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

SE:V v1.59 History

Captain Kwok's picture
Submitted by Captain Kwok on Mon, 2007-10-29 18:34. Space Empires V General

The latest from the beta...

---

Version 1.59:
1. Fixed - Sometimes the Planets List window would crash when opening it.
2. Fixed - Some memory leaks.
3. Fixed - You could add multiple space yards to a construction queue.
4. Changed - Increased Resupply Depot supply and ordnance generation.
5. Changed - Increased Resupply Depot supply and ordnance remote distribution.
6. Fixed - AI will now scrap old weapon platforms on its planets when cargo space is low or the design is really old.
7. Fixed - AI was not purchasing units that cost more than the construction queue rate.
8. Fixed - AI was not purchasing enough weapon platforms.
9. Fixed - Sometimes units that took part in ground combat would be off the map.

‹ Ship Design - The History of Knox Class Frigates (56kers beware - too many photos) Trouble with Unnamed Mod ›
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Re: SE:V v1.59 History

Submitted by Nevyn on Mon, 2007-10-29 18:45.

Whoot for 9.
3 though.... isn't that meant to be possible now, since you can have more than 1 per planet?

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Re: SE:V v1.59 History

Submitted by Innuendo on Mon, 2007-10-29 18:53.

No, the limit of one space yard per planet was hard coded into the game. The new changes are so mods can include multiple space yards, the stock game shouldn't.♠

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Cerberus's picture

Re: SE:V v1.59 History

Submitted by Cerberus on Mon, 2007-10-29 20:19.

I like 4/5
and 2 is pretty exciting! Laughing out loud
yay for updates.

6 should be changed to UPDATES its old weapon platforms Sticking out tongue

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Wade's picture

Re: SE:V v1.59 History

Submitted by Wade on Mon, 2007-10-29 23:48.

Yay! AI work!

Wait. I want to be able to build more than one space yard facility per planet in the stock game. Anyone else too? Maybe switch it once again to allow this?

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Cerberus's picture

Re: SE:V v1.59 History

Submitted by Cerberus on Tue, 2007-10-30 01:04.

it was an exploit that allowed you to. you'll have to mod it now to allow it Sticking out tongue

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Re: SE:V v1.59 History

Submitted by Sotho Tal Ker on Tue, 2007-10-30 01:16.

Regarding #3:

