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

SE:V v1.21 Changelog

Captain Kwok's picture
Submitted by Captain Kwok on Sat, 2007-01-06 00:34. Space Empires V General

The latest build:

Version 1.21:
1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew
was not restored because the planet had the wrong kind of population. Ships will only
recrew at planets.
2. Fixed - The game will determine if you don't have rights to save in the savegame folder and will
instead use the My Documents folder.
3. Fixed - Logging in as the Host to a game would result in a black screen.
4. Fixed - Processing the turn as Host would show and hide the button bar.
5. Fixed - Loading a game from within a game would not launch the login window.
6. Fixed - If the generic flag for an empire was missing, then the game would not load. If any
images for an empire cannot be found, the game will pick a new image set for the empire.
7. Fixed - Reduction in combat replay file size.
8. Fixed - An error would occur when a scrap order could not be executed.
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name.
10. Fixed - A little smoother combat replay.
11. Fixed - Missing ship sets were not being replaced when a host was processing a turn.
12. Fixed - In the Launch/Recover window, recovering more units to a ship than it could hold would cause
the game to lockup.
13. Fixed - Increased the starting size and size increase per level of satellites, mines, and troops.
14. Fixed - Turn-based games on different machines were still showing combats for AI players.
15. Fixed - You cannot select Tactical Combat in a Turn-based different machine game.
16. Fixed - Units in ground combat were never missing.
17. Fixed - Having more than 5 selected victory conditions would crash the Comparisons window.
18. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Design_ID".
19. Fixed - Script function "Sys_Get_Number_Of_Units_In_Space_Sector" was always returning zero.
20. Fixed - Script function "Sys_Space_Object_Scrap_Cargo" was not working.
21. Added - Script function "Sys_Give_Space_Object_Order_Scrap".

‹ Fleet move replay bug Need Help ›
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Quote:V1.21 1. Fixed - After

Submitted by Dizzy on Sat, 2007-01-06 02:30.

Quote:
V1.21 1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew was not restored because the planet had the wrong kind of population. Ships will only recrew at planets.

Does this mean that if we refit a ship in deep space with a ship based shipyard that the ship wont recrew unless it goes to a planet?

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Psieye's picture

*nods* Good to see more upgrades and fixes

Submitted by Psieye on Sat, 2007-01-06 02:31.

By the way...

Quote:
1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew
was not restored because the planet had the wrong kind of population. Ships will only
recrew at planets.
Is that a 'fix' or an 'info'? People needed to be told this so yes it's a good idea to put it here, but has its behaviour been changed since we discovered it last (and before) patch? Ships re-crew'd at planets with the correct population living on it before too, at the end of turns. Has this changed somehow?

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Interesting

Submitted by evilginger on Sat, 2007-01-06 02:52.

Nice to see continued process keep up the good work

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Hum...

Submitted by Fallen Haven on Sat, 2007-01-06 08:01.

"21. Added - Script function "Sys_Give_Space_Object_Order_Scrap"."

Does that mean that we may have a scraping minister that would get rid of all thoses obselete ships?

Inter-Related Tactical Conversion v 0.54c

http://www.rogepost.com/n/4658979518

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Jagzeplin's picture

is that out yet

Submitted by Jagzeplin on Sat, 2007-01-06 10:58.

is 1.21 out yet and if not when

My name is Inigo Montoya. You killed my father. Prepare to die.

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no no never

Submitted by evilginger on Sat, 2007-01-06 11:11.

1.21 is a beta build and is will not be released. There will be several more change logs (also of Beta builds) published on the forum before one of the builds is released. As for when I would say before the end of the month possibly sooner. Kwock has it because He is one of the Beta testers I hate to think what he did in a former life to deserve that

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Jagzeplin's picture

thx

Submitted by Jagzeplin on Sat, 2007-01-06 11:22.

thx. o and btw evilginger did u see i sent u a message earlier but u mightve deleted it. i really didnt think i was spamming the forums. but srry if i was

My name is Inigo Montoya. You killed my father. Prepare to die.

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Captain Kwok's picture
Mod Designer

New Script Functions

Submitted by Captain Kwok on Sat, 2007-01-06 11:26.

Fallen Haven wrote:
"21. Added - Script function "Sys_Give_Space_Object_Order_Scrap"."

Does that mean that we may have a scraping minister that would get rid of all thoses obselete ships?

Yes. I requested the function to be added so that I can use some scripts I made for the Balance Mod AI to scrap obsolete facilities/units/ships. It will make a huge difference for the AI's planetary unit defenses.

However as of v1.21 the scrap minister for stock has not been given any tasks yet.

