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EMPEROR OF THE FADING SUNS Commercial Patch Version 1.40 SegaSoft, Inc. Holistic Designs, Inc.

Revision date: May 27, 1999 1.40 Patch Notes: ----------------* A file named "DAT_0527.EXE" has been included in this archive. This file contains all of the latest "official" .DAT files. These .DAT files are particularly important for PBEM games. Simply double-click the DAT_0527.EXE file (icon) and follow the prompts. The file will be located in the EFS directory. (Note: If you created custom DAT files, and wish to keep them, be sure to back them up prior to installing the official DAT files.) * Check the bottom of this file for additional information about what has been changed since the previous EFS patches. There are tons of bug fixes and enhancements! * This patch will only work properly with the full commercial CD-ROM version of Emperor of the Fading Suns. It will also install properly over v1.1 - v1.30 versions of EFS. * Several changes have been made to Emperor of the Fading Suns. We strongly recommend that you backup your current .SAV games before using the new version. Also note that the newer .SAV games are incompatible with previous versions of Emperor of the Fading Suns (however, this newer version can load SAV games from previous versions.) * In PBEM sessions, with the new "security" option set to "on", all users must have identical ".DAT" files. This ensures that no users will easily cheat by modifying the .DAT files on their system. Also, be certain that all PBEM members upgrade to this patch version. A ZIP file containing the latest ".DAT" files has been included in this archive. Very VERY Special Thanks to Our Beta Testers!!: ----------------------------------------------Once again, a large list of volunteers tested and made possible the 1.4 patch. There are perhaps too many to list here, but the following individuals were especially helpful in finding and recording some incredibly tough problems: Matt Caspermeyer Kent Matthew Peterson Richard Wein Ken Bourne Jeff Stone DeCarlos Moore Donald Backa Mike Ely Arthur "Sonny" Simpson II

And, thanks to everyone else involved.

Features/Fixes for version 1.40 (56 Code Changes) ------------------------------------------------v1.40 v1.40 Fixed - Bug which prevented AI engineers from building any structures. Fixed - Disband air units bug. Previously a player could repeatedly disband air units and receive back resources so long as the player did not exit the unit info screen. Fixed - League trade problems with merchantile savy. Previously players with merchantile savy could endlessly make money by buying sufficient quantities of a resource to make the price rise and then immediately selling back. Fixed - Space Transport Charismatic Leadership cheat. Previously players could load nobles onto transports and remove them from the palace then land them and move them back into the palace to gain a double bonus. Added - Added the variable "CD_Disabled" to the dat\efs.ini file. When set to 1, the CD player is disabled and the CD options screen will not display. Added in case there is some compatibility problem or if your music player is broken. Fixed - Occasionally by using the Unload All button on the Unit Info dialog, a user could unload ground units into space. (RE: Invulnerable Nobles bug posting.) Fixed - Attack Odds below 1-1 were incorrectly calculated. Odds below 1-1 and above 1-2 were seriously incorrect. Odds are rounded down the nearest column correctly now. Modified - League prices no longer change as commodities are bought. Prices are now modified at the end of the player turn. They no longer change based on recent purchases either. Prices are based on changes in the player's stock of goods. If, for example, a player started buying commodities from the league to create a stock pile, prices would drop. If the player began to run short of a commodity, prices will rise. In any event, price changes are now constrained to plus or minus 20 percent. Fixed - PTS weapons will not fire correctly if there is a Naval unit stacked FIRST with them. (Thanks to Matt Caspermeyer for sending the definitive save with this bug!) Modified - Changed new econ engine to leave prices stable when on-hand values remain zero from turn to turn. Fixed - Ships landing and taking damage would not die when health was reduced to zero. Fixed - Loyalty was changed by the difference between current pay and 100% instead of current pay and last turn's pay. This meant you could raise pay to maximum for one turn to get

