Topic: Bugs i found in sfc3 v1.01 beta and some suggestions  (Read 2127 times)

0 Members and 1 Guest are viewing this topic.

DarkZero

  • Guest
Bugs i found in sfc3 v1.01 beta and some suggestions
« on: March 31, 2003, 06:28:45 am »
Greetings my name is Marin Blazevic and I am from Osijek in Croatia.The reason I am writing to you is that I found some bugs in Starfleet Command 3 V1.01 Beta 2 BUILD(500) U.S.,and I have a few suggestions too.
First I will describe my computer if that will help.I have Intel Celeron Tualatin 1400Mhz(FC-PGA2),
ASUS motherboard TUSL2-C,Manli Geforce 3 Ti500 64MB RAM,DIMM-133 448MB RAM,HDD 20GB 7200 Rpm,Creative labs SB 128,52x LG CD-ROM,Windows 98SE V4.10.2222A. .
Here are the bugs:
1)Shields are somehow weakened and will colapse after several phaser hits(shield X),
  I think that shield X in V1.01 is as weak as shield III or IV in V1.00,they are like glass.
2)When you reinforce one side of a shield others are weakened before being fired upon,
best seen on sabre(shields are yellow and when you reinforce one others are red).
3)Borg Cube is made 200 times stronger,it was hard to tackle before but now it is indestructible(almost),
Sovereign should be able to handle it but now it takes up to 4 to handle the Cube and I am not a bad player.
4)Borg Cube is imposible to hit with torpedos(approximately every 15th (maybe) will hit it and the officers are legendary).
5)Borg armor(Cube) is abnormaly reinforced and virtually inpenetrable.
6)Phasers,distruptors,citting beam miss very often.
7)AI unable to repair damaged systems.
8)AI unable to use probes.
9)AI uses H.E.T. too many times and often comes to engine overload.
10)AI unable to preform erratic manuvers.
11)Romulan distruptors made stronger than phasers!!!!!!!!!(seen in WeaponItems.gf)
12)Why are fast firing phasers weaker then standard(also seen in WeaponItems.gf)
13)Legendary officer no longer fire multiplied torpedos from one tube,allways one.
14)Intrepid warp nacelles bent when in warp,not here.
15)Klingon Bird of Prey wings need to be up in green alert and down in red.
16)When cloaked and preforming warp your ship remains the same like it is not in warp(others are prolonged),do not misunderstand me you can go to warp.
17)When fighting against the Borg and you damage them your officer says:"Looks like we got some damage pass their shields".(Borg do not have shields).
18)For example if you are Romulan and have a Federation (AI)ship in your fleet and you give it orders it will respond to you with Romulan voice.
19)Hulls(not armor) are like glass and extremly weak even on Borg Cube,destroyed extra fast.
20)Destroyer class vesels(DD) are marked on the hex map as (CL)and not(DD).
21)AI able to warp after being hit with tachyon pulse(only tested on Borg Cube).
22)Sovereign weaker than warbird,cube and negh`var it should be at least stronger than warbird and negh`var.
23)Tractor beam taking more energy than before and require more time to recharge.
24)When you take over an enemy ship the minute it becomes yours its hull integrity drops to zero.
25)In Wolf359 mode when you are playing on the side of the federation and you destroy the cube it will allways display that you are defeated.
That`s all the bugs I encounterd.Please at least make shields and hull strong like in V1.00.

 And now I have some suggestions about the game,
you should know that I watched every Star Trek episode their is and all the films  (except Nemesis it is not    yet in cinema here)so there is little I do not know about Star Trek.
Here  are the suggestions:
1)Shelds are regenerating faster but not fast enough to make a difference in the heat of the battle.
2)In Federation ranks Admirals do not command ships(they have a desk job),so the ranks should be
Ensign,Lutenant,Lutenant Commander,Commander,Captain.
3)Ships are turning too slow and that makes it hard to use aft wepons.
4)Scimitar should be playable in skirmish and multiplayer.
5)When in warp ships do not drop shields in some episodes they fought while in warp and they had shields.
6)You should make hull able to repair (it should take 2 repair parts and great deal of time but at least you can fix it)or to repair in time like shields but slower.
7)Repair parts should replenish after some time(one part in 3 minutes)the crew replicate it.
8)Galaxy ships should be able to preform saucer separation(you can choose which part to control and other is controled by AI,you can give this part orders in fleet command),
this command should be between science systems and tractor systems where is a gap,the saucer should not be able to go to warp and preform H.E.T.,and it should have all the marines while the rear section shoul be slow at impulse and turn slowand have all the shutles and tractor beam.
9)You should make that stronger computer is more precise and will hit more accurately.
10)You should make  modifications to Sovereign like in Nemesis and add shuttles like in Nemesis .
11)Federation shields not enough stronger than Romulan and Klingon.
12)Pulse phasers are not good enough they recharge too slow and are pretty weak.
13)Prerhaps there should be phased torpedos(seen in star trek bridge commander) instead of pulse phasers.
You made the best Star Trek game ever(beleve me i played them all),so now take this advices under consideration and make it perfect.Pleeeeeeeease answer me it took me 2 hours to write this and a lot of time to find all this bugs ,and to make all those suggestions ,say anything do not send me that automated respnse you send to everyone and do not be like those jerks in blizzar that never respond.
Thank you for making this game you are the greatest ever.Forgive me about grammar mestakes and spelling  thank you.    
 

Firestorm

  • Guest
Re: Bugs i found in sfc3 v1.01 beta and some suggestions
« Reply #1 on: March 31, 2003, 07:36:38 am »
This should be in the Beta Bug reporting section, not here in the general forum.

Also, many of what you are pointing out as bugs, are intentional fixed to problems in the previous version, such as no multi-volley of torpedos, you still get multi-volley, just much less often, as it should be.  Multi-volley was way too frequent before the patch.   Keep in mind just because some things don't behave the way you want them to, does not automatically make them a bug.

Pestalence

  • Guest
Re: Bugs i found in sfc3 v1.01 beta and some suggestions
« Reply #2 on: March 31, 2003, 06:35:47 pm »
Quote:

2)When you reinforce one side of a shield others are weakened before being fired upon,
best seen on sabre(shields are yellow and when you reinforce one others are red).





The shields before patch were not working correctly.. you got free shield reinforcement before patch... the correct method of shield reinforcement is reinforcement takes 33% of each of the remaining shields and applies it to the shield being reinforced....

Example :
forward shield being reinforced.. reinforcement= 33% power from left shiel, 33% from right shield, 33% from rear shield added to front shield for reinforcement.... this means your left, right, and rear shield get each 33% weaker because of forward shield reinforcement... this is working correctly by game design.. was broke before patch.

Quote:


3)Borg Cube is made 200 times stronger,it was hard to tackle before but now it is indestructible(almost),
Sovereign should be able to handle it but now it takes up to 4 to handle the Cube and I am not a bad player.




the only changes made to the Borg Cube is that the cube was made like a regular ship (able to fly through it) to remove the game exploit of ramming opponents... Warp Core health doubled in order to prevent warp core raping for easy cube killing (this done because of lack of Borg shields).

