Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 2 users and 166 guests online.

Online users

  • Faithful
  • crazydog

Languages

  • English English
  • French French

Browse archives

« Novembre 2008  
Lu Ma Me Je Ve Sa Di
          1 2
3 4 5 6 7 8 9
10 11 12 13 14 15 16
17 18 19 20 21 22 23
24 25 26 27 28 29 30
Home » news » forums » Space Empires V » Space Empires V General

Changelog for SE:V v1.14

Captain Kwok's picture
Submitted by Captain Kwok on Thu, 2006-11-09 18:45. Space Empires V General

Greetings.

---

Version 1.14:
1. Added - Field "Empire Name" to the [Empire Name]_AI_Main.txt data files.
2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had
Engines Per Move for troops set to zero.
3. Fixed - The ownership flag for ringworlds and sphereworlds was not next to the planet.
4. Fixed - You had to click on the border of a ringworld or sphereworld to colonize it.
5. Fixed - Ringworlds and Sphereworlds were not centered around their star.
6. Fixed - Sometimes ships starting combat would be outside the retreat ring.
7. Fixed - Fleet members would stop moving after their leader retreated. They should instead
move to the same retreat location.
8. Fixed - The "Massive Planetary Shield Generator" was showing the wrong number of shields in
its ability description.
9. Fixed - Any ships which retreat from combat will have their orders cleared.
10. Fixed - After a retreat, ships were not facing the correct direction on the System Map.
11. Fixed - Any ship which has been in a sector for a phase, should be considered to be in the
middle of that sector for combat placement.
12. Fixed - Sometimes ships would come out of the wrong warp point.
13. Fixed - The Explore order would sometimes give the correct location to move to but the wrong
warp point id to warp through.

‹ Way To Points? Tactical combat ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Good to see

Submitted by evilginger on Thu, 2006-11-09 20:24.

its good to see that things are progressing in the final debuging of a great game

» login or register to post comments
SirKid's picture

2. Fixed - Troops were not

Submitted by SirKid on Thu, 2006-11-09 21:47.

2. Fixed - Troops were not moving in ground combat because VehicleSizes.txt had
Engines Per Move for troops set to zero.

How can we mod this while we are waiting for teh patch? What should it be set to?

» login or register to post comments
Captain Kwok's picture
Mod Designer

Fix VehicleSize.txt by...

Submitted by Captain Kwok on Thu, 2006-11-09 21:55.

For each troop entry in VehicleSizes.txt, set the "Engines Per Move" value from 0 to 1.

-----

Space Empires Depot | Space Food Empires!

» login or register to post comments
SirKid's picture

Thanks

Submitted by SirKid on Thu, 2006-11-09 22:20.

Captain Kwok wrote:
For each troop entry in VehicleSizes.txt, set the "Engines Per Move" value from 0 to 1.

-----

Space Empires Depot | Space Food Empires!

Thanks!

» login or register to post comments
Captain Kwok's picture
Mod Designer

AI Time Wasting fixed in 1.14

Submitted by Captain Kwok on Thu, 2006-11-09 22:21.

The 1.14 #9 fix should help with all those repeat combats. I'm hoping the next patch will be a quick release because that certainly wastes everybody's time.

-----

Space Empires Depot | Space Food Empires!

» login or register to post comments
thedude's picture

combat...please release 1.14

Submitted by thedude on Thu, 2006-11-09 22:54.

Ok...my first thought was overly harsh...

Please allow us the option to "run a warp point blockade". I will risk damage to my ship to get thru the guarded warp point.

regards Eye-wink

» login or register to post comments

Imphroooove ze AI please. I

Submitted by Janster on Fri, 2006-11-10 01:41.

Imphroooove ze AI please. I feel it is realllllllly not doing this game any favours.

I guess the game breakers have to go first, but I notice a ton of fixes that really can wait.

I don't know how hard it is to make better AI, but without it, this game which probably caters to 90% SP gaming, is going to suffer.

Maybe modders can help I hope.

Janster

» login or register to post comments

How come they post change

Submitted by PyroMancer on Fri, 2006-11-10 02:34.

How come they post change logs for versions that aren't ever released to the public? Like 1.09, 1.10, 1.11, and 1.12 all listed what was changed but they were never released it went straight to ver 1.13

» login or register to post comments

Post change answer

Submitted by malltraitormatt on Fri, 2006-11-10 02:41.