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loyalty up to 100%, then reduce to the lowest green notch (100%) the next turn and not lose any loyalty. v1.40 v1.40 v1.40 Fixed - Bug prevented Cities from ever rebeling. Cities can now rebel if tax rates are set too high. Increased - The agressiveness of the AI is increased to the point where it should make some losing attacks. Fixed - Charismatic Leadership not lost when last noble was killed in palace. (Thanks to Matt Caspermeyer for reporting this.) Fixed - Crash sometimes experienced the turn after building a lab. Fixed - Labs were constantly asking to be assigned research after nothing is assigned. Fixed - AI would occasionally attempt to transport things it shouldn't (canBCargo = 0 in UNIT.DAT). (Thanks to Kent Matthew Peterson for discovering this in a Hyperion game.) Changed - Units with a zero spot radius no longer spot anything. Changed - Units with a zero spot can not move into unrevealed hexes. Changed - UNIT.DAT -> Cargo Pods to spotting strength is zero. Changed - nonCombat units (like cargo pods) can no longer capture or initiate any form of combat. (Unless in a stack with combatant units.) Changed - NAVAL units may now move freely through any city hex. Changed - Stats in UNIT.DAT of freighters and Bulk Haulers to make them less effective in combat. Fixed - When a player's last lab was destroyed, any tech's currently being researched would remain marked as "in progress." Therefore, these techs would never become available again to research, and if proscribed, they would continue to attract the Church's notice. (Thanks to Mike Ely for sending in this one!) NOTE: Fix will not repair old saves. (You may fix old games by destroying your last lab again.) v1.40 Fixed - When plague killed a unit, if that unit's stack was selected, then "whole stack" was selected, then the unit was moved, the dead unit could be "brought" back to life. However, behavior of this zombie unit was undefined. (Thanks to Richard Wein for this one!) NOTE: Fix will not repair "zombie" units in old saves. (You may fix old games by immediately entering fullscreen unit view and exiting.)

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Fixed - The "Dreaded phantom unit bug." In patch games and sometimes with Symbiot pieces, a high Camo unit may go unspotted after retreating from combat. If the "invisisble" unit is moved through, it is captured, and remains invisible until moved. However, in the invisible state it may cause the game to crash. NOTE: Fix will not repair "phantom" units in old saves. (You may fix old games by cycling to the phantom unit and moving one space using the keyboard.)

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Fixed - For patch users, the Lander is able to move on planet again. NOTE: This does not affect the commercial standard version.

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Fixed - "Naval" coded Wheel and Crawler units would crash if they tried to move through a city hex. NOTE: This does not affect the commercial standard version.

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Fixed - Sometimes a naval unit could not move into a city hex with mouse. Fixed - When last Noble is killed in a Palace the potential loyalty loss could be applied to the wrong player. (If both had Charismatic Leadership.) ** The last four bugs found by Matt Caspermeyer, Thanks! **

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Changed - Naval units only allowed in coastal cities. Fixed - Resource markers would on rare occasions become "owned" by AI players. AI players would then begin producing units from them. (Thanks to Ken Bourne for finally noticing the pattern behind this!) Fixed - Very rarely, a stack will get confused with units orbiting overhead. This may cause a unit to be unable to attack. (Thanks to Ken Bourne for sending in this save.) Fixed - The disappearing unit bug. Occasionally, when saving and re-loading a game, an entire section of units disappeared. (Thanks to Kent Peterson for sending the perfect saves on this problem!) Fixed (Most likely) - Non-Cargo ground units occasionally pop up into orbit. Fixed - Marauders would not participate in Space Combat when onboard a Carrier. Fixed - Focus would leave a ship after making an attack even when it had movement points remaining. Fixed - When AI made a Space to Space attacks, it would only use one movement point. Fixed - When an AI unit moved off screen the window would not re-center on it and the game would crash.

