View Full Version : SEV Beta History starting V1.0
Mephisto
September 27th, 2006, 03:20 PM
Hi all!
With Aarons blessing I present to you the beta history for SEV starting with version 1.0. And now, without further ado...
Version History for Space Empires V
---------------------------------------------------
Version 1.04:
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.
2. Fixed - Closing the Political Message Report would cause a crash.
3. Fixed - Sometimes damage to a planet would cause a crash.
4. Fixed - A planet's condition of "Plague" should show in red.
5. Fixed - A planetary plague was not showing in the Planet Report "Planetary Damage".
6. Fixed - Weapon Damage Type in the Components.txt file is now a formula.
7. Fixed - The Plague Bomb was only doing Plague Level 1 damage.
8. Fixed - Fleets were using more movement than they should.
9. Fixed - Fleets were getting one movement even if they had zero movement.
10. Fixed - Fleet were using more supply than they should.
11. Added - Popup Help Text Delay to game options. The default is 0.5 seconds.
12. Fixed - In the Create Design window, available mounts would not be reloaded when the Vehicle
size was changed.
13. Fixed - You could exceed the maximum tech level in research if enough points were spent.
14. Fixed - In Player Setup - Technology, you would retain tech levels even if you removed the prerequisites.
15. Fixed - In Player Setup - Technology, you could click disabled buttons to change tech.
16. Fixed - Occasional Access Violation when shutting down the game.
17. Fixed - Combat Replays were not always playing. To get rid of bad combat replays, all combat replays from
games earlier than 1.04 will be deleted (on game load).
18. Fixed - The Set Construction Queue window was not showing the Usage Rate based on Emergency Build.
19. Fixed - Return now works for OK on the Login window.
20. Fixed - Vehicle Designs and Vehicle Sizes were not showing maintenance reductions.
21. Fixed - In Player Setup, picture lists were showing large gray bands.
22. Fixed - Lists were enabling their buttons incorrectly.
23. Fixed - In Create Design, if you pressed Create, then Escape, the wrong window would dissappear.
Version 1.03:
1. Fixed - Accepting an alliance would cause the game to lockup.
2. Fixed - Empire Icon spacing for an Alliance report on the Empires window was off.
3. Fixed - Alliances were not showing moods on the Empires window.
4. Fixed - Alliance Report was displaying blank.
5. Fixed - In the Alliance Chambers window, the text for proposals was offset.
6. Fixed - Alliances were not getting or generating First Contact messages.
7. Fixed - Communicate window had text offset for Alliances.
8. Fixed - When viewing a message, the interior of the report would not move with the window.
9. Fixed - Revised Help Text from Chris Traber.
10. Fixed - "Upgrade Facilities" was replacing facilities in the construction queue with facility upgrades.
11. Fixed - In the Create Design window, if you were holding a component and used Shift to delete a
component, the design stats would not get updated.
12. Fixed - Some of the big list windows were still changing highlights under a popup window.
13. Fixed - Some of the reorder items in the Empire Options window were not performing Move to Top and
Move to Bottom correctly.
14. Fixed - Units viewed in Sector View would not "give back" their supplies and ordnance to their Unit Group.
15. Added - Component highlight information on the Ship Report for Components and Cargo.
16. Fixed - Help Text on the Units Group Report was backwards for Orders and Units.
17. Added - Component highlight information on the Unit Group Report for Units.
18. Added - Component highlight information on the Planet Report for Cargo.
Version 1.02:
1. Fixed - Items in a construction queue would not be constructed if the empire could not
provide the full resource usage of the queue.
2. Fixed - The Empire Options window would allow lists under windows to be clicked.
3. Fixed - The Log would show multiple tech level gains in the same area with the current
tech level.
4. Fixed - Alt-Tab would cause order buttons to blank out.
5. Fixed - Moving through an enemy minefield would cause an error.
6. Fixed - Cultural Achievements and Intelligence Achievements were not working correctly.
7. Fixed - On the Intelligence window, Estimated Intel Expenditures were not correct.
Version 1.01:
1. Fixed - The recalculation of Warp Transit Order would sometimes cause an Access Violation.
2. Fixed - Clicking on "Racial Traits" in the Empire Setup window would cause an Invalid Index error.
3. Fixed - In the Empire Setup window, random selection would allow you to get a Gas Giant
with a None Atmosphere. There is also an added warning message as a fail safe.
4. Changed - Selecting a "Gas Giant" atmosphere type will no longer restrict the Planet Types.
5. Fixed - In combat, once you entered into an order mode such as "Fire Specific On Target"
but had no valid targets, then there was no way out of the mode. Also, when in an order
mode, the select region box should not display.
6. Fixed - After turning Autotargeting off, using "Fire Specific On Target" would set the vehicle
to have autotargeting for all untargeted weapons.
7. Fixed - In Simultaneous Games, duplicate designs were showing up.
8. Fixed - AI Setup was not researching correctly.
9. Changed - Increased the tech points for the 3 starting tech levels.
10. Fixed - Message boxes were not responding to the Return key as clicking the OK button.
11. Fixed - The mousewheel would not work if the mouse was over the thumb or arrow buttons.
12. Fixed - In windowed mode, the mouse coordinates for the mousewheel were off by the size of the
window border.
13. Added - End of Turn confirmation information.
14. Added - On the System window, you can hold Ctrl and right-click to perform a Move order (or
an Attack order if the sector you click on has a visible enemy present).
15. Fixed - Blue line under large green planet.
16. Fixed - Space & Ground Combat hotkeys were misassigned.
17. Fixed - Sound clips on full screen windows were not being played (until the window was closed).
18. Fixed - The Load/Save window was not supporting double clicks.
Phoenix-D
September 27th, 2006, 03:26 PM
1.0 = Gold, I presume.
Also..
"6. Fixed - Weapon Damage Type in the Components.txt file is now a formula. "
Oooh yeah. That's going to be very helpful. http://forum.shrapnelgames.com/images/smilies/happy.gif
Hopefully more to come, because I don't see anything about fixing non-working government and society types amoung other things.
Matryx
September 27th, 2006, 03:27 PM
Some of those fixes are great (facility upgrades in queue)... and I'm really going to appreciate that new ctrl+click = move/attack function.
DarkHorse
September 27th, 2006, 04:13 PM
Great news, thanks Mephisto.
Anyone still worried Aaron won't support his game?
Phoenix-D
September 27th, 2006, 05:04 PM
Lots of mention of unit groups.
WHAT unit groups!?
Tim_Ward
September 27th, 2006, 05:33 PM
And which version is the demo based on?
Anyone still worried Aaron won't support his game?
No, I was never worried about that. But I am worried that new players, who don't know the way Aaron works from Space Empires IV, will be turned off if the game that ships is anywhere near as unstable and buggy as the demo.
And that would be unfortunate, because I want SEV to do well.
Ed Kolis
September 27th, 2006, 05:36 PM
YAY FOR AARON!!! http://forum.shrapnelgames.com/images/smilies/laugh.gif
15. Added - Component highlight information on the Ship Report for Components and Cargo.
"Highlight information" - does this mean we can hover over something and get the level, mount, etc. of it???
4. Changed - Selecting a "Gas Giant" atmosphere type will no longer restrict the Planet Types.
Huh??? We can how be gas/none races again, like in early versions of SE4? Why would anyone want to do that? http://forum.shrapnelgames.com/images/smilies/confused.gif A masochistic player perhaps, who wants to start with an unbreathable homeworld? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Now let's just hope the AI gets more aggressive... in the demo all they ever did was launch espionage attacks at me, and only the Amonkrie did that http://forum.shrapnelgames.com/images/smilies/tongue.gif I do wonder, though, if the AI is capable of using the results of espionage attacks intelligently??? http://forum.shrapnelgames.com/images/smilies/eek.gif
Raapys
September 27th, 2006, 08:06 PM
Yeah, I miss an aggressive, capable AI as well. They just never seem to do anything unless I trespass within a system of where they've got a colony, and doesn't appear to expand much at all. Not sure if this behaviour can be fixed with the 'scripting' capabilities?
Captain Kwok
September 27th, 2006, 08:24 PM
Sure it can - it's all controlled right now by the AI scripts. The problem is a) They keep making treaties with non-aggression clauses reducing their potential territory and total colonies; b) They are expanding fast enough because they are not building enough scouts and exploring first before surveying; c) Their attack decision making needs to be tweaked.
Kamog
September 28th, 2006, 02:17 AM
Thanks for posting the history, Mephisto. http://forum.shrapnelgames.com/images/smilies/happy.gif It's great that Aaron has already fixed so many bugs.
Major_SNAFU
September 28th, 2006, 11:30 AM
This is great. This is why I remain optimistic despite some worrying bugs I have been reading about.
Bravo!
Mephisto
September 28th, 2006, 04:41 PM
Ed Kolis said:
"Highlight information" - does this mean we can hover over something and get the level, mount, etc. of it???
Yes, it works like in the Ship Report Screens in Combat.
Kana
September 28th, 2006, 06:09 PM
Phoenix-D said:
Lots of mention of unit groups.
WHAT unit groups!?
I would assume that a unit group is what you get when you launch several units together...especially in the System screen. IE like a group of Satellites or Mines...You can even change there name....
Captain Kwok
September 29th, 2006, 07:40 PM
Another gift:
Version 1.05:
1. Fixed - The resources amounts on the Select Package window would not change.
2. Fixed - On the Set Construction Queue window, the "In Existence" was always zero for facilities.
3. Changed - On the Set Construction Queue window, the "In Existence" field will now include
all versions of this object regardless of level.
4. Added - "Lock System View" button at the top of the Orders panel.
5. Note - To use Automatic Moveto for Construction Queues, you need to define a waypoint where you
want the ships to moveto. Then in the Set Construction Queue window, select Queue Settings
and scroll the list to the bottom where you can choose that waypoint as a Moveto location.
6. Fixed - Changed Planet Temperature formula so its not quite so cold.
7. Changed - You can no longer change your intelligence defense spending. It is automatically set to the
remainder after your attack spending is deducted from 100%.
8. Added - Scrollbar to the Weapon Report so that damage at range can be scrolled through a distance of 300.
9. Added - "Override InvConfiguration Slots" to the Mod_Definition.txt file. If this field is set TRUE, then
all Inventory Configurations will be read from the file "Override_InvConfiguration_Slots.txt" in the
mod directory (the flag [%EmpireName%] from VehicleSizes.txt will be set to "" and the name will be
trimmed).
10. Fixed - Revised Help Text from Chris Traber.
11. Fixed - Size for Small Supply Storage and Small Ordnance Storage reduced to 2.
12. Fixed - Select Colony Type window was not responding to the Return key and not selecting an item on double-click.
13. Fixed - Sometimes in Sector View, you could move planets.
14. Fixed - Sometimes ending the Sector View would show the Simulator window.
15. Fixed - Log window should jump to the top most message at the beginning of a turn.
16. Fixed - In a Combat Replay, the targeting icon should not show over enemy ships.
17. Fixed - In a Combat Replay, you should not be able to right-click to give orders.
18. Fixed - In combat, you shouldn't be able to see movement destinations and weapon targets for computer controlled ships.
