SE:V Changelog v1.31 |

Greetings.
I think there will be maybe one more version before the next patch is issued...
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Version 1.31:
1. Fixed - You could add ships to construction queues without spaceyards using the "Select Multiple Queues" feature.
2. Fixed - Units launched into existing fields would be launched without supplies or ordnance.
3. Fixed - The top most items should default to be selected in the Launch/Recover window.
4. Fixed - Remote recovery of units by planets would usually fail because of the Moveto order.
5. Fixed - Remote recovery would sometimes give an error message "A cannot be recovered from space."
6. Fixed - "Advanced Storage Techniques" racial trait was giving a 225% bonus instead of 125%.
7. Fixed - Launch/Recover specific units would only perform once a turn in Simultaneous Games.
8. Fixed - Load/Drop specific units would only perform once a turn in Simultaneous Games.
9. Fixed - "Upgrade Facilities" in the Construction Queues window would often not work in Simultaneous Games.
10. Fixed - Space combat will no longer end if 2 players are on a planet engaged in ground combat and
one still has a troop transport in space with troops to drop.
11. Fixed - You can now Mothball or Unmothball multiple selected ships.

Re: SE:V Changelog v1.31
Thank you for the update, Captain Kwok. 
Re: SE:V Changelog v1.31
Hmmm,
I continue to hope (and beg) for the ship damage percentage and ship experience to be added to the Fleet transfer screen.
Is there any chance that Captain Kwok can get the patch a day or two early so that the Balance Mod update is ready to go at the same time the patch is released?
Re: SE:V Changelog v1.31
I predict less than 1 hour before the first "When is the new patch out????!?!?!?!" message.

Re: SE:V Changelog v1.31
nice, when is the new patch due out? 

Re: SE:V Changelog v1.31
me, im only looking for two more things to be patched in the future: enabling the space fold, and elimenating overkill 
Re: SE:V Changelog v1.31
Mighta missed it in a previous changelog, but have you found and fixed that Emmissive armor bug?
Re: SE:V Changelog v1.31
Does anyone know if the bug where storms mess up the to-hit chances for weapons through the entire system instead of just in the hex they are in has been fixed yet?

Re: SE:V Changelog v1.31
AhahahahHHAHAHAHAHAHAHAHA
Prepare to face the next generation of capital ships! Satellites and Drones can now be deployed and used in combat to the fullest extent!
Fallen Haven, time to check the Carrier's cost/capacity ratio now. Don't want to make the Carrier obsolete by having lots of cheaper Freighters carry out the same function.
---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 v1.31
I'm glad this was fixed... I was tempted a few times to exploit this with building starbases... But I was strong.... Just in time though.
~Myrath
Re: SE:V Changelog v1.31
Drat if I actually realised that they built the stuff not just clogged up your build queue I probably would have done and now it’s fixed double drat

Re: SE:V Changelog v1.31
if I'm not mistaken v 1.31 was the last patch for Master of Orion 2

Re: SE:V Changelog v1.31
I think this game's gonna go a lot further than MOO. In a lot of ways, it already has. Imagine if we could have modded MOO - we'd probably still be playing it now. 
"Do not be too proud of this technological terror you've constructed." - DVader

Re: SE:V Changelog v1.31
well we go at least one build past: I thought i heard kwok say there would be one more build before release...

Re: SE:V Changelog v1.31
You never know... I just found a bug allowing multiple spaceyards on a planet - you can build a second spaceyard if the first one is critically damaged and unoperational! 
edit: on a related note, why won't the right-click on scrap cargo screen tell you how damaged the facility is? Supposing I want to scrap all the broken facilities on my planet - I have to go to the facility list and find out the indexes of the broken ones then scrap the ones in those particular locations :T
~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: SE:V Changelog v1.31
While there are still improvements to be made and a major memory leak bug to be squashed, you have to admit this will be one humdinger of a patch (6 or 7 beta patches worth!) when it finally gets released!!
As far as I can see, it would seem like all the major gripes I had are getting whacked one by one... Sometimes the order things are addressed seems a bit random rather than by order of (my) priority, but I supposed there is some reason to it all behind the scenes...
And once IRM and BM incorporate all the new scripting options, wow... I mean.. wow!!! Can't wait...
Javaslinger
Re: SE:V Changelog v1.31
The problem with patching is that sometimes it is just a little typo which is eliminated quickly after it is reported. Then there could be a bug that requires a major rewrite at many different pieces of code and that can't be done so easy.
And sometimes he fixes many bugs that are related to each other in code at once
(For example doing AI fixes in patch 1.30 or fixing the abilities in 1.22).
I just wish for a faster public patch cycle of a "beta patch for those who dare" 
~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. 
Re: SE:V Changelog v1.31
Beta testers still need to run the game to test it. That take some time and it can take many turns of playing before a bug show up... But i would not be surprised most of them use the cheat codes to speed up things (and end up not seeing bugs that would have shown up after just a few turns of play).
Re: SE:V Changelog v1.31
Great at long last we are dealing with Sim game hic ups.
My friends and I tend to play this way only even when playing the computer as its more realistic. We stopped playing because of the number of faults in trying to do so.
I hope that when the new patch comes out I will at last be able to play a game I bought months ago and then start playing by e-mail.
Re: SE:V Changelog v1.31
Was this really a bug? To actually build ships without a yard is bad. But it drives me nuts that I can queue a shipyard - but can't queue the ships after it that I am making that shipyard to build. Micromanaging is not fun. And now that construction points carry over (and get lost) it is even more irritating.
But that aside, it looks like a lot of good news for the next release.

Re: SE:V Changelog v1.31
Suction feet are not to be trifled with!
Re: SE:V Changelog v1.31
Great... That means I might start playing the game again as I was getting extremely frustrated by the terrible aim of my ships. Adding to that, it seems like the newest BM with the quadrant mod puts storms in most systems... I will be quite happy when the next patch arrives.
Re: SE:V Changelog v1.31
but they look so prety dont they and not all storms have the same effect
Re: SE:V Changelog v1.31

Re: SE:V Changelog v1.31
10. Fixed - Space combat will no longer end if 2 players are on a planet engaged in ground combat and
GREAT now i dont have to leave spaceyards staions in obit when making troop runs to a heavly defended world
Re: SE:V Changelog v1.31
I think its just a throw away comment based on a coincidence 1.31 was the version of SEIV I first started playing offered in a similar vein and I found my old copy of MOO2 not long ago when I get time I realy must try to beat it on the top level as I never managed it
Re: SE:V Changelog v1.31
I don't play stock and I thought the number of storms went up from one patch to the next. My mistake. I do think they look nice though... especially with the lightening effects.




Re: SE:V Changelog v1.31
Good allways Nice to see progress and the icing of the lanch recover unit issues is realy good