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SEV Beta History starting V1.0
Hi all!
With Aarons blessing I present to you the beta history for SEV starting with version 1.0. And now, without further ado... Version History for Space Empires V --------------------------------------------------- Version 1.04: 1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above. 2. Fixed - Closing the Political Message Report would cause a crash. 3. Fixed - Sometimes damage to a planet would cause a crash. 4. Fixed - A planet's condition of "Plague" should show in red. 5. Fixed - A planetary plague was not showing in the Planet Report "Planetary Damage". 6. Fixed - Weapon Damage Type in the Components.txt file is now a formula. 7. Fixed - The Plague Bomb was only doing Plague Level 1 damage. 8. Fixed - Fleets were using more movement than they should. 9. Fixed - Fleets were getting one movement even if they had zero movement. 10. Fixed - Fleet were using more supply than they should. 11. Added - Popup Help Text Delay to game options. The default is 0.5 seconds. 12. Fixed - In the Create Design window, available mounts would not be reloaded when the Vehicle size was changed. 13. Fixed - You could exceed the maximum tech level in research if enough points were spent. 14. Fixed - In Player Setup - Technology, you would retain tech levels even if you removed the prerequisites. 15. Fixed - In Player Setup - Technology, you could click disabled buttons to change tech. 16. Fixed - Occasional Access Violation when shutting down the game. 17. Fixed - Combat Replays were not always playing. To get rid of bad combat replays, all combat replays from games earlier than 1.04 will be deleted (on game load). 18. Fixed - The Set Construction Queue window was not showing the Usage Rate based on Emergency Build. 19. Fixed - Return now works for OK on the Login window. 20. Fixed - Vehicle Designs and Vehicle Sizes were not showing maintenance reductions. 21. Fixed - In Player Setup, picture lists were showing large gray bands. 22. Fixed - Lists were enabling their buttons incorrectly. 23. Fixed - In Create Design, if you pressed Create, then Escape, the wrong window would dissappear. Version 1.03: 1. Fixed - Accepting an alliance would cause the game to lockup. 2. Fixed - Empire Icon spacing for an Alliance report on the Empires window was off. 3. Fixed - Alliances were not showing moods on the Empires window. 4. Fixed - Alliance Report was displaying blank. 5. Fixed - In the Alliance Chambers window, the text for proposals was offset. 6. Fixed - Alliances were not getting or generating First Contact messages. 7. Fixed - Communicate window had text offset for Alliances. 8. Fixed - When viewing a message, the interior of the report would not move with the window. 9. Fixed - Revised Help Text from Chris Traber. 10. Fixed - "Upgrade Facilities" was replacing facilities in the construction queue with facility upgrades. 11. Fixed - In the Create Design window, if you were holding a component and used Shift to delete a component, the design stats would not get updated. 12. Fixed - Some of the big list windows were still changing highlights under a popup window. 13. Fixed - Some of the reorder items in the Empire Options window were not performing Move to Top and Move to Bottom correctly. 14. Fixed - Units viewed in Sector View would not "give back" their supplies and ordnance to their Unit Group. 15. Added - Component highlight information on the Ship Report for Components and Cargo. 16. Fixed - Help Text on the Units Group Report was backwards for Orders and Units. 17. Added - Component highlight information on the Unit Group Report for Units. 18. Added - Component highlight information on the Planet Report for Cargo. Version 1.02: 1. Fixed - Items in a construction queue would not be constructed if the empire could not provide the full resource usage of the queue. 2. Fixed - The Empire Options window would allow lists under windows to be clicked. 3. Fixed - The Log would show multiple tech level gains in the same area with the current tech level. 4. Fixed - Alt-Tab would cause order buttons to blank out. 5. Fixed - Moving through an enemy minefield would cause an error. 6. Fixed - Cultural Achievements and Intelligence Achievements were not working correctly. 