What you may be experiencing is the result of a different bug being fixed... all weapons in SFC 3 were effected by a bug that made weapons not very effective in comparison to Federation... this bug was fixed as as a result, all other races weapons hit more and are now causing damage per weapons charts posted elsewhere on these forums....

no bug here

Quote:


4)Borg Cube is imposible to hit with torpedos(approximately every 15th (maybe) will hit it and the officers are legendary).





at what angle are you trying to attack the Borg ship? Ships now correctly take into consideration Angular Velocity, ship size, ship speed, and officer skill levels as modifiers to hit and damage... if you are going head on and are at range 8, then your angular velocity should be around 20 to 25 depending on speed, thus making it very hard to hit enemy ship... however if you are following target and matching their speed and you are in a streight line, angular velocity should be around 1 to 2, and as such, enemy ship should be fairly easy to hit (not considering other modifiers of course).

Quote:


5)Borg armor(Cube) is abnormaly reinforced and virtually inpenetrable.




borg have the strongest armor in the game (as per the game manual) and introduced in the Beta Patch to make the Borg more Borg like, the Borg Ship Hulls regenerate... (read the readme notes from patch)

Quote:


6)Phasers,distruptors,citting beam miss very often.




again check angular velocity... the only weapon problem as for hitting is Disruptors trying to hit enemy ship at warp... and that has been reported for fixing.

Quote:


7)AI unable to repair damaged systems.




This has been reported as well, however, consider the Borg, if they are able to repair their Warp Core for AI, then could you really destroy a Cube at all then?

Effected systems are Cloak, Transporters, Impulse, Warp, Tractors, Shuttlebay

Quote:

8)AI unable to use probes.




this problem is already known, but thanks for reconfirming it

Quote:

9)AI uses H.E.T. too many times and often comes to engine overload.




We have seen this as well, Don't know if it is being looked at

Quote:

10)AI unable to preform erratic manuvers.




This is untrue... most Ai usually drop a mine, slow down, then start eratic manuvers, especially if you are real close to them

Quote:

11)Romulan distruptors made stronger than phasers!!!!!!!!!(seen in WeaponItems.gf)




this is a game design as Romulan Disruptors take longer to charge than phasers.

Quote:

12)Why are fast firing phasers weaker then standard(also seen in WeaponItems.gf)




in order to fire phasers faster than the standard counterpart, it is like partially charging the phaser capacitor and forcing the weapon to fire before the charge is completely loaded... but the emmiter is specially designed to fire this way to prevent burn out....

thus, for a faster firing cycle for the same weapon, there is a sacrafice... you sacrafice damage capability in exchange for firing more often....

this too is game design.

Quote:

13)Legendary officer no longer fire multiplied torpedos from one tube,allways one.




again refer to your users manual... multi-launch from torpedo tubes is suppose to be a RARE occurance by legendary officer.... not every 4 out of 5 times....

Legendary weapons officer already gets a bonus for hitting and damage to enemy ship.. the multi-torp feature is an added bonus to happen on Ocassion not constantly...

this is a game design...


Quote:

14)Intrepid warp nacelles bent when in warp,not here.
15)Klingon Bird of Prey wings need to be up in green alert and down in red.




Game engine limitations and modeling limitations for this game prevent the visual effects from happening...Also, this is a game, not TV.. this game is based on Starfleet Battles board game, not Star Trek the TV series.

Quote:


16)When cloaked and preforming warp your ship remains the same like it is not in warp(others are prolonged),do not misunderstand me you can go to warp.




again game limitations in the engine prevent this effect from happening all the time... try cloaking before going to warp... model will enlongate.... however, cloaking in warp will revert model to looking normal

Quote:

17)When fighting against the Borg and you damage them your officer says:"Looks like we got some damage pass their shields".(Borg do not have shields).




first, this is coded into the game engine and is not race specific..... so just ignore it

Second, if you ever watch Wolf 359.. watch the Borg again.... they do have shields... adaptive shielding at that...

Quote:


18)For example if you are Romulan and have a Federation (AI)ship in your fleet and you give it orders it will respond to you with Romulan voice.




just imagine that one of your command staff is on board their ship replying back to your commands.....

the game can't incorporate non standard features for every situation....

Fleeting was originally designed and set up for fleeting with your own race, not mixed races and as such, the Voices are set up for Same Race fleet members...

Quote:

19)Hulls(not armor) are like glass and extremly weak even on Borg Cube,destroyed extra fast.




I'd retry this again using the 1.01 Beta patch.. Borg Hulls regenerate in Beta Patch, not Armor.. armor goes fast, not the hull...

Quote:

20)Destroyer class vesels(DD) are marked on the hex map as (CL)and not(DD).




game design, the DD's are CL's... destroyers are classified by TNG standards as Cruiser Light, or Light Cruisers...

Quote:

21)AI able to warp after being hit with tachyon pulse(only tested on Borg Cube).




was this before they had warp in progress, or being hit just as warp engaged or a few seconds before they went into warp... and what skill was your weapons officer and what skill was the enemy engineer?

Quote:

22)Sovereign weaker than warbird,cube and negh`var it should be at least stronger than warbird and negh`var.




where are you getting your information? this is a game, balance between ships is a must for fair play... Soverign has more heavie weapon hardpoints than a Warbird.. Warbird moves and turns faster than Soverign. Negh'Var should comparable between the Soverign and Warbird.. and the Sphere Prime...

Quote:

23)Tractor beam taking more energy than before and require more time to recharge.




this system was bugged before patch.. it was cycling faster than it should at different power levels and it was not charging the appropriate ammount of cost for power at different levels.... Fixed per game design in Beta patch...

Quote:

24)When you take over an enemy ship the minute it becomes yours its hull integrity drops to zero.




I personally haven't seen this one, but I will test it.... maybe another tester has seen it, I don't know.. I haven't seen a report on this as of yet if it has been reported....

Quote:

25)In Wolf359 mode when you are playing on the side of the federation and you destroy the cube it will allways display that you are defeated.




I have seen this as well, I'll report it to David Ferrell for fixing, that is a scripting error...

Quote:

 And now I have some suggestions about the game,
you should know that I watched every Star Trek episode their is and all the films  (except Nemesis it is not    yet in cinema here)so there is little I do not know about Star Trek.
Here  are the suggestions:
1)Shelds are regenerating faster but not fast enough to make a difference in the heat of the battle.
2)In Federation ranks Admirals do not command ships(they have a desk job),so the ranks should be
Ensign,Lutenant,Lutenant Commander,Commander,Captain.
3)Ships are turning too slow and that makes it hard to use aft wepons.




3) buy bigger thrusters and drop mass from your ship to get your turn ratio over 1.5.. then you should get your turn arc that you want...

Again, this is based off of Starfleet Battles board game and previous titles of Starfleet Command.. the only thing based off the TV series at all is the ships and the type of weapons that they carry (Plus some added weapons) and the voice of Patric Stewart in the opening Intro movie...

Quote:

4)Scimitar should be playable in skirmish and multiplayer.




Game can be modded easily to allow for this... check the forums using search method

Quote:

5)When in warp ships do not drop shields in some episodes they fought while in warp and they had shields.




This goes back to game playability and fair play... and it goes back to playing Starfleet Battles... there is NO warp in Starfleet Battles durig combat.. it was added to SFC 3 to add a bit of tactical depth and to give some extra options, not to hold combat in warp

Quote:

6)You should make hull able to repair (it should take 2 repair parts and great deal of time but at least you can fix it)or to repair in time like shields but slower.




that is why there is after battle hull repair in supply dock at a friendly starbase or planet


Quote:

7)Repair parts should replenish after some time(one part in 3 minutes)the crew replicate it.




this is not implimented as it creates an imbalance and would make battles last forever... Spare parts are replinished free after each batgtle already...

