|
|
|
|
|
October 27th, 2006, 09:01 PM
|
Second Lieutenant
|
|
Join Date: Sep 2006
Posts: 482
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV Beta History starting V1.0
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
I second the Woo!
|
October 30th, 2006, 08:26 PM
|
|
Lieutenant Colonel
|
|
Join Date: Jan 2004
Location: Minnesota/South Dakota
Posts: 1,439
Thanks: 3
Thanked 3 Times in 3 Posts
|
|
Re: SEV Beta History starting V1.0
Version 1.10:
1. Fixed - After using the Fleet Transfer window from the Space Simulator, all controls would be unresponsive.
2. Fixed - When selecting Set Fleets in the Space Simulator window, you are setting fleets for the
currently selected empire in the button panel. Only vehicles and fleets owned by that empire will
be displayed in the Fleet Transfer window.
3. Fixed - Simulated Empires were not getting their strategies from the current player.
4. Fixed - You shouldn't be able to press buttons while a Generate Map is in progress.
5. Fixed - The Launch/Recover Units window would sometimes crash when recovering a unit.
6. Fixed - Sometimes units in cargo would show damage with huge values.
7. Fixed - Sometimes when a planet rebelled and formed a new empire, an error occurred.
8. Fixed - A rebelling planet should start with the technology of its parent empire.
9. Fixed - A ship or unit is destroyed if all non-armor components are destroyed.
10. Fixed - You would get a black screen after the "Processing after all player turns..." was complete and
the autosave was taking place.
11. Fixed - Satellites, mines, and drones were taking part in Ground Combat.
12. Fixed - AI was not laying mines and dropping satellites on warp points.
13. Fixed - AI was not designating enough "Mining" colonies.
14. Fixed - AI was not surveying unexplored systems properly.
15. Fixed - AI was proposing treaties to human players in Team Mode.
16. Fixed - AI's on the same team were not forming the best treaties possible.
__________________
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/
|
October 30th, 2006, 08:29 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SEV Beta History starting V1.0
Definately some good fixes. For you Balance afficiandos I'm analyzing the AI changes made in 1.10 so I can incorporate them into the next Balance Mod version.
|
October 30th, 2006, 08:38 PM
|
|
Captain
|
|
Join Date: Apr 2004
Location: Texas
Posts: 962
Thanks: 0
Thanked 3 Times in 3 Posts
|
|
Re: SEV Beta History starting V1.0
Maybe Aaron should analyze you AI files and incorporate them into 1.11?
|
October 30th, 2006, 09:27 PM
|
First Lieutenant
|
|
Join Date: Jan 2005
Posts: 689
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV Beta History starting V1.0
He definitely should do that.
Update on Malfador:
10/30/06 - SE5 Patch Coming Soon
Thanks to everyone who sent in bug reports and savegames, we are getting ready to release a new patch for Space Empires V. We're testing it now and are planning to release it on November 6th. Have a Happy Halloween!
Anyone know what's the right email to send bug reports and suggestions to, though?
|
October 30th, 2006, 10:06 PM
|
National Security Advisor
|
|
Join Date: Nov 2000
Posts: 5,085
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV Beta History starting V1.0
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
|
October 31st, 2006, 04:36 AM
|
|
Private
|
|
Join Date: Aug 2002
Location: Hungary
Posts: 26
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV Beta History starting V1.0
Loosing sector abilities in the 1st turn isn't a serius issue?
I didn't notice a fix for that until 1.10.
|
October 31st, 2006, 05:59 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: SEV Beta History starting V1.0
Hopefully sometime within the next couple of weeks we might nave a new public patch update. (Fingers R Crossed.)
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
October 31st, 2006, 11:31 AM
|
|
Lieutenant Colonel
|
|
Join Date: Jan 2004
Location: Minnesota/South Dakota
Posts: 1,439
Thanks: 3
Thanked 3 Times in 3 Posts
|
|
Re: SEV Beta History starting V1.0
Quote:
Atrocities said:
Hopefully sometime within the next couple of weeks we might nave a new public patch update. (Fingers R Crossed.)
|
Oh its gonna happen either the 6th or the 7th you can count on it.
__________________
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/
|
October 31st, 2006, 12:20 PM
|
Corporal
|
|
Join Date: Apr 2006
Posts: 120
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SEV Beta History starting V1.0
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?
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|