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Fixed - Lockup during AI turn. (Usually occurs late in the game.) (Thanks to jwstone@accessone.com for save.) Fixed - AI Lockup which occurs when AI tries to look at space units on the last planet. (Thanks to Jeff Stone.) Fixed - A player could avoid providing the upgrade unit for production by switching production from some other unit. (Thanks to Matt Caspermeyer for providing the save game.) Fixed - Planetary Loyalty NOT adjusted when Nobles deposited in Palace by canceling an upgrade unit. Fixed - Disbanding captured upgrade units often fails to create the base unit. (Thanks to Matt Caspermeyer for providing the save game.) Changed/Fixed - Upgrade units ALWAYS require a level zero unit to build. Higher level units will not be taken if available. Fixed - A loaded save game sometimes crashed during messsage review when viewing combat report and a "rally" message was displayed. (Thanks to Matt Caspermeyer for the save.) Fixed - AI city production might be stalled in some cases because AI tried to build cities over existing city locations. (Thanks to Donald Backa for this one.) Fixed - Phantom units can be created by building an Oil Well at see from a trasnport carrying at least one other unit. (Thanks to Kent Matthew Peterson for discovering this.) Fixed - AI freeze caused by AI expecting a psychic troop on a Freighter to fight in combat. (They do not unless on a carrier.) (Thanks to DeCarlos Moore for sending in this one.) Change - Pyschic troops can participate in ship combat if on board a Space Carrier. Fixed - The abrubt loss of labs in a late game position can overflow the stack reporting the various technologies lost. (Thanks to Donnie Backa and Arthur "Sonny" Simpson II for finding this one.) Fixed - Date did not advance in all AI games. Added - Under [Options] in the dat\efs.ini file, you may now enter the following variable: SaveTurnsInLog=5 This sets the number of log save files the game keeps while playing. The game creates log saves at the beginning of each turn (right before the Li Halan,) and deletes the oldest one in excess of the value. (5 in this example.)

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Added - Under [Computer] in the dat\efs.ini file, you may now enter the following variable:

HideAI=1 Setting the value to 1 turns off all AI display of units moving. This provides a slight speed increase for most games. v1.40 Change - Space ships may now land on unoccupied cities and non-combatant units, (or both.) This qualifies as an act of war for the treaty status. The game warns players about to land on other factions they have a peace treaty with or an alliance.

Features/Fixes for version 1.30 -------------------------------v1.30 v1.30 "5060" bug destroyed along with a few more crash issues. PBEM "Secure Mode" now implemented!!! The "Game Options" screen adds "Secure On/Off" when PBEM is on. Secure Options (when on): ------------------------1. Unique PBEM passwords for each player! 2. CRC on all DAT files! 3. Notifies all players if CRC difference exists. 4. Can't save game until "END TURN" is selected! 5. Older versions of EFS will NOT load these games! (If it did, it would not check player passwords...) v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 v1.30 Ministry Engineers now create Ministry Cities. Major Game play issue! Ministry cities no longer produce House resources! Implemented A.I. optimization in Build Cities routine. Estimated speed increase is about 40% faster! Added letters to the cargo pod icon so you can tell what the cargo contains without going to the unit info screen. Ministry Cities drawn with white border instead of normal black. Ministry unit moves left display is black on white instead of white on black. Added code to clean up any existing SAV games with corrupted data. Old games with lockup problems may now work fine. Fixed bug, in which you can build a spy without an officer if you don't have the required resources and buy them from the League. When a PBEM player is eliminated, the PBEM game will save properly. Ministry cities would sometimes dump House resources out if "Cancel" was selected while building units. This bug has been fixed. Can not move Ministry units into House cities (and vice versa.) A.I. speed increase (a few percent) in Spotting code.

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A.I. avoids mixed stack units (in case a mixed stack bug should arise.) A.I. can no longer build on Byzanthium II. Fixed bug concerning cargo ships retreating from a city. (Cargo would be partially left behind and prevent capture of city.) Subs became cargo when moved onto a Naval Transport. UNIT.DAT was wrong. *** Be sure to use new UNIT.DAT file located in the official DAT files archive included with this patch *** Fixed problem where AI would sometimes declare war on themselves. Fixed problem where sometimes the health of a unit went negative. Labs researching nothing no longer increase the number of labs counter. Fixed problem where return from the unit info screen would not update the resource numbers at the bottom of the planet screen. You can now access the technology screen for a particular lab through the City Info screen. Fixed bug where Insanity trait would result in no singularities being produced. Having a noble in a stack during combat is more effective. Fixed bug where St. Almathea's Lancet had no effect. Having the Hand of St. Ignatius relic in a stack during combat has more of an effect. Having the Rod of Holy Smiting relic in a stack during combat has more of an effect. Added an attack bonus when attacking the Vau if you have the technology Vau Psychology. Added an attack bonus when attacking the Symbiots if you have the technology Symbiot Psychology. Fixed bug where sometimes the lab screen wouldn't come up for a lab during production. Fixed bug where sometimes you got the message "Cannot merge loaned units" when trying to move house units into their own city. Fixed several "mixed stack" bugs with Ministries. You can no longer build Clergy. You can no longer find Clergy or Inquisitors in ruins or alien ruins. Fixed bug where striking a technology didn't immediately reset the prerequisites for all the other technologies. Fixed lockup when mouse cursor was dragged to bottom of the screen on

