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Home » news » forums » Space Empires V » Space Empires V General

1.11 Changelog

Combat Wombat's picture
Submitted by Combat Wombat on Wed, 2006-11-01 22:22. Space Empires V General

Version 1.11:
1. Fixed - Using the setting "Warp Points located anywhere in the system", warp points would sometimes
overlap stars or the center of a black hole.
2. Fixed - Ruins on planets were disappearing after the first turn.
3. Fixed - Sometimes ground combat would occur on a ship (the AI was loading enemy troops on his ships).
4. Fixed - Sometimes an error would occur if a fleet with no task forces engaged in combat.
5. Fixed - Fleets could exist with ships but no task forces.
6. Fixed - Intelligence spending should be cleared against an empire with which you've lost contact.
7. Fixed - "Can Be Placed On Vehicle Types" in Components.txt was not matching items correctly.
8. Fixed - "Component Type List" in Components.txt was not matching items correctly.
9. Fixed - Combat replay would create real unit groups from the combat.
10. Fixed - Units in ground combat were losing weapons even if the weapon was undamaged.
11. Fixed - Units were retaining maximum movement even if their engines were damaged.
12. Fixed - In Space or Ground Combat, the selection list would not change if the same number of items were selected.
13. Fixed - Units were showing 100% damaged in combat reports at the start of combat.
14. Fixed - In a Simultaneous Game, the sector view ship placements were not being maintained to the next turn.
15. Fixed - Sometimes the Movement Replay would cause an Access Violation.
16. Fixed - In a Simultaneous Game, name changes for vehicles were not being maintained on the next turn.
17. Fixed - Loading an empire from a file in Game Setup would lose all of its technology.
18. Fixed - Game Setup was incorrectly preventing some loaded empires because of technology.

‹ issues with BM 0.94? Boarding Parties and Toxin Injectors ›
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excellent

Submitted by jeremy on Thu, 2006-11-02 00:56.

Wow, it looks like Aaron is finding all of the bugs!

I trust that many of the "processing after all player turns" bugs have also been stomped.

EA should take a big lesson from Malfador: it took them a LOT longer than 3 weeks after release to get this many things fixed with BF2.

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will old save games transfer?

Submitted by jeremy on Thu, 2006-11-02 01:01.

Say, I neglected to ask: If I save a game with 1.08, can I open it with v1.11? I'd rather like to be able to continue my games...

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Rilbur's picture

Should

Submitted by Rilbur on Thu, 2006-11-02 01:28.

You *should* be safe for that. Odd behaviour is always a risk though.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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It sounds like things are

Submitted by voodoo_pete on Thu, 2006-11-02 02:01.

It sounds like things are trucking along pretty well! I was wondering, though, about the ring world/sphere world problem, where they don't center perfectly on a star. I know it's a minor gripe, but really, beyond it I don't have many. It's just irritating to think of all the work that goes into building one, and my peons can't set it straight and proper...then our stellar neighbors come through and start making cracks about my empire, until I systematically eradicate all other life in the universe so there's no one left to make fun of me.

I'm really not a genocidal empire, honest!

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That's nice...

Submitted by aran on Thu, 2006-11-02 02:27.

It's great that Aaron's fixing these things...

I'm more interested in when the patches are going to come out.

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Mod Designer

"Easy" workaround: blow up

Submitted by Rick on Thu, 2006-11-02 03:50.

"Easy" workaround: blow up the system (destroy the sun), move the necessary materials for your ringworld or sphereworld to 0,0, then create a new sun. Now your ringworld/sphereworld materials are in the perfect spot to do perfect alignment. Just don't move them away from 0,0! Smiling

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Expect the patch on the 7th

Submitted by Sabin Stargem on Thu, 2006-11-02 04:37.

Expect the patch on the 7th or so.

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Combat Wombat's picture
Mod Designer

It has been confirmed that

Submitted by Combat Wombat on Thu, 2006-11-02 10:59.

It has been confirmed that pending some crazy unexpected thing the patch should be in the publics hands on the 6th. The patch will likely be 1.12 or 1.13 so there will be even more fixes on top of what you see in the 1.11 changelog. This also means that if you report your bugs quickly now you can get them fixed before the release of the patch.

