SE:V Changelog v1.27 |

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.
Re: SE:V Changelog v1.27
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

Re: SE:V Changelog v1.27
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.
Re: SE:V Changelog v1.27
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.

Re: SE:V Changelog v1.27
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?

Re: SE:V Changelog v1.27
Progress has been good.
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.

Re: SE:V Changelog v1.27
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?
Re: SE:V Changelog v1.27
30. Added - Script function "Sys_Get_Planet_Plague_Level"
Great !!!
Now is possible to program the AI to use Medical ships.

Re: SE:V Changelog v1.27
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!

Re: SE:V Changelog v1.27
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.

Re: SE:V Changelog v1.27
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?

Re: SE:V Changelog v1.27
---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.

Re: SE:V Changelog v1.27
Awesome! Background processing finally!!
Re: SE:V Changelog v1.27
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.
Re: SE:V Changelog v1.27
#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.....)
Re: SE:V Changelog v1.27
I see a lot of sys functions i can wait to try, just hope nothing get broken in the process...

Re: SE:V Changelog v1.27
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.
Re: SE:V Changelog v1.27
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
Re: SE:V Changelog v1.27
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.

Re: SE:V Changelog v1.27
Cool
When will it be available?




Re: SE:V Changelog v1.27
Am going to have to remember to manage my assault fleets better from now on
Nice to see the good work continuing