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

Major_SNAFU September 28th, 2006 11:30 AM

Re: SEV Beta History starting V1.0
 
This is great. This is why I remain optimistic despite some worrying bugs I have been reading about.

Bravo!

Mephisto September 28th, 2006 04:41 PM

Re: SEV Beta History starting V1.0
 
Quote:

Ed Kolis said:
"Highlight information" - does this mean we can hover over something and get the level, mount, etc. of it???


Yes, it works like in the Ship Report Screens in Combat.

Kana September 28th, 2006 06:09 PM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
Lots of mention of unit groups.
WHAT unit groups!?

I would assume that a unit group is what you get when you launch several units together...especially in the System screen. IE like a group of Satellites or Mines...You can even change there name....

Captain Kwok September 29th, 2006 07:40 PM

Re: SEV Beta History starting V1.0
 
Another gift:

Version 1.05:
1. Fixed - The resources amounts on the Select Package window would not change.
2. Fixed - On the Set Construction Queue window, the "In Existence" was always zero for facilities.
3. Changed - On the Set Construction Queue window, the "In Existence" field will now include
all versions of this object regardless of level.
4. Added - "Lock System View" button at the top of the Orders panel.
5. Note - To use Automatic Moveto for Construction Queues, you need to define a waypoint where you
want the ships to moveto. Then in the Set Construction Queue window, select Queue Settings
and scroll the list to the bottom where you can choose that waypoint as a Moveto location.
6. Fixed - Changed Planet Temperature formula so its not quite so cold.
7. Changed - You can no longer change your intelligence defense spending. It is automatically set to the
remainder after your attack spending is deducted from 100%.
8. Added - Scrollbar to the Weapon Report so that damage at range can be scrolled through a distance of 300.
9. Added - "Override InvConfiguration Slots" to the Mod_Definition.txt file. If this field is set TRUE, then
all Inventory Configurations will be read from the file "Override_InvConfiguration_Slots.txt" in the
mod directory (the flag [%EmpireName%] from VehicleSizes.txt will be set to "" and the name will be
trimmed).
10. Fixed - Revised Help Text from Chris Traber.
11. Fixed - Size for Small Supply Storage and Small Ordnance Storage reduced to 2.
12. Fixed - Select Colony Type window was not responding to the Return key and not selecting an item on double-click.
13. Fixed - Sometimes in Sector View, you could move planets.
14. Fixed - Sometimes ending the Sector View would show the Simulator window.
15. Fixed - Log window should jump to the top most message at the beginning of a turn.
16. Fixed - In a Combat Replay, the targeting icon should not show over enemy ships.
17. Fixed - In a Combat Replay, you should not be able to right-click to give orders.
18. Fixed - In combat, you shouldn't be able to see movement destinations and weapon targets for computer controlled ships.
19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built.
20. Fixed - Units were not showing any supplies or ordnance in combat replays.
21. Fixed - Game was changing Speaker Configuration to Stereo.
22. Fixed - If a minister style wasn't selected when creating a new empire, no default strategies would be loaded.
23. Fixed - Victory Conditions and Racial Traits were using the wrong style of option box.
24. Fixed - Lists with option buttons or check buttons will allow you to select the text to toggle the option.
25. Fixed - Some Lists with options buttons or check buttons were highlighting the row you clicked on.

Tampa_Gamer September 29th, 2006 07:48 PM

Re: SEV Beta History starting V1.0
 
Geez, CK that was quick - I barely just posted it over in the beta forum!!

Phoenix-D September 29th, 2006 07:52 PM

Re: SEV Beta History starting V1.0
 
"19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built."

Guess that explains the magically reducing resource amounts.

Just need the fleet bugs fixed and that takes care of most of the ones I've seen personally.

Captain Kwok September 29th, 2006 08:16 PM

Re: SEV Beta History starting V1.0
 
Quote:

Tampa_Gamer said:
Geez, CK that was quick - I barely just posted it over in the beta forum!!

I know. I was annoyed that I had lost so I came over here. http://forum.shrapnelgames.com/image...ies/tongue.gif

Some good fixes and a few good UI stuffs. You'll notice a number of them were suggestions from the forums that were filtered back up to the top. http://forum.shrapnelgames.com/image...ies/tongue.gif

Kamog September 30th, 2006 12:58 AM

Re: SEV Beta History starting V1.0
 
Some of those things Aaron fixed seemed to be problems that people reported only a day or two ago! Wow, he's fast... http://forum.shrapnelgames.com/images/smilies/happy.gif
Or maybe the Beta Testers already reported them to him a long time ago.

It's good to know that the bugs are getting fixed one by one. http://forum.shrapnelgames.com/images/smilies/happy.gif

Slick September 30th, 2006 03:27 AM

Re: SEV Beta History starting V1.0
 
What version is the demo?

Captain Kwok September 30th, 2006 06:38 AM

Re: SEV Beta History starting V1.0
 
The demo was 1.00 I guess.


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