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

So what, no new beta change logs?!

Submitted by lochkartenman on Mon, 2007-12-10 03:42. Space Empires V General

Hi!

I'm just wondering why there are no new beta change logs beeing published since v.1.63. Any idea?

To me it seems as if there are still some things to tidy up:
- user interface: allow the common copy&paste functionality
- save custom list layouts independent of save file
- save designs independent of save file
- automatically name ships according to a textfile (indstead of Anaconda 001..999)
- ship design: allow change of layer with component selected
- ship design: implement more intuitive sorting and grouping of components
- abilities: give mounts the ability to change reload time
- add new weapom property: "burst" that allows a number of shots beeing fired in fast succession and then imposes a longer reload time
- component that grants the ship/unit etc. the ability to warp (instead of a seperate text file)
- allow retrofitting of units and weapon platforms!
- change conecpt of "domed" colonies: instead of the on/off thing impose a (modable) penality on production and research proportional to the amount of non-breathers on a planet
- allow retreat through warp point during tactical combat
- natively implement FTL-travel
- allow generic user-input for event scripts; this would allow more interactive events as implemented in Civ4 Beyond the Sword.
- allow for selective auto-resolve of combat: the choice between strategic and tactical combat during turn processing is senseless because there is no further information aviable when the decision has to be made. Instead one should be able to disable tactical combat for certain sectors (such as warp points).

... to be continued ...

that's it for now.

Arne

‹ Direct Play online Unnamed AI Mod version 1.07 Available ›
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Re: So what, no new beta change logs?!

Submitted by Santiago on Mon, 2007-12-10 09:05.

Maybe Aaron is taking some time for the holidays. If he is, then good for him. Come January tho, back to the keyboard! Merry Christmas Smiling

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Telumehtar's picture

Re: So what, no new beta change logs?!

Submitted by Telumehtar on Mon, 2007-12-10 11:02.

or maybe he's working on the AI which is a enormous undertaking, meaning you need a lot of planning before you start changing things.
you forgot to add "Ho! Ho! Ho!"
Eye-wink

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Mod Designer

Re: So what, no new beta change logs?!

Submitted by Fyron on Mon, 2007-12-10 11:30.

lochkartenman wrote:
- ship design: implement more intuitive sorting and grouping of components
Unfortunately, it's too late for that.. doing this would break all savegame files.

lochkartenman wrote:
- component that grants the ship/unit etc. the ability to warp (instead of a seperate text file)
Or rather, an optional feature of the WP objects (in StellarObjectTypes.txt, listed in every single Warp Point) that specifies an arbitrary ability as a requirement to warp through it. This allows far more moddability than just a hard-coded "can warp" component ability. Maybe one modder wants a different class of WPs to require a different level of technology (see Ascendancy). Maybe another modder wants abilities tied to size of WP, where only small ships can go through small WPs, but any ship can go through large WPs.

lochkartenman wrote:
- allow retrofitting of units and weapon platforms!
Probably never happen; it goes against Aaron's concept of a unit. :-\

lochkartenman wrote:
- natively implement FTL-travel
Too massive of an architectural change to be implementable in a patch... must wait for SE6, if at all.


SpaceEmpires.net | Space Empires Wiki

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exelsiar's picture

Re: So what, no new beta change logs?!

Submitted by exelsiar on Mon, 2007-12-10 11:48.

- allow retrofitting of units and weapon platforms!

i read somewhere that thats already partly implemented in a txt file somewhere, it just needs a button and such.
_____________________

Grand Lord Exelsiar of the Azra-Dun Commonwealth, at your service

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Re: So what, no new beta change logs?!

Submitted by damador on Mon, 2007-12-10 16:01.

something is going on Smiling i recently got some mails witch change state (to active) to my submited features / bugs

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ekolis's picture
Mod Designer

Re: So what, no new beta change logs?!

Submitted by ekolis on Mon, 2007-12-10 17:01.

As if by magic, Aaron reappears... there's a new beta version posted with some nice bugfixes!
If Kwok doesn't download the patch and post the official list of fixes by the time I get home from work, I will... *me tries not to forget* Eye-wink

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

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groovyfishguy's picture

Re: So what, no new beta change logs?!

Submitted by groovyfishguy on Mon, 2007-12-10 18:11.

Good news.

Groovy Baby Yeah!

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Captain Kwok's picture
Mod Designer

Re: So what, no new beta change logs?!

Submitted by Captain Kwok on Mon, 2007-12-10 18:44.

As I was reading Ed's note I was downloading the latest beta patch. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Re: So what, no new beta change logs?!

Submitted by Khemul on Mon, 2007-12-10 21:15.

I have to wonder why people keep hoping FTL will be implemented. This is the 5th release of SE! If Aaron wanted FTL I think he would have added it by now. I'd take that as a hint that warp-points are staying around.

You could mod in a type of FTL system now anyways. Granted getting the AI to learn to use it would be quite an undertaking and the system would mostly be a comprimise but it'd probably be faster then waiting/hoping for SE6 to include the feature.

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Re: So what, no new beta change logs?!

Submitted by lochkartenman on Tue, 2007-12-11 12:11.

Hi, again.

I just discovered the new change log - nice to have one again.

I cite my-self:

"- allow for selective auto-resolve of combat: the choice between strategic and tactical combat during turn processing is senseless because there is no further information aviable when the decision has to be made. Instead one should be able to disable tactical combat for certain sectors (such as warp points)."

What do you think? These senseless "1-of-theirs-against-100-of-mine" combats are just boring. I eventually stop playing around mid-game just because I have to resolve 7..10 of those encounters. Afterall even if the AI sends a really big fleet there is nothing I could do about it because I seldom go tactical if defending warp points.

Adding to my listing of the first post I would like to see the ability to auto-resolve ground combat. This is really a part of the game I can hardly stand.

Ho Ho Ho

Arne

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