19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built.
20. Fixed - Units were not showing any supplies or ordnance in combat replays.
21. Fixed - Game was changing Speaker Configuration to Stereo.
22. Fixed - If a minister style wasn't selected when creating a new empire, no default strategies would be loaded.
23. Fixed - Victory Conditions and Racial Traits were using the wrong style of option box.
24. Fixed - Lists with option buttons or check buttons will allow you to select the text to toggle the option.
25. Fixed - Some Lists with options buttons or check buttons were highlighting the row you clicked on.
Tampa_Gamer
September 29th, 2006, 07:48 PM
Geez, CK that was quick - I barely just posted it over in the beta forum!!
Phoenix-D
September 29th, 2006, 07:52 PM
"19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built."
Guess that explains the magically reducing resource amounts.
Just need the fleet bugs fixed and that takes care of most of the ones I've seen personally.
Captain Kwok
September 29th, 2006, 08:16 PM
Tampa_Gamer said:
Geez, CK that was quick - I barely just posted it over in the beta forum!!
I know. I was annoyed that I had lost so I came over here. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Some good fixes and a few good UI stuffs. You'll notice a number of them were suggestions from the forums that were filtered back up to the top. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Kamog
September 30th, 2006, 12:58 AM
Some of those things Aaron fixed seemed to be problems that people reported only a day or two ago! Wow, he's fast... http://forum.shrapnelgames.com/images/smilies/happy.gif
Or maybe the Beta Testers already reported them to him a long time ago.
It's good to know that the bugs are getting fixed one by one. http://forum.shrapnelgames.com/images/smilies/happy.gif
Slick
September 30th, 2006, 03:27 AM
What version is the demo?
Captain Kwok
September 30th, 2006, 06:38 AM
The demo was 1.00 I guess.
Raapys
September 30th, 2006, 07:27 AM
As a user of the "Survey system" command, I've to make known my annoyance that the ships stop whenever they try to move into a sun, which basically stops their "surveying".
Oh, how long until it goes gold?
Captain Kwok
September 30th, 2006, 10:03 AM
It went "gold" on 8 Sept.
Raapys
September 30th, 2006, 10:21 AM
Uh, so, the demo version is the version of the game that will be released? With the bugs and issues the demo had?
Doesn't 'gold' mean the date the game is shipped for mass-copying?
Phoenix-D
September 30th, 2006, 12:50 PM
Correct. The demo is a little buggier than the beta version that went gold, though. And like with SE4 it looks like there will be a patch on release.
Captain Kwok
September 30th, 2006, 12:51 PM
An updated demo will also be provided after the release (~Oct. 16) as well.
aegisx
September 30th, 2006, 03:33 PM
Does the editor come with the game, or will it be a seperate download?
Captain Kwok
September 30th, 2006, 04:04 PM
It comes with the full version.
Fyron
September 30th, 2006, 04:08 PM
Editor?
Ragnarok-X
September 30th, 2006, 04:38 PM
Comes with full version.
aegisx
September 30th, 2006, 04:42 PM
CSF script editor
Kana
September 30th, 2006, 10:09 PM
Editor, or a Compiler?
Captain Kwok
September 30th, 2006, 10:25 PM
It can be both. Although I tend to use a text editor because they have enhanced search/replace functions etc.
Kana
October 1st, 2006, 01:59 AM
Yeah I just grabbed one. Its called crimson editor...I dont know if its good or bad, since I have only notepad to compare it to...
AngleWyrm
October 1st, 2006, 02:45 AM
Something to compare it with: TextPad (http://www.textpad.com/download/index.html)
aegisx
October 1st, 2006, 11:11 AM
vi is always good to use.
Captain Kwok
October 1st, 2006, 11:45 AM
Note you'll need the script parser to compile though.
aegisx
October 1st, 2006, 11:48 AM
Im assuming it will decompile the current scripts as well?
Mephisto
October 1st, 2006, 01:32 PM
No need, the script source files come with the compiler.
Fyron
October 1st, 2006, 03:29 PM
It would still be useful to decompile AIs that are distributed only in compiled form though. http://forum.shrapnelgames.com/images/smilies/happy.gif
Captain Kwok
October 1st, 2006, 06:23 PM
I don't think decompiling would work. The AI scripts take pieces of the various pooled AI scripts when they are compiled... so it's not just 1 file being compiled into the .csf script.
Aiken
October 2nd, 2006, 12:36 PM
IMO, it should be recommended for modders to include AI sources in a separate archive then.
Btw, will the map editor (or even scenario editor) be included into the full version? Sorry if it was asked earlier.
Captain Kwok
October 2nd, 2006, 01:29 PM
There is no map/scenario editor with the full version yet. However, you can at least choose starting locations in-game.
Noble713
October 3rd, 2006, 01:04 AM
I just hope that whatever editor we get is more robust than SE4's. I think the lack of set-piece scenarios stems largely from the limited tools we have for making them.
Captain Kwok
October 3rd, 2006, 01:23 AM
I'd figure it would be really tough to make a scenario editor for SE:V - you'd essentially need to duplicate most of the interface to allow for creation of ship designs, research levels, and so on... but perhaps if MM gets some help it could work.
Kamog
October 3rd, 2006, 01:32 AM
Well, hopefully MM will at least provide a map editor for SEV, and one that's friendlier to use than the one for SEIV.
Cyrien
October 3rd, 2006, 01:11 PM
Any bets on what version the first game patch will be upto on Oct 16? http://forum.shrapnelgames.com/images/smilies/wink.gif
With the prolific patching... I say at least 1.08
Mephisto
October 6th, 2006, 06:42 PM
Version 1.06:
1. Fixed - Clicking and holding the thumb button Component Report would cut out if the mouse left the scroll bar.
2. Fixed - Text wrapping was cutting words in the middle.
3. Fixed - Some fields on the Component Report were overflowing their boxes.
4. Fixed - "Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a random "Specific Type" or an "Effect Name".
5. Fixed - Multiline Edit boxes were not word wrapping correctly.
6. Fixed - Sometimes the text in the last column of a big list would overlap the scroll bar.
7. Fixed - Carriage returns weren't displaying correctly in Multiline Edit boxes.
8. Fixed - More characters are usable in the Edit boxes and Multiline Edit boxes.
9. Fixed - Added a maximum length to the amount edit box so that it cannot be overflowed.
10. Fixed - The number pad was not working for typing in numbers.
11. Fixed - End of Turn reminder will not specify research if you have attained all tech levels.
12. Fixed - Small size log pictures were not drawn correctly.
13. Fixed - Condensed the small picture and no picture log reports.
14. Changed - "Salvage Value" to "Orders" on the Ship Report and Unit Group Report.
15. Fixed - Construction Queues were not building multiple items in separate groups.
16. Fixed - Multiple constructions of items condensed into single log item reports.
17. Fixed - Moved log buttons "View" and "Reply" to the same line.
18. Fixed - You can't remove the last 1M population from a planet.
19. Fixed - Seekers were not taking into account firing point (mainly for planets) to determine if weapon should be fired (if target would move out of range during travel time).
20. Fixed - Weapon mount range bonuses were not being applied.
21. Fixed - Random empires would sometimes have the same flag as a created player.
22. Fixed - Point Modifiers were not being applied properly to planet point production.
23. Fixed - Ships given the "Colonize" order would move 1 sector even if they had no movement remaining.
24. Fixed - Repeat Build was allowing amounts to decrease to zero.
25. Fixed - Empire Options for "Show Grid Lines" and "Show Warp Lines" were not working.
26. Added - Added fields to Settings.txt for setting quadrant map colors.
27. Fixed - Population amount modifier to construction queues was not being shown in the Abilities list.
28. Fixed - Hardy Industrialists bonus was being applied twice to planetary space yards.
29. Fixed - "Role", "Fleet Experience", and "Strategy" were not showing help on the Ship Report window.
30. Fixed - "Strategy" field was not showing help on the Planet Report window.
31. Fixed - In the Cargo Transfer Window, you can now move multiple items of the same type from the Storehouse.
32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.
34. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Vehicle Design Report.
35. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Create Design window.
36. Fixed - Attack and Defense modifiers from vehicle sizes were not being applied.
37. Fixed - Music would stop when you loaded a game.
38. Fixed - Damage Types file now supports decimal percentages.
39. Fixed - Cargo mouse over display was not working for the Combat Piece reports.
40. Added - Empire options under "Display" to select whether to see a Component's Section, Level, Damage, and Mount on all component grids.
Ludd
October 6th, 2006, 07:01 PM
So many bugs, so little time.
Raapys
October 6th, 2006, 07:02 PM
Nice! So many issues fixed already, this is really starting to look good. Any idea how long the patching will continue? 'Till its done', or has SF set some sort of limit?
"4. Added - "Lock System View" button at the top of the Orders panel."
This prevents the rotating, yes? Any chance there'll be an option to exchange the rotation with regular scolling?
Mephisto
October 6th, 2006, 07:10 PM
SF has no saying in the patches, only Aaron, IIRC. The "lock" button stops the rotating.
Phoenix-D
October 6th, 2006, 07:14 PM
"32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.
Those two have the potential to be either great or an enomous pain in the ***, depending on how they're implimented.
34. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Vehicle Design Report.
35. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Create Design window.
40. Added - Empire options under "Display" to select whether to see a Component's Section, Level, Damage, and Mount on all component grids.
These should help a lot with ship design. http://forum.shrapnelgames.com/images/smilies/happy.gif
Looks good so far. Hopefully the crashes will be reduced in final as well..
StarShadow
October 6th, 2006, 07:47 PM
Slightly OT, but 34/35 have made me wonder something. Are there any components that affect the turn rate of a ship?
Captain Kwok
October 6th, 2006, 11:29 PM
Phoenix-D said:
32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.
Those two have the potential to be either great or an enomous pain in the ***, depending on how they're implimented.
They are out of the way, both listed at the bottom of each respective screen.
Tampa_Gamer
October 7th, 2006, 12:59 AM
What CK said. Also, if you look at 40. below - that is the real key. You don't even have to mouse cursor over the component - if you want, the display will show the component level in the upper right corner http://forum.shrapnelgames.com/images/smilies/happy.gif so you can see everything at a glance.