7. Fixed - On the Intelligence window, Estimated Intel Expenditures were not correct. Version 1.01: 1. Fixed - The recalculation of Warp Transit Order would sometimes cause an Access Violation. 2. Fixed - Clicking on "Racial Traits" in the Empire Setup window would cause an Invalid Index error. 3. Fixed - In the Empire Setup window, random selection would allow you to get a Gas Giant with a None Atmosphere. There is also an added warning message as a fail safe. 4. Changed - Selecting a "Gas Giant" atmosphere type will no longer restrict the Planet Types. 5. Fixed - In combat, once you entered into an order mode such as "Fire Specific On Target" but had no valid targets, then there was no way out of the mode. Also, when in an order mode, the select region box should not display. 6. Fixed - After turning Autotargeting off, using "Fire Specific On Target" would set the vehicle to have autotargeting for all untargeted weapons. 7. Fixed - In Simultaneous Games, duplicate designs were showing up. 8. Fixed - AI Setup was not researching correctly. 9. Changed - Increased the tech points for the 3 starting tech levels. 10. Fixed - Message boxes were not responding to the Return key as clicking the OK button. 11. Fixed - The mousewheel would not work if the mouse was over the thumb or arrow buttons. 12. Fixed - In windowed mode, the mouse coordinates for the mousewheel were off by the size of the window border. 13. Added - End of Turn confirmation information. 14. Added - On the System window, you can hold Ctrl and right-click to perform a Move order (or an Attack order if the sector you click on has a visible enemy present). 15. Fixed - Blue line under large green planet. 16. Fixed - Space & Ground Combat hotkeys were misassigned. 17. Fixed - Sound clips on full screen windows were not being played (until the window was closed). 18. Fixed - The Load/Save window was not supporting double clicks. |
Re: SEV Beta History starting V1.0
1.0 = Gold, I presume.
Also.. "6. Fixed - Weapon Damage Type in the Components.txt file is now a formula. " Oooh yeah. That's going to be very helpful. http://forum.shrapnelgames.com/images/smilies/happy.gif Hopefully more to come, because I don't see anything about fixing non-working government and society types amoung other things. |
Re: SEV Beta History starting V1.0
Some of those fixes are great (facility upgrades in queue)... and I'm really going to appreciate that new ctrl+click = move/attack function.
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Re: SEV Beta History starting V1.0
Great news, thanks Mephisto.
Anyone still worried Aaron won't support his game? |
Re: SEV Beta History starting V1.0
Lots of mention of unit groups.
WHAT unit groups!? |
Re: SEV Beta History starting V1.0
And which version is the demo based on?
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And that would be unfortunate, because I want SEV to do well. |
Re: SEV Beta History starting V1.0
YAY FOR AARON!!! http://forum.shrapnelgames.com/images/smilies/laugh.gif
15. Added - Component highlight information on the Ship Report for Components and Cargo. "Highlight information" - does this mean we can hover over something and get the level, mount, etc. of it??? 4. Changed - Selecting a "Gas Giant" atmosphere type will no longer restrict the Planet Types. Huh??? We can how be gas/none races again, like in early versions of SE4? Why would anyone want to do that? http://forum.shrapnelgames.com/image...s/confused.gif A masochistic player perhaps, who wants to start with an unbreathable homeworld? http://forum.shrapnelgames.com/image...ies/tongue.gif Now let's just hope the AI gets more aggressive... in the demo all they ever did was launch espionage attacks at me, and only the Amonkrie did that http://forum.shrapnelgames.com/image...ies/tongue.gif I do wonder, though, if the AI is capable of using the results of espionage attacks intelligently??? http://forum.shrapnelgames.com/images/smilies/eek.gif |
Re: SEV Beta History starting V1.0
Yeah, I miss an aggressive, capable AI as well. They just never seem to do anything unless I trespass within a system of where they've got a colony, and doesn't appear to expand much at all. Not sure if this behaviour can be fixed with the 'scripting' capabilities?
