Home Crush your enemies... and create an EMPIRE!!! Space Empires V -- BUY NOW!!!

User login

  • Create new account
  • Request new password

Navigation

  • news
    • archive
    • blogs
    • books
    • forums
    • recent posts
    • groups
  • image galleries
  • projects & downloads
  • search
  • create content
  • news aggregator

Search

Who's online

There are currently 8 users and 187 guests online.

Online users

  • Astorax
  • Shrike
  • Firzen_Zero
  • Isopsyco
  • Ender Wiggin
  • Shadow hornet
  • benc
  • Turducken

Languages

  • English English
  • French French

Browse archives

« July 2008  
Mo Tu We Th Fr Sa Su
  1 2 3 4 5 6
7 8 9 10 11 12 13
14 15 16 17 18 19 20
21 22 23 24 25 26 27
28 29 30 31      
Home » news » forums » Space Empires V » Space Empires V General

SE:V Changelog v1.53

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-09-14 17:13. Space Empires V General

The latest beta changelog. No word on when the next patch might be out.

Lots of good stuff in this one!

---

Version 1.53:
1. Fixed - Panels would show after a different data files error message.
2. Fixed - The Settings.txt checksum does not include the fields:
Allow Music - Support Multithreaded
Maximum Number Of Systems
Minimum Number Of Systems Small Quadrant - Maximum Number Of Systems Large Quadrant
Main System Display Icon Move Speed Points Per Second Low - List Header Section Color
Number of Quick Start Styles - Quick Start Style #
Number of Title Songs - Finale Song # Filename
Default Empire Option Sort Components By Name - Default Empire Option Sort Mounts By Name
3. Added - Fields "Windowed Width" and "Windowed Height" to HUDSettings.txt. These control the width and
height of the main window when running the game windowed.
4. Fixed - Added a few more data files to the checksum test.
5. Fixed - Wormhole, Tractor, and Repulser beams cannot move Planets.
6. Added - Script function "Sys_Get_Empire_Fleet_Leader".
7. Added - Script function "Sys_Get_Empire_Fleet_Task_Force_Leader".
8. Added - Script function "Sys_Set_Empire_Fleet_Leader".
9. Added - Script function "Sys_Set_Empire_Fleet_Task_Force_Leader".
10. Added - Script function "Sys_Get_Construction_Queue_Ability_Facility_Count".
11. Added - Script function "Sys_Get_Construction_Queue_Specific_Facility_Count".
12. Added - Script function "Sys_Get_System_Queues_Ability_Facility_Count".
13. Added - Script function "Sys_Get_System_Queues_Specific_Facility_Count".
14. Added - Script function "Sys_Get_Space_Object_Task_Force".
15. Added - Script function "Sys_Get_Space_Object_Task_Force_Role".
17. Fixed - The Movement Replay Log would show day zero during replay.
18. Fixed - The Movement Replay Log will now play at a rate of about 1 day per second.
19. Added - "Movement Replay Rate" to the game options to control the delay between days.
20. Added - "Movement Replay Icon Movement Speed" to control the "System Icon Movement Speed" during a
movement replay.
21. Fixed - The Facility Total cargo space on the Construction Queues window was wrong for ships with
construction queues.
22. Added - "Queued Cargo Space Used" to the Construction Queues window as a custom layout column. This
column displays the amount of cargo space taken up by cargo items in the queue.
23. Added - "Remaining Cargo Space" to the Construction Queues window as a custom layout column. This
column displays the total amount of cargo space minus the amount used on the planet and the
amount in its queue.
24. Added - "Queued Facility Space Used" to the Construction Queues window as a custom layout column.
This column displays the amount of facility space taken up by cargo items in the queue.
25. Added - "Remaining Facility Space" to the Construction Queues window as a custom layout column.
This column displays the total amount of facility space minus the amount used on the planet
and the amount in its queue.
26. Fixed - The Log window was not highlighting the solar system for the event the mouse was over.
27. Fixed - After changing orders in the View Ordesr window, the movement lines were not updated.
28. Fixed - After renaming a vehicle, the Ship List was not updated.
29. Fixed - A Timed event would display the first message twice on the same date.
30. Fixed - Text fix for timed events.
31. Added - Put "Retreat When All Weapons Damaged" back in strategies.
32. Added - "Do Not Leave Sector Until Defeated" to strategy retreat settings. This option indicates that
when a vehicle retreats, it should not leave the sector (the combat map) as long as we have
ships with weapons still on our side in combat.
33. Fixed - "Retreat Settings" was missing from the Strategy Report.

‹ Fleets won't attack planets Steam ›
» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Re: SE:V Changelog v1.53

Submitted by Raapys on Fri, 2007-09-14 17:22.

