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October 4th, 2007, 09:26 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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SE:V v1.57 History
The latest from the beta:
Version 1.57:
1. Fixed - On the Create Design window, the Warnings list would sometimes highlight the row on mouse over.
2. Changed - On the Create Design window, components can always be added to a design. The Placement requirement for
a component is now tested only after the component is added to the design. The Placement requirement
description will be displayed in the Warnings list if it fails its test.
3. Fixed - Failure messages for cargo not loaded or dropped were not always being sent during a Simultaneous Game.
4. Fixed - The Drop Specific order was not working.
5. Fixed - Is_Planet_Domed was not being recognized.
6. Note - All functions require parenthesis even if they have no parameters (Is_Planet_Domed()).
7. Added - Damage, Supply, Ordnance bars and movement amount to the Fleet Transfer window.
8. Fixed - Type in Racial Trait "Physical Weakness".
9. Added - Field "Maximum Number Of Ships #" to Settings.txt. This is the base selection value for maximum number
of ships in the Game Setup window.
10. Added - Field "Maximum Number Of Units #" to Settings.txt. This is the base selection value for maximum number
of units in the Game Setup window.
11. Added - Field "Planet Base Repair Rate - Facilities" to Settings.txt. This is the inherent amount of repair for
facilities that any planet with a colony can perform.
12. Added - Field "Planet Base Repair Rate - Ships" to Settings.txt. This is the inherent amount of repair for
ships that any planet with a colony can perform.
13. Added - Field "Planet Base Repair Rate - Units" to Settings.txt. This is the inherent amount of repair for
units that any planet with a colony can perform.
14. Changed - All colonies can repair 100kT of facilities per turn and 50kT of units per turn.
15. Removed - The hard coded requirement for only one space yard component per vehicle.
16. Changed - Only one master computer can be on a vehicle.
17. Added - On the Fleet Transfer window, you can now use Shift-click and Ctrl-click to select multiple rows to
perform actions on.
18. Fixed - Drawing speed up for the Ship List.
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October 4th, 2007, 09:56 PM
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National Security Advisor
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Re: SE:V v1.57 History
#4: finally!
Also...wasn't 15 done already?
__________________
Phoenix-D
I am not senile. I just talk to myself because the rest of you don't provide adequate conversation.
- Digger
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October 4th, 2007, 09:59 PM
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General
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Join Date: Aug 2000
Location: Ohio, USA
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Re: SE:V v1.57 History
Quote:
Phoenix-D said:
#4: finally! 
Also...wasn't 15 done already?
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No, that was for planets, not vehicles.
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October 4th, 2007, 10:39 PM
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Sergeant
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Re: SE:V v1.57 History
I'm glad to see all these fixes I'm just anxious for the official patch.
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October 5th, 2007, 07:14 AM
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First Lieutenant
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Re: SE:V v1.57 History
broken
record
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October 5th, 2007, 07:58 AM
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General
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Join Date: Feb 2001
Location: Pittsburgh, PA, USA
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Re: SE:V v1.57 History
"When is the patch coming out?" is the gamer equivalent of "Are we there yet?".
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Cap'n Q
"Good morning, Pooh Bear," said Eeyore gloomily. "If it is a good morning," he said. "Which I doubt," said he.
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October 5th, 2007, 08:31 AM
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Shrapnel Fanatic
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Re: SE:V v1.57 History
"Are we there yet?" 
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
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October 5th, 2007, 09:10 AM
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Sergeant
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Re: SE:V v1.57 History
Don't make MM take the patches away....
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October 5th, 2007, 12:48 PM
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Private
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Re: SE:V v1.57 History
I want to join the beta test ... to get the patches
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What ever can be the question, 42 is the answer!
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October 5th, 2007, 02:40 PM
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Sergeant
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Re: SE:V v1.57 History
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet? No.
Are we there yet?
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