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

SE:V Changelog v1.27

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-02-09 19:21. Space Empires V General

Greetings.

Some good fixes, particularly for speeding up turn processing, and a number of new built-in script functions.

Version 1.27:
1. Fixed - Pulled out more hard coded colors to Settings.txt.
2. Fixed - Attempting to warp while on a warp point would either fail or cause two warps.
3. Fixed - A colony ship would load population but not execute the MoveTo order.
4. Fixed - Typos in MainStrings.txt.
5. Fixed - Move To Waypoint would not show order lines until you reselected the ship.
6. Fixed - Cancel orders would not work after a Move To Waypoint.
7. Fixed - The "N" hotkey would show the Rename window with an added "n" after the ship's name.
8. Fixed - Ranks in the Comparison window would be wrong if the scores were negative.
9. Fixed - Graphs no longer try to show negative numbers. The bottom out at zero.
10. Fixed - In the Comparisons window, only players you know of are considered an enemy or ally. An
enemy empire is any empire that you know of but do not have a treaty with.
11. Fixed - The game will now continue processing even when minimized.
12. Fixed - When minimized, the SE5 icon will change its name to show what its currently doing.
13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.
15. Fixed - Combat would sometimes get negative to-hit modifiers from other sectors.
16. Fixed - Removed loading of "d3drm.dll" since Vista no longer has it.
17. Fixed - The Help window was showing Cultural Achievement images for the Intelligence Achievements.
18. Fixed - In Simulated Ground Combat, militia troops were not being added.
19. Fixed - The correct militia amounts were not showing up in ground combat.
20. Fixed - In space combat, if your side has a transport with troops to drop on a planet, and the
transport is targeting the planet to drop troops, then your side will not fire any
weapons on the planet.
21. Fixed - In space combat, sometimes a planet would not get all of the weapons from its weapon platforms.
22. Fixed - If you run the game with command line parameters, it will launch minimized and then dissappear
when complete.
23. Fixed - "Maintain Defensive Locations" was not being used.
24. Changed - Changed minister option text from "Maintain Defensive Locations" to "AI controls empire in player
absence". Turn this option off if you do NOT want the AI to control your empire if a turn is
processed without your order file. The default value for this is TRUE.
25. Added - Script function "Sys_Set_Vehicle_Design_Strategy".
26. Added - Script function "Sys_Get_Vehicle_Design_Strategy".
27. Added - Script function "Sys_Get_Planet_Size".
28. Added - Script function "Sys_Is_Planet_Breathable".
29. Added - Script function "Sys_Empire_Research_All_Techs_Researched".
30. Added - Script function "Sys_Get_Planet_Plague_Level".
31. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Facility_ID".
32. Added - Script function "Sys_Get_Space_Object_Cargo_Item_Population_Atmosphere_Breathed".
33. Fixed - On the Create Design window, mount names could overflow the list box.
34. Fixed - When replying to a Counter Alliance Proposal on the Communicate window, the selections
for Accept, Refuse, and Counter Alliance Proposal were not present.

‹ Range In Space Combat New Bug and Torpedo stuff ›
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Re: SE:V Changelog v1.27

Submitted by evilginger on Fri, 2007-02-09 19:36.

Quote:
16. Fixed - Removed loading of "d3drm.dll" since Vista no longer has it.
Is it safe to assume removing these wont cause problems with those of us who aren’t running MS VISTA

Quote:
20. Fixed - In space combat, if your side has a transport with troops to drop on a planet, and the transport is targeting the planet to drop troops, then your side will not fire any weapons on the planet.

Am going to have to remember to manage my assault fleets better from now on

Nice to see the good work continuing

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Re: SE:V Changelog v1.27

Submitted by Dizzy on Fri, 2007-02-09 21:13.

How do we use thge script functions? What exactly are they? Am I using them playing normally and just don't know it?

Also, what are the coded colors in settings?

Thx

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Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.27

Submitted by Captain Kwok on Fri, 2007-02-09 21:21.

The built-in script functions are used in the AI script files.

The expanded colour settings from v1.27:

Text Minerals Color := 95, 152, 228
Text Organics Color := 21, 255, 21
Text Radioactives Color := 233, 203, 0
Text Research Color := 198, 104, 242
Text Intelligence Color := 255, 21, 21
Text Supplies Color := 124, 222, 170
Text Ordnance Color := 255, 156, 1
Text Shields Color := 124, 222, 221
Text Armor Color := 222, 124, 191
Text Internal Damage Color := 206, 34, 30

-----

Space Empires Depot | SE:V Balance Mod

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Potato's picture

Re: SE:V Changelog v1.27

Submitted by Potato on Sat, 2007-02-10 01:35.

Quote:
20. Fixed - In space combat, if your side has a transport with troops to drop on a planet, and the transport is targeting the planet to drop troops, then your side will not fire any weapons on the planet.

I'm glad to see that fix. It is getting annoying to capture enemy planets and find most of the facilities have been slagged from orbit.

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Mod Designer

Re: SE:V Changelog v1.27

Submitted by Phoenix-D on Sat, 2007-02-10 01:46.

The idea, which worked well enough in SEIV, was that your warships would kill the enemy weapon platforms, clearing the way for the transport.

It, er, doesn't work so well in SEV due to the different way orbital bombardment works.

