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

SE:V Changelog v1.26

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-02-02 19:42. Space Empires V General

Greetings.

Some more goods. Note there is also a map compiler in the works. Aaron describes it as taking info from a data file and making to generate a map. I haven't tried the program myself yet so I can't describe it better than that. Sticking out tongue

---

Version 1.26:
1. Fixed - The ground combat simulator was not letting you add enemy units.
2. Fixed - Ships were not using supply when they retreated.
3. Fixed - Ships were not executing orders after a Move To in the correct sector.
4. Fixed - Warhead damage from a single unit was adding all warhead damage from the entire group.
5. Fixed - AI was not putting weapons on its early troops.
6. Fixed - Increased AI placement of point - defense weapons on its designs.
7. Fixed - The Movement Log Replay would end with the solar system not displaying objects.
8. Fixed - The Movement Log Replay would immediately hide the replay buttons.
9. Fixed - Slowed down Movement Log Replay a bit.

‹ Hellow I am nooby on this game Help with patch please ›
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Re: SE:V Changelog v1.26

Submitted by javaslinger on Fri, 2007-02-02 19:49.

[4. Fixed - Warhead damage from a single unit was adding all warhead damage from the entire group.]

This was one of the issues with drones right? Will this finally make them viable or are there further issues?

Thanks,

Javaslinger

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Atrocities's picture
Mod Designer

Re: SE:V Changelog v1.26

Submitted by Atrocities on Fri, 2007-02-02 20:06.

Even more goodies this week. Looking forward to the next update. Perhaps we might even begin to start seeing some UI improvements.

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Re: SE:V Changelog v1.26

Submitted by evilginger on Sat, 2007-02-03 02:44.

drones where allways viable but horibly over powered due to the but as 10-15k damage per drone is not hard to get if you have six of them 60-90k of damage with the loss of only one drone. Literaly one drone one dead ship or station especialy if it survives the next drone does 50-75k

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Psieye's picture

Re: SE:V Changelog v1.26

Submitted by Psieye on Sat, 2007-02-03 08:34.

Captain Kwok wrote:
4. Fixed - Warhead damage from a single unit was adding all warhead damage from the entire group.
ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZOMGGGGGGGGGGGGGGGGGGGGGGGGGGG

This alone makes Drones and Kamikaze fighters usable. Now ideally, I'd also like to aim my Drones and to not worry about the "units deployed into existing unit groups don't get their initial supplies" bug. But this was the biggest problem with drones and I'm glad to see this fixed.

Quote:
3. Fixed - Ships were not executing orders after a Move To in the correct sector.

Good to see this got fixed quickly. Any chance we could ask for an early release of this (or the next) patch? Currently the game is almost unplayable as I can't use "Load/Drop/Launch Cargo Remotely" at all - unless... I use some long-winded way to trick the ship into deploying on the planet then moving 1 square...

---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.

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Re: SE:V Changelog v1.26

Submitted by darkgift on Sat, 2007-02-03 11:55.

I should start by saying THANKS! But I also hope that we'll soon see a fix for the bug that allows players to view enemy mine groups regardless of sensor level, just as if they were fighters or drones. Mines are a great equalizer between a human player and an AI, and not being able to use them with any degree of surprise is crippling the AI, regardless of what mod is used.

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boromeo's picture

Re: SE:V Changelog v1.26

Submitted by boromeo on Sat, 2007-02-03 14:53.

When a ship is 1 hex before arriving to a planet , a window would say that retrofit couldn't be done cause there is no space yards but at next turn it would do it anyway , I'd like that to be fixed in 1.26 patch

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.26

Submitted by Captain Kwok on Sat, 2007-02-03 15:18.

boromeo wrote:
When a ship is 1 hex before arriving to a planet , a window would say that retrofit couldn't be done cause there is no space yards but at next turn it would do it anyway , I'd like that to be fixed in 1.26 patch

That was corrected in #3.

-----

Space Empires Depot | SE:V Balance Mod

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pikcachu20's picture

Re: SE:V Changelog v1.26

Submitted by pikcachu20 on Tue, 2007-02-06 15:17.

When will the next patch be made available?

