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February 9th, 2007, 10:58 PM
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Corporal
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Join Date: Dec 2000
Location: England
Posts: 155
Thanks: 0
Thanked 0 Times in 0 Posts
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Re: SEV Beta History starting V1.0
Still no Fog of war for planets.The A.I will not attack unless it knows where the scouted empire planets are.
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February 10th, 2007, 10:25 AM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: SEV Beta History starting V1.0
11. Fixed - The game will now continue processing even when minimized.
13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.
O_O
Could have sworn he's been in here following our posts. That's simply superb news. And does it also prove that AI combat was indeed running at 8x?
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February 10th, 2007, 07:15 PM
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Corporal
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Join Date: Mar 2005
Posts: 163
Thanks: 0
Thanked 3 Times in 3 Posts
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Re: SEV Beta History starting V1.0
Well, it sounds like the game will actually be playable after the next patch.
Sooo, the $20000 question is when will this fix hit the open market? Hopefully sooner rather than later because its quite important IMO. 
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February 27th, 2007, 12:27 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
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Re: SEV Beta History starting V1.0
any patch news?
__________________
Slick.
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February 27th, 2007, 12:37 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SEV Beta History starting V1.0
I'm thinking v1.30 will be the public patch and would be around next Monday or so, but I'm not certain. Overall a haul of good fixes since v1.25...
The latest changelogs:
Version 1.29:
1. Fixed - Combat against a planet owned by a player but with no units or population would end immediately.
2. Fixed - "Only Weapons" damage type now penetrates shields.
3. Fixed - "Only Engines" damage type now penetrates shields.
4. Changed - Capital Ship Missile: decreased cost, increased damage, decreased reload rate.
5. Changed - Anti - Proton Beam: increased cost,
6. Changed - Meson Blaster: increased cost, increased supply used, increased range.
7. Changed - Point - Defense Cannons: increased damage.
8. Changed - Point - Defense Blaster: increased space taken, increased cost, decreased damage, increased reload rate.
9. Changed - Point - Defense Beam: decreased damage.
10. Changed - Flak Cannon: Increased damage.
11. Changed - Plasma Missile: decreased cost, increased damage.
12. Changed - Anti - Matter Torpedo: increased damage, increased range.
13. Changed - Quantum Torpedo - increased cost, increased damage, increased range.
14. Changed - Gamma Pulse Torpedo - reduced space taken, reduced supply and ordnance usage, increased damage.
15. Changed - Phased - Polaron Beam: increased cost, increased supply usage, modified damage.
16. Changed - Graviton Hellbore: increased cost, increased damage, increased range.
17. Changed - Ripper Beam: increased damage, increased range.
18. Changed - Incinerator Beam: increased damage.
19. Changed - Wave - Motion Gun: increased damage, increased range.
20. Changed - Null - Space Projector: decreased cost, decreased supply and ordnance usage, increased damage, decreased reload rate.
21. Changed - Tachyon Projection Cannon: decreased cost, increased damage, increased range.
22. Changed - Ionic Disperser: changed description, increased damage.
23. Changed - Ionic Pulse Missile: changed description, increased damage.
24. Changed - Toxic Injector: increased damage.
25. Changed - Plasma Charge: increased damage, increased range.
26. Changed - Hyper - Plasma Bolt: increased damage.
27. Changed - Electric Discharge: increased damage.
28. Changed - Lightning Ray: increased damage, increased range.
29. Changed - Seeking Parasite: increased range.
30. Changed - Acid Globule: increased damage.
31. Changed - Enveloping Acid Globule: increased damage.
32. Changed - Shard Cannon: decreased damage.
33. Changed - High - Energy Magnifier: increased damage, increased range.
34. Changed - Time Distortion Burst: modified damage.
35. Changed - Temporal Shifter: modified damage, increased range.
36. Changed - Temporal Tachyon Cannon: decreased space taken, increased damage, increased range.
37. Changed - Telekinetic Projector: modified damage.
38. Changed - Mental Singularity Generator: increased damage, increased range.
39. Changed - Subpsace Rupture Beam: increased damage, increased range.
40. Changed - Massive Ionic Disperser: changed description, increased damage.
41. Changed - Small Depleted Uranium Cannon: modified damage.
42. Changed - Small Rocket Pods: increased damage, increased range.
43. Changed - Small Anti - Proton Beam: decreased damage.
44. Changed - Small Meson Blaster: modified damage.
45. Changed - Small Phased - Polaron Beam: increased damage, increased range.
46. Changed - Small Incinerator Beam: increased damage, increased range.
47. Changed - Small Anti - Matter Torpedo: increased damage, increased range.
48. Changed - Small Cluster Bomb: increased damage.
49. Changed - Small Graviton Beam: increased damage, increased range.
50. Changed - Small Electric Discharge: decreased damage, increased range.
51. Changed - Small Acid Globule: increased range.
52. Changed - Small Shard Cannon: increased range.
53. Changed - Small Time Distortion Burst: decreased damage, increased range.
54. Changed - Small Telekinetic Projector: increased damage, increased range.
55. Changed - All components now increase their structure with level.
56. Changed - Increased structure per level increase for armor.
57. Changed - Increased structure per level increase for small armor.
58. Changed - Increased shields per level increase for small shield generator.
Version 1.28:
1. Fixed - Misspelling in AI speech.
2. Fixed - AI was not researching "Advanced Military Science" and "Applied Political Science" correctly.
3. Fixed - Small race portraits were being loaded incorrectly in the simulators for mods.
4. Fixed - Upgrading a design was not upgrading weapon mounts.
5. Fixed - Construction was sometimes consuming more resources than it should and giving them back when the
construction was complete (especially radioactives).
6. Fixed - It was possible to start a game with an empire breaking the tech or racial point limits.
7. Fixed - In a Simultaneous Game, you could not give an Attack Move order for the sector you were in.
8. Added - "Change Email" and "Change Password" buttons to the Empire Options window.
9. Fixed - Planet attack and defense strategies were not being updated in a Simultaneous Game.
10. Fixed - In the Player Setup window, the technology and racial trait lists will no longer reset to the top
when a new tech or racial trait is available.
11. Changed - Decreased amount of crew killed by Toxic Injector.
12. Changed - "Kills Crew" damage type now cannot get through shields and kills 1 crew for every 10 damage points.
13. Update - Results of Ship states:
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
All weapons take 3 times longer to reload.
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
14. Fixed - After conquering a planet through ground combat, units that did not take part in ground combat
dissappear (but are still there).
15. Fixed - If an alliance was created, then disbanded, the savegame would no longer load.
16. Fixed - Improvements for "Total Targeted Damage" strategy option.
17. Fixed - Improvements for point defense spreading of damage.
18. Fixed - The data file error list window would only show 4 lines of an error message.
19. Fixed - An Atmospheric Converter facility will convert the atmosphere to that breathed by the largest
population on the planet.
20. Fixed - Improvements to "Even Empire Distribution".
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March 2nd, 2007, 05:40 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
Posts: 1,087
Thanks: 0
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Re: SEV Beta History starting V1.0
Version 1.29:...
Stock and Balance mod are merging, huh?
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March 2nd, 2007, 05:41 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SEV Beta History starting V1.0
Quote:
Aiken said:
Version 1.29:...Stock and Balance mod are merging, huh?
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No, Aaron's changes were independent of the mod.
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