Kamog
October 7th, 2006, 01:58 AM
This is great, that Aaron is busy fixing all the bugs in SEV. http://forum.shrapnelgames.com/images/smilies/happy.gif
Today I looked around to see if I could buy SEV here in Vancouver, Canada. I checked EB Games, Best Buy and Future Shop but they didn't have it. I'll check again at the release date. It's good to know that a lot of the problems we saw in the demo will be fixed by October 16th. http://forum.shrapnelgames.com/images/smilies/happy.gif
Q
October 7th, 2006, 01:59 AM
Some very important fixes IMO. I am very glad my trust in MM to fix the bugs and improve the game seems to be justified.
henk brouwer
October 7th, 2006, 03:48 AM
Mephisto said:
12. Fixed - Small size log pictures were not drawn correctly.
13. Fixed - Condensed the small picture and no picture log reports.
16. Fixed - Multiple constructions of items condensed into single log item reports.
Very glad to see these changes. http://forum.shrapnelgames.com/images/smilies/happy.gif
phalzyr
October 13th, 2006, 11:25 AM
Sticky this? If I'd of seen this before I emailed they'd of only gotten one email from me. Or better yet since beta is over start a new thread titled Patch fix list or something and sticky it http://forum.shrapnelgames.com/images/smilies/wink.gif
Captain Kwok
October 13th, 2006, 09:18 PM
Here's a cookie:
Version 1.07:
1. Fixed - Mounts would not be loaded correctly after a Select Ship Size in the Create Design Window.
2. Fixed - The help text was in the wrong place on the Vehicle Design report.
3. Fixed - Mothballed ships still had crew.
4. Fixed - The Unmothball order would always fail.
5. Fixed - Speed up for loading of Components List on the Create Design window (especially when a mount
was selected).
6. Fixed - The AI would sometimes research tech areas that it didn't have access to.
7. Fixed - You can now click and type in an amount on the Transfer Cargo and Transfer Units windows.
8. Fixed - Increased the indent for cargo items on the Transfer Cargo and Transfer Units windows.
9. Added - Population now shows the number present in millions on the Transfer Cargo window.
10. Added - Added a "Condensed View" button to the Transfer Cargo and Transfer Units windows. When
moving units in Condensed View, all undamaged units will be moved first. You cannot right-click
a group of condensed units to get a report.
11. Fixed - Decreased slow down of game when large number of units were launched in combat.
12. Fixed - Fighters will no longer form a cloud and a pole when launched in combat.
13. Fixed - Unit textures in combat would be lost when the game was alt-tabbed.
14. Fixed - You would sometimes get a lockup when large numbers of units were destroyed in combat.
15. Fixed - You would sometimes get an Access Violation when you closed combat.
16. Fixed - Some speedups for combat.
17. Added - Added "Space Combat Ends Only When Time Up Or No Enemies" field to Settings.txt to allow modders
to prevent combat from ending when enemies are moving away from each other.
18. Fixed - Ability "Planet Population Happiness" was working backwards.
19. Fixed - Cleanup and fixups for happiness.
20. Fixed - Removed launch and recover rates.
21. Changed - Decreased the size increase per level for Fighter Bays and Mine Layers.
22. Fixed - Unit space combat speed was using ground movement.
23. Fixed - Moving units from the Storehouse was not quite working correctly.
24. Fixed - Canceling an "Add Strategy" on the Empire Options window would lockup the window.
25. Fixed - Fleets were regaining supply and ordnance after each turn with no Resupply Depot present.
26. Fixed - Atmosphere Conversion was working in turns not years.
27. Changed - Decreased Shield Regenerator amount.
28. Fixed - "Component - Regeneration" ability was not working.
29. Fixed - "Shield Generation From Damage" ability was not working.
30. Fixed - "Component - Damage Resistance" ability was not working.
31. Fixed - Point - Defense should no longer be effected by time rate.
32. Fixed - "Combat Movement" ability was not working.
33. Fixed - Solar Generators were not working.
34. Fixed - Loss of crew was not decreasing ship's abilities.
35. Fixed - Toxic Injector was not killing crew.
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
37. Fixed - "Use Component" order was not enabling.
38. Fixed - In a Simultaneous Games, Sector View position changes were not being kept.
39. Fixed - Not having the combat grid on in space combat would cause the map to not expand automatically.
40. Fixed - Enter and Exit warp points sounds were switched in the game.
41. Fixed - The option button for resources on the Select Package window was not working.
42. Fixed - Clicking the Plus or Minus button in a selection list would often fire the doubleclick.
43. Fixed - Date text on received messages was overflowing the list on the Empires and Communicate windows.
44. Fixed - "Allow Intelligence" setting in Game Setup was not working.
45. Fixed - "Allow Tech Gifts" setting in Game Setup was not working.
46. Fixed - Game Setup window should not mention tributes which don't exist.
47. Fixed - You could get vehicles with no movement to move when selected with a group with a mover included.
48. Fixed - The Ship List was selecting all items on a refresh instead of maintaining old selections.
49. Fixed - Planet's with zero population will still be owned by their original owner in combat until all
population, units, and facilities are destroyed.
Kamog
October 13th, 2006, 09:57 PM
Thank you, Captain Kwok. This is great news. http://forum.shrapnelgames.com/images/smilies/happy.gif
DarkHorse
October 13th, 2006, 10:05 PM
Mmmmm. Cookie.
Phoenix-D
October 13th, 2006, 11:54 PM
woohoo 25-end. http://forum.shrapnelgames.com/images/smilies/tongue.gif
But, uh..
"20. Fixed - Removed launch and recover rates."
What exactly is this refering to?
Captain Kwok
October 13th, 2006, 11:56 PM
Launch components now launch all items at once, which it was doing anyway despite the restrictions. I guess the fix will be more time consuming and so maybe we'll see it in the following patch.
Q
October 14th, 2006, 02:07 AM
Great work MM!
Elsemeravin
October 14th, 2006, 02:22 AM
Captain Kwok said:
Here's a cookie:
Version 1.07:
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
Is this hardcoded (I guess), I mean the requirement or could we change it (like crew < 50%) ?
Phoenix-D
October 14th, 2006, 02:28 AM
Those bits are hardcoded, but you can do other things.
I have my frigates set up to explode when all life support is gone, for example. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Elsemeravin
October 14th, 2006, 03:55 AM
Phoenix-D said:
Those bits are hardcoded, but you can do other things.
I have my frigates set up to explode when all life support is gone, for example. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Explode ? Do you mean we can use the "Sector - Damage" ability with a scope of "ship" ? or do you know something I ignore ? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Elsemeravin
October 14th, 2006, 08:18 AM
Or maybe you set the structure of the ship to be equal to 0 if crew = 0 ? (but feel like only tonnage can be set)
I'm curious about this one http://forum.shrapnelgames.com/images/smilies/happy.gif
EDIT: After checking maybe set the ship struture to -1000000 if crew <= 0 in VehicleSizes.txt ?
To bad I cannot test until at least the 16th...
Elsemeravin
October 14th, 2006, 08:40 AM
Phoenix-D said:
Those bits are hardcoded, but you can do other things.
Thinking more about it (and writing faster than I think...) I guess we can simply add to every ShipSize the "Control Center" ability, and 1 crew and 1 life support, then we can bypass hardcoded function and set our own using formulas.
For example I plan to use one AI tag to set the Crew requirement for every component (Like SJ proposed earlier) and then have in every formula a percentage calculation like:
<calculated amount> * round_up( <needed crew for this component> * min (<current ship crew> / <sum of needed crew on remaining components> ; 1) / <needed crew for this component>
This way we would have the following:
Ship total crew = 25
with component:
CMP1 needs 5 crew members
CMP2 needs 2 crew members
CMP3 needs 10 crew members
CMP4 needs 5 crew members
Total need = 22 crew members (so we have 3 more, useless peaple)
Component efficiency at that time:
CMP1 = 100%
CMP2 = 100%
CMP3 = 100%
CMP4 = 100%
After fighting some memebers of the crew die. We only have 18 people left (4 less that required).
Ship total crew = 18
We recalculate the efficiency as:
CMP1 = 100%
CMP2 = 100%
CMP3 = 90%
CMP4 = 100%
We can see that the higher the crew requirement the sooner the component will be impacted by missing crew.
After some more fighting, some crew members die and there are now only 10 people left (12 missing for complete efficiency)
Ship total crew = 10
In that case the components will be greatly degraded, with the resulting efficiency as follow:
CMP1 = 60%
CMP2 = 50% (which would mean 50% of damage for a weapon)
CMP3 = 50%
CMP4 = 60%
What do you think of this idea ? Would it be balanced ?
I guess it would make crew killing weaponry more attractive and protection of crew quarter more important.
Suicide Junkie
October 14th, 2006, 10:56 AM
Ship structure is only equal to the sum of structures of its components.
Hull-based hitpoints have nowhere to be applied.
Ed Kolis
October 14th, 2006, 11:47 AM
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
So, umm, if I have a -40 to attack from being a baseship, when I get a critical failure it becomes -20? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Launch components now launch all items at once, which it was doing anyway despite the restrictions. I guess the fix will be more time consuming and so maybe we'll see it in the following patch.
This means you can make a really cheap carrier using a transport hull - just slap a single fighter bay on and fill it up with cargo bays http://forum.shrapnelgames.com/images/smilies/frown.gif
I have my frigates set up to explode when all life support is gone, for example.
Ah, are you writing a Star Control Mod? http://forum.shrapnelgames.com/images/smilies/tongue.gif
Phoenix-D
October 14th, 2006, 01:36 PM
Yeah, I'm using the Sector Damage ability for that. It doesn't take effect until the ship moves on the strategic map for some reason, but that works fine for my purposes.
And no Star Control mod, I just thought it was silly that the ships could trundle on sans life support. Well, maybe if the crew were None atmosphere type..
Suicide Junkie
October 14th, 2006, 01:44 PM
Heh, yeah.
That penalty was for "large ship size", and well, your ship isn't that big anymore http://forum.shrapnelgames.com/images/smilies/wink.gif
None-breathers still need temperature regulation and food and such. They'd probably have less tolerance to lack of food, since air-breathers can use the air to help "burn" their food, thus carrying less around with them.
Captain Kwok
October 26th, 2006, 10:38 PM
FYI:
Version 1.09:
1. Fixed - Possibly fixed error international users were having when trying to load data files.
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
4. Fixed - Recovering a unit in the Launch/Recover window would sometimes leave a blank line.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
7. Fixed - The Fleet Report - Task Forces tab would misposition the text if scrolled.
8. Fixed - The Select Package window would sometimes not let you hit OK.
9. Fixed - The Planet Report - Races tab would sometimes show population amounts wrong for more than one race.
10. Fixed - When colonizing, if you have population in cargo, then the crew of your ship will not become
1M population on the planet.
11. Fixed - Shard Cannon was not increasing damage with level.
12. Fixed - Sometimes ground combat would occur on a ship.
13. Fixed - Buffer Error at the end of combat.
14. Fixed - The combat progress bar would reset after 60 seconds.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.
Raapys
October 26th, 2006, 10:43 PM
Ground combat on a ship? That could have been a neat boarding feature.
Kana
October 27th, 2006, 04:14 AM
Thats what I was going to say...In SEVI we will get boarding combat side game, just like we got ground combat in SEV.
Combat Wombat
October 27th, 2006, 11:27 AM
If we pushed hard enough we could see a feature like a boarding party "side game" in an expansion or even a patch for SE5.
Fyron
October 27th, 2006, 01:47 PM
I'd rather Aaron work on a million other more important issues than some boarding party side-game.