Because 1.xx is just a build. 1.10 was not a patch. It was a build of the game. The tenth build since the release, release being 1.00 if I'm not mistaken. Rather than releasing a patch for each and every build they wait 3 or 4 builds and release the patch, then the patch takes on the name of whatever build they happen to be on. 1.13 is not the 13th patch, it's the 2nd patch and the 13th build of the game to be used.

» login or register to post comments

Post change answer

Submitted by malltraitormatt on Fri, 2006-11-10 02:42.

Ignore this post.

» login or register to post comments

:)

Submitted by damador on Fri, 2006-11-10 02:51.

ETA on the patch - last time i shot perfectly ( about .13 revision ;p ) no i suspect .19 and release date in one week

at current stage game is playable - bugs with repeatet combat and troops not moving can be easy repaired now

only the boarding combat is major issue for me

btw maybe Aaaron would allow to access night build for more ppls ( they install it at their own responsibility ) this would help in bug hunting

» login or register to post comments

Space Simulator Bug

Submitted by mumin on Fri, 2006-11-10 03:05.

Please repair the Space Simulator Bug (Carrier do not launch fighters) during a simulated combat. They do not launch, when in AI Mod, and when taking over human control the message "invalid index" folllowed by an access violation appears if you try to launch them.

Nevertheless a great game.

» login or register to post comments
se5a's picture
Mod Designer

finding bugs is easy.

Submitted by se5a on Fri, 2006-11-10 03:13.

damador wrote:
btw maybe Aaaron would allow to access night build for more ppls ( they install it at their own responsibility ) this would help in bug hunting

finding the bugs is not as big a problem as the time it takes to fix them.

-----
an se5a is a ww1 fighter, it is also a car.

» login or register to post comments
cordas's picture

If only I had another

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

If only I had another computer game to play...... *GRRR* I really just want to put this game away for a month (or maybe 2) and wait till its actually patched to a playable standard. 1.08 was playable just about, but 1.13 simply isn't.

» login or register to post comments

Thanks for the Dope

Submitted by Omnius on Fri, 2006-11-10 10:13.

Thanks for the dope on the changes being made to the game and the workarounds. Your change log is an invaluable piece of info that keeps us informed as to what to expect from the next patch and which bugs are being fixed and need not be complained about. Is anyone fixing the solar sail movement bug?
Omnius

» login or register to post comments

Boarding ship

Submitted by sander on Fri, 2006-11-10 10:36.

And the boarding ship bug? I do not see any allusion to this bug in 1.14 changelog.
Thanks

» login or register to post comments

Debuging

Submitted by evilginger on Fri, 2006-11-10 12:34.

I personally tend to go for the major bugs when fixing stuff but I don’t see any point in not fixing incidentally minor irritating stuff that can be fixed relatively easily. Indeed if a bug proves to be intractable I will go fix other stuff I can fix and often the fix for the one I am stuck with comes to me whilst I am doing that.

Aaron knows what has is doing it’s his game he wrote it and therefore knows it best. I would hate having to debug some one else’s code as you have to learn how they program as well as every thing else

» login or register to post comments
Dragagon's picture

RE: Debuging

Submitted by Dragagon on Fri, 2006-11-10 12:37.

evilginger wrote:
I personally tend to go for the major bugs when fixing stuff but I don’t see any point in not fixing incidentally minor irritating stuff that can be fixed relatively easily. Indeed if a bug proves to be intractable I will go fix other stuff I can fix and often the fix for the one I am stuck with comes to me whilst I am doing that.

Aaron knows what has is doing it’s his game he wrote it and therefore knows it best. I would hate having to debug some one else’s code as you have to learn how they program as well as every thing else

How very true that is. however, there are times where another set of eyes, even unfamiliar, can spot something that is wrong and can help go a long way. Although it usually requires the 2 people to be in close proximity to ask the questions about what they think its supposed to be doing. ^_^

Dragagon

Progress isn't made by early risers. It's made by lazy men trying to find easier ways to do something.

-- Robert Heinlein

» login or register to post comments
bauscho's picture

@mumin I want to add that

Submitted by bauscho on Fri, 2006-11-10 17:10.

@mumin

I want to add that the supplys and ordiance of the carrier starting fighters will be reduced to 0 immediately. It is unimportet how much supplys or ordiance the carrier can hold.

