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October 30th, 2006, 09:27 PM
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First Lieutenant
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Join Date: Jan 2005
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Re: SEV Beta History starting V1.0
He definitely should do that.
Update on Malfador:
10/30/06 - SE5 Patch Coming Soon
Thanks to everyone who sent in bug reports and savegames, we are getting ready to release a new patch for Space Empires V. We're testing it now and are planning to release it on November 6th. Have a Happy Halloween!
Anyone know what's the right email to send bug reports and suggestions to, though?
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October 30th, 2006, 10:06 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: SEV Beta History starting V1.0
__________________
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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October 31st, 2006, 04:36 AM
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Private
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Join Date: Aug 2002
Location: Hungary
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Re: SEV Beta History starting V1.0
Loosing sector abilities in the 1st turn isn't a serius issue?
I didn't notice a fix for that until 1.10.
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October 31st, 2006, 05:59 AM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SEV Beta History starting V1.0
Hopefully sometime within the next couple of weeks we might nave a new public patch update.  (Fingers R Crossed.)
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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October 31st, 2006, 11:31 AM
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Lieutenant Colonel
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Join Date: Jan 2004
Location: Minnesota/South Dakota
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Re: SEV Beta History starting V1.0
Quote:
Atrocities said:
Hopefully sometime within the next couple of weeks we might nave a new public patch update. (Fingers R Crossed.)
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Oh its gonna happen either the 6th or the 7th you can count on it.
__________________
You can give a man fire and he will be warm for a day but set him on fire and he will be warm for the rest of his life.
A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
Get the newest Version of Invasion! here: http://www.secenter.org/

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October 31st, 2006, 12:20 PM
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Corporal
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Join Date: Apr 2006
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Re: SEV Beta History starting V1.0
Wow, those 2 seem to clear up just about everyone of the real bugs.
Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?
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October 31st, 2006, 12:46 PM
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Shrapnel Fanatic
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Join Date: Dec 2000
Location: USA
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Re: SEV Beta History starting V1.0
there are many bugs to yet be fixed. aaron is going to be a busy programer for months to come.
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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November 2nd, 2006, 12:25 AM
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Lieutenant Colonel
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Location: Minnesota/South Dakota
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Re: SEV Beta History starting V1.0
Version 1.11:
1. Fixed - Using the setting "Warp Points located anywhere in the system", warp points would sometimes
overlap stars or the center of a black hole.
2. Fixed - Ruins on planets were disappearing after the first turn.
3. Fixed - Sometimes ground combat would occur on a ship (the AI was loading enemy troops on his ships).
4. Fixed - Sometimes an error would occur if a fleet with no task forces engaged in combat.
5. Fixed - Fleets could exist with ships but no task forces.
6. Fixed - Intelligence spending should be cleared against an empire with which you've lost contact.
7. Fixed - "Can Be Placed On Vehicle Types" in Components.txt was not matching items correctly.
8. Fixed - "Component Type List" in Components.txt was not matching items correctly.
9. Fixed - Combat replay would create real unit groups from the combat.
10. Fixed - Units in ground combat were losing weapons even if the weapon was undamaged.
11. Fixed - Units were retaining maximum movement even if their engines were damaged.
12. Fixed - In Space or Ground Combat, the selection list would not change if the same number of items were selected.
13. Fixed - Units were showing 100% damaged in combat reports at the start of combat.
14. Fixed - In a Simultaneous Game, the sector view ship placements were not being maintained to the next turn.
15. Fixed - Sometimes the Movement Replay would cause an Access Violation.
16. Fixed - In a Simultaneous Game, name changes for vehicles were not being maintained on the next turn.
17. Fixed - Loading an empire from a file in Game Setup would lose all of its technology.
18. Fixed - Game Setup was incorrectly preventing some loaded empires because of technology.
__________________
You can give a man fire and he will be warm for a day but set him on fire and he will be warm for the rest of his life.
A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
Get the newest Version of Invasion! here: http://www.secenter.org/

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November 2nd, 2006, 08:52 PM
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Private
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Join Date: Sep 2006
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Re: SEV Beta History starting V1.0
Quote:
RonGianti said:
Wow, those 2 seem to clear up just about everyone of the real bugs.
Except for the "End of turn processing bug". Is that one just listed somewhere else as its root cause?
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The error when a new empire was made fvrom a revolt would do that. Hopefully that will solve most of the lock ups.
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