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  #111  
Old November 18th, 2006, 05:24 PM
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Default Re: SEV Beta History starting V1.0

More fixins'

Version 1.16:
1. Fixed - StellarAbilityTypes.txt now checks each ability for inclusion instead of just picking one.
2. Changed - Increased the combat map retreat radius to 1500.
3. Fixed - Solar Sails had stopped working.
4. Fixed - The tech area "Stellar Manipulation" should have a maximum level of 100.
5. Fixed - Requirement text for "Emergency Propulsion" was wrong.
6. Fixed - More than one Emergency pod could be put on a ship.
7. Fixed - Crew was always being set to maximum.
8. Fixed - Ship capture would never succeed.
9. Fixed - Combat piece list for multiple items would not show ownership changes.
10. Fixed - You were unable to place vehicles in Simulated Combat.
11. Fixed - AI was not getting items after an Accept Gift message.
12. Fixed - AI was switching items in an Accept Trade message.
13. Fixed - TCP/IP Host would not allow players to connect when reloading a saved game.
14. Fixed - "Naturally Happy" and "Naturally Depressed" racial traits were working in reverse.
15. Fixed - Space Yards on vehicles were not getting the correct resource rate.
16. Fixed - Shield Regeneration was not getting the correct value.
17. Fixed - The Ram order in Tactical Space Combat was causing the ship to move to the location and not
seek and ram.
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  #112  
Old November 19th, 2006, 01:21 PM

Uncle_Joe Uncle_Joe is offline
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Default Re: SEV Beta History starting V1.0

Thanx for the info. Is this patch still on track for release on the 20th or so? I'm planning on starting a new game with the Balance Mod, but I'll wait until tomorrow if the patch is actually due out.

Thanks!
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  #113  
Old December 3rd, 2006, 11:10 AM
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Default Re: SEV Beta History starting V1.0

To get this thread up-to-date:

Version 1.18:
1. Fixed - Deconstruct and Analyze was not returning the correct techs.
2. Fixed - Maximum storage for resources was not being properly enforced.
3. Fixed - Ships were moving through planets in combat.
4. Fixed - Planets in the Space Simulator would maintain their old owner.
5. Fixed - Empires created through events would sometimes cause errors at the
end of all player's turns processing.
6. Fixed - Fighters groups could retreat from combat and end up a long way away
from the combat sector.
7. Fixed - If there was more than one ground combat in a turn, the mouse pointer
would be invisible for the start of the second ground combat.
8. Fixed - "Show Enemy Systems" on the expanded Quadrant map was highlighting both
enemy systems and our systems.
9. Fixed - Small Supply Storage and Small Ordnance Storage should only be available
for fighters and troops.
10. Fixed - The Supply Storage, Ordnance Storage, Ordnance Vat, Solar Collector, and
Quantum Reactor were not showing up for Weapon Platforms.
11. Fixed - The Autocomplete and the AI would sometimes put incorrect supply and ordnance
components on its designs.
12. Fixed - Sometimes voting for an alliance proposal would cause a crash.



Version 1.17:
1. Fixed - Memory Leak in Game Setup - Generate Map function.
2. Fixed - Tweak to increase numbers of AI Attack ships with size of empire.
3. Fixed - You could add more than 1 Space Yard to a planet using the Build # setting.
4. Fixed - Ground combat was not occuring in Simultaneous Games.
5. Fixed - Ground combat now takes place at the end of all player's turns but before
the end of all player's turns processing.
6. Fixed - In Turn Based, only one ground combat was occuring per turn.
7. Fixed - You could launch the Sector View on sectors you couldn't currently see.
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  #114  
Old December 15th, 2006, 07:40 PM
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Default Re: SEV Beta History starting V1.0

Some more stuffs:

Version 1.20:
1. Fixed - The end of strategic combat would sometimes cause a game crash.
2. Fixed - The start of combat would sometimes take a long time if a large number of units were present.
3. Fixed - If units have not been given a sector position, then they will be arranged around a warp point
(if present) for combat.
4. Fixed - The selected tab button in the Comparisons window was not highlighted on entry.
5. Fixed - Speed ups for computer player movement.
6. Fixed - Computer player might lockup at slow FPS rates.
7. Fixed - Ground combat would continue forever if a non-ground combat unit was dropped on a planet.
8. Fixed - Fleets could be disconnected with ships in multiple sectors.
9. Added - Ships on the Fleet Report now display as they do in the Ship List.
10. Added - Fleets show their movement in the Ship List.
11. Added - "Move Item To Top" and "Move Item To Bottom" buttons on the Set Construction Queue window.
12. Fixed - Maximum damage at range could be a negative number.
13. Added - "Default Empire Option Sort Mounts By Name" to Settings.txt.
14. Added - "Sort Mounts By Name" to Empire Options Window - Display - General Display Options.
15. Changed - In a turn based (sequential turn) game, players have their vehicles movement restored after
they have finished their turn.
16. Fixed - Radiation Bombs were having the opposite effect.
17. Fixed - Upgrading a design with no roman numeral resulted in a design name with a huge number.
18. Fixed - Emergency Propulsion was setting movement to 1 if the vehicle was already at maximum movement.
19. Fixed - "View Weapons Range" in tactical space combat showed the wrong hot key.
20. Fixed - The default key for "View Movement Destinations" is now F5, and the default key for
"View Weapons Range" is F6. These will only be set if you use the Default button in the
Controls window.
21. Fixed - "Change View Mode" in combat was not displaying the new mode in text on the screen.
"Skewed Follow" will keep the map centered on the currently selected piece in combat (you
cannot scroll the map yourself).
22. Fixed - Updated description of "Propulsion Experts" to make it clear that this bonus is only to vehicles
in space (fighters don't get the bonus for ground movement).
23. Note - Afterburners don't add movement to a fighter design. These extra movement points only occur in combat.
24. Note - Fighters have a vehicle size setting "Space Combat Maximum Speed Per Movement Point := 0.002" which
is double what a ship gets.
25. Fixed - Fleet Transfer window was not selecting the first items in the lists by default.
26. Fixed - Hotkey for building a stellar construction would cause an error.
27. Fixed - Warp points moved by stellar constructions would leave the warp point destination.
28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games.
29. Note - If you use Transfer Cargo to load cargo or drop cargo in a Simultaneous Game, you need to give
the ship orders to move to the location first. Same goes for Launch/Recover.



