SE:V v1.57 History |

The latest from the beta. This will probably be the last one before the official patch.
Version 1.57:
1. Fixed - On the Create Design window, the Warnings list would sometimes highlight the row on mouse over.
2. Changed - On the Create Design window, components can always be added to a design. The Placement requirement for
a component is now tested only after the component is added to the design. The Placement requirement
description will be displayed in the Warnings list if it fails its test.
3. Fixed - Failure messages for cargo not loaded or dropped were not always being sent during a Simultaneous Game.
4. Fixed - The Drop Specific order was not working.
5. Fixed - Is_Planet_Domed was not being recognized.
6. Note - All functions require parenthesis even if they have no parameters (Is_Planet_Domed()).
7. Added - Damage, Supply, Ordnance bars and movement amount to the Fleet Transfer window.
8. Fixed - Type in Racial Trait "Physical Weakness".
9. Added - Field "Maximum Number Of Ships #" to Settings.txt. This is the base selection value for maximum number
of ships in the Game Setup window.
10. Added - Field "Maximum Number Of Units #" to Settings.txt. This is the base selection value for maximum number
of units in the Game Setup window.
11. Added - Field "Planet Base Repair Rate - Facilities" to Settings.txt. This is the inherent amount of repair for
facilities that any planet with a colony can perform.
12. Added - Field "Planet Base Repair Rate - Ships" to Settings.txt. This is the inherent amount of repair for
ships that any planet with a colony can perform.
13. Added - Field "Planet Base Repair Rate - Units" to Settings.txt. This is the inherent amount of repair for
units that any planet with a colony can perform.
14. Changed - All colonies can repair 100kT of facilities per turn and 50kT of units per turn.
15. Removed - The hard coded requirement for only one space yard component per vehicle.
16. Changed - Only one master computer can be on a vehicle.
17. Added - On the Fleet Transfer window, you can now use Shift-click and Ctrl-click to select multiple rows to
perform actions on.
18. Fixed - Drawing speed up for the Ship List.
Re: SE:V v1.57 History
Thank you again Captain Kwok for keeping us informed, there's a few interesting things getting added lately, as in multiple space yards. Does that mean most of the bugs have been eliminated?
Re: SE:V v1.57 History
I keep seeing all these history posts... when is the update coming? And is there a map editor coming when it does? If I missed stuff on this, been out of the loop for a bit.
Re: SE:V v1.57 History
Probably public patch on monday if no new, serious issues crop up.
I think it is about time - keeping us waiting for 3 month... too long 
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Re: SE:V v1.57 History
13 beta updates since the last live update ... wow. Just ... wow.

Re: SE:V v1.57 History
Some very nice UI improvements for the fleet window. I know a lot of people have been asking for several of these changes for many moons.
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A project a day keeps the deadline away.
Re: SE:V v1.57 History
Oh yeah, number 7 is freakin' wonderful...
Javaslinger
Re: SE:V v1.57 History
#3 and #4 are good, i hope i understood it correctly 
Best regards,
Pit Fiend
Re: SE:V v1.57 History
I like #15, that can open up a few possibilites!
Your lord and master (below Foamy) LordHavoc
Re: SE:V v1.57 History
Very nice.
I like the looks of 7, 9-15 also look good.
Wasn't 15 already done in a previous version of change log/history?
16, so, no more putting multiple MCs on ships/bases?
Bummer, one of my defense base designs is made to survive a lot of punishment and had several 'backup' MCs in place, just to be on the safe side in case one got knocked out.
Re: SE:V v1.57 History
Am I the only one happy to see #s 11-14?
#7's sweet too.
Re: SE:V v1.57 History
7 and 17 are great.
From what I've read overall, I feel this is going to be the best patch we've had. Several long awaited interface improvements, countless bugs fixed, colony memory and loads of modder functions too. It's going to be one giant leap for Space Empires!

Re: SE:V v1.57 History
what's the chance of getting the AI scripting functions Open/close warp point functional in next patch? Aaron hasn't replied on that specific one yet.
Whats the chance MM would release a game engine modder so we modders can tweak the game engine?

Re: SE:V v1.57 History

Re: SE:V v1.57 History
Super Duper ! 
Groovy Baby Yeah!

Re: SE:V v1.57 History
Do you mean a galaxy with no warp points? That would be really cool! If the AI can create their own warp points, of course...
I've been playing SEIV for some time but with this patch, I will definetely move to SEV. Will the Balance and Battlestar Galactic mods be compatible with the new patch?

Re: SE:V v1.57 History
I know Kwok has said that balance a new version of balance mod will be realesed very soon after. Maybe even the same day.
Groovy Baby Yeah!

Re: SE:V v1.57 History
It has to be said, thanks to Malfador for the updates and to Kwok for keeping us all on the down-lo but still I have major concerns.
Where are the updates related to the Alliance engine? Why are they not taking priority? There has been at least 1 link fully detailing the many problems faced with attempting to create Alliances within the game yet still they have not been approached in any patches. I'm starting to wonder, are they going to be fixed at all? Why have they not been given priority over less impinging aspects of the game?
It seems slightly odd that people can get so excited over comparitively minor fixes when such a great flaw still marrs the potential playability of SE-V. I'm not trying to be blindly critical by any means, I'm glad Malfador is still working on the game, I just don't see how the Alliance system can be continually overlooked in every single patch update that I see.

