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  #1  
Old October 31st, 2006, 05:59 AM
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Atrocities Atrocities is offline
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Default 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.)
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  #2  
Old October 31st, 2006, 11:31 AM
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Combat Wombat Combat Wombat is offline
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Default 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.
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Old October 31st, 2006, 12:20 PM

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Default 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?
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  #4  
Old October 31st, 2006, 12:46 PM
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Default Re: SEV Beta History starting V1.0

there are many bugs to yet be fixed. aaron is going to be a busy programer for months to come.
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  #5  
Old November 2nd, 2006, 12:25 AM
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Default Re: SEV Beta History starting V1.0

Version 1.11:
1. Fixed - Using the setting "Warp Points located anywhere in the system", warp points would sometimes
overlap stars or the center of a black hole.
2. Fixed - Ruins on planets were disappearing after the first turn.
3. Fixed - Sometimes ground combat would occur on a ship (the AI was loading enemy troops on his ships).
4. Fixed - Sometimes an error would occur if a fleet with no task forces engaged in combat.
5. Fixed - Fleets could exist with ships but no task forces.
6. Fixed - Intelligence spending should be cleared against an empire with which you've lost contact.
7. Fixed - "Can Be Placed On Vehicle Types" in Components.txt was not matching items correctly.
8. Fixed - "Component Type List" in Components.txt was not matching items correctly.
9. Fixed - Combat replay would create real unit groups from the combat.
10. Fixed - Units in ground combat were losing weapons even if the weapon was undamaged.
11. Fixed - Units were retaining maximum movement even if their engines were damaged.
12. Fixed - In Space or Ground Combat, the selection list would not change if the same number of items were selected.
13. Fixed - Units were showing 100% damaged in combat reports at the start of combat.
14. Fixed - In a Simultaneous Game, the sector view ship placements were not being maintained to the next turn.
15. Fixed - Sometimes the Movement Replay would cause an Access Violation.
16. Fixed - In a Simultaneous Game, name changes for vehicles were not being maintained on the next turn.
17. Fixed - Loading an empire from a file in Game Setup would lose all of its technology.
18. Fixed - Game Setup was incorrectly preventing some loaded empires because of technology.
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A* Se+++ GdQ $? Fr! C* Css Sf-- Ai% Au M+++ Mp* S@ Ss++++ RNSHP Pw++ Fq+++ Nd++ Rp++ G++++ Mm++ Bb+++@ L+ Tcp--
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  #6  
Old November 2nd, 2006, 01:12 AM

Phoenix-D Phoenix-D is offline
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Default Re: SEV Beta History starting V1.0

re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)
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Old November 2nd, 2006, 02:13 AM
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Default Re: SEV Beta History starting V1.0

Quote:
Phoenix-D said:
re 2: does Aaron know the same applies to all stellar object abilities? (storm damage, etc)
I'd hope so. I did mention that in addition to the unique ruins bug - but I also wouldn't be surprised if it was missed.
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  #8  
Old November 2nd, 2006, 02:44 AM
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Default Re: SEV Beta History starting V1.0

Thanks for the update. The upcoming patch looks like it's going to be a very good one!
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Old November 2nd, 2006, 08:52 PM

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Default Re: SEV Beta History starting V1.0

Quote:
RonGianti said:
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?
The error when a new empire was made fvrom a revolt would do that. Hopefully that will solve most of the lock ups.
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