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

Mephisto November 9th, 2006 06:47 PM

Re: SEV Beta History starting V1.0
 
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.

Kamog November 10th, 2006 04:21 AM

Re: SEV Beta History starting V1.0
 
Sometimes I'm not sure I understand what these fixes mean. When it says Fixed - .... is the stuff that comes after the word Fixed the thing that was wrong (i.e, the bugged behavior), or is it the new corrected behavior after being fixed? Most of the entries are obvious which way it's supposed to mean but sometimes it's kind of ambiguous.

For example:
1.13 - 8. Fixed - Repulser beams will not knock a ship past the retreat border.

Does this mean that the repulser beam knocked the ship past the border before the bug fix and now it won't do that after the fix, or does it mean that it's supposed to do that after the fix?

That's just one example; some of the other ones are like that too and I'm not sure if the description is the bug or the fix.

Captain Kwok November 10th, 2006 10:16 AM

Re: SEV Beta History starting V1.0
 
Aaron usually describes the bad behaviour or bug that was fixed.

Raapys November 10th, 2006 10:20 AM

Re: SEV Beta History starting V1.0
 
So now it knocks the ship past the border: does that trigger a retreat? O_O

Suicide Junkie November 16th, 2006 09:32 PM

Re: SEV Beta History starting V1.0
 
Version 1.15:
1. Fixed - The Launch/Recover window was not showing the correct units in space during a combat
simulation.
2. Fixed - The Launch/Recover window would sometimes not launch a unit and show an empty unit
group in space.
3. Fixed - Drones were not dying when they impacted their targets.
4. Fixed - Empires were getting research in areas they didn't have access to via treaties.
5. Fixed - Messages from treaty elements were going to the wrong player.
6. Fixed - Autosave Turns are now saved on the machine and not per game. You'll need to turn
this on if you had it on in an old savegame.
7. Fixed - The intelligence event which kills research progress was setting the progress to
a giant negative number. This would result in some research areas showing hundreds
of turns to complete.
8. Fixed - Speed up for computer player combat.
9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat,
blue is the end of all player turns.
10. Fixed - Sometimes combat between AI players would crash and end turn processing would never complete.
11. Fixed - Ground combat between AI players was never ending.
12. Fixed - Some ministers would not work unless the "Vehicle Design" minister was selected.
13. Fixed - Right-clicking on the Victory Conditions would cause an error.
13. Fixed - Warp points should never be placed within 2 sectors of a black hole center.
14. Fixed - The Intelligence button should be disabled in games where intelligence projects are not
allowed (the Construction Queues button was being disabled instead).
15. Fixed - A stellar manipulation would only destroy the first stellar manip component on use even
if it was already destroyed.
16. Fixed - You can't start a new stellar manipulation while the animation for one is going on.
17. Fixed - Alliances were causing a crash during end turn processing.
18. Fixed - Alliances might cause a crash when the game was shutdown.
19. Fixed - AI messages about alliances sometimes contained unreplaced flags.
20. Fixed - The AI would sometimes tell you to remove your colonies from a system you were not in.
21. Fixed - Some speedups for Game Load and statistics.
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
24. Fixed - Atmospheric conversion was not firing off when it should.
25. Fixed - Your vehicle does not get any bonus movement unless it has at least 1 standard movement.
26. Added - Icon over a planet in Tactical Combat if the attacker cannot bombard the planet because of treaties.

Baron Grazic November 16th, 2006 09:57 PM

Re: SEV Beta History starting V1.0
 
Thanks for posting this SJ.
A good list of fixes, but the one that surprises me is 13. Fixed - Right-clicking on the Victory Conditions would cause an error.
Someone finished a game, and found this error? :-)

Raapys November 16th, 2006 10:05 PM

Re: SEV Beta History starting V1.0
 
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.


It's like he read my email!

Can the beta testers give some details on "8. Fixed - Speed up for computer player combat." ? How significant a speed-up are we talking about here?

1.15 has to be my favorite update thus far.

Phoenix-D November 16th, 2006 10:08 PM

Re: SEV Beta History starting V1.0
 
It'll be hard to tell, because some of the other fixes related to slowdowns as well.

Raapys November 16th, 2006 10:20 PM

Re: SEV Beta History starting V1.0
 
True, but are we talking like 'even faster than before 1.13' turn processing, or just 'improved 1.13 turn processing'?

Captain Kwok November 17th, 2006 12:02 AM

Re: SEV Beta History starting V1.0
 
Some good fixin's.

