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  #1  
Old January 6th, 2007, 03:22 PM
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Default Re: SEV Beta History starting V1.0

These are script functions only.
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  #2  
Old January 17th, 2007, 04:57 PM
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Default Re: SEV Beta History starting V1.0

Just cross-posting to keep all the updates in one thread.


Quote:
Atrocities said:

Version 1.22:
1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit.
2. Fixed - Units launched during combat were not showing up in the combat log replay.
3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4.
4. Fixed - If an empire joins an alliance, then all of its current treaties are lost.
5. Fixed - The Communicate window was drawing race icons incorrectly.
6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires.
7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies.
8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window.
9. Fixed - If you loaded or started a new game from within combat, the order buttons would
remain combat buttons on the Main Window.
10. Fixed - If you loaded or started a new game from within combat, the combat simulator
would error when adding ships.
11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly.
12. Fixed - In the Create Design window, a weapon report would show mount modifiers even
if the weapon could not use the mount.
13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly.
14. Fixed - Ability "Experience Rate Percent Change" was not working.
15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly.
16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility",
"Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly.
17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types.
18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty",
"Planet Population War Tolerance" were not working correctly.
19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working.
20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count".
21. Fixed - AI Fleets were getting new orders even when they had old ones.
22. Fixed - Too many of the AI's had Tyranny for Government Type.
23. Fixed - Improved AI's assignment of colony types.
24. Fixed - AI was not scrapping facilities if it needed space for a spaceport.
25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID".
26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID".
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between
player turns. Posts: 662 | From:
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Old January 18th, 2007, 02:38 AM
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Default Re: SEV Beta History starting V1.0

Quote:
Version 1.22:
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.

Yaaaaa.....
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  #4  
Old January 21st, 2007, 03:25 AM
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Default Re: SEV Beta History starting V1.0

Latest info:

1. Fixed - Ships were launching too many fighters in a combat replay.
2. Fixed - Not all fighters launched were showing up in the combat replay.
3. Fixed - The Combat Replay would sometimes show double damage from weapons.
4. Fixed - Improved some of the choppy movement of units.
5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.
6. Fixed - Script function "Sys_Can_Facility_Be_Upgraded" was not working.
7. Fixed - AI was not upgrading its facilities correctly.
8. Fixed - Improved AI purchasing of vehicles.
9. Added - Script function "Sys_Get_Facility_ID".
10. Added - Script function "Sys_Get_Highest_Facility_Level".
11. Added - Script function "Sys_Get_Planet_Physical_Type".
12. Added - Script function "Sys_Get_Planet_Atmosphere_Type".
13. Fixed - Improved AI selection of Colony Ships to construct.
14. Fixed - Improved AI selection of attack system.
15. Fixed - Resupply At Nearest order would sometimes send you to a place which had ordnance but no supply.
16. Fixed - Ai would sometimes gives its fleets the same ID number.
17. Fixed - Builtin script function "reallist_set" was not working.
18. Fixed - Component information should show on the Design report when looking at Enemy Designs in the Designs window.
19. Fixed - When a non-owner views a vehicle design report, the "Obsolete", "Maintenance Cost", and "Strategy" should not show even in combat.
20. Changed - Increased the happiness for planets when their ships are in the same system or sector.
21. Fixed - AI was not sending ships to planets when they were rioting.
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
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  #5  
Old January 21st, 2007, 01:13 PM
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Default Re: SEV Beta History starting V1.0

Quote:
22. Added - Cheat code "runturns X" which will run X turns with all players as computer players.
Rulez!
/me types runturns 65535 and anticipates the Skynet.
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  #6  
Old January 22nd, 2007, 12:37 AM

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Default Re: SEV Beta History starting V1.0

Quote:
President_Elect_Shang said:
Latest info:

5. Fixed - In DamageTypes.txt, Damage Percent for armor and shields can now be zero or negative and it will not skip that section entirely when applying damage.

Just wondering what exactly that means, if you set it to zero or below, it'll still damage the armor or shield sections? If that's the case, why set it to zero or below at all?
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  #7  
Old January 22nd, 2007, 03:10 AM
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Default Re: SEV Beta History starting V1.0

Previously, a damage percent of zero would mean that the armor is skipped.
If you want to skip armor, that is what penetration percent = 100 is for.
Damage percent zero should mean zero damage taken. (And now it does)

As far as hardcode changes, this implies only a removal of the special case checks, and lets the mathematics be free.



Practical example:

Start with the incident damage points from a weapon.

Split it into Penetrating and Absorbing portions...
Penetration = Damage * penetration percent
Absorbed = Damage - Penetration


EG:
Given a 50 damage weapon.
100% penetration = 0 points to the armor, 50 points skip to the hull.
50% penetration = 25 points to the armor, 25 points to the hull
0% penetration = 50 points to the armor, 0 points to the hull.
Logically then,
200% penetration = -50 points to the armor, 100 points to the hull
-100% penetration = 50 points to the armor, -50 points to the hull

Then, apply the damage percent:
Eg:
HP = HP - Absorbed * damage percent
If HP<0 then penetration = penetration -(HP / damage percent)
// If armor is destroyed, overkill damage becomes penetrating damage

50 damage points absorbed by armor means...
200% damage = 100 HP lost.
100% damage = 50 HP lost.
50% damage = 25 HP lost.
0% damage = 0 HP lost.
-100% damage = 50 HP regained.

Finding a use for the options is up to you.


For example, "antimatter armor"
-------------
Against "physical" damage type, it has a penetration percent of 200, and a damage percent of -100
Thus 50 damage worth of DUC projectile means 100 damage to the hull, and 50 damage to the armor. (Atomic KABOOM!)

Against an Antiproton Beam, doing "antimatter" damage type, it could have a penetration percent of zero and a damage percent of zero. Making the ship immune to APBs until the armor is destroyed by other weapons.

Also consider a Fantasy mod.
Fire damage vs Fire armor could have a penetration percent of 5, and a damage percent of -100.

Thus a 20 points fire spell would deal 1 damage to the target, and boost the hitpoints of the target's armor by 19 points.
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  #8  
Old January 22nd, 2007, 03:20 AM
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Default Re: SEV Beta History starting V1.0

All of these files and scripts are way over my head... I am either to old or to stupid to try and figure them all out.
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