items. Note that for these to appear, you must have a group selected in the groups window.
[edit] Ministers
- New: Ministers - Map added and options to act upon map objects, including remove old contact data.
- New: Ministers - Base option to change Military Stance for all bases added.
- Changed: Ministers - Base for building Factories has been changed to accept a configurable number of buildings and a configurable building type, e.g. you can choose to build 5 training centers at every base. Situations like building farms will check for climate, colonist population, and other bases on the same planet.
- New: Ministers - Central Bank: Added action to transfer a % of the projected income instead of the base's megacredits.
- Fixed: Minister Central Bank transfer will have an upper bound of 10k.
- Changed: Ministers - Central Bank: Make each action configurable wit the Edit button.
- Fixed: Ministers - Pods will make decisions and deduct money based on the HConfig pod cost instead of a set value of 25.
- Added: Ministers - Pods for Ore now includes Neutronium Ore (Solorians excluded).
- Changed: Ministers - Contraband now accepts configurable values, e.g. crime level and contraband type. Use the Edit button.
- Changed: Moved Launch Pods of Contraband from Contraband Minister to Pods Minister.
[edit] Base Command
- Changed: Base Command - Overview and Base Command - Stats / Industry now displays information for projected cash, food, ordnance, supplies, and med units.
Cash projection now takes into account:
Hyperlathes, Undercities, Cities, Terraformers, Government Center, GC Transfer, PSP, Med Lab, Ship Repair Shop, Factories, Training Center (including Enforcers tuituion), Farms (including Fed Aggrovators), Ordnance Plant, Labor Camps, Labor Mines, King's Palace, Redistribution Center, Lizard Selling Prisoners, Party Skiffs, Insectoid Nest, Race Track, Marketplace, and Metal Exchange. It does not include cash from Privateer profit from crime.
Med Unit projection now takes into account:
Med Lab, Coalition Farms, Hawkins Institute, and Scavengers Crawlers.
Food projection now takes into account:
Undercities, Cities, Med Lab, Resort, Hyperlathes, Farms (including Fed Aggrovators and Coalition race buildings), Colonists, Hawkins Institute, Redistribution Center, and Scavengers Crawlers.
Supplies projection now takes into account:
Hyperlathes, Terraformers, Ordnance Plant, Factories (including Bovinoids), Labor Camps (was incorrect), Hawkins Institute, Redistribution Center, and Scavenger Crawlers.
Ordnance projection now takes into account:
Ordnance Plant (including Siliconids & Robots race bonus), Hyperlathes, Redistribution Center, Scavenger Crawlers, Siliconoids for Crystals, and Insectoid Nest.
- Fixed: Base Command - Stats Hidden button no longer clickable.
- Fixed: Base Command - Ship / Build Hyperjump distance corrected.
- Added: Base Command - Overview Point Defense quantity added.
- Added: Base Command - Military Crew and Troops in addition to the HG that are trained.
[edit] Ship Command
- New: Ship Command - Overview: There is a new button that will disable all of your own Gravitonic Minefields between your ship and WP1.
- Fixed: Ship Command - Overview: Hyperjump distance corrected.
- Added: Ship Command - Overview screen will show projected taxes from colonists on board.
- Fixed: Ship Command - Trans screen will sometimes display some button text in a different font size.
- Fixed: Ship Command - Attack: When clicking "Stay At Standoff Range" when "Flee" is already active, then the button display was incorrectly drawn on the page.
- Changed: Ship Command - Mines will now show all possible ordnance levels base on the hull. If the ship doesn't have enough ordnance to drop that size of minefield then the numbers will appear in red. When the minefield type and ordnance to drop is selected then a resulting Radius value will be displayed. For Birdman, the note about 50 Sensor Noise has been removed.
- Changed: Ship Command - Mission screen shows true current sensor value and then the maximum possible. The Planetary Scanner shows a scan power now.
- Changed: Ship Command - Data screen will always have the Weapons and Generators buttons displayed and clickable so that you can see the amount of slots and power generated on those screens.
[edit] Data Pad
- New: Ore pod data pad now shows neutronium ore.
- New: Ship data pad will display the number of weapon slots possible in selected ship and its hull name.
- Fixed: Data pad for planets now displays the proper numbers for duranium ore, tritanium ore, and molybdenum ore.
- Added: Data pad for planets now displays any megacredits or ordnance on the planet.
- Changed: Data Pad for ships will display the true combat/VCR shield strength instead of simply shield max + exotic techs.
- Changed: Data Pad for ships will now only show engine and shield damage if the ship has engines or shields.
[edit] CSV Files
- New: CSV data now includes "Things.csv", which are wormholes and jump gates. Included data: Name, Flavor, ID, Serial Num, Mass, Energy, Speed, X, Y, Waypoint X, Waypoint Y, Marker, Info1, Info2, Hardness, Stealth, Edge, Parent, Data. Flavor: 1 = Jump Gate, 2 = Worm Hole. Data: Twin wormhole ID.
- Fixed: CSV file output of player data fixed. In games where multiple players were using the same race, the output would be incorrect.
- Fixed: When exporting CSV data, if a file is locked/open then the Planets4 client would terminate with a Permissions Error.
- Fixed: When exporting CSV data, many characters (including numbers) would be changed into a "?".
[edit] Quickbuild
- Changed: QuickBuild allows you to design any hull with any tech level parts. Parts that you don't have tech level for will be displayed in grey. Once designed, if you have the available parts in the base, but not the proper tech level then you will now be able to build it. When queuing a ship build, if you have parts in the base then they will be deducted from your base and not from your cash/metals.
Known Issues:
- When you delete the pending order, the cost in metals and money is put back into the base; not the parts or a mix of parts & metals and money as you started with.
- The display of the Quick Build plan shows the total cost if parts had to be purchased. The actual cost to build will be different if parts are available. Only the money and metals requires to build the ship upon request will be deducted.
[edit] HQ Command
- New: HQ Command - Tech Upgrade screen now shows taxes from bases that will be transferred to the galactic bank.
- Changed: HQ Command - Tech Upgrade screen "Transfer Total" will now show transfers based on money available at the base's bank and it's projected income instead of just the base's bank.
- Changed: HQ Command - Spy: Updated some display features so that you can see the real amount of spy mana and max funds that you can apply to your spy spending. The spy rating of your chosen enemy and your own are displayed, along with the % chance of success against your selected enemy for the various attack types. This is only taking into consideration spy rating vs spy rating and other stats, such as light powers. It does not consider high guard and other factors since that is something that isn't always known and can change.
[edit] Miscellaneous
- Fixed: HUD display had extra values displayed erroneously for entries of: Following ID, Tow ID, Int ID.
- Changed: HUD display now shows combat/VCR shield strength instead of just max shields + exotic tech.
- Fixed: If ship system damage is over 24 then cloak doesn't function. The sensor profile was displayed at the reduced value even though the cloak really wasn't functioning. Other sensor profile modifiers that the host uses are displayed in the client now.
- Fixed: Taxes for bases and galactic bank corrected to match what the host calculates. Taxes from Bovoinoids, Enforcers from natives, and Colonists from natives was incorrect. Cyborg King and Coalition Xelovi Hive were added.
- Added: Resource Rings for displaying Soil rating and HD Delta added to Misc menu.
- Changed: When the software loads hull data then it will not load the same data twice to increase application speed.
- Changed: When viewing other player's ships, bases, etc as much as possible, the view will display things in their perspective instead of your own.
[edit] Download
- [1] Planets 063