Captain Kwok November 18th, 2006 05:24 PM

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.

Uncle_Joe November 19th, 2006 01:21 PM

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!

Captain Kwok December 3rd, 2006 11:10 AM

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.

Captain Kwok December 15th, 2006 07:40 PM

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.

Raapys December 15th, 2006 07:51 PM

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.

Captain Kwok December 15th, 2006 08:28 PM

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.

Raapys December 15th, 2006 08:44 PM

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.

Ed Kolis December 15th, 2006 09:48 PM

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! http://forum.shrapnelgames.com/images/smilies/wink.gif

Gusset December 15th, 2006 11:02 PM

Re: SEV Beta History starting V1.0
 
"28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games. "

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

Captain Kwok January 6th, 2007 02:33 AM

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".

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.

Aiken January 21st, 2007 01:13 PM

Re: SEV Beta History starting V1.0
 
Quote:

22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.

Rulez!
/me types runturns 65535 and anticipates the Skynet.

Solymr January 22nd, 2007 12:37 AM

Re: SEV Beta History starting V1.0
 
Quote:

President_Elect_Shang said:
Latest info:

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.


Just wondering what exactly that means, if you set it to zero or below, it'll still damage the armor or shield sections? If that's the case, why set it to zero or below at all?

Suicide Junkie January 22nd, 2007 03:10 AM

Re: SEV Beta History starting V1.0
 
Previously, a damage percent of zero would mean that the armor is skipped.
If you want to skip armor, that is what penetration percent = 100 is for.
Damage percent zero should mean zero damage taken. (And now it does)

As far as hardcode changes, this implies only a removal of the special case checks, and lets the mathematics be free.



Practical example:

Start with the incident damage points from a weapon.

Split it into Penetrating and Absorbing portions...
Penetration = Damage * penetration percent
Absorbed = Damage - Penetration


EG:
Given a 50 damage weapon.
100% penetration = 0 points to the armor, 50 points skip to the hull.
50% penetration = 25 points to the armor, 25 points to the hull
0% penetration = 50 points to the armor, 0 points to the hull.
Logically then,
200% penetration = -50 points to the armor, 100 points to the hull
-100% penetration = 50 points to the armor, -50 points to the hull

Then, apply the damage percent:
Eg:
HP = HP - Absorbed * damage percent
If HP<0 then penetration = penetration -(HP / damage percent)
// If armor is destroyed, overkill damage becomes penetrating damage

50 damage points absorbed by armor means...
200% damage = 100 HP lost.
100% damage = 50 HP lost.
50% damage = 25 HP lost.
0% damage = 0 HP lost.
-100% damage = 50 HP regained.

Finding a use for the options is up to you.


For example, "antimatter armor"
-------------
Against "physical" damage type, it has a penetration percent of 200, and a damage percent of -100
Thus 50 damage worth of DUC projectile means 100 damage to the hull, and 50 damage to the armor. (Atomic KABOOM!)

Against an Antiproton Beam, doing "antimatter" damage type, it could have a penetration percent of zero and a damage percent of zero. Making the ship immune to APBs until the armor is destroyed by other weapons.

Also consider a Fantasy mod.
Fire damage vs Fire armor could have a penetration percent of 5, and a damage percent of -100.

Thus a 20 points fire spell would deal 1 damage to the target, and boost the hitpoints of the target's armor by 19 points.

Atrocities January 22nd, 2007 03:20 AM

Re: SEV Beta History starting V1.0
 
All of these files and scripts are way over my head... I am either to old or to stupid to try and figure them all out.

Ironmanbc January 22nd, 2007 04:35 AM

Re: SEV Beta History starting V1.0
 
Gee do I feel like a 486 right now, I'm still learning how to script SE4 and to all the modders out there I wish you the best of luck to making a mod that works (the A.I. can use all the new stuff that you put in) this is going to be the year of learning and I just wanted to say thanks to all of you.

se5a January 22nd, 2007 07:21 AM

Re: SEV Beta History starting V1.0
 
It's not that hard if you sit down and read it step by step...
if youve looked at aarons forumlas... well, just don't go there, they are not easy to follow. there are far simpiler ways to write them (the weapon damage at range formuas)

Have you tested these now SJ? does negitive damage *fix* broken components/armor and/or add more hitpoints to them? or does it get ignored alltogether?