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Badger's picture

Re: SE:V Changelog v1.27

Submitted by Badger on Sat, 2007-02-10 01:48.

well, i'm seeing some pretty good stuff in there including the air breathin' type kwok was sad for.

it gets more impressive!
Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Atrocities's picture
Mod Designer

Re: SE:V Changelog v1.27

Submitted by Atrocities on Sat, 2007-02-10 02:30.

Progress has been good. Smiling It is very nice to see more bugs being eliminated and new "features" being added. The AI is slowly improving, and with it the game.

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Badger's picture

Re: SE:V Changelog v1.27

Submitted by Badger on Sat, 2007-02-10 02:33.

ah, Not-so-atrocious!

not-so-nice to see your ugly mugg again!

may i interest you in a thread of ultimate niftiness?

General Purpose Weapons... AutoCannon Mesons?

btw: any of that stuff to your credit?

Do you REALLY think you will subvert System Vampyre before it subverts YOU?

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Re: SE:V Changelog v1.27

Submitted by crazydog on Sat, 2007-02-10 03:25.

30. Added - Script function "Sys_Get_Planet_Plague_Level"

Great !!!

Now is possible to program the AI to use Medical ships.

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Badger's picture

Re: SE:V Changelog v1.27

Submitted by Badger on Sat, 2007-02-10 03:32.

Lol!

i totally missed that one - had forgotten my very first game when i couldn't figure out WHY the computer kept letting its people die - not from me, btw.
THAT's what was happening? lol!

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Psieye's picture

Re: SE:V Changelog v1.27

Submitted by Psieye on Sat, 2007-02-10 04:00.

Quote:
11. Fixed - The game will now continue processing even when minimized. 12. Fixed - When minimized, the SE5 icon will change its name to show what its currently doing. 28. Added - Script function "Sys_Is_Planet_Breathable".
Ahhh~~~~ yeah~~~~

Ahaha, all this extra AI functions will mean modders will be busy at the start of next month again~ Good thing I always have plenty else I can do while waiting.

Mmm, the end of the month is far away... let's hope the "units launched into existing group don't have initial supplies" bug is fixed by then and preferably "Aim Drones".

---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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bheusi's picture

Re: SE:V Changelog v1.27

Submitted by bheusi on Sat, 2007-02-10 06:52.

Yep it´s looking promising...

The extra time compression is great too. However I remember reading a post that said that increasing the time compression made your ships hit more often... Has this bug been fixed? If not what will happen when we speed up the game to 32x?

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Psieye's picture

Re: SE:V Changelog v1.27

Submitted by Psieye on Sat, 2007-02-10 08:37.

bheusi wrote:
However I remember reading a post that said that increasing the time compression made your ships hit more often... Has this bug been fixed? If not what will happen when we speed up the game to 32x?
It was to do with point-defence vs Seekers. Seekers hit more frequently under high time compression - game cannot shoot that many point-defence bullets under this speed. Therefore, the 32x is only for "zomg, he's retreating!! Catch" or "lol this is routine cleanup fight, no chance of losing" mode. You'd hardly want to miss the actual action if it was a fleet to fleet combat.

---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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greycell's picture

Re: SE:V Changelog v1.27

Submitted by greycell on Sat, 2007-02-10 10:12.

Awesome! Background processing finally!!

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Re: SE:V Changelog v1.27

Submitted by kanaric on Sat, 2007-02-10 12:29.

Good, now with these new scripts hopefully someone can script an AI that will keep races that can breathe the planets atmosphere instead of all races on a planet. Then I wont have 4 times their population simply because i can manage races with migration.

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Re: SE:V Changelog v1.27

Submitted by Robert on Sat, 2007-02-10 21:34.

#14 and 20 sound very good.

I'm still campaigning to get the damage percentage and experience points of each ship added to the Fleet Transfer screen.

It would be a major improvement to fleet management.

(puleeeeze.....)

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Re: SE:V Changelog v1.27

Submitted by Fallen Haven on Sun, 2007-02-11 09:00.

I see a lot of sys functions i can wait to try, just hope nothing get broken in the process...

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Unole's picture

Re: SE:V Changelog v1.27

Submitted by Unole on Mon, 2007-02-12 08:51.

25. Added - Script function "Sys_Set_Vehicle_Design_Strategy".
26. Added - Script function "Sys_Get_Vehicle_Design_Strategy".

OMG! Thank you, thank you, thank you. I can't wait to mess with this.

Death, destruction, mayhem and confusion. Another perfect day.

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Re: SE:V Changelog v1.27

Submitted by rbc198 on Thu, 2007-02-15 17:01.

Is there any progress being made on speeding up the processing times between turns? I'm averaging about 4 turns an hour, and that's not me thinking slowly when i'm actually playing. processing time is on average between 10-15mins. i'm using V1.25 and have no mods or anything...also it still hangs quite often when processing. this doesnt bode well, when most empires in my game are still rather small.

also whilst i'm here- i find the wording for the " get item" and " give item" when swapping technology very confusing. Am I the only one who thinks its the wrong way round? I say this because in its current state you can not request a technology which is completely new to you..
Thanks

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Re: SE:V Changelog v1.27

Submitted by Sotho Tal Ker on Fri, 2007-02-16 07:43.

13. Fixed - Speed up for AI combat execution.
14. Added - "16X" and "32X" to the Strategic Combat window.

That should make turn processing a bit faster.

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pikcachu20's picture

Re: SE:V Changelog v1.27

Submitted by pikcachu20 on Fri, 2007-02-16 10:55.

Cool Smiling When will it be available?

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