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

1.15 Change log

Combat Wombat's picture
Submitted by Combat Wombat on Thu, 2006-11-16 19:44. Space Empires V General

Version 1.15:
1. Fixed - The Launch/Recover window was not showing the correct units in space during a combat
simulation.
2. Fixed - The Launch/Recover window would sometimes not launch a unit and show an empty unit
group in space.
3. Fixed - Drones were not dying when they impacted their targets.
4. Fixed - Empires were getting research in areas they didn't have access to via treaties.
5. Fixed - Messages from treaty elements were going to the wrong player.
6. Fixed - Autosave Turns are now saved on the machine and not per game. You'll need to turn
this on if you had it on in an old savegame.
7. Fixed - The intelligence event which kills research progress was setting the progress to
a giant negative number. This would result in some research areas showing hundreds
of turns to complete.
8. Fixed - Speed up for computer player combat.
9. Added - Added progress bars to computer player turns. Green is ship movement, red is combat,
blue is the end of all player turns.
10. Fixed - Sometimes combat between AI players would crash and end turn processing would never complete.
11. Fixed - Ground combat between AI players was never ending.
12. Fixed - Some ministers would not work unless the "Vehicle Design" minister was selected.
13. Fixed - Right-clicking on the Victory Conditions would cause an error.
13. Fixed - Warp points should never be placed within 2 sectors of a black hole center.
14. Fixed - The Intelligence button should be disabled in games where intelligence projects are not
allowed (the Construction Queues button was being disabled instead).
15. Fixed - A stellar manipulation would only destroy the first stellar manip component on use even
if it was already destroyed.
16. Fixed - You can't start a new stellar manipulation while the animation for one is going on.
17. Fixed - Alliances were causing a crash during end turn processing.
18. Fixed - Alliances might cause a crash when the game was shutdown.
19. Fixed - AI messages about alliances sometimes contained unreplaced flags.
20. Fixed - The AI would sometimes tell you to remove your colonies from a system you were not in.
21. Fixed - Some speedups for Game Load and statistics.
22. Fixed - The game now stores each empires specific screen layout and restores it on their turn.
23. Fixed - In a Simultaneous Same Machine Game with only 1 human player, there's no need to show
the Login window.
24. Fixed - Atmospheric conversion was not firing off when it should.
25. Fixed - Your vehicle does not get any bonus movement unless it has at least 1 standard movement.
26. Added - Icon over a planet in Tactical Combat if the attacker cannot bombard the planet because of treaties.

‹ AI and challenging games? Alien population on my colonized planet? ›
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Setekh's picture

wootles

Submitted by Setekh on Thu, 2006-11-16 19:53.

Looks to be a good solid change log! Impressive progress on the bug fixing!
To the whiners: see? if you just have a little patience you can see that the development team are committed to resolving the issues brought up by the community.

Looking forward to the release of this patch. Smiling

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Second that

Submitted by evilginger on Thu, 2006-11-16 20:09.

Just to second that and say that I look forward the next patch surfacing

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Mod Designer

neg

Submitted by Phoenix-D on Thu, 2006-11-16 20:58.

Setekh wrote:
Looks to be a good solid change log! Impressive progress on the bug fixing! To the whiners: see? if you just have a little patience you can see that the development team are committed to resolving the issues brought up by the community.

Looking forward to the release of this patch. :)

Quit trolling, will you? All you're accomplishing here is to piss the "whiners" off, which will lead to MORE bitching (justified, at that) not less.

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YES This seems to address

Submitted by Wink on Thu, 2006-11-16 21:28.

YES

This seems to address my biggest problems! and i LOVE the idea of progress meters on AI turn and end of turn.. it may still take a while, but I can at least judge progression now!

THANK YOU AARON!

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Interesting update

Submitted by Helker on Thu, 2006-11-16 21:33.

Interesting Update, but I still don't understand if the "Not Bombard Planet" treaty prevents bombarding any planet or just the planets of the empire with you have the treaty...

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I love the idea of progress

Submitted by JakeCourtney on Thu, 2006-11-16 21:46.

I love the idea of progress meters also, and I love that the Alliance crashing bugs are getting fixed. Good news. Patch is coming along nicely.

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Mod Designer

bombard

Submitted by Phoenix-D on Thu, 2006-11-16 22:02.

Helker wrote:
Interesting Update, but I still don't understand if the "Not Bombard Planet" treaty prevents bombarding any planet or just the planets of the empire with you have the treaty...

It prevents you from bombarding any planet.

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Request for Fleet transfer improvements

Submitted by Robert on Thu, 2006-11-16 22:02.

I'm pleased that things are moving forward and I hope the AI processing improvements do the job.

I have two requests for the Fleet transfer screen.

There is open room to the left of the ship name and also to the right of where -(Core)- is.

I would like to see the damage percentage added to one side and the experience points of the ships added to the other.

It would be very helpful in adding and subtracting ships to a fleet.

(btw, is there any way to see the experience points of a Fleet?)

ps - I'll also chime in that I think it's rather odd how the "bombard planet" component gets expanded to all empires, not just the one you are negotiating with.

If it's an individual treaty, then all items should be individual unless clearly stated otherwise.

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yeah i ran into that problem

Submitted by putty on Fri, 2006-11-17 04:32.

yeah i ran into that problem while playing MOO2. if you give a tech to a friendly empire, theres nothing stopping it from turing around and giving that same tech to other (enemy) empires.

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I don't get it. Why does

Submitted by Janster on Fri, 2006-11-17 07:27.

I don't get it.

Why does computer battles have to be modeled at all, it just eats CPU time, causes massive slowdown, and really does NOTHING for the game.

Just count the unit up by weightpoints, and roll a dice or something mkay?