Quote:

8)Galaxy ships should be able to preform saucer separation(you can choose which part to control and other is controled by AI,you can give this part orders in fleet command),
this command should be between science systems and tractor systems where is a gap,the saucer should not be able to go to warp and preform H.E.T.,and it should have all the marines while the rear section shoul be slow at impulse and turn slowand have all the shutles and tractor beam.




game engine and game limitations prevent this feature from the show (which this game is not based on) from being implimented.. the game engine is not designed, nor is it capable of performing this action.

Quote:

9)You should make that stronger computer is more precise and will hit more accurately.




the computers get more precise,,, especially level 5 computers.. but it is also dependant on angular velocity, speed of enemy ship, size of enemy ship, ops officer skill, tactical officer skill, enemy oifficers skill, eratic manuvers, cloak, etc... there are a lot of modifiers applied to effect ship computers.... turning on Scan increases chance to hit..... that is something that some people don't realize, but it  doesn't give much of a + to hit....


Quote:

10)You should make  modifications to Sovereign like in Nemesis and add shuttles like in Nemesis .




that is why this game is modafiable... create your own mod for the game and see if people want to play it with you....

Quote:

11)Federation shields not enough stronger than Romulan and Klingon.
12)Pulse phasers are not good enough they recharge too slow and are pretty weak.
13)Prerhaps there should be phased torpedos(seen in star trek bridge commander) instead of pulse phasers.
You made the best Star Trek game ever(beleve me i played them all),so now take this advices under consideration and make it perfect.Pleeeeeeeease answer me it took me 2 hours to write this and a lot of time to find all this bugs ,and to make all those suggestions ,say anything do not send me that automated respnse you send to everyone and do not be like those jerks in blizzar that never respond.
Thank you for making this game you are the greatest ever.Forgive me about grammar mestakes and spelling  thank you.    
   




in your 11 and 12 above, you can modify these yourself to where you are happy .. but they are working now according to game design and are not broken or bugged....

13, that would give the Federation yet another Torpedo to their arsenal... (they already have Photon and Prox Photon, Quantum and Proxy Quantom) adding another Torpedo will imbalance the game...

thanks for yout time and looking at these things... but also read the Fixes listed before posting non bug material....

here is a current listing of fixes for SFC III

:

We encourage all input on this to be directed to our official Taldren forums at www.taldren.com.

Thank you for your patience and support,
-The TNG Team

--------------- Client Fixes ---------------

0) Follow, Orbit and Match target speed works on undetected cloaked ships - fixed.

1) Win 9x not displaying "Mission Complete" message - fixed.

2) Looping text at end of Klingon mission 'Obedience' - fixed.

3) Occasionally the Romulan Mission 'Gray Area' cannot be completed - fixed.

4) If a starbase construction fleet lost a freighter, the player would still be able to deliver the starbase - fixed.

5) Owning player would receive prestige if his construction fleet freighter(s) were destroyed - fixed.

6) AI not firing plasmas - fixed.

7) A ship with no primary weapons would not be able to fire - fixed.

8) AI not taking Angular Velocity in to account when firing - fixed.

9) Romulan fast disruptors not doing enough damage - fixed.

10) Empty incoming hail box that can't be cleared - fixed.

11) Turn rate curve is incorrect - fixed.

12) Ships beyond sensor range are given away by a mouse hover - fixed.

13) Romulan Warbird is too weak - fixed, added additional hardpoint to rear (in addition to fixes elsewhere-in Romulan weapons).

14) Reduced the chance of detecting a cloaked ship with probes from 25% to 15%.

15) Pressing the B key or clicking on the Fire Heavy Weapons button drops a nuclear mine - fixed.

16) If a weapon is destroyed, it indicates "cycling" - fixed.

17) A cloaked ships relative position is given away as it flies through weapon arcs - fixed.

18) Base Assault and Planetary Assault missions are too easy - fixed.

19) Defiant and Scimitar UI less than optimal - fixed.

20) The Defiant hull cost is too low - fixed.

21) The Ion Cannon is not distinctive - fixed.

22) Borg Cube collision causing multiple problems - fixed the cube is now just an ordinary ship - no collision.

23) Reduced strength of the pulse phaser over range and brought the plasma torpedoes in line with the new pulse phaser numbers.

24) Enabled removing item from queue that is currently under repair.

25) Added distinctive beep to incoming meta message.

26) SFC now supports multiple maps of the same type.

27) It will now randomly pick from all available maps of a type (Open space, Asteroids, Nebula and Black Hole) to determine map for tactical.

28) Added new weapons arcs for starbases only.

29) Starbase only weapons increased to max range of 60.

30) Pulse phasers - reduced chance of shield piercing to 1 in 10 from 1 in 6.

31) Special weapons now display damage drop off correctly in the tactical radar.

32) Helm Officers being killed with performing EM does not stop you from stopping EM.

33) Ships explosion damage now based on health of warp core and total warp power output.

34) MP Games update the Player count correctly now.

35) Refit Screen: The purchase list no longer resets to the first item each time you buy our remove a item.

36) A host machine address is now removed correctly. NOTE: saved addresses will have to be re-entered.

37) Mixing of Tech Between races now no longer allowed by default.

38) Fixed Disrepute being counted twice after a battle.

39) Changed the default disrepute logic to take 100% of your prestige you earned and use it to lower your disrepute.

40) End movie playback is more reliable.

41) Fixed Transporter panel bug where the panel drew over the weapons panel.

42) Fixed Transporter Panel not refreshing the contents of the target ship correctly.

43) Fixed bug in speed bar where the client fails to update the other clients on the change in speed when an impulse engine is repaired.

44) Reduced the Shield systems healing delay from one turn to a quarter of a turn.

45) Fixed targeting sub system bug that allowed crewmen and officers to be killed before internals were scored.

46) ShuttleBays made tougher.

47) Fixed lockup when AI's try to capture ships under certain circumstances.

48) Fixed bug where games sometimes could have more than 6 players.

49) Fixed bug where the keyboard command could ping turn on Anti-Cloak on ships that did not have anti-cloak.

50) Fixed bug where the tractor panel for Borg ships did not update the weapon mode correctly.

51) Fixed bug where keyboard command of ?steady as she goes? did nothing.

52) Gamespeed brackets now work correctly

53) Cloak cannot be repaired - fixed.

54) Amount of random damage going to engines is too high - fixed.

55) Klingon mission 'Obedience' crashes - fixed.

56) Unable to complete Borg mission 'Status Quo' - fixed.

57) Probes cause friendly shps to be detected - fixed.

--------------- Server Fixes ---------------

01) The percentage of Disrepute distribution now is a float from 0.1 to 10.0 in the Character.gf.

02) Handle SmartHeap exception so a dialog box does not appear

03) Rework GameSpyConnection logic to safely close down

04) Protect callbacks from being deleted while in use.

05) Improve performance of callback protection (aka The Movement issue during testing)

06) Introduce new external LogViewer system to improve Server performance.

