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

Phoenix-D October 6th, 2006 07:14 PM

Re: SEV Beta History starting V1.0
 
"32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.

Those two have the potential to be either great or an enomous pain in the ***, depending on how they're implimented.

34. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Vehicle Design Report.
35. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Create Design window.
40. Added - Empire options under "Display" to select whether to see a Component's Section, Level, Damage, and Mount on all component grids.

These should help a lot with ship design. http://forum.shrapnelgames.com/images/smilies/happy.gif

Looks good so far. Hopefully the crashes will be reduced in final as well..

StarShadow October 6th, 2006 07:47 PM

Re: SEV Beta History starting V1.0
 
Slightly OT, but 34/35 have made me wonder something. Are there any components that affect the turn rate of a ship?

Captain Kwok October 6th, 2006 11:29 PM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.

Those two have the potential to be either great or an enomous pain in the ***, depending on how they're implimented.

They are out of the way, both listed at the bottom of each respective screen.

Tampa_Gamer October 7th, 2006 12:59 AM

Re: SEV Beta History starting V1.0
 
What CK said. Also, if you look at 40. below - that is the real key. You don't even have to mouse cursor over the component - if you want, the display will show the component level in the upper right corner http://forum.shrapnelgames.com/images/smilies/happy.gif so you can see everything at a glance.

Kamog October 7th, 2006 01:58 AM

Re: SEV Beta History starting V1.0
 
This is great, that Aaron is busy fixing all the bugs in SEV. http://forum.shrapnelgames.com/images/smilies/happy.gif

Today I looked around to see if I could buy SEV here in Vancouver, Canada. I checked EB Games, Best Buy and Future Shop but they didn't have it. I'll check again at the release date. It's good to know that a lot of the problems we saw in the demo will be fixed by October 16th. http://forum.shrapnelgames.com/images/smilies/happy.gif

Q October 7th, 2006 01:59 AM

Re: SEV Beta History starting V1.0
 
Some very important fixes IMO. I am very glad my trust in MM to fix the bugs and improve the game seems to be justified.

henk brouwer October 7th, 2006 03:48 AM

Re: SEV Beta History starting V1.0
 
Quote:

Mephisto said:
12. Fixed - Small size log pictures were not drawn correctly.
13. Fixed - Condensed the small picture and no picture log reports.
16. Fixed - Multiple constructions of items condensed into single log item reports.


Very glad to see these changes. http://forum.shrapnelgames.com/images/smilies/happy.gif

phalzyr October 13th, 2006 11:25 AM

Re: SEV Beta History starting V1.0
 
Sticky this? If I'd of seen this before I emailed they'd of only gotten one email from me. Or better yet since beta is over start a new thread titled Patch fix list or something and sticky it http://forum.shrapnelgames.com/images/smilies/wink.gif

Captain Kwok October 13th, 2006 09:18 PM

Re: SEV Beta History starting V1.0
 
Here's a cookie:

Version 1.07:
1. Fixed - Mounts would not be loaded correctly after a Select Ship Size in the Create Design Window.
2. Fixed - The help text was in the wrong place on the Vehicle Design report.
3. Fixed - Mothballed ships still had crew.
4. Fixed - The Unmothball order would always fail.
5. Fixed - Speed up for loading of Components List on the Create Design window (especially when a mount
was selected).
6. Fixed - The AI would sometimes research tech areas that it didn't have access to.
7. Fixed - You can now click and type in an amount on the Transfer Cargo and Transfer Units windows.
8. Fixed - Increased the indent for cargo items on the Transfer Cargo and Transfer Units windows.
9. Added - Population now shows the number present in millions on the Transfer Cargo window.
10. Added - Added a "Condensed View" button to the Transfer Cargo and Transfer Units windows. When
moving units in Condensed View, all undamaged units will be moved first. You cannot right-click
a group of condensed units to get a report.
11. Fixed - Decreased slow down of game when large number of units were launched in combat.
12. Fixed - Fighters will no longer form a cloud and a pole when launched in combat.
13. Fixed - Unit textures in combat would be lost when the game was alt-tabbed.
14. Fixed - You would sometimes get a lockup when large numbers of units were destroyed in combat.
15. Fixed - You would sometimes get an Access Violation when you closed combat.
16. Fixed - Some speedups for combat.
17. Added - Added "Space Combat Ends Only When Time Up Or No Enemies" field to Settings.txt to allow modders
to prevent combat from ending when enemies are moving away from each other.
18. Fixed - Ability "Planet Population Happiness" was working backwards.
19. Fixed - Cleanup and fixups for happiness.
20. Fixed - Removed launch and recover rates.
21. Changed - Decreased the size increase per level for Fighter Bays and Mine Layers.
22. Fixed - Unit space combat speed was using ground movement.
23. Fixed - Moving units from the Storehouse was not quite working correctly.
24. Fixed - Canceling an "Add Strategy" on the Empire Options window would lockup the window.
25. Fixed - Fleets were regaining supply and ordnance after each turn with no Resupply Depot present.
26. Fixed - Atmosphere Conversion was working in turns not years.
27. Changed - Decreased Shield Regenerator amount.
28. Fixed - "Component - Regeneration" ability was not working.
29. Fixed - "Shield Generation From Damage" ability was not working.
30. Fixed - "Component - Damage Resistance" ability was not working.
31. Fixed - Point - Defense should no longer be effected by time rate.
32. Fixed - "Combat Movement" ability was not working.
33. Fixed - Solar Generators were not working.
34. Fixed - Loss of crew was not decreasing ship's abilities.
35. Fixed - Toxic Injector was not killing crew.
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.

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).
37. Fixed - "Use Component" order was not enabling.
38. Fixed - In a Simultaneous Games, Sector View position changes were not being kept.
39. Fixed - Not having the combat grid on in space combat would cause the map to not expand automatically.
40. Fixed - Enter and Exit warp points sounds were switched in the game.
41. Fixed - The option button for resources on the Select Package window was not working.
42. Fixed - Clicking the Plus or Minus button in a selection list would often fire the doubleclick.
43. Fixed - Date text on received messages was overflowing the list on the Empires and Communicate windows.
44. Fixed - "Allow Intelligence" setting in Game Setup was not working.
45. Fixed - "Allow Tech Gifts" setting in Game Setup was not working.
46. Fixed - Game Setup window should not mention tributes which don't exist.
47. Fixed - You could get vehicles with no movement to move when selected with a group with a mover included.
48. Fixed - The Ship List was selecting all items on a refresh instead of maintaining old selections.
49. Fixed - Planet's with zero population will still be owned by their original owner in combat until all
population, units, and facilities are destroyed.

Kamog October 13th, 2006 09:57 PM

Re: SEV Beta History starting V1.0
 
Thank you, Captain Kwok. This is great news. http://forum.shrapnelgames.com/images/smilies/happy.gif

DarkHorse October 13th, 2006 10:05 PM

Re: SEV Beta History starting V1.0
 
Mmmmm. Cookie.

Phoenix-D October 13th, 2006 11:54 PM

Re: SEV Beta History starting V1.0
 
woohoo 25-end. http://forum.shrapnelgames.com/image...ies/tongue.gif

But, uh..
"20. Fixed - Removed launch and recover rates."

What exactly is this refering to?

Captain Kwok October 13th, 2006 11:56 PM

Re: SEV Beta History starting V1.0
 
Launch components now launch all items at once, which it was doing anyway despite the restrictions. I guess the fix will be more time consuming and so maybe we'll see it in the following patch.

Q October 14th, 2006 02:07 AM

Re: SEV Beta History starting V1.0
 
Great work MM!

Elsemeravin October 14th, 2006 02:22 AM

Re: SEV Beta History starting V1.0
 
Quote:

Captain Kwok said:
Here's a cookie:

Version 1.07:


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).


Is this hardcoded (I guess), I mean the requirement or could we change it (like crew < 50%) ?