Version 1.19:
1. Fixed - Sometimes damage effects could lockup combat.
2. Fixed - Settings in the SystemTypes.txt would allow objects to be placed outside
of the solar system. Savegames with these objects could not be loaded.
3. Changed - The password edit box now displays stars on the Player Setup window and
password entry message boxes.
4. Fixed - You have to enter the empire's password to edit the empire in the
Game Setup window.
5. Fixed - If you load a game with an empire using an empire style that's not present,
the game will substitute a different one that is present.
6. Fixed - Ground Combat, Sector Damage, and Mine Damage during movement would cause
command line execution to run forever.
7. Fixed - In the Designs window, the list will remain highlighted on the old design
when doing an upgrade.
8. Fixed - In the Design Create window, the components list will remain in the same
place after selecting a mount.
9. Fixed - Easier to read tutorial text.
10. Fixed - The full 10 levels for Carriers and Heavy Carriers were not accessible.
11. Fixed - Double click now adds and removes ships from fleets in the Fleet Transfer window.
12. Fixed - Empire option changed to "Next/Previous buttons should skip ships constructing items".
13. Fixed - The Amount selection on the Set Construction Queues window will now go blank when you
click on it so you can just type a new number without deleting the old one.
14. Fixed - On the Login window, the password box will start with focus.
15. Fixed - The Retrofit Order now lets you select a list of vehicles to retrofit before
selecting the design to retrofit to.
16. Fixed - Remote Mining resources were showing up twice on the Empire Options window - Treasury.
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  #115  
Old December 15th, 2006, 07:51 PM

Raapys Raapys is offline
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Default Re: SEV Beta History starting V1.0

"3. Fixed - If units have not been given a sector position, then they will be arranged around a warp point
(if present) for combat."

Oooh, requested this so many times. Finally AI satellites will be useful.

"5. Fixed - Speed ups for computer player movement."

Priceless.

Looks like it'll be a neat update. Any ETA? I was hoping there'd be some sort of AI fix for the whole fog of war issues though.
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  #116  
Old December 15th, 2006, 08:28 PM
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Default Re: SEV Beta History starting V1.0

The speed ups don't appear to be all that great so far - but I'll know better later.
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  #117  
Old December 15th, 2006, 08:44 PM

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Default Re: SEV Beta History starting V1.0

Know if it affects the pathfinding for human players too? I.e., the longer routes the slower it travels scenario that exists now.
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  #118  
Old December 15th, 2006, 09:48 PM
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Default Re: SEV Beta History starting V1.0

Quote:

12. Fixed - Maximum damage at range could be a negative number.
13. Added - "Default Empire Option Sort Mounts By Name" to Settings.txt.
14. Added - "Sort Mounts By Name" to Empire Options Window - Display - General Display Options.

Hehe, just reported those a few days ago! That first one had me wondering why all my modded beams were causing one-shot kills!
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  #119  
Old December 15th, 2006, 11:02 PM

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Default Re: SEV Beta History starting V1.0

"28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games. "

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  #120  
Old January 6th, 2007, 02:33 AM
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Default Re: SEV Beta History starting V1.0

The latest build:

Version 1.21:
1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew
was not restored because the planet had the wrong kind of population. Ships will only
recrew at planets.
2. Fixed - The game will determine if you don't have rights to save in the savegame folder and will
instead use the My Documents folder.
3. Fixed - Logging in as the Host to a game would result in a black screen.
4. Fixed - Processing the turn as Host would show and hide the button bar.
5. Fixed - Loading a game from within a game would not launch the login window.
6. Fixed - If the generic flag for an empire was missing, then the game would not load. If any
images for an empire cannot be found, the game will pick a new image set for the empire.
7. Fixed - Reduction in combat replay file size.
8. Fixed - An error would occur when a scrap order could not be executed.
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name.
10. Fixed - A little smoother combat replay.
11. Fixed - Missing ship sets were not being replaced when a host was processing a turn.
12. Fixed - In the Launch/Recover window, recovering more units to a ship than it could hold would cause
the game to lockup.
13. Fixed - Increased the starting size and size increase per level of satellites, mines, and troops.
14. Fixed - Turn-based games on different machines were still showing combats for AI players.
15. Fixed - You cannot select Tactical Combat in a Turn-based different machine game.
16. Fixed - Units in ground combat were never missing.
17. Fixed - Having more than 5 selected victory conditions would crash the Comparisons window.
18. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Design_ID".
19. Fixed - Script function "Sys_Get_Number_Of_Units_In_Space_Sector" was always returning zero.
20. Fixed - Script function "Sys_Space_Object_Scrap_Cargo" was not working.
21. Added - Script function "Sys_Give_Space_Object_Order_Scrap".
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