07) Upgraded to SmartHeap 6.02

08) Removed unused variables in AI.gf, Ship.gf, Character.gf

09) Adjusted load conditions (reduced)

10) Max ships in review by empire increased (for bidding)

11) Officer population is now a ratio of the humans, not of ALL characters (previously way too many officers)

12) Broadcast option on the server (#4), message will go out to all people online

13) Option added to server (Database.gf:[FileDB]/AutoSaveDateTimeStampedRate). If set to a value > 0, this controls the rate at which AutoSaves are instead saved to a directory named with the current date/time. This allows AutoSaves to be automatically set aside, just in case. They are in the format "/YYYY-MM-DD_HHMM", for example: "/2002-12-25_0800". Default rate is once per hour.

14) When a player logs off, they now have their "in tactical" flag cleared. This had previously caused players to be "stuck" on the server, unable to move.

15) If leader is attacked while moving to the next hex, but before the members are moved with the leader - the battle still commences with all members. Likewise, if a fleet member is attacked in this case - battle still occurs with all.

16) Simulated AI battles (those without humans) now have a 5% effect (vs. former 20%)

17) Decreased odds of Battleship?s appearing

18) AI no longer replenish stores no matter what hex they are in (now only in friendly base hex)

19) AI now attempts to repair their hulls whenever they pass through a friendly starbase/planet hex.

20) Internal handling of engagements more memory efficient

21) Info messages are now clearer as to creating fresh engagement and adding to engagement (with ID)

22) Player going offline (also death) is now handled more correctly (one engagement)

23) Under high loads, an engagement could be advanced more than once, with unknown results (major bug)

24) Simulated AI battles are dismissed if they become invalid (defender died, etc.) while waiting to be simulated.

25) Borg now repair their hulls as soon as they report a battle

26) When server starts up, it looks at both "Auto Save" and "Exit Save" and uses the latest. It also indicates what it is doing, so you will know if it's a fresh database start.

27) Server will handle and correct a "CD Key In Use" error if it occurs and the player lost the key legitimately (server crash, etc.)

28) Option added to server (MissionMatching.gf:[ForfeitModifiers]/DeathIfFailedToJoin), if set - player will suffer a battle death if fail to return to the server after a battle (Alt-F4, crash, loss of net connection, etc.)

29) Option added to server (Economy.gf:[Auction/Ship]/CanBenefitFromDowngradingShip), if set - player will gain prestige when they trade in their ship for a lower valued ship.

30) Updated to GameSpy's latest SDKs (12/12/2002).

31) When someone joins or leaves a fleet, every human in the hex is notified and has their view refreshed

32) If a player chooses a mission such as scan, that does not involve others, they are protected from being attacked while in the mission. This prevents a cheat where players were being auto-forfeited while in battle and suffering a loss of prestige.

33) Rank is now advancing once again.

34) A German player can log onto any server and see only German messages from the server, while English players will see English. Of course chat remains in whatever language they are speaking. The language of the player is noted when they create a player on the server. All information sent to that player will then be in their language.

35) Fixed: Server option MaxAIsPerEmpire was creating AIs for empires that didn't exist.

36) Added server security support for ItemRules.gf

37) Option added to server (MissionMatching.gf:[Fleet]/LeaderCannotBeLowerClassThanMember), if set - no one can join a fleet if they are a higher ship class than the leader, except everyone can join a freighter.

38) Info Server now updates GameSpy every 10 seconds, instead of every second.

39) OSVersion9x.dll's are now removed!

40) Improved internal thread synchronization resource usage.

41) AutoSave rate changed to 5 (every 10 minutes).

42) Option added to server (Database.gf:[FileDB]/BackupPath), if set - special date/time backups are saved in a separate directory for easier maintenance.

43) Database saves that are created in other directories can now be copied into the root of /Saves and still work.

44) We now report "numplayers" to GameSpy as the # of logged on players.

45) Economy server can now run at a different rate than every turn, because the closing of bids is now run on the Database server turn (always every turn). Economy server turn rate reduced to every 5 turns.

46) Changed HailMission's listings under MissionMatching.gf to support a LIST of missions for each type, instead of only one. This allows modders to add as many special scripts as they would like. The system randomly picks from these lists, so you can increase the odds of a particular version by increasing the # of times it's in a list. For example, if someone creates a bunch of variations on the Meta_Hail_Planet mission, they would all be listed under [HailMissions/HailPlanetMissionTitles].

47) Option added to server (MissionMatching.gf:[Fleet/Maximum]). This list controls the maximum # of a given ship class in fleets. There can only be one Dreadnought class ship in a fleet, for example. Or only 2 Heavy Cruiser?s.

48) Officer progression rate in multiplayer reduced by 80%. This is controlled externally now in (Score.gf:[LevelUp] and [SpecializedLevelUp]).

49) Option added to server (Score.gf:[Misc]/ChargeToDisreputeRate). This controls how much to charge to a player's disrepute if they are charged for a new ship when they die. The algorithm is a bit complex, so bear with me. Its primary purpose is to lessen the sting of dying in battle, but prevent cheating by stripping a ship and then purposefully dying in battle. When a player dies and the server is set to charge them for their replacement ship (Score.gf:[Misc]/ChargeForReplacementShip), the server calculates the trade-in value of their new replacement ship. This amount is to be charged to the player. ChargeToDisreputeRate is the percentage to charge to disrepute instead of prestige. The remainder is charged to prestige. If the player has disrepute already, the system will charge disrepute only up to the amount that was to be charged to disrepute and the remainder will then go to prestige. An example:
      a) Player dies and is charged 10000 prestige for their new ship.
      b) ChargeToDisreputeRate is set to 80%, so 8000 goes to disrepute and 2000 to prestige.
      c) Player already has 5000 disrepute. So they are charged 3000 more disrepute, with the extra 5000 going back to prestige.
      d) Player is then charged 7000 prestige. If they did not have disrepute already, it would have been 8000 to disrepute and 2000 charged to prestige.

50) Whenever prestige or disrepute changes, player has their prestige/disrepute refreshed.

51) Server informs administrator when it is "AutoSaving".

52) When a player wins a bid for a ship, their old ship is destroyed.

53) Under SQL, support added to ban player based on their GameSpy name or their IP address, checked when they create a player or log on.

54) Corrected OLD bug that was not refreshing the player?s view of the map correctly. Planets should visually change their race on the map as well.

55) When a server starts up, it reviews valid Save directories and loads the latest version and announces which one it loads.

56) Fixed: List of dynaverse servers was not matching up with descriptions/etc.

57) Removed more unused variables from various server GF files.

58) When a character logs off, it should always release the CD Key.

--------------- NEW Features ---------------

001) ItemRules.gf can be modified to allow mixing of tech for mods and holds the default ships for skirmish games.

002) When Bidding on a ship, a pop-up panel requests confirmation.

003) The weapons officers weapon Tech skill now decreases the shuttle launch delay. The delay was reduced across the board also.

004) Removed the need to have two teams for a skirmish game.

005) Added Popup to inform players that bids in D3 are final.

006) You can now cancel repairs but you still loose the repair part.

007) Weapons and Sensors degrade in the same increments as their color (Green 100%, Yellow 80%, Red 50%, Black 0%)

008) Warp and Impulse engines degrade gradually but also auto-repair at aprox. 3% per turn

--------------- Advanced User Tips ---------------

To increase the resolution of the weapon arcs on the tactical display you may alter this line in the sfc.ini. The default number is 6. Higher numbers require more CPU power thus reduces framerate. Thus numbers over 10 are not recommended unless you have a high-end system. Numbers over 75 are capped to 75. Numbers under 6 are set to 6.

[UI]
TacDisplayRes=6
 
 
 

I hopr that this information helps...
 
