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

SE:V Version History 1.01 to 1.07

Captain Kwok's picture
Submitted by Captain Kwok on Fri, 2006-10-13 21:01. Space Empires V General

A gift. Sticking out tongue

- - - - -

Version 1.07:
1. Fixed - Mounts would not be loaded correctly after a Select Ship Size in the Create Design Window.
2. Fixed - The help text was in the wrong place on the Vehicle Design report.
3. Fixed - Mothballed ships still had crew.
4. Fixed - The Unmothball order would always fail.
5. Fixed - Speed up for loading of Components List on the Create Design window (especially when a mount
was selected).
6. Fixed - The AI would sometimes research tech areas that it didn't have access to.
7. Fixed - You can now click and type in an amount on the Transfer Cargo and Transfer Units windows.
8. Fixed - Increased the indent for cargo items on the Transfer Cargo and Transfer Units windows.
9. Added - Population now shows the number present in millions on the Transfer Cargo window.
10. Added - Added a "Condensed View" button to the Transfer Cargo and Transfer Units windows. When
moving units in Condensed View, all undamaged units will be moved first. You cannot right-click
a group of condensed units to get a report.
11. Fixed - Decreased slow down of game when large number of units were launched in combat.
12. Fixed - Fighters will no longer form a cloud and a pole when launched in combat.
13. Fixed - Unit textures in combat would be lost when the game was alt-tabbed.
14. Fixed - You would sometimes get a lockup when large numbers of units were destroyed in combat.
15. Fixed - You would sometimes get an Access Violation when you closed combat.
16. Fixed - Some speedups for combat.
17. Added - Added "Space Combat Ends Only When Time Up Or No Enemies" field to Settings.txt to allow modders
to prevent combat from ending when enemies are moving away from each other.
18. Fixed - Ability "Planet Population Happiness" was working backwards.
19. Fixed - Cleanup and fixups for happiness.
20. Fixed - Removed launch and recover rates.
21. Changed - Decreased the size increase per level for Fighter Bays and Mine Layers.
22. Fixed - Unit space combat speed was using ground movement.
23. Fixed - Moving units from the Storehouse was not quite working correctly.
24. Fixed - Canceling an "Add Strategy" on the Empire Options window would lockup the window.
25. Fixed - Fleets were regaining supply and ordnance after each turn with no Resupply Depot present.
26. Fixed - Atmosphere Conversion was working in turns not years.
27. Changed - Decreased Shield Regenerator amount.
28. Fixed - "Component - Regeneration" ability was not working.
29. Fixed - "Shield Generation From Damage" ability was not working.
30. Fixed - "Component - Damage Resistance" ability was not working.
31. Fixed - Point - Defense should no longer be effected by time rate.
32. Fixed - "Combat Movement" ability was not working.
33. Fixed - Solar Generators were not working.
34. Fixed - Loss of crew was not decreasing ship's abilities.
35. Fixed - Toxic Injector was not killing crew.
36. Fixed - Results of Ship states:
No Supply - 1 movement point. Cannot cloak.
Critical Failure - Half normal movement points. Cannot resupply or reordnance others.
Half attack and defense modifier. Cannot cloak.
Mothballed - 0 movement points. Cannot resupply or reordnance others. Cannot cloak.
0 Supplies and Ordnance. 0 Crew. 0 Shields. 0 attack and defense modifier.
No spaceyard capabilities.
Cloaked - Cannot resupply or reordnance others. No spaceyard capabilities.

Critical Failure = Loss of your bridge, all life support, all crew quarters, or all your crew
(a Master Computer when present, replaces the previous criteria).
37. Fixed - "Use Component" order was not enabling.
38. Fixed - In a Simultaneous Games, Sector View position changes were not being kept.
39. Fixed - Not having the combat grid on in space combat would cause the map to not expand automatically.
40. Fixed - Enter and Exit warp points sounds were switched in the game.
41. Fixed - The option button for resources on the Select Package window was not working.
42. Fixed - Clicking the Plus or Minus button in a selection list would often fire the doubleclick.
43. Fixed - Date text on received messages was overflowing the list on the Empires and Communicate windows.
44. Fixed - "Allow Intelligence" setting in Game Setup was not working.
45. Fixed - "Allow Tech Gifts" setting in Game Setup was not working.
46. Fixed - Game Setup window should not mention tributes which don't exist.
47. Fixed - You could get vehicles with no movement to move when selected with a group with a mover included.
48. Fixed - The Ship List was selecting all items on a refresh instead of maintaining old selections.
49. Fixed - Planet's with zero population will still be owned by their original owner in combat until all
population, units, and facilities are destroyed.