RonGianti
October 27th, 2006, 03:32 PM
Captain Kwok said:
Version 1.09:
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
11. Fixed - Shard Cannon was not increasing damage with level.
13. Fixed - Buffer Error at the end of combat.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.
As usual, Kwok rocks!
Do any of these fix the End Of Turn Processing bug?
I assume we will not be seeing 1.09, it will just be a footnote on the patch we DO get in a couple of weeks?
Caduceus
October 27th, 2006, 04:20 PM
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
Woo!
aegisx
October 27th, 2006, 09:01 PM
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
I second the Woo!
Combat Wombat
October 30th, 2006, 08:26 PM
Version 1.10:
1. Fixed - After using the Fleet Transfer window from the Space Simulator, all controls would be unresponsive.
2. Fixed - When selecting Set Fleets in the Space Simulator window, you are setting fleets for the
currently selected empire in the button panel. Only vehicles and fleets owned by that empire will
be displayed in the Fleet Transfer window.
3. Fixed - Simulated Empires were not getting their strategies from the current player.
4. Fixed - You shouldn't be able to press buttons while a Generate Map is in progress.
5. Fixed - The Launch/Recover Units window would sometimes crash when recovering a unit.
6. Fixed - Sometimes units in cargo would show damage with huge values.
7. Fixed - Sometimes when a planet rebelled and formed a new empire, an error occurred.
8. Fixed - A rebelling planet should start with the technology of its parent empire.
9. Fixed - A ship or unit is destroyed if all non-armor components are destroyed.
10. Fixed - You would get a black screen after the "Processing after all player turns..." was complete and
the autosave was taking place.
11. Fixed - Satellites, mines, and drones were taking part in Ground Combat.
12. Fixed - AI was not laying mines and dropping satellites on warp points.
13. Fixed - AI was not designating enough "Mining" colonies.
14. Fixed - AI was not surveying unexplored systems properly.
15. Fixed - AI was proposing treaties to human players in Team Mode.
16. Fixed - AI's on the same team were not forming the best treaties possible.
Captain Kwok
October 30th, 2006, 08:29 PM
Definately some good fixes. For you Balance afficiandos I'm analyzing the AI changes made in 1.10 so I can incorporate them into the next Balance Mod version. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Kana
October 30th, 2006, 08:38 PM
Maybe Aaron should analyze you AI files and incorporate them into 1.11?
Raapys
October 30th, 2006, 09:27 PM
He definitely should do that.
Update on Malfador:
10/30/06 - SE5 Patch Coming Soon
Thanks to everyone who sent in bug reports and savegames, we are getting ready to release a new patch for Space Empires V. We're testing it now and are planning to release it on November 6th. Have a Happy Halloween!
Anyone know what's the right email to send bug reports and suggestions to, though?
Phoenix-D
October 30th, 2006, 10:06 PM
se5@malfador.com, I think.
Blade W
October 31st, 2006, 04:36 AM
Loosing sector abilities in the 1st turn isn't a serius issue?
I didn't notice a fix for that until 1.10.
Atrocities
October 31st, 2006, 05:59 AM
Hopefully sometime within the next couple of weeks we might nave a new public patch update. http://forum.shrapnelgames.com/images/smilies/happy.gif (Fingers R Crossed.)
Combat Wombat
October 31st, 2006, 11:31 AM
Atrocities said:
Hopefully sometime within the next couple of weeks we might nave a new public patch update. http://forum.shrapnelgames.com/images/smilies/happy.gif (Fingers R Crossed.)
Oh its gonna happen either the 6th or the 7th you can count on it.
RonGianti
October 31st, 2006, 12:20 PM
Wow, those 2 seem to clear up just about everyone of the real bugs.
Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?
Atrocities
October 31st, 2006, 12:46 PM
there are many bugs to yet be fixed. aaron is going to be a busy programer for months to come.
Combat Wombat
November 2nd, 2006, 12:25 AM
Version 1.11:
1. Fixed - Using the setting "Warp Points located anywhere in the system", warp points would sometimes
overlap stars or the center of a black hole.
2. Fixed - Ruins on planets were disappearing after the first turn.
3. Fixed - Sometimes ground combat would occur on a ship (the AI was loading enemy troops on his ships).
4. Fixed - Sometimes an error would occur if a fleet with no task forces engaged in combat.
5. Fixed - Fleets could exist with ships but no task forces.
6. Fixed - Intelligence spending should be cleared against an empire with which you've lost contact.
7. Fixed - "Can Be Placed On Vehicle Types" in Components.txt was not matching items correctly.
8. Fixed - "Component Type List" in Components.txt was not matching items correctly.
9. Fixed - Combat replay would create real unit groups from the combat.
10. Fixed - Units in ground combat were losing weapons even if the weapon was undamaged.
11. Fixed - Units were retaining maximum movement even if their engines were damaged.
12. Fixed - In Space or Ground Combat, the selection list would not change if the same number of items were selected.
13. Fixed - Units were showing 100% damaged in combat reports at the start of combat.
14. Fixed - In a Simultaneous Game, the sector view ship placements were not being maintained to the next turn.
15. Fixed - Sometimes the Movement Replay would cause an Access Violation.
16. Fixed - In a Simultaneous Game, name changes for vehicles were not being maintained on the next turn.
17. Fixed - Loading an empire from a file in Game Setup would lose all of its technology.
18. Fixed - Game Setup was incorrectly preventing some loaded empires because of technology.
Phoenix-D
November 2nd, 2006, 01:12 AM
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)
Captain Kwok
November 2nd, 2006, 02:13 AM
Phoenix-D said:
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)
I'd hope so. I did mention that in addition to the unique ruins bug - but I also wouldn't be surprised if it was missed. http://forum.shrapnelgames.com/images/smilies/rolleyes.gif
Kamog
November 2nd, 2006, 02:44 AM
Thanks for the update. The upcoming patch looks like it's going to be a very good one! http://forum.shrapnelgames.com/images/smilies/happy.gif
wrongshui
November 2nd, 2006, 08:52 PM
RonGianti said:
Wow, those 2 seem to clear up just about everyone of the real bugs.
Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?
The error when a new empire was made fvrom a revolt would do that. Hopefully that will solve most of the lock ups.
Combat Wombat
November 3rd, 2006, 10:25 PM
Version 1.12:
1. Fixed - Some components were not showing up for weapon platforms.
2. Fixed - In the Alliance Chambers window, the Alliance Relations option would cause an error.
3. Fixed - Alliance votes were not completing.
4. Fixed - Game was not removing old Alliance log entries.
5. Fixed - Alliance messages had two headers on them.
6. Fixed - Alliance proposals wouldn't complete if no majority and all players had voted.
7. Fixed - Game was not removing old Alliance proposals.
8. Fixed - Empires added to an Alliance were remaining as individuals on Empire and Alliance windows.
9. Fixed - AI's were not voting in alliances.
10. Fixed - Planet's were keeping 1M population of all populations on the planet.
11. Fixed - Floating point error when try to move population in the Transfer Cargo window.
12. Fixed - You can't move ships in the Sector View if enemy ships are present.
13. Fixed - In Simultaneous games, combat should happen (in sectors with enemies) once per sector per
turn even if no ships move (unless combat already occured in the sector).
14. Fixed - Space combat now allows you to retreat if you move your ship past the circle border (and
it has strategic movement points left). Retreat costs 1 strategic movement point.
15. Fixed - Space combat no longer ends when the distance between enemies remains the same or increases.
16. Fixed - The combat border is now displayed on the overview map.
Kamog
November 4th, 2006, 03:07 AM
Wow, another version with lots of fixes in just two days! Aaron is fast! http://forum.shrapnelgames.com/images/smilies/happy.gif
Raapys
November 4th, 2006, 01:00 PM
Lovely, a developer who listens to his fans. This is gonna be a superb patch.
Baron Munchausen
November 9th, 2006, 06:36 PM
Version 1.13:
1. Fixed - Sometimes the TCP/IP Host would not send the first turn game file to the players.
2. Fixed - Planet structure points were too high.
3. Fixed - "Propulsion Experts" racial trait was giving movement to bases.
4. Fixed - Some designs would lose racial trait effects on load of game.
5. Fixed - Text was overruning the side of the Set Construction Queue lists.
6. Fixed - A ship constructing a vehicle cannot retreat from combat.
7. Added - Whether a vehicle can retreat from combat to the Combat Piece Report.
8. Fixed - Repulser beams will not knock a ship past the retreat border.
9. Fixed - A ship cannot retreat into a blocked sector (such as a star).
10. Fixed - If all retreat locations are blocked, no retreat is possible.
11. Fixed - In the Construction Queues window, the On Hold and Repeat filters were switched.
12. Fixed - "Upgrade Facilities" action on the Construction Queues window would not work correctly
if upgrades were already present in the queue.
13. Changed - Some weapon balancing.
14. Fixed - More than one Emergency Resupply or Emergency Reordnance pod could be put on a ship.
15. Fixed - AI was sending multiple colonizers to the same planet.
16. Fixed - AI was trying to retrofit ships that had cargo.
17. Fixed - Sometimes ships which could drop troops or capture ships would just sit still.
18. Fixed - Crew were too strong in defense of a ship during ship capture.
19. Added - "Space Combat Crew Boarding Strength" in Settings.txt which sets the base race combat strength.
20. Fixed - Sometimes finding ruins would cause a crash.
Version 1.14:
1. Added - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files.
2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had
Engines Per Move for troops set to zero.
3. Fixed - The ownership flag for ringworlds and sphereworlds was not next to the planet.
4. Fixed - You had to click on the border of a ringworld or sphereworld to colonize it.
5. Fixed - Ringworlds and Sphereworlds were not centered around their star.
6. Fixed - Sometimes ships starting combat would be outside the retreat ring.
7. Fixed - Fleet members would stop moving after their leader retreated. They should instead
move to the same retreat location.
8. Fixed - The "Massive Planetary Shield Generator" was showing the wrong number of shields in
its ability description.
9. Fixed - Any ships which retreat from combat will have their orders cleared.
10. Fixed - After a retreat, ships were not facing the correct direction on the System Map.
11. Fixed - Any ship which has been in a sector for a phase, should be considered to be in the
middle of that sector for combat placement.
12. Fixed - Sometimes ships would come out of the wrong warp point.
13. Fixed - The Explore order would sometimes give the correct location to move to but the wrong
warp point id to warp through.
Mephisto
November 9th, 2006, 06:47 PM
Version 1.14:
1. Added - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files.
2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had
Engines Per Move for troops set to zero.
3. Fixed - The ownership flag for ringworlds and sphereworlds was not next to the planet.
4. Fixed - You had to click on the border of a ringworld or sphereworld to colonize it.
5. Fixed - Ringworlds and Sphereworlds were not centered around their star.
6. Fixed - Sometimes ships starting combat would be outside the retreat ring.
7. Fixed - Fleet members would stop moving after their leader retreated. They should instead
move to the same retreat location.
