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Re: SEV Beta History starting V1.0
there are many bugs to yet be fixed. aaron is going to be a busy programer for months to come.
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Re: SEV Beta History starting V1.0
Version 1.11:
1. Fixed - Using the setting "Warp Points located anywhere in the system", warp points would sometimes overlap stars or the center of a black hole. 2. Fixed - Ruins on planets were disappearing after the first turn. 3. Fixed - Sometimes ground combat would occur on a ship (the AI was loading enemy troops on his ships). 4. Fixed - Sometimes an error would occur if a fleet with no task forces engaged in combat. 5. Fixed - Fleets could exist with ships but no task forces. 6. Fixed - Intelligence spending should be cleared against an empire with which you've lost contact. 7. Fixed - "Can Be Placed On Vehicle Types" in Components.txt was not matching items correctly. 8. Fixed - "Component Type List" in Components.txt was not matching items correctly. 9. Fixed - Combat replay would create real unit groups from the combat. 10. Fixed - Units in ground combat were losing weapons even if the weapon was undamaged. 11. Fixed - Units were retaining maximum movement even if their engines were damaged. 12. Fixed - In Space or Ground Combat, the selection list would not change if the same number of items were selected. 13. Fixed - Units were showing 100% damaged in combat reports at the start of combat. 14. Fixed - In a Simultaneous Game, the sector view ship placements were not being maintained to the next turn. 15. Fixed - Sometimes the Movement Replay would cause an Access Violation. 16. Fixed - In a Simultaneous Game, name changes for vehicles were not being maintained on the next turn. 17. Fixed - Loading an empire from a file in Game Setup would lose all of its technology. 18. Fixed - Game Setup was incorrectly preventing some loaded empires because of technology. |
Re: SEV Beta History starting V1.0
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)
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Re: SEV Beta History starting V1.0
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Re: SEV Beta History starting V1.0
Thanks for the update. The upcoming patch looks like it's going to be a very good one! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SEV Beta History starting V1.0
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Re: SEV Beta History starting V1.0
Version 1.12:
1. Fixed - Some components were not showing up for weapon platforms. 2. Fixed - In the Alliance Chambers window, the Alliance Relations option would cause an error. 3. Fixed - Alliance votes were not completing. 4. Fixed - Game was not removing old Alliance log entries. 5. Fixed - Alliance messages had two headers on them. 6. Fixed - Alliance proposals wouldn't complete if no majority and all players had voted. 7. Fixed - Game was not removing old Alliance proposals. 8. Fixed - Empires added to an Alliance were remaining as individuals on Empire and Alliance windows. 9. Fixed - AI's were not voting in alliances. 10. Fixed - Planet's were keeping 1M population of all populations on the planet. 11. Fixed - Floating point error when try to move population in the Transfer Cargo window. 12. Fixed - You can't move ships in the Sector View if enemy ships are present. 13. Fixed - In Simultaneous games, combat should happen (in sectors with enemies) once per sector per turn even if no ships move (unless combat already occured in the sector). 14. Fixed - Space combat now allows you to retreat if you move your ship past the circle border (and it has strategic movement points left). Retreat costs 1 strategic movement point. 15. Fixed - Space combat no longer ends when the distance between enemies remains the same or increases. 16. Fixed - The combat border is now displayed on the overview map. |
Re: SEV Beta History starting V1.0
Wow, another version with lots of fixes in just two days! Aaron is fast! http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SEV Beta History starting V1.0
Lovely, a developer who listens to his fans. This is gonna be a superb patch.
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Re: SEV Beta History starting V1.0
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. Version 1.14: 1. Added - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files. 2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had Engines Per Move for troops set to zero. 3. Fixed - The ownership flag for ringworlds and sphereworlds was not next to the planet. 4. Fixed - You had to click on the border of a ringworld or sphereworld to colonize it. 5. Fixed - Ringworlds and Sphereworlds were not centered around their star. 6. Fixed - Sometimes ships starting combat would be outside the retreat ring. 7. Fixed - Fleet members would stop moving after their leader retreated. They should instead move to the same retreat location. 8. Fixed - The "Massive Planetary Shield Generator" was showing the wrong number of shields in its ability description. 9. Fixed - Any ships which retreat from combat will have their orders cleared. 10. Fixed - After a retreat, ships were not facing the correct direction on the System Map. 11. Fixed - Any ship which has been in a sector for a phase, should be considered to be in the middle of that sector for combat placement. 12. Fixed - Sometimes ships would come out of the wrong warp point. 13. Fixed - The Explore order would sometimes give the correct location to move to but the wrong warp point id to warp through. |
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