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-   -   SE:V v1.57 History (http://forum.shrapnelgames.com/showthread.php?t=36304)

Captain Kwok October 4th, 2007 09:26 PM

SE:V v1.57 History
 
The latest from the beta:

Version 1.57:
1. Fixed - On the Create Design window, the Warnings list would sometimes highlight the row on mouse over.
2. Changed - On the Create Design window, components can always be added to a design. The Placement requirement for
a component is now tested only after the component is added to the design. The Placement requirement
description will be displayed in the Warnings list if it fails its test.
3. Fixed - Failure messages for cargo not loaded or dropped were not always being sent during a Simultaneous Game.
4. Fixed - The Drop Specific order was not working.
5. Fixed - Is_Planet_Domed was not being recognized.
6. Note - All functions require parenthesis even if they have no parameters (Is_Planet_Domed()).
7. Added - Damage, Supply, Ordnance bars and movement amount to the Fleet Transfer window.
8. Fixed - Type in Racial Trait "Physical Weakness".
9. Added - Field "Maximum Number Of Ships #" to Settings.txt. This is the base selection value for maximum number
of ships in the Game Setup window.
10. Added - Field "Maximum Number Of Units #" to Settings.txt. This is the base selection value for maximum number
of units in the Game Setup window.
11. Added - Field "Planet Base Repair Rate - Facilities" to Settings.txt. This is the inherent amount of repair for
facilities that any planet with a colony can perform.
12. Added - Field "Planet Base Repair Rate - Ships" to Settings.txt. This is the inherent amount of repair for
ships that any planet with a colony can perform.
13. Added - Field "Planet Base Repair Rate - Units" to Settings.txt. This is the inherent amount of repair for
units that any planet with a colony can perform.
14. Changed - All colonies can repair 100kT of facilities per turn and 50kT of units per turn.
15. Removed - The hard coded requirement for only one space yard component per vehicle.
16. Changed - Only one master computer can be on a vehicle.
17. Added - On the Fleet Transfer window, you can now use Shift-click and Ctrl-click to select multiple rows to
perform actions on.
18. Fixed - Drawing speed up for the Ship List.

Phoenix-D October 4th, 2007 09:56 PM

Re: SE:V v1.57 History
 
#4: finally! http://forum.shrapnelgames.com/image...ies/tongue.gif

Also...wasn't 15 done already?

Baron Munchausen October 4th, 2007 09:59 PM

Re: SE:V v1.57 History
 
Quote:

Phoenix-D said:
#4: finally! http://forum.shrapnelgames.com/image...ies/tongue.gif

Also...wasn't 15 done already?

No, that was for planets, not vehicles.

GuyOfDoom October 4th, 2007 10:39 PM

Re: SE:V v1.57 History
 
I'm glad to see all these fixes I'm just anxious for the official patch.

se5a October 5th, 2007 07:14 AM

Re: SE:V v1.57 History
 
broken
record

capnq October 5th, 2007 07:58 AM

Re: SE:V v1.57 History
 
Quote:

se5a said:
broken
record

"When is the patch coming out?" is the gamer equivalent of "Are we there yet?".

narf poit chez BOOM October 5th, 2007 08:31 AM

Re: SE:V v1.57 History
 
"Are we there yet?" http://forum.shrapnelgames.com/images/smilies/laugh.gif

Spectarofdeath October 5th, 2007 09:10 AM

Re: SE:V v1.57 History
 
Don't make MM take the patches away....

Leternel October 5th, 2007 12:48 PM

Re: SE:V v1.57 History
 
I want to join the beta test ... to get the patches

Devnullicus October 5th, 2007 02:40 PM

Re: SE:V v1.57 History
 
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet?

GuyOfDoom October 5th, 2007 02:49 PM

Re: SE:V v1.57 History
 
Most of the fixes I was looking for were made back in the 1.45 to 1.50 range. A majority of the 1.51 to 1.57 fixes have been for MODder benefit. Granted fixing things for MODders has is a better long term investment, but I think there should have been at least a stepping stone patch in between for those of us that just want to play.

Captain Kwok October 5th, 2007 03:12 PM

Re: SE:V v1.57 History
 
Actually, I would say the latest patches have been much more significant in the fixes department, the pre-v1.50 versions were generally thin. There have been much needed fixes for simultaneous orders, memory sight for colonies/systems, upgrade queue designs, fixes for stellar events, fixes for Alliances, and so on...

GuyOfDoom October 5th, 2007 05:02 PM

Re: SE:V v1.57 History
 
My memory aside I think stepping stone patches is still a better way to go then prolonged leaps.

Ed Kolis October 5th, 2007 05:52 PM

Re: SE:V v1.57 History
 
Well, the more recent beta patches (since v1.50 or so) have been sort of like Aaron's going "almost there, I think... nope, one more bug - might as well add a few requested features this week while I'm at it... ack, one more bug this week, guess I can't release this one... might as well add some more features..." http://forum.shrapnelgames.com/images/smilies/wink.gif

Ragnarok October 5th, 2007 06:57 PM

Re: SE:V v1.57 History
 
Quote:

Ed Kolis said:
Well, the more recent beta patches (since v1.50 or so) have been sort of like Aaron's going "almost there, I think... nope, one more bug - might as well add a few requested features this week while I'm at it... ack, one more bug this week, guess I can't release this one... might as well add some more features..." http://forum.shrapnelgames.com/images/smilies/wink.gif

The players have "just one more turn" syndrome.

Malfador has "just one more bug" syndrome.

narf poit chez BOOM October 5th, 2007 07:59 PM

Re: SE:V v1.57 History
 
The syndrome has 'Just one more bug'.


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