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Mod Designer

Any ETA on the Ordnance bug?

Submitted by carlosjuero on Thu, 2006-11-02 11:12.

Any ETA on the Ordnance bug? Or did I miss a patch note?

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

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Combat Wombat's picture
Mod Designer

its in 1.09 or 1.10 cant remember

Submitted by Combat Wombat on Thu, 2006-11-02 11:15.

carlosjuero wrote:
Any ETA on the Ordnance bug? Or did I miss a patch note?

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

I believe you missed a patch note.

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Mod Designer

Ah thanks, I will look for

Submitted by carlosjuero on Thu, 2006-11-02 11:24.

Ah thanks, I will look for the post with the 1.09/1.10 patch info.

-Currently subjecting multiple galaxies to the doom of conquer or blackholes

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end of processing hang

Submitted by jeremy on Thu, 2006-11-02 13:16.

Is the end of processing hang still occurring in the patched games? This is really tripping me up...I can switch the AIs to player control, process the turn, and go for another couple of turns, but then it hangs again.

this is rather disappointing when autosave is off, and I have to lose several hours of play when I ctrl-alt-del SE5

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Dragagon's picture

It appears that this is a

Submitted by Dragagon on Thu, 2006-11-02 14:23.

It appears that this is a problem within the AI. It is usually trying to do something it's not allowed, such as dropping population off on a full planet. the problem is that the AI doesn't clear its ships orders for natural reasons. Its probably going to be a pain but I'm going to try and write down what each of the game functions does so that we can write more robust AI.

Dragagon

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Processing all players = Game killer

Submitted by InfoStorm on Thu, 2006-11-02 17:03.

I really hope the patch resolved this issue, because the game is almost unplayable for me. I can get 3-5 turns in before it get's caught in an endless loop and never finishes. I suspect it's an endless loop because I can alt-tab out to my Task manager and watch as the CPU was pegged at 100% usage, only to drop down to 5% with the game suspended. I have to terminate the game and reload from a save, at which poit I can get another 3-5 turns in before it happens again.

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Pocus's picture

are these bugs fixed: a)

Submitted by Pocus on Thu, 2006-11-02 17:26.

are these bugs fixed:

a) base shipyards production far too high (6k and more)
b) can't mothball starbase

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Trithemius's picture

CTD in alliance chambers

Submitted by Trithemius on Thu, 2006-11-02 22:59.

I have managed, while trying to see if I can send messages to specific members of my alliance, to crash the game by clicking on the "alliance relationships" button.

I also have still had no luck getting my AI alliance member to vote on proposals, or to have the work once they have passed.

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End of Turn Processing in more

Submitted by Drathmar on Fri, 2006-11-03 00:04.

Galaxies with more than 50 systems. Didn't notice anything saying this was fixed, and was wondering if I missed it, cause, I like playing in larger galaxies, and I currently can't because of this.

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Can this work?

Submitted by dlagace80 on Fri, 2006-11-03 00:36.

Dragagon wrote:
It appears that this is a problem within the AI. It is usually trying to do something it's not allowed, such as dropping population off on a full planet. the problem is that the AI doesn't clear its ships orders for natural reasons. Its probably going to be a pain but I'm going to try and write down what each of the game functions does so that we can write more robust AI.

Dragagon

I would be shocked if this isn't hardcoded, but can we make it so that the AI just can not send population to any of its planets after they are colonized? I never send more population to one of my planets unless there is a plague. This might not be the ideal answer to this, but I'm also suffering from this issue and would prefer a not-quite-perfect but fast solution to a perfect but slow one. Ideas?

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Dragagon's picture

Working around the populations and cargo ministers.

Submitted by Dragagon on Fri, 2006-11-03 02:00.

dlagace80 wrote:
Dragagon wrote:
It appears that this is a problem within the AI. It is usually trying to do something it's not allowed, such as dropping population off on a full planet. the problem is that the AI doesn't clear its ships orders for natural reasons. Its probably going to be a pain but I'm going to try and write down what each of the game functions does so that we can write more robust AI.