8. Fixed - The "Massive Planetary Shield Generator" was showing the wrong number of shields in
its ability description.
9. Fixed - Any ships which retreat from combat will have their orders cleared.
10. Fixed - After a retreat, ships were not facing the correct direction on the System Map.
11. Fixed - Any ship which has been in a sector for a phase, should be considered to be in the
middle of that sector for combat placement.
12. Fixed - Sometimes ships would come out of the wrong warp point.
13. Fixed - The Explore order would sometimes give the correct location to move to but the wrong
warp point id to warp through.
Kamog
November 10th, 2006, 04:21 AM
Sometimes I'm not sure I understand what these fixes mean. When it says Fixed - .... is the stuff that comes after the word Fixed the thing that was wrong (i.e, the bugged behavior), or is it the new corrected behavior after being fixed? Most of the entries are obvious which way it's supposed to mean but sometimes it's kind of ambiguous.
For example:
1.13 - 8. Fixed - Repulser beams will not knock a ship past the retreat border.
Does this mean that the repulser beam knocked the ship past the border before the bug fix and now it won't do that after the fix, or does it mean that it's supposed to do that after the fix?
That's just one example; some of the other ones are like that too and I'm not sure if the description is the bug or the fix.
Captain Kwok
November 10th, 2006, 10:16 AM
Aaron usually describes the bad behaviour or bug that was fixed.
Raapys
November 10th, 2006, 10:20 AM
So now it knocks the ship past the border: does that trigger a retreat? O_O
Suicide Junkie
November 16th, 2006, 09:32 PM
Version 1.15:
1. Fixed - The Launch/Recover window was not showing the correct units in space during a combat
simulation.
2. Fixed - The Launch/Recover window would sometimes not launch a unit and show an empty unit
group in space.
3. Fixed - Drones were not dying when they impacted their targets.
4. Fixed - Empires were getting research in areas they didn't have access to via treaties.
5. Fixed - Messages from treaty elements were going to the wrong player.
6. Fixed - Autosave Turns are now saved on the machine and not per game. You'll need to turn
this on if you had it on in an old savegame.
7. Fixed - The intelligence event which kills research progress was setting the progress to
a giant negative number. This would result in some research areas showing hundreds
of turns to complete.
8. Fixed - Speed up for computer player combat.
9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat,
blue is the end of all player turns.
10. Fixed - Sometimes combat between AI players would crash and end turn processing would never complete.
11. Fixed - Ground combat between AI players was never ending.
12. Fixed - Some ministers would not work unless the "Vehicle Design" minister was selected.
13. Fixed - Right-clicking on the Victory Conditions would cause an error.
13. Fixed - Warp points should never be placed within 2 sectors of a black hole center.
14. Fixed - The Intelligence button should be disabled in games where intelligence projects are not
allowed (the Construction Queues button was being disabled instead).
15. Fixed - A stellar manipulation would only destroy the first stellar manip component on use even
if it was already destroyed.
16. Fixed - You can't start a new stellar manipulation while the animation for one is going on.
17. Fixed - Alliances were causing a crash during end turn processing.
18. Fixed - Alliances might cause a crash when the game was shutdown.
19. Fixed - AI messages about alliances sometimes contained unreplaced flags.
20. Fixed - The AI would sometimes tell you to remove your colonies from a system you were not in.
21. Fixed - Some speedups for Game Load and statistics.
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
24. Fixed - Atmospheric conversion was not firing off when it should.
25. Fixed - Your vehicle does not get any bonus movement unless it has at least 1 standard movement.
26. Added - Icon over a planet in Tactical Combat if the attacker cannot bombard the planet because of treaties.
Baron Grazic
November 16th, 2006, 09:57 PM
Thanks for posting this SJ.
A good list of fixes, but the one that surprises me is 13. Fixed - Right-clicking on the Victory Conditions would cause an error.
Someone finished a game, and found this error? :-)
Raapys
November 16th, 2006, 10:05 PM
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
It's like he read my email!
Can the beta testers give some details on "8. Fixed - Speed up for computer player combat." ? How significant a speed-up are we talking about here?
1.15 has to be my favorite update thus far.
Phoenix-D
November 16th, 2006, 10:08 PM
It'll be hard to tell, because some of the other fixes related to slowdowns as well.
Raapys
November 16th, 2006, 10:20 PM
True, but are we talking like 'even faster than before 1.13' turn processing, or just 'improved 1.13 turn processing'?
Captain Kwok
November 17th, 2006, 12:02 AM
Some good fixin's.
Captain Kwok
November 18th, 2006, 05:24 PM
More fixins'
Version 1.16:
1. Fixed - StellarAbilityTypes.txt now checks each ability for inclusion instead of just picking one.
2. Changed - Increased the combat map retreat radius to 1500.
3. Fixed - Solar Sails had stopped working.
4. Fixed - The tech area "Stellar Manipulation" should have a maximum level of 100.
5. Fixed - Requirement text for "Emergency Propulsion" was wrong.
6. Fixed - More than one Emergency pod could be put on a ship.
7. Fixed - Crew was always being set to maximum.
8. Fixed - Ship capture would never succeed.
9. Fixed - Combat piece list for multiple items would not show ownership changes.
10. Fixed - You were unable to place vehicles in Simulated Combat.
11. Fixed - AI was not getting items after an Accept Gift message.
12. Fixed - AI was switching items in an Accept Trade message.
13. Fixed - TCP/IP Host would not allow players to connect when reloading a saved game.
14. Fixed - "Naturally Happy" and "Naturally Depressed" racial traits were working in reverse.
15. Fixed - Space Yards on vehicles were not getting the correct resource rate.
16. Fixed - Shield Regeneration was not getting the correct value.
17. Fixed - The Ram order in Tactical Space Combat was causing the ship to move to the location and not
seek and ram.
Uncle_Joe
November 19th, 2006, 01:21 PM
Thanx for the info. Is this patch still on track for release on the 20th or so? I'm planning on starting a new game with the Balance Mod, but I'll wait until tomorrow if the patch is actually due out.
Thanks!
Captain Kwok
December 3rd, 2006, 11:10 AM
To get this thread up-to-date:
Version 1.18:
1. Fixed - Deconstruct and Analyze was not returning the correct techs.
2. Fixed - Maximum storage for resources was not being properly enforced.
3. Fixed - Ships were moving through planets in combat.
4. Fixed - Planets in the Space Simulator would maintain their old owner.
5. Fixed - Empires created through events would sometimes cause errors at the
end of all player's turns processing.
6. Fixed - Fighters groups could retreat from combat and end up a long way away
from the combat sector.
7. Fixed - If there was more than one ground combat in a turn, the mouse pointer
would be invisible for the start of the second ground combat.
8. Fixed - "Show Enemy Systems" on the expanded Quadrant map was highlighting both
enemy systems and our systems.
9. Fixed - Small Supply Storage and Small Ordnance Storage should only be available
for fighters and troops.
10. Fixed - The Supply Storage, Ordnance Storage, Ordnance Vat, Solar Collector, and
Quantum Reactor were not showing up for Weapon Platforms.
11. Fixed - The Autocomplete and the AI would sometimes put incorrect supply and ordnance
components on its designs.
12. Fixed - Sometimes voting for an alliance proposal would cause a crash.
Version 1.17:
1. Fixed - Memory Leak in Game Setup - Generate Map function.
2. Fixed - Tweak to increase numbers of AI Attack ships with size of empire.
3. Fixed - You could add more than 1 Space Yard to a planet using the Build # setting.
4. Fixed - Ground combat was not occuring in Simultaneous Games.
5. Fixed - Ground combat now takes place at the end of all player's turns but before
the end of all player's turns processing.
6. Fixed - In Turn Based, only one ground combat was occuring per turn.
7. Fixed - You could launch the Sector View on sectors you couldn't currently see.
Captain Kwok
December 15th, 2006, 07:40 PM
Some more stuffs:
Version 1.20:
1. Fixed - The end of strategic combat would sometimes cause a game crash.
2. Fixed - The start of combat would sometimes take a long time if a large number of units were present.
3. Fixed - If units have not been given a sector position, then they will be arranged around a warp point
(if present) for combat.
4. Fixed - The selected tab button in the Comparisons window was not highlighted on entry.
5. Fixed - Speed ups for computer player movement.
6. Fixed - Computer player might lockup at slow FPS rates.
7. Fixed - Ground combat would continue forever if a non-ground combat unit was dropped on a planet.
8. Fixed - Fleets could be disconnected with ships in multiple sectors.
9. Added - Ships on the Fleet Report now display as they do in the Ship List.
10. Added - Fleets show their movement in the Ship List.
11. Added - "Move Item To Top" and "Move Item To Bottom" buttons on the Set Construction Queue window.
12. Fixed - Maximum damage at range could be a negative number.
13. Added - "Default Empire Option Sort Mounts By Name" to Settings.txt.
14. Added - "Sort Mounts By Name" to Empire Options Window - Display - General Display Options.
15. Changed - In a turn based (sequential turn) game, players have their vehicles movement restored after
they have finished their turn.
16. Fixed - Radiation Bombs were having the opposite effect.
17. Fixed - Upgrading a design with no roman numeral resulted in a design name with a huge number.
18. Fixed - Emergency Propulsion was setting movement to 1 if the vehicle was already at maximum movement.
19. Fixed - "View Weapons Range" in tactical space combat showed the wrong hot key.
20. Fixed - The default key for "View Movement Destinations" is now F5, and the default key for
"View Weapons Range" is F6. These will only be set if you use the Default button in the
Controls window.
21. Fixed - "Change View Mode" in combat was not displaying the new mode in text on the screen.
"Skewed Follow" will keep the map centered on the currently selected piece in combat (you
cannot scroll the map yourself).
22. Fixed - Updated description of "Propulsion Experts" to make it clear that this bonus is only to vehicles
in space (fighters don't get the bonus for ground movement).
23. Note - Afterburners don't add movement to a fighter design. These extra movement points only occur in combat.
24. Note - Fighters have a vehicle size setting "Space Combat Maximum Speed Per Movement Point := 0.002" which
is double what a ship gets.
25. Fixed - Fleet Transfer window was not selecting the first items in the lists by default.
26. Fixed - Hotkey for building a stellar construction would cause an error.
27. Fixed - Warp points moved by stellar constructions would leave the warp point destination.
28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games.
29. Note - If you use Transfer Cargo to load cargo or drop cargo in a Simultaneous Game, you need to give
the ship orders to move to the location first. Same goes for Launch/Recover.
Version 1.19:
1. Fixed - Sometimes damage effects could lockup combat.
2. Fixed - Settings in the SystemTypes.txt would allow objects to be placed outside
of the solar system. Savegames with these objects could not be loaded.
3. Changed - The password edit box now displays stars on the Player Setup window and
password entry message boxes.
4. Fixed - You have to enter the empire's password to edit the empire in the
Game Setup window.
5. Fixed - If you load a game with an empire using an empire style that's not present,
the game will substitute a different one that is present.