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Re: SE:V Changelog v1.26

Submitted by Mylon on Tue, 2007-02-06 15:21.

The developer is probably fixing a few more bugs before releasing a patch. Or maybe making sure nothing else got broken.

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Re: SE:V Changelog v1.26

Submitted by evilginger on Tue, 2007-02-06 15:43.

1.25 is only just out I would expect a few more change logs and a patch towards the end of feb. That is if things go as they have in the past

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col.kurtz's picture

Re: SE:V Changelog v1.26

Submitted by col.kurtz on Wed, 2007-02-07 06:23.

Quote:
Captain Kwok wrote :

6. Fixed - Increased AI placement of point - defense weapons on its designs.

Nice. Does Aaron plan to increase the AI placement of missile weapons on its ship designs as well ?

-------------
Feel lucky earthling ?

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pikcachu20's picture

Re: SE:V Changelog v1.26

Submitted by pikcachu20 on Wed, 2007-02-07 09:41.

Great Valentines Day and a new Patch. This month keeps getting better and better....

- I found love and rememberdd why I hate it.....

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Badger's picture

Re: SE:V Changelog v1.26 >Sitting DUCs

Submitted by Badger on Wed, 2007-02-07 15:45.

col.kurtz wrote:
Quote:
Captain Kwok wrote :

6. Fixed - Increased AI placement of point - defense weapons on its designs.


Nice. Does Aaron plan to increase the AI placement of missile weapons on its ship designs as well ?

Well!

i think PART the real fix there is whether the AI will continue to skew its choice of attack ships so heavily towards gunships - I hope it will also start having missile-ships.
Certainly, a good # of the discussions and complaints I, for one, have heard about the AI combat ships boils down to to the helplessness of AI gunships vs. seekers, long-range ships, and fighters (point-defense)...
Perhaps if it STARTS to classify GUNSHIPS as Defense ships- the "Sitting DUC" gunships are not so bad at the short ranges that occurs at warp points-
and then its ATTACK ship classification skews towards MISSILE (or other long-range) designs?...
This might even be A foundation, by thinking of defense ships as 2nd-ing as Escorts, for the kind of improved AI fleet composition that FH so stridently champions in his mod, for stock.

Secondly, I continue to shout, Give the AI a good general-purpose weapon! We all know DUC-ships are SITTING DUCs, and trying to work around that they are specialist (anti-ship) ship type by increasing it ability to defend against other specialist (long-range ships), is how a player would do it, but ISN'T playing to the computer's strengths very well.
I would BEG newer palyers who haven't heard this spiel from me 1,000 times to TRY the AC fix in stock - by giving the AI a general-purpose weapon (jack-of-all-trades),able to function as both PD AND Anti-Ship.you have an AI not so prone to have itself caught pants-down...
-------------
Feel lucky earthling ?

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pikcachu20's picture

Re: SE:V Changelog v1.26 >Sitting DUCs

Submitted by pikcachu20 on Wed, 2007-02-07 15:55.

Badger wrote:

Perhaps if it STARTS to classify GUNSHIPS as Defense ships- the "Sitting DUC" gunships are not so bad at the short ranges that occurs at warp points-
and then its ATTACK ship classification skews towards MISSILE (or other long-range) designs?...[/i][/b]

Historically speaking Gunships have always been attack vessels. And if point Defencse was working properly. Gunships would be a very viable option since missiles would get shot down when they enter range. It should really be a 3 on 1 contest... 3 missiles per 1 PDW (following modern doctrine). A single PDW should not be able to take out 20 missiles, without something hitting the ship.

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Badger's picture

Sitting DUCs/ PD

Submitted by Badger on Wed, 2007-02-07 16:34.

pikcachu20 wrote:
Historically speaking Gunships have always been attack vessels.
In this sense, I'm only referring to the ship design type the AI uses. What i mean is that it make DUC ships as its main "attack ship" - like when you put a design type on a ship? Defense ship to the Ai just means, as i understand it, how its produced and used strategicaaly, not tactically. don't worry, "defense" ships will still charge you blindly in the kick-the-puppy manner you are accustomed to! Eye-wink

pikcachu20 wrote:

And if point Defecse was working properly. Gunships would be a very viable option since missiles would get shot down when they enter range. It should really be a 3 on 1 contest... 3 missiles per 1 PDW (following modern doctrine). A single PDW should not be able to take out 20 missiles, without something hitting the ship.

trust me, people this is NOT the person to argue that with-
but i'd say,
1- I'm not sure modern doctrine necessraily is anything but a guide. That's another point - how effective the PD...
1- who says its NOT working properly? What's iffy is the AI's USE of PD...
the compy has a little trouble adapting it's mix of specialty-equipment - so I'm just saying, let it have less-specialist stuff.

