|  | 
| 
 
 
 
 
 
 
 
 
    
    
 |  | 
 
 
	
		|  |  
	
	
		
	
	
	| 
			
			 
			
				December 10th, 2007, 08:40 PM
			
			
			
		 |  
	| 
		
			|  | 
 National Security Advisor |  | 
					Join Date: Oct 2001 Location: Toronto, Canada 
						Posts: 5,624
					 Thanks: 1 
		
			
				Thanked 14 Times in 12 Posts
			
		
	      |  |  
    
	| 
				 SE:V v1.64 History 
 The latest from the beta...
 Version 1.64:
 1. Fixed - Nebulae events had an incorrect picture filename.
 2. Fixed - Game would hang during end of turn processing when a new empire was created.
 3. Fixed - The Ships List window was sorting crew amount as text instead of as a number.
 4. Fixed - Using the "All Ministers On" button in the Empire Options window would cause
 planet and ship reports to not show their individual minister icon.
 5. Fixed - Norak cruiser and battleship had switched models.
 6. Fixed - Sometimes an AI seek order would cause the game to lockup.
 7. Fixed - AI Political memory was saving incorrectly.
 8. Fixed - Fighter groups would not have the correct supplies when launched into an existing group.
 |  
	
		
	
	
	| 
			
			 
			
				December 10th, 2007, 11:47 PM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Oct 2006 Location: Kingston, Ontario 
						Posts: 289
					 Thanks: 1 
		
			
				Thanked 3 Times in 3 Posts
			
		
	      |  |  
    
	| 
				 Re: SE:V v1.64 History 
 |  
	
		
	
	
	| 
			
			 
			
				December 11th, 2007, 12:29 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Dec 2000 Location: USA 
						Posts: 15,630
					 Thanks: 0 
		
			
				Thanked 31 Times in 19 Posts
			
		
	      |  |  
    
	| 
				 Re: SE:V v1.64 History 
 Great fix list.  
				__________________Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
 |  
	
		
	
	
	| 
			
			 
			
				December 11th, 2007, 12:51 AM
			
			
			
		 |  
	| 
		
			|  | 
 Shrapnel Fanatic |  | 
					Join Date: Mar 2003 Location: CHEESE! 
						Posts: 10,009
					 Thanks: 0 
		
			
				Thanked 7 Times in 1 Post
			
		
	      |  |  
    
	| 
				 Re: SE:V v1.64 History 
 That's what happens when you don't have Intel inside.
 
/me runs away...Very, very fast.
				__________________ 
				If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!  
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++ 
Some of my webcomics.  I've got 400+ webcomics at Last count, some dead. 
Sig updated to remove non-working links.
			 |  
	
		
	
	
	| 
			
			 
			
				December 11th, 2007, 12:54 AM
			
			
			
		 |  
	| 
		
			|  | 
 General |  | 
					Join Date: Apr 2001 Location: Cincinnati, Ohio, USA 
						Posts: 4,547
					 Thanks: 1 
		
			
				Thanked 7 Times in 5 Posts
			
		
	      |  |  
    
	| 
				 Re: SE:V v1.64 History 
 /me fires a tractor beam at Narf, but since it is an AMD tractor beam it overheats, destroying it and causing 1d6 points of additional armor piercing damage to Ed's ship... 
				__________________The Ed draws near! What dost thou deaux?
 |  
	
		
	
	
	| 
			
			 
			
				December 11th, 2007, 03:07 PM
			
			
			
		 |  
	| 
		
			|  | 
 Sergeant |  | 
					Join Date: Jan 2007 
						Posts: 323
					 Thanks: 0 
		
			
				Thanked 0 Times in 0 Posts
			
		
	      |  |  
    
	| 
				 Re: SE:V v1.64 History 
 Looks like we're getting to the point of minor fixes, which I suppose is a good thing.   |  
	
		
	
	
	
	
	
	
	| 
	|  Posting Rules |  
	| 
		
		You may not post new threads You may not post replies You may not post attachments You may not edit your posts 
 HTML code is On 
 |  |  |  |  |