View Full Version : SE5 Patch 1.08 out!
Matryx
October 17th, 2006, 11:23 AM
Here (http://www.strategyfirst.ca/downloads/patches/se5patch_v108.exe) - 17.7MB (http://www.strategyfirst.ca/downloads/patches/se5patch_v108.exe)
History File: Here (http://www.strategyfirst.ca/downloads/patches/se5patch_v108.txt)
It'll be mirrored shortly - many thanks to Julian (SysOp) for the quick linkage while he updates the websites.
Note: This update does not work with steam. Steam apparently release their own patches, so all you steam users will just have to wait.
Edit 3, or 4 - I lose track : There will be an updated version of the demo released soon(tm). Note: this is not a promise of release, or a guarantee that it'll come out in a few days, this is a "some guy on the inside told me *wink wink*".
Yimboli
October 17th, 2006, 11:24 AM
w00t
but according to malfador's website the game hasn't been released yet so I'm skeptical. http://www.malfador.com/se5patch.html
Devnullicus
October 17th, 2006, 11:29 AM
So can this be used for the demo as well?
Captain Kwok
October 17th, 2006, 11:31 AM
So it turns out the delay was the 15-20 items that were fixed in addition in the 1.07 version...
Captain Kwok
October 17th, 2006, 11:32 AM
Devnullicus said:
So can this be used for the demo as well?
There's supposed to be an updated demo released with the patch.
wrongshui
October 17th, 2006, 11:39 AM
Just gotta wait for steam to get this working.
Tim_Ward
October 17th, 2006, 11:45 AM
SF's download is hella slow, as it was for the demo :O Anyone gotta torrent? http://forum.shrapnelgames.com/images/smilies/redface.gif
Devnullicus
October 17th, 2006, 11:49 AM
Captain Kwok said:
Devnullicus said:
So can this be used for the demo as well?
There's supposed to be an updated demo released with the patch.
Any idea where I'd find the updated demo? I can't seem to find it on Malfador's site or SFI
Matryx
October 17th, 2006, 11:53 AM
Er, as it says in the first post - it's coming out soon(tm), but no guarantee or estimates etc on when. Just "when it's done"
Ed Kolis
October 17th, 2006, 12:16 PM
12. Fixed - If you had a treaty which prevented treaties with other empires, you could not propose changes
to the treaty or accept treaty changes with the empire you had the treaty with.
Yay! I reported that to Aaron the other day - glad he got it in for the patch! http://forum.shrapnelgames.com/images/smilies/wink.gif
15. Fixed - Added back launch rates to components. Units will now be launched at a given rate and your
ship will launch 1 unit per launch bay at that interval. Launch and Recover is unlimited in a normal game turn.
All right! This means we can turn drones into missiles and still give them firing rates dependent on the launcher! http://forum.shrapnelgames.com/images/smilies/laugh.gif (And hopefully the game won't crash with 1000 units launching and shooting at once unless you actually have 1000 launchers in combat http://forum.shrapnelgames.com/images/smilies/wink.gif)
Fyron
October 17th, 2006, 12:50 PM
Matryx said:
Note: This update does not work with steam. Steam apparently release their own patches, so all you steam users will just have to wait.
Just one more reason never to buy from Steam! Then, combine this with auto-patching, how can you stay in PBW games, which will never all update at the exact same time?
DarkHorse
October 17th, 2006, 01:04 PM
Heh heh
3. Fixed - Mothballed ships still had crew.
"Go to sleep, darnit!"
AngleWyrm
October 17th, 2006, 01:04 PM
Yay! Thankyouthankyouthankyou
Things I'm really liking about the patch so far:
1). Components on ship layouts display level (with options)
2). Fresh music
3). Condensed views
4). Alt-tab works
5). Intel auto-sets remainder to defense
DarkHorse
October 17th, 2006, 01:10 PM
197 fixes/changes in one patch.. nice.
Fyron
October 17th, 2006, 02:03 PM
I have hosted the patch on my torrent tracker:
http://kazharii.no-ip.com:6969
Phoenix-D
October 17th, 2006, 02:18 PM
The SystemsNames.txt file would crash the game if it had over 16,380 names in it.