Re: SE:V v1.57 History
Version 1.55 had a lot of alliance-related stuff in it... not sure if it's exactly what you're looking for but here you go:
http://wiki.spaceempires.net/index.php/Version_History_%28SEV%29#Version_1.55
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The power of the ancients is now yours to command. You are truly the Master... of the obvious 
Re: SE:V v1.57 History
Maybe Aaron feels the same way I do... Alliance bugs are low priority.
These patches have all addressed significant bugs that are present whether or not you are playing with alliances. The interface improvements have improved things whether or not you play with alliances. The modding improvements improved modding whether or not you play with alliances.
And they are all small steps toward improving the games as a whole. Improving the AI. Enabling more diverse possibilities. Perhaps even they are small steps toward improving the function of the Alliance engine.
Let us not forget, that a very recent beta patch did indeed address issues relating to the Alliance engine. Maybe they even fixed it.
Try the patch when it comes out, then resume your endless complaints.
javaslinger

Re: SE:V v1.57 History
I am sure that to many people alliances is a big deal. I always end up playing the me against the entire universe campaign. So I couldn't tell you if they work or not.
Groovy Baby Yeah!

Re: SE:V v1.57 History
Try the patch when it comes out, then resume your endless complaints.
javaslinger
Endless complaints? I don't think its unfair to suggest that the Alliance system, one of the major selling points of the game certainly as far as I'm concerned, should be a major fix priority especially considering that it's completely unusable at the moment. I accept that it has been modified in the updates and your probably right, I should wait and see how it works out after the patch is released, but the bottom line is that the Alliance system should be a high priority; it can and should be a massive feature in the game.
ps
again tho kwok is right, there have been quite a few updates on the alliances, maybe it'll be sorted this time
Re: SE:V v1.57 History
I play single player mostly, alliances are hardly an issue for me. To me, it's just a nice extra but not vital at all to enjoying the game itself. I'd much rather see changes such as what's been done lately than alliances getting fixed. It's more fun to have an AI that can actually fight back rather than an AI that I can make peace with. The change to allow all colonies to repair is a major bonus in my eyes as well, as is stuff like being able to change windowed resolution (A VERY nice thing to me).
Alliances will be fixed, no doubt. But I just think it's the view of a majority of players that it isn't a high priority right now. I don't play the game to make peace, I play the game to wage war.
Re: SE:V v1.57 History
Another Bravo for #7 and 17.
The one thing missing is having the Experience points total included on the Fleet Transfer screen.
Re: SE:V v1.57 History
Btw. when new functions are added, is default AI modified to use them? Or they will be used only in good mods?
Re: SE:V v1.57 History
MM Thank you for the patch!
And Captain thank you for the numerous reports.
It looks like most of the stuff have been fixed, except the stock AI.
Now we really need to get down to the game and see the results of the patches!

Re: SE:V v1.57 History
I eat my words, sir! Quite right, I was under the impression there had only been a couple of minor Alliance fixes since the last patch but I stand corrected; looking again I can see there are some major fixes in 1.55 in particular. Apologies all round.
As you said, the problem was that the AI wasn't treating Alliances as entities but if that's been fixed, the system should be working just fine now. Time to join the 'cant wait for the new patch' brigade.

Re: SE:V v1.57 History
Fu... months it has been since I last visited this forum (various other forums, games, RL projects, etc etc took my time). I will skip all the "ZOMGAWESOMEEEEEEEEEEEe" reactions (oh and #17 here is UBERRRRRRRRRRRRRRRRRRRRRRRRRRRRR alongside #7) to all the Big Changes that have happened in my absence and ask:
How will multiple space yard facilities/components work out for mods that choose to allow them? As in, how will their construction queues work? "Builder Ship 0013 Yard #1,2,3" or will the space yards work in tandem (one queue, much bigger construction rate)?
---Sig---
Playing Touhou games (Go here if interested . No, nobody else is that good/insane as that replay). No rush for SE V bug fixing.
Re: SE:V v1.57 History
Imagine building a HUGE orbital contruction yard... It'd crank out larger ships faster... Sounds super cool...

Re: SE:V v1.57 History
Is possible to build a SuperShipYard Starbase like the Space Station Hephaestus in Manticore (Honor Harrington novels) ?
Cool !!!
Re: SE:V v1.57 History
It won't be possible in the stock game, but you can make a little mod to allow multiple SYs per vehicle (or planet).

Re: SE:V v1.57 History
Yes, i know, but the possibility let make some interesting baseyards that can build heavy ships real fast......
If one mod that, can change the time the counter-offensive takes....
Re: SE:V v1.57 History
#18: I wonder if that'll fix some of the performance issues under Vista?
I can hope at least! 
Re: SE:V v1.57 History
So there is a seperate way to have 1 per planet and upt to how many per vehicle? 5?
Re: SE:V v1.57 History
Thanks Kwok; it somehow helps knowing exactly what the problem is, regardless of not being able to do any more about it now than I could before. Closure, perhaps? 
Also lets me rant with specifics rather than generalities in my weekly nVidia bug report.
Re: SE:V v1.57 History
And in many other games as well, even under win xp. That option has been giving me too much grief!
Re: SE:V v1.57 History
A handy option I noticed is that in the SE5 System Display options, it's possible to disable the sector coordinate information (the constantly updating tip in the top right of the system display giving the location of your mouse pointer at all times).
Turning this off improves the responsiveness of the mouse while the main system display is up, and you are still able to find the coordinates of sectors from the Sector Report, should you need it.




Re: SE:V v1.57 History
Those are all awesome. Specially #7.