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SE5 Patch 1.13 Out
Here - 17.8MB
(http://www.strategyfirst.ca/download...patch_v113.exe) Thanks to Sysop again for getting this uploaded sooner rather than later. Note: As usual, STEAM users will have to wait for STEAM to process the patch and release their own version - so expect it "shortly" (last time was just a few hours) Changelog: http://www.strategyfirst.ca/download...patch_v113.txt |
Re: SE5 Patch 1.13 Out
W00t sooner than expected
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. |
Re: SE5 Patch 1.13 Out
Can I install this over 1.08? Or do I need to uninstall SEV, reinstall and then repatch?
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Re: SE5 Patch 1.13 Out
You can install straight over 1.08
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Re: SE5 Patch 1.13 Out
Well, at least some of the 1.13 fixes didn't work- you can still slap multiple Emergency Resupply pods on a ship, boarding parties don't work (I think that one is thanks to the fact that crews just will not DIE at the moment, even to Toxin Injectors and the like)
Odd little quirk I've found: the RAM order no longer works. A ship with a ram strategy will ram, but you can't order it manually. Plus ships don't use the Z-axis anymore; they just clip right through their targets! |
Re: SE5 Patch 1.13 Out
Uh...
1.3 kb/s download, anyone ? |
Re: SE5 Patch 1.13 Out
Me too, it took over 15 minutes to complete.
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Re: SE5 Patch 1.13 Out
Nice bandwidth SFI.What can these clowns do right.
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Re: SE5 Patch 1.13 Out
Weird President_Elect_Shang. You had 1.3 kb/s and were able to get 17 MB within 15 Minutes. You must use some space dimension x super connection.
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Re: SE5 Patch 1.13 Out
Ha-ha-ha, oh boy…
Umm, what I was trying to say is that it might have not been that exact rate. However, it was very slow and with DSL it took over 15 minutes to get a paltry 17MB. Sorry, didn’t think I would be taken so literally. http://forum.shrapnelgames.com/images/smilies/shock.gif |
Re: SE5 Patch 1.13 Out
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Re: SE5 Patch 1.13 Out
We have started up a torrent of the patch:
http://kazharii.no-ip.com:6969 |
Re: SE5 Patch 1.13 Out
A nice patch to be sure.
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Re: SE5 Patch 1.13 Out
Download it from here
http://www.gamershell.com/download_16299.shtml |
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I get an average of 4,5kB/s that means more than an hour of download!
Strategy First should really buy a better server. Aashbery you saved my day with your link: average speed 366kB/s!! |
Re: SE5 Patch 1.13 Out
Very nice patch. At this rate the game will be finished very soon, I think. Time to start on new features!
Gamershell went quick, had the patch before I could choose where to store it O_O |
Re: SE5 Patch 1.13 Out
Can anyone confirm boarding parties are still broken?
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Re: SE5 Patch 1.13 Out
The torrent tracker link is workin for me (over 50Kbs and climbing)
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Re: SE5 Patch 1.13 Out
The new combat retreat works excellent after a first small test. Not only did three of my unarmed repairships retreat during combat, but they returned to their fleet after combat (and had used two strategic movement points for that).
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Re: SE5 Patch 1.13 Out
In the combat simulator the boarding crew of empire A enters the enemy ship of empire B (a small flag indicates the presence of the marines on that ship), but the boarded ship still acts under the control of the original empire B and fires on ships of empire A. So boarding is still broken IMO.
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Re: SE5 Patch 1.13 Out
Did MM even test it. http://forum.shrapnelgames.com/image...s/rolleyes.gif
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Re: SE5 Patch 1.13 Out
the complete patch notes:
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Re: SE5 Patch 1.13 Out
"5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason. "
w00t!!!! |
Re: SE5 Patch 1.13 Out
Sure would be nice if Steam would get this out sometime soon...
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Re: SE5 Patch 1.13 Out
Some people on IRC mentioned that Steam was updating their installs a few hours ago.
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Re: SE5 Patch 1.13 Out
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Other things that are still broken: -The "mixed up" warp points bug, where ordering a ship through Warp Point X will actually send it to System Y instead. -Emissive Armor doesn't work. This only bugs me because the mod I'm working on relies on emissive armor and it's current nerfed state is making balancing ground combat futile. |
Re: SE5 Patch 1.13 Out
There is a time delay, but that isn't the problem.