Niice. I think that one was first reported at what, 7 PM last night? http://forum.shrapnelgames.com/images/smilies/tongue.gif
EDIT: on the other hand, its saying my copy does not match the older version needed. hmm.
EDIT2: it was because I had moved the SE5 folder. Also, the installer really doesn't like it if any of the SE5 files are marked read-only.
President_Elect_Shang
October 17th, 2006, 02:19 PM
Just incase someone was going to ask; this patch works on copies bought from ebGames.
Matryx
October 17th, 2006, 02:25 PM
Phoenix-D said:
The SystemsNames.txt file would crash the game if it had over 16,380 names in it.
Niice. I think that one was first reported at what, 7 PM last night? http://forum.shrapnelgames.com/images/smilies/tongue.gif
EDIT: on the other hand, its saying my copy does not match the older version needed. hmm.
Sounds like you've got the Steam version?
Captain Kwok
October 17th, 2006, 02:30 PM
The patches always have difficulty finding the .exe if you've moved the folder without updating the registry.
Phoenix-D
October 17th, 2006, 02:30 PM
No, EB Games. The "wrong version" is just its generic error for "hey, I couldn't find SE5/something went wrong".
wrongshui
October 17th, 2006, 02:59 PM
The patch is on steam.
Why does it say that it breaks save games when the patch doesnt break non-steam version save games?
Edit : Seems to load 1.0 games fine, maybe they are just covering their asses.
Phoenix-D
October 17th, 2006, 03:01 PM
CYA. It most likely won't break your savegames.
President_Elect_Shang
October 17th, 2006, 03:14 PM
@ Phoenix-D: I have the ebGames version and the patch took fine.
Ed Kolis said:
15. Fixed - Added back launch rates to components. Units will now be launched at a given rate and your
ship will launch 1 unit per launch bay at that interval. Launch and Recover is unlimited in a normal game turn.
I’m going to freaking pee myself! I am so happy I gave in and bought the game! This is like the LAST key to making my mod whole and complete. I need to go cry now...
Ok I'm back...*sniff*
An entire line of missile launchers based on drones as ammo and the firing component performs the same as if it was a weapon component? Without the text files I wouldn’t even know where to guess at creating such a component. Can one of you beta testers post a “Generic Drone Launcher” please? Can the fire rate be moded to the equivalent of 4000 ms reload?
Phoenix-D
October 17th, 2006, 03:21 PM
You don't even have to use drones as ammo. http://forum.shrapnelgames.com/images/smilies/laugh.gif Check out vehicleunittypes.txt; you can add your own unit types.
As for generic drone launchers- just look at the existing one. Should be easy enough to figure out from there.
With the EB Games version, I had to move SE5 to the correct directory, uninstall, MANUALLY delete the SE5 folder, manually delete all registry entries, and reinstall. Moral of the story: don't mark SE5 files as read-only. http://forum.shrapnelgames.com/images/smilies/tongue.gif
Kana
October 17th, 2006, 03:33 PM
President_Elect_Shang said:
An entire line of missile launchers based on drones as ammo and the firing component performs the same as if it was a weapon component? Without the text files I wouldn’t even know where to guess at creating such a component. Can one of you beta testers post a “Generic Drone Launcher” please? Can the fire rate be moded to the equivalent of 4000 ms reload?
Yeah but your going to have to maybe edit the strategies to work with these launchers, because they wont have a range component other than endurance/supply, and speed of the 'drone'. Unlike a normal 'seeker'. So basically you start combat, and automatically launch your 'drone' from you launcher, X amount of time later, another drone launches, doesnt matter who close or far a given target is.
Of coures this should all be in its own thread...
Phoenix-D
October 17th, 2006, 03:39 PM
The drones, onces fired, will have their own stratgies and this will determine how they pick their targets.
The hard part will figuring out how to make your ships not belch their entire missile load in one combat.
Will
October 17th, 2006, 05:19 PM
Phoenix-D said:
The drones, onces fired, will have their own stratgies and this will determine how they pick their targets.
