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

SE5 v1.66 Beta History

ekolis's picture
Submitted by ekolis on Tue, 2007-12-18 18:42. Space Empires V General

Some nice fixes here... I reported #2 and #3 the other day, and #5 I think has been bothering me in a PBW game (though it could be some other issue)...

Version 1.66:
1. Fixed - More AI improvements.
2. Fixed - If you received a tech level through trade or treaty, the expected benefits would not
reflect the new level on the Research window.
3. Added - Multiple upgrades of items are now condensed into single log item reports.
4. Added - Vehicle class name to the Fleet Transfer window.
5. Fixed - Combat replays would replay incorrectly if the combat took place in an asteroid field or
nebulae.
6. Added - Script Function "Sys_Is_Sector_In_System".
7. Added - Formula function "get_empire_ability_facility_count" was not being recognized.
8. Added - Formula function "get_empire_specific_facility_count" was not being recognized.
9. Added - Formula function "get_empire_queues_ability_facility_count" was not being recognized.
10. Added - Formula function "get_empire_queues_specific_facility_count" was not being recognized.

‹ Is that all? Change goverment type ›
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Re: SE5 v1.66 Beta History

Submitted by rditto48801 on Tue, 2007-12-18 18:47.

More AI improvements?
AI improvements are always good imo. (so long as it doesn't include overboard rubber band AI and excessive dynamic difficulty...)

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Mod Designer

Re: SE5 v1.66 Beta History

Submitted by evilhamburger on Wed, 2007-12-19 06:20.

Could You include something to make AI uber-hard... like letting them asess you better and/or target your weaker allies?

Also make em kill you quicker lol

-----------------------------------------------------------------------------------------------------------------------------

Evilhamburger's Uber-Comp OneAlpha&Beta | Multiplayer rounds with a twist
http://www.spaceempires5.com/en-US/node/4887

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Psieye's picture

Re: SE5 v1.66 Beta History

Submitted by Psieye on Wed, 2007-12-19 06:28.

Quote:
Could You include something to make AI uber-hard... like letting them asess you better and/or target your weaker allies?

Also make em kill you quicker lol

Oh come now, it's relatively easy to make the AI uber-hard - just give them a custom bonus of x100 point generation and x20 build speed (see Settings.txt), then turn on Intel and go for a Team Mode game. The rest is down to whether you choose BM, Unnamed Mod or GidMod.

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Thy Reaper's picture
Mod Designer

Re: SE5 v1.66 Beta History

Submitted by Thy Reaper on Wed, 2007-12-19 13:38.

#3 has been bothering me more a very long time. Getting hundreds of research facility upgrade notices every single turn made it difficult to track anything else that was going on.

#4 is nice to see as well. Much less confusion when trying to assemble fleets, now.

-----
A project a day keeps the deadline away.

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Psieye's picture

Re: SE5 v1.66 Beta History

Submitted by Psieye on Wed, 2007-12-19 14:12.

OSHI- I didn't see #4............. orz

---Sig---
Playing Touhou games (Go to this Wiki if interested. No, nobody else is that good/insane as that replay). No rush for SE

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Re: SE5 v1.66 Beta History

Submitted by vagonite on Thu, 2007-12-20 17:45.

What are these "more AI Improvements" changes? surely some explanation would be helpful.

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groovyfishguy's picture

Re: SE5 v1.66 Beta History

Submitted by groovyfishguy on Mon, 2007-12-24 14:43.

vagonite wrote:
What are these "more AI Improvements" changes? surely some explanation would be helpful.

Seconded

Groovy Baby Yeah!

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