|
|
|
|
|
March 10th, 2008, 06:53 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
SE5 Beta 1.67 Changelog
Version 1.67:
1. Fixed - Rare game hang during end of turn processing.
2. Fixed - Log window would crash on some occasions.
3. Added - Additional requirement text for the ring world and sphere world generators.
4. Fixed - Ships would uncloak when a game was loaded.
5. Fixed - "No Tactical Combat" option was not working correctly.
6. Fixed - You can no longer jettison enemy troops on a planet you own.
7. Fixed - Join Fleet order now displays with the actual fleet name.
8. Fixed - Enemy ship designs would still sometimes show after a sector view.
9. Fixed - Allegiance Subverter was working against ships with Master Computers.
10. Fixed - Ships no longer drop their cargo when being retrofitted.
11. Changed - When repairs on a ship are complete, its crew is restored to maximum.
12. Fixed - Occasional error in ground combat with large numbers of units.
13. Fixed - "Psychic Ship Training Facility" typo.
14. Fixed - "Psychic Fleet Training Facility" typo.
15. Fixed - Sometimes units could start outside of the retreat circle in space combat.
16. Fixed - The end of turn confirmation dialog was including ships in fleets for its listing
of ships without orders.
17. Added - The end of turn confirmation dialog now lists fleets with movement remaining but no orders.
18. Fixed - Sometimes mine damage would report hitting the wrong player.
|
March 10th, 2008, 07:00 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: SE5 Beta 1.67 Changelog
Hmm...A nice list of fixes, including some important ones.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
March 10th, 2008, 09:07 PM
|
|
Major General
|
|
Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: SE5 Beta 1.67 Changelog
for 18 I don't know about sometimes. It seems to me everytime someone hits my mines i'm told it is the last player.
|
March 10th, 2008, 10:42 PM
|
|
Sergeant
|
|
Join Date: Oct 2006
Location: Kingston, Ontario
Posts: 289
Thanks: 1
Thanked 3 Times in 3 Posts
|
|
Re: SE5 Beta 1.67 Changelog
6. Fixed - You can no longer jettison enemy troops on a planet you own.
dang i was having fun with that
|
March 11th, 2008, 12:24 AM
|
|
Major General
|
|
Join Date: Dec 2003
Location: Tasmania, Australia
Posts: 2,325
Thanks: 1
Thanked 1 Time in 1 Post
|
|
Re: SE5 Beta 1.67 Changelog
ah yes I got that one once. I forgot about it.
|
March 13th, 2008, 08:05 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Jul 2001
Location: Southern CA, USA
Posts: 18,394
Thanks: 0
Thanked 12 Times in 10 Posts
|
|
Re: SE5 Beta 1.67 Changelog
Version 1.68:
1. Fixed - Ability "Planet Maximum Population" now combines with a sum instead of a max.
2. Changed - Script function "Sys_Change_Planet_Conditions" now takes a real instead of a long.
3. Changed - Script function "Sys_Change_Planet_Value" now takes an additional parameter of the resource type.
4. Fixed - Intelligence action and Event action damaging planet conditions were damaging them too much.
5. Fixed - Improved text for script parser "Incorrect Parameter Type" message.
6. Fixed - Improved text for script parser "Incompatible Types" message.
7. Fixed - Crash with large numbers of stellar object types.
8. Fixed - Sometimes drones would fly beneath their target to ram.
9. Fixed - Sometimes allies would fire weapons on each other during combat.
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
11. Changed - Increased the damage done by black holes.
12. Fixed - AI would sometimes send warnings for actions a player didn't take.
13. Fixed - Intelligence actions would continue to occur even after spending was set to zero.
14. Fixed - The first stellar object should always be in the center of the combat map.
15. Fixed - Unit groups in combat would not give their full supplies and ordnance to individual units.
16. Fixed - Ramming target selection was not taking into account targeted damage.
|
March 14th, 2008, 02:31 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Dec 2000
Location: USA
Posts: 15,630
Thanks: 0
Thanked 30 Times in 18 Posts
|
|
Re: SE5 Beta 1.67 Changelog
AWESOME!
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
|
March 14th, 2008, 07:58 PM
|
|
Major
|
|
Join Date: Oct 2003
Location: Union, SC
Posts: 1,166
Thanks: 1
Thanked 2 Times in 2 Posts
|
|
Re: SE5 Beta 1.67 Changelog
10. Fixed - Weapons which are negated by shields or armor will not fire on a target which has shields or armor.
12. Fixed - AI would sometimes send warnings for actions a player didn't take.
Woo!
__________________
Caduceus
|
March 18th, 2008, 03:13 PM
|
|
National Security Advisor
|
|
Join Date: Oct 2001
Location: Toronto, Canada
Posts: 5,623
Thanks: 1
Thanked 14 Times in 12 Posts
|
|
Re: SE5 Beta 1.67 Changelog
The latest:
Version 1.69:
1. Fixed - When opening a warp point, the error message for insufficient distance was incorrect.
2. Added - Script function "Sys_Get_Treaty_Elements_Between_Empires".
3. Added - Script function "Sys_Get_Lightyear_Distance_Between_Systems".
4. Added - Script function "Sys_Get_Space_Object_Order_Type".
5. Added - Script function "Sys_Get_Space_Object_Order_System_Location".
6. Added - Script function "Sys_Get_Space_Object_Order_Sector_Location".
7. Added - Script function "Sys_Get_Space_Object_Order_Target_Space_Object_ID".
8. Added - Script function "Sys_Set_Empire_Fleet_Attack_Formation".
9. Added - Script function "Sys_Set_Empire_Fleet_Defense_Formation".
10. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Strategy".
11. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Strategy".
12. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ids".
13. Added - Script function "Sys_Get_Empire_Fleet_Taskforce_Ship_Ids".
14. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Loyalty".
15. Added - Script function "Sys_Get_Empire_Government_Type".
16. Added - Script function "Sys_Get_Empire_Society_Type".
17. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Attack_Formation".
18. Added - Script function "Sys_Set_Empire_Fleet_Taskforce_Defense_Formation".
19. Fixed - Shield Imploders were not causing internal damage.
20. Fixed - Weapons will no longer fire on targets that are not effected by the weapon's damage
type's special effect.
21. Fixed - Map creation would crash with more than 2000 stellar objects types. The maximum number
of stellar objects types is now 8000.
22. Fixed - If ground combat is taking place on a planet, the owner of the planet cannot scrap
cargo, jettison cargo, or abandon the planet.
23. Fixed - Organic armor was not regenerating if all of it on the ship was destroyed.
24. Fixed - When one ship rams another, they will both take the warhead damage from both ships.
25. Fixed - All warheads on the ramming ship will be destroyed after a ram.
26. Fixed - AI would delete empty fleets in simultaneous games.
27. Fixed - Maximum units per player per sector were not being enforced.
28. Fixed - "Same As X" planets in SystemTypes.txt were not being named like moons.
29. Fixed - Units can only be launched once per turn.
|
March 18th, 2008, 04:31 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Mar 2003
Location: CHEESE!
Posts: 10,009
Thanks: 0
Thanked 7 Times in 1 Post
|
|
Re: SE5 Beta 1.67 Changelog
Well, that should make AI modders happy.
__________________
If I only could remember half the things I'd forgot, that would be a lot of stuff, I think - I don't know; I forgot!
A* E* Se! Gd! $-- C-^- Ai** M-- S? Ss---- RA Pw? Fq Bb++@ Tcp? L++++
Some of my webcomics. I've got 400+ webcomics at Last count, some dead.
Sig updated to remove non-working links.
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|