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October 6th, 2006, 07:14 PM
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National Security Advisor
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Join Date: Nov 2000
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Re: SEV Beta History starting V1.0
"32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.
Those two have the potential to be either great or an enomous pain in the ***, depending on how they're implimented.
34. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Vehicle Design Report.
35. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Create Design window.
40. Added - Empire options under "Display" to select whether to see a Component's Section, Level, Damage, and Mount on all component grids.
These should help a lot with ship design.
Looks good so far. Hopefully the crashes will be reduced in final as well..
__________________
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 6th, 2006, 07:47 PM
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Sergeant
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Join Date: Mar 2006
Location: NS, Canada
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Re: SEV Beta History starting V1.0
Slightly OT, but 34/35 have made me wonder something. Are there any components that affect the turn rate of a ship?
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October 6th, 2006, 11:29 PM
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National Security Advisor
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Join Date: Oct 2001
Location: Toronto, Canada
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Re: SEV Beta History starting V1.0
Quote:
Phoenix-D said:
32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.
Those two have the potential to be either great or an enomous pain in the ***, depending on how they're implimented.
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They are out of the way, both listed at the bottom of each respective screen.
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October 7th, 2006, 12:59 AM
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Captain
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Join Date: May 2000
Location: Tampa, FL USA
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Re: SEV Beta History starting V1.0
What CK said. Also, if you look at 40. below - that is the real key. You don't even have to mouse cursor over the component - if you want, the display will show the component level in the upper right corner so you can see everything at a glance.
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No bastard ever won a war by dying for his country. He won it by making the other poor dumb bastard die for his country.
-General George S. Patton
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October 7th, 2006, 01:58 AM
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Lieutenant General
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Join Date: Nov 2002
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Re: SEV Beta History starting V1.0
This is great, that Aaron is busy fixing all the bugs in SEV.
Today I looked around to see if I could buy SEV here in Vancouver, Canada. I checked EB Games, Best Buy and Future Shop but they didn't have it. I'll check again at the release date. It's good to know that a lot of the problems we saw in the demo will be fixed by October 16th.
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October 7th, 2006, 01:59 AM
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Colonel
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Re: SEV Beta History starting V1.0
Some very important fixes IMO. I am very glad my trust in MM to fix the bugs and improve the game seems to be justified.
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October 7th, 2006, 03:48 AM
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Sergeant
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Re: SEV Beta History starting V1.0
Quote:
Mephisto said:
12. Fixed - Small size log pictures were not drawn correctly.
13. Fixed - Condensed the small picture and no picture log reports.
16. Fixed - Multiple constructions of items condensed into single log item reports.
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Very glad to see these changes.
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October 13th, 2006, 11:25 AM
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Private
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Join Date: Oct 2006
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Re: SEV Beta History starting V1.0
Sticky this? If I'd of seen this before I emailed they'd of only gotten one email from me. Or better yet since beta is over start a new thread titled Patch fix list or something and sticky it
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October 13th, 2006, 09:18 PM
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National Security Advisor
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Join Date: Oct 2001
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Re: SEV Beta History starting V1.0
Here's a cookie:
Version 1.07:
1. Fixed - Mounts would not be loaded correctly after a Select Ship Size in the Create Design Window.
2. Fixed - The help text was in the wrong place on the Vehicle Design report.
3. Fixed - Mothballed ships still had crew.
4. Fixed - The Unmothball order would always fail.
5. Fixed - Speed up for loading of Components List on the Create Design window (especially when a mount
was selected).
6. Fixed - The AI would sometimes research tech areas that it didn't have access to.
7. Fixed - You can now click and type in an amount on the Transfer Cargo and Transfer Units windows.
8. Fixed - Increased the indent for cargo items on the Transfer Cargo and Transfer Units windows.
9. Added - Population now shows the number present in millions on the Transfer Cargo window.
10. Added - Added a "Condensed View" button to the Transfer Cargo and Transfer Units windows. When
moving units in Condensed View, all undamaged units will be moved first. You cannot right-click
a group of condensed units to get a report.
11. Fixed - Decreased slow down of game when large number of units were launched in combat.
12. Fixed - Fighters will no longer form a cloud and a pole when launched in combat.
13. Fixed - Unit textures in combat would be lost when the game was alt-tabbed.
14. Fixed - You would sometimes get a lockup when large numbers of units were destroyed in combat.
15. Fixed - You would sometimes get an Access Violation when you closed combat.
16. Fixed - Some speedups for combat.
17. Added - Added "Space Combat Ends Only When Time Up Or No Enemies" field to Settings.txt to allow modders
to prevent combat from ending when enemies are moving away from each other.
18. Fixed - Ability "Planet Population Happiness" was working backwards.
19. Fixed - Cleanup and fixups for happiness.
20. Fixed - Removed launch and recover rates.
21. Changed - Decreased the size increase per level for Fighter Bays and Mine Layers.
22. Fixed - Unit space combat speed was using ground movement.
23. Fixed - Moving units from the Storehouse was not quite working correctly.
24. Fixed - Canceling an "Add Strategy" on the Empire Options window would lockup the window.
25. Fixed - Fleets were regaining supply and ordnance after each turn with no Resupply Depot present.
26. Fixed - Atmosphere Conversion was working in turns not years.
27. Changed - Decreased Shield Regenerator amount.
28. Fixed - "Component - Regeneration" ability was not working.
29. Fixed - "Shield Generation From Damage" ability was not working.
30. Fixed - "Component - Damage Resistance" ability was not working.
31. Fixed - Point - Defense should no longer be effected by time rate.
32. Fixed - "Combat Movement" ability was not working.
33. Fixed - Solar Generators were not working.
34. Fixed - Loss of crew was not decreasing ship's abilities.
35. Fixed - Toxic Injector was not killing crew.
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.
Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
37. Fixed - "Use Component" order was not enabling.
38. Fixed - In a Simultaneous Games, Sector View position changes were not being kept.
39. Fixed - Not having the combat grid on in space combat would cause the map to not expand automatically.
40. Fixed - Enter and Exit warp points sounds were switched in the game.
41. Fixed - The option button for resources on the Select Package window was not working.
42. Fixed - Clicking the Plus or Minus button in a selection list would often fire the doubleclick.
43. Fixed - Date text on received messages was overflowing the list on the Empires and Communicate windows.
44. Fixed - "Allow Intelligence" setting in Game Setup was not working.
45. Fixed - "Allow Tech Gifts" setting in Game Setup was not working.
46. Fixed - Game Setup window should not mention tributes which don't exist.
47. Fixed - You could get vehicles with no movement to move when selected with a group with a mover included.
48. Fixed - The Ship List was selecting all items on a refresh instead of maintaining old selections.
49. Fixed - Planet's with zero population will still be owned by their original owner in combat until all
population, units, and facilities are destroyed.
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October 13th, 2006, 09:57 PM
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Lieutenant General
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Join Date: Nov 2002
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Re: SEV Beta History starting V1.0
Thank you, Captain Kwok. This is great news.
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