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  #101  
Old November 9th, 2006, 06:47 PM
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Default Re: SEV Beta History starting V1.0

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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  #102  
Old November 10th, 2006, 04:21 AM
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Default Re: SEV Beta History starting V1.0

Sometimes I'm not sure I understand what these fixes mean. When it says Fixed - .... is the stuff that comes after the word Fixed the thing that was wrong (i.e, the bugged behavior), or is it the new corrected behavior after being fixed? Most of the entries are obvious which way it's supposed to mean but sometimes it's kind of ambiguous.

For example:
1.13 - 8. Fixed - Repulser beams will not knock a ship past the retreat border.

Does this mean that the repulser beam knocked the ship past the border before the bug fix and now it won't do that after the fix, or does it mean that it's supposed to do that after the fix?

That's just one example; some of the other ones are like that too and I'm not sure if the description is the bug or the fix.
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  #103  
Old November 10th, 2006, 10:16 AM
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Default Re: SEV Beta History starting V1.0

Aaron usually describes the bad behaviour or bug that was fixed.
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  #104  
Old November 10th, 2006, 10:20 AM

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Default Re: SEV Beta History starting V1.0

So now it knocks the ship past the border: does that trigger a retreat? O_O
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  #105  
Old November 16th, 2006, 09:32 PM
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Default Re: SEV Beta History starting V1.0

Version 1.15:
1. Fixed - The Launch/Recover window was not showing the correct units in space during a combat
simulation.
2. Fixed - The Launch/Recover window would sometimes not launch a unit and show an empty unit
group in space.
3. Fixed - Drones were not dying when they impacted their targets.
4. Fixed - Empires were getting research in areas they didn't have access to via treaties.
5. Fixed - Messages from treaty elements were going to the wrong player.
6. Fixed - Autosave Turns are now saved on the machine and not per game. You'll need to turn
this on if you had it on in an old savegame.
7. Fixed - The intelligence event which kills research progress was setting the progress to
a giant negative number. This would result in some research areas showing hundreds
of turns to complete.
8. Fixed - Speed up for computer player combat.
9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat,
blue is the end of all player turns.
10. Fixed - Sometimes combat between AI players would crash and end turn processing would never complete.
11. Fixed - Ground combat between AI players was never ending.
12. Fixed - Some ministers would not work unless the "Vehicle Design" minister was selected.
13. Fixed - Right-clicking on the Victory Conditions would cause an error.
13. Fixed - Warp points should never be placed within 2 sectors of a black hole center.
14. Fixed - The Intelligence button should be disabled in games where intelligence projects are not
allowed (the Construction Queues button was being disabled instead).
15. Fixed - A stellar manipulation would only destroy the first stellar manip component on use even
if it was already destroyed.
16. Fixed - You can't start a new stellar manipulation while the animation for one is going on.
17. Fixed - Alliances were causing a crash during end turn processing.
18. Fixed - Alliances might cause a crash when the game was shutdown.
19. Fixed - AI messages about alliances sometimes contained unreplaced flags.
20. Fixed - The AI would sometimes tell you to remove your colonies from a system you were not in.
21. Fixed - Some speedups for Game Load and statistics.
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
24. Fixed - Atmospheric conversion was not firing off when it should.
25. Fixed - Your vehicle does not get any bonus movement unless it has at least 1 standard movement.
26. Added - Icon over a planet in Tactical Combat if the attacker cannot bombard the planet because of treaties.
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  #106  
Old November 16th, 2006, 09:57 PM

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

Thanks for posting this SJ.
A good list of fixes, but the one that surprises me is 13. Fixed - Right-clicking on the Victory Conditions would cause an error.
Someone finished a game, and found this error? :-)
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  #107  
Old November 16th, 2006, 10:05 PM

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Default Re: SEV Beta History starting V1.0

22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.


It's like he read my email!

Can the beta testers give some details on "8. Fixed - Speed up for computer player combat." ? How significant a speed-up are we talking about here?

1.15 has to be my favorite update thus far.
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  #108  
Old November 16th, 2006, 10:08 PM

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Default Re: SEV Beta History starting V1.0

It'll be hard to tell, because some of the other fixes related to slowdowns as well.
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  #109  
Old November 16th, 2006, 10:20 PM

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

True, but are we talking like 'even faster than before 1.13' turn processing, or just 'improved 1.13 turn processing'?
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  #110  
Old November 17th, 2006, 12:02 AM
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Default Re: SEV Beta History starting V1.0

Some good fixin's.
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