Version 1.06:
1. Fixed - Clicking and holding the thumb button Component Report would cut out if the mouse left the scroll bar.
2. Fixed - Text wrapping was cutting words in the middle.
3. Fixed - Some fields on the Component Report were overflowing their boxes.
4. Fixed - "Weapon Explosion Effect Name" field in Components.txt should be working now. You can specify either a
random "Specific Type" or an "Effect Name".
5. Fixed - Multiline Edit boxes were not word wrapping correctly.
6. Fixed - Sometimes the text in the last column of a big list would overlap the scroll bar.
7. Fixed - Carriage returns weren't displaying correctly in Multiline Edit boxes.
8. Fixed - More characters are usable in the Edit boxes and Multiline Edit boxes.
9. Fixed - Added a maximum length to the amount edit box so that it cannot be overflowed.
10. Fixed - The number pad was not working for typing in numbers.
11. Fixed - End of Turn reminder will not specify research if you have attained all tech levels.
12. Fixed - Small size log pictures were not drawn correctly.
13. Fixed - Condensed the small picture and no picture log reports.
14. Changed - "Salvage Value" to "Orders" on the Ship Report and Unit Group Report.
15. Fixed - Construction Queues were not building multiple items in separate groups.
16. Fixed - Multiple constructions of items condensed into single log item reports.
17. Fixed - Moved log buttons "View" and "Reply" to the same line.
18. Fixed - You can't remove the last 1M population from a planet.
19. Fixed - Seekers were not taking into account firing point (mainly for planets) to determine if weapon should
be fired (if target would move out of range during travel time).
20. Fixed - Weapon mount range bonuses were not being applied.
21. Fixed - Random empires would sometimes have the same flag as a created player.
22. Fixed - Point Modifiers were not being applied properly to planet point production.
23. Fixed - Ships given the "Colonize" order would move 1 sector even if they had no movement remaining.
24. Fixed - Repeat Build was allowing amounts to decrease to zero.
25. Fixed - Empire Options for "Show Grid Lines" and "Show Warp Lines" were not working.
26. Added - Added fields to Settings.txt for setting quadrant map colors.
27. Fixed - Population amount modifier to construction queues was not being shown in the Abilities list.
28. Fixed - Hardy Industrialists bonus was being applied twice to planetary space yards.
29. Fixed - "Role", "Fleet Experience", and "Strategy" were not showing help on the Ship Report window.
30. Fixed - "Strategy" field was not showing help on the Planet Report window.
31. Fixed - In the Cargo Transfer Window, you can now move multiple items of the same type from the Storehouse.
32. Added - The Vehicle Design report now shows the component the mouse is over.
33. Added - The Create Design window now shows the component the mouse is over.
34. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Vehicle Design Report.
35. Added - "Attack", "Defense", "Turn Rate", and "Acceleration" fields to the Create Design window.
36. Fixed - Attack and Defense modifiers from vehicle sizes were not being applied.
37. Fixed - Music would stop when you loaded a game.
38. Fixed - Damage Types file now supports decimal percentages.
39. Fixed - Cargo mouse over display was not working for the Combat Piece reports.
40. Added - Empire options under "Display" to select whether to see a Component's Section, Level, Damage, and Mount
on all component grids.