The hard part will figuring out how to make your ships not belch their entire missile load in one combat.
Simple. Make the missile unit smallish (1-5kT), and carry a huge boatload of 'em.
Atrocities
October 17th, 2006, 06:06 PM
When will patch 1.09 be out? I think we need a new patch already. http://forum.shrapnelgames.com/images/smilies/frown.gif I am worried about how when I turn off the gird map in the features, it still shows up. http://forum.shrapnelgames.com/images/smilies/frown.gif
LordAxel
October 17th, 2006, 06:15 PM
Toxic Injectors still broken, now atleast in the simulator the crew will flash down to zero and back to original amount. Basic test, test ship no armor or shields and various attack ships with anywhere from 1 Injector to 7 all situations didnt even bother the shield and armor ship tests as it failed the basic test. Not sure if the problem occurs when the crew hits zero and resets it or if the damage amount is more than the total crew. Appears it still needs some work
frightlever
October 17th, 2006, 06:30 PM
Ah. Logged onto Steam and it patched itself in about 2 minutes. Still haven't played a game yet though.
EDIT: Wow! Was view locking in the release or did it just come out in the patch? That alone makes me like the game 5% extra.
AngleWyrm
October 17th, 2006, 08:38 PM
In the Demo (pre-1.00), you could click on the planet picture and it would bring up a full report on the planet, including telling about it's cargo and facilities, inhabitants, etcetera.
It was a very useful report.
In v1.00 and also v1.08, clicking on the planet no longer brings up details about the planet. Instead it just makes the picture bigger.
Captain Kwok
October 17th, 2006, 09:04 PM
You need to be right-clicking on the info box next to the pic to see the report now the pic.
Barnacle Bill
October 17th, 2006, 09:28 PM
The Long Range Scanner & Robo-Miner bugs are definately fixed.
DarkHorse
October 17th, 2006, 09:30 PM
And so the wait begins for Kwok's Balance mod update...
Captain Kwok
October 17th, 2006, 09:41 PM
DarkHorse said:
And so the wait begins for Kwok's Balance mod update...
Working on it right now... http://forum.shrapnelgames.com/images/smilies/tongue.gif
arthurtuxedo
October 17th, 2006, 09:56 PM
So what are the big fixes?
Do space and ground combat still crash with large numbers of combatants?
Do the majority of troops still mill about aimlessly in ground combat instead of doing something useful?
Has the supply issue with fleets been fixed?
DarkHorse
October 17th, 2006, 09:57 PM
Captain Kwok said:
DarkHorse said:
And so the wait begins for Kwok's Balance mod update...
Working on it right now... http://forum.shrapnelgames.com/images/smilies/tongue.gif
http://forum.shrapnelgames.com/images/smilies/laugh.gif
Phoenix-D
October 17th, 2006, 10:00 PM
arthurtuxedo said:
So what are the big fixes?
Do space and ground combat still crash with large numbers of combatants?
Do the majority of troops still mill about aimlessly in ground combat instead of doing something useful?
Has the supply issue with fleets been fixed?
1. Some of that has been fixed.
2. What? I've never seen that. If they've been damaged, they will mill about but that's because they have no weapons left..
3. Yes.
wrongshui
October 17th, 2006, 10:04 PM
I've just encounted a strange bug, all ground forces are invunurable, both mine and the comps.
On the plus side there's been a huge performance increase in ground combat for me from the demo, which is grand.
Phoenix-D
October 18th, 2006, 02:07 AM
New bug: if I try to recover sateliites, one of two things happens.
-if Condensed View is on, I get a message about "XXX ship cannot recover satellites from space".
-if Condensed View is OFF, the game pops an Access Violation.
EDIT2:
workaround: using the "Cargo transfer" button to transfer the sat works. However this works for ANY ship..even ships that shouldn't be able to recover at all.
Can anyone confirm?
EDIT: another, probably unrelated bug:
If I alt-tab out of launch/recover window, then return and close the window, the game crashes with an Access Violation.
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