President_Elect_Shang January 22nd, 2007 11:15 AM

Re: SEV Beta History starting V1.0
 
I thought I would go nuts when I first sat down to look over modding SE5. After a while you just sort of start to see the patterns. Once you see it you can shape it into what you want. I am still stretching to shape new things. That has always been my problem/challenge though. Once I learn I can start to recombine and create fusions but I can't seem to create novel new ideas. Anyway I'm drifting, modding isn't so hard once you invest some time. I think what will keep our numbers low in the first year or so will be (a) the lack of info for learning and (b) the shock you get when first look under the hood.

Now about those negative values. You can't give a component more HP than it had to start with so I am assuming additional are lost. How about trying to mod a component that will absorb those points rather than lose them. A form of capacitor maybe? One type for armor slots and one for internal slots would make for an all new strategy. A new line of weapons to knock the capacitors out by giving them an AI Tag then have the weapon target only that. Make the capacitors large and costly... What ability would you need to absorb the surplus HP? I have maybe one idea but would need to look it up.

On the fantasy example you gave SJ. I understand you were giving an example but when I read it I couldn't help think of Avatar and wonder what a mod based on it would be like. http://forum.shrapnelgames.com/image...s/confused.gif

Ed Kolis January 22nd, 2007 12:01 PM

Re: SEV Beta History starting V1.0
 
Heh, healing beams are the first thing I thought of with that negative damage percent... too bad you can't fire on and heal your own ships http://forum.shrapnelgames.com/image...ies/tongue.gif

Goblin 0001 fires Fire Arrow at Berzerker 0001! (10 damage)
Goblin 0002 fires Fire Arrow at Berzerker 0001! (10 damage)
Goblin 0003 fires Fire Arrow at Berzerker 0001! (10 damage)
CLERIC!!!
Cleric 0001 fires Healing Beam III at Berzerker 0001! (-30 damage)

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

Ironmanbc January 22nd, 2007 01:09 PM

Re: SEV Beta History starting V1.0
 
How about this...

A repair ship the fix's ships IN combat (add armour points per sec like 5.00 per sec or 1 comp every 10.00 per sec)

we could ask Aaron about that

Kana January 22nd, 2007 03:06 PM

Re: SEV Beta History starting V1.0
 
Quote:

Ed Kolis said:
Heh, healing beams are the first thing I thought of with that negative damage percent... too bad you can't fire on and heal your own ships http://forum.shrapnelgames.com/image...ies/tongue.gif:D

Can be fired on and destroyed by Owner is an option for units...does this apply to ships as well?

Raapys January 22nd, 2007 03:14 PM

Re: SEV Beta History starting V1.0
 
I believe that's only for the 'Fire On..' command to destroy vehicles in system view, not in combat.

Slick January 22nd, 2007 05:58 PM

Re: SEV Beta History starting V1.0
 
and it doesn't work.

President_Elect_Shang January 22nd, 2007 06:14 PM

Re: SEV Beta History starting V1.0
 
I thought it worked if you had one point.

Slick January 22nd, 2007 06:20 PM

Re: SEV Beta History starting V1.0
 
That's correct. That's why it doesn't work. Why on earth (or other celestial body) should it require 1 movement point on the target ship to fire on and destroy it?


I guess it is more correct to say: it doesn't work correctly.