Emssive armor works. It does not, however, STACK. If you have 50 Emissive armor components that have the ability "stops 50kt damage", only 50kt of damage will be blocked. The ship ability screen will say 2500kt will be blocked, but that's incorrect. |
Re: SE5 Patch 1.13 Out
If a boarded ship still can fight (on the side of the original owner) during the entire remaining combat turn time, IMO boarding is broken.
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Re: SE5 Patch 1.13 Out
In a recent v1.13 combat simulation, I sent a ship with ten 13-point boarding parties (130pt) against a ship with no security and 50 crew (5pt). The boarding party icon showed up, but the crew counter did not change through the whole combat. After five minutes, combat timed out, and the ship still belonged to the original owner. Both ships were from the default QuickStart Terran race, so there were no racial differences in combat modifiers.
EDIT: I have tried setting "Space Combat Crew Boarding Strength := 0.001" (down from 0.1) and it didn't seem to make a difference. Setting it up to 1 (up from 0.1) made the boarding icon disappear within about ten seconds. Seems to be more than a moddable balance issue. |
Re: SE5 Patch 1.13 Out
I verfied this in a real combat outside the combat simulator: even after the next game turn the boarded ship still remains under control of the original owner and no trace of the boarding parties is visible. The attacking boarding ship however has lost its boarding parties.
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Re: SE5 Patch 1.13 Out
The current problem appears to be that crew simply aren't dying unless they lose life support/crew quarters. Apparently the marines are dying in combat, but the crew is invincibile.
So I'd guess setting it to 0 would have the battle rage on, with the crew unable to kill the marines due to being wimpy, while the marines being unable to kill the crew and thus take over due to the fact that the code for that simply doesn't work. |
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Well it sound like it a problem with the crew units. In SE4 it was just boarding attack, and boarding defense. These are in SE5, but there is a new variable, which is the crew, that doesnt seem to be using boarding defense correctly.
Are the crew numbers tracked seperately? Is it done just by the crew quarters, and/or life support? |
Re: SE5 Patch 1.13 Out
Although the boarding bug is REALLY annoying, it sounds like a stupid little programming error that will be easy to fix once found. Aaron will be embarrassed at his own stupidity (just like I have been many times). So, short term: AAARGH! but long term: don't sweat it.
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Re: SE5 Patch 1.13 Out
OT: Cool, the spellcheck feature saved me from being embarassed by poor spelling. Suggest some of you check it out. (You know who you are!)
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Re: SE5 Patch 1.13 Out
Ok, let me re-phrase that: Emissive armor works ON SHIPS. http://forum.shrapnelgames.com/images/smilies/happy.gif I haven't tested it on units yet..
edit: tested, works fine on troops. Could you post the actual component you're trying to use here? |
Re: SE5 Patch 1.13 Out
Still nothing on Steam...
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Re: SE5 Patch 1.13 Out
There is a trade bug (still?) in version 1.13:
You get what you offered instead of what you wanted! It is not just the wrong message but you really do not get the accepted trade items. And you can't just offer what you would like to receive because technology that you don't have will not be available in the list of the to give items. |
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yossarian lives! |
Re: SE5 Patch 1.13 Out
Just an esthetic bug but still:
Before the patch ships and units would fly nicely over a planet. Now they go through the planet (without taking damage). Looks quite stange IMO. |
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They should have to go around the planet, IMO.
Having stacks of things is bad for gameplay, even ignoring the ugly things it does to weapon animations. |
Re: SE5 Patch 1.13 Out
What about preferring to go around, but going over if it's faster? Like in combat, they favor going around planets and ships, but if there's ships on either side of the ship you want to go around, you go over instead.
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Re: SE5 Patch 1.13 Out
I can still move planets in simultaneous mode.
I don't know about anyone else but it annoys me a great deal when simultaneous processing takes 10+ minutes at turn 30. I notice most all the processing takes place with the red bar (I think that means combat). That time needs to be cut down for the sake of play value or I'm going to get really ripped doing sit ups while I'm waiting. |
Re: SE5 Patch 1.13 Out
I had a maximum turn processing times of 30 minutes so far. The average is 5-10 minutes at stardate around 2413.0 with 18 empires and about 60 systems.
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