I hope this info can help with debugging.

» login or register to post comments

I'd like the crashing bugs fixed first

Submitted by JakeCourtney on Fri, 2006-11-10 18:06.

'd like the crashing bugs fixed first. How about fixing the Alliance crashing bug or the lock-up-turn bug?

» login or register to post comments

thanks for the ver. 1.13 release and comments.

Submitted by RBcrusher on Fri, 2006-11-10 22:08.

First, I'd like to say thanks for a great game from one who has owned and played SE from SE2 on. Even the early SE5 bugs were kind of fun to try to find workarounds/mods for, and I'm glad to not have waited another month for a better version to begin playing with. From previous experience I know that Malfador will be concientious in responding to issues in a timely fashion. Good pricing too, IMO.

Overall I'm glad the game was released when it was and I understand the imperatives of release deadlines. This is a complex but highly playable game with many subtleties, nuances and huge configurability via mods so really thorough testing is a large undertaking. The basics of functionality seem robust now. FWIW, I have not yet played a simultaneous moves game in SE5.

I am still setting the se5.exe process affinity to single CPU as I had to with the demo to avoid the many range check errors. Is this still necessary or is the ver. 1.13 now dual core CPU friendly?

Using ver 1.13, I continued with a 20 player, human vs all AI, with intelligence turned off, game started with ver. 1.08 just fine and got the troops moving again with the data file fix... thanks. I have not had any crashes or lockups yet and only once when quitting the game did I have a problem, specifically with the game task going non-responsive in the last stage of exiting where the blank window remains 'on the desktop'.

With 1.13, I was surprised by the new retreat feature and the weapon re-balancing.

IMHO, it should be moddable whether to allow retreat in a game or not, or at least the retreat boundary radius should be moddable. I did not follow any discussion on the retreat issue but I think I see the 'logic' of the new rules. Any ship with strategic movement left should be able to retreat... if it can. But the way it is now, I can try to track down a colony ship at speed 10 with ships at speed 14 but they can retreat before I can engage. A couple solutions, other than the target ship running out of strategic move points for the turn, are: chase the ship into a sector with other ships, then attack from 2 directions at once, or chase it down with fighters. I do wonder though if the enemy ship's remaining movement is actually being decrememted when it retreats. I does not seem like it is as I've chased a colony ship (speed 10) thru 12 sectors in one turn and it was still able to retreat.

The weapon balancing seems pretty good, but now the standard setting for psychic weap. telekinetic projector seems a bit on the weak side compared to say, the temporal time distortion burst.

Lastly for now, the AI players do not seem to research sensors. e.g. At turn 40 they still only have level 1 sensors, while their main weapon is level 10. Sensors are key to efficient exploration and keeping tabs on what's going on in a system. And why do units get created without crew, although it doesn't seem to affect their operation? At first I thought the 'troops that wouldn't move' problem was due to their having 0 crew.

have fun, RB

» login or register to post comments

Repeat combat fix = faster AI processing?

Submitted by Robert on Sat, 2006-11-11 12:11.

Regarding....

"9. Fixed - Any ships which retreat from combat will have their orders cleared."

I'm presuming this would also speed up AI processing. I'm guessing that the AI's are spending alot of time repeating useless combat rounds.

I hope this particular patch can be quickly released. Please!

After destroying 2 escort frigates, for the last five turns I've had an enemy empire continue to send an unescorted freighter to attack one of my planets.

In the last five turns I've sat thought 25-30 useless combat rounds as the freighter realizes it has no hope and scoots away.

» login or register to post comments
Mod Designer

Yes please!

Submitted by ergie272 on Sat, 2006-11-11 14:37.

I agree 100%. This must be fixed asap. It's really killing the game and destroying the fun for many many people.

» login or register to post comments

I would second that

Submitted by evilginger on Sat, 2006-11-11 16:38.

I had a squadron of frigates attack a colony of mine with no ordinance and missile armourment for about five turns during which I was able to build sufficient defences mostly weapons platforms to see them off when they did resuply and launch a proper attack rather than advancing to engage and then running because they had no ammunition

» login or register to post comments

Of course I'm assuming.......

Submitted by Robert on Sat, 2006-11-11 16:47.

Of course I'm assuming (and praying) that if the orders are cleared, that the AI won't just keep making and remaking the same stupid decision every single time the orders are cleared.