« Last Edit: December 31, 1969, 06:00:00 pm by Pestalence »

DarkZero

  • Guest
Bugs i found in sfc3 v1.01 beta and some suggestions
« Reply #3 on: March 31, 2003, 06:28:45 am »
Greetings my name is Marin Blazevic and I am from Osijek in Croatia.The reason I am writing to you is that I found some bugs in Starfleet Command 3 V1.01 Beta 2 BUILD(500) U.S.,and I have a few suggestions too.
First I will describe my computer if that will help.I have Intel Celeron Tualatin 1400Mhz(FC-PGA2),
ASUS motherboard TUSL2-C,Manli Geforce 3 Ti500 64MB RAM,DIMM-133 448MB RAM,HDD 20GB 7200 Rpm,Creative labs SB 128,52x LG CD-ROM,Windows 98SE V4.10.2222A. .
Here are the bugs:
1)Shields are somehow weakened and will colapse after several phaser hits(shield X),
  I think that shield X in V1.01 is as weak as shield III or IV in V1.00,they are like glass.
2)When you reinforce one side of a shield others are weakened before being fired upon,
best seen on sabre(shields are yellow and when you reinforce one others are red).
3)Borg Cube is made 200 times stronger,it was hard to tackle before but now it is indestructible(almost),
Sovereign should be able to handle it but now it takes up to 4 to handle the Cube and I am not a bad player.
4)Borg Cube is imposible to hit with torpedos(approximately every 15th (maybe) will hit it and the officers are legendary).
5)Borg armor(Cube) is abnormaly reinforced and virtually inpenetrable.
6)Phasers,distruptors,citting beam miss very often.
7)AI unable to repair damaged systems.
8)AI unable to use probes.
9)AI uses H.E.T. too many times and often comes to engine overload.
10)AI unable to preform erratic manuvers.
11)Romulan distruptors made stronger than phasers!!!!!!!!!(seen in WeaponItems.gf)
12)Why are fast firing phasers weaker then standard(also seen in WeaponItems.gf)
13)Legendary officer no longer fire multiplied torpedos from one tube,allways one.
14)Intrepid warp nacelles bent when in warp,not here.
15)Klingon Bird of Prey wings need to be up in green alert and down in red.
16)When cloaked and preforming warp your ship remains the same like it is not in warp(others are prolonged),do not misunderstand me you can go to warp.
17)When fighting against the Borg and you damage them your officer says:"Looks like we got some damage pass their shields".(Borg do not have shields).
18)For example if you are Romulan and have a Federation (AI)ship in your fleet and you give it orders it will respond to you with Romulan voice.
19)Hulls(not armor) are like glass and extremly weak even on Borg Cube,destroyed extra fast.
20)Destroyer class vesels(DD) are marked on the hex map as (CL)and not(DD).
21)AI able to warp after being hit with tachyon pulse(only tested on Borg Cube).
22)Sovereign weaker than warbird,cube and negh`var it should be at least stronger than warbird and negh`var.
23)Tractor beam taking more energy than before and require more time to recharge.
24)When you take over an enemy ship the minute it becomes yours its hull integrity drops to zero.
25)In Wolf359 mode when you are playing on the side of the federation and you destroy the cube it will allways display that you are defeated.
That`s all the bugs I encounterd.Please at least make shields and hull strong like in V1.00.

 And now I have some suggestions about the game,
you should know that I watched every Star Trek episode their is and all the films  (except Nemesis it is not    yet in cinema here)so there is little I do not know about Star Trek.
Here  are the suggestions:
1)Shelds are regenerating faster but not fast enough to make a difference in the heat of the battle.
2)In Federation ranks Admirals do not command ships(they have a desk job),so the ranks should be
Ensign,Lutenant,Lutenant Commander,Commander,Captain.
3)Ships are turning too slow and that makes it hard to use aft wepons.
4)Scimitar should be playable in skirmish and multiplayer.
5)When in warp ships do not drop shields in some episodes they fought while in warp and they had shields.
6)You should make hull able to repair (it should take 2 repair parts and great deal of time but at least you can fix it)or to repair in time like shields but slower.
7)Repair parts should replenish after some time(one part in 3 minutes)the crew replicate it.
8)Galaxy ships should be able to preform saucer separation(you can choose which part to control and other is controled by AI,you can give this part orders in fleet command),
this command should be between science systems and tractor systems where is a gap,the saucer should not be able to go to warp and preform H.E.T.,and it should have all the marines while the rear section shoul be slow at impulse and turn slowand have all the shutles and tractor beam.
9)You should make that stronger computer is more precise and will hit more accurately.
10)You should make  modifications to Sovereign like in Nemesis and add shuttles like in Nemesis .
11)Federation shields not enough stronger than Romulan and Klingon.
12)Pulse phasers are not good enough they recharge too slow and are pretty weak.
13)Prerhaps there should be phased torpedos(seen in star trek bridge commander) instead of pulse phasers.
You made the best Star Trek game ever(beleve me i played them all),so now take this advices under consideration and make it perfect.Pleeeeeeeease answer me it took me 2 hours to write this and a lot of time to find all this bugs ,and to make all those suggestions ,say anything do not send me that automated respnse you send to everyone and do not be like those jerks in blizzar that never respond.
Thank you for making this game you are the greatest ever.Forgive me about grammar mestakes and spelling  thank you.    
 

Firestorm

  • Guest
Re: Bugs i found in sfc3 v1.01 beta and some suggestions
« Reply #4 on: March 31, 2003, 07:36:38 am »
This should be in the Beta Bug reporting section, not here in the general forum.

Also, many of what you are pointing out as bugs, are intentional fixed to problems in the previous version, such as no multi-volley of torpedos, you still get multi-volley, just much less often, as it should be.  Multi-volley was way too frequent before the patch.   Keep in mind just because some things don't behave the way you want them to, does not automatically make them a bug.

Pestalence

  • Guest
Re: Bugs i found in sfc3 v1.01 beta and some suggestions
« Reply #5 on: March 31, 2003, 06:35:47 pm »
Quote:

2)When you reinforce one side of a shield others are weakened before being fired upon,
best seen on sabre(shields are yellow and when you reinforce one others are red).





The shields before patch were not working correctly.. you got free shield reinforcement before patch... the correct method of shield reinforcement is reinforcement takes 33% of each of the remaining shields and applies it to the shield being reinforced....

Example :
forward shield being reinforced.. reinforcement= 33% power from left shiel, 33% from right shield, 33% from rear shield added to front shield for reinforcement.... this means your left, right, and rear shield get each 33% weaker because of forward shield reinforcement... this is working correctly by game design.. was broke before patch.

Quote:


3)Borg Cube is made 200 times stronger,it was hard to tackle before but now it is indestructible(almost),
Sovereign should be able to handle it but now it takes up to 4 to handle the Cube and I am not a bad player.




the only changes made to the Borg Cube is that the cube was made like a regular ship (able to fly through it) to remove the game exploit of ramming opponents... Warp Core health doubled in order to prevent warp core raping for easy cube killing (this done because of lack of Borg shields).