6. Fixed - Ground Combat, Sector Damage, and Mine Damage during movement would cause
command line execution to run forever.
7. Fixed - In the Designs window, the list will remain highlighted on the old design
when doing an upgrade.
8. Fixed - In the Design Create window, the components list will remain in the same
place after selecting a mount.
9. Fixed - Easier to read tutorial text.
10. Fixed - The full 10 levels for Carriers and Heavy Carriers were not accessible.
11. Fixed - Double click now adds and removes ships from fleets in the Fleet Transfer window.
12. Fixed - Empire option changed to "Next/Previous buttons should skip ships constructing items".
13. Fixed - The Amount selection on the Set Construction Queues window will now go blank when you
click on it so you can just type a new number without deleting the old one.
14. Fixed - On the Login window, the password box will start with focus.
15. Fixed - The Retrofit Order now lets you select a list of vehicles to retrofit before
selecting the design to retrofit to.
16. Fixed - Remote Mining resources were showing up twice on the Empire Options window - Treasury.
Raapys
December 15th, 2006, 07:51 PM
"3. Fixed - If units have not been given a sector position, then they will be arranged around a warp point
(if present) for combat."
Oooh, requested this so many times. Finally AI satellites will be useful.
"5. Fixed - Speed ups for computer player movement."
Priceless.
Looks like it'll be a neat update. Any ETA? I was hoping there'd be some sort of AI fix for the whole fog of war issues though.
Captain Kwok
December 15th, 2006, 08:28 PM
The speed ups don't appear to be all that great so far - but I'll know better later.
Raapys
December 15th, 2006, 08:44 PM
Know if it affects the pathfinding for human players too? I.e., the longer routes the slower it travels scenario that exists now.
Ed Kolis
December 15th, 2006, 09:48 PM
12. Fixed - Maximum damage at range could be a negative number.
13. Added - "Default Empire Option Sort Mounts By Name" to Settings.txt.
14. Added - "Sort Mounts By Name" to Empire Options Window - Display - General Display Options.
Hehe, just reported those a few days ago! That first one had me wondering why all my modded beams were causing one-shot kills! http://forum.shrapnelgames.com/images/smilies/wink.gif
Gusset
December 15th, 2006, 11:02 PM
"28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games. "
http://forum.shrapnelgames.com/images/smilies/happy.gif
Captain Kwok
January 6th, 2007, 02:33 AM
The latest build:
Version 1.21:
1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew
was not restored because the planet had the wrong kind of population. Ships will only
recrew at planets.
2. Fixed - The game will determine if you don't have rights to save in the savegame folder and will
instead use the My Documents folder.
3. Fixed - Logging in as the Host to a game would result in a black screen.
4. Fixed - Processing the turn as Host would show and hide the button bar.
5. Fixed - Loading a game from within a game would not launch the login window.
6. Fixed - If the generic flag for an empire was missing, then the game would not load. If any
images for an empire cannot be found, the game will pick a new image set for the empire.
7. Fixed - Reduction in combat replay file size.
8. Fixed - An error would occur when a scrap order could not be executed.
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name.
10. Fixed - A little smoother combat replay.
11. Fixed - Missing ship sets were not being replaced when a host was processing a turn.
12. Fixed - In the Launch/Recover window, recovering more units to a ship than it could hold would cause
the game to lockup.
13. Fixed - Increased the starting size and size increase per level of satellites, mines, and troops.
14. Fixed - Turn-based games on different machines were still showing combats for AI players.
15. Fixed - You cannot select Tactical Combat in a Turn-based different machine game.
16. Fixed - Units in ground combat were never missing.
17. Fixed - Having more than 5 selected victory conditions would crash the Comparisons window.
18. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Design_ID".
19. Fixed - Script function "Sys_Get_Number_Of_Units_In_Space_Sector" was always returning zero.
20. Fixed - Script function "Sys_Space_Object_Scrap_Cargo" was not working.
21. Added - Script function "Sys_Give_Space_Object_Order_Scrap".
President_Elect_Shang
January 6th, 2007, 02:41 AM
Can you ask Aaron about fixing the "Fire On" command. I consider not being able to fire on your own ship and destroy it a game breaker. Right now it only works if the ship being fired on has at least one movement point. He needs to remove that restriction.
Phoenix-D
January 6th, 2007, 02:51 AM
Sys_Get_Space_Object_Cargo_Item_Design_ID"
What's that do? Tell you what the ship is carrying?
Phoenix-D
January 6th, 2007, 02:54 AM
PES: pretty much every command has that problem, I think. :/
President_Elect_Shang
January 6th, 2007, 03:00 AM
Phoenix-D said:
What's that do? Tell you what the ship is carrying?
That was my first thought, but if it tells the cargo why the "Design" portion? Cargo that is from the vehicle design text maybe? I found a way to tell what that cargo ID is by the way; if anyone is interested that is.
Phoenix-D said:
PES: pretty much every command has that problem, I think. :/
http://forum.shrapnelgames.com/images/smilies/frown.gif
Captain Kwok
January 6th, 2007, 04:07 AM
Phoenix-D said:
Sys_Get_Space_Object_Cargo_Item_Design_ID"
What's that do? Tell you what the ship is carrying?
It returns the design type of a cargo item.
Ed Kolis
January 6th, 2007, 02:56 PM
Sys_Get_Number_Of_Units_In_Space_Sector huh? Do you think I could use that in the data files in order to create, for instance, a weapon which works best when there are lots of your ships around to "channel power" or something? Or do those system functions only work in the intel and AI scripts?
Captain Kwok
January 6th, 2007, 03:22 PM
These are script functions only.
Slick
January 17th, 2007, 04:57 PM
Just cross-posting to keep all the updates in one thread.
Atrocities said:
Version 1.22:
1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit.
2. Fixed - Units launched during combat were not showing up in the combat log replay.
3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4.
4. Fixed - If an empire joins an alliance, then all of its current treaties are lost.
5. Fixed - The Communicate window was drawing race icons incorrectly.
6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires.
7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies.
8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window.
9. Fixed - If you loaded or started a new game from within combat, the order buttons would
remain combat buttons on the Main Window.
10. Fixed - If you loaded or started a new game from within combat, the combat simulator
would error when adding ships.
11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly.
12. Fixed - In the Create Design window, a weapon report would show mount modifiers even
if the weapon could not use the mount.
13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly.
14. Fixed - Ability "Experience Rate Percent Change" was not working.
15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly.
16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility",
"Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly.
17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types.
18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty",
"Planet Population War Tolerance" were not working correctly.
19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working.
20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count".
21. Fixed - AI Fleets were getting new orders even when they had old ones.
22. Fixed - Too many of the AI's had Tyranny for Government Type.
23. Fixed - Improved AI's assignment of colony types.
24. Fixed - AI was not scrapping facilities if it needed space for a spaceport.
25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID".
26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID".
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between
player turns. Posts: 662 | From:
Kana
January 18th, 2007, 02:38 AM
Version 1.22:
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
Yaaaaa.....
President_Elect_Shang
January 21st, 2007, 03:25 AM
Latest info:
1. Fixed - Ships were launching too many fighters in a combat replay.
2. Fixed - Not all fighters launched were showing up in the combat replay.
3. Fixed - The Combat Replay would sometimes show double damage from weapons.
4. Fixed - Improved some of the choppy movement of units.
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
6. Fixed - Script function "Sys_Can_Facility_Be_Upgraded" was not working.
7. Fixed - AI was not upgrading its facilities correctly.
8. Fixed - Improved AI purchasing of vehicles.
9. Added - Script function "Sys_Get_Facility_ID".
10. Added - Script function "Sys_Get_Highest_Facility_Level".
11. Added - Script function "Sys_Get_Planet_Physical_Type".
12. Added - Script function "Sys_Get_Planet_Atmosphere_Type".
13. Fixed - Improved AI selection of Colony Ships to construct.
14. Fixed - Improved AI selection of attack system.
15. Fixed - Resupply At Nearest order would sometimes send you to a place which had ordnance but no supply.
16. Fixed - Ai would sometimes gives its fleets the same ID number.
17. Fixed - Builtin script function "reallist_set" was not working.
18. Fixed - Component information should show on the Design report when looking at Enemy Designs in the Designs window.
19. Fixed - When a non-owner views a vehicle design report, the "Obsolete", "Maintenance Cost", and "Strategy" should not show even in combat.
20. Changed - Increased the happiness for planets when their ships are in the same system or sector.
21. Fixed - AI was not sending ships to planets when they were rioting.
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
Aiken
January 21st, 2007, 01:13 PM
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
Rulez!
/me types runturns 65535 and anticipates the Skynet.
Solymr
January 22nd, 2007, 12:37 AM
President_Elect_Shang said:
Latest info:
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
Just wondering what exactly that means, if you set it to zero or below, it'll still damage the armor or shield sections? If that's the case, why set it to zero or below at all?
Suicide Junkie
January 22nd, 2007, 03:10 AM
Previously, a damage percent of zero would mean that the armor is skipped.
If you want to skip armor, that is what penetration percent = 100 is for.
Damage percent zero should mean zero damage taken. (And now it does)
As far as hardcode changes, this implies only a removal of the special case checks, and lets the mathematics be free.
Practical example:
Start with the incident damage points from a weapon.
Split it into Penetrating and Absorbing portions...
Penetration = Damage * penetration percent
Absorbed = Damage - Penetration
EG:
Given a 50 damage weapon.
100% penetration = 0 points to the armor, 50 points skip to the hull.
50% penetration = 25 points to the armor, 25 points to the hull
0% penetration = 50 points to the armor, 0 points to the hull.
Logically then,
200% penetration = -50 points to the armor, 100 points to the hull
-100% penetration = 50 points to the armor, -50 points to the hull
Then, apply the damage percent:
Eg:
HP = HP - Absorbed * damage percent
If HP<0 then penetration = penetration -(HP / damage percent)
// If armor is destroyed, overkill damage becomes penetrating damage
50 damage points absorbed by armor means...
200% damage = 100 HP lost.
100% damage = 50 HP lost.
50% damage = 25 HP lost.
0% damage = 0 HP lost.
-100% damage = 50 HP regained.
Finding a use for the options is up to you.
For example, "antimatter armor"
-------------
Against "physical" damage type, it has a penetration percent of 200, and a damage percent of -100
Thus 50 damage worth of DUC projectile means 100 damage to the hull, and 50 damage to the armor. (Atomic KABOOM!)
Against an Antiproton Beam, doing "antimatter" damage type, it could have a penetration percent of zero and a damage percent of zero. Making the ship immune to APBs until the armor is destroyed by other weapons.
Also consider a Fantasy mod.
Fire damage vs Fire armor could have a penetration percent of 5, and a damage percent of -100.
Thus a 20 points fire spell would deal 1 damage to the target, and boost the hitpoints of the target's armor by 19 points.
Atrocities
January 22nd, 2007, 03:20 AM
All of these files and scripts are way over my head... I am either to old or to stupid to try and figure them all out.
