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

Problem with new patch 1.66

boromeo's picture
Submitted by boromeo on Thu, 2007-12-20 08:35. Space Empires V General

There's a problem with 1.66 patch

If i choose to play with quick start i have no problem but if i choose new game and create my empire when i play the game the AI won't build any facilities ships and units nothing at all and my settings are all under AI control except for research , i didn't have that problem with 1.63 , i even desinstalled and reinstalled the game and with version 1.00 when i chose new game and created my empire the AI would builds facilities and ships and units , and then with patch 1.63 applied The AI wouldn't build anything , no facilities ships and units and liek i said all settingsunder computer control except for research so please fix this !!

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Re: Problem with new patch 1.66

Submitted by corestandeven on Thu, 2007-12-20 09:34.

A few questions to help understand your problem:

Do ALL AI empires behave like this? Are the races that don't work Custom Shipsets? Are your Stock races (those that came with the game) also acting this way? Are you using a Mod? Balance Mod, Unnamed? etc.

When I patched last time around (to 1.58) I also had similar problems to you, and thought the patch was borked. But then when I noticed it was ONLY custom shipsets that were doing this I realised it was them that were incompatible with the new patch. Sounds very similar to the problems you describe.

If thats the case you have two choices:

a) Wait till the authors of the shipsets update the custom races AI settings to be compatible with new patch (which is up to them if they wish to do it or not).
b) You mod your custom shipsets to use AI files that do work (i.e. stock).

If it is Stock races that are misbehaving then ignore the above post.

I'm going to be testing 1.66 when I get home from work, so i'll report back if I face similar issues.

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boromeo's picture

Re: Problem with new patch 1.66

Submitted by boromeo on Thu, 2007-12-20 13:48.

first sorry for the double thread posts

To answers your questions do all empires behave like this ? I don't know , i just played like 5 game turns i know that my empire doesn't build facilities and no ships and units , nothing at all , (that being said with all setttings under computer control except for research)
with the previous patch my empire would start building after the first game turn

Are the races that don't work custom shipsets ?

Yes at the moment i started this thread but i also started a new game with the stock shipsets and the AI does the same ( not building facilities units or ships) like i said when playing a game quick start i don't have that problem only when i choose new game and create my empire

Are you using a mod ?

I started a new game with stock and balance mod 1.11 the problem goes for both

Anyway I don't see how shipsets could affect the AI for building facilities I am sure this is a 1.66 patch bug !!

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Re: Problem with new patch 1.66

Submitted by Talisan on Thu, 2007-12-20 14:11.

Steam patched mine this morning and 2 things occurred while playing that didn't seem right. I'm 2 weeks new to the game, so it may just be my inexperience.

1. I created a fleet of 11 Frigates which I sent to a sector I recently discovered with an agressive empire. My fleet moved into the same space as one of their three planets where two of their cruisers were. A battle took place and their cruisers were lost. No damage to the planet. I ended my turn and my fleet now had 0 movement points and they had built another cruiser. I ended the turn again... same thing, so I disbanded my fleet and all 11 ships had their movement points again. While in the fleet I was unable to give it any orders. I was able to use single ships to do further attacks. If I created a new fleet and re-added the same ships, that fleet had 0 movement points.

2. I finished off the other 2 planets, the 3 cruisers of theirs guarding a warp during the whole thing never moved. But that's not the issue, I looked down at the galaxy map and noticed that I now had discovered a sector very far off the beaten path... no where near anything I had visited. In that sector was a ship that I had control of that had more movement points than any of my ships and a different ship design than either myself or the empire I had just attacked.

3 previous things in 1.63 that I noticed(which do not appear to be addressed in 1.66)

1. If I setup a game, and give my empire advanced Rock Colonizing(my empire preferred planet being Rock/Oxygen) of level 4, and gas and ice of level 4(the numbers I used at the time), that when I played the game, I would have level 1 rock, level 4 ice and gas. I figured it was a quirk and I just didn't spend any points in future games on it.

2. My native screen resolution is 1280x720, but I must change the resolution to 1024x768 before playing the game, even if I set the game to play at 1280x1024(or 1024x768 even). If I don't start the game at 1024x768 the intro logo screens will be my primary window border color(beige) and will fade in and out to black and when both logo's are done cycling, I will end up with a monotone colored screen with music playing. I can sometimes ALT-TAB out and then Close the window, but sometimes I have to use the "Windows" key because ALT-TAB won't work.

3. I must always reboot the computer after playing SEV. If I don't then my computer is very unpredictable. I have had on occasion a copy of SEV still loaded in memory even after I quit the game which causes the pc to be quite slow. I have also had icons on the start bar after the game has been quit that constantly blink.

These are not big issues for me, but I thought I would mention them as long as I was mentioning the 1.66 issues.

Have fun!

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boromeo's picture

Re: Problem with new patch 1.66

Submitted by boromeo on Thu, 2007-12-20 14:35.