What you may be experiencing is the result of a different bug being fixed... all weapons in SFC 3 were effected by a bug that made weapons not very effective in comparison to Federation... this bug was fixed as as a result, all other races weapons hit more and are now causing damage per weapons charts posted elsewhere on these forums....

no bug here

Quote:


4)Borg Cube is imposible to hit with torpedos(approximately every 15th (maybe) will hit it and the officers are legendary).





at what angle are you trying to attack the Borg ship? Ships now correctly take into consideration Angular Velocity, ship size, ship speed, and officer skill levels as modifiers to hit and damage... if you are going head on and are at range 8, then your angular velocity should be around 20 to 25 depending on speed, thus making it very hard to hit enemy ship... however if you are following target and matching their speed and you are in a streight line, angular velocity should be around 1 to 2, and as such, enemy ship should be fairly easy to hit (not considering other modifiers of course).

Quote:


5)Borg armor(Cube) is abnormaly reinforced and virtually inpenetrable.




borg have the strongest armor in the game (as per the game manual) and introduced in the Beta Patch to make the Borg more Borg like, the Borg Ship Hulls regenerate... (read the readme notes from patch)

Quote:


6)Phasers,distruptors,citting beam miss very often.




again check angular velocity... the only weapon problem as for hitting is Disruptors trying to hit enemy ship at warp... and that has been reported for fixing.

Quote:


7)AI unable to repair damaged systems.




This has been reported as well, however, consider the Borg, if they are able to repair their Warp Core for AI, then could you really destroy a Cube at all then?

Effected systems are Cloak, Transporters, Impulse, Warp, Tractors, Shuttlebay

Quote:

8)AI unable to use probes.




this problem is already known, but thanks for reconfirming it

Quote:

9)AI uses H.E.T. too many times and often comes to engine overload.




We have seen this as well, Don't know if it is being looked at

Quote:

10)AI unable to preform erratic manuvers.




This is untrue... most Ai usually drop a mine, slow down, then start eratic manuvers, especially if you are real close to them

Quote:

11)Romulan distruptors made stronger than phasers!!!!!!!!!(seen in WeaponItems.gf)




this is a game design as Romulan Disruptors take longer to charge than phasers.

Quote:

12)Why are fast firing phasers weaker then standard(also seen in WeaponItems.gf)




in order to fire phasers faster than the standard counterpart, it is like partially charging the phaser capacitor and forcing the weapon to fire before the charge is completely loaded... but the emmiter is specially designed to fire this way to prevent burn out....

thus, for a faster firing cycle for the same weapon, there is a sacrafice... you sacrafice damage capability in exchange for firing more often....

this too is game design.

Quote:

13)Legendary officer no longer fire multiplied torpedos from one tube,allways one.




again refer to your users manual... multi-launch from torpedo tubes is suppose to be a RARE occurance by legendary officer.... not every 4 out of 5 times....

Legendary weapons officer already gets a bonus for hitting and damage to enemy ship.. the multi-torp feature is an added bonus to happen on Ocassion not constantly...

this is a game design...


Quote:

14)Intrepid warp nacelles bent when in warp,not here.
15)Klingon Bird of Prey wings need to be up in green alert and down in red.




Game engine limitations and modeling limitations for this game prevent the visual effects from happening...Also, this is a game, not TV.. this game is based on Starfleet Battles board game, not Star Trek the TV series.

Quote:


16)When cloaked and preforming warp your ship remains the same like it is not in warp(others are prolonged),do not misunderstand me you can go to warp.




again game limitations in the engine prevent this effect from happening all the time... try cloaking before going to warp... model will enlongate.... however, cloaking in warp will revert model to looking normal

Quote:

17)When fighting against the Borg and you damage them your officer says:"Looks like we got some damage pass their shields".(Borg do not have shields).




first, this is coded into the game engine and is not race specific..... so just ignore it

Second, if you ever watch Wolf 359.. watch the Borg again.... they do have shields... adaptive shielding at that...

Quote:


18)For example if you are Romulan and have a Federation (AI)ship in your fleet and you give it orders it will respond to you with Romulan voice.




just imagine that one of your command staff is on board their ship replying back to your commands.....

the game can't incorporate non standard features for every situation....

Fleeting was originally designed and set up for fleeting with your own race, not mixed races and as such, the Voices are set up for Same Race fleet members...

Quote:

19)Hulls(not armor) are like glass and extremly weak even on Borg Cube,destroyed extra fast.




I'd retry this again using the 1.01 Beta patch.. Borg Hulls regenerate in Beta Patch, not Armor.. armor goes fast, not the hull...

Quote:

20)Destroyer class vesels(DD) are marked on the hex map as (CL)and not(DD).




game design, the DD's are CL's... destroyers are classified by TNG standards as Cruiser Light, or Light Cruisers...

Quote:

21)AI able to warp after being hit with tachyon pulse(only tested on Borg Cube).




was this before they had warp in progress, or being hit just as warp engaged or a few seconds before they went into warp... and what skill was your weapons officer and what skill was the enemy engineer?

Quote:

22)Sovereign weaker than warbird,cube and negh`var it should be at least stronger than warbird and negh`var.




where are you getting your information? this is a game, balance between ships is a must for fair play... Soverign has more heavie weapon hardpoints than a Warbird.. Warbird moves and turns faster than Soverign. Negh'Var should comparable between the Soverign and Warbird.. and the Sphere Prime...

Quote:

23)Tractor beam taking more energy than before and require more time to recharge.




this system was bugged before patch.. it was cycling faster than it should at different power levels and it was not charging the appropriate ammount of cost for power at different levels.... Fixed per game design in Beta patch...

Quote:

24)When you take over an enemy ship the minute it becomes yours its hull integrity drops to zero.




I personally haven't seen this one, but I will test it.... maybe another tester has seen it, I don't know.. I haven't seen a report on this as of yet if it has been reported....

Quote:

25)In Wolf359 mode when you are playing on the side of the federation and you destroy the cube it will allways display that you are defeated.




I have seen this as well, I'll report it to David Ferrell for fixing, that is a scripting error...

Quote:

 And now I have some suggestions about the game,
you should know that I watched every Star Trek episode their is and all the films  (except Nemesis it is not    yet in cinema here)so there is little I do not know about Star Trek.
Here  are the suggestions:
1)Shelds are regenerating faster but not fast enough to make a difference in the heat of the battle.
2)In Federation ranks Admirals do not command ships(they have a desk job),so the ranks should be
Ensign,Lutenant,Lutenant Commander,Commander,Captain.
3)Ships are turning too slow and that makes it hard to use aft wepons.




3) buy bigger thrusters and drop mass from your ship to get your turn ratio over 1.5.. then you should get your turn arc that you want...

Again, this is based off of Starfleet Battles board game and previous titles of Starfleet Command.. the only thing based off the TV series at all is the ships and the type of weapons that they carry (Plus some added weapons) and the voice of Patric Stewart in the opening Intro movie...

Quote:

4)Scimitar should be playable in skirmish and multiplayer.




Game can be modded easily to allow for this... check the forums using search method

Quote:

5)When in warp ships do not drop shields in some episodes they fought while in warp and they had shields.




This goes back to game playability and fair play... and it goes back to playing Starfleet Battles... there is NO warp in Starfleet Battles durig combat.. it was added to SFC 3 to add a bit of tactical depth and to give some extra options, not to hold combat in warp

Quote:

6)You should make hull able to repair (it should take 2 repair parts and great deal of time but at least you can fix it)or to repair in time like shields but slower.




that is why there is after battle hull repair in supply dock at a friendly starbase or planet


Quote:

7)Repair parts should replenish after some time(one part in 3 minutes)the crew replicate it.




this is not implimented as it creates an imbalance and would make battles last forever... Spare parts are replinished free after each batgtle already...