Version 1.05:
1. Fixed - The resources amounts on the Select Package window would not change.
2. Fixed - On the Set Construction Queue window, the "In Existence" was always zero for facilities.
3. Changed - On the Set Construction Queue window, the "In Existence" field will now include
all versions of this object regardless of level.
4. Added - "Lock System View" button at the top of the Orders panel.
5. Note - To use Automatic Moveto for Construction Queues, you need to define a waypoint where you
want the ships to moveto. Then in the Set Construction Queue window, select Queue Settings
and scroll the list to the bottom where you can choose that waypoint as a Moveto location.
6. Fixed - Changed Planet Temperature formula so its not quite so cold.
7. Changed - You can no longer change your intelligence defense spending. It is automatically set to the
remainder after your attack spending is deducted from 100%.
8. Added - Scrollbar to the Weapon Report so that damage at range can be scrolled through a distance of 300.
9. Added - "Override InvConfiguration Slots" to the Mod_Definition.txt file. If this field is set TRUE, then
all Inventory Configurations will be read from the file "Override_InvConfiguration_Slots.txt" in the
mod directory (the flag [%EmpireName%] from VehicleSizes.txt will be set to "" and the name will be
trimmed).
10. Fixed - Revised Help Text from Chris Traber.
11. Fixed - Size for Small Supply Storage and Small Ordnance Storage reduced to 2.
12. Fixed - Select Colony Type window was not responding to the Return key and not selecting an item on double-click.
13. Fixed - Sometimes in Sector View, you could move planets.
14. Fixed - Sometimes ending the Sector View would show the Simulator window.
15. Fixed - Log window should jump to the top most message at the beginning of a turn.
16. Fixed - In a Combat Replay, the targeting icon should not show over enemy ships.
17. Fixed - In a Combat Replay, you should not be able to right-click to give orders.
18. Fixed - In combat, you shouldn't be able to see movement destinations and weapon targets for computer controlled ships.
19. Fixed - Construction Queues were absorbing their full resource rate regardless of the cost of the items being built.
20. Fixed - Units were not showing any supplies or ordnance in combat replays.
21. Fixed - Game was changing Speaker Configuration to Stereo.
22. Fixed - If a minister style wasn't selected when creating a new empire, no default strategies would be loaded.
23. Fixed - Victory Conditions and Racial Traits were using the wrong style of option box.
24. Fixed - Lists with option buttons or check buttons will allow you to select the text to toggle the option.
25. Fixed - Some Lists with options buttons or check buttons were highlighting the row you clicked on.

Version 1.04:
1. Fixed - In SystemTypes.txt, the "Ring" position would not register rings 10 or above.
2. Fixed - Closing the Political Message Report would cause a crash.
3. Fixed - Sometimes damage to a planet would cause a crash.
4. Fixed - A planet's condition of "Plague" should show in red.
5. Fixed - A planetary plague was not showing in the Planet Report "Planetary Damage".
6. Fixed - Weapon Damage Type in the Components.txt file is now a formula.
7. Fixed - The Plague Bomb was only doing Plague Level 1 damage.
8. Fixed - Fleets were using more movement than they should.
9. Fixed - Fleets were getting one movement even if they had zero movement.
10. Fixed - Fleet were using more supply than they should.
11. Added - Popup Help Text Delay to game options. The default is 0.5 seconds.
12. Fixed - In the Create Design window, available mounts would not be reloaded when the Vehicle
size was changed.
13. Fixed - You could exceed the maximum tech level in research if enough points were spent.
14. Fixed - In Player Setup - Technology, you would retain tech levels even if you removed the prerequisites.
15. Fixed - In Player Setup - Technology, you could click disabled buttons to change tech.
16. Fixed - Occasional Access Violation when shutting down the game.
17. Fixed - Combat Replays were not always playing. To get rid of bad combat replays, all combat replays from
games earlier than 1.04 will be deleted (on game load).
18. Fixed - The Set Construction Queue window was not showing the Usage Rate based on Emergency Build.
19. Fixed - Return now works for OK on the Login window.
20. Fixed - Vehicle Designs and Vehicle Sizes were not showing maintenance reductions.
21. Fixed - In Player Setup, picture lists were showing large gray bands.
22. Fixed - Lists were enabling their buttons incorrectly.
23. Fixed - In Create Design, if you pressed Create, then Escape, the wrong window would dissappear.