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Re: SEV Beta History starting V1.0
Sure it can - it's all controlled right now by the AI scripts. The problem is a) They keep making treaties with non-aggression clauses reducing their potential territory and total colonies; b) They are expanding fast enough because they are not building enough scouts and exploring first before surveying; c) Their attack decision making needs to be tweaked.
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Re: SEV Beta History starting V1.0
Thanks for posting the history, Mephisto. http://forum.shrapnelgames.com/images/smilies/happy.gif It's great that Aaron has already fixed so many bugs.
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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! |
Re: SEV Beta History starting V1.0
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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. |
Re: SEV Beta History starting V1.0
Geez, CK that was quick - I barely just posted it over in the beta forum!!
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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. |
Re: SEV Beta History starting V1.0
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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 |
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 |
Re: SEV Beta History starting V1.0
What version is the demo?
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Re: SEV Beta History starting V1.0
The demo was 1.00 I guess.
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Re: SEV Beta History starting V1.0
As a user of the "Survey system" command, I've to make known my annoyance that the ships stop whenever they try to move into a sun, which basically stops their "surveying".
Oh, how long until it goes gold? |
Re: SEV Beta History starting V1.0
It went "gold" on 8 Sept.
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Re: SEV Beta History starting V1.0
Uh, so, the demo version is the version of the game that will be released? With the bugs and issues the demo had?
Doesn't 'gold' mean the date the game is shipped for mass-copying? |
Re: SEV Beta History starting V1.0
Correct. The demo is a little buggier than the beta version that went gold, though. And like with SE4 it looks like there will be a patch on release.
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Re: SEV Beta History starting V1.0
An updated demo will also be provided after the release (~Oct. 16) as well.
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Re: SEV Beta History starting V1.0
Does the editor come with the game, or will it be a seperate download?
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Re: SEV Beta History starting V1.0
It comes with the full version.
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Re: SEV Beta History starting V1.0
Editor?
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Re: SEV Beta History starting V1.0
Comes with full version.
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Re: SEV Beta History starting V1.0
CSF script editor
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Re: SEV Beta History starting V1.0
Editor, or a Compiler?
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Re: SEV Beta History starting V1.0
It can be both. Although I tend to use a text editor because they have enhanced search/replace functions etc.
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Re: SEV Beta History starting V1.0
Yeah I just grabbed one. Its called crimson editor...I dont know if its good or bad, since I have only notepad to compare it to...
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Re: SEV Beta History starting V1.0
Something to compare it with: TextPad
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Re: SEV Beta History starting V1.0
vi is always good to use.
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Re: SEV Beta History starting V1.0
Note you'll need the script parser to compile though.
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Re: SEV Beta History starting V1.0
Im assuming it will decompile the current scripts as well?
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Re: SEV Beta History starting V1.0
No need, the script source files come with the compiler.
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Re: SEV Beta History starting V1.0
It would still be useful to decompile AIs that are distributed only in compiled form though. http://forum.shrapnelgames.com/images/smilies/happy.gif
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Re: SEV Beta History starting V1.0
I don't think decompiling would work. The AI scripts take pieces of the various pooled AI scripts when they are compiled... so it's not just 1 file being compiled into the .csf script.
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Re: SEV Beta History starting V1.0
IMO, it should be recommended for modders to include AI sources in a separate archive then.
Btw, will the map editor (or even scenario editor) be included into the full version? Sorry if it was asked earlier. |
Re: SEV Beta History starting V1.0
There is no map/scenario editor with the full version yet. However, you can at least choose starting locations in-game.
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Re: SEV Beta History starting V1.0
I just hope that whatever editor we get is more robust than SE4's. I think the lack of set-piece scenarios stems largely from the limited tools we have for making them.
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Re: SEV Beta History starting V1.0
I'd figure it would be really tough to make a scenario editor for SE:V - you'd essentially need to duplicate most of the interface to allow for creation of ship designs, research levels, and so on... but perhaps if MM gets some help it could work.
