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

SE:V v1.22 Changelog

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-01-12 21:31. Space Empires V General

Greetings.

Version 1.22:
1. Fixed - AI will no longer try to move vehicles with zero movement to a space yard for retrofit.
2. Fixed - Units launched during combat were not showing up in the combat log replay.
3. Fixed - The Empires window was drawing alliance empire flags incorrectly past 4.
4. Fixed - If an empire joins an alliance, then all of its current treaties are lost.
5. Fixed - The Communicate window was drawing race icons incorrectly.
6. Fixed - If an empire is in an alliance, it cannot engage in treaties with other empires.
7. Fixed - In 3 or more player combats, the game was not using treaty settings for allies.
8. Fixed - In the Load/Save Game window, the Game Type text would not move with the window.
9. Fixed - If you loaded or started a new game from within combat, the order buttons would
remain combat buttons on the Main Window.
10. Fixed - If you loaded or started a new game from within combat, the combat simulator
would error when adding ships.
11. Fixed - Ability "Component - Weapon To Hit Percent" was not working correctly.
12. Fixed - In the Create Design window, a weapon report would show mount modifiers even
if the weapon could not use the mount.
13. Fixed - Abilities "Intelligence Defense Modifier" and "Intelligence Offense Modifier" were not working correctly.
14. Fixed - Ability "Experience Rate Percent Change" was not working.
15. Fixed - Abilities "Supply Generation Modifier Percent" and "Ordnance Generation Modifier Percent" were not working correctly.
16. Fixed - Abilities "Tonnage Repair Component", "Tonnage Repair Modifier Component", "Tonnage Repair Modifier Facility",
"Tonnage Repair Modifier Ship", "Tonnage Repair Modifier Unit" were not working correctly.
17. Fixed - Removed "Point Generation Modifier - Culture" from Government Types.
18. Fixed - Abilities "Planet Population Assimilation", "Planet Population Environmental Tolerance", "Planet Population Loyalty",
"Planet Population War Tolerance" were not working correctly.
19. Fixed - Abililities "Race - Loyalty", "Race - Migration" were not working.
20. Added - Script function "Sys_Get_Empire_Fleet_Order_Count".
21. Fixed - AI Fleets were getting new orders even when they had old ones.
22. Fixed - Too many of the AI's had Tyranny for Government Type.
23. Fixed - Improved AI's assignment of colony types.
24. Fixed - AI was not scrapping facilities if it needed space for a spaceport.
25. Added - Script function "Sys_Get_Construction_Queue_Item_Facility_ID".
26. Added - Script function "Sys_Get_Construction_Queue_Item_Upgrade_ID".
27. Added - SE5_Modding.pdf to the "Docs" directory. This document details all of the fields in the datafiles,
abilities, and formula functions.
28. Fixed - In sequential turn based games, the text "Processing after all players turns" would sometimes show between
player turns.

‹ Does ship and fleet experience work? Shield Regenerators ›
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Thy Reaper's picture
Mod Designer

Good fixes

Submitted by Thy Reaper on Fri, 2007-01-12 21:42.

It's nice to see these ability fixes coming up. I didn't even know some of these were broken, but I suspected them... It's nice to know my combat sensors will do something now Smiling

The AI improvements are a nice sign of things to come, also.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Jagzeplin's picture

YES!!YES!!YES!!!

Submitted by Jagzeplin on Sat, 2007-01-13 01:05.

thank GOD they finally fixed that alliance thing. TY very much! u guys are awesome sauce!

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

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Mod Designer

patch log

Submitted by Phoenix-D on Sat, 2007-01-13 01:11.

Thy Reaper wrote:
It's nice to see these ability fixes coming up. I didn't even know some of these were broken, but I suspected them... It's nice to know my combat sensors will do something now Smiling

The AI improvements are a nice sign of things to come, also.

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

Acually combat sensors are working. Component - Weapon To Hit chance is used in mounts.

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Prankowski's picture

excellent

Submitted by Prankowski on Sat, 2007-01-13 08:13.

very nice, the patches start to fix the alliance/diplomatic stuff Smiling

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Atmosphere Converters

Submitted by Omnius on Sat, 2007-01-13 10:18.

I'm still not seeing the atmosphere converters getting fixed so they reach their proper level. I'm getting tired of waiting 95 turns for AC's to do their magic. I sure hope they get fixed for the next released patch.
Omnius

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Thy Reaper's picture
Mod Designer

Oops...

Submitted by Thy Reaper on Sat, 2007-01-13 11:54.

