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

SE:V v1.60 History

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2007-11-02 17:44. Space Empires V General

The latest from the beta. MM would like to release a patch soon, so make sure you e-mail any bugs we've got as soon as possible...

Version 1.60:
1. Fixed - When running command line processing, the game will default to Windowed mode.
2. Fixed - The Sector View would show cloaked enemy ships.
3. Fixed - Planets would grow unhappy from enemy ships that were not visible inside storms.
4. Fixed - "Out Of Resources" error on game start.
5. Fixed - Some machines would compute a different checksum with the exact same data files.
NOTE: If you are currently running a simultaneous game, you need the host to
end turn before players can play a new turn.
NOTE: Checksums are only computed for Simultaneous turn Different Machine games.
6. Fixed - Ships moved by a spatial anomaly would disappear completely.
7. Fixed - Trade resources were not getting added to an empire's coffers before construction and maintenance.
8. Fixed - The minister scrapping units on planets will not longer display on screen messages. All unit
scrapping will be reported in the logs.
9. Fixed - Unit scrapping log messages did not have a portrait.
10. Fixed - Sometimes game creation would add two identical random empires to a game.

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inigma's picture

Re: SE:V v1.60 History

Submitted by inigma on Fri, 2007-11-02 17:56.

inigma's 1.60 version casual comments:

3. Fixed - Planets would grow unhappy from enemy ships that were not visible inside storms.

Maybe the casual merchant ship would report back to the tabloids about incidents of other merchant ships disappearing when they enter the Bermuda Nebula.

6. Fixed - Ships moved by a spatial anomaly would disappear completely.

What's so wrong about that? Some spatial anomalys in Star Trek did far worse things to ship and crew.

10. Fixed - Sometimes game creation would add two identical random empires to a game.

Maybe the computer thinks the grass must be greener. Talk about keeping up with the Joneses - or maybe some mirror universe invasion. Smiling

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groovyfishguy's picture

Re: SE:V v1.60 History

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

And the good times keep on rolling Smiling

Groovy Baby Yeah!

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Mod Designer

Re: SE:V v1.60 History

Submitted by Gideon on Fri, 2007-11-02 21:26.

Huzzah for number 8 and 9! No more scrap spam in my mod! Laughing out loud

"Only by being constantly at war with evil in all things, including yourself, can you truely know peace."
Download my mod here: GidMod

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Re: SE:V v1.60 History

Submitted by Brad on Fri, 2007-11-02 23:58.

Captain Kwok wrote:
MM would like to release a patch soon, so make sure you e-mail any bugs we've got as soon as possible...

Are spelling and punctuation errors considered bugs?

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Cerberus's picture

Re: SE:V v1.60 History

Submitted by Cerberus on Sat, 2007-11-03 00:02.

ha ha ha. of course!!! everyone needs an editor to read over their work Sticking out tongue
send him an e-mail with locations for spelling errors and i assume he'd fix them.. time permitting. spelling isn't exactly a huge concern of mine... especially with memory leaks and such.

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Re: SE:V v1.60 History

Submitted by Crian on Sat, 2007-11-03 01:28.

Here's one, the Biggest bug of all: Loooong turn processing times. Smiling lol

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Re: SE:V v1.60 History

Submitted by Karl Napp on Sat, 2007-11-03 05:33.

Quote:
The latest from the beta. MM would like to release a patch soon, so make sure you e-mail any bugs we've got as soon as possible...

I have one. In system view the (destination) name of the warp points disapear after using the key for showing all names.

In this case not a bug, but confusing... the font sizes are to big!

(Apologize my bad english)

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Re: SE:V v1.60 History

Submitted by Savant on Sat, 2007-11-03 07:12.

Karl Napp wrote:
Quote:
The latest from the beta. MM would like to release a patch soon, so make sure you e-mail any bugs we've got as soon as possible...

I have one. In system view the (destination) name of the warp points disapear after using the key for showing all names.

In this case not a bug, but confusing... the font sizes are to big!

(Apologize my bad english)

Under empire options you can choose what names get displayed on the system map. And yeah, the fonts are too big (they get clipped a lot on the lower resolutions) but you can change them yourself in data/mainfonts.txt

I believe it's the GAME_FONT_QUADRANT_MAP line that decides the system font.

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Wade's picture

Re: SE:V v1.60 History

Submitted by Wade on Sat, 2007-11-03 18:12.

Are the ruin icons returning this time around?

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Re: SE:V v1.60 History

Submitted by Thunderhit on Sat, 2007-11-03 18:49.

Crian wrote:
Here's one, the Biggest bug of all: Loooong turn processing times. Smiling lol

Yep.. for singleplayers, who cares if there are mods that make the game godlike, but its senseless if turns take 15minutes! And then its not even late game or so!

Fixing the performance problems should be one of the highest priority, but well, what can you expect of a one man developer.