About these( and those added in 1.51 and 1.52 ):

10. Added - Script function "Sys_Get_Construction_Queue_Ability_Facility_Count".
11. Added - Script function "Sys_Get_Construction_Queue_Specific_Facility_Count".
12. Added - Script function "Sys_Get_System_Queues_Ability_Facility_Count".
13. Added - Script function "Sys_Get_System_Queues_Specific_Facility_Count".

Shouldn't we have a set of these for the entire Empire, too? With the ones added now we can restrict buildings to '1 per colony' or '1 per system'. It'd definitely be useful to have '1 per Empire' as well.

» login or register to post comments
groovyfishguy's picture

Re: SE:V Changelog v1.53

Submitted by groovyfishguy on Fri, 2007-09-14 17:32.

Wow the fixes just keep coming. Hope we get a public soon Smiling
Groovy Baby Yeah!

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Thy Reaper on Fri, 2007-09-14 22:38.

Definitely some nice changes, and some I didn't expect to see.

#22-25 are great. A lot of the time I have to sort based on used/total in the lists. Remaining will save some thinking time.

#32 is a retreat option I've been waiting for, though I would also like a retreat setting that will cause it to retreat out of the system.

For example, you have retreat set on weapons destroyed, and the 'don't leave sector' option on. The ship moves away, but stays in the sector. What happens when it's the only ship remaining? I'd want it to leave, since all hope has been lost. This is where a 'full retreat' setting could be useful.

Edit: A little birdie told me that when no ship capable of fighting is left all the ships in a retreat state switch to a full retreat, so this feature will probably be very useful.

-----
A project a day keeps the deadline away.

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Dizzy on Sat, 2007-09-15 14:45.

Has there been a 'Remember Fogged Colonies' feature yet?

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Sat, 2007-09-15 16:10.

Due to the scope of code changes necessary to make it work, it is not currently planned for SE5. SE6 should definitely have it though.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Dizzy on Sat, 2007-09-15 18:52.

Fyron wrote:
Due to the scope of code changes necessary to make it work, it is not currently planned for SE5. SE6 should definitely have it though.

Is this a follow-up comment for my post? This game is unplayable unless I'm able to easily remember w/o resorting to time consuming methods for writing and then reading on each colony that goes fogged to remember if it's already been colonized by someone.

I'd like a definitive answer before I throw this game in the garbage, thanks.

» login or register to post comments
Thy Reaper's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Thy Reaper on Sat, 2007-09-15 19:15.

It is as Fyron said, it isn't planned on being added because of issues with how the game is set up.

And although you may not be able to see what planets have been colonized, or what their status was when you last scanned them, I don't think it causes the magnitude of problems you feel it does.

Most of the planning that needs done is on a system wide level, not sector. And when the sector level does come up you only rarely ever lack active sensor sight in that area. Maybe you could specify what problems the current system causes you?

My biggest problem right now is that planets in systems I know to be held by other empires show up in the various lists, but for most other things knowing specific planet statuses is mostly unimportant.

-----
A project a day keeps the deadline away.

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Raapys on Sat, 2007-09-15 19:26.

Wouldn't it be relatively easy to simply add a Flag Sector button which would let you manually flag the sector( and possibly select the Empire you which to flag it with ), just like one can already flag sectors for Mines ?

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Captain Kwok on Sat, 2007-09-15 20:39.

You could also set planets to be visible at any distance (via settings.txt) which would eliminate this annoyance Dizzy.

-----

Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Dizzy on Sun, 2007-09-16 00:23.

Raapys wrote:
Wouldn't it be relatively easy to simply add a Flag Sector button which would let you manually flag the sector( and possibly select the Empire you which to flag it with ), just like one can already flag sectors for Mines ?

Yeah, that'd be nice. I'd love to be able to flag planets. And flags with multiple color choices would be even better. That'd solve my issue with this game and keep me on board as a supporter for all of MM's future games. But if remembering fogged colonies and flagging a planet isnt going to happen then I think I'm done. I dont need to further explain what a PITFA it is to have to write down scans of planets and then dig thru the notes trying to find out where all the colonies are going to and which ones to build to send where... A little planet flag would solve all that wasted time...

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Sun, 2007-09-16 00:53.

Geeze, don't drag another thread into the mud with this, Dizzy. Just let it go. Like the game, hate it, whatever. We are tired of hearing about your fixation on this one little thing.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Dizzy on Sun, 2007-09-16 02:38.

Yeah, well... it's not my 50 bucks anymore.

Someone email aaron about the flagging planet thing plz... and I'll just shut up and wait a few more months... same as I've been doing.

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Dvoongar on Sun, 2007-09-16 02:42.

This is the best changelog yet for the strats & tac combat as a whole. These improvements are most welcome.

However long it takes for this to get released, it's going to feel like forever.

Thanks to MM for listening. I was beginning to despair.

