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February 12th, 2007, 02:53 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Some random SE:V questions
Do you guys include population on your colony ships? Ive been noticing allot of 0 population colonies if they are not in the primary system.
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February 12th, 2007, 03:40 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: Some random SE:V questions
Be careful when using the Move To order with colony ships as it will not load population automatically as the Colonize order does. In stock there is also a 1M auto-colonization amount, but this is not in the Balance Mod or some other mods.
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February 12th, 2007, 03:50 PM
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Second Lieutenant
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Join Date: Sep 2006
Posts: 482
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Re: Some random SE:V questions
That is probably the issue. I tell the colony ship to 'warp ' at the warp point since it exploring too.
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August 4th, 2007, 07:55 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Some random SE:V questions
- When an empire surrenders to me, its ships keep their orders; even the silly ones like retrofitting to a design that I don't have. Is there any way to have a surrendered empire clear all its orders automatically?
- Has anyone got the Transport Minister to work yet? Details, please, for getting him to work.
- Is there a formation creator/editor out there? or is there a formation mod that adds lots of them?
- Is there another beta history.txt file around for anything beyond 1.45?
- Is the 1.45 fleet transfer screen any better? I understand that you are now supposed to be able to see/select TF leaders, but what about the other clunkiness?
- (edit) oh yeah, one more: does anyone know how to get the "Join Fleet" order to work? It seems to work for the AI. Stock hotkey is CTRL-V.
__________________
Slick.
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August 4th, 2007, 10:30 PM
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Corporal
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Join Date: Apr 2007
Posts: 135
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Thanked 2 Times in 1 Post
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Re: Some random SE:V questions
1.46 has some good fixes on ringed planets combat, experience and retreat.
1.47 fixes 1.46.
I think Kwok will post the full list as soon as SEV.com is working again.
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August 4th, 2007, 11:19 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Some random SE:V questions
Version 1.45:
1. Fixed - Having more than 20 fleets would sometimes cause an access violation.
2. Fixed - An Access violation would occur occassionally after combat with a fleet.
3. Fixed - The game would report that "data files had been modified" when starting a
Simultaneous Turn game.
4. Fixed - The Space Combat Simulator would crash if a design from an Alliance was present.
5. Fixed - The log event for "facility not upgraded" had no picture.
6. Fixed - You can no longer login with a password if your empire's password is blank.
7. Fixed - Ground combat was always getting the maximum number of militia.
8. Fixed - Mines were not cloaked.
9. Added - Task Force Leader is now displayed on the Fleet Report.
10. Added - "Set TF Leader" button to the Fleet Transfer window.
11. Changed - On the Set Construction Queue window, the Available Items list will now show "Sys/Exist" and "Sys/Queue"
for Facilities, Ships, and Units. "Sys/Exist" displays the number of items of this type in existence in
this solar system out of the total in your empire. "Sys/Queue" displays the number of items of this type
queued up in this solar system out of the total queued in your entire empire.
Version 1.46:
1. Fixed - Bolt weapons were sometimes not firing on ringed planets.
2. Fixed - Ships were not auto-moving to the correct position for firing on ringed planets.
3. Fixed - Ship Experience was not always being applied.
4. Fixed - Fleet Experience was not always being applied.
5. Fixed - Experience effects were not showing in the abilities list.
6. Fixed - For Ship and Fleet Experience abilities such as "Combat To Hit Offense" and "Combat Morale",
your vehicle gets the higher value of the ship or the fleet experience.
7. Fixed - You can now Fire On And Destroy unit groups.
8. Fixed - Some cheat codes could still be used when the "Cheat Codes Allowed" was off.
9. Fixed - Filling a construction queue from a saved queue could clear emergency settings.
10. Added - When order files are loaded by the game, if there are any errors they will be displayed in a list to the host.
11. Fixed - Ships with a strategy of Never Retreat would not move away from danger in combat.
12. Fixed - Carriers that have launched units in combat should not retreat unless compelled to.
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August 4th, 2007, 11:50 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
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Re: Some random SE:V questions
I take it the other questions don't have a player-friendly answer.
- Is having a spaceyard the only way to repair facility damage? If so, this is just silly.
__________________
Slick.
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August 6th, 2007, 09:41 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Some random SE:V questions
Quote:
Slick said:
- When an empire surrenders to me, its ships keep their orders; even the silly ones like retrofitting to a design that I don't have. Is there any way to have a surrendered empire clear all its orders automatically?
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The changelog lists this for 1.42:
8. Fixed - When one player surrenders to another, all objects that change ownership will have their orders cleared.
Is it still happening in the 1.44 release version?
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August 6th, 2007, 09:52 PM
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Brigadier General
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Join Date: Apr 2002
Location: Kailua, Hawaii
Posts: 1,860
Thanks: 0
Thanked 1 Time in 1 Post
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Re: Some random SE:V questions
yup. under 1.44 with BM 1.09 + 1.09 patch.
__________________
Slick.
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August 6th, 2007, 10:13 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
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Re: Some random SE:V questions
Send a savegame to malfador then.
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