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Re: \'Space Empires Universe\' (spaceempires5.com) N
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Re: \'Space Empires Universe\' (spaceempires5.com) N
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Wait... That was rather concise, wasn't it? Oh, but now I've ruined it. |
Re: \'Space Empires Universe\' (spaceempires5.com) N
Captain Kwok has posted the SEV 1.34 Changelog!
---------- I hope that these are addressed soon: Priorities that would be appreciated in a patch: -the following features implemented for the AI: Planet creators/destroyers Star creators/destroyers Nebula creators/destroyers Black Hole creators/destroyers Storm creators/destroyers Warp point creators/destroyers Ringworld and Sphereworld creation -better AI -"the fog of war" issue fixed/implemented(Opponent planets, ships, fleets, bases, etc. shown faded out with the date that information was last seen.) -option at the begining of an encounter to not fight; the AI use this often; and let the choice affect relations -an alliance victory -tone down Mega Evil Empire; relations should gradually decline; alliances that MEE has should decline even more gradually; empires further away should be less affected towards the MEE -scrapping population causes unrest and lowers relations with others; mass destroying opponent population lowers relations with others |
Re: \'Space Empires Universe\' (spaceempires5.com) N
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I never did so far. |
Re: \'Space Empires Universe\' (spaceempires5.com) N
These also please:
-Show the ship class(along with the ship name) in the "retofit button list" and the "Fleet Transfer list" and other places that ship name is displayed. This is so that deciding which ships to upgrade will not be so tedious. Currently only the ship list button allows ship name and class side by side. -only have the non-breathers of a planet domed incurring a penalty to production, research, etc. Still keep the term "Domed" for the games tradition sake: example: "10% Domed incurring a (??)% penalty to all types of planetary production." (Perhaps Domed population could work at 50% capacity (or what a currently Domed planet does). Thus it could read:"10% Domed incurring a 5% penalty...") The non-breathers left on a planet will have a higher emigration rate to a breathable planet. -The production of a planet will be divided amongst the number of ground and orbital ship yards. (Thus it might be best to build more shipyards only when production of ships approaches one or two turns.) More than one ground based ship yard allowed for planets so that more than one production at a time can take place. (If a tiny or small planet currently allow one ship yard then larger planets should allow more; especially Ringworlds and Sphereworlds.) |
Re: \'Space Empires Universe\' (spaceempires5.com) N
Captain Kwok has posted the SEV 1.35 Changelog!
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Re: \'Space Empires Universe\' (spaceempires5.com) N
For some reason that brings this to mind...
We love you Kwokky, oh yes we do... We love you Kwokky, and we'll be true When you don't post updates, we're blue Oh, Kwokky, we love you! http://forum.shrapnelgames.com/image...ies/tongue.gif |
Re: \'Space Empires Universe\' (spaceempires5.com) N
The SEV 1.36 Changelog has been posted in the Space Empires V General forum by Captain Kwok.
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Re: \'Space Empires Universe\' (spaceempires5.com) N
The SEV 1.37 Changelog has been posted in the Space Empires V General forum.
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Re: \'Space Empires Universe\' (spaceempires5.com) N
Wouldn't it be far more useful to copy it here than just post that?
Version 1.37: 1. Fixed - Sometimes processing of a turn would halt when a deconstruct & analyze order was executed. 2. Added - Script function "Give_Space_Object_Order_Any" to give orders not covered by other script functions. 3. Fixed - In a turn based game, a retrofit of multiple ships will now result in only one report window. 4. Fixed - Retrofit order will be available now even if multiple ships are selected. 5. Changed - Display of resources and points over a million will show as #,### kT. 6. Fixed - Fighters with no supply remaining will now move at 25% of their normal speed. 7. Fixed - If a strategy has a target type damage amount for a planet as "All Weapons Gone", then when the planet has no weapons left in combat, no ships will fire on it. The behavior for other targets with this damage amount setting is that they will be targeted last after all other targets are destroyed. 8. Removed - Strategy selection "Retreat Immediately". This can now be done through the "Retreat When" section. 9. Removed - Strategy selection "Retreat When All Weapons Damaged". This can now be done through the "Retreat When" section. 10. Fixed - The "Retreat When" section is now working better. 11. Fixed - The "Retreat Settings" section is now working better. |
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