In the last turn I just played, 3 enemy colony ships and 1 freighter just put me through 16 useless rounds of combat.

» login or register to post comments

I can't save the game now.

Submitted by JakeCourtney on Sat, 2006-11-11 17:33.

I can't save the game now. It won't let me. I really wish they would fix the Alliance Chambers and the other crashing bugs soon!!!

» login or register to post comments

Encounter distance?

Submitted by Zarsynn on Sat, 2006-11-11 21:38.

RBcrusher wrote:
IMHO, it should be moddable whether to allow retreat in a game or not, or at least the retreat boundary radius should be moddable. I did not follow any discussion on the retreat issue but I think I see the 'logic' of the new rules. Any ship with strategic movement left should be able to retreat... if it can. But the way it is now, I can try to track down a colony ship at speed 10 with ships at speed 14 but they can retreat before I can engage. A couple solutions, other than the target ship running out of strategic move points for the turn, are: chase the ship into a sector with other ships, then attack from 2 directions at once, or chase it down with fighters. I do wonder though if the enemy ship's remaining movement is actually being decrememted when it retreats. I does not seem like it is as I've chased a colony ship (speed 10) thru 12 sectors in one turn and it was still able to retreat.

I tried this too- and amazingly, the enemy ship fled into a hex where I even had another ship waiting. Even when I tried to intiate combat with the 2 ships in the sector, he still got away! Is there a way to alter the encounter distance so my attacking ships (which are faster at 14 mvt) can actually catch the colonizer with speed of 10 mvt before he moves out of the fight circle? Fighters were the only way I could catch the tug...

-Z

» login or register to post comments

RE: Encounter distance?

Submitted by RBcrusher on Sun, 2006-11-12 21:23.

Maybe it's already mentioned elsewhere, but I've since looked at Kwok's balance mod, which looks very cool, and noticed the following change in the settings.txt which is likely the setting for the retreat boundary radius. I haven't tested it yet:

From data/Settings.txt ver. 1.13:

Space Combat Map Radius := 1500.0
//Space Combat Map Radius := 1000.0 original value

And this line is also new for 1.13 and I'm wondering about it's value, as I've not had success boarding even with 100 marines vs 50 Abbidon crew. The balance mod ver. 0.96 doesn't change it though.

Space Combat Crew Boarding Strength := 0.1

RB

» login or register to post comments
Thy Reaper's picture
Mod Designer

Crew bugs

Submitted by Thy Reaper on Sun, 2006-11-12 21:26.

Quote:
Space Combat Crew Boarding Strength := 0.1
That's the multiplier to apply to a crew for boarding combat. With this, a boarding party with a strength greater than 1/10th of the crew's size should win. Unfortunately, there's a bug that prevents crew from dying.

-----
Give me atmopshperic manipulation cannons, or give me death!

» login or register to post comments
Emtwo's picture

Changing the retreat

Submitted by Emtwo on Sun, 2006-11-12 23:03.

Changing the retreat boundary radius works. Nice fix.

» login or register to post comments
Kahn's picture
Mod Designer

I'd just be happy if the

Submitted by Kahn on Sun, 2006-11-12 23:37.

I'd just be happy if the game didn't CTD every time you initiate combat within your move radius.

Sincerely,
Kahn

» login or register to post comments

Lockups

Submitted by Wink on Mon, 2006-11-13 05:01.

After 14 Revisions now.. it would be nice if after maybe after 20 turns, that the game STILL doesnt hang on end of turn empire resolutions. I started a new 1.13 game.. got far enough in to start surveying the system next door.. game hangs on empire 6 at end of game.. no biggy, let me try again from save.. nope.. same thing.. load a earlier save, try to figure out what empire 6 was doing.. no use.

Start another 1.13 game.. get in far enough to research Destroyers.. hangs on Empire 7..

after 14 Revisions.. I am willing to give up on some of the fluff items on the repair list at this point, and would simply like to play the game.. even in it's most BASIC FORM.. I have grown so jaded at this point on this product, that last night I nearly uninstalled it outright. 14 versions in.. and I still can't even PLAY the damn thing.

Robert

» login or register to post comments

Hangups and slow processing

Submitted by dlagace80 on Mon, 2006-11-13 13:08.

