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-   -   SE5 Beta History 1.51 (http://forum.shrapnelgames.com/showthread.php?t=35940)

Fyron August 31st, 2007 09:40 PM

SE5 Beta History 1.51
 
http://wiki.spaceempires.net/index.p...t_Beta_patches

Version 1.51:
1. Fixed - Weapon's reload rate and fire time is a little more accurate.
2. Fixed - You can no longer see orders, status icons, strategy, or crew experience using
Long Range Scanners.
3. Fixed - Movement lines were showing decreased movement for some orders which do not cost movement.
4. Changed - "Advanced Storage Techniques" now gives +25% to cargo space and +10% to facility space.
5. Fixed - "Storage Facility Space Percent" ability was giving 100% more than it should.
6. Fixed - The Construction Queue Usage Per Turn would not take into account that a queue set to
Repeat Build could build multiple items in a single turn.
7. Fixed - The "Load Cargo Remotely", "Drop Cargo Remotely", "Launch Units Remotely", and "Recover Units Remotely"
orders would not give an explicit Moveto order to the sector where the object currently was.
8. Fixed - With multiple ships displayed in the ship list, activating an order in another solar system would
cause the list to be reset.
9. Fixed - In the Empire Setup window, technology areas opened by racial traits were not showing in the
technology section.
10. Fixed - The mouse scroll wheel will now scroll as many lines as dictated by your Windows settings.
11. Fixed - Shield Regenerators were not stacking with each other.
12. Fixed - Facility report was not showing maintenance with empire modifiers factored in.
13. Fixed - Empire level modifiers for maintenance were not being computed correctly.
14. Changed - Reduced the maintenance cost modifiers in SocietyTypes.txt .
15. Fixed - Ship List will remember its old top row if reloaded.
16. Fixed - Some models would not pull their textures from the mod directory.
17. Added - Formula function "get_planet_ability_facility_count".
18. Added - Formula function "get_planet_specific_facility_count".
19. Added - Formula function "get_system_ability_facility_count".
20. Added - Formula function "get_system_specific_facility_count".
21. Fixed - The field "Requirements Evaluation Allows Placement" was not being tested for a facility
when it was added to a construction queue.

Raapys August 31st, 2007 10:34 PM

Re: SE5 Beta History 1.51
 
Wow, so he's already implemented basic build requirements support?

And if that's the case, what sort of message will you get on the screen if you try to add an item that doesn't meet the 'can place' condition?

Tim_Ward August 31st, 2007 11:01 PM

Re: SE5 Beta History 1.51
 
Quote:

8. Fixed - With multiple ships displayed in the ship list, activating an order in another solar system would
cause the list to be reset.

Finally.

Spectarofdeath September 1st, 2007 12:39 AM

Re: SE5 Beta History 1.51
 
Any eta on the next public release?

Fyron September 1st, 2007 01:18 AM

Re: SE5 Beta History 1.51
 
Raapys said:
Wow, so he's already implemented basic build requirements support?


If by "already" you mean "took almost a year of nagging," then yes. http://forum.shrapnelgames.com/image...ies/stupid.gif Pointing him to your thread may have finally let the request achieve critical mass.

Raapys September 1st, 2007 09:41 AM

Re: SE5 Beta History 1.51
 
Oh well, better late than never I suppose. I do miss a
get_empire_specific_facility/ability_count function though.

Anyway, do you know if this works for ships too? That is, is the "Requirements Evaluation Allows Placement" field checked when you add a ship/unit to the build queue?

Fyron September 1st, 2007 02:14 PM

Re: SE5 Beta History 1.51
 
I am not aware of any requirement function called when ships are added to a build queue, just stuff used at design time. I'm not really sure where such a requirement could be clearly and cleanly specified; putting it in the requirements list for the vehicle would be very confusing with the already existing design requirements.

Raapys September 1st, 2007 02:16 PM

Re: SE5 Beta History 1.51
 
Yeah but that's only checked in the design screen, isn't it?

Fyron September 1st, 2007 02:45 PM

Re: SE5 Beta History 1.51
 
What's only checked in the design screen? Did you see the post in the 30 seconds it was up before I edited it? http://forum.shrapnelgames.com/images/smilies/wink.gif

Raapys September 1st, 2007 03:16 PM

Re: SE5 Beta History 1.51
 
Ah yeah, guess I did. You're right though, it would probably be rather confusing to use it in the existing requirement field for ships and units. Perhaps he can be persuaded at a later time to add an additional field, but I suppose that would take a bit more work to implement.

Pocus September 3rd, 2007 10:20 AM

Re: SE5 Beta History 1.51
 
I see that the pop minister is still not functionnal though. Will it ever get fixed? Does it is not a basic feature, which is also needed by the AI?

Devnullicus September 4th, 2007 04:11 PM

Re: SE5 Beta History 1.51
 
Hmm, it sure would be nice to get a "sector_ability_count" that would count all the facilities and components with a specific ability. i.e. I'd like to add a component for a base that would have a multiplying effect based on how many other bases with that component were in orbit. So, for example, if I had 1 base, I'd get a 10% bonus, 2 bases would be 20%, etc.