I like Raapys' flagging idea for sectors, and I hope that it will get some attention. At least three types of flags should be included, to designate friendly, enemy, and untreatied. If these were available for the AI as well, that should help the modders considerably (I'm not clever enough to say for sure).

I'll shut up now and be happy.

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by rditto48801 on Sun, 2007-09-16 08:14.

I like the looks of 1.53.
21-25 especially.
31-33 look useful.

For 5, I get the feeling I am going to have to toy around with the simulator and see what happens myself before the next patch is released... Sticking out tongue

As for this whole thing of remember what's where in other systems.
I don't have much problem with what's where.
I take ingame notes, such as "Terran Colonies" (the system having one or more planets with minimal populations, few or no ships) or "Terran Controlled System" (the system having their planets, some with larger populations, at last a few ships around most of the time, a warp point defended, well defended planet, or the ever popular "Druschocka Controlled System"... (darn annoying neighbors...)

Edit:
Oh my... Massive Ship Mount Tractor Beam throws around small planets as easily as they throw around ships...
It would be nice to see it made for the Tractor/Repulsor beam to 'backfire' if targeting a planet, pushing/pulling the ship rather than the planet... Sticking out tongue

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Khemul on Sun, 2007-09-16 09:41.

Dizzy wrote:
Yeah, well... it's not my 50 bucks anymore.

Someone email aaron about the flagging planet thing plz... and I'll just shut up and wait a few more months... same as I've been doing.

Seems silly to waste time programming in new features for such a minor thing. Try Kwok's idea.

I've actually considered making a mod to make this happen. My idea was to select the option that allows you to see all systems you've explored at all times. Then add a cloak or ecm value to everything you don't want visible all the time (I'd suggest making that fighters, ships, and drones). Granted the ancient trait would have to be eliminated (it hurts the AI a lot and help the player a lot more). It also seems to make the AI a little smarter on what it sends into warp point defenses when they are visible (not a whole lot more though, IE: not sending lone colony ships, but still sending a dozen frigates into 100 satellites.)

Granted if Kwok's method works just as well that'd be easier Smiling
But it'd be just as easy to do it yourself if it bothers you that much and allow MM to focus on the important stuff.

As for the patch. Yay! No more hunting down damaged fighters, ships, and support ships after each battle. Smiling

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by DauntlessDave on Mon, 2007-09-17 14:53.

It is a pain having to keep system notes, but I'm used to it now. Use a code: "3DRO" means Planet number 3 is Druschocka rock oxygen. Takes just a sec. Also, I keep some spy sats in my survey ships and drop them all over the place. Sure, they get destroyed from time to time, but I kind of like that ... far a way systems going dark from time to time. Now, I have been playing on smaller maps, so maybe on the big maps its more of a pain. This isssue is not a game ruiner for me. Waiting for this patch is what's killing me.

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Realtime on Mon, 2007-09-17 17:53.

So far all I have done with this game is mod all the planet graphics and stars and some associated text files. I have played it about an hour (I've owned it since it came out)

Your in the know Captain Kwok, is there ever going to be a Map editor imbedded in with any of these patches?

I call the MOD the realism mod and its based on some of my favorite Sci Fi (Space 2300) a Role Playing game from the now defunct GDW. It and my other ideas need an accurate (more or less) star map of the local region. I don't hear much about an editor anymore.
Some would call me kind of retentive if you know what I mean. But as an older player and believe it or not a retired rocket scientist (Lockheed Martin). I am kinda into the realism genre. Hard for me to play with purple planets with pink poka dot sort of thing.
Don't get me wrong I really have always supported Aaron and all his work (by buying his games)
Am I endlessly tinkering with a mod I'll never complete or is there hope?

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Mon, 2007-09-17 21:39.

You can always write your own.. Quick little script to print out what you need for your map in the map compiler's data format, compile it to a .map file, and enjoy!


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Captain Kwok on Tue, 2007-09-18 05:48.

Fyron wrote:
You can always write your own.. Quick little script to print out what you need for your map in the map compiler's data format, compile it to a .map file, and enjoy!

But we've been waiting for you to do that, plus that graphic interference you promised.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Realtime on Tue, 2007-09-18 08:51.

Fyron, I would if I could but my area of expertise is mechanical propulsion. Not that I'm a computer idiot, I just don't want to spend time duplicating the efforts of MM or anyone else. Which brings to mind, does PK ever plan on a proportions mod for SEV? I always used it in my SEIV games, was pretty good, although the AI did not like it.
That, I will work on in my mods if it is not already being worked on. Like I said no sense to duplicating what is already being accomplished.
Thanks

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Tue, 2007-09-18 12:23.

I don't think Malfador has any plans to make a map editor in the near future. There is still too much to do with fixing the game to spend time on auxiliary tools.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Captain Kwok on Tue, 2007-09-18 12:28.

