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  #81  
Old October 27th, 2006, 09:01 PM

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

5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.

I second the Woo!
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  #82  
Old October 30th, 2006, 08:26 PM
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Combat Wombat Combat Wombat is offline
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Default Re: SEV Beta History starting V1.0

Version 1.10:
1. Fixed - After using the Fleet Transfer window from the Space Simulator, all controls would be unresponsive.
2. Fixed - When selecting Set Fleets in the Space Simulator window, you are setting fleets for the
currently selected empire in the button panel. Only vehicles and fleets owned by that empire will
be displayed in the Fleet Transfer window.
3. Fixed - Simulated Empires were not getting their strategies from the current player.
4. Fixed - You shouldn't be able to press buttons while a Generate Map is in progress.
5. Fixed - The Launch/Recover Units window would sometimes crash when recovering a unit.
6. Fixed - Sometimes units in cargo would show damage with huge values.
7. Fixed - Sometimes when a planet rebelled and formed a new empire, an error occurred.
8. Fixed - A rebelling planet should start with the technology of its parent empire.
9. Fixed - A ship or unit is destroyed if all non-armor components are destroyed.
10. Fixed - You would get a black screen after the "Processing after all player turns..." was complete and
the autosave was taking place.
11. Fixed - Satellites, mines, and drones were taking part in Ground Combat.
12. Fixed - AI was not laying mines and dropping satellites on warp points.
13. Fixed - AI was not designating enough "Mining" colonies.
14. Fixed - AI was not surveying unexplored systems properly.
15. Fixed - AI was proposing treaties to human players in Team Mode.
16. Fixed - AI's on the same team were not forming the best treaties possible.
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  #83  
Old October 30th, 2006, 08:29 PM
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Default Re: SEV Beta History starting V1.0

Definately some good fixes. For you Balance afficiandos I'm analyzing the AI changes made in 1.10 so I can incorporate them into the next Balance Mod version.
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  #84  
Old October 30th, 2006, 08:38 PM
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Kana Kana is offline
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Default Re: SEV Beta History starting V1.0

Maybe Aaron should analyze you AI files and incorporate them into 1.11?
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  #85  
Old October 30th, 2006, 09:27 PM

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

He definitely should do that.

Update on Malfador:

10/30/06 - SE5 Patch Coming Soon
Thanks to everyone who sent in bug reports and savegames, we are getting ready to release a new patch for Space Empires V. We're testing it now and are planning to release it on November 6th. Have a Happy Halloween!


Anyone know what's the right email to send bug reports and suggestions to, though?
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  #86  
Old October 30th, 2006, 10:06 PM

Phoenix-D Phoenix-D is offline
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Default Re: SEV Beta History starting V1.0

se5@malfador.com, I think.
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  #87  
Old October 31st, 2006, 04:36 AM
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Blade W Blade W is offline
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Default Re: SEV Beta History starting V1.0

Loosing sector abilities in the 1st turn isn't a serius issue?
I didn't notice a fix for that until 1.10.
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  #88  
Old October 31st, 2006, 05:59 AM
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Default Re: SEV Beta History starting V1.0

Hopefully sometime within the next couple of weeks we might nave a new public patch update. (Fingers R Crossed.)
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  #89  
Old October 31st, 2006, 11:31 AM
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Combat Wombat Combat Wombat is offline
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Default Re: SEV Beta History starting V1.0

Quote:
Atrocities said:
Hopefully sometime within the next couple of weeks we might nave a new public patch update. (Fingers R Crossed.)
Oh its gonna happen either the 6th or the 7th you can count on it.
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  #90  
Old October 31st, 2006, 12:20 PM

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

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?
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