Oh... I was tired and confused there Sticking out tongue

Still, knowing I can make specialized weapon mounts that do what I expect is good to know Smiling

-----
Watch for my mod - codename: Dimensions - coming by Summer, 2007!

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Psieye's picture

Mm? Atmosphere converters?

Submitted by Psieye on Sat, 2007-01-13 11:59.

Omnius wrote:
I'm still not seeing the atmosphere converters getting fixed so they reach their proper level. I'm getting tired of waiting 95 turns for AC's to do their magic. I sure hope they get fixed for the next released patch. Omnius
Isn't that easily fixable yourself by delving into the data files? One game (v1.17, BM) I played, they were doing their job after 10~20 turns if I recall. Was tricky keeping up with all the new undomed colonies this all made.

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Still promoting Fleet Transfer improvements

Submitted by Robert on Sat, 2007-01-13 16:44.

I'll drop by to continue promoting two additions to the Fleet Transfer screen.

One column to show the damage percentage for each ship

and one column to show the experience points of each ship.

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right click

Submitted by evilginger on Sat, 2007-01-13 17:13.

If you right click on a ship in the fleet transfer screen it gives you an individual report on the ship on which it is easy to spot the ships status.

I use it to spot ships with dead crews as these can be very hard to repair and slow the fleets containing them down

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Jagzeplin's picture

do master computer run ships

Submitted by Jagzeplin on Sat, 2007-01-13 18:25.

do master computer run ships get xp from those training facilities

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

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Captain Kwok's picture
Mod Designer

Master Computers get XP

Submitted by Captain Kwok on Sat, 2007-01-13 20:17.

They should.

-----

Space Empires Depot | SE:V Balance Mod

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Noble713's picture
Mod Designer

Good news all-around.

Submitted by Noble713 on Sat, 2007-01-13 21:33.

Good news all-around.

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Master Computers Learn

Submitted by Omnius on Sun, 2007-01-14 09:20.

Jagzeplin wrote:
do master computer run ships get xp from those training facilities

Jagzeplin,
Master computers learn very well at ship training facilities as well as combat. They are my preferred crew. They render Psi weapons techs useless.
Omnius

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Not My Job

Submitted by Omnius on Sun, 2007-01-14 09:23.

Psieye wrote:
Isn't that easily fixable yourself by delving into the data files? One game (v1.17, BM) I played, they were doing their job after 10~20 turns if I recall.

Psieye,
Fixing atmosphere converters isn't my job. I bought the game to play and have fun, not work for hours trying to fix things that I shouldn't have to fix. If I have to fix it then it's time to go back to Supreme Ruler 2010!
Omnius

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terraforming

Submitted by amerelium on Sun, 2007-01-14 10:23.

I thought it was supposed to take along time. You don't convert a planet's atmosphere in a year...

Psieye wrote:
Omnius wrote:
I'm still not seeing the atmosphere converters getting fixed so they reach their proper level. I'm getting tired of waiting 95 turns for AC's to do their magic. I sure hope they get fixed for the next released patch. Omnius
Isn't that easily fixable yourself by delving into the data files? One game (v1.17, BM) I played, they were doing their job after 10~20 turns if I recall. Was tricky keeping up with all the new undomed colonies this all made.

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Jagzeplin's picture

mine too

Submitted by Jagzeplin on Sun, 2007-01-14 12:49.

Omnius wrote:
Jagzeplin wrote:
do master computer run ships get xp from those training facilities

Jagzeplin,
Master computers learn very well at ship training facilities as well as combat. They are my preferred crew. They render Psi weapons techs useless.
Omnius


mine too. but mostly because i dont like having to research psychology and whatever tech increases life support just to save space on the bigger ships

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

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Suggestions (alliance)

Submitted by myny on Sun, 2007-01-14 13:04.

I see you have fixed most of the issues with the alliance. Awsome, but i have some more suggestions about that:
- regardless of being in the alliance, could empire be listed in the empire menu, so for example i can give some units or planets to members??
- can there be a limit for empires in the alliance? I have created one and computer added every single empire existing in the universe (whats the point of the game then? Smiling)
- computer is not creating any alliances?
- can there be an option in the alliance so members cannot perform intelligence on eachother? members of alliance where doing that and both sides where asking me for help (cooperative inteligence).
And some not about the alliances:
- could you change the algorithm for survey system option? It uses way more supplies (move points) than it should
- computer is not conolizing as much as it could (at least on medium level)

I think that is it. Thanks.

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RasterOps's picture

Retrofitting and (re)Crewing

Submitted by RasterOps on Sun, 2007-01-14 13:14.

Playing 1.20 new.