Phoenix-D October 14th, 2006 02:28 AM

Re: SEV Beta History starting V1.0
 
Those bits are hardcoded, but you can do other things.

I have my frigates set up to explode when all life support is gone, for example. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Elsemeravin October 14th, 2006 03:55 AM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
Those bits are hardcoded, but you can do other things.

I have my frigates set up to explode when all life support is gone, for example. http://forum.shrapnelgames.com/images/smilies/laugh.gif

Explode ? Do you mean we can use the "Sector - Damage" ability with a scope of "ship" ? or do you know something I ignore ? http://forum.shrapnelgames.com/image...ies/tongue.gif

Elsemeravin October 14th, 2006 08:18 AM

Re: SEV Beta History starting V1.0
 
Or maybe you set the structure of the ship to be equal to 0 if crew = 0 ? (but feel like only tonnage can be set)

I'm curious about this one http://forum.shrapnelgames.com/images/smilies/happy.gif

EDIT: After checking maybe set the ship struture to -1000000 if crew <= 0 in VehicleSizes.txt ?
To bad I cannot test until at least the 16th...

Elsemeravin October 14th, 2006 08:40 AM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
Those bits are hardcoded, but you can do other things.



Thinking more about it (and writing faster than I think...) I guess we can simply add to every ShipSize the "Control Center" ability, and 1 crew and 1 life support, then we can bypass hardcoded function and set our own using formulas.

For example I plan to use one AI tag to set the Crew requirement for every component (Like SJ proposed earlier) and then have in every formula a percentage calculation like:

<calculated amount> * round_up( <needed crew for this component> * min (<current ship crew> / <sum of needed crew on remaining components> ; 1) / <needed crew for this component>

This way we would have the following:

Ship total crew = 25
with component:

CMP1 needs 5 crew members
CMP2 needs 2 crew members
CMP3 needs 10 crew members
CMP4 needs 5 crew members
Total need = 22 crew members (so we have 3 more, useless peaple)

Component efficiency at that time:
CMP1 = 100%
CMP2 = 100%
CMP3 = 100%
CMP4 = 100%

After fighting some memebers of the crew die. We only have 18 people left (4 less that required).
Ship total crew = 18

We recalculate the efficiency as:
CMP1 = 100%
CMP2 = 100%
CMP3 = 90%
CMP4 = 100%

We can see that the higher the crew requirement the sooner the component will be impacted by missing crew.

After some more fighting, some crew members die and there are now only 10 people left (12 missing for complete efficiency)
Ship total crew = 10

In that case the components will be greatly degraded, with the resulting efficiency as follow:
CMP1 = 60%
CMP2 = 50% (which would mean 50% of damage for a weapon)
CMP3 = 50%
CMP4 = 60%

What do you think of this idea ? Would it be balanced ?
I guess it would make crew killing weaponry more attractive and protection of crew quarter more important.

Suicide Junkie October 14th, 2006 10:56 AM

Re: SEV Beta History starting V1.0
 
Ship structure is only equal to the sum of structures of its components.

Hull-based hitpoints have nowhere to be applied.

Ed Kolis October 14th, 2006 11:47 AM

Re: SEV Beta History starting V1.0
 
Quote:

Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.

So, umm, if I have a -40 to attack from being a baseship, when I get a critical failure it becomes -20? http://forum.shrapnelgames.com/image...ies/tongue.gif

Quote:

Launch components now launch all items at once, which it was doing anyway despite the restrictions. I guess the fix will be more time consuming and so maybe we'll see it in the following patch.

This means you can make a really cheap carrier using a transport hull - just slap a single fighter bay on and fill it up with cargo bays http://forum.shrapnelgames.com/images/smilies/frown.gif

Quote:

I have my frigates set up to explode when all life support is gone, for example.

Ah, are you writing a Star Control Mod? http://forum.shrapnelgames.com/image...ies/tongue.gif

Phoenix-D October 14th, 2006 01:36 PM

Re: SEV Beta History starting V1.0
 
Yeah, I'm using the Sector Damage ability for that. It doesn't take effect until the ship moves on the strategic map for some reason, but that works fine for my purposes.

