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

SE:V v1.38 Changelog

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-06-01 18:41. Space Empires V General

A big fix to the combat logs. You'll really like the new format. It was designed by long-time SE community member SuicideJunkie and has a ton of info at a glance while not taking up a 100 pages. Sticking out tongue

---

Version 1.38:
1. Fixed - If you accepted treaty changes with an empire where you had an existing treaty which
did not allow treaties, the existing treaty would be set to None.
2. Added - A text warning to the Research window if research is not allowed by a treaty.
3. Added - A text warning to the Intelligence window if intelligence is not allowed by a treaty.
4. Fixed - Script Parser was erroring when loading data files.
5. Changed - Changed default strategies to not retreat until 90% of force lost.
6. Fixed - Ships were retreating when they shouldn't.
7. Fixed - For an Alliance proposal, if the total number of yes votes equaled the number needed
to pass, the proposal would fail.
8. Fixed - In Ground Combat, the Change View Mode button would cause a crash.
9. Changed - The combat log report is now more of a summary of the combat. A new button "Details"
will let you view the specifics of the combat. Instead of two lists of starting forces and
ending forces, there is now just one list with a "Start Dmg" and "End Dmg". The status column
now shows the following states:
Undamaged - Vehicle took no damage in combat.
Operational - Vehicle took non-critical damage in combat.
Captured - Vehicle was captured by another player.
Retreated - Vehicle retreated from combat.
Disabled - Vehicle had all weapons and engines destroyed.
Disarmed - Vehicle had all weapons destroyed.
Immobilized - Vehicle has all engines destroyed.
Destroyed - Vehicle has been destroyed.
(Thanks go to SJ for the design)

‹ Resolution problems when changing display settings My allies' ally's sensors are... my sensors...? ›
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Re: SE:V v1.38 Changelog

Submitted by Nevyn on Fri, 2007-06-01 19:40.

So the combats no longer auto take the large list? only if requested! neat!

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Captain Kwok's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Captain Kwok on Fri, 2007-06-01 19:44.

Yes. You just get a list of ships and damage % and their approximate condition. The "Details" button will provide the nitty gritty list.

-----

Space Empires Depot | SE:V Balance Mod

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se5a's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by se5a on Fri, 2007-06-01 20:20.

all bow to SJ! *bows*

-----
an se5a is a ww1 fighter, it is also a car.

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TakAhLah's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by TakAhLah on Sat, 2007-06-02 13:57.

That combat log change is good...will make the log a lot less annoying.

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Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Quantum on Sat, 2007-06-02 15:23.

ver 1.35, BM 1.07 toxic injectors do not do anything, plague bombs report they will inflict a plague level 0 on a planet. I tried it anyway thinking they would just get a cold and pretend to be too sick to go to work the next day, but the PB caused a level 2 plague.

Please fix.

Has anyone successfully transferred just C.K.'s BM A.I. to stock? (for those who like more tech levels and a longer game)...

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Re: SE:V v1.38 Changelog

Submitted by lochkartenman on Sat, 2007-06-02 16:18.

Hi!

Glad to see some new patch announcement. It's really nice to see GUI improvements on the way. Does anyone know a release-date?

Arne

PS: it there any chance of FTL-travel beeing implemented in the (near) future?

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Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Fyron on Sat, 2007-06-02 18:43.

A quick script could double the length of every tech tree in BM pretty easily (just change max level of every tech area, component, and facility).


SpaceEmpires.net | Space Empires Wiki

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ColonialAdmiral's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by ColonialAdmiral on Sat, 2007-06-02 22:00.

Quantum wrote:
ver 1.35, BM 1.07 toxic injectors do not do anything, plague bombs report they will inflict a plague level 0 on a planet. I tried it anyway thinking they would just get a cold and pretend to be too sick to go to work the next day, but the PB caused a level 2 plague.

Please fix.

Has anyone successfully transferred just C.K.'s BM A.I. to stock? (for those who like more tech levels and a longer game)...

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

The Toxics are kwoks department, but this probably should be a new thread, not on the 1.38 changelogs...

Try Unnamed's stock Ai mod. I haven't tried it but I here its pretty swell...

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Re: SE:V v1.38 Changelog

Submitted by Lector Rae on Sun, 2007-06-03 00:35.

Ok...stupid question, where do I get v1.38? Seems the current rev on this site is v1.35...

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Captain Kwok's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Captain Kwok on Sun, 2007-06-03 00:38.