You are refering to 1.63 problems and a couple of 1.66 patch but these have nothing to do with my problem , which is when i i choose new game in the menu and create my empire and have everything under AI control (except for research) the AI wouldn't build facilities ships and units nothing at all , problem that i don't have when i play with quick start and like i said in my previous post the problem occurs with our without custom shipsets and in stock game and balance mod 1.11 (and i suppose for the other mods too) It's really a 1.65bug in my book and the game is only playable with quickstart !!!

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Captain Kwok's picture
Mod Designer

Re: Problem with new patch 1.66

Submitted by Captain Kwok on Thu, 2007-12-20 14:46.

Did you pick a minister style?


Space Empires Depot | SE:V Balance Mod

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boromeo's picture

Re: Problem with new patch 1.66

Submitted by boromeo on Thu, 2007-12-20 14:48.

No could it be the problem ?

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Captain Kwok's picture
Mod Designer

Re: Problem with new patch 1.66

Submitted by Captain Kwok on Thu, 2007-12-20 14:56.

That could very well be the reason. Without a minister style, the game has no idea which AI files to use for the ministers... although one might suggest it should just default to the default scripts if nothing is specified. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Unole's picture

Re: Problem with new patch 1.66

Submitted by Unole on Thu, 2007-12-20 16:19.

There's a typo in Script_AI_GlobalSettings. About a third of the way through where the ship index is populated, the Gas Planet Colonizer is pointed at the wrong planets.

if (lst_AI_Planets_To_Colonize_Num_Types.count() > 0) then
if (lst_AI_Planets_To_Colonize_Num_Types.Get(2) = 0) then

should read:

if (lst_AI_Planets_To_Colonize_Num_Types.count() > 0) then
if (lst_AI_Planets_To_Colonize_Num_Types.Get(3) = 0) then

Copy and paste does that to me all the time.
Directive 721: Cover your own a$$ first. Solo

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MasterChiToes's picture

Re: Problem with new patch 1.66

Submitted by MasterChiToes on Thu, 2007-12-20 16:38.

Doesn't that affect the main script for every AI empire?

[edit] I guess I shouldn't worry about it since BM1.12 will have its own AI overriding that.

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boromeo's picture

Re: Problem with new patch 1.66

Submitted by boromeo on Thu, 2007-12-20 19:34.

You're right Kwok , it's cause i didn't pick a minister !..Shame on me ..

DO you know when BM mod 1.12 will be out ?

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MasterChiToes's picture

Re: Problem with new patch 1.66

Submitted by MasterChiToes on Thu, 2007-12-20 20:21.

boromeo wrote:
Do you know when BM mod 1.12 will be out?

Kwok said tonight is the deadline... and I am waiting for it before I finish assembling my new custom setup. Combining mods is getting harder and harder, as the details pile up... so, I don't want to do it twice.

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Captain Kwok's picture
Mod Designer

Re: Problem with new patch 1.66

Submitted by Captain Kwok on Fri, 2007-12-21 00:45.

I'm running the pre-release bug check now. Sticking out tongue


Space Empires Depot | SE:V Balance Mod

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Unole's picture

Another problem with new patch 1.66

Submitted by Unole on Fri, 2007-12-21 08:27.

Script_Ai_GlobalConstants_VehicleSizes is missing the "Small Crystalline Fighter". It took me forever to figure this one out while re-compiling my mega-evil empire. Finally got a clue when NONE of the original empires would compile, either. Hope this saves someone a big headache.

Unole!
Directive 721: Cover your own a$$ first. Solo

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Mod Designer

Found Bug

Submitted by evilhamburger on Sat, 2007-12-22 06:09.

In SEV simulated combat (space), when add units and press "place units"
it will show the combat grid but no units will appear.

Why?

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

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

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Re: Problem with new patch 1.66

Submitted by Harmonious Hegemony on Sat, 2007-12-22 09:16.

I don't get it. What's up with releasing patches that introduce more problems than they fix?

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Mod Designer

Re: Problem with new patch 1.66

Submitted by unnamed on Sat, 2007-12-22 11:27.

Obviously it wasnt intended to create more problems than it fixed. If I could guess it was an attempt to get the game stopping bug fix out quickly and before christmas (game hanging at 30% - intelligence problem).

-Unnamed

Unnamed Mod

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Mod Designer

Bug Spray?

Submitted by evilhamburger on Mon, 2007-12-24 01:10.

Another one!
any one got bug spray to kill this one?

When capturing a planet, pop becomes mine, yes?
my flag appears next to their ppop so its MINE...
yet in "our empire report" it doesnt show their race as beong mine...

why?

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

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

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Mod Designer

Re: Problem with new patch 1.66

Submitted by evilhamburger on Mon, 2007-12-24 23:51.

correction with my post 4 up... It doesnt show SOME units for placement...

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

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

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Re: Problem with new patch 1.66

Submitted by marhawkman on Wed, 2008-01-02 15:00.

It's a matter of whether they've been assimilated into your empire. AFTER assimilation they'll show up, but if you've just captured them, then no.

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