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Empire Deluxe Enhanced Edition

Also known as:
EDEE
Developer:
Killer Bee Software
Publisher:
Killer Bee Software
Release date:
Winter 2004
Off. Website:
www.killerbeesoftware.com
Genre:
Strategy
System:
Language:
Your rating: None Average: 1 (1 vote)
 

patch 4.010.010P to 4.011.011P

Author: Administrator Date: 25.08.15 System:

Version 4.011 = #11P (10-01-2012)

- Compiled in VS 2010
- Adjusted internals to control messages from getting lost to clients
- Adjusted tab sizes due to WINE discrepancies
- If default queue sorting is closest loc, queue will resort with each active unit
- Removed Possibility of hang on “end game” option in PBM
- Removed some obscure cheat capability for pbm games (shame on me, shame on you)
- Switching from Network Play to PBEM required a non-intuitive step
- Tool Tips for the Map not always working correctly
- Fixed other minor issues reported over time
- Rare occasion city shows as previous owner after being captured
- Totally random city placement actually means totally random
- Cleaned up city selection option
- DB Versions added to summary
- Auto saved games could cause problems when being used for PBM
- Reduced Size of no/unknown production string in map display
- Auto Production Remote Packet fixed
- Added Date String to Game Summary
- Added Production Calculator
- Added “Send Home” Command on out of range warning dialog
- 'Stealth Fire' enabled units now do not show fire arc when firing.
- Fighters were bombing at 50% when they should be at 33%
- Unit Report Data can now be exported to xml
- Game Clock underneath re-engineered
- Can Only Save a game during your turn
- Queue sorts by location now resort at every active unit
- Added Key Bind Capability for Battle Odds and Production Calculators
- Satellites Destroyed during launch were sending wrong results to the client.
- Added DB Modifier “Crippled When Exhausted”
- Ground Units with range were starting with 0 movement when placed outside a host.
- Added Portage data in status line for host units that do not have unlimited capacity

- AI Specific:
- AI Re-save not setting origin/capital position correctly for mission calculations
- If the geography is just right, AI Player could get confused in early exploration and oscillate his exploration assets
- AI Player has changed the way some assets are assigned missions
- Fixed some AI DLL stability issues
- Fixed other minor issues reported over time
- AI Player slightly more efficient in large games, still room for improvement
- AI Player was using arty on neutral cities
- AI was not behaving with the game clock in use

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