Ironmanbc
January 22nd, 2007, 04:35 AM
Gee do I feel like a 486 right now, I'm still learning how to script SE4 and to all the modders out there I wish you the best of luck to making a mod that works (the A.I. can use all the new stuff that you put in) this is going to be the year of learning and I just wanted to say thanks to all of you.
se5a
January 22nd, 2007, 07:21 AM
It's not that hard if you sit down and read it step by step...
if youve looked at aarons forumlas... well, just don't go there, they are not easy to follow. there are far simpiler ways to write them (the weapon damage at range formuas)
Have you tested these now SJ? does negitive damage *fix* broken components/armor and/or add more hitpoints to them? or does it get ignored alltogether?
President_Elect_Shang
January 22nd, 2007, 11:15 AM
I thought I would go nuts when I first sat down to look over modding SE5. After a while you just sort of start to see the patterns. Once you see it you can shape it into what you want. I am still stretching to shape new things. That has always been my problem/challenge though. Once I learn I can start to recombine and create fusions but I can't seem to create novel new ideas. Anyway I'm drifting, modding isn't so hard once you invest some time. I think what will keep our numbers low in the first year or so will be (a) the lack of info for learning and (b) the shock you get when first look under the hood.
Now about those negative values. You can't give a component more HP than it had to start with so I am assuming additional are lost. How about trying to mod a component that will absorb those points rather than lose them. A form of capacitor maybe? One type for armor slots and one for internal slots would make for an all new strategy. A new line of weapons to knock the capacitors out by giving them an AI Tag then have the weapon target only that. Make the capacitors large and costly... What ability would you need to absorb the surplus HP? I have maybe one idea but would need to look it up.
On the fantasy example you gave SJ. I understand you were giving an example but when I read it I couldn't help think of Avatar and wonder what a mod based on it would be like. http://forum.shrapnelgames.com/images/smilies/confused.gif
Ed Kolis
January 22nd, 2007, 12:01 PM
Heh, healing beams are the first thing I thought of with that negative damage percent... too bad you can't fire on and heal your own ships http://forum.shrapnelgames.com/images/smilies/tongue.gif
Goblin 0001 fires Fire Arrow at Berzerker 0001! (10 damage)
Goblin 0002 fires Fire Arrow at Berzerker 0001! (10 damage)
Goblin 0003 fires Fire Arrow at Berzerker 0001! (10 damage)
CLERIC!!!
Cleric 0001 fires Healing Beam III at Berzerker 0001! (-30 damage)
http://forum.shrapnelgames.com/images/smilies/laugh.gif
Ironmanbc
January 22nd, 2007, 01:09 PM
How about this...
A repair ship the fix's ships IN combat (add armour points per sec like 5.00 per sec or 1 comp every 10.00 per sec)
we could ask Aaron about that
Kana
January 22nd, 2007, 03:06 PM
Ed Kolis said:
Heh, healing beams are the first thing I thought of with that negative damage percent... too bad you can't fire on and heal your own ships http://forum.shrapnelgames.com/images/smilies/tongue.gif:D
Can be fired on and destroyed by Owner is an option for units...does this apply to ships as well?
Raapys
January 22nd, 2007, 03:14 PM
I believe that's only for the 'Fire On..' command to destroy vehicles in system view, not in combat.
Slick
January 22nd, 2007, 05:58 PM
and it doesn't work.
President_Elect_Shang
January 22nd, 2007, 06:14 PM
I thought it worked if you had one point.
Slick
January 22nd, 2007, 06:20 PM
That's correct. That's why it doesn't work. Why on earth (or other celestial body) should it require 1 movement point on the target ship to fire on and destroy it?
I guess it is more correct to say: it doesn't work correctly.
Raapys
January 22nd, 2007, 06:49 PM
Well, at least it's in good company O_O
President_Elect_Shang
January 28th, 2007, 02:47 AM
Version 1.24:
1. Fixed - Vehicle names in the Strategic Combat window will now wrap to the next line.
2. Fixed - Long text in the Vehicle Design Report would sometimes not be right aligned.
3. Fixed - The vehicle types in the Designs Window would go into the scroll bar.
4. Fixed - You can now use the "Fire On" order with no movement points.
5. Fixed - You can now use the "Self Destruct" order with no movement points (but the
ship must still have a functioning self-destruct device).
6. Fixed - You can now use the "Analyze Components" order with no movement points.
7. Added - Field "Space Combat Allow Retreat" which controls whether vehicles can retreat in space combat.
8. Fixed - You cannot retreat into a sector where there are visible enemy ships or planets.
9. Added - Bar indicators to fleet display in the ship list on the main window.
10. Added - Bar indicators to unit group display in the ship list on the main window.
11. Fixed - Fighters launched from a planet were only getting 1 movement point.
12. Fixed - When unit groups enter combat as a group, they will evenly divide the supplies and ordnance between
them. When units are launched in combat, then they take the maximum supplies and ordnance they can
from the parent (even if later units will not get enough).
13. Fixed - Multiple ships warping at the same time would result in overlapping loud sound effects.
14. Fixed - Alliance votes per billion population was always returning 1 vote.
15. Fixed - Speed up for system display load.
16. Fixed - Eliminated "empty solar system" view when moving ships.
17. Fixed - Speed up of ship movement when it has a long movement line.
18. Fixed - Ships would not move into damaging storms.
19. Fixed - Wave - Motion Gun was underpowered.
20. Fixed - Edited vehicle designs were not showing current supply and ordnance storage amounts.
21. Fixed - If "Graphic Detail" = High, then textures will be in 32 bit color (if supported), otherwise they will be in 16 bit color.
22. Changed - Increased per level improvement of shield generators and armor.
23. Fixed - Emissive armor would not work if the damage amount was greater than the damage resistance. Now, the emissive armor damage
resistance is subtracted from the damage done.
24. Fixed - Attempting to save an empire would cause an error.
25. Fixed - Emperor and Empire name in the status bar would sometimes overflow the boxes.
26. Fixed - Speed improvement for Log List display with a large number of items.
27. Fixed - In Simultaneous Games, sometimes too many combats were occuring on the very last phase.
28. Fixed - Weapons which were rolled a value to miss their target, could still hit the target if it wandered into the weapon's path.
29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.
30. Added - Script function "Sys_Empire_Politics_Get_Alliance_Anger_Towards_Pla yer".
31. Fixed - Sometimes AI's would endlessly add and remove you from an alliance.
32. Fixed - Disabled the carriage return on the Player Setup - History tab.
33. Fixed - The Fleet Transfer window would cause an error if the game was minimized and restored, or Alt-tabbed back to.
34. Fixed - Some blue buttons wouldn't reload after a minimize or an Alt-Tab.
35. Fixed - In the combat simulator, sometimes planets would switch from a simulated empire to a real empire when hit with damage.
36. Fixed - Increased organic tech using AI's percent of farming colonies.
37. Fixed - Decreased amount of space AI was using for Supply and Ordnance storage on its designs.
38. Fixed - Script function "Sys_Get_Best_Facility_With_Ability" now retrieves the highest scope, then highest level facility with the ability.
39. Fixed - AI will not longer put Ordnance Storage on ships that don't need ordnance.
40. Added - Script function "Sys_Get_Vehicle_Design_Total_Supply_Usage".
41. Added - Script function "Sys_Get_Vehicle_Design_Total_Ordnance_Usage".
President_Elect_Shang
January 28th, 2007, 02:47 AM
Version 1.25:
1. Fixed - Surrendered empires would suddenly lose all of their population.
2. Fixed - Subjugated populations should not migrate.
3. Fixed - Hitting cancel on the Load / Save Game window during a game would send you to the
Game Start window and not back to your game.
4. Fixed - Mouse pointer would still be hidden after the first ground combat.
5. Fixed - If you turned on the "View Names" and the "View Damage" in combat, then they would overlap.
6. Fixed - Improved AI's use of fleets (they don't sit waiting for ships as much).
7. Fixed - AI will now check to be sure safe locations to move are still safe.
8. Fixed - AI Satellite design tweaked towards heavier weapons.
9. Fixed - AI was not building as many units as it should.
10. Fixed - The Ships List and Planets List windows were not showing reduced flag sizes correctly.
11. Fixed - In a Simultaneous Game, if you created a design, saved the game, ended your turn,
then processed the game turn, the game would have two copies of your new design.
12. Fixed - Ships moving to their destination on their last movement point were not clearing their orders.
Raapys
January 28th, 2007, 11:40 AM
Nice amount of fixes. Are we getting 1.25, or will he be doing another before releasing?
Captain Kwok
January 28th, 2007, 01:15 PM
I think it will be v1.26 with a few more little fixes.
atari_eric
February 7th, 2007, 04:00 AM
29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.
Suck it, Talismen! http://forum.shrapnelgames.com/images/smilies/wink.gif
(yes, I've had better posts. It's been a while - and my RAM blew out so I can't play http://forum.shrapnelgames.com/images/smilies/frown.gif )
Slick
February 7th, 2007, 12:36 PM
That's just a "feel good" change. For gameplay purposes, you should play like 1% = 0% and 99% = 100%. I have always thought that if someone feels much better about a 1% chance than a 0% chance, then I'd like to play some Texas Hold'em with them sometime. http://forum.shrapnelgames.com/images/smilies/evil.gif
edit: and DARN IT! I was hoping for info on the next patch.
President_Elect_Shang
February 7th, 2007, 01:17 PM
Version 1.26:
1. Fixed - The ground combat simulator was not letting you add enemy units.
2. Fixed - Ships were not using supply when they retreated.
3. Fixed - Ships were not executing orders after a Move To in the correct sector.
4. Fixed - Warhead damage from a single unit was adding all warhead damage from the entire group.
5. Fixed - AI was not putting weapons on its early troops.
6. Fixed - Increased AI placement of point - defense weapons on its designs.
7. Fixed - The Movement Log Replay would end with the solar system not displaying objects.
8. Fixed - The Movement Log Replay would immediately hide the replay buttons.
9. Fixed - Slowed down Movement Log Replay a bit.
Ask and you shall receive. http://forum.shrapnelgames.com/images/smilies/wink.gif
Phoenix-D
February 7th, 2007, 02:06 PM
atari: there is still a "Weapons Always Hit" ability ou know.. http://forum.shrapnelgames.com/images/smilies/laugh.gif
Captain Kwok
February 9th, 2007, 09:22 PM
The latest:
Version 1.27:
1. Fixed - Pulled out more hard coded colors to Settings.txt.
2. Fixed - Attempting to warp while on a warp point would either fail or cause two warps.
3. Fixed - A colony ship would load population but not execute the MoveTo order.
4. Fixed - Typos in MainStrings.txt.
5. Fixed - Move To Waypoint would not show order lines until you reselected the ship.
6. Fixed - Cancel orders would not work after a Move To Waypoint.
7. Fixed - The "N" hotkey would show the Rename window with an added "n" after the ship's name.
8. Fixed - Ranks in the Comparison window would be wrong if the scores were negative.
9. Fixed - Graphs no longer try to show negative numbers. The bottom out at zero.
10. Fixed - In the Comparisons window, only players you know of are considered an enemy or ally. An
enemy empire is any empire that you know of but do not have a treaty with.
