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-   -   SEV Beta History starting V1.0 (http://forum.shrapnelgames.com/showthread.php?t=30516)

President_Elect_Shang January 6th, 2007 02:41 AM

Re: SEV Beta History starting V1.0
 
Can you ask Aaron about fixing the "Fire On" command. I consider not being able to fire on your own ship and destroy it a game breaker. Right now it only works if the ship being fired on has at least one movement point. He needs to remove that restriction.

Phoenix-D January 6th, 2007 02:51 AM

Re: SEV Beta History starting V1.0
 
Sys_Get_Space_Object_Cargo_Item_Design_ID"

What's that do? Tell you what the ship is carrying?

Phoenix-D January 6th, 2007 02:54 AM

Re: SEV Beta History starting V1.0
 
PES: pretty much every command has that problem, I think. :/

President_Elect_Shang January 6th, 2007 03:00 AM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
What's that do? Tell you what the ship is carrying?

That was my first thought, but if it tells the cargo why the "Design" portion? Cargo that is from the vehicle design text maybe? I found a way to tell what that cargo ID is by the way; if anyone is interested that is.

Quote:

Phoenix-D said:
PES: pretty much every command has that problem, I think. :/

http://forum.shrapnelgames.com/images/smilies/frown.gif

Captain Kwok January 6th, 2007 04:07 AM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
Sys_Get_Space_Object_Cargo_Item_Design_ID"

What's that do? Tell you what the ship is carrying?

It returns the design type of a cargo item.

Ed Kolis January 6th, 2007 02:56 PM

Re: SEV Beta History starting V1.0
 
Sys_Get_Number_Of_Units_In_Space_Sector huh? Do you think I could use that in the data files in order to create, for instance, a weapon which works best when there are lots of your ships around to "channel power" or something? Or do those system functions only work in the intel and AI scripts?

Captain Kwok January 6th, 2007 03:22 PM

Re: SEV Beta History starting V1.0
 
These are script functions only.

Slick January 17th, 2007 04:57 PM

Re: SEV Beta History starting V1.0
 
Just cross-posting to keep all the updates in one thread.


Quote:

Atrocities said:

Version 1.22:
1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit.
2. Fixed - Units launched during combat were not showing up in the combat log replay.
3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4.
4. Fixed - If an empire joins an alliance, then all of its current treaties are lost.
5. Fixed - The Communicate window was drawing race icons incorrectly.
6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires.
7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies.
8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window.
9. Fixed - If you loaded or started a new game from within combat, the order buttons would
remain combat buttons on the Main Window.
10. Fixed - If you loaded or started a new game from within combat, the combat simulator
would error when adding ships.
11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly.
12. Fixed - In the Create Design window, a weapon report would show mount modifiers even
if the weapon could not use the mount.
13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly.
14. Fixed - Ability "Experience Rate Percent Change" was not working.
15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly.
16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility",
"Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly.
17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types.
18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty",
"Planet Population War Tolerance" were not working correctly.
19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working.
20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count".
21. Fixed - AI Fleets were getting new orders even when they had old ones.
22. Fixed - Too many of the AI's had Tyranny for Government Type.
23. Fixed - Improved AI's assignment of colony types.
24. Fixed - AI was not scrapping facilities if it needed space for a spaceport.
25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID".
26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID".
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between
player turns. Posts: 662 | From:


Kana January 18th, 2007 02:38 AM

Re: SEV Beta History starting V1.0
 
Quote:

Version 1.22:
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.


Yaaaaa.....

President_Elect_Shang January 21st, 2007 03:25 AM

Re: SEV Beta History starting V1.0
 
Latest info:

1. Fixed - Ships were launching too many fighters in a combat replay.
2. Fixed - Not all fighters launched were showing up in the combat replay.
3. Fixed - The Combat Replay would sometimes show double damage from weapons.
4. Fixed - Improved some of the choppy movement of units.
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
6. Fixed - Script function "Sys_Can_Facility_Be_Upgraded" was not working.
7. Fixed - AI was not upgrading its facilities correctly.
8. Fixed - Improved AI purchasing of vehicles.
9. Added - Script function "Sys_Get_Facility_ID".
10. Added - Script function "Sys_Get_Highest_Facility_Level".
11. Added - Script function "Sys_Get_Planet_Physical_Type".
12. Added - Script function "Sys_Get_Planet_Atmosphere_Type".
13. Fixed - Improved AI selection of Colony Ships to construct.
14. Fixed - Improved AI selection of attack system.
15. Fixed - Resupply At Nearest order would sometimes send you to a place which had ordnance but no supply.
16. Fixed - Ai would sometimes gives its fleets the same ID number.
17. Fixed - Builtin script function "reallist_set" was not working.
18. Fixed - Component information should show on the Design report when looking at Enemy Designs in the Designs window.
19. Fixed - When a non-owner views a vehicle design report, the "Obsolete", "Maintenance Cost", and "Strategy" should not show even in combat.
20. Changed - Increased the happiness for planets when their ships are in the same system or sector.
21. Fixed - AI was not sending ships to planets when they were rioting.
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.


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