Raapys January 22nd, 2007 06:49 PM

Re: SEV Beta History starting V1.0
 
Well, at least it's in good company O_O

President_Elect_Shang January 28th, 2007 02:47 AM

Re: SEV Beta History starting V1.0
 
Version 1.24:
1. Fixed - Vehicle names in the Strategic Combat window will now wrap to the next line.
2. Fixed - Long text in the Vehicle Design Report would sometimes not be right aligned.
3. Fixed - The vehicle types in the Designs Window would go into the scroll bar.
4. Fixed - You can now use the "Fire On" order with no movement points.
5. Fixed - You can now use the "Self Destruct" order with no movement points (but the
ship must still have a functioning self-destruct device).
6. Fixed - You can now use the "Analyze Components" order with no movement points.
7. Added - Field "Space Combat Allow Retreat" which controls whether vehicles can retreat in space combat.
8. Fixed - You cannot retreat into a sector where there are visible enemy ships or planets.
9. Added - Bar indicators to fleet display in the ship list on the main window.
10. Added - Bar indicators to unit group display in the ship list on the main window.
11. Fixed - Fighters launched from a planet were only getting 1 movement point.
12. Fixed - When unit groups enter combat as a group, they will evenly divide the supplies and ordnance between
them. When units are launched in combat, then they take the maximum supplies and ordnance they can
from the parent (even if later units will not get enough).
13. Fixed - Multiple ships warping at the same time would result in overlapping loud sound effects.
14. Fixed - Alliance votes per billion population was always returning 1 vote.
15. Fixed - Speed up for system display load.
16. Fixed - Eliminated "empty solar system" view when moving ships.
17. Fixed - Speed up of ship movement when it has a long movement line.
18. Fixed - Ships would not move into damaging storms.
19. Fixed - Wave - Motion Gun was underpowered.
20. Fixed - Edited vehicle designs were not showing current supply and ordnance storage amounts.
21. Fixed - If "Graphic Detail" = High, then textures will be in 32 bit color (if supported), otherwise they will be in 16 bit color.
22. Changed - Increased per level improvement of shield generators and armor.
23. Fixed - Emissive armor would not work if the damage amount was greater than the damage resistance. Now, the emissive armor damage
resistance is subtracted from the damage done.
24. Fixed - Attempting to save an empire would cause an error.
25. Fixed - Emperor and Empire name in the status bar would sometimes overflow the boxes.
26. Fixed - Speed improvement for Log List display with a large number of items.
27. Fixed - In Simultaneous Games, sometimes too many combats were occuring on the very last phase.
28. Fixed - Weapons which were rolled a value to miss their target, could still hit the target if it wandered into the weapon's path.
29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.
30. Added - Script function "Sys_Empire_Politics_Get_Alliance_Anger_Towards_Pl ayer".
31. Fixed - Sometimes AI's would endlessly add and remove you from an alliance.
32. Fixed - Disabled the carriage return on the Player Setup - History tab.
33. Fixed - The Fleet Transfer window would cause an error if the game was minimized and restored, or Alt-tabbed back to.
34. Fixed - Some blue buttons wouldn't reload after a minimize or an Alt-Tab.
35. Fixed - In the combat simulator, sometimes planets would switch from a simulated empire to a real empire when hit with damage.
36. Fixed - Increased organic tech using AI's percent of farming colonies.
37. Fixed - Decreased amount of space AI was using for Supply and Ordnance storage on its designs.
38. Fixed - Script function "Sys_Get_Best_Facility_With_Ability" now retrieves the highest scope, then highest level facility with the ability.
39. Fixed - AI will not longer put Ordnance Storage on ships that don't need ordnance.
40. Added - Script function "Sys_Get_Vehicle_Design_Total_Supply_Usage".
41. Added - Script function "Sys_Get_Vehicle_Design_Total_Ordnance_Usage".

President_Elect_Shang January 28th, 2007 02:47 AM

Re: SEV Beta History starting V1.0
 
Version 1.25:
1. Fixed - Surrendered empires would suddenly lose all of their population.
2. Fixed - Subjugated populations should not migrate.
3. Fixed - Hitting cancel on the Load / Save Game window during a game would send you to the
Game Start window and not back to your game.
4. Fixed - Mouse pointer would still be hidden after the first ground combat.
5. Fixed - If you turned on the "View Names" and the "View Damage" in combat, then they would overlap.
6. Fixed - Improved AI's use of fleets (they don't sit waiting for ships as much).
7. Fixed - AI will now check to be sure safe locations to move are still safe.
8. Fixed - AI Satellite design tweaked towards heavier weapons.
9. Fixed - AI was not building as many units as it should.
10. Fixed - The Ships List and Planets List windows were not showing reduced flag sizes correctly.
11. Fixed - In a Simultaneous Game, if you created a design, saved the game, ended your turn,
then processed the game turn, the game would have two copies of your new design.
12. Fixed - Ships moving to their destination on their last movement point were not clearing their orders.

Raapys January 28th, 2007 11:40 AM

Re: SEV Beta History starting V1.0
 
Nice amount of fixes. Are we getting 1.25, or will he be doing another before releasing?

Captain Kwok January 28th, 2007 01:15 PM

Re: SEV Beta History starting V1.0
 
I think it will be v1.26 with a few more little fixes.

atari_eric February 7th, 2007 04:00 AM

Re: SEV Beta History starting V1.0
 
Quote:


29. Note - All weapons have a 1% chance to hit, and a 1% chance to miss, no matter what the bonuses are.


Suck it, Talismen! http://forum.shrapnelgames.com/images/smilies/wink.gif

(yes, I've had better posts. It's been a while - and my RAM blew out so I can't play http://forum.shrapnelgames.com/images/smilies/frown.gif )


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