-----

Space Empires Depot | SE:V Balance Mod

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Another ship's crew issue?

Submitted by Gusset on Sat, 2007-01-06 14:31.

Captain Kwok wrote:
1. Fixed - After a retrofit, ships would only get half movement because they had no crew. The crew was not restored because the planet had the wrong kind of population. Ships will only recrew at planets.

Yesterday I noticed a similar bug in a MP battle (simultaneous turns). Fighters I had loaded onto a carrier as cargo transfers (from the planet that had built them) launched WITHOUT crews.

They launched just fine, and had full supplies and ordnance, but zero crew. Then they just sat there doing nothing.

Fortunately it was not a huge battle (only one enemy ship), and I had other ships involved as well, so I didn't lose them all.

As it stands, it appears that I may have to return the carrier to a planet, offload the fighters as cargo, launch them from the planet, and then recover them to the carrier. That will take several turns. Sad In the meantime, though, I'm launching some of them outside of combat to see if they get crews that way. However a KOTH match is a heckuva time to have to experiment with something like that.

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Is this really a good idea?

Submitted by capnq on Sat, 2007-01-06 18:52.

Captain Kwok wrote:
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name.
Is this what it was fixed from or fixed to?

When I save a game manually, I deliberately give it a different file name so it won't be automatically overwritten when the next turn processes. I can't think of a situation where I'd want to change the Multiplayer Savegame Filename.

"Good morning, Pooh Bear," said Eeyore gloomily. "If it /is/ a good morning," he said. "Which I doubt," said he.

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Ashbery76's picture
Mod Designer

I just hope the annoying

Submitted by Ashbery76 on Sat, 2007-01-06 18:59.

I just hope the annoying fleet splitting bug and turn processing is speeded up.I also hope the A.I gets coded to remember other empires planets when out of sensor range..

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Also to have systems marked

Submitted by plasticpanzers on Sun, 2007-01-07 22:44.

Also to have systems marked as avoid not to be listed on the colony list to send ships too.

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Is 5that something, kwok, mm

Submitted by Dizzy on Mon, 2007-01-08 03:58.

Is 5that something, kwok, mm is gonna do... flag planets so you and the AI remember if it's been colonized? I remember playa few patches ago b4 I shelved the game that once out of sensor range you dont have any info on the planet. Id like to be able to text notate or have a marker list the planet as the last time it was scanned and what was there.

Thanks.

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Has anyone tried a LAN

Submitted by RCMP on Mon, 2007-01-08 18:46.

Has anyone tried a LAN game?
Have the turn progression been fixed i.e. not 10 minutes a turn Smiling

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Captain Kwok's picture
Mod Designer

Enemy Colonies outside sight range...

Submitted by Captain Kwok on Mon, 2007-01-08 19:40.

Dizzy wrote:
Is that something, kwok, mm is gonna do... flag planets so you and the AI remember if it's been colonized? I remember playing a few patches ago b4 I shelved the game that once out of sensor range you dont have any info on the planet. Id like to be able to text notate or have a marker list the planet as the last time it was scanned and what was there.

Hopefully sooner than later. But Note that you can make system notes in-game to record information about ownership etc. At the same time you can also set it to SE:IV style where you see the entire system when you have a vehicle in the system.

-----

Space Empires Depot | SE:V Balance Mod

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Colonized...

Submitted by Fallen Haven on Mon, 2007-01-08 20:16.

Captain Kwok wrote:
Hopefully sooner than later. But Note that you can make system notes in-game to record information about ownership etc. At the same time you can also set it to SE:IV style where you see the entire system when you have a vehicle in the system.

I think the AI does remember a planet has been colonised if one of it's ships has seen it. At least my AI does in my mod, it rarely send a colony ship for nothing (and when it happen, it doesn't try a second time). Maybe the problem is somewhere else...

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Noble713's picture
Mod Designer

Any word on when we'll see

Submitted by Noble713 on Tue, 2007-01-09 00:56.

Any word on when we'll see shield layers that work properly?

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Atmosphere Converters

Submitted by Omnius on Tue, 2007-01-09 09:35.

I sure hope that the atmosphere converters get the missing levels restored so they work faster than 9.5 years.
Omnius

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ekolis's picture
Mod Designer

How to make system notes?

Submitted by ekolis on Tue, 2007-01-09 19:58.

Captain Kwok wrote:
Hopefully sooner than later. But Note that you can make system notes in-game to record information about ownership etc. At the same time you can also set it to SE:IV style where you see the entire system when you have a vehicle in the system.

