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January 6th, 2007, 02:41 AM
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Brigadier General
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Join Date: Nov 2001
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Re: SEV Beta History starting V1.0
Can you ask Aaron about fixing the "Fire On" command. I consider not being able to fire on your own ship and destroy it a game breaker. Right now it only works if the ship being fired on has at least one movement point. He needs to remove that restriction.
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President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 6th, 2007, 02:51 AM
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National Security Advisor
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Re: SEV Beta History starting V1.0
Sys_Get_Space_Object_Cargo_Item_Design_ID"
What's that do? Tell you what the ship is carrying?
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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January 6th, 2007, 02:54 AM
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National Security Advisor
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Re: SEV Beta History starting V1.0
PES: pretty much every command has that problem, I think. :/
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Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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January 6th, 2007, 03:00 AM
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Brigadier General
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Re: SEV Beta History starting V1.0
Quote:
Phoenix-D said:
What's that do? Tell you what the ship is carrying?
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That was my first thought, but if it tells the cargo why the "Design" portion? Cargo that is from the vehicle design text maybe? I found a way to tell what that cargo ID is by the way; if anyone is interested that is.
Quote:
Phoenix-D said:
PES: pretty much every command has that problem, I think. :/
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__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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January 6th, 2007, 04:07 AM
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National Security Advisor
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Re: SEV Beta History starting V1.0
Quote:
Phoenix-D said:
Sys_Get_Space_Object_Cargo_Item_Design_ID"
What's that do? Tell you what the ship is carrying?
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It returns the design type of a cargo item.
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January 6th, 2007, 02:56 PM
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General
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Re: SEV Beta History starting V1.0
Sys_Get_Number_Of_Units_In_Space_Sector huh? Do you think I could use that in the data files in order to create, for instance, a weapon which works best when there are lots of your ships around to "channel power" or something? Or do those system functions only work in the intel and AI scripts?
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January 6th, 2007, 03:22 PM
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Re: SEV Beta History starting V1.0
These are script functions only.
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January 17th, 2007, 04:57 PM
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Brigadier General
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Re: SEV Beta History starting V1.0
Just cross-posting to keep all the updates in one thread.
Quote:
Atrocities said:
Version 1.22:
1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit.
2. Fixed - Units launched during combat were not showing up in the combat log replay.
3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4.
4. Fixed - If an empire joins an alliance, then all of its current treaties are lost.
5. Fixed - The Communicate window was drawing race icons incorrectly.
6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires.
7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies.
8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window.
9. Fixed - If you loaded or started a new game from within combat, the order buttons would
remain combat buttons on the Main Window.
10. Fixed - If you loaded or started a new game from within combat, the combat simulator
would error when adding ships.
11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly.
12. Fixed - In the Create Design window, a weapon report would show mount modifiers even
if the weapon could not use the mount.
13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly.
14. Fixed - Ability "Experience Rate Percent Change" was not working.
15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly.
16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility",
"Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly.
17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types.
18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty",
"Planet Population War Tolerance" were not working correctly.
19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working.
20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count".
21. Fixed - AI Fleets were getting new orders even when they had old ones.
22. Fixed - Too many of the AI's had Tyranny for Government Type.
23. Fixed - Improved AI's assignment of colony types.
24. Fixed - AI was not scrapping facilities if it needed space for a spaceport.
25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID".
26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID".
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between
player turns. Posts: 662 | From:
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Slick.
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January 18th, 2007, 02:38 AM
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Captain
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Re: SEV Beta History starting V1.0
Quote:
Version 1.22:
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
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Yaaaaa.....
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January 21st, 2007, 03:25 AM
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Brigadier General
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Re: SEV Beta History starting V1.0
Latest info:
1. Fixed - Ships were launching too many fighters in a combat replay.
2. Fixed - Not all fighters launched were showing up in the combat replay.
3. Fixed - The Combat Replay would sometimes show double damage from weapons.
4. Fixed - Improved some of the choppy movement of units.
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
6. Fixed - Script function "Sys_Can_Facility_Be_Upgraded" was not working.
7. Fixed - AI was not upgrading its facilities correctly.
8. Fixed - Improved AI purchasing of vehicles.
9. Added - Script function "Sys_Get_Facility_ID".
10. Added - Script function "Sys_Get_Highest_Facility_Level".
11. Added - Script function "Sys_Get_Planet_Physical_Type".
12. Added - Script function "Sys_Get_Planet_Atmosphere_Type".
13. Fixed - Improved AI selection of Colony Ships to construct.
14. Fixed - Improved AI selection of attack system.
15. Fixed - Resupply At Nearest order would sometimes send you to a place which had ordnance but no supply.
16. Fixed - Ai would sometimes gives its fleets the same ID number.
17. Fixed - Builtin script function "reallist_set" was not working.
18. Fixed - Component information should show on the Design report when looking at Enemy Designs in the Designs window.
19. Fixed - When a non-owner views a vehicle design report, the "Obsolete", "Maintenance Cost", and "Strategy" should not show even in combat.
20. Changed - Increased the happiness for planets when their ships are in the same system or sector.
21. Fixed - AI was not sending ships to planets when they were rioting.
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
__________________
President Elect Shang; Tal-Re Republic of Free Worlds
Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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