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				October 31st, 2006, 12:46 PM
			
			
			
		  
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				Shrapnel Fanatic 
				
				
				
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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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				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, 01:12 AM
			
			
			
		  
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc) 
		
	
		
		
		
		
		
		
			
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				November 2nd, 2006, 02:13 AM
			
			
			
		  
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				National Security Advisor 
				
				
				
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		
	Quote: 
	
	
		
			
				Phoenix-D said: 
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)  
			
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 I'd hope so.  I did mention that in addition to the unique ruins bug - but I also wouldn't be surprised if it was missed.    
		
	
		
		
		
		
		
		
			
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 02:44 AM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		Thanks for the update.  The upcoming patch looks like it's going to be a very good one!     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 2nd, 2006, 08:52 PM
			
			
			
		  
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				Private 
				
				
				
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		
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				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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				November 3rd, 2006, 10:25 PM
			
			
			
		  
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		Version 1.12: 
1. Fixed - Some components were not showing up for weapon platforms. 
2. Fixed - In the Alliance Chambers window, the Alliance Relations option would cause an error.  
3. Fixed - Alliance votes were not completing. 
4. Fixed - Game was not removing old Alliance log entries.  
5. Fixed - Alliance messages had two headers on them.  
6. Fixed - Alliance proposals wouldn't complete if no majority and all players had voted.  
7. Fixed - Game was not removing old Alliance proposals. 
8. Fixed - Empires added to an Alliance were remaining as individuals on Empire and Alliance windows. 
9. Fixed - AI's were not voting in alliances.  
10. Fixed - Planet's were keeping 1M population of all populations on the planet.  
11. Fixed - Floating point error when try to move population in the Transfer Cargo window.  
12. Fixed - You can't move ships in the Sector View if enemy ships are present.  
13. Fixed - In Simultaneous games, combat should happen (in sectors with enemies) once per sector per  
turn even if no ships move (unless combat already occured in the sector).  
14. Fixed - Space combat now allows you to retreat if you move your ship past the circle border (and 
it has strategic movement points left). Retreat costs 1 strategic movement point. 
15. Fixed - Space combat no longer ends when the distance between enemies remains the same or increases. 
16. Fixed - The combat border is now displayed on the overview map. 
		
	
		
		
		
		
		
		
			
				__________________ 
				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 4th, 2006, 03:07 AM
			
			
			
		  
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				Lieutenant General 
				
				
				
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		Wow, another version with lots of fixes in just two days!  Aaron is fast!     
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 4th, 2006, 01:00 PM
			
			
			
		  
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		Lovely, a developer who listens to his fans. This is gonna be a superb patch. 
		
	
		
		
		
		
		
		
		
		
		
	
		
		
	
	
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				November 9th, 2006, 06:36 PM
			
			
			
		  
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				General 
				
				
				
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				Re: SEV Beta History starting V1.0
			 
             
			
		
		
		
		Version 1.13: 
1.  Fixed   - Sometimes the TCP/IP Host would not send the first turn game file to the players.  
2.  Fixed   - Planet structure points were too high.  
3.  Fixed   - "Propulsion Experts" racial trait was giving movement to bases. 
4.  Fixed   - Some designs would lose racial trait effects on load of game.  
5.  Fixed   - Text was overruning the side of the Set Construction Queue lists. 
6.  Fixed   - A ship constructing a vehicle cannot retreat from combat.  
7.  Added   - Whether a vehicle can retreat from combat to the Combat Piece Report.  
8.  Fixed   - Repulser beams will not knock a ship past the retreat border.  
9.  Fixed   - A ship cannot retreat into a blocked sector (such as a star).  
10. Fixed   - If all retreat locations are blocked, no retreat is possible.  
11. Fixed   - In the Construction Queues window, the On Hold and Repeat filters were switched. 
12. Fixed   - "Upgrade Facilities" action on the Construction Queues window would not work correctly  
              if upgrades were already present in the queue.  
13. Changed - Some weapon balancing.  
14. Fixed   - More than one Emergency Resupply or Emergency Reordnance pod could be put on a ship.  
15. Fixed   - AI was sending multiple colonizers to the same planet.  
16. Fixed   - AI was trying to retrofit ships that had cargo.  
17. Fixed   - Sometimes ships which could drop troops or capture ships would just sit still.  
18. Fixed   - Crew were too strong in defense of a ship during ship capture.  
19. Added   - "Space Combat Crew Boarding Strength" in Settings.txt which sets the base race combat strength.  
20. Fixed   - Sometimes finding ruins would cause a crash.  
 
 
Version 1.14: 
1.  Added   - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files.  
2.  Fixed   - Troops were not moving in ground combat because VehicleSizes.txt had 
              Engines Per Move for troops set to zero.  
3.  Fixed   - The ownership flag for ringworlds and sphereworlds was not next to the planet. 
4.  Fixed   - You had to click on the border of a ringworld or sphereworld to colonize it.  
5.  Fixed   - Ringworlds and Sphereworlds were not centered around their star.  
6.  Fixed   - Sometimes ships starting combat would be outside the retreat ring.  
7.  Fixed   - Fleet members would stop moving after their leader retreated. They should instead 
              move to the same retreat location.  
8.  Fixed   - The "Massive Planetary Shield Generator" was showing the wrong number of shields in 
              its ability description.  
9.  Fixed   - Any ships which retreat from combat will have their orders cleared.  
10. Fixed   - After a retreat, ships were not facing the correct direction on the System Map.  
11. Fixed   - Any ship which has been in a sector for a phase, should be considered to be in the  
              middle of that sector for combat placement.  
12. Fixed   - Sometimes ships would come out of the wrong warp point.  
13. Fixed   - The Explore order would sometimes give the correct location to move to but the wrong 
              warp point id to warp through. 
		
	
		
		
		
		
		
		
		
		
		
	
		
			
			
			
			
				 
			
			
			
			
            
			
			
				
			
			
			
		 
		
	
	
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