Quote:

8)Galaxy ships should be able to preform saucer separation(you can choose which part to control and other is controled by AI,you can give this part orders in fleet command),
this command should be between science systems and tractor systems where is a gap,the saucer should not be able to go to warp and preform H.E.T.,and it should have all the marines while the rear section shoul be slow at impulse and turn slowand have all the shutles and tractor beam.




game engine and game limitations prevent this feature from the show (which this game is not based on) from being implimented.. the game engine is not designed, nor is it capable of performing this action.

Quote:

9)You should make that stronger computer is more precise and will hit more accurately.




the computers get more precise,,, especially level 5 computers.. but it is also dependant on angular velocity, speed of enemy ship, size of enemy ship, ops officer skill, tactical officer skill, enemy oifficers skill, eratic manuvers, cloak, etc... there are a lot of modifiers applied to effect ship computers.... turning on Scan increases chance to hit..... that is something that some people don't realize, but it  doesn't give much of a + to hit....


Quote:

10)You should make  modifications to Sovereign like in Nemesis and add shuttles like in Nemesis .




that is why this game is modafiable... create your own mod for the game and see if people want to play it with you....

Quote:

11)Federation shields not enough stronger than Romulan and Klingon.
12)Pulse phasers are not good enough they recharge too slow and are pretty weak.
13)Prerhaps there should be phased torpedos(seen in star trek bridge commander) instead of pulse phasers.
You made the best Star Trek game ever(beleve me i played them all),so now take this advices under consideration and make it perfect.Pleeeeeeeease answer me it took me 2 hours to write this and a lot of time to find all this bugs ,and to make all those suggestions ,say anything do not send me that automated respnse you send to everyone and do not be like those jerks in blizzar that never respond.
Thank you for making this game you are the greatest ever.Forgive me about grammar mestakes and spelling  thank you.    
   




in your 11 and 12 above, you can modify these yourself to where you are happy .. but they are working now according to game design and are not broken or bugged....

13, that would give the Federation yet another Torpedo to their arsenal... (they already have Photon and Prox Photon, Quantum and Proxy Quantom) adding another Torpedo will imbalance the game...

thanks for yout time and looking at these things... but also read the Fixes listed before posting non bug material....

here is a current listing of fixes for SFC III

:

We encourage all input on this to be directed to our official Taldren forums at www.taldren.com.

Thank you for your patience and support,
-The TNG Team

--------------- Client Fixes ---------------

0) Follow, Orbit and Match target speed works on undetected cloaked ships - fixed.

1) Win 9x not displaying "Mission Complete" message - fixed.

2) Looping text at end of Klingon mission 'Obedience' - fixed.

3) Occasionally the Romulan Mission 'Gray Area' cannot be completed - fixed.

4) If a starbase construction fleet lost a freighter, the player would still be able to deliver the starbase - fixed.

5) Owning player would receive prestige if his construction fleet freighter(s) were destroyed - fixed.

6) AI not firing plasmas - fixed.

7) A ship with no primary weapons would not be able to fire - fixed.

8) AI not taking Angular Velocity in to account when firing - fixed.

9) Romulan fast disruptors not doing enough damage - fixed.

10) Empty incoming hail box that can't be cleared - fixed.

11) Turn rate curve is incorrect - fixed.

12) Ships beyond sensor range are given away by a mouse hover - fixed.

13) Romulan Warbird is too weak - fixed, added additional hardpoint to rear (in addition to fixes elsewhere-in Romulan weapons).

14) Reduced the chance of detecting a cloaked ship with probes from 25% to 15%.

15) Pressing the B key or clicking on the Fire Heavy Weapons button drops a nuclear mine - fixed.

16) If a weapon is destroyed, it indicates "cycling" - fixed.

17) A cloaked ships relative position is given away as it flies through weapon arcs - fixed.

18) Base Assault and Planetary Assault missions are too easy - fixed.

19) Defiant and Scimitar UI less than optimal - fixed.

20) The Defiant hull cost is too low - fixed.

21) The Ion Cannon is not distinctive - fixed.

22) Borg Cube collision causing multiple problems - fixed the cube is now just an ordinary ship - no collision.

23) Reduced strength of the pulse phaser over range and brought the plasma torpedoes in line with the new pulse phaser numbers.

24) Enabled removing item from queue that is currently under repair.

25) Added distinctive beep to incoming meta message.

26) SFC now supports multiple maps of the same type.

27) It will now randomly pick from all available maps of a type (Open space, Asteroids, Nebula and Black Hole) to determine map for tactical.

28) Added new weapons arcs for starbases only.

29) Starbase only weapons increased to max range of 60.

30) Pulse phasers - reduced chance of shield piercing to 1 in 10 from 1 in 6.

31) Special weapons now display damage drop off correctly in the tactical radar.

32) Helm Officers being killed with performing EM does not stop you from stopping EM.

33) Ships explosion damage now based on health of warp core and total warp power output.

34) MP Games update the Player count correctly now.

35) Refit Screen: The purchase list no longer resets to the first item each time you buy our remove a item.

36) A host machine address is now removed correctly. NOTE: saved addresses will have to be re-entered.

37) Mixing of Tech Between races now no longer allowed by default.

38) Fixed Disrepute being counted twice after a battle.

39) Changed the default disrepute logic to take 100% of your prestige you earned and use it to lower your disrepute.

40) End movie playback is more reliable.

41) Fixed Transporter panel bug where the panel drew over the weapons panel.

42) Fixed Transporter Panel not refreshing the contents of the target ship correctly.

43) Fixed bug in speed bar where the client fails to update the other clients on the change in speed when an impulse engine is repaired.

44) Reduced the Shield systems healing delay from one turn to a quarter of a turn.

45) Fixed targeting sub system bug that allowed crewmen and officers to be killed before internals were scored.

46) ShuttleBays made tougher.

47) Fixed lockup when AI's try to capture ships under certain circumstances.

48) Fixed bug where games sometimes could have more than 6 players.

49) Fixed bug where the keyboard command could ping turn on Anti-Cloak on ships that did not have anti-cloak.

50) Fixed bug where the tractor panel for Borg ships did not update the weapon mode correctly.

51) Fixed bug where keyboard command of ?steady as she goes? did nothing.

52) Gamespeed brackets now work correctly

53) Cloak cannot be repaired - fixed.

54) Amount of random damage going to engines is too high - fixed.

55) Klingon mission 'Obedience' crashes - fixed.

56) Unable to complete Borg mission 'Status Quo' - fixed.

57) Probes cause friendly shps to be detected - fixed.

--------------- Server Fixes ---------------

01) The percentage of Disrepute distribution now is a float from 0.1 to 10.0 in the Character.gf.

02) Handle SmartHeap exception so a dialog box does not appear

03) Rework GameSpyConnection logic to safely close down

04) Protect callbacks from being deleted while in use.

05) Improve performance of callback protection (aka The Movement issue during testing)

06) Introduce new external LogViewer system to improve Server performance.

07) Upgraded to SmartHeap 6.02

08) Removed unused variables in AI.gf, Ship.gf, Character.gf

09) Adjusted load conditions (reduced)

10) Max ships in review by empire increased (for bidding)

11) Officer population is now a ratio of the humans, not of ALL characters (previously way too many officers)

12) Broadcast option on the server (#4), message will go out to all people online

13) Option added to server (Database.gf:[FileDB]/AutoSaveDateTimeStampedRate). If set to a value > 0, this controls the rate at which AutoSaves are instead saved to a directory named with the current date/time. This allows AutoSaves to be automatically set aside, just in case. They are in the format "/YYYY-MM-DD_HHMM", for example: "/2002-12-25_0800". Default rate is once per hour.