When are you posting your map editor program Fyron?


Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Tue, 2007-09-18 13:48.

What map editor program?


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Captain Kwok on Tue, 2007-09-18 13:56.

The one that you were going to work on which would read the data files and allow for graphical map creation? Some features I think you said would be that you could generate a random map and then edit specific elements or just create it from scratch. You also mentioned that you'd have features like "randomize system" that you could use with blank systems to generate a set of planets etc.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments
devnullicus's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by devnullicus on Tue, 2007-09-18 14:04.

That would be really nice.. Smiling Hey, if you do it in C#, I could probably put it in the SEV editor... Smiling

--
You have reached an imaginary number. Please rotate your phone 90 degrees and try again.

» login or register to post comments
ekolis's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by ekolis on Tue, 2007-09-18 14:53.

I don't think it would even have to be C# - even VB.NET or C++.NET (which appears to be Fyron's preferred language at the moment, judging from his SE4 modlauncher) would work: if he put it into a .NET DLL, you should be able to access the classes in the DLL as if they were C# classes, due to the common infrastructure of .NET's CLR! Laughing out loud

edit: heck, even "plain" C++ would work, though it would be a bit more time-consuming - ever used Platform Invoke? Eye-wink

~~~
The power of the ancients is now yours to command. You are truly the Master... of the obvious Sticking out tongue

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Tue, 2007-09-18 15:11.

/me wants some of what Kwok has been smoking.


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments
Captain Kwok's picture
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Captain Kwok on Tue, 2007-09-18 15:54.

This is a quote from you about it - it was like a couple of months ago.

Fyron wrote:
I'm thinking of making a map editor that would produce the text files required by the map compiler. I'd have the editor load up the data files from a specified data folder and then use those records for map making. I'd make it so that you could generate any of the valid quadrant types and then allow for those maps to be edited. I'd also make it like the SE:IV map editor for making new systems, but I would add a randomize option for a system's contents and probably some sort of point and click operation for adding warp points. Oh yeah, I'd also have my map editor launch the map compiler automatically to make the final .map file used by SE:V.


Space Empires Depot | SE:V Balance Mod

» login or register to post comments
Mod Designer

Re: SE:V Changelog v1.53

Submitted by Fyron on Tue, 2007-09-18 16:23.

Come now Kwok, I've never even typed "SE:IV" or "SE:V" before. At least make your fake quotes look authentic!


SpaceEmpires.net | Space Empires Wiki

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Realtime on Tue, 2007-09-18 18:34.

Thanks Fyron, well I guess I'm somewhat happy

1)The good news: A map Editor is not off the table just put aside for higher priorities.
2)The bad news:I don't imagine we will see it any time soon.

But, I will get the graphics finished (2/3's done with planets and stars)
and their associated text and x files.
Finish the Quadrant types and associated text files
Then on to the tech tree and components (that will be a pain)
With a sprinkling of the Porportions MOD for flavoring.
Then forcing the AI scripting to make it work (HA!)
by then maybe a Map Editor!!!
This realism mod is quite a pain!
But I gotta tell you this is the only game that will let you do it, and that says alot.

PS did not mean to start an issue between you and the good Captain, sorry!

» login or register to post comments
groovyfishguy's picture

Re: SE:V Changelog v1.53

Submitted by groovyfishguy on Tue, 2007-09-18 18:53.

Fyron dont deny it just do it Sticking out tongue

Groovy Baby Yeah!

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Jorgas on Thu, 2007-09-20 15:26.

Been checking the forums like a religious zealot the last week... Can't wait for a released patch, I'll even consider selling some of me female friends to use it just now!, Sticking out tongue.

Anyways, GG!

» login or register to post comments

Re: SE:V Changelog v1.53

Submitted by Sotho Tal Ker on Thu, 2007-09-20 15:37.

Mhh, i take some, if they can cook and clean my apartment Laughing out loud

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

» login or register to post comments

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.

Now on STEAM

Now on STEAM!Space Empires V via STEAMSpace Empires IV via STEAMSTEAM online by Valve Corporation

Popular content

Today's:

  • Research By Percentage SUCKS
  • Space Empires V 1.74
  • Governmet mod/patch/addon
  • Tweaking the planet art without going all the way to FQM
  • Shipsets, Empires, and dead AIs

All time:

  • Space Empires V and VI: Expansions and the Future: Tell the Company What's on Your Wish List
  • Space Empires V
  • Gritty Galaxy Fleet Clash
  • Damn Dirty Bugs/Annoyances
  • Space Empires V: General Thoughts, Observations, and Suggestions

Last viewed:

  • Race Pictures
  • New Game starting using: DevnullMod 1.66
  • I can't apply patchs
  • Some damage types not working?
  • 1.13 Still hangs on turn process
(c) Strategy First, Inc. All rights reserved.