The hardcoded limit of 1 space yard per planet was removed, as Innuendo said. MM introduced a limit through the Requirements of that facility. Aparently this limit was not obeyed when you queued up multiple space yards on one planet and they got all built.
This got fixed in this patch.. nothing more, nothing less. It is still possible to build multiple space yards when you edit Facilities.txt - but that is up to modders.

~~~~
http://wiki.spaceempires.net - Visit the SpaceEmpires Wiki and help improve it. Smiling
http://bt.spaceempires.net/browse.php - Mods and Shipsets for SEIV and SEV

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Mod Designer

Re: SE:V v1.59 History

Submitted by Fyron on Tue, 2007-10-30 01:33.

Wade wrote:
I want to be able to build more than one space yard facility per planet in the stock game. Anyone else too?
No way. Multiple stock-style SYs per planet is terrible for game balance. SY Expansions, on the other hand, are sweet.


SpaceEmpires.net | Space Empires Wiki

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Re: SE:V v1.59 History

Submitted by Spuda on Tue, 2007-10-30 05:30.

Regarding #3
I to thought it was a nice idear to have multiple shipyards on a planet allowing different sized shipyards to be built.
I also liked the way that you had to sellect more than one or only be allowed one, as you were unable to add a second one later?
I must say though I do think some maximum limit should apply as well?
As for the rest Great Stuff Keep it comming Aaron

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Re: SE:V v1.59 History

Submitted by Realtime on Tue, 2007-10-30 09:23.

Nice, so at what revision level will a map editor be available?

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Re: SE:V v1.59 History

Submitted by damador on Tue, 2007-10-30 11:50.

is tshere a cahnce to join beta test ?

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Re: SE:V v1.59 History

Submitted by Tilarium on Tue, 2007-10-30 14:54.

Captain Kwok wrote:
The latest from the beta...

---

Version 1.59:
1. Fixed - Sometimes the Planets List window would crash when opening it.
2. Fixed - Some memory leaks.
3. Fixed - You could add multiple space yards to a construction queue.
4. Changed - Increased Resupply Depot supply and ordnance generation.
5. Changed - Increased Resupply Depot supply and ordnance remote distribution.
6. Fixed - AI will now scrap old weapon platforms on its planets when cargo space is low or the design is really old.
7. Fixed - AI was not purchasing units that cost more than the construction queue rate.
8. Fixed - AI was not purchasing enough weapon platforms.
9. Fixed - Sometimes units that took part in ground combat would be off the map.

Cap'n, are these problems in BM 1.11? Mainly I'm looking at 6,7, and 8 with 7 being the big one in my mind as a game killer.

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groovyfishguy's picture

Re: SE:V v1.59 History

Submitted by groovyfishguy on Tue, 2007-10-30 14:57.

Thumbs up to Number 2 and 9!
Groovy Baby Yeah!

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Psieye's picture

Re: SE:V v1.59 History

Submitted by Psieye on Tue, 2007-10-30 15:59.

That's a good question - the AI improvements regarding weapon platforms. Are they extra AI functions that got written up or is it just using AI functions we already have in v1.58? If the latter, mods can use it right now, thanking Aaron for the inspiration.

---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.

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Captain Kwok's picture
Mod Designer

Re: SE:V v1.59 History

Submitted by Captain Kwok on Tue, 2007-10-30 16:06.

Items 6-9 were fixed/added in the Balance Mod a long time ago.


Space Empires Depot | SE:V Balance Mod

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Re: SE:V v1.59 History

Submitted by LordDemon on Tue, 2007-10-30 16:21.

In number 9, does anyone else think ground combat could use a bit larger area? As of now it is very crowded, I think increasing size would be in place. Only problem I can see is units notbeing able to move through the area in the 5 minutes, and combat with enough time, but that would require a very big map.

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BlueTemplar's picture

Re: SE:V v1.59 History

Submitted by BlueTemplar on Tue, 2007-10-30 17:39.

Quote:
Items 6-9 were fixed/added in the Balance Mod a long time ago.
I had 9 with BM 1.09 in SeV 1.44 on PBW.

Anyway, it's great to see it fixed now. Shame it wasn't fixed in 1.58 though...

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groovyfishguy's picture

Re: SE:V v1.59 History

Submitted by groovyfishguy on Wed, 2007-10-31 11:07.

I could be wrong but haven't people been complaining about number 9 even with BM?

Groovy Baby Yeah!

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Prankowski's picture

Re: SE:V v1.59 History

Submitted by Prankowski on Wed, 2007-10-31 12:37.

yup, i am just playing and had that error number 9 and checked the board to see if it wasn´t fixed in a patch already.
well, guess it´s still out there Smiling

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groovyfishguy's picture

Re: SE:V v1.59 History

Submitted by groovyfishguy on Wed, 2007-10-31 12:39.

Well its good to know from time to time that I'm not completely Crazy Smiling

Groovy Baby Yeah!

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Re: SE:V v1.59 History

Submitted by Atomizer4 on Thu, 2007-11-01 20:59.

Things that should be changed/improved:
1. Spaceyards should be directly upgradeable to temporal spaceyards, or temporal spaceyards should be changed to temporal spaceyard enhancers.
2. System gravitational shield facilities need an off switch.
3. The AI should surrender when it is certain to be defeated.
4. Tactical combat needs lots of improvement-why do ships advance at each other at maximum speed, then slow to a crawl and begin turning? What about passing each other and turning gradually while maintaining speed? Or performing complex maneuvers without the player's guidance?

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Mod Designer

Re: SE:V v1.59 History

Submitted by Fyron on Fri, 2007-11-02 00:55.

Atomizer4 wrote:
2. System gravitational shield facilities need an off switch.
No, they do not. There needs to be _some_ counter to the ultimate turtle strategy, especially in multiplayer. As it is, to do this "on/off" function, you have to queue up a facility and put it on hold 1 turn til completion. When you want to send a fleet out, scrap the existing facility, create a WP, warp, destroy the WP, then un-hold the new facility. This convoluted step provides a window of 2 turns or so for enemy forces to come in, which is most desirable for play balance. It also requires a lot of resources put into each new facility, and eats up a SY from being able to build anything else. A simple on/off switch would probably reduce the window, and would definitely eliminate the cost. Removing the extra steps is not desirable for play balance; the turtling potential is already bad enough without making it even easier to maintain without risk. The hassle of the process also serves as a deterrent for such poor sportsmanship (completely isolating all systems via shields).


SpaceEmpires.net | Space Empires Wiki

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inigma's picture

Re: SE:V v1.59 History

Submitted by inigma on Fri, 2007-11-02 18:01.

inigma's 1.59 comments

2. Fixed - Some memory leaks.

It should be expected that after sitting on your desk for sometime, your computer's gotta take a leak sometime. Or else it's a form of SEV alzheimers.

9. Fixed - Sometimes units that took part in ground combat would be off the map.

It's just called "fighting in Cambodia." Usually some sort of highly classified unauthorized warfare. Or maybe they were just chasing the French women.

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