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  #1  
Old November 6th, 2006, 01:23 PM
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Default SE5 Patch 1.13 Out

Here - 17.8MB

(http://www.strategyfirst.ca/download...patch_v113.exe)

Thanks to Sysop again for getting this uploaded sooner rather than later.

Note: As usual, STEAM users will have to wait for STEAM to process the patch and release their own version - so expect it "shortly" (last time was just a few hours)

Changelog: http://www.strategyfirst.ca/download...patch_v113.txt
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Old November 6th, 2006, 01:44 PM
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Default Re: SE5 Patch 1.13 Out

W00t sooner than expected

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.
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Old November 6th, 2006, 02:25 PM

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Default Re: SE5 Patch 1.13 Out

Can I install this over 1.08? Or do I need to uninstall SEV, reinstall and then repatch?
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Old November 6th, 2006, 02:27 PM
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Default Re: SE5 Patch 1.13 Out

You can install straight over 1.08
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Old November 6th, 2006, 02:52 PM

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Default Re: SE5 Patch 1.13 Out

Well, at least some of the 1.13 fixes didn't work- you can still slap multiple Emergency Resupply pods on a ship, boarding parties don't work (I think that one is thanks to the fact that crews just will not DIE at the moment, even to Toxin Injectors and the like)

Odd little quirk I've found: the RAM order no longer works. A ship with a ram strategy will ram, but you can't order it manually. Plus ships don't use the Z-axis anymore; they just clip right through their targets!
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Old November 6th, 2006, 03:23 PM
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Default Re: SE5 Patch 1.13 Out

Uh...
1.3 kb/s download, anyone ?
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Old November 6th, 2006, 03:24 PM
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Default Re: SE5 Patch 1.13 Out

Me too, it took over 15 minutes to complete.
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Old November 6th, 2006, 03:31 PM
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Default Re: SE5 Patch 1.13 Out

Nice bandwidth SFI.What can these clowns do right.
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Old November 6th, 2006, 04:06 PM
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Default Re: SE5 Patch 1.13 Out

Weird President_Elect_Shang. You had 1.3 kb/s and were able to get 17 MB within 15 Minutes. You must use some space dimension x super connection.
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Old November 6th, 2006, 04:14 PM
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Default Re: SE5 Patch 1.13 Out

Ha-ha-ha, oh boy…

Umm, what I was trying to say is that it might have not been that exact rate. However, it was very slow and with DSL it took over 15 minutes to get a paltry 17MB.

Sorry, didn’t think I would be taken so literally.
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