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Captain Kwok
November 7th, 2007, 07:09 PM
Greetings. The latest from the beta...

Version 1.61:
1. Fixed - Sometimes joining an alliance would cause the game to crash.
2. Fixed - "Component - Damage Resistance" for armor does not apply if the damage type hitting the armor
has an armor penetration percent of 100%.
3. Fixed - Planet Value Low Percent, Planet Value High Percent will not allow negative numbers.
4. Fixed - All Remote orders will no longer generate a Moveto order if the vehicle is at the
load/drop/launch/recover location, and it has no other orders.
5. Fixed - The Set Construction Queue warning messages can now be removed with the Escape key.
6. Fixed - The Condensed button is now enabled on the Transfer Cargo window during Simultaneous Games.
7. Fixed - You can transfer multiple items in the Transfer Cargo window during Simultaneous Games.
8. Fixed - The Transfer Cargo window would sometimes load the same object twice during a Simultaneous Game.
9. Fixed - Units and Facilities will show an ID number after their name for non-condensed cargo items in
the Transfer Cargo and Launch/Recover Units windows in Simultaneous Games.
10. Fixed - In the Transfer Cargo window in a Simultaneous Game, if you use the Move Cargo button on
an order line, that order will be deleted.
11. Added - Formula function "get_empire_ability_facility_count".
12. Added - Formula function "get_empire_specific_facility_count".
13. Added - Formula function "get_empire_queues_ability_facility_count".
14. Added - Formula function "get_empire_queues_specific_facility_count".
15. Fixed - Ruins icon was not showing on the planet report.
16. Fixed - Abilities list was not displaying for uncolonized planets.
17. Added - Status Icons column to the Planets List window.
18. Fixed - Storms should not block sector view ship placement.
19. Fixed - The ability "Shield Disruption" was not working.
20. Fixed - Improved the speed of the Unit Group report.
21. Fixed - Launching of large unit groups was causing a slowdown.

narf poit chez BOOM
November 7th, 2007, 07:55 PM
Maybe there should be a 'Damage Resistance Penatration percent'?

Fyron
November 7th, 2007, 08:06 PM
Hey look, someone had specific UI complaints (re: cargo transfer) to report, and Aaron addressed the issues! Imagine that...


narf poit chez BOOM said:
Maybe there should be a 'Damage Resistance Penatration percent'?


I think that would create too many layers.

Suicide Junkie
November 7th, 2007, 10:22 PM
I think it would be simpler to have the emissive ability only affect the portion of the damage that hits the armor. But meh, that's good too.

Atrocities
November 8th, 2007, 01:15 AM
Wow, nice list. http://forum.shrapnelgames.com/images/smilies/happy.gif

MrToxin
November 8th, 2007, 08:01 AM
11. Added - Formula function "get_empire_ability_facility_count".
12. Added - Formula function "get_empire_specific_facility_count".
13. Added - Formula function "get_empire_queues_ability_facility_count".
14. Added - Formula function "get_empire_queues_specific_facility_count".



This makes me unimaginably happy. Now we just need a one per galaxy one.

Hey, what can I say? The various capital-type buildings and galactic wonders from GalCiv were just cool.

Fyron
November 8th, 2007, 02:47 PM
Or rather, the wonders from Civ1 were cool, and GalCiv is just riding the wave? http://forum.shrapnelgames.com/images/smilies/wink.gif

BlueTemplar
November 8th, 2007, 07:12 PM
6-10 : YES!!! http://forum.shrapnelgames.com/images/smilies/laugh.gif
Now if only we could build ships already loaded with units and with orders (like in TA-Spring-SupCom) it would be perfect!

Spectarofdeath
November 9th, 2007, 03:16 AM
MrToxin said:

11. Added - Formula function "get_empire_ability_facility_count".
12. Added - Formula function "get_empire_specific_facility_count".
13. Added - Formula function "get_empire_queues_ability_facility_count".
14. Added - Formula function "get_empire_queues_specific_facility_count".



This makes me unimaginably happy. Now we just need a one per galaxy one.

Hey, what can I say? The various capital-type buildings and galactic wonders from GalCiv were just cool.



Agreed, 150%. Variety is the spice of life and uniqueness is the dessert. http://forum.shrapnelgames.com/images/smilies/cool.gif

Ragnarok-X
November 9th, 2007, 02:21 PM
Any eta ? I might even try SEV yet again !

Fyron
November 9th, 2007, 02:35 PM
Aaron is shooting for a Monday release, barring any 11th hour bugs.

Kasdar
November 9th, 2007, 02:41 PM
11. Added - Formula function "get_empire_ability_facility_count".
12. Added - Formula function "get_empire_specific_facility_count".
13. Added - Formula function "get_empire_queues_ability_facility_count".
14. Added - Formula function "get_empire_queues_specific_facility_count".



Excellent. I was supprised to see that he even worded these functions exactly as I did in my email to request them.

narf poit chez BOOM
November 9th, 2007, 03:06 PM
See, this is what customer service looks like. Pretty much all the problems with it come down to lack of manpower.

Kasdar
November 9th, 2007, 03:26 PM
And for those who think Aaron doesn't listen to people who aren't the elite tester group, this goes to show that he does. As I just got started with SE a month ago or so.

dmm
November 13th, 2007, 06:18 PM
Kazdar only had at most SEVEN (7) posts, and Aaron did exactly as he requested. Maybe Aaron listens to newbies MORE than old-timers. Cause they're fresh customers, you know? Like the husband who makes changes for his new wife that, if he had done for his ex, would have kept him from divorce. http://forum.shrapnelgames.com/images/smilies/laugh.gif

AMF
November 13th, 2007, 06:35 PM
Well, yeah, I've sent him a fair number of emails about the UI for SEV, and I don't think it's ever changed...still 'ugh'...

And that mythical scenario editor would be very appreciated as well, ayup.

narf poit chez BOOM
November 13th, 2007, 11:13 PM
Undoubtably the difficulty of the change is also a factor.

dmm
November 14th, 2007, 03:52 PM
Well, the UI is basically the same as ever, but many details HAVE changed. It is definitely improved compared to the initial release. But if you simply can't stand the overall design of the SEV UI, then yeah, you've got a point. But as Narf says, the difficulty of the request affects the response. For example, hexagons don't fit our PC monitors as cleanly as SEIV squares did, but changing that would require re-coding most of the game (not to mention changing gameplay substantially). So Aaron's not going to do that. (Anyway, hexagons are way better. Most games use them.) Unfortunately that means if you want to see entire systems without mousing around, the only solution is to buy a bigger monitor.

Now, the scenario editor, on the other hand, is shamelessly overdue -- years overdue, actually. http://forum.shrapnelgames.com/images/smilies/laugh.gif C'MON AARON! GET ON THE BALL!! http://forum.shrapnelgames.com/images/smilies/wink.gif (Does yelling help?) Seriously, lots of work-arounds have been suggested that (sorta kinda) give you some scenario-building capability. Do a search for "scenario."

AMF
November 14th, 2007, 05:54 PM
Well, over a year ago I did say that I would wait and see how Aaron took SEV and fixed it...so I guess it's time to put up or shut up.

I remain very disheartened by the reported state of the AI, the lack of a scenario editor and map editor, and, most especially, the UI (even with a 1920 * 1200 monitor, it still sucks)...

But, well, maybe if I use Balance mod, it'll all work out...

Maybe I'll even try and find a SEV Balance Mod PBW game...

Thanks,

AMF

Santiago
November 15th, 2007, 02:19 AM
AMF

You're not the only one who feels that way about all the things you mentioned especially the UI.