11. Fixed - The game will now continue processing even when minimized.
12. Fixed - When minimized, the SE5 icon will change its name to show what its currently doing.
13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.
15. Fixed - Combat would sometimes get negative to-hit modifiers from other sectors.
16. Fixed - Removed loading of "d3drm.dll" since Vista no longer has it.
17. Fixed - The Help window was showing Cultural Achievement images for the Intelligence Achievements.
18. Fixed - In Simulated Ground Combat, militia troops were not being added.
19. Fixed - The correct militia amounts were not showing up in ground combat.
20. Fixed - In space combat, if your side has a transport with troops to drop on a planet, and the
transport is targeting the planet to drop troops, then your side will not fire any
weapons on the planet.
21. Fixed - In space combat, sometimes a planet would not get all of the weapons from its weapon platforms.
22. Fixed - If you run the game with command line parameters, it will launch minimized and then dissappear
when complete.
23. Fixed - "Maintain Defensive Locations" was not being used.
24. Changed - Changed minister option text from "Maintain Defensive Locations" to "AI controls empire in player
absence". Turn this option off if you do NOT want the AI to control your empire if a turn is
processed without your order file. The default value for this is TRUE.
25. Added - Script function "Sys_Set_Vehicle_Design_Strategy".
26. Added - Script function "Sys_Get_Vehicle_Design_Strategy".
27. Added - Script function "Sys_Get_Planet_Size".
28. Added - Script function "Sys_Is_Planet_Breathable".
29. Added - Script function "Sys_Empire_Research_All_Techs_Researched".
30. Added - Script function "Sys_Get_Planet_Plague_Level".
31. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Facility_ID".
32. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Atmosph ere_Breathed".
33. Fixed - On the Create Design window, mount names could overflow the list box.
34. Fixed - When replying to a Counter Alliance Proposal on the Communicate window, the selections
for Accept, Refuse, and Counter Alliance Proposal were not present.
Slick
February 9th, 2007, 10:39 PM
11. Fixed - The game will now continue processing even when minimized.
http://forum.shrapnelgames.com/images/smilies/heart.gif http://forum.shrapnelgames.com/images/smilies/heart.gif http://forum.shrapnelgames.com/images/smilies/heart.gif SMOOCH http://forum.shrapnelgames.com/images/smilies/heart.gif http://forum.shrapnelgames.com/images/smilies/heart.gif http://forum.shrapnelgames.com/images/smilies/heart.gif
Kamog
February 9th, 2007, 10:45 PM
Some excellent fixes! http://forum.shrapnelgames.com/images/smilies/happy.gif Speed up A.I. combat and process while minimized are great improvements. http://forum.shrapnelgames.com/images/smilies/laugh.gif
AAshbery76
February 9th, 2007, 10:58 PM
Still no Fog of war for planets.The A.I will not attack unless it knows where the scouted empire planets are.
Raapys
February 10th, 2007, 10:25 AM
11. Fixed - The game will now continue processing even when minimized.
13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.
O_O
Could have sworn he's been in here following our posts. That's simply superb news. And does it also prove that AI combat was indeed running at 8x?
Uncle_Joe
February 10th, 2007, 07:15 PM
Well, it sounds like the game will actually be playable after the next patch.
Sooo, the $20000 question is when will this fix hit the open market? Hopefully sooner rather than later because its quite important IMO. http://forum.shrapnelgames.com/images/smilies/happy.gif
Slick
February 27th, 2007, 12:27 PM
any patch news?
Captain Kwok
February 27th, 2007, 12:37 PM
I'm thinking v1.30 will be the public patch and would be around next Monday or so, but I'm not certain. Overall a haul of good fixes since v1.25...
The latest changelogs:
Version 1.29:
1. Fixed - Combat against a planet owned by a player but with no units or population would end immediately.
2. Fixed - "Only Weapons" damage type now penetrates shields.
3. Fixed - "Only Engines" damage type now penetrates shields.
4. Changed - Capital Ship Missile: decreased cost, increased damage, decreased reload rate.
5. Changed - Anti - Proton Beam: increased cost,
6. Changed - Meson Blaster: increased cost, increased supply used, increased range.
7. Changed - Point - Defense Cannons: increased damage.
8. Changed - Point - Defense Blaster: increased space taken, increased cost, decreased damage, increased reload rate.
9. Changed - Point - Defense Beam: decreased damage.
10. Changed - Flak Cannon: Increased damage.
11. Changed - Plasma Missile: decreased cost, increased damage.
12. Changed - Anti - Matter Torpedo: increased damage, increased range.
13. Changed - Quantum Torpedo - increased cost, increased damage, increased range.
14. Changed - Gamma Pulse Torpedo - reduced space taken, reduced supply and ordnance usage, increased damage.
15. Changed - Phased - Polaron Beam: increased cost, increased supply usage, modified damage.
16. Changed - Graviton Hellbore: increased cost, increased damage, increased range.
17. Changed - Ripper Beam: increased damage, increased range.
18. Changed - Incinerator Beam: increased damage.
19. Changed - Wave - Motion Gun: increased damage, increased range.
20. Changed - Null - Space Projector: decreased cost, decreased supply and ordnance usage, increased damage, decreased reload rate.
21. Changed - Tachyon Projection Cannon: decreased cost, increased damage, increased range.
22. Changed - Ionic Disperser: changed description, increased damage.
23. Changed - Ionic Pulse Missile: changed description, increased damage.
24. Changed - Toxic Injector: increased damage.
25. Changed - Plasma Charge: increased damage, increased range.
26. Changed - Hyper - Plasma Bolt: increased damage.
27. Changed - Electric Discharge: increased damage.
28. Changed - Lightning Ray: increased damage, increased range.
29. Changed - Seeking Parasite: increased range.
30. Changed - Acid Globule: increased damage.
31. Changed - Enveloping Acid Globule: increased damage.
32. Changed - Shard Cannon: decreased damage.
33. Changed - High - Energy Magnifier: increased damage, increased range.
34. Changed - Time Distortion Burst: modified damage.
35. Changed - Temporal Shifter: modified damage, increased range.
36. Changed - Temporal Tachyon Cannon: decreased space taken, increased damage, increased range.
37. Changed - Telekinetic Projector: modified damage.
38. Changed - Mental Singularity Generator: increased damage, increased range.
39. Changed - Subpsace Rupture Beam: increased damage, increased range.
40. Changed - Massive Ionic Disperser: changed description, increased damage.
41. Changed - Small Depleted Uranium Cannon: modified damage.
42. Changed - Small Rocket Pods: increased damage, increased range.
43. Changed - Small Anti - Proton Beam: decreased damage.
44. Changed - Small Meson Blaster: modified damage.
45. Changed - Small Phased - Polaron Beam: increased damage, increased range.
46. Changed - Small Incinerator Beam: increased damage, increased range.
47. Changed - Small Anti - Matter Torpedo: increased damage, increased range.
48. Changed - Small Cluster Bomb: increased damage.
49. Changed - Small Graviton Beam: increased damage, increased range.
50. Changed - Small Electric Discharge: decreased damage, increased range.
51. Changed - Small Acid Globule: increased range.
52. Changed - Small Shard Cannon: increased range.
53. Changed - Small Time Distortion Burst: decreased damage, increased range.
54. Changed - Small Telekinetic Projector: increased damage, increased range.
55. Changed - All components now increase their structure with level.
56. Changed - Increased structure per level increase for armor.
57. Changed - Increased structure per level increase for small armor.
58. Changed - Increased shields per level increase for small shield generator.
Version 1.28:
1. Fixed - Misspelling in AI speech.
2. Fixed - AI was not researching "Advanced Military Science" and "Applied Political Science" correctly.
3. Fixed - Small race portraits were being loaded incorrectly in the simulators for mods.
4. Fixed - Upgrading a design was not upgrading weapon mounts.
5. Fixed - Construction was sometimes consuming more resources than it should and giving them back when the
construction was complete (especially radioactives).
6. Fixed - It was possible to start a game with an empire breaking the tech or racial point limits.
7. Fixed - In a Simultaneous Game, you could not give an Attack Move order for the sector you were in.
8. Added - "Change Email" and "Change Password" buttons to the Empire Options window.
9. Fixed - Planet attack and defense strategies were not being updated in a Simultaneous Game.
10. Fixed - In the Player Setup window, the technology and racial trait lists will no longer reset to the top
when a new tech or racial trait is available.
11. Changed - Decreased amount of crew killed by Toxic Injector.
12. Changed - "Kills Crew" damage type now cannot get through shields and kills 1 crew for every 10 damage points.
13. Update - Results of Ship states:
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
All weapons take 3 times longer to reload.
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
14. Fixed - After conquering a planet through ground combat, units that did not take part in ground combat
dissappear (but are still there).
15. Fixed - If an alliance was created, then disbanded, the savegame would no longer load.
16. Fixed - Improvements for "Total Targeted Damage" strategy option.
17. Fixed - Improvements for point defense spreading of damage.
18. Fixed - The data file error list window would only show 4 lines of an error message.
19. Fixed - An Atmospheric Converter facility will convert the atmosphere to that breathed by the largest
population on the planet.
20. Fixed - Improvements to "Even Empire Distribution".
Aiken
March 2nd, 2007, 05:40 PM
Version 1.29:...
Stock and Balance mod are merging, huh?
Captain Kwok
March 2nd, 2007, 05:41 PM
Aiken said:
Version 1.29:...Stock and Balance mod are merging, huh?
No, Aaron's changes were independent of the mod.
Captain Kwok
March 2nd, 2007, 09:55 PM
It looks like it will be another week plus to the next official patch.
----
The version history for v1.30:
1. Fixed - Moved strings from the AI scripts to constants.
2. Fixed - Fixed some AI issues with incorrect tech names and component names.
3. Fixed - AI will now attempt to add more weapons at the end of vehicle design if there is space remaining.
4. Fixed - Script Parser was not rebuilt with latest function definitions.
5. Fixed - Crystalline Torpedo had incorrect effect name and wasn't displaying in combat.
---
If you're wondering why the list is small this week, in preparing the AI scripts for localized versions, Aaron had to make several files of string constants for all the vehicle, component, facility, etc. names and then replace all the English strings with those constants. The mind-numbing tediousness of that task makes me cold inside... http://forum.shrapnelgames.com/images/smilies/tongue.gif
Raapys
March 2nd, 2007, 10:18 PM
Yah, poor fellow.
Since it's not being released now, does that mean he'll release 1.31?
Captain Kwok
March 2nd, 2007, 10:24 PM
Probably. Aaron is actually away this upcoming week at a conference. So I would assume the patch will not appear before March 12th, if not a tad later.
vBulletin® v3.8.1, Copyright ©2000-2025, Jelsoft Enterprises Ltd.