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  #91  
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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  #92  
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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  #93  
Old November 2nd, 2006, 01:12 AM

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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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  #94  
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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  #95  
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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  #96  
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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  #97  
Old November 3rd, 2006, 10:25 PM
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Default Re: SEV Beta History starting V1.0

Version 1.12:
1. Fixed - Some components were not showing up for weapon platforms.
2. Fixed - In the Alliance Chambers window, the Alliance Relations option would cause an error.
3. Fixed - Alliance votes were not completing.
4. Fixed - Game was not removing old Alliance log entries.
5. Fixed - Alliance messages had two headers on them.
6. Fixed - Alliance proposals wouldn't complete if no majority and all players had voted.
7. Fixed - Game was not removing old Alliance proposals.
8. Fixed - Empires added to an Alliance were remaining as individuals on Empire and Alliance windows.
9. Fixed - AI's were not voting in alliances.
10. Fixed - Planet's were keeping 1M population of all populations on the planet.
11. Fixed - Floating point error when try to move population in the Transfer Cargo window.
12. Fixed - You can't move ships in the Sector View if enemy ships are present.
13. Fixed - In Simultaneous games, combat should happen (in sectors with enemies) once per sector per
turn even if no ships move (unless combat already occured in the sector).
14. Fixed - Space combat now allows you to retreat if you move your ship past the circle border (and
it has strategic movement points left). Retreat costs 1 strategic movement point.
15. Fixed - Space combat no longer ends when the distance between enemies remains the same or increases.
16. Fixed - The combat border is now displayed on the overview map.
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  #98  
Old November 4th, 2006, 03:07 AM
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Default Re: SEV Beta History starting V1.0

Wow, another version with lots of fixes in just two days! Aaron is fast!
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  #99  
Old November 4th, 2006, 01:00 PM

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Default Re: SEV Beta History starting V1.0

Lovely, a developer who listens to his fans. This is gonna be a superb patch.
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  #100  
Old November 9th, 2006, 06:36 PM

Baron Munchausen Baron Munchausen is offline
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Default Re: SEV Beta History starting V1.0

Version 1.13:
1. Fixed - Sometimes the TCP/IP Host would not send the first turn game file to the players.
2. Fixed - Planet structure points were too high.
3. Fixed - "Propulsion Experts" racial trait was giving movement to bases.
4. Fixed - Some designs would lose racial trait effects on load of game.
5. Fixed - Text was overruning the side of the Set Construction Queue lists.
6. Fixed - A ship constructing a vehicle cannot retreat from combat.
7. Added - Whether a vehicle can retreat from combat to the Combat Piece Report.
8. Fixed - Repulser beams will not knock a ship past the retreat border.
9. Fixed - A ship cannot retreat into a blocked sector (such as a star).
10. Fixed - If all retreat locations are blocked, no retreat is possible.
11. Fixed - In the Construction Queues window, the On Hold and Repeat filters were switched.
12. Fixed - "Upgrade Facilities" action on the Construction Queues window would not work correctly
if upgrades were already present in the queue.
13. Changed - Some weapon balancing.
14. Fixed - More than one Emergency Resupply or Emergency Reordnance pod could be put on a ship.
15. Fixed - AI was sending multiple colonizers to the same planet.
16. Fixed - AI was trying to retrofit ships that had cargo.
17. Fixed - Sometimes ships which could drop troops or capture ships would just sit still.
18. Fixed - Crew were too strong in defense of a ship during ship capture.
19. Added - "Space Combat Crew Boarding Strength" in Settings.txt which sets the base race combat strength.
20. Fixed - Sometimes finding ruins would cause a crash.


Version 1.14:
1. Added - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files.
2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had
Engines Per Move for troops set to zero.
3. Fixed - The ownership flag for ringworlds and sphereworlds was not next to the planet.
4. Fixed - You had to click on the border of a ringworld or sphereworld to colonize it.
5. Fixed - Ringworlds and Sphereworlds were not centered around their star.
6. Fixed - Sometimes ships starting combat would be outside the retreat ring.
7. Fixed - Fleet members would stop moving after their leader retreated. They should instead
move to the same retreat location.
8. Fixed - The "Massive Planetary Shield Generator" was showing the wrong number of shields in
its ability description.
9. Fixed - Any ships which retreat from combat will have their orders cleared.
10. Fixed - After a retreat, ships were not facing the correct direction on the System Map.
11. Fixed - Any ship which has been in a sector for a phase, should be considered to be in the
middle of that sector for combat placement.
12. Fixed - Sometimes ships would come out of the wrong warp point.
13. Fixed - The Explore order would sometimes give the correct location to move to but the wrong
warp point id to warp through.
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