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a few specific video cards. v1.21 Fixes: -----------v1.21 CRASH BE GONE: Based on user .SAV game files in the past, we've nailed about 95% of the nasty A.I. crash bugs. However, the "5060 bug" still exists. CITY INFO SCREEN MAP: The city info screen shows the planet map correctly. CITY INFO SCREEN MISC.: The city info screen no longer shows an outline of a button. RESOURCE ISSUES: Fixed bug where resources were not being subtracted during production. BOMBARD FOREVER BUG FIXED: Fixed bug where you could repeatedly bombard even when the bombard again button had disappeared. OPTIONS SCREEN DISPLAY: The options screen now shows the correct version number. (Previous v1.2 version showed v1.3. When the real version "1.3" is posted, we'll be sure to include a little bit more information on this screen to avoid confusion). SYMBIOT/VAU REBELS?: Fixed bug when playing with a random galaxy where Symbiot and Vau units were owned by Rebels (this may fix the "Rebels are at war with Rebels" bug - not confirmed). LIMITED ENGAGEMENT: Made it so the "Limited Engagement!" report message will not pop-up during the A.I. turns. MISCELLANEOUS A.I. Fixed some generic AI bugs to avoid crash.

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v1.2 Game Enhancements: ----------------------v1.2 TURN SPEED IN THE LATER YEARS: Previously, as the NPC built multiple units, the CPU calculation time could become severe. The A.I. turns now complete about 40% faster then previous. This number is typical, but may vary from machine to machine. UNIT SUMMARY SCREEN: Added a city summary screen. The new screen shows what units are being produced at which cities on all planets and how long they have left to build. Information can be also be sorted (for the serious players!) THE INQUISITION:

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The Church would sometimes make an empty promise to destroy your labs. It is now MUCH more likely that if you research a forbidden technology, or if the Church proscribes a technology you already possess, they will attack your lab. v1.2 CHURCH DIPLOMACY: Previously, the Church was not accepting contracts often. The leniency of the church has been enhanced. VIEWING PLANET MAPS: Planet maps are now full screen! SAVING A PLANET MAP TO A FILE: On the planet map screen, there is a new option to SAVE a world map to a .PCX file. Files will be saved in the EFS sub-directory. BOMBARDING MULTIPLE TIMES: A "Bombard Again" option has been added to the space combat screen! PLANET HEX MEMORY: When bombarding and landing, the game remembers the last hex position clicked on. This makes the game much easier to navigate when going between the starmap and the planet map. UNIT BUILDING MEMORY: After building a unit, when the user is prompted to build another unit, the previously selected unit is now the default unit in the scroll list. BUILDING PRODUCTION: After a structure completes building a unit, the structure which built the unit is displayed on the planet map. The hex will have a "darkened" appearance (in case similar structures are nearby). UNIT MANAGEMENT: When you right click on an enemy unit, you can now click on the green arrow button to go to the next unit. LAB RESEARCH FEE: A line of text has been added to lab screen informing players that it costs 500 Firebirds per lab/turn to research technology. LAB RESEARCH WARNING: Added a warning message if the user doesn't have enough Firebirds to research at a particular lab. PROSCRIBING TECHNOLOGIES: The Church wasn't proscribing technologies. There is now a select group of morally "questionable" technologies that the church may randomly deem odious to humanity. FORBIDDEN TECHNOLOGIES: Technologies which are proscribed (Red) were previously listed when asking Church to proscribe a technology. Now, only technologies which can be proscribed are listed. BYZANTIUM II SCREEN: If you promised your votes for a Ministry, the ministry selections would show your "promised" commitment, and not necessarily the actual holder of the position (or vacant).

