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

SE:V v1.46 Changelog

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-08-03 22:01. Space Empires V General

Here is the latest beta changelog. Also note that MM is working on a memory sight display as well - this should help out all those that were annoyed by not being able to remember where colonies were etc.

Version 1.46:
1. Fixed - Bolt weapons were sometimes not firing on ringed planets.
2. Fixed - Ships were not auto-moving to the correct position for firing on ringed planets.
3. Fixed - Ship Experience was not always being applied.
4. Fixed - Fleet Experience was not always being applied.
5. Fixed - Experience effects were not showing in the abilities list.
6. Fixed - For Ship and Fleet Experience abilities such as "Combat To Hit Offense" and "Combat Morale",
your vehicle gets the higher value of the ship or the fleet experience.
7. Fixed - You can now Fire On And Destroy unit groups.
8. Fixed - Some cheat codes could still be used when the "Cheat Codes Allowed" was off.
9. Fixed - Filling a construction queue from a saved queue could clear emergency settings.
10. Added - When order files are loaded by the game, if there are any errors they will be displayed in a list to the host.
11. Fixed - Ships with a strategy of Never Retreat would not move away from danger in combat.
12. Fixed - Carriers that have launched units in combat should not retreat unless compelled to.

‹ "Euro Patch V1.44 Space Empire V Retail Version only" Released What I miss from other 4X games ›
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Re: SE:V v1.46 Changelog

Submitted by Qcontinuum on Fri, 2007-08-03 23:02.

MM works fast: I reported 1-7 only 2-3 days ago!

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Re: SE:V v1.46 Changelog

Submitted by Dizzy on Mon, 2007-08-06 02:54.

Captain Kwok wrote:
Also note that MM is working on a memory sight display as well - this should help out all those that were annoyed by not being able to remember where colonies were etc.

So what you are saying is that after I scan a colonizable, but enemy/friendly/other colonized colony and it slips from my radar and goes fogged, when I build a colony ship and send it out, I can visibly see in the system map that that planet was previously scanned by me and already colonized sometime in the past so I wont confuse it with being an unoccupied colonizable colony world?

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Re: SE:V v1.46 Changelog

Submitted by StellarRat on Mon, 2007-08-06 11:41.

Sounds like exactly what you wanted.

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Ashbery76's picture
Mod Designer

Re: SE:V v1.46 Changelog

Submitted by Ashbery76 on Mon, 2007-08-06 12:01.

Quote:
Here is the latest beta changelog. Also note that MM is working on a memory sight display as well - this should help out all those that were annoyed by not being able to remember where colonies were etc.

Thank god.I hope the A.I's attacking ability will increase tenfold.

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BlueTemplar's picture

Re: SE:V v1.46 Changelog

Submitted by BlueTemplar on Mon, 2007-08-06 14:04.

I'm not sure that will affect the AI...

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Re: SE:V v1.46 Changelog

Submitted by StellarRat on Mon, 2007-08-06 14:25.

I think it will if someone uses the new available data in their AI mod.

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Re: SE:V v1.46 Changelog

Submitted by Star Ranger on Wed, 2007-08-08 22:21.

so how do we get our hands on the 1.46 patch?

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Captain Kwok's picture
Mod Designer

Re: SE:V v1.46 Changelog

Submitted by Captain Kwok on Wed, 2007-08-08 23:21.

This is the change log from the most recent beta version to keep you guys informed. You'll have to wait until an official patch is released in the near future.

-----

Space Empires Depot | SE:V Balance Mod

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Re: SE:V v1.46 Changelog

Submitted by jonabar28 on Thu, 2007-08-09 02:55.

There is a bug where if you select a ship, use the move or colonize hotkey. Then select a target outside of the system, the ship would be unselected and nothing happens. This happened when I upgraded to 1.44.

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Re: SE:V v1.46 Changelog

Submitted by MisterBenn on Thu, 2007-08-09 04:10.

Hopefully with the ownership of colonies being remembered, planets with a rival colony will stay off the "Colonisable and Empty" filter on the Planets screen. And of course I'm hoping that the "previously known" colony details are accessible for the AI players to target. That would indeed be huge!

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Mod Designer

Re: SE:V v1.46 Changelog

Submitted by Quantum on Thu, 2007-08-09 08:08.

I still want to see area effect weapons and multiple dimensions, or some use of the fold space button

"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 v1.46 Changelog

Submitted by Raapys on Thu, 2007-08-09 11:18.

Personally I'd also love to see wormholes that takes time to move through; so if you sent ships through then it would actually take some turns before they appeared in the next system, depending on the range and the type of wormhole.

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Ashbery76's picture
Mod Designer

Re: SE:V v1.46 Changelog

Submitted by Ashbery76 on Fri, 2007-08-10 16:03.

BlueTemplar wrote:
I'm not sure that will affect the AI...

The A.I would now know how to attack the players fogged planets.I thought the problem with the A.I was that it only attacked what was in its sensor range at the moment.

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