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December 15th, 2006, 09:48 PM
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General
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Join Date: Apr 2001
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Re: SEV Beta History starting V1.0
Quote:
12. Fixed - Maximum damage at range could be a negative number.
13. Added - "Default Empire Option Sort Mounts By Name" to Settings.txt.
14. Added - "Sort Mounts By Name" to Empire Options Window - Display - General Display Options.
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Hehe, just reported those a few days ago! That first one had me wondering why all my modded beams were causing one-shot kills! 
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December 15th, 2006, 11:02 PM
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Re: SEV Beta History starting V1.0
"28. Fixed - Fixes for Transfer Cargo and Launch/Recover Units windows in Simultaneous Games. "

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January 6th, 2007, 02:33 AM
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National Security Advisor
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Re: SEV Beta History starting V1.0
The latest build:
Version 1.21:
1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew
was not restored because the planet had the wrong kind of population. Ships will only
recrew at planets.
2. Fixed - The game will determine if you don't have rights to save in the savegame folder and will
instead use the My Documents folder.
3. Fixed - Logging in as the Host to a game would result in a black screen.
4. Fixed - Processing the turn as Host would show and hide the button bar.
5. Fixed - Loading a game from within a game would not launch the login window.
6. Fixed - If the generic flag for an empire was missing, then the game would not load. If any
images for an empire cannot be found, the game will pick a new image set for the empire.
7. Fixed - Reduction in combat replay file size.
8. Fixed - An error would occur when a scrap order could not be executed.
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name.
10. Fixed - A little smoother combat replay.
11. Fixed - Missing ship sets were not being replaced when a host was processing a turn.
12. Fixed - In the Launch/Recover window, recovering more units to a ship than it could hold would cause
the game to lockup.
13. Fixed - Increased the starting size and size increase per level of satellites, mines, and troops.
14. Fixed - Turn-based games on different machines were still showing combats for AI players.
15. Fixed - You cannot select Tactical Combat in a Turn-based different machine game.
16. Fixed - Units in ground combat were never missing.
17. Fixed - Having more than 5 selected victory conditions would crash the Comparisons window.
18. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Design_ID".
19. Fixed - Script function "Sys_Get_Number_Of_Units_In_Space_Sector" was always returning zero.
20. Fixed - Script function "Sys_Space_Object_Scrap_Cargo" was not working.
21. Added - Script function "Sys_Give_Space_Object_Order_Scrap".
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January 6th, 2007, 02:41 AM
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Brigadier General
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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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January 6th, 2007, 02:51 AM
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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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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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National Security Advisor
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Re: SEV Beta History starting V1.0
These are script functions only.
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