Captain Kwok September 5th, 2007 01:48 AM

Re: SE5 Beta History 1.51
 
Quote:

Pocus said:
I see that the pop minister is still not functional though. Will it ever get fixed? Does it is not a basic feature, which is also needed by the AI?

It's not that it's not functional, but how it operates. If there isn't a planet with the lots of desired cargo nearby, a formula condition in the script isn't met and the ship won't do anything. It's relatively easy to fix, perhaps MM just needs a reminder. http://forum.shrapnelgames.com/image...ies/tongue.gif

Slick September 5th, 2007 02:02 PM

Re: SE5 Beta History 1.51
 
Re: pop minister

That can't be the whole story. A pop transport sitting on a full homeworld still won't do anything. That seems like it would meet the condition of having a planet with lots of the desired cargo nearby.

Raapys September 5th, 2007 05:09 PM

Re: SE5 Beta History 1.51
 
Perhaps the ship hasn't been tagged with the correct Ship Type or something like that?

Slick September 6th, 2007 02:25 PM

Re: SE5 Beta History 1.51
 
Quote:

Raapys said:
Perhaps the ship hasn't been tagged with the correct Ship Type or something like that?


If you can figure out how to make the pop transport minister to work, please post it.

Raapys September 6th, 2007 05:45 PM

Re: SE5 Beta History 1.51
 
Right, I'll try it out. Are we talking Balance Mod here though, or just stock?

Slick September 6th, 2007 10:30 PM

Re: SE5 Beta History 1.51
 
I'm using BM, but I don't think this issue makes a difference. I think it is hard coded broken.

Edit: just to be clear that it is independent of any given race, it should work with a newly generated empire.

Captain Kwok September 6th, 2007 10:33 PM

Re: SE5 Beta History 1.51
 
It's not a hard-code issue - it's just the script needs tweaking. I finally did this for the upcoming v1.10 of the Balance Mod and it works just fine. Fallen Haven's IRM mod also had it working ok as well.

Raapys September 7th, 2007 12:05 AM

Re: SE5 Beta History 1.51
 
1 Attachment(s)
The stock script for population transports worked perfectly fine in 1.44 from what I could see. I spaced the inhabitants of one of those planets and built a Pop.Transport on the other. It filled up with population and headed for the right planet at once. Well, actually there was one delay; it refused to move the same time that it had either loaded or unloaded, so it sort of wasted some movement points, but that's probably easily fixed.
http://www.shrapnelcommunity.com/thr...ptransport.JPG

Slick September 7th, 2007 12:12 AM

Re: SE5 Beta History 1.51
 
So it was an older BM issue then. Interesting. I'm assuming that you turned on only the population transport minister and the individual ship minister to make it work?

Thanks for figuring this out; as simple as it was, I did't think there was any difference between stock and BM on this problem.

narf poit chez BOOM September 7th, 2007 02:38 AM

Re: SE5 Beta History 1.51
 
Hmm...You know, playing an empire dedicated to spam might be fun, but would probably result in the quickest early-game loss ever.

Raapys September 7th, 2007 10:10 AM

Re: SE5 Beta History 1.51
 
Yah, Population Minister on and then put ship under Minister control.

I found something that might show how this is related to the Balance Mod. Looking in DesignTypes.txt from the BalanceMod v105+, I found that Kwok's renamed the design type for Population Transort from the original 'Pop.Transport', like the one you see in my screenshot, to 'Population Transport'. Alas, the theory is then that the game doesn't recognize 'Population Transport' and thus wont move that ship.

A fix would then be to rename it back, inside the DesignType.txt file, or changing the ShipOrders script file to recognize 'Population Transport' instead of 'Pop.Transport'.

Captain Kwok September 7th, 2007 10:25 AM

Re: SE5 Beta History 1.51
 
The BM minister was finicky because of a hard to fulfill condition in the load/drop cargo functions. The change to the design type is not responsible. http://forum.shrapnelgames.com/image...ies/tongue.gif

Raapys September 7th, 2007 10:50 AM

Re: SE5 Beta History 1.51
 
Oh, in that case I'm sorry for pointing fingers in the wrong direction.

I tried switching on *all* the ministers, using unmodified Balance Mod 1.09, and then the AI decided to put my Population Transport ship into a one-ship fleet and send it off to guard my Warp Point. It still wouldn't load any population or some such on the ship.

*edit*

I've tested some more and there seems to be two problems. The first is that the Population Transport Minister does not appear to work on self-designed ships, even if you use the Auto Complete function. The ship will simply stand idle forever after construciton, even though you've activated Minister for that ship and the Population Transport Minister.

However, if you activate the Vehicle Design minister and let him design, and name, a Population Transport for you, then build it, it will work right away( with the relevant ministers activated ).

This could be related to custom names, I'm not sure.

Then the second problem, which is, I believe, what Kwok refered to. Once I had a Population Transport working, and shipping people from my homeworld to a newly colonized( and population-scrapped ) planet, it worked nicely for a few turns. However, once the population of that planet reached, 15M / 2000M, the Population Transport refused to deliever more people to it, and instead just stood still at Homeworld picking up and dropping population there.


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