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September 29th, 2006, 07:40 PM
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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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Thanked 14 Times in 12 Posts
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Re: SEV Beta History starting V1.0
Another gift:
Version 1.05:
1. Fixed - The resources amounts on the Select Package window would not change.
2. Fixed - On the Set Construction Queue window, the "In Existence" was always zero for facilities.
3. Changed - On the Set Construction Queue window, the "In Existence" field will now include
all versions of this object regardless of level.
4. Added - "Lock System View" button at the top of the Orders panel.
5. Note - To use Automatic Moveto for Construction Queues, you need to define a waypoint where you
want the ships to moveto. Then in the Set Construction Queue window, select Queue Settings
and scroll the list to the bottom where you can choose that waypoint as a Moveto location.
6. Fixed - Changed Planet Temperature formula so its not quite so cold.
7. Changed - You can no longer change your intelligence defense spending. It is automatically set to the
remainder after your attack spending is deducted from 100%.
8. Added - Scrollbar to the Weapon Report so that damage at range can be scrolled through a distance of 300.
9. Added - "Override InvConfiguration Slots" to the Mod_Definition.txt file. If this field is set TRUE, then
all Inventory Configurations will be read from the file "Override_InvConfiguration_Slots.txt" in the
mod directory (the flag [%EmpireName%] from VehicleSizes.txt will be set to "" and the name will be
trimmed).
10. Fixed - Revised Help Text from Chris Traber.
11. Fixed - Size for Small Supply Storage and Small Ordnance Storage reduced to 2.
12. Fixed - Select Colony Type window was not responding to the Return key and not selecting an item on double-click.
13. Fixed - Sometimes in Sector View, you could move planets.
14. Fixed - Sometimes ending the Sector View would show the Simulator window.
15. Fixed - Log window should jump to the top most message at the beginning of a turn.
16. Fixed - In a Combat Replay, the targeting icon should not show over enemy ships.
17. Fixed - In a Combat Replay, you should not be able to right-click to give orders.
18. Fixed - In combat, you shouldn't be able to see movement destinations and weapon targets for computer controlled ships.
19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built.
20. Fixed - Units were not showing any supplies or ordnance in combat replays.
21. Fixed - Game was changing Speaker Configuration to Stereo.
22. Fixed - If a minister style wasn't selected when creating a new empire, no default strategies would be loaded.
23. Fixed - Victory Conditions and Racial Traits were using the wrong style of option box.
24. Fixed - Lists with option buttons or check buttons will allow you to select the text to toggle the option.
25. Fixed - Some Lists with options buttons or check buttons were highlighting the row you clicked on.
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September 28th, 2006, 02:17 AM
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Lieutenant General
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Join Date: Nov 2002
Posts: 2,903
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Re: SEV Beta History starting V1.0
Thanks for posting the history, Mephisto.  It's great that Aaron has already fixed so many bugs.
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September 28th, 2006, 11:30 AM
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Private
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Join Date: Aug 2005
Posts: 32
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Re: SEV Beta History starting V1.0
This is great. This is why I remain optimistic despite some worrying bugs I have been reading about.
Bravo!
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October 1st, 2006, 01:32 PM
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Brigadier General
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Join Date: Sep 2000
Location: Frankfurt, Germany
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Re: SEV Beta History starting V1.0
No need, the script source files come with the compiler.
__________________
For, in the final analysis, our most basic common link is that we all inhabit this small planet. We all breathe the same air. We all cherish our children's futures. And we are all mortal. - JFK
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October 1st, 2006, 03:29 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
Location: Southern CA, USA
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Re: SEV Beta History starting V1.0
It would still be useful to decompile AIs that are distributed only in compiled form though. 
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October 1st, 2006, 06:23 PM
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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
I don't think decompiling would work. The AI scripts take pieces of the various pooled AI scripts when they are compiled... so it's not just 1 file being compiled into the .csf script.
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October 2nd, 2006, 12:36 PM
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Major
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Join Date: Jan 2004
Location: Taganrog, Russia
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Re: SEV Beta History starting V1.0
IMO, it should be recommended for modders to include AI sources in a separate archive then.
Btw, will the map editor (or even scenario editor) be included into the full version? Sorry if it was asked earlier.
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October 2nd, 2006, 01:29 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
There is no map/scenario editor with the full version yet. However, you can at least choose starting locations in-game.
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