SE:V v1.55 History |

The latest changelog from the beta. Barring any major problems, this should be the last beta before the official patch is released.
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Version 1.55:
1. Fixed - The popup help was incorrect for "Toggle AI" on the TCP/IP Host window.
2. Fixed - Increased the communications timeout to 60 seconds on the TCP/IP Player window.
3. Fixed - If you tried to restart a TCP/IP game without exiting the program it would often fail.
4. Fixed - Movement log was not loading correctly.
5. Fixed - Starting positions on the Game Setup window will now only allow you to select a system
if it has a physical type of "Normal" and a "Empires Can Start In" of TRUE.
6. Fixed - Planets with memory owners were still showing up as colonizable and empty in the Planets window.
7. Fixed - The Quadrant Map was not showing ownership from sight memory.
8. Fixed - Generated fleet names were incorrect past 10.
9. Fixed - The estimate of another empire should never report 0 races or 0 solar systems unless their dead.
10. Fixed - Statistics and Pending Messages were not getting cleared when saving an empire to file.
11. Fixed - Ships were turning the wrong direction in the Movement Replay.
12. Fixed - Sys_Get_System_Queues_Specific_Facility_Count was not working correctly.
13. Fixed - The scripts functions for stellar manipulation are now working.
14. Fixed - External events causing stellar events are now working correctly.
15. Fixed - Replays of stellar events would sometimes not look correct.
16. Changed - Any planet in SystemTypes.txt which uses "Offset X Ring Y" will be considered a moon and have the same
name as the parent planet (Offset X) plus a letter.
17. Fixed - "Planet Maximum Population" ability was not working for facilities.
18. Fixed - "Trade Modifier" ability was not working.
19. Fixed - The Mothball order should execute even if a ship or base has zero movement remaining.
20. Fixed - You should not get multiple messages of taking damage through a warp point for the same group of ships.
21. Fixed - Sometimes early AI troop designs would have no weapons on them.
22. Fixed - Capture Pods were not changing their height over the combat map to close with their target.
23. Fixed - Happiness was considering ships of a fellow alliance member as enemies.
24. Fixed - AI should be communicating with alliances correctly now.
25. Fixed - Proposing a message for an alliance was not working.
26. Added - Script function "Sys_Get_Number_Of_Alliances".
27. Added - Script function "Sys_Empire_Politics_Is_Alliance_Known".
28. Added - Script function "Sys_Empire_Politics_Get_Status_With_Alliance".
29. Added - Script function "Sys_Empire_Politics_Get_Status_Time_With_Alliance".
30. Added - Script function "Sys_Empire_Politics_Set_Message_To_Alliance".
31. Added - Script function "Sys_Empire_Politics_Set_Mood_Towards_Alliance".
32. Added - Script function "Sys_Empire_Politics_Set_Anger_Pct_Towards_Aliance".
33. Added - Script function "Sys_Empire_Politics_Get_Treaty_Name_Between_Player_And_Alliance".
34. Added - Script function "Sys_Empire_Politics_Is_Alliance_Ally".
35. Added - Script function "Sys_Empire_Politics_Is_Alliance_Enemy".
36. Added - Script function "Sys_Empire_Log_Get_Log_Entry_Message_From_Alliance".
37. Added - Script function "Sys_Empire_Log_Get_Log_Entry_Message_Param_Against_Alliance".
38. Added - Script function "Sys_Empire_Log_Get_Log_Entry_Caused_By_Alliance".
39. Added - Script function "Sys_Empire_Log_Set_Log_Entry_Message_Param_Against_Alliance".
40. Added - Script function "Sys_Alliance_Get_Emperor_Title".
41. Added - Script function "Sys_Alliance_Get_Emperor_Name".
42. Added - Script function "Sys_Alliance_Get_Alliance_Name".
43. Added - Script function "Sys_AI_Empire_Stats_Get_Alliance_Score".
44. Added - Script function "Sys_Game_Settings_Get_AI_Difficulty".
45. Added - A view button to proposal and message details in the Alliance Chambers window.
46. Fixed - The message report window for a message from an alliance was not displaying correctly.
47. Added - "Sent To:" and "Reply To:" lines to the Alliance Proposal list.
48. Added - A log message given to empires if they are in an alliance and there are proposals to vote on.
Re: SE:V v1.55 History
Does this mean Alliances will finally be functional??
Hmmm.... first step though is to get an AI to actually ACCEPT my proposal of an alliance, which has never happened to me before LOL. 
Re: SE:V v1.55 History
# 14 dose this mean we can now use the Close warp point ability and it will work?

Re: SE:V v1.55 History
Thank you! The game is now nearly complete and good to recommend again to more people! Though the artificial intelligence needs to be improved and given the proper ability to use all the technologies and features.
Maybe now Malfador Machinations will procede on to AI improvement, added features, maybe an expansion, a different next game,
and then Space Empires VI!
-Wade
Re: SE:V v1.55 History
Hulk want patch now! Give Hulk patch! grunt, grunt...
Re: SE:V v1.55 History
Hmmm.... first step though is to get an AI to actually ACCEPT my proposal of an alliance, which has never happened to me before LOL. :)
The alliance features should be much closer to working. I lost count there, but even if it's not perfect they'll be a lot more fun to toy around with now that your own allies won't view you as an enemy.
Since 1.33 at least, it's been possible to get the AI to accept an alliance proposal. You have to learn how to butter them up. I don't know how smart they are, but it could be you'll need to work fast. Forming an alliance cancels all your other treaties, and this can mean taking big hits in trade and tech sharing. For just your own sake it pays to form an alliance early, if that's your intention.
I'm astonished at the speed and number of fixes on this list. As much as I wanted the previous 2 sets, this batch was worth waiting for. This is going to be a whole 'nuther game.
Re: SE:V v1.55 History
Whoa, that's a long chunk of fixes...
No idea how to comment other than that 13, 14 and 19 look good.
I haven't done much with diplomacy in SE V, but all those fixes to alliances and such could be very helpful... assuming I don't accidentally get labled a MEE by all the AI empires for some reason... 
Re: SE:V v1.55 History
Moons will be moons, not just 'close celestial bodies', well they still will be, but there will be some connection. That's cool, I don't know what I'm so exited about that, maybe it's past my bed time. Also I'll be able to play with alliances. Everyone said not too, for a reason, so I haven't even looked at them. Thanks again for keeping us informed Captain Kwok, and thanks to Mr Hall for sooo many fixes.

Re: SE:V v1.55 History
well, I interrupted my current game and now I'm waiting for this patch to start a new one, too many improvements to continue playing, that says it all
Re: SE:V v1.55 History
Yes, between this one and 1.54 one there are some serious improvements on the way. I have been a little underwhelmed with some of the things that were being fixed, but these two are great. As this one came out so quickly after 1.54, I'm hopeful that my prediction of two or three weeks before the patch release is overly pessimistic. (Of course that is if Kwok's prediction that 1.56 will be it is correct.)

Re: SE:V v1.55 History
Nice Very Nice!
Groovy Baby Yeah!

Re: SE:V v1.55 History
I sent in a savegame with the capture pod issue like last week. If that was the reason Aaron fixed it, he must have set a record for turnaround time.
Re: SE:V v1.55 History
This next patch will be obscenely huge....but worth the wait.




Re: SE:V v1.55 History
So many good things here. The integration of sight memory is probably my favorite part of this, but the numerous alliance fixes is also great.
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A project a day keeps the deadline away.