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RAISING TAXES: When raising taxes, the Advisor now warns you that your cities may rebel. UNLOADING CARGO: Added an "Unload All" button to unit info screen.

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v1.2 Fixes: ----------v1.2 GUNSHIPS: A rather impressive unit, the Gunship unit is now researchable and functional. The technology requirement for Gunships has been changed to Energy Physics. LEAGUE DIPLOMACY: If you were at war with the League, the diplomacy screen did not have the thumbs down showing. This problem has been fixed. A.I. VOTING: NPC houses without nobles on Byzantium II were voting. This problem has been fixed. RUINS AND UNITS: Ruins would incorrectly give players scientists and peasants (which were removed from game-play ages ago). These unusable units will no longer appear. RUINS AND COMBAT: Enemy units were incorrectly retreating into Ruins. This was a cause of "mixed" stacks, leaving an affected stack unusable. This problem has been fixed. HIDDEN MUSIC TRACK?: The 10th track (and one of the best tracks) was not playing within the game. This problem has been fixed. SPY ASSAULT: If you had a stack with a Spy in it on Byzantium II, you could previously attack with the entire stack. This problem has been fixed. UNIVERSAL WAREHOUSE: Fixed bug with universal warehouse turned off where it reported the wrong number of a resource. LEAGUE CARGO: Late in the game the League wasn't restocking. This problem has been fixed. MINISTRY ASSIGNMENTS: You could change ministry assignments more than once during your first turn as Regent. This problem has been fixed. PLANETARY SECT: Changing planet sect now makes new units start with the new sect. BYZANTIUM MESSAGE:

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Landing on Byzantium II before someone declared themselves Regent resulted in a message saying combat is restricted. This problem his been fixed. v1.2 SPACE CARGO: While in space, if you attempted to drag cargo outside of the 4x5 grid of boxes, a message stating that you can't unload in space would appear and then draw a box next to the House banner. This problem has been fixed. EXCOMMUNICATION: Church wasn't excommunicating on contract. EXCOMMUNICATION (2): Excommunication from the Church will now properly affect cities loyalty. HOLY WRIT: Previously, you could sign the Holy Writ more than once. This problem has been fixed. SHADED CITY "BUILD": Fixed a bug where you could build units in an unidentified city. This problem has been fixed. SPELLING: Fixed miscellaneous spelling errors. 256 COLOR DIALOGUE Previously, in some instances, if your game was not running in 256 colors, the warning dialogue box would overwrite the cursor. Your cursor will now properly move "over" the box. PRODUCTION BUGS: Fixed miscellaneous bugs with NPC production.

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v1.1 Bug Fixes: --------------v1.1 HOURGLASS CURSOR: On some machines, if the intro-video sequence was skipped using the ESC key, Windows would incorrectly place an hourglass cursor over the EFS cursor. Note that this did not happen with an animated "wait" cursor. This problem has been fixed. However if you are still experiencing problems with an hourglass cursor, try to ALT-Tab out of the game, then ALT-Tab back in. That should do the trick. MINISTRY MIXED UNIT STACKS: If a player left units in a Ministry owned city. If the Ministry changed hands at the next election and the new player built units in the hex, a mixed unit stack would be created. No units were able to move into or out of this stack. This problem has been fixed. REBEL SHIPS IN SPACE: When a player was defeated, any starships still in orbit over any world would become Rebel ships. Clicking on these ships would cause lock-ups in some cases. This problem has been fixed. ELECTIONS:

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If the user selected "wait" during an election and then moved remaining noble(s) off of Byzantium Secundus, the game would get stuck in a loop. This problem has been fixed. v1.1 MAXIMUM TAXES: If the user raised the tax rate to the maximum and lost all technologies on the following turn (because the labs would lose all loyalty), cities could not be built, and technologies could not be researched for the duration of the game -- even if the taxes were lowered. This problem has been fixed. SENTRIED NAVAL UNITS: If a player loaded one unit onto a transport, sentried the transport, loaded another unit onto the transport, unsentried the transport, and unloaded the transport, then the game would freeze. This problem has been fixed.

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