Must remove all ships from a fleet to refit them. Why? Is it just me or is this how things are done now? I thought the whole point was to NOT be forced to remove your ships from a fleet so you could avoid having all ships of the same hull type being upgraded to the selected hull type, e.g. all Attack Frigate become Mine Layers.

What happened to my crew anyway? Did they all take the first public transport home? I call that desertion! Hasn't anyone heard of shore leave? When the refit is complete I recall my crew from shore leave. I now have a ship that is staffed per the design requirements. If the crew capacity was increased and I'm at a conquered planet that has no loyal same breathing population then the ship will not have a complete compliment. It will however be able to move at full speed...

---
-my "Ministers are more sinister than Ministers... But who cares?"

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Jagzeplin's picture

intelligence

Submitted by Jagzeplin on Sun, 2007-01-14 13:15.

I agree with most of these changes but the thing about intel against allies makes it more realistic. think about it. throughout history nations that were officially allied (Germany and Russia spring to mind) would plot behind each others backs in order to gain info on each other and maybe betray their ally at a convenient time.

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

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RasterOps's picture

I Agree

Submitted by RasterOps on Sun, 2007-01-14 14:01.

Omnius wrote:
Psieye wrote:
Isn't that easily fixable yourself by delving into the data files? One game (v1.17, BM) I played, they were doing their job after 10~20 turns if I recall.

Psieye,
Fixing atmosphere converters isn't my job. I bought the game to play and have fun, not work for hours trying to fix things that I shouldn't have to fix. If I have to fix it then it's time to go back to Supreme Ruler 2010!
Omnius

I agree, not my job. That's why I contribute to the forum. To get it fixed. I shouldn't have to install a mod or edit the game for it to be playable. Not that it isn't playable. For instance, if it is a simple mod to fix the range of the WMG then why hasn't the developer done so?
---
-my "Ministers are more sinister than Ministers... But who cares?"

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Absolute ridiculousness. Crew shouldn't be spaced out an airlock

Submitted by Dizzy on Sun, 2007-01-14 16:32.

RasterOps wrote:
Playing 1.20 new. What happened to my crew anyway? Did they all take the first public transport home? I call that desertion! Hasn't anyone heard of shore leave? When the refit is complete I recall my crew from shore leave. I now have a ship that is staffed per the design requirements.

LOL! Yeah, refitting ships and losing the crew is screwy.

Now someone please answer my question... What happens in deep space when a ship's space based shipyard refits a ship? The crew get spaced out an airlock never to return???

Some other issues arise here. Crew experience. Will this be wiped out when a ship is upgraded?

If crew are spaced out the airlock and the ship is in fact dead in space without a crew as explained in my example above, which btw is absolute crap if this is the way it's intended to work, then can a component be made for a ship like the Battle Star Galactica's Cloud Nine Recreation ship? That way the crew'd have a place to hang out while their ship is being refitted and then come back aboard and get it on.

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loonies's picture

Movement Paths

Submitted by loonies on Sun, 2007-01-14 20:59.

I believe there was a post in the forums some time ago about how the game analyzes and sets ship movement paths and the amount of calculations that go into how the path is decided. According to the thread postings, the amount of data that is processed to determine how ships were going to get where they were orderer to go exponentially increased as the distance that needed to be traveled increased, and this was likely to be the main reason ships move so slowly at times in the main system view. Is this currently an active bug? I poked around the bugs that have been submitted, but I wasn't able to track anything down.

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Next hopefully they will fix

Submitted by kanaric on Mon, 2007-01-15 00:38.

Next hopefully they will fix the fact that AIs will non stop ask to add members when you make an alliance rules that new members can't be added. That is so annoying.

Unless they fixed this, didn't read the previous patch notes. I haven't used alliances for a longtime because of that shit.

Would also be nice to get alliance votes as a news item....

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pikcachu20's picture

Is this in....

Submitted by pikcachu20 on Mon, 2007-01-15 09:21.

addtion to the 1.21 patch. When will they be released?

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probably wont be

Submitted by evilginger on Mon, 2007-01-15 11:00.

Probably wont be released either likely to come out a couple more builds further on I would think toward the end of the month.

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Rilo57's picture

alliegnece subverter

Submitted by Rilo57 on Mon, 2007-01-15 12:09.

Omnius wrote:
Jagzeplin wrote:
do master computer run ships get xp from those training facilities

Jagzeplin,
Master computers learn very well at ship training facilities as well as combat. They are my preferred crew. They render Psi weapons techs useless.
Omnius

Now that SEIV's alliegnece subverter doesn't allow you to keep your enimies ship, I'd say psi weapons are useless.

SEV, more than a feeling.

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