Version 1.03:
1. Fixed - Accepting an alliance would cause the game to lockup.
2. Fixed - Empire Icon spacing for an Alliance report on the Empires window was off.
3. Fixed - Alliances were not showing moods on the Empires window.
4. Fixed - Alliance Report was displaying blank.
5. Fixed - In the Alliance Chambers window, the text for proposals was offset.
6. Fixed - Alliances were not getting or generating First Contact messages.
7. Fixed - Communicate window had text offset for Alliances.
8. Fixed - When viewing a message, the interior of the report would not move with the window.
9. Fixed - Revised Help Text from Chris Traber.
10. Fixed - "Upgrade Facilities" was replacing facilities in the construction queue with facility upgrades.
11. Fixed - In the Create Design window, if you were holding a component and used Shift to delete a
component, the design stats would not get updated.
12. Fixed - Some of the big list windows were still changing highlights under a popup window.
13. Fixed - Some of the reorder items in the Empire Options window were not performing Move to Top and
Move to Bottom correctly.
14. Fixed - Units viewed in Sector View would not "give back" their supplies and ordnance to their Unit Group.
15. Added - Component highlight information on the Ship Report for Components and Cargo.
16. Fixed - Help Text on the Units Group Report was backwards for Orders and Units.
17. Added - Component highlight information on the Unit Group Report for Units.
18. Added - Component highlight information on the Planet Report for Cargo.

Version 1.02:
1. Fixed - Items in a construction queue would not be constructed if the empire could not
provide the full resource usage of the queue.
2. Fixed - The Empire Options window would allow lists under windows to be clicked.
3. Fixed - The Log would show multiple tech level gains in the same area with the current
tech level.
4. Fixed - Alt-Tab would cause order buttons to blank out.
5. Fixed - Moving through an enemy minefield would cause an error.
6. Fixed - Cultural Achievements and Intelligence Achievements were not working correctly.
7. Fixed - On the Intelligence window, Estimated Intel Expenditures were not correct.

Version 1.01:
1. Fixed - The recalculation of Warp Transit Order would sometimes cause an Access Violation.
2. Fixed - Clicking on "Racial Traits" in the Empire Setup window would cause an Invalid Index error.
3. Fixed - In the Empire Setup window, random selection would allow you to get a Gas Giant
with a None Atmosphere. There is also an added warning message as a fail safe.
4. Changed - Selecting a "Gas Giant" atmosphere type will no longer restrict the Planet Types.
5. Fixed - In combat, once you entered into an order mode such as "Fire Specific On Target"
but had no valid targets, then there was no way out of the mode. Also, when in an order
mode, the select region box should not display.
6. Fixed - After turning Autotargeting off, using "Fire Specific On Target" would set the vehicle
to have autotargeting for all untargeted weapons.
7. Fixed - In Simultaneous Games, duplicate designs were showing up.
8. Fixed - AI Setup was not researching correctly.
9. Changed - Increased the tech points for the 3 starting tech levels.
10. Fixed - Message boxes were not responding to the Return key as clicking the OK button.
11. Fixed - The mousewheel would not work if the mouse was over the thumb or arrow buttons.
12. Fixed - In windowed mode, the mouse coordinates for the mousewheel were off by the size of the
window border.
13. Added - End of Turn confirmation information.
14. Added - On the System window, you can hold Ctrl and right-click to perform a Move order (or
an Attack order if the sector you click on has a visible enemy present).
15. Fixed - Blue line under large green planet.
16. Fixed - Space & Ground Combat hotkeys were misassigned.
17. Fixed - Sound clips on full screen windows were not being played (until the window was closed).
18. Fixed - The Load/Save window was not supporting double clicks.

‹ Escape key priority SEV is $27.90 on GoGamer ›
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Faithful's picture

One Question. How can

Submitted by Faithful on Fri, 2006-10-13 23:07.

One Question.

How can something that has yet to be developed and distributed be called "history"? Sticking out tongue

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Faithful's picture

I also, do not understand

Submitted by Faithful on Fri, 2006-10-13 23:14.

I also, do not understand how things can be labeled as "Fixed" in future patches if patches are going to come out in the order listed?

Is MM saying that 1.07 is already done but going to make users wait until x.01-x.06 are distributed?

Rather confusing if you ask me.

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Mod Designer

No.

Submitted by Phoenix-D on Fri, 2006-10-13 23:22.

What you're seeing here is the list of fixes in the patch the beta testers are testing. When its released, it'll be Patch 1, version number 1.0x. (probably 1.07).

As for the first question- see the "Beta testers testing patch" thing. MM makes fixes, sends them out, they test them and make sure they worked while he works on the next set, sends THAT out, etc.

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Rilbur's picture

WTF?