AI battleproblems has been a real pain in the side of this game, I'm glad its being fixed, but boy could you have skipped that part.

Janster

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i get it ?

Submitted by Thunar on Fri, 2006-11-17 10:02.

Janster wrote:
I don't get it.

Why does computer battles have to be modeled at all, it just eats CPU time, causes massive slowdown, and really does NOTHING for the game.

Just count the unit up by weightpoints, and roll a dice or something mkay?

AI battleproblems has been a real pain in the side of this game, I'm glad its being fixed, but boy could you have skipped that part.

Janster

couldn't that result to one AI designing ships that beats other AI in every battle, while in 'real' battle vs human it looses each time, while those other AI's that were defeated by that one could have stand a better chance vs the human ???

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Rilbur's picture

Simulate AI Battles

Submitted by Rilbur on Fri, 2006-11-17 10:24.

A) The AI is treated exactly has a human player across the board for a reason.

B) What happens when (in MP) someone isn't able to turn in their turn on time and the AI takes over for a turn? They are NOT oging ot be happy to discover that they had their turn "rolled" instead of played.

There are 10 types of people in the world:

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

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Schweet

Submitted by jacob4408 on Fri, 2006-11-17 12:25.

Looking forward to the 1.15 patch and many thanks for the relentless dedication to improving the game.

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Caduceus's picture

Patch 1.15

Submitted by Caduceus on Fri, 2006-11-17 14:10.

Quote:
7. Fixed - The intelligence event which kills research progress was setting the progress to a giant negative number. This would result in some research areas showing hundreds of turns to complete.

Negative 2000000 Research points!?! AIEGH!!

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:)

Submitted by damador on Fri, 2006-11-17 14:30.

immm they should reduce % of the total research point that was put in the tree

10 or 20 % from the total already used for that tree

it shouldnt be the constant number - later in game when i have ~300 000 research per turn even 2 mil substraction isnt pain

but at the begin of the game it could hurt ( especialy when targeteed the hull size ... )

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Ummm, 2 patch logs since the

Submitted by Dizzy on Fri, 2006-11-17 18:48.

Ummm, 2 patch logs since the 1.13 and I hear boarding parties are still broken. Why has this not be addressed?

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be patient

Submitted by damador on Fri, 2006-11-17 19:02.

last time i was right about 1.13 Smiling now we should have 1.19

so it should be fixed in meantime Smiling

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Rilbur's picture

Guessing

Submitted by Rilbur on Fri, 2006-11-17 19:49.

Dizzy wrote:
Ummm, 2 patch logs since the 1.13 and I hear boarding parties are still broken. Why has this not be addressed?

Gueses: Boarding parties aren't as high a priority as osme of the other fixes. Boarding parties are still beyond him to fix (he hasn't isolated the error). He's fixing issues that get reported more often (don't think thats the case, I believe he uses a FILO system to deal with bugs).
There are 10 types of people in the world:

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

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SirKid's picture

I would like to add my

Submitted by SirKid on Fri, 2006-11-17 20:47.

I would like to add my support to the idea of adding teh precent of damage to the Fleet transfer screen. I think this is needed badly. I sometimes have to pull out pen and pager to take notes on which ones to pull out. 8-(

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Mod Designer

agreed

Submitted by ergie272 on Sat, 2006-11-18 05:35.

I agree 100%

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Very nice, I guess we'll see

Submitted by ShunterAlhena on Sat, 2006-11-18 08:38.

Very nice, I guess we'll see a good 3-4 more builds before next patch is released, so we're in for a huge treat of fixes Smiling
As for planetary bombardment, I see it as a galaxywide ban for humanitarian reasons... in my galaxy everyone had to sign the Eridani Edict treaty (Honor Harrington book series, anyone? Eye-wink) that prevents star destruction, B.H. creation, planetary bombardment, etc, so it's a nice and friendly place even in wartime Smiling

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PLEASE go ahead and release

Submitted by solops on Sat, 2006-11-18 09:29.

PLEASE go ahead and release a patch of some kind. I would very, very much prefer many small patches to long waits for big patches, especially early in a game’s life when some bugs are severe. If people do not want to use the patches for some reason, they do not have to. I have several games that I have lost interest in or simply moved on past because the developers went for the “big patch”, probably to appease the MP crowd over numerous changes that made save games incompatible. There are a lot of plusses to frequent patches and, to my mind, few minuses.

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Thy Reaper's picture
Mod Designer

Two problems with that

Submitted by Thy Reaper on Sat, 2006-11-18 09:41.

There are two problems with small, fast patches over slower, bigger ones.

1) Each patch has a decent chance of breaking something, and occasionally it's a major problem. By not continuously releasing small patches, the chance that something is fatally broken can be reduced, since an extra day of testing by the beta testers will likely occur.

2) There are plenty of people who bought it as a Steam download. The main drawback of steam is that you don't get to choose what version to play, so there is no way to avoid a small patch that ruins the game for a few days until the next patch.

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

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Rilbur's picture

Multi-party treaties

Submitted by Rilbur on Sat, 2006-11-18 11:26.

Aliances kinda-sorta fulfill those, but maybe the "eridani edict" kinda stuff should be moved into some kind of multi-party treaty that persists through wars... i. e. the geneva conventions...

There are 10 types of people in the world:

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

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matryx's picture
Mod Designer

Nice idea, but impractical

Submitted by matryx on Sat, 2006-11-18 13:35.

Not only that, the time taken to compile the current build into a distributable patch format would be better spent fixing bugs Eye-wink Patch is due out in just a few days so just hold your breath and count to 10 while you wait!
______________________________________________________
I think I just had an evilgasm.....
The (now official?) Space Empires 4 Mod Launcher V2.26

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