Dragagon

I would be shocked if this isn't hardcoded, but can we make it so that the AI just can not send population to any of its planets after they are colonized? I never send more population to one of my planets unless there is a plague. This might not be the ideal answer to this, but I'm also suffering from this issue and would prefer a not-quite-perfect but fast solution to a perfect but slow one. Ideas?

I dug around in the ship code and i found where the population manager is coded. Its a problem that will affect all cargo carriers. Essentially the Population and Cargo Ministers check to see if there is cargo worth picking up (find the planet with the most pop or cargo) go pick it up. No big deal, unless the computer has a ton of ships. Then the AI says well, now that you are fully loaded with cargo, find a place to put it. essentially looking through all planets to see which has the lowest of said cargo. and transports it there. you can imagine that the computer determines that planet X has the most population. lets assume so far that they were built and are at different worlds. it'll take all of them some number of turns to get to the planet with the "surplus" pick it up. When the next turn comes around the manager says, ok, who has the lowest of said unit, and orders the ship to go there and drop off, reguardless of any other ships that may be doing the same thing. So lets say popship1 gets there turn 5 after making the order. and gets planet Y as its destination (3 turns away) on turn 6, popship2 finds that a new planet is the lowest, picks up population (no big deal) but turn 7, because popship1 is only enroute, Planet Y is still the lowest. Now its job is to run over to Planet Y and drop population. Only problem is that popship1 had enough population to fully populate the planet and still have cargo. it completed its order to drop cargo, but the next ship when it finds the planet can't drop cargo and boom, computer doesn't know what to do with it because it never resets the order...

The first thing you can try to do is this: go to the SEV/Empires/Default and open up Default_AI_Ministers.txt and remove Ministers 22 and 33. Those are the cargo and population transports. This may or may not solve anything as there may be other ministers who are doing wierd things. Also, make a backup of the file before you do anything, in case it doesn't help. (you can also try to make the modifications, reload the game and see if it still hangs, it depends on whether or not it makes any difference once the ships are there and trying to drop cargo.)

I really hope this helps.

Dragagon

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Nice Detective Work

Submitted by dlagace80 on Fri, 2006-11-03 09:27.

Thanks for figuring that out...like you said it may not be the only issue but at least we know why they seem to be trying to overfill colonies. I deleted those two ministers (after making a backup), so we'll see what happens. Not sure if you know the answers, but I have two questions: 1) I'm using the Balance Mod, which doesn't seem to create new AI ministers, so I am hoping changing the default will work with that mod also, do you have any ideas? 2) Is the AI going to freak out now looking for those 2 deleted ministers? I hope not, but we'll see. I'll report back in a bit about what happens (or doesn't!).

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Dragagon's picture

AI... *sigh*

Submitted by Dragagon on Fri, 2006-11-03 10:04.

dlagace80 wrote:
Thanks for figuring that out...like you said it may not be the only issue but at least we know why they seem to be trying to overfill colonies. I deleted those two ministers (after making a backup), so we'll see what happens. Not sure if you know the answers, but I have two questions: 1) I'm using the Balance Mod, which doesn't seem to create new AI ministers, so I am hoping changing the default will work with that mod also, do you have any ideas? 2) Is the AI going to freak out now looking for those 2 deleted ministers? I hope not, but we'll see. I'll report back in a bit about what happens (or doesn't!).

I cannot say with absolute certainty, but because the Balance Mod does not have a copy of that file, it reverts to the base game version (the one you modified). The reason I told you to remove those 2 lines is because the game checks to see if the AI is allowed to use those ministers. if the lines don't exist in the file, the AI skips those ministers. So the code is still there so nothing will freak out, but your AI will no longer try to use those ministers. It could have side effects, i can't think of any right off but there is the possibility. In any case, i'm not sure i'd want the AI to shuffle stuff around like that, they seem to shuffle things reguardless unless there is no where to put any of it, in which case they would go back to a ship yard and sit. seems a huge waste of time and resources in this instance.

Dragagon

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Captain Kwok's picture
Mod Designer

Some thoughts on this...

Submitted by Captain Kwok on Fri, 2006-11-03 10:29.