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Cerberus's picture

Re: SE:V v1.60 History

Submitted by Cerberus on Sat, 2007-11-03 19:24.

He's working on it. its slow but he's working on it. give the guy a break.
even from 1.33 processing time is HALVED at least.

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Ashbery76's picture
Mod Designer

Re: SE:V v1.60 History

Submitted by Ashbery76 on Sat, 2007-11-03 19:56.

I miss the epic 16 empire games I use to have in SEIV.The turn processing times are a nightmare.

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Re: SE:V v1.60 History

Submitted by MRing on Sat, 2007-11-03 20:12.

I haven't played many SEV games for several patches, stuck with SE4 due to Vista having little love for DX8, but if he's reduced turn process times by half since 1.33 then considering everything that goes on in the game I think it's pretty good. The combats are what would slow my turn gen's down the most.

Then again, I play with a Core 2 Duo @ 2.8ghz burning through the turns. Perhaps on an older 2ghz P4 or so it might be painful.. but then again, Crysis would be too.

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Caius's picture

Re: SE:V v1.60 History

Submitted by Caius on Sat, 2007-11-03 21:37.

Does this #5 fix with the note meen that simultaneous games will not work in 1.58 version? Players in a PBEM game I'm hosting cannot load there turns. Nor can they load a new PBEM game. Me or someone else as host.

Caius

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Mod Designer

Re: SE:V v1.60 History

Submitted by Fyron on Sun, 2007-11-04 00:09.

Note that SE5 can't use the other core to process any faster..


SpaceEmpires.net | Space Empires Wiki

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tverdoon's picture

Re: SE:V v1.60 History

Submitted by tverdoon on Sun, 2007-11-04 04:16.

Fyron wrote:
Note that SE5 can't use the other core to process any faster..

With SE4 I played it from about 2000 I think up to this year and over the course of maybe three or four different computers getting quicker and quicker all the time. With CPU design seemingly focussing on more cores rather than raw clock speeds it means that SE5 isn't going to see the same benefit as we upgrade our computers. Which is unfortunate.

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Reiver's picture

Re: SE:V v1.60 History

Submitted by Reiver on Sun, 2007-11-04 04:28.

Multi-threaded code is somewhat tricky to achieve well as an addon, alas. But then, it may yet happen, once he's got the real problems out of the way. Smiling

And a ruin icon would be very nice. Very nice indeed.

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Mod Designer

Re: SE:V v1.60 History

Submitted by Fyron on Sun, 2007-11-04 11:32.

Of course, each core of a core 2 duo processor beats the pants off of a pentium 4. Eye-wink


SpaceEmpires.net | Space Empires Wiki

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groovyfishguy's picture

Re: SE:V v1.60 History

Submitted by groovyfishguy on Tue, 2007-11-06 14:29.

Crian wrote:
Here's one, the Biggest bug of all: Loooong turn processing times. Smiling lol

Maybe its not a bug but a feature to help remind us of life outside of the computer Eye-wink

Groovy Baby Yeah!

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Re: SE:V v1.60 History

Submitted by MRing on Tue, 2007-11-06 16:31.

It's not all focus on cores.. check out the benchmarks for Penyrn; significant improvements in IPC. AMD hopes for similar improvements with Phenom. Massive gains with SSE4 for apps that can use it.

Of course, apps that can use more than one core can reap even larger improvements.. but they're not abandoning whats brought them this far either. Which is good for us! I dont know if independent game devs like MM will be able to do the fancy (expensive) stuff necessary for multi-threaded games for a long time.

And then there is overclocking too.. Eye-wink

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Mod Designer

Re: SE:V v1.60 History

Submitted by Fyron on Tue, 2007-11-06 20:10.

What exactly is expensive about invoking several threads with well-thought out purposes and using inter-process communication to synchronize them?


SpaceEmpires.net | Space Empires Wiki

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Reiver's picture

Re: SE:V v1.60 History

Submitted by Reiver on Wed, 2007-11-07 05:40.

In a game with as many other niggling bugs in it already?

Getting it to work. Eye-wink

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Mod Designer

Re: SE:V v1.60 History

Submitted by Fyron on Wed, 2007-11-07 12:11.

No, in a new project, as was being alluded to.


SpaceEmpires.net | Space Empires Wiki

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RogerN's picture

Re: SE:V v1.60 History

Submitted by RogerN on Wed, 2007-11-07 12:57.

Quote:
What exactly is expensive about invoking several threads with well-thought out purposes and using inter-process communication to synchronize them?

Impossible to tell without looking at the existing code.

For this sort of work, turn-processing tasks can be broken into two groups: those which can be performed in parallel, and those which cannot. If these groups of tasks are intertwined too much in the code then it is very expensive to refactor them for parallelization. But if the tasks are already somewhat separated then it is relatively easy to make the application multi-threaded.

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