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  #1  
Old September 27th, 2006, 03:20 PM
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Default 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.
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Old September 27th, 2006, 03:26 PM

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Default 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.

Hopefully more to come, because I don't see anything about fixing non-working government and society types amoung other things.
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Old September 27th, 2006, 03:27 PM
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Default 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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Old September 27th, 2006, 04:13 PM
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Default Re: SEV Beta History starting V1.0

Great news, thanks Mephisto.

Anyone still worried Aaron won't support his game?
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Old September 27th, 2006, 05:04 PM

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Default Re: SEV Beta History starting V1.0

Lots of mention of unit groups.

WHAT unit groups!?
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Old September 27th, 2006, 05:33 PM
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Default Re: SEV Beta History starting V1.0

And which version is the demo based on?

Quote:
Anyone still worried Aaron won't support his game?
No, I was never worried about that. But I am worried that new players, who don't know the way Aaron works from Space Empires IV, will be turned off if the game that ships is anywhere near as unstable and buggy as the demo.

And that would be unfortunate, because I want SEV to do well.
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Old September 27th, 2006, 05:36 PM
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Default Re: SEV Beta History starting V1.0

YAY FOR AARON!!!

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? A masochistic player perhaps, who wants to start with an unbreathable homeworld?

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 I do wonder, though, if the AI is capable of using the results of espionage attacks intelligently???
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Old September 27th, 2006, 08:06 PM

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Default 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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Old September 27th, 2006, 08:24 PM
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Default 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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Old September 28th, 2006, 02:17 AM
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Default Re: SEV Beta History starting V1.0

Thanks for posting the history, Mephisto. It's great that Aaron has already fixed so many bugs.
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