Although I don't think dropping off population on full planets or trying to retrofit ships with cargo is the source of fatal errors during processing.

There is a general problem with the AI not checking to see if there are ships already doing the same orders. For example, the AI will send all its available colony ships to the same planet to colonize and so on. I've informed Aaron about it and hoping for some revisions in the scripts to prevent this behaviour.

Anyhow this sort of thing is minimized somewhat in the Balance Mod by the increased population weight and lower cargo storage amounts for ships.

-----

Space Empires Depot | Space Food Empires!

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Dragagon's picture

AI not checking itself

Submitted by Dragagon on Fri, 2006-11-03 10:57.

I agree the AI does have a nasty problem of this, it makes me wonder if this is why the AI in some games only has 3-4 planets. Its also the major reason I am trying to rewrite my own AI. I applaud the ability of Aaron to build the scripting used by the AI, it just needs a bit more life breathed into it. ^_^

As an aside, Captain Kwok, I was wondering on the chances of getting ahold of your AI scripts? Are they much different from the stock AI, or are we basically talking about updating reserach and similar items due to changes in your Mod?

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Hmmm

Submitted by dlagace80 on Fri, 2006-11-03 10:58.

Captain Kwok wrote:
Although I don't think dropping off population on full planets or trying to retrofit ships with cargo is the source of fatal errors during processing.

There is a general problem with the AI not checking to see if there are ships already doing the same orders. For example, the AI will send all its available colony ships to the same planet to colonize and so on. I've informed Aaron about it and hoping for some revisions in the scripts to prevent this behaviour.

Anyhow this sort of thing is minimized somewhat in the Balance Mod by the increased population weight and lower cargo storage amounts for ships.

First, I love the Balance Mod. And a weird thing is that I've only really had this "fatal processing error" every 3-4 turns with the current game I'm on. I played a couple other games fairly far in (more than 50 turns) and while I may have had this error once or twice, it wasn't like it is now: every 2-3 turns, it locks up indefinitely on Processing after Player Turns. Removing the Ministers didn't work with the save game, so I'll try a new game and see if that fixes it. What has been everyone else's experience? Does it always happen to you in every game, never or just sometimes? I'm playing on medium galaxies with 5-7 AI players per turn so that shouldn't be overly taxing, and battles go fine. I hope Aaron is able to fix it soon but somehow I doubt it will be in the next patch. Maybe soon afterwards.

Edit: I'm also using autosave every turn (to recover from these bugs) but I assume that has nothing to do with this. Is that an accurate assumption?

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Captain Kwok's picture
Mod Designer

Hangups / AI in Balance Mod

Submitted by Captain Kwok on Fri, 2006-11-03 11:35.

It's very unlikely it's a minister error causing the crash/hang up. It's much more likely it's from one of the errors that are hurting strategic combat or some other silliness. You might be able to get past it by temporarily taking control of the AI. Do this by using the "ALLPLAYERSHUMAN" cheat or the players option in the game menu. Passowords by default are "master".

---

The Balance Mod AI scripts are moderately different. The design creation has been significantly edited and new design types that the AI can use/understand added. A bunch of variables have been changed a few added for this purpose as well. Colony type determination is different and so are the facilities that are built with certain colony types. Of course, research scripts have been modified and a few of the ship orders ones too so that the AI will add more support ships to fleets. Lastly, construction priorities have been tweaked to help the AI build a more suitable mix of ships.

I'm working on a few big changes this weekend including the addition of a secondary weapon type (AI currently describes primary, heavy, and special types) so I can have secondary attack ships with different load outs. I'm also working on improving the AIs research pathing some more. I promise I will post this scripts with the v0.95 edition of the Balance Mod - I just want to add some documentation to the changes so that I can send them to Aaron as well with some way for him to view the changes quickly as well.

-----

Space Empires Depot | Space Food Empires!

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Dragagon's picture

RE: AI in Balance Mod

Submitted by Dragagon on Fri, 2006-11-03 11:59.

Thanks for deciding to put in the txt scripts. Sounds like you have modified several things. It will be nice to see what changes/optimizations you have made to the AI. I am currently commenting all my code as I go through and write it.