Have you TRIED the AI w/ autocannon? With it, no other fixes, the ships the AI already insists on making, AREN'T helpless. They aren't unbeatable - as jacks of all trades they shouldn't be- but VIABLE ?- they sure as hell are that- and a destroyer with 10 Rapid-fire UltraVelocity cannons not only is hell on incoming seekers, but if you let it come up on you, you'll think its an A-10(or a badger)...
Does that satisfy your request for a gunship?

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pikcachu20's picture

Re: Sitting DUCs/ PD

Submitted by pikcachu20 on Wed, 2007-02-07 16:43.

Badger wrote:
but if you let it come up on you, you'll think its an A-10(or a badger)... Does that satisfy your request for a gunship?

Actually the A-10 is an attack aircraft, hense the a designation, gunships are usually helocopters like the cobra or apache.

I've never had an AI destroyer come up on me like that, but is it di i would be well prepared as missiles are my second line weapons, I prefer long attack in deapth missiles / guns.

Overall I guess you have a good point specialist designs are not the best and do not last long. A good multipurpose (within limits design) will always serve you best.... (Good badger - Pikcachu20 pets you on the knee)

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Re: Sitting DUCs/ PD

Submitted by Fallen Haven on Wed, 2007-02-07 17:54.

pikcachu20 wrote:
I've never had an AI destroyer come up on me like that, but is it di i would be well prepared as missiles are my second line weapons, I prefer long attack in deapth missiles / guns.

Quote:
Overall I guess you have a good point specialist designs are not the best and do not last long. A good multipurpose (within limits design) will always serve you best.... (Good badger - Pikcachu20 pets you on the knee)

It depend. My AI (in IRM) build a lot of specialist ships. It's obvious that a specialist ship trade more power in one field for a greater weakness in another. But you should not evaluate ships on their own, but their place on a fleet. Too many specialist ships in a fleet just create a huge achile heel to exploit. But a mixed fleet with ships that can cover for the weaknesses of one another is much better. Of course, ships that can do more than one things are good to fill the ranks, but they can't beat a well tuned fleet. At least, i try my hardest to make it so in my mod...

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Badger's picture

Re: Sitting DUCs/ PD

Submitted by Badger on Wed, 2007-02-07 18:13.

pikcachu20 wrote:
Actually the A-10 is an attack aircraft, hense the a designation, gunships are usually helocopters like the cobra or apache.
and despite the designation of "defense" ship, or any other design type, the computer likes to charge if ti has weapons. at the very least i'm hoping one of our resident mod-geniuses will fix that so the UnitI. at LEAST doesn't charge things it can't even CATCH... but what i meant, was when the DUC guns are instead AC, well- I imagine them as rather like the A-10's GAU (-DU,c'mon).

pikcachu20 wrote:
I've never had an AI destroyer come up on me like that, but is it did i would be well prepared as missiles are my second line weapons, I prefer long attack in deapth missiles / guns.
No? All the AI does is charge- max weapon range works OK but the AI doesn't use it- I have a feeling you're just not used to it surviving long enough to close- Sitting DUC ships don't generally... I can't wait, thats all I have to say. Smiling

pikcachu20 wrote:
Overall I guess you have a good point specialist designs are not the best and do not last long. A good multipurpose (within limits design) will always serve you best....
There's truth in that, and thank you, but what I meant was that a specialist, properly used, obviously will do ITS job better - but i'm stealing a page from BananaRepublicGrendel's reasoning to say, don't expect the AI to be as RESOURCEFUL, provide it tools it can use better and it will put a decent fight.

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