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Re: SEV Beta History starting V1.0
Well, hopefully MM will at least provide a map editor for SEV, and one that's friendlier to use than the one for SEIV.
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Re: SEV Beta History starting V1.0
Any bets on what version the first game patch will be upto on Oct 16? http://forum.shrapnelgames.com/images/smilies/wink.gif
With the prolific patching... I say at least 1.08 |
Re: SEV Beta History starting V1.0
Version 1.06:
1. Fixed - Clicking and holding the thumb button Component Report would cut out if the mouse left the scroll bar. 2. Fixed - Text wrapping was cutting words in the middle. 3. Fixed - Some fields on the Component Report were overflowing their boxes. 4. Fixed - "Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a random "Specific Type" or an "Effect Name". 5. Fixed - Multiline Edit boxes were not word wrapping correctly. 6. Fixed - Sometimes the text in the last column of a big list would overlap the scroll bar. 7. Fixed - Carriage returns weren't displaying correctly in Multiline Edit boxes. 8. Fixed - More characters are usable in the Edit boxes and Multiline Edit boxes. 9. Fixed - Added a maximum length to the amount edit box so that it cannot be overflowed. 10. Fixed - The number pad was not working for typing in numbers. 11. Fixed - End of Turn reminder will not specify research if you have attained all tech levels. 12. Fixed - Small size log pictures were not drawn correctly. 13. Fixed - Condensed the small picture and no picture log reports. 14. Changed - "Salvage Value" to "Orders" on the Ship Report and Unit Group Report. 15. Fixed - Construction Queues were not building multiple items in separate groups. 16. Fixed - Multiple constructions of items condensed into single log item reports. 17. Fixed - Moved log buttons "View" and "Reply" to the same line. 18. Fixed - You can't remove the last 1M population from a planet. 19. Fixed - Seekers were not taking into account firing point (mainly for planets) to determine if weapon should be fired (if target would move out of range during travel time). 20. Fixed - Weapon mount range bonuses were not being applied. 21. Fixed - Random empires would sometimes have the same flag as a created player. 22. Fixed - Point Modifiers were not being applied properly to planet point production. 23. Fixed - Ships given the "Colonize" order would move 1 sector even if they had no movement remaining. 24. Fixed - Repeat Build was allowing amounts to decrease to zero. 25. Fixed - Empire Options for "Show Grid Lines" and "Show Warp Lines" were not working. 26. Added - Added fields to Settings.txt for setting quadrant map colors. 27. Fixed - Population amount modifier to construction queues was not being shown in the Abilities list. 28. Fixed - Hardy Industrialists bonus was being applied twice to planetary space yards. 29. Fixed - "Role", "Fleet Experience", and "Strategy" were not showing help on the Ship Report window. 30. Fixed - "Strategy" field was not showing help on the Planet Report window. 31. Fixed - In the Cargo Transfer Window, you can now move multiple items of the same type from the Storehouse. 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. 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. 36. Fixed - Attack and Defense modifiers from vehicle sizes were not being applied. 37. Fixed - Music would stop when you loaded a game. 38. Fixed - Damage Types file now supports decimal percentages. 39. Fixed - Cargo mouse over display was not working for the Combat Piece reports. 40. Added - Empire options under "Display" to select whether to see a Component's Section, Level, Damage, and Mount on all component grids. |
Re: SEV Beta History starting V1.0
So many bugs, so little time.
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Re: SEV Beta History starting V1.0
Nice! So many issues fixed already, this is really starting to look good. Any idea how long the patching will continue? 'Till its done', or has SF set some sort of limit?
"4. Added - "Lock System View" button at the top of the Orders panel." This prevents the rotating, yes? Any chance there'll be an option to exchange the rotation with regular scolling? |
Re: SEV Beta History starting V1.0
SF has no saying in the patches, only Aaron, IIRC. The "lock" button stops the rotating.
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