I also wonder if anyone has thought about making an AI "wiki" or document. I know there are a few questions I still have about what certain functions do and how to use them. Plus it would be nice for others to have a reference to system functions, what to pass them and what it gets back, etc.

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ramming ships doesn't work?

Submitted by jeremy on Fri, 2006-11-03 13:26.

I give my colony ship an order to ram, since it doesn't have weapons, and it heads for the target. Then, it gets close and just parks until combat is over.

Is this fixed in the new patch? Am I the only person experiencing this?

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SirKid's picture

Attack Strategy?

Submitted by SirKid on Fri, 2006-11-03 13:32.

jeremy wrote:
I give my colony ship an order to ram, since it doesn't have weapons, and it heads for the target. Then, it gets close and just parks until combat is over.

Is this fixed in the new patch? Am I the only person experiencing this?

I had the same problem with drones and it turned out that I had its strategy set to "Optimum Range" instead of Kamikaze. Maybe that has something to do with it. Although, I would think a direct order to ram would override it standard orders.

Pressure, it makes diamonds and it makes dust. Do you sparkle in the sunshine, or just blow away with the wind?

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so far so good

Submitted by dlagace80 on Sun, 2006-11-05 10:29.

Dragagon wrote:
dlagace80 wrote:
Dragagon wrote:
It appears that this is a problem within the AI. It is usually trying to do something it's not allowed, such as dropping population off on a full planet. the problem is that the AI doesn't clear its ships orders for natural reasons. Its probably going to be a pain but I'm going to try and write down what each of the game functions does so that we can write more robust AI.

Dragagon

I would be shocked if this isn't hardcoded, but can we make it so that the AI just can not send population to any of its planets after they are colonized? I never send more population to one of my planets unless there is a plague. This might not be the ideal answer to this, but I'm also suffering from this issue and would prefer a not-quite-perfect but fast solution to a perfect but slow one. Ideas?

I dug around in the ship code and i found where the population manager is coded. Its a problem that will affect all cargo carriers. Essentially the Population and Cargo Ministers check to see if there is cargo worth picking up (find the planet with the most pop or cargo) go pick it up. No big deal, unless the computer has a ton of ships. Then the AI says well, now that you are fully loaded with cargo, find a place to put it. essentially looking through all planets to see which has the lowest of said cargo. and transports it there. you can imagine that the computer determines that planet X has the most population. lets assume so far that they were built and are at different worlds. it'll take all of them some number of turns to get to the planet with the "surplus" pick it up. When the next turn comes around the manager says, ok, who has the lowest of said unit, and orders the ship to go there and drop off, reguardless of any other ships that may be doing the same thing. So lets say popship1 gets there turn 5 after making the order. and gets planet Y as its destination (3 turns away) on turn 6, popship2 finds that a new planet is the lowest, picks up population (no big deal) but turn 7, because popship1 is only enroute, Planet Y is still the lowest. Now its job is to run over to Planet Y and drop population. Only problem is that popship1 had enough population to fully populate the planet and still have cargo. it completed its order to drop cargo, but the next ship when it finds the planet can't drop cargo and boom, computer doesn't know what to do with it because it never resets the order...

The first thing you can try to do is this: go to the SEV/Empires/Default and open up Default_AI_Ministers.txt and remove Ministers 22 and 33. Those are the cargo and population transports. This may or may not solve anything as there may be other ministers who are doing wierd things. Also, make a backup of the file before you do anything, in case it doesn't help. (you can also try to make the modifications, reload the game and see if it still hangs, it depends on whether or not it makes any difference once the ships are there and trying to drop cargo.)

I really hope this helps.

Dragagon

At the risk of jinxing it (and I'm knocking on wood as I type this), removing the population and cargo ministers seems to have fixed the problem. It only works if a game is starter after you make the change though (and you will know it works because it gives you an error message saying it didn't find expected ministers, but you can click past it). I also haven't seen any AI planets that don't have population or cargo because of this, so it seems like a very good workaround for now. I'm about 40-50 turns in and it's going really well...at war with several nations, 5th out of 8th in scores, and desperately clinging to my outlying colonies. Yay!

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