System notes? Those were handy in SE4 but I could never figure out how to do them in SE5. You mean they're possible? How do you do them in SE5?

~~~
Check out the 21st Century Mod!

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Captain Kwok's picture
Mod Designer

Access Notes with System Report

Submitted by Captain Kwok on Tue, 2007-01-09 20:15.

The notes are attached to the system report.

-----

Space Empires Depot | SE:V Balance Mod

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System Notes

Submitted by Bobbo the Beggar on Tue, 2007-01-09 20:17.

There is a button on the middle bottom window that says system report. It's very small and in the corner of the window of the sector you are viewing. If you click it you will see a system report where you can simply type in system notes.

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Cloaking

Submitted by Grelvis on Tue, 2007-01-09 22:05.

Captain Kwok wrote:
The latest build:

Version 1.21:
21. Added - Script function "Sys_Give_Space_Object_Order_Scrap".

How about adding script for Cloaking:
"Sys_Give_Space_Object_Order_Cloak"
"Sys_Give_Space_Object_Order_Decloak"

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Personally I would like to

Submitted by Spacewoozy on Thu, 2007-01-11 14:20.

Personally I would like to see the minimap (and larger map) marked with Empire colours of flags for controlled systems.

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ekolis's picture
Mod Designer

Yeah, like in SE3...

Submitted by ekolis on Thu, 2007-01-11 14:23.

Yeah, like in SE3... speaking of the map, I find it highly annoying that the last system you had the mouse over is more brightly highlighted on the minimap than the currently viewed system, and has its name displayed Sticking out tongue

~~~
Check out the 21st Century Mod!

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pikcachu20's picture

When will this be released

Submitted by pikcachu20 on Fri, 2007-01-12 11:14.

Any ideas when this will be released.

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wont be

Submitted by evilginger on Fri, 2007-01-12 17:11.

Expect a couple more change logs to be posted before another patch as to when a couple of weeks but guessing release dates is a bit of a forum game.

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Crew Issues.

Submitted by scaseman on Fri, 2007-01-12 17:47.

Its a shame you have to move a ship with zero crew back to a planet to re-crew. I had an idea for a hospital ship that could hold extra crew. which could be used to replace dead or injured crew. You could also if you like role playing, use it to rotate crews so they can have some shore leave.

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WAIT A SEC

Submitted by Dizzy on Fri, 2007-01-12 22:46.

scaseman wrote:
Its a shame you have to move a ship with zero crew back to a planet to re-crew. I had an idea for a hospital ship that could hold extra crew. which could be used to replace dead or injured crew. You could also if you like role playing, use it to rotate crews so they can have some shore leave.

Or like BSG's Cloud Nine recreation ship. Yeah... can that be modded so u dont have to recrew a ship at a planet?

WAIT A SECOND... There ARE Space Based (ship component) Shipyards? If so... they can build ships, right? Do those ships then need to be taken to a planet to be crewed? If they don't, then refitting a fracking ship shouldnt make you go to a planet to recrew.

That's fracking dumb as hell. I hope thats an option you can turn off... recrewing ships because they get upgraded is absolute BS... especially if you're building ships from a ship in space... What about nomad races? Screws them dont it. Fracking dumb as hell...

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Jagzeplin's picture

i wouldnt know

Submitted by Jagzeplin on Sat, 2007-01-13 01:01.

i always use master computers in just about every design so i never needed crews

-----
Now get the hell out of our galaxy! -Captn Sherridan

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Is it a fix or a break?

Submitted by TheThirdEye on Sat, 2007-01-13 15:02.

Quote:
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name
. It must be what it was fixed from or it wouldn't be a fix it would be a break.

Wait, sorry. It might be a break.

Quote:
15. Fixed - You cannot select Tactical Combat in a Turn-based different machine game.

Is a break
Quote:
15. Fixed - You could not select Tactical Combat in a Turn-based different machine game.
would be a fix (that requires an IP connection, but still).

I use the same practice (for many reasons) and I would have to consider the changing of the name with a new save a break.

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Why is it a break

Submitted by evilginger on Sat, 2007-01-13 16:16.

please explain yourself I dont get what you are trying to get accross

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Mod Designer

Fix.

Submitted by Phoenix-D on Sat, 2007-01-13 16:23.

capnq wrote:
Captain Kwok wrote:
9. Fixed - When you save a game manually, the Multiplayer Savegame Filename gets set to that new name.
Is this what it was fixed from or fixed to?

When I save a game manually, I deliberately give it a different file name so it won't be automatically overwritten when the next turn processes. I can't think of a situation where I'd want to change the Multiplayer Savegame Filename.

If the multiplayer savegame filename doesn't change, you can't probably can't load the game afterwards. This is probably one of the reasons people were having issues playing multiplayer games.

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