Submitted by Rilbur on Fri, 2006-10-13 23:46.

Quote:
27. Changed - Decreased Shield Regenerator amount.

Those things were already WORTHLESS in combat... so now he's making them MORE worthless? Thank goodness for modding!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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re: WTF?

Submitted by SpaceBob on Sat, 2006-10-14 00:21.

Rilbur wrote:
Quote:
27. Changed - Decreased Shield Regenerator amount.

Those things were already WORTHLESS in combat... so now he's making them MORE worthless? Thank goodness for modding!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

Yeah I was kind of wondering about that one...

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Ressev's picture

So... is this fixed:

Submitted by Ressev on Sat, 2006-10-14 00:26.

.. I can't tell from the notes.

I have a pic of it: http://www.riverleaves.org/DefaultStratError.jpg

I get that rather constantly when selecting a new game. While I think I have pinpointed the Default_AI_Stategies.txt file as the target, I am not sure if it is the name of the file or something in the file that is not being read. I also had uninstalled and reinstalled the game and still get the error.

I think it may be associated with an error I am getting where the game locks up while "Processing after all player turns...". The error is an out of range error.

edit: Ahh, found it: 22. Fixed - If a minister style wasn't selected when creating a new empire, no default strategies would be loaded. under 1.05 patch notes and when indicating a style I do not get the message. Smiling

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Mod Designer

Easy

Submitted by Phoenix-D on Sat, 2006-10-14 00:26.

Ressev wrote:
.. I can't tell from the notes.

I have a pic of it: http://www.riverleaves.org/DefaultStratError.jpg

I get that rather constantly when selecting a new game. While I think I have pinpointed the Default_AI_Stategies.txt file as the target, I am not sure if it is the name of the file or something in the file that is not being read. I also had uninstalled and reinstalled the game and still get the error.

I think it may be associated with an error I am getting where the game locks up while "Processing after all player turns...". The error is an out of range error.

This is actually very easy to fix. When creating your race at the begining of the game, make sure to select a Minister Style. The strategies are tied to the ministers; if you don't select one the game has no idea where to go to find the strategies, and that's why you get that error message.

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Ressev's picture

Perhaps...

Submitted by Ressev on Sat, 2006-10-14 00:27.

SpaceBob wrote:
Rilbur wrote:
Quote:
27. Changed - Decreased Shield Regenerator amount.

Those things were already WORTHLESS in combat... so now he's making them MORE worthless? Thank goodness for modding!

There are 10 types of people in the world:

Those that understand binary, and those that don't.

Yeah I was kind of wondering about that one...

Perhaps a fix from an earlier patch made them to good?

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Mod Designer

Re: SE:V Version History 1.01 to 1.07

Submitted by JTesla on Sat, 2006-10-14 01:38.

Looks like a lot of good fixes. Thanks for posting, it will make Monday far more pleasurable.

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Looks really good!.. cant

Submitted by Wink on Sat, 2006-10-14 02:06.

Looks really good!.. cant wait to try it out.

1 question.. will existing games still be playable after the patches? or are the patches incompatible with older version saved games?

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Captain Kwok's picture
Mod Designer

Regeneration is per second...

Submitted by Captain Kwok on Sat, 2006-10-14 08:07.

Rilbur wrote:
Quote:
27. Changed - Decreased Shield Regenerator amount.

Those things were already WORTHLESS in combat... so now he's making them MORE worthless? Thank goodness for modding!

It was reduced because it was made to work per second and not per minute...

-----

Space Empires Depot | Space Food Empires!

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SirKid's picture

Questions, Bugs and Suggestions

Submitted by SirKid on Sat, 2006-10-14 08:37.

I’ve read through the patch list and here are some items I’ve found that are not on your list. I’ve played about 100 turns so far with the full version.

Questions:

1. Why does the Medical Bay Level 3 cure level 3 plagues but the Medical Lab Level 3 only cure level 1 plagues? Is this a design feature or a bug?

2. In the help it show that Cultural Achievements give 0% bonus? Is this by design? Do I need to get to level 2 before I get the bonus? If so I’m afraid I’ll never use them because of the expense.

