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October 14th, 2006, 03:55 AM
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Corporal
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Re: SEV Beta History starting V1.0
Quote:
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.
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Explode ? Do you mean we can use the "Sector - Damage" ability with a scope of "ship" ? or do you know something I ignore ? 
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October 14th, 2006, 08:18 AM
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Corporal
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Re: SEV Beta History starting V1.0
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
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...
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October 14th, 2006, 10:56 AM
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Shrapnel Fanatic
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Re: SEV Beta History starting V1.0
Ship structure is only equal to the sum of structures of its components.
Hull-based hitpoints have nowhere to be applied.
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October 14th, 2006, 11:47 AM
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General
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Re: SEV Beta History starting V1.0
Quote:
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
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So, umm, if I have a -40 to attack from being a baseship, when I get a critical failure it becomes -20?
Quote:
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.
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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
Quote:
I have my frigates set up to explode when all life support is gone, for example.
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Ah, are you writing a Star Control Mod? 
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October 14th, 2006, 01:36 PM
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National Security Advisor
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Re: SEV Beta History starting V1.0
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..
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October 14th, 2006, 01:44 PM
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Shrapnel Fanatic
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Re: SEV Beta History starting V1.0
Heh, yeah.
That penalty was for "large ship size", and well, your ship isn't that big anymore
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.
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October 26th, 2006, 10:38 PM
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National Security Advisor
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Re: SEV Beta History starting V1.0
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.
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October 26th, 2006, 10:43 PM
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First Lieutenant
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Re: SEV Beta History starting V1.0
Ground combat on a ship? That could have been a neat boarding feature.
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October 27th, 2006, 03:32 PM
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Corporal
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Re: SEV Beta History starting V1.0
Quote:
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.
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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?
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