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November 16th, 2006, 09:32 PM
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Shrapnel Fanatic
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Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
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Thanked 4 Times in 4 Posts
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Re: SEV Beta History starting V1.0
Version 1.15:
1. Fixed - The Launch/Recover window was not showing the correct units in space during a combat
simulation.
2. Fixed - The Launch/Recover window would sometimes not launch a unit and show an empty unit
group in space.
3. Fixed - Drones were not dying when they impacted their targets.
4. Fixed - Empires were getting research in areas they didn't have access to via treaties.
5. Fixed - Messages from treaty elements were going to the wrong player.
6. Fixed - Autosave Turns are now saved on the machine and not per game. You'll need to turn
this on if you had it on in an old savegame.
7. Fixed - The intelligence event which kills research progress was setting the progress to
a giant negative number. This would result in some research areas showing hundreds
of turns to complete.
8. Fixed - Speed up for computer player combat.
9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat,
blue is the end of all player turns.
10. Fixed - Sometimes combat between AI players would crash and end turn processing would never complete.
11. Fixed - Ground combat between AI players was never ending.
12. Fixed - Some ministers would not work unless the "Vehicle Design" minister was selected.
13. Fixed - Right-clicking on the Victory Conditions would cause an error.
13. Fixed - Warp points should never be placed within 2 sectors of a black hole center.
14. Fixed - The Intelligence button should be disabled in games where intelligence projects are not
allowed (the Construction Queues button was being disabled instead).
15. Fixed - A stellar manipulation would only destroy the first stellar manip component on use even
if it was already destroyed.
16. Fixed - You can't start a new stellar manipulation while the animation for one is going on.
17. Fixed - Alliances were causing a crash during end turn processing.
18. Fixed - Alliances might cause a crash when the game was shutdown.
19. Fixed - AI messages about alliances sometimes contained unreplaced flags.
20. Fixed - The AI would sometimes tell you to remove your colonies from a system you were not in.
21. Fixed - Some speedups for Game Load and statistics.
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
24. Fixed - Atmospheric conversion was not firing off when it should.
25. Fixed - Your vehicle does not get any bonus movement unless it has at least 1 standard movement.
26. Added - Icon over a planet in Tactical Combat if the attacker cannot bombard the planet because of treaties.
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November 16th, 2006, 09:57 PM
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Captain
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Join Date: Oct 2001
Location: Australia
Posts: 809
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Re: SEV Beta History starting V1.0
Thanks for posting this SJ.
A good list of fixes, but the one that surprises me is 13. Fixed - Right-clicking on the Victory Conditions would cause an error.
Someone finished a game, and found this error? :-)
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November 16th, 2006, 10:05 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: SEV Beta History starting V1.0
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
It's like he read my email!
Can the beta testers give some details on "8. Fixed - Speed up for computer player combat." ? How significant a speed-up are we talking about here?
1.15 has to be my favorite update thus far.
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November 16th, 2006, 10:08 PM
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National Security Advisor
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Join Date: Nov 2000
Posts: 5,085
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Re: SEV Beta History starting V1.0
It'll be hard to tell, because some of the other fixes related to slowdowns as well.
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I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
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November 16th, 2006, 10:20 PM
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First Lieutenant
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Join Date: Jan 2005
Posts: 689
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Re: SEV Beta History starting V1.0
True, but are we talking like 'even faster than before 1.13' turn processing, or just 'improved 1.13 turn processing'?
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November 17th, 2006, 12:02 AM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
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Re: SEV Beta History starting V1.0
Some good fixin's.
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November 18th, 2006, 05:24 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,624
Thanks: 1
Thanked 14 Times in 12 Posts
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Re: SEV Beta History starting V1.0
More fixins'
Version 1.16:
1. Fixed - StellarAbilityTypes.txt now checks each ability for inclusion instead of just picking one.
2. Changed - Increased the combat map retreat radius to 1500.
3. Fixed - Solar Sails had stopped working.
4. Fixed - The tech area "Stellar Manipulation" should have a maximum level of 100.
5. Fixed - Requirement text for "Emergency Propulsion" was wrong.
6. Fixed - More than one Emergency pod could be put on a ship.
7. Fixed - Crew was always being set to maximum.
8. Fixed - Ship capture would never succeed.
9. Fixed - Combat piece list for multiple items would not show ownership changes.
10. Fixed - You were unable to place vehicles in Simulated Combat.
11. Fixed - AI was not getting items after an Accept Gift message.
12. Fixed - AI was switching items in an Accept Trade message.
13. Fixed - TCP/IP Host would not allow players to connect when reloading a saved game.
14. Fixed - "Naturally Happy" and "Naturally Depressed" racial traits were working in reverse.
15. Fixed - Space Yards on vehicles were not getting the correct resource rate.
16. Fixed - Shield Regeneration was not getting the correct value.
17. Fixed - The Ram order in Tactical Space Combat was causing the ship to move to the location and not
seek and ram.
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