Bugs:

1. On the Quadrant Map the Show Ally Systems and the Show Enemy Systems display the same systems. The Show Ally appears correctly. There are no enemy in my friendly sectors and there has never been any combat in those sectors so they should not show up as enemy sectors.

2. Enemy Fleets entering my mind fields are triggering the Tactical / Strategic option window. Once selected it goes to the appropriate display and plays out the timer with no action. I should only be receiving a message telling me the minefield was triggered.

3. If the population on a friendly plant goes to zero and the construction queue still has items in it, you get a Log reported stating “Lack of Resources”. This often leaves me confused because I look up at my resources and see that I have plenty. I’m getting used to it but the message should really read “Lack of Population” when this situation occurs. Not a big deal but thought I would mention it.

4. If you transfer a ship that has expended all of its movement points into a fleet that still has movement point, you can continue moving the fleet. The fleet’s movement should be set to zero.

5. Satellite groups are not being re-supplied when they are placed in a non-planet hex, even when there are supply depots in the sector. They should be. It is a pain to manually re-supply them.

6. Fleets are taking all the supplies from satellite groups when they are in or pass through the same hex. This would not be a big deal if these groups were re-supplied automatically but it often leaves the groups without a defense. It does not happen every time. I think the fleet must be at some key level of supplies to make it happen.

7. I have a repeatable save that shows a very bad Land Combat bug. When I invade the planet, none of the buildings are showing up and all the units from both sides are stacked on top of each other making it look like there is only one unit from each side. Also during the combat a dozen enemy Weapon Platforms are showing up that really do not exist and cannot be destroyed making it impossible to take the planet by storm. Please let me know if you want me to send the save somewhere.

8. Drones are broke. They will not move in combat.

User Interface Improvement Suggestions:

1. On the Fleet Transfer screen please put the Ship’s Damaged Percentage to make it easier to remove damaged ships from the fleet. This is a big one for me.

2. On the Construction Queues screen please put the Hold, Emergency Build, and Repeat Built options on the menu to the right. This will save many clicks. As it is now, for each planet you have to do the click following:
Add to Queue
Queue Settings
Pick Hold, Emergency Build, or Repeat Built option
Close
Close
Repeat for each planet

3. Under the Construction Queue/Create Custom Layout, can you please put an option for Colony Type? I use the Colony Type to help me organize what type of structures I want to build.

4. It would be nice if you could sort the columns on the research screen.

5. On the Set Construction Queue / Reorder Item, please add Go to Top, Go to Bottom buttons.

6. On the Construction Queues Screen, please add a Go To button so we can go to the selected planet. I do almost all of my construction from this queue and this would help a lot. By the way it was a brilliant move on the designers part to let us customize the list on the various displays.

7. Please have the Select Button automatically selected when the row is highlighted. Many times I thought I had something selected because I highlighted the row only to find out that I had to go back and specifically click on the button.

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Two more bugs...

Submitted by dun_Starscaper on Sat, 2006-10-14 09:10.

There are two related bugs that I don't see on the list -- are they being worked on?
1. I'm playing a game right now with lots of new empires in it (either from rebellions or the grant independence message), and the empire creation code seems to be quite buggy. Among other things, way too many values are random (including empire race portrait -- often a race that's not present anywhere in the game). More importantly, if a planet with multiple races on it goes independent, the entire population magically transforms into one race. The choice of race seems to depend on what empire the planet split from rather than who was actually on the planet.
2. The "member races" list on the empire report doesn't update, whether for migration, planetary conquest, or complete annexation of a neighboring empire.

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Rilbur's picture

oooh....

Submitted by Rilbur on Sat, 2006-10-14 09:22.

Captain Kwok wrote:
Rilbur wrote:
Quote:
27. Changed - Decreased Shield Regenerator amount.

Those things were already WORTHLESS in combat... so now he's making them MORE worthless? Thank goodness for modding!

It was reduced because it was made to work per second and not per minute...

-----

Space Empires Depot | Space Food Empires!

Ooooh... ok, no more white coat for Aaron. Maybe.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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Mod Designer

re: Questions, Bugs and Suggestions

Submitted by JTesla on Sat, 2006-10-14 10:19.

SirKid wrote:
2. In the help it show that Cultural Achievements give 0% bonus? Is this by design? Do I need to get to level 2 before I get the bonus? If so I’m afraid I’ll never use them because of the expense.