And no Star Control mod, I just thought it was silly that the ships could trundle on sans life support. Well, maybe if the crew were None atmosphere type..

Suicide Junkie October 14th, 2006 01:44 PM

Re: SEV Beta History starting V1.0
 
Heh, yeah.
That penalty was for "large ship size", and well, your ship isn't that big anymore http://forum.shrapnelgames.com/images/smilies/wink.gif

None-breathers still need temperature regulation and food and such. They'd probably have less tolerance to lack of food, since air-breathers can use the air to help "burn" their food, thus carrying less around with them.

Captain Kwok October 26th, 2006 10:38 PM

Re: SEV Beta History starting V1.0
 
FYI:

Version 1.09:
1. Fixed - Possibly fixed error international users were having when trying to load data files.
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
4. Fixed - Recovering a unit in the Launch/Recover window would sometimes leave a blank line.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
7. Fixed - The Fleet Report - Task Forces tab would misposition the text if scrolled.
8. Fixed - The Select Package window would sometimes not let you hit OK.
9. Fixed - The Planet Report - Races tab would sometimes show population amounts wrong for more than one race.
10. Fixed - When colonizing, if you have population in cargo, then the crew of your ship will not become
1M population on the planet.
11. Fixed - Shard Cannon was not increasing damage with level.
12. Fixed - Sometimes ground combat would occur on a ship.
13. Fixed - Buffer Error at the end of combat.
14. Fixed - The combat progress bar would reset after 60 seconds.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.

Raapys October 26th, 2006 10:43 PM

Re: SEV Beta History starting V1.0
 
Ground combat on a ship? That could have been a neat boarding feature.

Kana October 27th, 2006 04:14 AM

Re: SEV Beta History starting V1.0
 
Thats what I was going to say...In SEVI we will get boarding combat side game, just like we got ground combat in SEV.

Combat Wombat October 27th, 2006 11:27 AM

Re: SEV Beta History starting V1.0
 
If we pushed hard enough we could see a feature like a boarding party "side game" in an expansion or even a patch for SE5.

Fyron October 27th, 2006 01:47 PM

Re: SEV Beta History starting V1.0
 
I'd rather Aaron work on a million other more important issues than some boarding party side-game.

RonGianti October 27th, 2006 03:32 PM

Re: SEV Beta History starting V1.0
 
Quote:

Captain Kwok said:
Version 1.09:
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
11. Fixed - Shard Cannon was not increasing damage with level.
13. Fixed - Buffer Error at the end of combat.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.

As usual, Kwok rocks!

Do any of these fix the End Of Turn Processing bug?

I assume we will not be seeing 1.09, it will just be a footnote on the patch we DO get in a couple of weeks?

Caduceus October 27th, 2006 04:20 PM

Re: SEV Beta History starting V1.0
 
Quote:

5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.

Woo!

aegisx October 27th, 2006 09:01 PM

Re: SEV Beta History starting V1.0
 
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.

I second the Woo!

Combat Wombat October 30th, 2006 08:26 PM

Re: SEV Beta History starting V1.0
 
Version 1.10:
1. Fixed - After using the Fleet Transfer window from the Space Simulator, all controls would be unresponsive.
2. Fixed - When selecting Set Fleets in the Space Simulator window, you are setting fleets for the
currently selected empire in the button panel. Only vehicles and fleets owned by that empire will
be displayed in the Fleet Transfer window.
3. Fixed - Simulated Empires were not getting their strategies from the current player.
4. Fixed - You shouldn't be able to press buttons while a Generate Map is in progress.
5. Fixed - The Launch/Recover Units window would sometimes crash when recovering a unit.
6. Fixed - Sometimes units in cargo would show damage with huge values.
7. Fixed - Sometimes when a planet rebelled and formed a new empire, an error occurred.
8. Fixed - A rebelling planet should start with the technology of its parent empire.
9. Fixed - A ship or unit is destroyed if all non-armor components are destroyed.
10. Fixed - You would get a black screen after the "Processing after all player turns..." was complete and
the autosave was taking place.
11. Fixed - Satellites, mines, and drones were taking part in Ground Combat.
12. Fixed - AI was not laying mines and dropping satellites on warp points.
13. Fixed - AI was not designating enough "Mining" colonies.
14. Fixed - AI was not surveying unexplored systems properly.
15. Fixed - AI was proposing treaties to human players in Team Mode.
16. Fixed - AI's on the same team were not forming the best treaties possible.

