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  #1  
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, 04:41 PM
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Default Re: SEV Beta History starting V1.0

Quote:
Ed Kolis said:
"Highlight information" - does this mean we can hover over something and get the level, mount, etc. of it???

Yes, it works like in the Ship Report Screens in Combat.
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Old September 28th, 2006, 06:09 PM
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Default Re: SEV Beta History starting V1.0

Quote:
Phoenix-D said:
Lots of mention of unit groups.
WHAT unit groups!?
I would assume that a unit group is what you get when you launch several units together...especially in the System screen. IE like a group of Satellites or Mines...You can even change there name....
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Old September 29th, 2006, 07:40 PM
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Default Re: SEV Beta History starting V1.0

Another gift:

Version 1.05:
1. Fixed - The resources amounts on the Select Package window would not change.
2. Fixed - On the Set Construction Queue window, the "In Existence" was always zero for facilities.
3. Changed - On the Set Construction Queue window, the "In Existence" field will now include
all versions of this object regardless of level.
4. Added - "Lock System View" button at the top of the Orders panel.
5. Note - To use Automatic Moveto for Construction Queues, you need to define a waypoint where you
want the ships to moveto. Then in the Set Construction Queue window, select Queue Settings
and scroll the list to the bottom where you can choose that waypoint as a Moveto location.
6. Fixed - Changed Planet Temperature formula so its not quite so cold.
7. Changed - You can no longer change your intelligence defense spending. It is automatically set to the
remainder after your attack spending is deducted from 100%.
8. Added - Scrollbar to the Weapon Report so that damage at range can be scrolled through a distance of 300.
9. Added - "Override InvConfiguration Slots" to the Mod_Definition.txt file. If this field is set TRUE, then
all Inventory Configurations will be read from the file "Override_InvConfiguration_Slots.txt" in the
mod directory (the flag [%EmpireName%] from VehicleSizes.txt will be set to "" and the name will be
trimmed).
10. Fixed - Revised Help Text from Chris Traber.
11. Fixed - Size for Small Supply Storage and Small Ordnance Storage reduced to 2.
12. Fixed - Select Colony Type window was not responding to the Return key and not selecting an item on double-click.
13. Fixed - Sometimes in Sector View, you could move planets.
14. Fixed - Sometimes ending the Sector View would show the Simulator window.
15. Fixed - Log window should jump to the top most message at the beginning of a turn.
16. Fixed - In a Combat Replay, the targeting icon should not show over enemy ships.
17. Fixed - In a Combat Replay, you should not be able to right-click to give orders.
18. Fixed - In combat, you shouldn't be able to see movement destinations and weapon targets for computer controlled ships.
19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built.
20. Fixed - Units were not showing any supplies or ordnance in combat replays.
21. Fixed - Game was changing Speaker Configuration to Stereo.
22. Fixed - If a minister style wasn't selected when creating a new empire, no default strategies would be loaded.
23. Fixed - Victory Conditions and Racial Traits were using the wrong style of option box.
24. Fixed - Lists with option buttons or check buttons will allow you to select the text to toggle the option.
25. Fixed - Some Lists with options buttons or check buttons were highlighting the row you clicked on.
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  #10  
Old September 29th, 2006, 07:48 PM
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Default Re: SEV Beta History starting V1.0

Geez, CK that was quick - I barely just posted it over in the beta forum!!
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