The help display appears to show the current bonus that you receive. Raise it a level and it raises above 0.

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Captain Kwok's picture
Mod Designer

Cultural Achievements not working in 1.00

Submitted by Captain Kwok on Sat, 2006-10-14 12:21.

The cultural achievements were broken in version 1.00 - but were fixed in 1.01 or something like that.

-----

Space Empires Depot | Space Food Empires!

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Sigh

Submitted by Grumble314 on Sun, 2006-10-15 00:03.

Ruins still not fixed Sad

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Captain Kwok's picture
Mod Designer

Version History 1.09

Submitted by Captain Kwok on Thu, 2006-10-26 20:40.

Another gift:

Version 1.09:
1. Fixed - Possibly fixed error international users were having when trying to load data files.
2. Fixed - Recovering a unit in the Launch/Recover window would sometimes cause an Access Violation.
3. Changed - Drones can now be recovered on ships. Drone Launcher component will allow you to recover drones.
4. Fixed - Recovering a unit in the Launch/Recover window would sometimes leave a blank line.
5. Fixed - A Fleet would sometimes lose ordnance for no apparent reason.
6. Fixed - Some player created empires under computer control were not speaking.
7. Fixed - The Fleet Report - Task Forces tab would misposition the text if scrolled.
8. Fixed - The Select Package window would sometimes not let you hit OK.
9. Fixed - The Planet Report - Races tab would sometimes show population amounts wrong for more than one race.
10. Fixed - When colonizing, if you have population in cargo, then the crew of your ship will not become
1M population on the planet.
11. Fixed - Shard Cannon was not increasing damage with level.
12. Fixed - Sometimes ground combat would occur on a ship.
13. Fixed - Buffer Error at the end of combat.
14. Fixed - The combat progress bar would reset after 60 seconds.
15. Fixed - Organic and Crystalline Dreadnoughts cost too much per level.
16. Fixed - Large combats would sometimes cause the game to lockup.

-----

Space Empires Depot | Space Food Empires!

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When is 1.09 coming out then?!?!? =)

Submitted by Wenin on Thu, 2006-10-26 20:57.

Spill it!!!

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Mod Designer

b

Submitted by Phoenix-D on Thu, 2006-10-26 21:08.

Wenin wrote:
Spill it!!!

It'll likely be several version numbers before a release, so it'll be a while yet.

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Rilbur's picture

Any changes to file structure?

Submitted by Rilbur on Thu, 2006-10-26 21:13.

Does he make any changes to the file structure? I. E. will I have to clone any changes in stock files over to my mod?

Other than the changes to shard cannon and ship costs, at least.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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greycell's picture

I guess the reverse

Submitted by greycell on Thu, 2006-10-26 21:42.

I guess the reverse happiness bug hasn't been isolated yet then.

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se5a's picture
Mod Designer

changes

Submitted by se5a on Fri, 2006-10-27 00:25.

Rilbur wrote:
Does he make any changes to the file structure? I. E. will I have to clone any changes in stock files over to my mod?

Other than the changes to shard cannon and ship costs, at least.

There are 10 types of people in the world:

Those that understand binary, and those that don't.

he does sometimes add lines in files - such as the settings.txt and some other files like the helptext. these lines will need to be added to your datafiles. it's prety easy to find them since the game tells you what it can't find when you try load it.

the best way to make a mod is to only have the files that you have changed in your mod folder. if the game canot find a file it wants in your mod folder it will look for it in the defult data folder.

-----
an se5a is a ww1 fighter, it is also a car.

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Rilbur's picture

but...

Submitted by Rilbur on Fri, 2006-10-27 09:24.

se5a wrote:
he does sometimes add lines in files - such as the settings.txt and some other files like the helptext. these lines will need to be added to your datafiles. it's prety easy to find them since the game tells you what it can't find when you try load it.

the best way to make a mod is to only have the files that you have changed in your mod folder. if the game canot find a file it wants in your mod folder it will look for it in the defult data folder.

-----
an se5a is a ww1 fighter, it is also a car.

Yeah, but I'd rather not find out that he changed the format for formulas or anythign like that Laughing out loud

There are 10 types of people in the world:

Those that understand binary, and those that don't.

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