It's not available yet. It's just a changelog from the latest beta.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V v1.38 Changelog

Submitted by Quantum on Sun, 2007-06-03 05:16.

That's what I get for posting at night Sticking out tongue

"Genius is Simplicity" chris connors
"To win without fighting is best" sun tsu
those who think they know everything are annoying to those of us who do

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Rilo57's picture

Re: SE:V v1.38 Changelog

Submitted by Rilo57 on Mon, 2007-06-04 10:22.

does #5 mean that my carriers wont retreat while they're releasing fighters. unless there's 90% cassulties? I don't have to put CSM's on my carriers anymore? Functionally this is the kind of fix I'm looking for. Ships retreating for no reason...

SEV, more than a feeling.

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Thy Reaper's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Thy Reaper on Mon, 2007-06-04 12:01.

Yes, it seems that retreat will happen when the strategies actually say to retreat now, so you don't have to arm your carriers - just tell them not to retreat unless all hope is lost.

-----
Space for rent - please contact owner

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Re: SE:V v1.38 Changelog

Submitted by lochkartenman on Mon, 2007-06-04 14:29.

Any hint about a release-date would be great..

Arne

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Thy Reaper's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Thy Reaper on Mon, 2007-06-04 15:33.

I'd say later this week, either 1.39 or 1.40.

-----
Space for rent - please contact owner

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Re: SE:V v1.38 Changelog

Submitted by damador on Tue, 2007-06-05 11:24.

so 17 or 24 jun Smiling

is there a chance to test beta builds ?

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Re: SE:V v1.38 Changelog

Submitted by jowe01 on Thu, 2007-06-07 03:20.

Does anybody know when Aaron is going to shift from pure bug-fixing to improvements of the AI? I personally still find the AI very, very much lacking. Some of it can probably be improved by the modders, but i guess there are many thigs which are hardcoded (like the "memory" of important things: force concentrations, defeats suffered, where did i want to attack, etc.).

With this changelog it sems that Aaron is slowly shifting over to the GUI. Gui improvements are very much appreciated but I personally would also like to see AI improvements.

Any word from Aaron on thisß

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Re: SE:V v1.38 Changelog

Submitted by Thunderhit on Thu, 2007-06-07 03:35.

Is he the only developer working on the patches or why do you only speak of Aaron?

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Re: SE:V v1.38 Changelog

Submitted by lochkartenman on Thu, 2007-06-07 03:41.

Yes, he is the only man around messing with the code.. that's the problem.

Additionally programming help would probably help him a lot - but unfortunately this is not open-sourcce.

Nevertheless it could be an option: "outsourcing" some parts of the code (like the interface) to the community could help... but that's very unlikely I suppose.

Arne

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Re: SE:V v1.38 Changelog

Submitted by Thunderhit on Thu, 2007-06-07 04:09.

Didn't a team create this game and not a single person only? If yes, what are the others doing?!

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Prankowski's picture

Re: SE:V v1.38 Changelog

Submitted by Prankowski on Thu, 2007-06-07 05:14.

as far as i know Space Empires wasm, and still is, a one man show....that´s aaron

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Captain Kwok's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Captain Kwok on Thu, 2007-06-07 08:21.

Malfador Machinations is just Aaron Hall, who does all the coding and data files. The only work contracted out is the art work and probably translation for the European versions. SFI provides the publishing support.
---

MM is aware of the AI's deficiencies. He's finished with the localized versions of SE:V, so I would imagine that he'd probably focus on AI for the patch following the next one.

There's nothing hard-coded about the AI except for the occasional script function that needs to be added to return information about a certain game aspect, such as for returning a planet's conditions or things of that sort.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V v1.38 Changelog

Submitted by Raapys on Thu, 2007-06-07 08:45.

That's great news, will be lovely to see some AI improvements. Even though the AI is scriptable, it'll be that much better to have the actual developer improve it, both for stock game and mods.

Any idea if he'll also be working more on turn processing times and finish the HT/DualCore support?

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Thy Reaper's picture
Mod Designer

Re: SE:V v1.38 Changelog

Submitted by Thy Reaper on Thu, 2007-06-07 11:12.

Although I can't speak of the turn processing, multi-threading is certainly one of his focuses. Several patches pack he began working on multi-threaded code. I'm not sure when it will be finished, but I'd bet that it will vastly improve turn processing speeds for anyone that has a dual-core or HT processor.

Besides AI updates, that's one of my biggest wishes, since I have a dual core...

-----
Space for rent - please contact owner

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