Ok, I'm not a modder and have only limited experience looking at or manipulating any code, but this is what I have noticed:

1) Hangs in end of turn processing or during a specific player's turn seem to be caused entirely by an AI player trying to overstuff a full planet with cargo or population when it can't hold anymore. The AI doesn't realize what is wrong and just keeps trying, in an endless loop. The fix is to go into the data file under AI Minister called Default.txt and delete the cargo and population ministers (I don't have my computer in front of me right now but it's numbers 22 and 33 or something like that). You'll get an error message saying those ministers couldn't be found when you start a new game, but you can click through it and the game plays fine. I used to have the hangup every couple turns and I am now more than 50 turns in with no problem. I thought it might be an issue to have the AI not be able to do this, but they seem to bring population on their colonizers so it should be ok. I've never yet run across an AI colony with no people or cargo (though I guess it could be an issue if there is a plague). It's not a perfect solution but at least makes the game playable.

2) From what I can tell from what the modders are saying, the slow turn processing seems to be a problem of the AI repeating combat against itself over and over. It looks like the next patch will fix that (hopefully) by clearing orders after retreat. Hope this helps some people.

» login or register to post comments
Mod Designer

I think retreating should be

Submitted by LordHavoc on Mon, 2006-11-13 13:49.

I think retreating should be stopped all together. In SEIV, you couldn't effectively retreat unless you were considerably faster than your opponant. And even then you could be potentially out manouvered by multiple opponants.

Keep the battle radius, make it an unpassable wall and stalemates cause the defender to move one random sector out of the combat zone.

Or better still, turn the radius back into a square. That would force retreated back into corners.

Realism trades off for fun. It's an unwritten rule that is so true!

Your lord and master (below Foamy) LordHavoc

» login or register to post comments
Mod Designer

Link

Submitted by Phoenix-D on Mon, 2006-11-13 13:58.

http://imagemodserver.mine.nu/other/MM/SE5/Tools/

» login or register to post comments
Mod Designer

Thanks for that

Submitted by LordHavoc on Mon, 2006-11-13 15:17.

Thanks for that Phoenix

Your lord and master (below Foamy) LordHavoc

» login or register to post comments
Rilbur's picture

Retreating

Submitted by Rilbur on Mon, 2006-11-13 23:43.

Hey, I *LIKE* being able to retreat havoc! Sure, it can be irritating when the code doesn't work, but it makes sense to be able to retire from combat when your 10 times faster than you're opponent... or even just a little bit faster.

There are 10 types of people in the world:

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

» login or register to post comments

Blockade Running

Submitted by Drathmar on Tue, 2006-11-14 00:45.

Hey, I like the new retreating thing as well, make it bigger, ya, but defintly keep it, it makes strategies like blockade running (using fast ships to break through the defenses around a warp point) more viable since you dont have to wait for combat to end while hte map gets bigger, and bigger, and bigger.

» login or register to post comments

Retreat

Submitted by Fallen Haven on Tue, 2006-11-14 00:58.

Drathmar wrote:
Hey, I like the new retreating thing as well, make it bigger, ya, but defintly keep it, it makes strategies like blockade running (using fast ships to break through the defenses around a warp point) more viable since you dont have to wait for combat to end while hte map gets bigger, and bigger, and bigger.

I like blocade running to. I don't want every fights to be all or nothing...

» login or register to post comments

I hope they can address the

Submitted by RCMP on Tue, 2006-11-14 07:38.

I hope they can address the 1.13 bug that seems to make Turns take forever. 15 Minutes ++ on some peoples machines. Makes Multiplayer games Unplayable Sad

» login or register to post comments

I am playing version 1.08

Submitted by sander on Tue, 2006-11-14 08:18.

I am playing version 1.08 with Balance Mod 94. All works very well (my maximum time between turns is 30-40 sec with a huge galaxy and 9 empires), except the boarding ships. The AI is excellent and the empires make war, dialog, make alliances and do trade with me (the only problem, very minor, is the log that is inversed).
I think that, to will too many implementation to the game, we are destroying it.

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • A question about weapon mounts
  • Simultaneous Movement FAQ?
  • Hello
  • Space Empires V 1.74
  • drone combat?!

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Temporal Technology: WHY?
  • A couple newb questions
  • More Bugs/Problems
  • Fighters: transferring or launching from planet
  • how to set a system off limits for the minister
(c) Strategy First, Inc. All rights reserved.