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

Space Empires v1.40 Changelog

Captain Kwok's picture
Submitted by Captain Kwok on Sat, 2007-06-16 22:05. Space Empires V General

The latest beta changelog... looks like some fixes for a few exploits that had cropped up.

Version 1.40:
1. Fixed - Increased speed of compression and decompression.
2. Fixed - Using the Players window would cause the UI not to respond.
3. Fixed - If a player had a treaty with a sharing of combat reports, they could receive
the same report multiple times.
4. Fixed - Some savegame were being bloated with hundreds of reports of the same combat for allied AI players.
5. Fixed - Filling a construction queue from a saved queue could clear emergency settings.
6. Fixed - Only planets that can be seen will be displayed in the Select Package Item window.
7. Fixed - Too much information was displayed when viewing a report on an enemy planet in the Ground Combat Simulator.
8. Fixed - General speed increase for order execution.
9. Fixed - The combat log was not being deleted if it was empty.

‹ Hey im new, well not quite Problem with ship model scaling ›
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Re: Space Empires v1.40 Changelog

Submitted by Sotho Tal Ker on Sat, 2007-06-16 22:37.

Sounds like this patch will make turn processing a bit faster again Laughing out loud

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http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: Space Empires v1.40 Changelog

Submitted by tb87670 on Sat, 2007-06-16 22:43.

Well, with some of these good changes and the previous ones, is it time yet for a patch to be released??

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Re: Space Empires v1.40 Changelog

Submitted by javaslinger on Sat, 2007-06-16 23:31.

I'd like to see one more patch with either AI improvement or more UI improvements.... or both.. Hell, I'll wait for 2 more patches...

Keep up the good work Aaron!!!

Javaslinger

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Re: Space Empires v1.40 Changelog

Submitted by damador on Sun, 2007-06-17 00:37.

so 1.41 will be final patch - and it should be next week then ;p

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Re: Space Empires v1.40 Changelog

Submitted by Qcontinuum on Sun, 2007-06-17 01:07.

3.) and 4.) caused severe problems in my game and therefore I impatiently wait for this new patch.

Damador why do you think 1.41 will be the final patch? I hope very much that is not true!!

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Re: Space Empires v1.40 Changelog

Submitted by rahlubenru on Sun, 2007-06-17 04:48.

i think damador means that it'll be the final before it's released again an we get to use it, unless this one already is

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Re: Space Empires v1.40 Changelog

Submitted by javaslinger on Sun, 2007-06-17 07:25.

or he's trolling...

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Re: Space Empires v1.40 Changelog

Submitted by Sotho Tal Ker on Sun, 2007-06-17 09:45.

I would like to see public beta patches Laughing out loud

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http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling

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Re: Space Empires v1.40 Changelog

Submitted by evilginger on Sun, 2007-06-17 11:01.

I can see the game continuing to be patched until SEVI is in the pipe line the same way SEIV was and its never wise to predict which build no will end up as a public release.

I suspect 1.35 came out so soon after 1.33 in build because it fixed the last realy major bug the THRICE DAMNED MEMORY LEAK. I can understand wanting to get that fix out PDQ.

as for AI changes we have had a lot of tools to improve them as a modder and I think we can look foward to more in the near future.

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Re: Space Empires v1.40 Changelog

Submitted by Sotho Tal Ker on Sun, 2007-06-17 11:31.

1.35 did not fix THE memory leak - it fixed one major memory leak, though. But there are still others left - you can clearly see that when playing a large game, memory continually increases when the blue turn processing bar is up.

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Mod Designer

Re: Space Empires v1.40 Changelog

Submitted by Fyron on Sun, 2007-06-17 12:27.

javaslinger wrote:
or he's trolling...
How does being hopeful of an impending patch release count as trolling?


SpaceEmpires.net | Space Empires Wiki

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Mod Designer

Re: Space Empires v1.40 Changelog

Submitted by JTesla on Sun, 2007-06-17 16:00.

Sometimes sarcasm just doesn’t work in forums.

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Grendel's picture

Re: Space Empires v1.40 Changelog

Submitted by Grendel on Mon, 2007-06-18 06:02.

I´m still unable to attack ringed planets with max range orders. Bug has been fixed for "normal" planets, but I´ve been attacking a ringed planet for 2 turns and my ships just turn around at max range.

I suppose I´ll have to set then at close range and suffer lots of casualties...

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Re: Space Empires v1.40 Changelog

Submitted by Ynglaur on Mon, 2007-06-18 10:59.

I second the motion for public beta patches. Aaron hasn't broken my Windows install yet. Sticking out tongue

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Myrath's picture

Re: Space Empires v1.40 Changelog

Submitted by Myrath on Mon, 2007-06-18 12:44.

Im happy with this patch for sure. The enemy planets issue and alien empires shown on map stuff resolved.. thankfully Sticking out tongue

~Myrath

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Re: Space Empires v1.40 Changelog

Submitted by gnosis on Mon, 2007-06-18 13:53.

Yup, The empire color coding implementation in the quadrant map along with the enemy planet system-memory were the 2 most important features that were missing from the game IMHO. If I was Aaron I would release 1.40 as soon as it was stable.

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Re: Space Empires v1.40 Changelog

Submitted by Innuendo on Tue, 2007-06-19 02:32.

I hear Grendel, My missile frigates are useless against ringed planets at max range. Thus leading my 'Close Combat' Ships for lack of a better term into a nasty tussle with some weapons platforms, and satellites insde the planets doesn't help either.

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Grendel's picture

Re: Space Empires v1.40 Changelog

Submitted by Grendel on Tue, 2007-06-19 02:36.

Innuendo wrote:
I hear Grendel, My missile frigates are useless against ringed planets at max range. Thus leading my 'Close Combat' Ships for lack of a better term into a nasty tussle with some weapons platforms, and satellites insde the planets doesn't help either.

In my last PBW turn I tryed attacking with short range orders, but it didn´t work... I´ll try point blank range. Sad

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Re: Space Empires v1.40 Changelog

Submitted by Innuendo on Tue, 2007-06-19 02:49.

I generally have two types of ships in my attack squadrons, heavily armoured (in relation to current tech level) ships with Cannons, and lightly armoured ships with Missiles. The former are set to Optimal range and my Missile ships to max range. The Cannon ships tend to attack planets fine I'm pretty sure, just my Missile ships having the problem. Can't say that I've tried anything else, I've never had to clear a super defensive colony so a mob of my Cannon ships have been called up to go on suicide missions. I would rather not have any losses though.

Innuendo.

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Grendel's picture

Re: Space Empires v1.40 Changelog

Submitted by Grendel on Tue, 2007-06-19 08:11.

I had a recent case were my plasma missile frigates got close enough to fire their weapons to a ringed planet by using "capture planet" orders. The transport failed his mission (destroyed), but my escort frigates destroyed planet defences and buildings.

I´ll try again this way.

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