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  #151  
Old February 7th, 2007, 12:36 PM
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Default Re: SEV Beta History starting V1.0

That's just a "feel good" change. For gameplay purposes, you should play like 1% = 0% and 99% = 100%. I have always thought that if someone feels much better about a 1% chance than a 0% chance, then I'd like to play some Texas Hold'em with them sometime.


edit: and DARN IT! I was hoping for info on the next patch.
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  #152  
Old February 7th, 2007, 01:17 PM
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Default Re: SEV Beta History starting V1.0

Version 1.26:
1. Fixed - The ground combat simulator was not letting you add enemy units.
2. Fixed - Ships were not using supply when they retreated.
3. Fixed - Ships were not executing orders after a Move To in the correct sector.
4. Fixed - Warhead damage from a single unit was adding all warhead damage from the entire group.
5. Fixed - AI was not putting weapons on its early troops.
6. Fixed - Increased AI placement of point - defense weapons on its designs.
7. Fixed - The Movement Log Replay would end with the solar system not displaying objects.
8. Fixed - The Movement Log Replay would immediately hide the replay buttons.
9. Fixed - Slowed down Movement Log Replay a bit.

Ask and you shall receive.
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  #153  
Old February 7th, 2007, 02:06 PM

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Default Re: SEV Beta History starting V1.0

atari: there is still a "Weapons Always Hit" ability ou know..
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  #154  
Old February 9th, 2007, 09:22 PM
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Default Re: SEV Beta History starting V1.0

The latest:

Version 1.27:
1. Fixed - Pulled out more hard coded colors to Settings.txt.
2. Fixed - Attempting to warp while on a warp point would either fail or cause two warps.
3. Fixed - A colony ship would load population but not execute the MoveTo order.
4. Fixed - Typos in MainStrings.txt.
5. Fixed - Move To Waypoint would not show order lines until you reselected the ship.
6. Fixed - Cancel orders would not work after a Move To Waypoint.
7. Fixed - The "N" hotkey would show the Rename window with an added "n" after the ship's name.
8. Fixed - Ranks in the Comparison window would be wrong if the scores were negative.
9. Fixed - Graphs no longer try to show negative numbers. The bottom out at zero.
10. Fixed - In the Comparisons window, only players you know of are considered an enemy or ally. An
enemy empire is any empire that you know of but do not have a treaty with.
11. Fixed - The game will now continue processing even when minimized.
12. Fixed - When minimized, the SE5 icon will change its name to show what its currently doing.
13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.
15. Fixed - Combat would sometimes get negative to-hit modifiers from other sectors.
16. Fixed - Removed loading of "d3drm.dll" since Vista no longer has it.
17. Fixed - The Help window was showing Cultural Achievement images for the Intelligence Achievements.
18. Fixed - In Simulated Ground Combat, militia troops were not being added.
19. Fixed - The correct militia amounts were not showing up in ground combat.
20. Fixed - In space combat, if your side has a transport with troops to drop on a planet, and the
transport is targeting the planet to drop troops, then your side will not fire any
weapons on the planet.
21. Fixed - In space combat, sometimes a planet would not get all of the weapons from its weapon platforms.
22. Fixed - If you run the game with command line parameters, it will launch minimized and then dissappear
when complete.
23. Fixed - "Maintain Defensive Locations" was not being used.
24. Changed - Changed minister option text from "Maintain Defensive Locations" to "AI controls empire in player
absence". Turn this option off if you do NOT want the AI to control your empire if a turn is
processed without your order file. The default value for this is TRUE.
25. Added - Script function "Sys_Set_Vehicle_Design_Strategy".
26. Added - Script function "Sys_Get_Vehicle_Design_Strategy".
27. Added - Script function "Sys_Get_Planet_Size".
28. Added - Script function "Sys_Is_Planet_Breathable".
29. Added - Script function "Sys_Empire_Research_All_Techs_Researched".
30. Added - Script function "Sys_Get_Planet_Plague_Level".
31. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Facility_ID".
32. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Atmosph ere_Breathed".
33. Fixed - On the Create Design window, mount names could overflow the list box.
34. Fixed - When replying to a Counter Alliance Proposal on the Communicate window, the selections
for Accept, Refuse, and Counter Alliance Proposal were not present.
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  #155  
Old February 9th, 2007, 10:39 PM
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Default Re: SEV Beta History starting V1.0

Quote:
11. Fixed - The game will now continue processing even when minimized.

SMOOCH
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  #156  
Old February 9th, 2007, 10:45 PM
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Default Re: SEV Beta History starting V1.0

Some excellent fixes! Speed up A.I. combat and process while minimized are great improvements.
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  #157  
Old February 9th, 2007, 10:58 PM
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Default Re: SEV Beta History starting V1.0

Still no Fog of war for planets.The A.I will not attack unless it knows where the scouted empire planets are.
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  #158  
Old February 10th, 2007, 10:25 AM

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Default Re: SEV Beta History starting V1.0

11. Fixed - The game will now continue processing even when minimized.
13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.

O_O

Could have sworn he's been in here following our posts. That's simply superb news. And does it also prove that AI combat was indeed running at 8x?
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  #159  
Old February 10th, 2007, 07:15 PM

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Default Re: SEV Beta History starting V1.0

Well, it sounds like the game will actually be playable after the next patch.

Sooo, the $20000 question is when will this fix hit the open market? Hopefully sooner rather than later because its quite important IMO.
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  #160  
Old February 27th, 2007, 12:27 PM
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Default Re: SEV Beta History starting V1.0

any patch news?
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