Captain Kwok October 30th, 2006 08:29 PM

Re: SEV Beta History starting V1.0
 
Definately some good fixes. For you Balance afficiandos I'm analyzing the AI changes made in 1.10 so I can incorporate them into the next Balance Mod version. http://forum.shrapnelgames.com/image...ies/tongue.gif

Kana October 30th, 2006 08:38 PM

Re: SEV Beta History starting V1.0
 
Maybe Aaron should analyze you AI files and incorporate them into 1.11?

Raapys October 30th, 2006 09:27 PM

Re: SEV Beta History starting V1.0
 
He definitely should do that.

Update on Malfador:

10/30/06 - SE5 Patch Coming Soon
Thanks to everyone who sent in bug reports and savegames, we are getting ready to release a new patch for Space Empires V. We're testing it now and are planning to release it on November 6th. Have a Happy Halloween!


Anyone know what's the right email to send bug reports and suggestions to, though?

Phoenix-D October 30th, 2006 10:06 PM

Re: SEV Beta History starting V1.0
 
se5@malfador.com, I think.

Blade W October 31st, 2006 04:36 AM

Re: SEV Beta History starting V1.0
 
Loosing sector abilities in the 1st turn isn't a serius issue?
I didn't notice a fix for that until 1.10.

Atrocities October 31st, 2006 05:59 AM

Re: SEV Beta History starting V1.0
 
Hopefully sometime within the next couple of weeks we might nave a new public patch update. http://forum.shrapnelgames.com/images/smilies/happy.gif (Fingers R Crossed.)

Combat Wombat October 31st, 2006 11:31 AM

Re: SEV Beta History starting V1.0
 
Quote:

Atrocities said:
Hopefully sometime within the next couple of weeks we might nave a new public patch update. http://forum.shrapnelgames.com/images/smilies/happy.gif (Fingers R Crossed.)

Oh its gonna happen either the 6th or the 7th you can count on it.

RonGianti October 31st, 2006 12:20 PM

Re: SEV Beta History starting V1.0
 
Wow, those 2 seem to clear up just about everyone of the real bugs.

Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?

Atrocities October 31st, 2006 12:46 PM

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.

Combat Wombat November 2nd, 2006 12:25 AM

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.

Phoenix-D November 2nd, 2006 01:12 AM

Re: SEV Beta History starting V1.0
 
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)

Captain Kwok November 2nd, 2006 02:13 AM

Re: SEV Beta History starting V1.0
 
Quote:

Phoenix-D said:
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)

I'd hope so. I did mention that in addition to the unique ruins bug - but I also wouldn't be surprised if it was missed. http://forum.shrapnelgames.com/image...s/rolleyes.gif

Kamog November 2nd, 2006 02:44 AM

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

wrongshui November 2nd, 2006 08:52 PM

Re: SEV Beta History starting V1.0
 
Quote:

RonGianti said:
Wow, those 2 seem to clear up just about everyone of the real bugs.

Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?

The error when a new empire was made fvrom a revolt would do that. Hopefully that will solve most of the lock ups.

Combat Wombat November 3rd, 2006 10:25 PM

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.

Kamog November 4th, 2006 03:07 AM

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

Raapys November 4th, 2006 01:00 PM

Re: SEV Beta History starting V1.0
 
Lovely, a developer who listens to his fans. This is gonna be a superb patch.

Baron Munchausen November 9th, 2006 06:36 PM

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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