14) When a player logs off, they now have their "in tactical" flag cleared. This had previously caused players to be "stuck" on the server, unable to move.

15) If leader is attacked while moving to the next hex, but before the members are moved with the leader - the battle still commences with all members. Likewise, if a fleet member is attacked in this case - battle still occurs with all.

16) Simulated AI battles (those without humans) now have a 5% effect (vs. former 20%)

17) Decreased odds of Battleship?s appearing

18) AI no longer replenish stores no matter what hex they are in (now only in friendly base hex)

19) AI now attempts to repair their hulls whenever they pass through a friendly starbase/planet hex.

20) Internal handling of engagements more memory efficient

21) Info messages are now clearer as to creating fresh engagement and adding to engagement (with ID)

22) Player going offline (also death) is now handled more correctly (one engagement)

23) Under high loads, an engagement could be advanced more than once, with unknown results (major bug)

24) Simulated AI battles are dismissed if they become invalid (defender died, etc.) while waiting to be simulated.

25) Borg now repair their hulls as soon as they report a battle

26) When server starts up, it looks at both "Auto Save" and "Exit Save" and uses the latest. It also indicates what it is doing, so you will know if it's a fresh database start.

27) Server will handle and correct a "CD Key In Use" error if it occurs and the player lost the key legitimately (server crash, etc.)

28) Option added to server (MissionMatching.gf:[ForfeitModifiers]/DeathIfFailedToJoin), if set - player will suffer a battle death if fail to return to the server after a battle (Alt-F4, crash, loss of net connection, etc.)

29) Option added to server (Economy.gf:[Auction/Ship]/CanBenefitFromDowngradingShip), if set - player will gain prestige when they trade in their ship for a lower valued ship.

30) Updated to GameSpy's latest SDKs (12/12/2002).

31) When someone joins or leaves a fleet, every human in the hex is notified and has their view refreshed

32) If a player chooses a mission such as scan, that does not involve others, they are protected from being attacked while in the mission. This prevents a cheat where players were being auto-forfeited while in battle and suffering a loss of prestige.

33) Rank is now advancing once again.

34) A German player can log onto any server and see only German messages from the server, while English players will see English. Of course chat remains in whatever language they are speaking. The language of the player is noted when they create a player on the server. All information sent to that player will then be in their language.

35) Fixed: Server option MaxAIsPerEmpire was creating AIs for empires that didn't exist.

36) Added server security support for ItemRules.gf

37) Option added to server (MissionMatching.gf:[Fleet]/LeaderCannotBeLowerClassThanMember), if set - no one can join a fleet if they are a higher ship class than the leader, except everyone can join a freighter.

38) Info Server now updates GameSpy every 10 seconds, instead of every second.

39) OSVersion9x.dll's are now removed!

40) Improved internal thread synchronization resource usage.

41) AutoSave rate changed to 5 (every 10 minutes).

42) Option added to server (Database.gf:[FileDB]/BackupPath), if set - special date/time backups are saved in a separate directory for easier maintenance.

43) Database saves that are created in other directories can now be copied into the root of /Saves and still work.

44) We now report "numplayers" to GameSpy as the # of logged on players.

45) Economy server can now run at a different rate than every turn, because the closing of bids is now run on the Database server turn (always every turn). Economy server turn rate reduced to every 5 turns.

46) Changed HailMission's listings under MissionMatching.gf to support a LIST of missions for each type, instead of only one. This allows modders to add as many special scripts as they would like. The system randomly picks from these lists, so you can increase the odds of a particular version by increasing the # of times it's in a list. For example, if someone creates a bunch of variations on the Meta_Hail_Planet mission, they would all be listed under [HailMissions/HailPlanetMissionTitles].

47) Option added to server (MissionMatching.gf:[Fleet/Maximum]). This list controls the maximum # of a given ship class in fleets. There can only be one Dreadnought class ship in a fleet, for example. Or only 2 Heavy Cruiser?s.

48) Officer progression rate in multiplayer reduced by 80%. This is controlled externally now in (Score.gf:[LevelUp] and [SpecializedLevelUp]).

49) Option added to server (Score.gf:[Misc]/ChargeToDisreputeRate). This controls how much to charge to a player's disrepute if they are charged for a new ship when they die. The algorithm is a bit complex, so bear with me. Its primary purpose is to lessen the sting of dying in battle, but prevent cheating by stripping a ship and then purposefully dying in battle. When a player dies and the server is set to charge them for their replacement ship (Score.gf:[Misc]/ChargeForReplacementShip), the server calculates the trade-in value of their new replacement ship. This amount is to be charged to the player. ChargeToDisreputeRate is the percentage to charge to disrepute instead of prestige. The remainder is charged to prestige. If the player has disrepute already, the system will charge disrepute only up to the amount that was to be charged to disrepute and the remainder will then go to prestige. An example:
      a) Player dies and is charged 10000 prestige for their new ship.
      b) ChargeToDisreputeRate is set to 80%, so 8000 goes to disrepute and 2000 to prestige.
      c) Player already has 5000 disrepute. So they are charged 3000 more disrepute, with the extra 5000 going back to prestige.
      d) Player is then charged 7000 prestige. If they did not have disrepute already, it would have been 8000 to disrepute and 2000 charged to prestige.

50) Whenever prestige or disrepute changes, player has their prestige/disrepute refreshed.

51) Server informs administrator when it is "AutoSaving".

52) When a player wins a bid for a ship, their old ship is destroyed.

53) Under SQL, support added to ban player based on their GameSpy name or their IP address, checked when they create a player or log on.

54) Corrected OLD bug that was not refreshing the player?s view of the map correctly. Planets should visually change their race on the map as well.

55) When a server starts up, it reviews valid Save directories and loads the latest version and announces which one it loads.

56) Fixed: List of dynaverse servers was not matching up with descriptions/etc.

57) Removed more unused variables from various server GF files.

58) When a character logs off, it should always release the CD Key.

--------------- NEW Features ---------------

001) ItemRules.gf can be modified to allow mixing of tech for mods and holds the default ships for skirmish games.

002) When Bidding on a ship, a pop-up panel requests confirmation.

003) The weapons officers weapon Tech skill now decreases the shuttle launch delay. The delay was reduced across the board also.

004) Removed the need to have two teams for a skirmish game.

005) Added Popup to inform players that bids in D3 are final.

006) You can now cancel repairs but you still loose the repair part.

007) Weapons and Sensors degrade in the same increments as their color (Green 100%, Yellow 80%, Red 50%, Black 0%)

008) Warp and Impulse engines degrade gradually but also auto-repair at aprox. 3% per turn

--------------- Advanced User Tips ---------------

To increase the resolution of the weapon arcs on the tactical display you may alter this line in the sfc.ini. The default number is 6. Higher numbers require more CPU power thus reduces framerate. Thus numbers over 10 are not recommended unless you have a high-end system. Numbers over 75 are capped to 75. Numbers under 6 are set to 6.

[UI]
TacDisplayRes=6
 
 
 

I hopr that this information helps...
 
« Last Edit: December 31, 1969, 06:00:00 pm by Pestalence »